Battle System
Brown Dust II is a turn-based strategy in which you have ability to position your characters, as well as choose character's skills in order to defeat the enemies.
Basics
Turns mechanic
- For all PvE content, you attack on odd turns (1, 3, 5, ...), while enemy attacks on even turns (2, 4, 6, ...).
- During turns, you don't have to do anything; characters use skills automatically; all preparation (positioning, skills choices) must be made pre-turn.
- You can make those preparations only pre-turns. Enemy turn is followed instantly after yours.
- Turn progression only goes after you confirm your choices with "Turn X Battle" button in the bottom right corner of the battle screen.
Battlefield
Grid System
- In general content (such a Story or Evil Castle Towers), you have ability to use 5 characters on the field.
- Field is a 3x4 rectangular grid, in which you can place your characters however you like.
- To swap character positioning, click and drag the chibi model of a character to the needed tile.
Guild Raid offers 5x5 square grid and 7 characters per team.
Golden Colosseum, on the other hand, has field changing depending on season from 3x3 square to 5x5 square with different amount of characters allowed.
Targetting Logic
Before understanding where would your character attack land, you need to understand how character targets the enemy.
- Each costume has own Range — tiles that are affected by the action of the costume.
- For each costume (except supports with
Range), there is Main Target which is displayed by
down arrowhead.
Main target is the one that actually gets targeted by your character, and rest AoE impact is calculated based on position of that Main Target.
As for Main Target, there are two main types of determining one.
- First is Very Front, meaning your character will target the closest enemy in the same column.
- Second is Vault, meaning your character will target second closest enemy in the same column, "vaulting" over first one.
- If there's only one enemy in the column, it will be targeted instead.
You can check Target type and Costumes AoE either in Compainion tab or directly in the battle by clicking the character card.
Advanced Targetting Logic
There are few ways one can change their targetting logic from "normal" one.
- Having Taunt or Concentrated Fire status effects make you attack the enemy with that status effect regardless of your attack type (Very Front, Vault).
-
Target Avoidance status effect makes your enemy to not target your character if there are other options on the field.
-
If there is no enemy in the same column as your character, column on the right (to the character) takes priority instead. Thus, it is possible to attack the enemy on the most right column from the most left one.
- If there is no enemy in the right column either, left one takes priority.
Damage Formula
\(\text{Damage} = \\\\ \text{ATK / MATK / HP}^\text{[1]} \\\\ \times \; \text{Skill\%} \\\\ \times \; (100\% + \text{ATK\% Buffs} - \text{ATK\% Debuffs})^\text{[2]}\\\\ \times \; (100\% + \text{CDMG\%} + \text{CDMG\% Buffs} - \text{CDMG\% Debuffs}) \\\\ \times \; (100\% + \text{Weak Point\%}) \\\\ \times \; (100\% + (10\% + \text{Increase Chain DMG\%}) \times \text{Chains}) \\\\ \times \; (100\% + \text{Target's Vulnerability Debuffs\%} + \text{DMG Increase\% Buffs}) \\\\ \times \; (100\% + \text{Property Damage\%} + \text{Season Buff\%} + \text{Property Damage\% Buffs})^\text{[3]} \\\\ \times \; (100\% - (\text{Target's DEF\%} + \text{Target's DEF\% Buffs} - \text{Target's DEF\% Debuffs}))^\text{[4,5]} \\\\ \times \; (100\% - \text{Target's DMG Reduction\% Buffs}) \\\\ \times \; (100\% - \text{Target's Property Resists})^\text{[6]}\)
[1] Depends on the character. If costume attacks using HP, 50k is max.
[2] Ignored with HP-related skills.
[3] If Target has weaker Property. Imcompatible with Property Resist multiplier.
[4] DEF when attacked with {Physical} Physical Damage, MRES when attacked with {Magical} Magical Damage.
[5] Maximum is 100% (when summary DEF is 0%), minimum is 10% (when summary DEF is greater or equal to 90%).
[6] If Target has stronger Property. Imcompatible with Property Damage multiplier.
Chain Mechanic
Every time the enemy or boss tile is hit, 1 chain stack is applied. Chains increase damage by 10% per each chain stacked on enemy (considering that base damage without any chains is 100%).
Chains are very important for content such as Fiend Hunter and Guild Raid.
- Poolside Guardian Zenith increases those 10% to maximum of 20% for the single tile.
- Chains last for 1 turn and are reset after, except some seasons of Golden Colosseum.
- Chains have cap of 100, except Last Night.
- Chains increases are added into same multiplier, thus it is a buff with diminishing returns.
- Effect called Chain Reiforcement adds +1 chain per hit.
Example
- The Cursed Celia without any buffs hits 7 times and provides 7 chains.
- The Cursed Celia with buff from Masquerade Bunny Celia (1 Chain Reinforcement) provides 14 chains instead.
- The Cursed Celia with buffs from Masquerade Bunny Celia and Pure White Blessing Refithea (2 Chain Reinforcement) provides 21 chains instead.
Team Setup
As said above, you can freely change positioning of characters and their order before your turn. These are important features to maximize your damage while minimizing enemy one.
- To change the position, drag chibi model of a character to desired tile.
- To change the order of characters, use Swap Order feature or it's quick
shortcut
Why does it matter?
- Some supports have limited Range / Aura, meaning you need to fit other units within that range to recieve buff (like Medical Club Teresse, Adventure of the Unknown Diana, Refithea)
- Enemy layout can require DPS on different column for better AoE coverage
- Enemy can be too strong for some characters to survive but fine for others within same team.
- Usually supports should go before DPS to maximize your damage, however not every support is just a support, meaning order sometimes is required to be changed.
- Some unique conditional abilities such as of Laid-Back Lifeguard Nebris require fine tuning the team order to receive better buff.
In-Battle Information
In the battle, you can obtain a lot of information about your units and enemies. Moreover, there are a lot of small QoL features which ease your understanding of the battle, as well as mechanics which may be useful for completing the stages overall.
Character / Enemy skills, stats and status effects
-
To access the information about skills, press on either chibi model or card, and press the skills under "Basic Attack" and "Knockback" options to learn more about them on top of the screen.
When you do so, you can view raw damage (with no calculated impact from actions in the turn) and highlighted area of effect on the field.- If, instead of damage, K.O is displayed, it means raw damage is enough to kill the opponent.
-
Magic Damage is displayed in magenta color and
Physical is displayed in yellow. -
This way, you can switch actions for your characters as well.
Skills Cooldown
Each costume has some cooldown, during which you cannot use it again. Cooldown for any costume is displayed in its description, and active cooldown is displayed in place of a costume button, covering it.
- To access the information about stats, press on the chibi / card, then press
plus icon in the top corner of the screen (left for your units, right for enemies).
Displayed information includes all stats at the given moment (with all current buffs applied), gear and bond.
- To access the information about status effects, do the same thing except instead of clicking on the plus, click on the icons right below, such as
(which is the Taunt effect) or others.
Property
Property is displayed in 3 ways.
- First, it is shown near character name as a icon (
Water,
Fire,
Wind,
Light,
Darkness and
Neutral). - Second, it is displayed as a light tint on the character's card. According to the property, tint is changed to resemble main color of the property.
- Third, it is displayed as glow under character / enemy whenever they are going to use the ability (skill). Similar to tint in cards, this glow also changes the color depending on property, but is more bright in a sense.
- Property advantage / disadvantage also is displayed during skill / damage preview, and are shown as
and
accordingly. If you have neither advantage nor disadvantage, no icon will show up, similar to attacking neutral character.
Knockback
Knockback is one of possible actions for a character for a turn. It exists in some skills, but, generally speaking, every character has a knockback option regardless. It allows you to move enemy on the battlefield to create more comfortable setup for your DPS.
There are few rules to it:
- Each character has different knockback for 1 tile and applied to 1 enemy. Furthermore, there are some costumes that can target more enemies or have bigger distance.
- Knockback always deal 1 DMG to the Main Target no matter the buffs applied.
- If the tile to which you try to knockback into is occupied by enemy or tombstone, knockback will not take effect.
- If the basic knockback results in an enemy colliding with another, latter one recieves damage equal to 25% Max HP of knocked back enemy. Different costumes which utilize knockback will have greater numbers.
- Knockback shares the same damage type as character; meaning, Diana will have
Magical Damage from knockback, and Teresse will have
Physical Damage. - Knockback damage (for the one bumped INTO) is affected by Crit (Rate / DMG), Property (dis)advantage (DMG / Resist), DEF/MRES, Augmentation / Enemy Vulnerability, Chains and Weak Point bonuses.
- Knockback damage (for the one bumped INTO), as any other HP-related skill, has 50k cap taken before applying any other buffs. Means, if knocked back enemy's HP is 2,000,000, only 50k will be taken into calculations instead of expected 2m.
- Knockback adds Chain to main target, similar to basic attack, although the one bumped into DOES NOT recieve a chain stack.
- Knockback damage (for the one bumped INTO) cannot be evaded. However, Main Target with Evade active cannot be knocked back.
- In Fiend Hunter / Guild Raid, you cannot knockback (move) boss tiles. Also, some enemies have knockback immune which negates knockback action on them completely.
- Attempts to knockback enemy out of grid (out of bounds) will have no effect.
Targetting Lines
Pretty small and slightly underappreciated feature that tells you who is given character targets and by whom they are targeted.
- Green lines are related to actions from teammates / your characters, aka supports.
- Red lines are related to enemies who will hit your character with their skill in the following round
- Colorful lines are related to main target of an attack. Their color depends on property (see above).
Tombstones
Tombstone is created when character on the field dies (becomes fatigued) in a place of that character.
- Tombstones are created only for initial units on the battlefield. That means that summons do not create tombstones.
- The only exception for this rule are explosives which do not leave tombstone upon being destroyed.
- Self-destruct skills, as well as death from counter creates the tombstone on the place of where character was last pre action.
- Tombstone cannot be knocked back.
- Tombstones prevents enemies to pass through them (with knockback skills)
- Tombstones do not suffer damage / deal damage to knocked enemies.
Battle UI
Environmental Effects
This icon itself does not mean anything, but next to this icon all environmental effects are listed. They can be (but not limited to):
Collection Bonus
Death Time Effect
Evil Castle Environmental effects
Auto Skill
This features automatically picks the costume to activate in the following turn.
- It tries to activate costumes in order of characters in a team (from first to the last).
- It also tries to activate costumes shown in Compainion / Pre-battle screens first, meaning it will keep turn 1 settings almost every time.
- If you do not have enough SP, skill (costume) will be not picked.
- If you do have SP but for cheaper costume only, that costume will be picked instead.
To reselect costume choice, simply click on the character and choose different costume.
Overall this feature is considered to be a time-saver, since setting up skills yourself is way bigger hustle. Aside of that, it is flexible feature which doesn't lock your selected skill order, so you should have no issues.
Auto Battle Feature
This feature allows you to complete battles automatically.
- It locks your input from the battle completely, so in case you want to change anything, you must disable auto-battle first.
- It uses initial positioning and Auto Skill Feature.
- It has a small countdown before launching the battle.
It is NOT recommended to use Auto Battle, because
- It takes longer time than actually just pressing battle button with no preparation
- It does not care about the enemy and positioning, meaning you will likely run into issues sooner or later.
- Auto Battle does not teach you how to be a good playere.
Game Speed Feature
With that button, you can change the speed your battles are going at.
Minimum is x1, maximum is x3.
To switch, simply press the button few times.
Autofeed Feature
This feature allows to heal minor damage by consuming cooked (and raw) food
While it sounds good on paper and no longer requires people go to the Inn, it is simply not worth the result.
Pause Feature
Quite self-explanatory feature allowing to make a pause during your battle.
Here, you can:
- Adjust Skill cutscenes display
- Change Volume settings
- Check
Battle Statistics - Restart the battle or previous turn
- You cannot rollback to previous turn in Tower of Salvation.
- Run away from the battle.
Replace Feature
Feauture allowing you to replace your characters during battle preparation.
To replace a character, pick it from the list and tap on the character you want to replace.
- You can filter characters to find the needed ones faster by using Property Filter on top or filter button on the top as well.
- In case you need specific knockback, you can check it via icon (
) on each character. - You can also add characters instead of replacing in case you do not have max amount on the field. In this case, click on empty grid cell with chosen character to place them.
- You cannot replace characters on Turn 3 onwards, except Tower of Salvation.
Borrow Feature
In some fights, you can use your Friend Support units to help you beat the fight.
The idea is completely the same with the exception of pressing one more button (
).
- Borrow is limited to 3 borrows per day per friend. That means if you have maximum friends (30), you can borrow up to 90 times per day.
- Borrow is available in:
- Normal Difficulty, Hard Difficulty, NPC Quests of Story Packs
- Hard Difficulty of Character & Event Packs
- Normal & Challenge Battles in Season Events
- Hunting Grounds & Path of Adventure Content Pack battles.
- You cannot have two of the same character on a team.
- You can borrow only 1 character per fight.
Swap Order Feature
This feature allows you to adjust the order in which your characters act.
It has 2 modes:
Insert and
Replace.
-
Insert mode allows you to alter your order by inserting desired character in a sequence. To do that, drag character on others.- If you drag from bottom to top, you will put chosen character before the character you drag onto.
- If you drag from top to bottom, you will put chosen character after the character you drag onto.
-
Replace mode allows you to change order of 2 costumes.
To do that, simply drag a character onto another to switch the order.
Preset Feature
This feature allows you to quick load pre-saved teams.
- This includes characters, gear, order and positioning.
- If preset gear was used by different characters, activating a preset will unequip those gear pieces and equip on your team.
- Preset name and icon can be customized for your needs.
- You can delete or rewrite old presets in case you do not need them anymore.
- There are total of 12 preset slots.
In addition to presets, you can use own recently used teams in the second tab of preset menu.
SP Bar
SP bar displays your Skill Points which you use for using costumes' abilities.
Rotate View Feature
This feature allows you to change battlefield view to the top one and replacing surrounding backgrounds, allowing you to easily distinguish otherwise grouped enemies or allies.
In this mode, your units are always on the left side, while enemy is on the right.
To go back to original view, simply press the same button once again.
Rotate Feature
This feature allows you rotate the field, changing your and enemy visual positioning while keeping aethetics of surroundings. This can be useful for distinguishing grouped enemies, but Rotate View is better for this matter.
You cannot rotate the field with special bosses on it like Fiend Hunter or Guild Raid ones.
More Advanced Battle Features
Death Time
Death Time is a feature that should prevent the game from having extremely long battles.
It appears after 10th Turn in Story, Normal / Challenge Battles of Event, Mirror Wars and Evil Castle. It also appears on different turn in Golden Colosseum (depending on rule), and does NOT appear in Fiend Hunter and Guild Raid.
Every 2 turns, every unit on the battlefield recieves +100% ATK / MATK increase, as well as DEF / MRES descrease by 100% and Incoming Damage increase by 50%. This means that characters like Gynt and Remnunt will no longer be effective to lock down enemy with their ATK reduction.
Death Time can be accumulated with no limits on its amount, meaning in case of "0 DMG Bug", you can reach as many Turns as you want, although it's quite pointless.
Set Costume order
Set Costume order is a feature that allows you to make pre-determined skill order activation. This is useful when you're setting up Mirror Wars or repetive fights in gamemodes as Fiend Hunter. If you have feature active, you will see
icon in the character's card.
To use it, press on the chibi character before turn 1 and press Set Costume order button in the bottom part of the screen.
In opened menu, you will see 10 slots, corresponding to each of your Turns (up to 19th Turn) where you can put any of skills, basic attack or knockback.
- Selection will override your manual attempts to choose different skill during given turn.
- Selection will oblige to game rules, meaning it won't activate the skill if you don't have enough SP or it's on cooldown.
- Selection can loop, meaning that for example putting Robin Hood Zenith and Poolside Guardian Zenith in first two slots will provide you repeated usage until the last turn.
Status Effects
Characters and enemies can have different status effects, which enhance, dimish or modify character impact in a battle.
Most common status effects (in a Story Packs) are Taunt, Counter, Evade, Energy Guard and Immunity.
Taunt makes your incoming attacks ignore target logic and attack that specific enemy. Is removable by dispel units (Scheherazade, Yuri, Eleanner), unless enemy has immunity.
Counter makes your units recieve damage when attacking the enemy. Often paired with Taunt. There are a lot of types of Counter, so read ability to understand what type of it you're facing. Also dispellable by dispel units, unless enemy has immunity.
Evade completely disregards your attacks onto enemy. That means that any effects taking place with attacks (such as Dispel, DoT etc) will not work on enemy evading. To bypass the Evade, use Self-Destruction skills (Wiggle, Morpeah's summons).
Energy Guard acts as a shield, increasing current character's HP on top of cap. To bypass it, either use Dispel, deal True Damage or just deal enough DMG to remove it.
Immunity tells that character has immunity to some sort of actions, such as Weakness, Buff Removal, Knockback etc.
Different Damage Types
There are few types of unique damage in the game.
- Fixed DMG cannot crit. It is not affected by DEF, Magic Resist and DMG Taken Reduction / Increase, but affected by Property DMG, Chain Effect, DMG Dealt Increase / Reduction and Death Time Effect.
- Consumed DMG also cannot crit. It is not affected by DEF, Magic Resist, DMG Taken Reduction / Increase and Energy Guard, but affected by Property DMG, Chain Effect, DMG Dealt Increase / Reduction and Death Time Effect.
- Pure DMG is not affected by DEF, Magic Resist, DMG Taken Reduction / Increase and Energy Guard, but affected by Critical Hit, Property DMG, Chain Effect, DMG Dealt Increase / Reduction and Death Time Effect.






























