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Party Selection

Your party in a soldier-phase fight is your avatar plus up to three soldiers. Which soldiers you can pick depends on the content, and who you pick shapes how the fight plays out.

KnightMageBard

Avatar + Up to Three Soldiers

Every soldier-phase battle pairs your avatar with up to three soldiers from your roster. The avatar always joins; the soldiers fill in around them.

If you have fewer than three eligible soldiers, the party goes in under-strength - you fight with what you have, with empty slots in the formation. The battle still proceeds; you're just at a disadvantage.

Which Soldiers Are Available

Eligibility rules vary by combat surface:

  • Dungeons - restricted to soldiers from the dungeon's required habits. If a dungeon requires "Go for a run" and "Meditate daily", those are the soldiers you can bring. Other good-habit soldiers you have don't qualify.
  • Multi-phase adventure quests - you pick freely from your full good-habit roster. Some quests may gently suggest certain classes.
  • Boss-only adventure quests - no soldier phase, so no party picking. The avatar fights alone.
  • Arena - avatar only. Soldiers stay home.

Under-Strength Parties

If you can't field three soldiers - either because a dungeon's required-habit list is short, or because some required habits have retired or are unavailable - you still enter the fight. The missing slots stay empty. The battle scales down slightly in the enemy's favor, but you can still win with a well-played duo or even a solo fighter.

Re-adopting a missing required habit

If a dungeon won't start because a required habit is missing, the fix is to re-adopt that premade habit. The soldier rejoins your roster automatically, and the dungeon unlocks for entry.

Mixing Classes

Class composition matters a lot. See Soldier Classes for each class's combat role - but a quick summary:

  • A Knight on the front line is the team's durability.
  • A Mage in the back is the primary damage source.
  • A Healer in the back keeps the team alive.
  • A Bard anywhere amplifies the rest of the team.

A party of three Knights can brute-force its way through many fights but struggles without magical damage or healing. A party of three Mages hits hard but folds to a single aggressive enemy. Most successful parties mix at least two classes.

Selecting Matters More in Hard Fights

For a short, routine adventure quest, any reasonable party tends to work. For a dungeon with a tough soldier phase, party choice starts to genuinely decide the fight:

  • Facing multiple high-dodge enemies? A Bard's Discordant Note to strip dodge, or a Mage's Fireball to hit them all at once, matters a lot more than a Knight's Heavy Blow.
  • Facing a single high-HP boss in the soldier phase? A Mage's Arcane Surge is the kind of finisher that's built for the scenario.
  • Facing debuff-heavy enemies? A Healer with Purify becomes the MVP.

Pre-fight inspection lets you peek at enemy skills to plan around them.

Party Order = Formation

The order you arrange the party in determines where each soldier stands. First slot = front row, second = middle, third = back. See Formation & Rows for what each row means and how to think about the decision.