Guardians and bosses
The last monster in each zone (★) is a guardian, and some are bosses. They have far more HP and defense than their level suggests and fight in a fixed pattern: a few attacks, a wind-up with a red cast bar before a heavy hit that can stun, then a short pause where they take 25% more damage. Below half HP they enrage: faster, harder hits and a new combo. Stuns and freezes interrupt a wind-up. The Monster tab spells out each pattern.
Action bar
Above the log: your first six active skills and four potion slots. Tap a skill to use it as soon as it's ready, or tap a potion to drink it now. Buff potions (Haste, Ironhide, Warding, Fury, Arcane) last 30s; set them in the Gear tab to drink automatically against guardians, in every fight, or only when tapped. Buy them in the Inventory shop.
Advanced jobs
At level 40 the job trial lets each class pick a branch. Knights choose Warlord, Dragoon (spear, pierces DEF, bleeds) or Berserker (axe, stacks speed, stronger at low HP). Wizards: Sorcerer or Hexer (stacking poison and burn). Rangers: Sharpshooter or Trapper (several traps, a hawk that attacks on its own). Rogues: Shadowblade or Duelist (double attacks, hits trigger skills). Clerics: Oracle or Templar (holy mace fighter, Smite on hit).
Trigger cards
Some cards say “chance on hit to cast your skill”. If you have learned that skill, it fires for free at your skill level, with no SP cost and no cooldown. Four-slot weapons have low attack but hold four cards, so four 5% cards add up to 20%.
Element chart
Rows are the attack's element, columns are the target's body element. Weapons and spells use their element; armor sets your body element. Monsters with element level 2–4 take even more from strong elements and even less from weak ones (shown as “Water level 3” on the monster card).