Mechanics

Stats

ST (Strength)

Every point above 13 adds one damage to every hit made by weapon attacks. For example, with 20 ST (the max a Dwarf can get) you get 7 bonus damage per hit. At 10 hits, that is 70 bonus damage.

IN (Intelligence)

Lowers failure rate on casting Arcane/Holy Spells and at each point above 13, you get an extra point in selecting Arcane/Holy spells.

VT (Vitality)

Increases HP when leveling your class, see HP gains

DX (Dexterity)

Determines acting order in a combat turn and avoiding traps. Also seems to help determine accuracy and success/failure with Thief skills, though the Thief's class level in thief and whether or not they have the Disarmament and Lock Picking skills weighs heavier.

CH (Charisma)

A minor statistic that is required to learn a skill or two, in particular a character that wishes to become a Paladin must have at least 10 CH. Helps in a few quests and puzzles and is fairly difficult to raise so it is recommended to get a good roll on this.

Credit goes to Devhatesyou and Cyril

The Inn

Press X to see what the Daisy, Carnation, and Orchid Rooms do.

The food is actually pretty useful, especially at the beginning of the game, or if some party members are fine.

Herb Tea (10 Gold) restores some (up tp lv 4) spell points. You might be able to get away giving this to a Priest, healing everyone, and then having the Priest drink it again.
Mock Turtle Soup (50 Gold) restores 30 HP.
Meat Strew (100 Gold) restores 50 HP. Unless is has another effect, it seems you'd be better off with two turtle soups.

HP Gains

Whenever you gain a new level, your maximum HP will increase. This is done very simply: your entire HP is rerolled for each level you have. The Hit Die each class grants you is as follows:
…Warrior/Samurai/Ninja/Paladin: d10
…Mage: d6
…Everything else: d8

The result of this is modified by VT for each level:
…7 VT: -3 HP per level
…8 VT: -2 HP per level
…9 VT: -1 HP per level
…10 to 14 VT: no change
…15 to 17 VT: +1 HP per level
…18 to 19 VT: +2 HP per level
…20 VT: +3 HP per level

Even with the above modifier, a single Hit Die cannot be reduced to below 1 per level.

If, after the reroll, your new Max HP is higher than it was before, then you are automatically set to it. However, if it's equal or lower than your old Max HP, then we throw away the result, and just give you 1 HP as consolation.

Hit Count

The base number of hits you get when you attack is dependent on your class levels. The number of hits each class gets is as follows:
…Warrior: [Lvl / 5]
…Thief: [Lvl / 10]
…Priest/Mage: [Lvl / 15]
…Ninja: [Lvl / 4]
…Samurai/Paladin: [Lvl / 5]
…Ranger: [Lvl / 6]
…Wizard: [Lvl / 8]
…Druid: [Lvl / 10]

The level of your secondary class is the average of its components, and that is the level used in calculating your number of hits. For example, a L20 Ninja with L30 Warrior and L10 Thief would get 5 hits (20 / 4).

You also get a bonus from your weapon, which can be anywhere from 0 to 5 extra hits.

Finally, the number of hits you get is capped between 1 to 10 hits. That means that with a weapon that has 0 bonus hits, you will have to wait until L10 Warrior before you actually get your 2nd hit.

Accuracy

This is not a comprehensive list of all bonuses and penalties. It is a comparison of the classes with regards to their base accuracy. Unlike hits, it takes your highest component class level and not your secondary class level:
…Warrior: [Lvl / 3] + 4
…Thief: [Lvl / 4] + 2
…Mage/Priest: [Lvl / 6]
…Ninja/Samurai: [Lvl / 2]
…Paladin: [Lvl / 3]
…Wizard/Ranger: [Lvl / 4]
…Druid: [Lvl / 5]

And yes, the game uses a standard d20 roll, complete with automatic failure on a 1 and automatic success on a 20.

Credits to Terence from the GameFAQs board.

Attacks

Some weapons allow for multiple kinds of attacks. A character can't use a special attack of a weapon unless they have at least one level in a class listed for that weapon.

Swift Attack: + Quickness, - Accuracy
Power Attack: + Power, - Quickness (Bonus damage, chance to knock enemies down, making them lose a turn)
Lunge Attack: + Power, + Range, + AC (attacker gets an invisible temporary malus to AC) (attacker can aim at enemies in the back row while standing in the front row, but I don't know if he can hit from the back row) (very useful against casters standing in the back row on the 4th and above floors)
Rage Attack: Targets all enemies in one group, - Power, -Accuracy (you will miss A LOT with this attack, rendering it almost unusable)
Precision Attack: + Accuracy, - Quickness
Fierce Attack: + Power, can only defend next turn
Sweep Attack: Targets more enemies, - Power (not sure of the difference between this and Rage Attack)
Volley Attack: Distribute hits among an enemy group

Defending

Certain classes allow for unique options when using the Defend action in combat. Defense options do not take effect until the character is able to act.

Defend: Should either decrease damage taken or decrease chance to be hit (?). All classes have this standard option.
Counter: When the character is attacked, they will strike back, hitting automatically for low damage. Number of attacks countered increase with level. May also decrease chance to be hit (?). This option is available to Warriors and Thieves.
Hide: The character hides. The character cannot be targeted while hidden, though may still be hit by attacks affecting the entire party. While hidden, the character may only use the basic attack or defend options. Defending will keep the character hidden. Attacking seems to improve damage done. Only Thieves know this tactic.

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