EXPLORE

Take on a favor. Look around

You walk a warped world and get involved with the people in it.
What you gain from what you do becomes the strength to face the anomalies.

Items
Consumables

Restore HP and AP, revive the fallen, raise stats, and more.

Equipment

Worn in three slots, weapon and wear and accessory, to raise your stats. Some carry a skill with them.

Key Items

Use one and something answers, and the answer changes with the place. Some work just by being carried.

Skills
Active

Skills you pick and use in battle. Attack, heal, support, and much else besides.

Passive

Skills that fire in battle when their condition is met. Some raise stats, some reach the whole party.

Memory Fragments

Fragments scattered throughout this world.
Only when certain conditions are met can this special existence be recognized.

BATTLE

Stage the battle of your "ideal."

The warped world holds people acting strangely, and monsters that slipped in from somewhere.
You face those anomalies with everything your actions and choices have won you.

Face them, or take the opening

Anomalies are everywhere. You are free to walk past them.
Take their back and you move first. Let them take yours, and...?

Actions are "shared" by everyone

The number of actions in a turn changes with how many are standing on each side.
You can act with the same character again, but it leaves an opening and the damage you take goes up.
Actions you leave unused turn into AP at the start of the next turn, the cost of using skills.

Spend AP "exactly."

Using a skill costs AP.
Use one without enough AP and its effect doubles.
But an "AP Break" occurs, the damage you take doubles, and you cannot use skills next turn.
Use a skill with your AP landing "exactly" on 0 and a "Just AP" occurs.
The effect is quadrupled, with none of the AP Break penalties!

Elements and affinity

Characters and skills carry elements, and elements have affinities.
A skill matching the character's element hits harder, and affinity decides who holds the advantage.
Switch characters against a bad matchup and meet them with someone favorable. That works too.

Guarding matters

Put an action into Guard and the damage you take is halved.
The penalties from consecutive actions and bad affinity are nothing to a guard.

ABILITY

The more you are cornered, the closer your "ideal."

A certain incident awakens in these characters a power that gives form to their "ideal," an ability.
Every one of them is strong enough to turn a battle on its head, and yet...

Idealize Skills / Ability Skills

Idealize Skills, or Ability Skills, can be used while you are "Idealized."
Unlike ordinary skills, they cost ID gauge instead of AP.

RAM Overwrite

Aoi's ability. A power given to her by Nyankuro, it rewrites the workings of the world itself.

Status Write

Rewrites every enemy's stats to zero. Aoi, who casts it, cannot move either.

Injection

Rewrites an enemy's action and makes them carry out yours instead.

Interruption

Cuts in the instant an enemy moves, and acts first.

Idealize

Fill the ID gauge and a character can take the form that gives shape to their ideal. They "Idealize."
Idealizing raises stats sharply and nullifies status ailments. Damage taken is halved on top of that.
*Ends after 3 turns, or when the ID gauge runs out.

ID Gauge

Everything that happens in a fight becomes power on the way to the "ideal."
The stronger the opponent, the deeper the corner you are in, the faster it fills.