Combat Philosophy
Real-time first, auto battle as support
The combat hub is not about claiming the game is fully manual or fully idle. It clarifies which activities suit automation and which encounters reward human decisions. Routine grinding can use auto battle, while dungeons, bosses and party challenges lean on movement, role identity and skill timing.
Use auto battle, skill priority and supply settings for routine loops.
Handle movement, AoE, revivals and focus targets manually.
Swordsman, Mage, Priest and Rogue each carry distinct party responsibilities.
Combat results flow into gear, economy, life skills and social systems.