Choose your hero and both parties. Hold the crystal to win.
Choose a portrait, then a character.
The battle is waiting.
Choose an action, then press its new key.
Shift queues orders · Alt self-casts
Click to move. Right-click a foe to attack. Hold a command key to aim; release to cast.
Goal. Hold the Convergence crystal without rivals nearby for six seconds to claim it. After each successful claim the crystal disappears for ten seconds before the next one spawns; capture progress starts only when it returns. Enemy presence pauses your capture; clear them out to continue. A rival holding alone first erases your progress. First to 8 wins (3 in a skirmish), within 3 minutes; the crystal moves every three claims. KOs clear defenders but do not directly score. Training uses the same capture rules with idle rivals and no match limit.
Learn to play and Duel. Learn to play is an optional, playable one-minute lesson in moving, attacking, jumping out of a spell, and claiming a contested crystal. Skip is always available. Duel uses your hero and your first selected rival: win three KO rounds in a compact arena. Health and resources reset between rounds; your saved team selections stay intact.
Stakes. A party behind by two or more points gains an extra point per claim and respawns faster. In the final minute, each claim is worth one more point (up to three). A tied battle enters sudden death: the next claim wins.
Brave and reactions. Every job has its FFT reaction, and like FFT it fires on a Brave roll: Counter and Counter Tackle hit back, Blade Grasp, Parry and Reflexes stop a blow, Auto-Potion, Regenerator, Speed Save, Dragon Spirit and Vigilance kick in when you're hurt, Magick Counter returns a spell, Critical: Quick refreshes your commands at low HP. Physical blows can crit (higher Brave, more often): half again the damage and a one-tile knockback. A foe under Stop or Sleep (a wall slam stops them too) is a combo: your first blow always lands and hits half again as hard. Slows, Stops, Sleeps and roots recover slowly (10 s or more), last two seconds per turn and wear thin on someone hit by one moments ago. Mages are fragile, but their spells hit hardest. The Ninja can Vanish: unseen and untargetable for 10 s until it strikes, and that first blow is an ambush (area spells still find it).
Moving and attacking. Click the ground to walk there (hold the right button to keep steering); your hero finds a way around cliffs. Right-click a foe to attack: your hero closes in and keeps attacking until you give another order. Right-click an ally to stay beside them (a healer mends them instead). Left-click moves, even over an enemy. Right-click picks the foe you want to attack. A right click acts the moment you press; a left click acts when you let go, so holding the left button and dragging moves the camera instead. Without an attack order, your hero never attacks automatically. A attack-moves to the cursor: it engages the foe nearest where you point, else walks there and fights anyone met on the way. S stops and drops every order.
Shift and Alt. Hold Shift while clicking or casting to queue it: numbered flags mark the plan and your hero works through it in order. Hold Alt with a command key to cast it on yourself.
Camera. The camera is yours, as in League or Dota: hold the left (or middle) button and drag the map, push the mouse to the screen edge, use the arrow keys, or click the minimap (right click there to move). Let go mid-drag and it glides a little. Press Tab (or F1) to centre on your hero, F2 on your ally; click a portrait to jump to them; Backspace jumps home. Y or the minimap button locks the camera to your hero. The wheel or − / + zooms around the cursor. An arrow at the screen edge points back to you when you're off screen.
Choose your commands. In character selection, open Commands, select Q, W or E, then choose an ability from that hero's pool. Every hero has alternatives. Equipping a command already in another slot swaps the two; Reset restores that hero's defaults. Choices persist for heroes, allies and rivals. Basic attacks and the R ultimate stay fixed.
Cast commands. Hold a command key to see its reach and affected tiles, then release to cast. Point at a unit to track it. Out of reach, your hero moves closer before casting. Right-click or Esc while holding cancels. Spells have visible charge times; heavy hits, Silence, Stop, Sleep and your own jump/dash interrupt them.
Jump / Dash (Space). Melee heroes jump up to 4.5 tiles over gaps and ledges; other heroes dash about 3 tiles. Both evade hits and cancel your charging spell. Jump recovers in 2.6 seconds, dash in 1.8 seconds.
Ultimate (R). Claims, damage and KOs fill your party's charge, and a KO steals some of the fallen party's. At 60 your leader can unleash their job's ultimate: the meter under R on the command bar fills and glows when it's ready. Your allies spend it only when it is full. Ending a foe's KO streak (a Shutdown) pays extra charge.
Damage is the tactical formula. Elements hit weaknesses for 1.5× and resistances for 0.5×, attacks from behind can't miss and hit 1.25×, and higher ground adds damage. Protect, Shell, Haste, Slow, Stop, Silence, Poison and the rest last a few seconds per turn they would in FFT.
KO. A fallen unit counts 3, 2, 1 like in FFT. Raise, Revive or Phoenix Down brings them back first; otherwise they become a crystal and return at your start. Anyone can pick up a crystal to restore HP and MP.
Basic attacks. Melee fighters sweep a three-tile-wide arc in front of them; archers shoot up to 7 tiles and Mustadio’s gun reaches 8; mages fire a rod bolt up to 7 tiles; healers Mend the ally you click (and bolt foes).
Melee MP. Fighters regenerate MP twice as quickly as casters and gain MP from landed basic attacks and enemy hits. Ninja and Assassin recover three times as quickly and gain MP from attacks. Ninja strikes quickly for lighter damage; attacking from behind gives a backstab bonus, and Vanish sets up a stronger opening ambush.
Items. Potions and Hi-Potions heal. Ethers restore MP. A Phoenix Down revives you once when you fall.
Orders. Click Follow to keep your allies nearby, Hold to defend the crystal, or Focus to attack the nearest foe to your cursor.
Interact and utilities. Press F near a battlefield device or optional objective to interact. Press C to use your available crystal utility; the HUD shows its name and remaining time.
Other ways to play. Keyboard actions can be rebound in Settings. A gamepad steers with the left stick, attacks with RT, casts Q/W/E with X/Y/B, uses the ultimate with LT, jumps/dashes with RB, interacts with A and uses crystal utility with LB.
Multi-kills. Defeat different rivals within ten seconds of each other to earn Double Kill, Triple Kill, Quadra Kill and Penta Kill celebrations. Getting KO’d ends your chain. Announcer voice credits.
Numbers. You see damage you deal and take; your allies' fights show in their health bars.
Saved on this browser. Training doesn't count.
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