[TITLE]MOVEMENT
[BODY]Use the Move buttons to move your team.
You can't move diagonally, sorry.
Hold <Run> to change move speed.
In some dangerous places, while you walk, you can be attacked by monsters.
In others places, monsters can be spotted walking on the map; if you touch them or they hit you, you'll have to fight them.
Sometime traps might be hidden on the floor: if the first character of the team activates the trap, all the team will be damaged.
[TITLE]INTERACTION
[BODY]Press Action to interact with the environment and talk to people.
Treasure chests, cupboards and wardrobes contain items useful for your adventure. Sometimes, these items are not hidden in chest, but simply placed on tables or on the ground.
People are willing to share information and tips with you, so you might want to talk to them sometimes.
In towns, look for shops where you can buy better equipment and food for your quest.
Characters with a "light bulb" balloon are trainers who can teach you new Powers.
[TITLE]BATTLE
[BODY]In the Battle Screen Heroes and enemies face each other politely in the middle of the screen.
Each strike reduces the Health Points (HP) of a certain number. When the HP of a character reaches 0, he is Knocked Out. 
Heroes win when all the foes are beaten.
Heroes will lose if all the party is Knocked Out. 
If Heroes win, they are rewarded with Experience Points, Golz (the currency in the game) and occasionally, items.
All Knocked Out characters are revived to 1 HP at the end of combat, but they will gain only a portion of the Experience.
[TITLE]BATTLE LINE
[BODY]At the top of the screen the Battle Line shows the right to left order in which each character will act.
The first to the right is the active character and can act in combat.
Each action costs Turns. When the character acts, he will be pushed back in the line for a number of steps equal to the cost of the action. 
Then the next character in the line will become the active character and so on. 
[TITLE]ACTIONS
[BODY]When one of the Heroes is the active character, the player can chose among four actions: Attack, Skill, Guard and Item.
A high score of Speed will reduce the number of turns required for the action.
A character with high Speed will then act more frequently in battle. A prevision of your next turn will appear on the battle line depending on the standard cost of the highlighted action.
[TITLE]ATTACK
[BODY]The attack costs 26 turns regardless of the weapon you are wielding.
To strike an enemy with a simple attack highlight the Attack option and confirm your target. 
If you feel like invincible you can automatically engage an attack by holding the Left Trigger.
The damage of the base attack depends entirely on the Strength of the Hero. 
Weapons increase this value greatly so remember to equip them at once.
[TITLE]SKILL
[BODY]Every skill has a different cost in turns (average cost is 29 turns).
The Hero can select and use one of his special attacks (Skill) to do more damage, weaken an opponent or power up your team. 
These Powers are not free and require a certain number of Mana Points (MP) to be cast.
Depending on the nature of the Skill its effectiveness could be based on the caster Spirit or Strength.
As a general rule, magic spells are use Spirit while special attacks rely on the Strength score to deal more damage.
[TITLE]GUARD
[BODY]Guarding is a fast action that requires a variable amount of turns.
The Hero adopts a defensive stance. He will not act, but all the damage received until next round will be halved.
Guarding is extremely effective after the Hero has dealt/healed a lot of damage as the enemy is likely to retaliate.
[TITLE]ITEM
[BODY]Using an item is a slow action that in general requires 26 turns.
You can use food and potions to heal yourself or your companions.
Some special items (like "One Up") are even able to heal K.O. Heroes while in battle.
[TITLE]ABILITIES
[BODY]Each Hero is characterized by four Abilities: Might, Charisma, Dexterity and Grit.
[TITLE]MIGHT
[BODY]MIGHT represents the physical power of the Hero.
It's the base stat for the Health Points and Strength.
Health Points (HP) represent Hero's vitality. Each hit he gets will reduce this score. If it reaches 0, the Hero is Knocked Out. Food and healing spells restore HP, but a Hero can't have more Health Points then his maximum.
Strength represents how much damage a Hero can do with a standard attack or a physical special attack.
[TITLE]CHARISMA
[BODY]CHARISMA represents how much personality a character has.
It's the base stat for the Mana Points and Spirit.
Mana Points (MP) are used by the Hero to activate special attacks (Powers). Each use of a Power consumes some of these points. If a Hero hasn't got enough MP to activate a Power, he simply can't use it. Drinking and resting refills this pool.
Spirit is used to calculate the damage of a lot of special attacks (Powers). The higher is this score, the more damage these Powers will do. Be aware that not every Power uses Spirit.
[TITLE]DEXTERITY
[BODY]DEXTERITY measures Hero's agility and reflexes.
It's the base stat for Evasion and Speed.
Evasion represents the chance of dodging an attack or a skill, taking no damage.
Evasion also reduces the chance to being hit by a critical strike.
It's a percentage number, so 5 means 5%.
Speed helps acting first during the first round of battle. 
It also reduces the number of turns required by actions. 
Every 5 points of Speed 1 turn is deducted from the action cost. When Speed gets higher the reduction in turns is slower
but the relative advantage remains the same.
If you speed is lower than 10 your actions will cost more turns than normal.
[TITLE]GRIT
[BODY]GRIT represents Hero's boldness and courage.
Every time a Hero gets Experience Points, they are increased by a percentage equal to the Grit score.
Grit is also the base stat for Resistance and Critical.
Resistance helps avoid and recover from negative statuses such as Poisoning, Confusion, Str Down etc.
An high score in Resistance also helps mantaining powerups longer.
Critical represents the chance of doubling damage with an Attack or Power and reduces the chance for an enemy to Evade.
[TITLE]LEVEL UP
[BODY]When a Hero earns enough Experience Points, he gains a level, becoming stronger.
When this happens, he is completely healed and gets 3 points to add to his abilities.
Ability scores are also important to get Power Points.
[TITLE]POWER POINTS
[BODY]When an ability hits 15, 21, 28, 36, etc. the character is granted an extra Power Point.
These points act as slots for equipping special skills or Powers.
Players can equip and unequip Powers from the Power menu section.
A Hero can learn an infinite number of Powers, but only those which are equipped will be available in battle.
Each Power has an equipping cost expressed by a number and the word PP (Power Point); for example, Magic Missile costs 1PP while Inferno costs 2PP
There are two kinds of Powers: Active and Passive.
[TITLE]ACTIVE/PASSIVE
[BODY]Active Powers are special actions that require MP to be used; magic spells (like Magic Missile, Heal Bruise and Fire Ball) and extraordinary attack (like Power Attack, Sneak Attack and Sweep the Leg) are Active Powers.
Passive Powers are always effective (provided you equip them); they usually modify Hero's stats like pieces of equipment.
[TITLE]TACTICS
[BODY]Players can change the party approach to battle from the Tactics voice in the Menu section.
Placing a Hero on the top position will make him the team leader. The leader and the other Heroes can be placed in front line, back line or neutral position.
While in front or rear line, Heroes receive a Bonus and Malus depending on position and current Leader.
For instance, if Johnny is the Leader, any Hero in the front line will get a Strength bonus and an HP malus.
Instead, if the Hero is in rear line, he will get a bonus to HP and a malus to Str.
[TITLE]ELEMENTS
[BODY] Weapons and skills have one or more elemental attributes. 
Bludgeoning,Piercing and Slashing are common elements for weapons and physical skills;
Fire,Cold and Lightning are common elements for spells and magic items.
Some enemy might be resistant or weak to an element.
An enemy with elemental weakness/resistance will take more/less damage from that element.
[TITLE]STATUSES
[BODY] States can alter the effectiveness of characters in battle: there are many types of statuses, and many of them follow special rules.
For example the Sleep status prevent the battler from fighting but a single damage will cancel it. The Burnt status decreases the 
attack effectiveness of battlers and can be removed by spells or items.
Some statuses are able to remove others of opposite nature (like Frozen with Burnt), while others might stack up.
You can check the effect of statuses on the Status page of the handbooks.
A high score in Resistance reduces the chance of being hit and the duration of negative statuses.
Positive statuses might also last a little longer.
[TITLE]RATIONS
[BODY] Rations are special items you cannot use manually.
They are automatically used after winning a battle and can recover up to 25% of the health or mana each.
If you run out of Rations you must remember to heal yoursef with more costly items after each battle, so try buy as much as possible of them.
Since you cannot use them during battles remember to take with you some consumables like Potato Chips or Loca Colas to recover
during the longest battles.