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===Battle system=== [[Image:Ffmq battlescreen.png|thumb|right|Benjamin and Tristam facing enemies on the battle screen]] ''Final Fantasy Mystic Quest'' eliminates the system of [[random encounter|random enemy encounters]], a trademark of the main series. Instead, battles are represented in dungeons as stationary enemy [[sprite (computer graphics)|sprite]]s, and the player is given the option of approaching the enemy and engaging a battle. Once engaged in battle, the player is thrust into the battle screen, which presents a [[window (computing)|window]]-based menu with three commands to choose from: battle, run, or control. Running from battle transports the player back to the field screen, while choosing "control" toggles between the ally's battle mode, where the player can manually control the main character's ally or opt for a [[Game artificial intelligence|computer-controlled]] ally. If players choose to battle, they are presented with a submenu of four more options: physically attack the enemy, cast a spell, use a curative item (such as a Cure potion), or defend.<ref name="combat"/> The game's battle system relies on [[Recurring elements in the Final Fantasy series#Battle systems|conditional turn-based combat]], where the characters and enemies cycle through rounds in battling each other, with the first action of the turn awarded to the fastest character. Enemy sprites are always far larger than player sprites in battle, despite appearing further away from the game camera. Some animals attack by physically crushing the players. Character health is represented by an incremental [[Health (game mechanism)#Life bar|life bar]], although the player may choose to have it displayed in numerical fractions as in most role-playing games. If all character life bars reach zero, the game is over, but the player is given the option of continuing and restarting the battle. If the player chooses this option, however, the main character's attack power may suffer temporarily as a penalty. A character's performance in battle is determined by numerical figures (called [[Attribute (role-playing games)|statistics]]) for vitality, attacking power, defensive capabilities, speed, magical prowess, accuracy, and evasion. Character statistics are driven by [[experience point]]s (EXP) gained from winning battles, which accumulate until players achieve milestones known as "experience levels". Besides awarding experience points, battling enemies also earns the player gold pieces (GP), which can be used to buy weapons, armor, and curative items. In the absence of random enemy encounters, battlefields are scattered across the world map. Players are immediately thrust into a battle when entering a battlefield, and must win ten enemy battles to "clean out" the battlefield. Once a battlefield is cleaned out, players are awarded either a large amount of experience, a large amount of GP, a piece of armor, or a magic spell.<ref name="combat"/>
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