Beginner’s Guide – Cross of Auria

Beginner’s Guide – Cross of Auria 1 -
Beginner’s Guide – Cross of Auria 1 -

The Cross of Auria Beginner’s Guide prepares players for the hidden dangers of Revan with information that can not always be found in-game.


The Cross of Auria Beginner’s Guide will teach you everything you need to know about overall controls of the game, navigating the menu screens, the basics of battle, understanding your characters and gear, and elemental resistances.


Cross of Auria was created with mouse and keyboard controls in mind. However, the engine used to create the game – RPG Maker MV – has built in controller support. For the purposes of this guide, controller mapping will reference Xbox controller layouts, though other brands of controllers may be used. PC mapping will reference a typical Windows compatible mouse and keyboard.
Mouse & Keyboard
Open Menu – ESC / Right Click
Navigate Menu – Directional Keys / Left Click
Make Selection – Space / Enter / Left Click
Go Back One Menu Screen – ESC / Right Click
Move – Directional Keys / Left Click
Interact – Enter / Left Click
Skip Turn – Right Arrow
Escape Battle – Left Arrow
Choose Target – Directional Keys / Left Click
Speed Up Event or Dialogue – Hold Space / Hold Enter
Controller – Xbox Layout
Open Menu – Y
Navigate Menu – Left Stick / D-Pad
Make Selection – A
Go Back One Menu Screen – B
Move – Left Stick / D-Pad
Interact – A
Skip Turn – Left Stick Right / RB
Escape Battle – Left Stick Left / LB
Choose Target – Left Stick / D-Pad
Speed Up Event or Dialogue – Hold A


Title Screen
New Game – Starts a new adventure.
Continue – Select any of 24 available save slots.
Info – Contains the currently installed version of Cross of Auria and a short special thanks section.
Options – Allows adjustment of volume, the ability to always dash instead of walk, and a battle command memory which will keep the previous selection on the next turn.
Main Menu
Quest– Details for every available quest that has been obtained. Keep an eye on this, as it updates whenever a new objective has been completed.
– Available quests are the ones Ruby is currently working on.
– Completed quests have no remaining steps and the reward has been claimed.
– Failed are quests which have not been completed before the lore-related point where they no longer could be.
– All Quests simply has a combination of the above three sections in their back-end order.
Item– Contains everything Ruby picks up.
– Item has the majority of pick-ups, from healing potions to crafting materials. Up to 99 of any item can be held at once and there is no limit to the total number of different items that can be held.
– Weapon contains every equip-able weapon for the team. From this menu, left clicking a weapon will reveal a greyed out “Use” and potentially an “Upgrade” section. If you have any stat gems, they can be inserted into weapons from this screen. Only non-equipped weapons can be upgraded. Weapon can store 100 pieces of gear at a time.
– Armor functions the same as weapon, but has its own carry capacity. Armor can store 100 pieces of gear at a time.
– Key Items functions the same as Item, but typically holds quest-related or other important items.
Skill– Shows all Abilities learned by characters.
– Skills typically can not be used out of battle. These abilities require Technical Points (TP) to use.
– Magic can sometimes be used out of battle. These abilities require more Mana Points (MP) than TP to use.
Equip– Allows characters to equip items found in the Weapon and Armor menus. Characters may only equip gear that suits their play style. For instance, Ruby can not equip Daggers or Light Armor, but can equip Swords and Mail Armor.
– Optimize will select the AI’s guess of which combination of equipment is best. This function does not take into account anything other than a piece of gear’s base stats, so it is important to confirm manually that the best equipment for the job has been selected.
– Clear will remove all gear from the current character so long as the gear slot is not locked.
Status– Hosts a detailed overview of each character.
– General tab shows level, total EXP and EXP to next level, and the base stats of each character.
– Parameters shows a graph of the base stats.
– Elements shows the character’s resistances to each element type. 100% is the default. These numbers can be read as “an enemy will do x% of element damage to this character.” The larger the number equates to the greater weakness to the element. 0% indicates a full immunity.
– Statistics shows various battle metrics such as how much damage a character has dealt or been dealth.
– Profile is a currently unused menu given the lore of the world.
Formationallows you to change which order to assign commands in battle. Only the top four characters will participate in a battle, but all characters in the party will receive EXP even if they did not participate.
Optionsbrings up the same menu as the Title Screen options menu.
Saveallows you to save your progress whenever you are not in a save-restricted zone.
– Load allows you to quickly load another save file without returning to the main menu or restarting the game.
– Delete will permanently remove the save file.
Craftingallows you to combine your items into new items or gear so long as you have Recipe Books. If you do not have at least one recipe book, the crafting menu tab does not appear. Recipe books can be found or purchased throughout the world.

Statistics & Parameters

During combat, there are multiple resources at your disposal each with their own unique management system. Additionally, there are six basic visible parameters and 20 hidden parameters.
HP, or Health Points, shows how close a character is from being Knocked Out. While a character’s HP is 0, they are afflicted with the “Knockout” status which can only be removed by Revive items or resurrection magic. During this period of Knockout, they can not act. There is no automatic benefit from maintaining high or low HP, though some abilities effectiveness may change depending on the user or target’s HP. HP can be restored by a healer’s restorative spells or with Health Potions.
– HP is broken up into bricks of 1000. The more visible yellow bricks an enemy has, the more HP they have.
– If all active party members have 0 HP, the battle will end and will in most cases result in a Game Over. There are some exceptions to this in optional areas.
MP, or “Mana”, shows how much magical reserve a character has. Most non-basic magic abilities cost MP to cast. Some skills may also cost MP to cast, but will typically cost more TP than MP. MP can be restored at an Inn or with Magick Potions.
TP, or “Technical Points”, is used primarily for non-magic abilities. Not to be confused with “Magic” the battle command, but magic as in opposition to physical. When a character swings their weapon, it is usually due to a Normal Attack or some kind of Skill. Skills always require TP to use, but may occasionally require MP as well. TP can only be restored by dealing normal Attack damage, taking damage, or using an item or ability that specifically says it will restore TP.
Attack, or ATK, factors into the damage calculation for physical-based attacks. For instance, the “Attack” battle command will always do four times the character’s Attack stat as damage, minus two times the target’s Defense stat. There is a damage floor, so the result of any non-elemental attack will never be 0 damage dealt.
– All Skills use some variation of the user’s attack multiplied by some number minus twice the defender’s Defense. Occasionally, more parameters may be added to the formula for extra effects. The default formula looks like this: ((a.atk * 4) – (b.def * 2)).
— Ruby’s Sparkstrike does four times her attack plus one fourth her “Electric Power”, total minus twice the defender’s Defense.
– Any ability marked as a “Physical Attack” on the back-end will be mitigated by twice the defender’s Defense. Any ability marked as a “Magic Attack” will be mitigated by twice the defender’s Magic Defense.
M.Attack, or Magic Attack, or MAT, factors into the damage calculation for magic-based attacks the same way ATK does for physical-based attacks.
– All Magic abilities use some variation of the user’s MAT multiplied by some number minus twice the defender’s Magic Defense. The default formula looks like this: ((a.mat * 4) – (b.mdf * 2)).
– Any ability marked as a “Magic Attack” on the back-end will behave in this way.
Agility, or AGI, helps determine when a character will act in combat relative to the other battle participants. If Miles has a higher AGI than Ruby, he will act before she does unless an exception to this rule is encountered. One such exception is if a skill, such as Flash Heal, gives a boost to the action speed. In this case, Alex may act before Miles even though Miles has the higher base AGI.
– AGI is sometimes factored into damage calculations but will usually say so in the ability’s tooltip.
Defense, or DEF, determines how much damage the target of a physical-based attack will take. DEF is factored in last for all physical abilities regardless of what the rest of the damage formula is as “minus twice the defender’s defense.”
– Ex: A skill that does “greatly increased damage” has a higher multiplier in the “a.atk * X” portion of the equation, but the “b.def * 2” portion always remains the same.
M.Defense, or MDF, determines how much damage the target of a magic-based attack will take. MDF functions exactly the same as DEF, being factored in at the very end of a magic attack’s damage calculation.
– Ex: A skill that does “greatly increased damage” has a higher multiplier in the ‘a.mat * X” portion of the equation, but the “b.mdf * 2” portion always remains the same.
Luck, or LUK, determines how able a character is to escape from combat and how likely the party is to be surprised or pre-emptively encounter enemies. Being surprised in combat allows the enemy team one full turn before Ruby’s party gets to act, and a pre-emptive strike allows Ruby’s team one full turn before the enemy team gets to act. However, a pre-emptive strike does not guarantee that Ruby can escape from battle, and a surprise does not guarantee that they can not.
– Some abilities add LUK to the damage equation. For character skills, see their individual tooltips.
– As a general rule of thumb, enemies in Cross of Auria gain LUK substantially faster than Ruby’s party. Therefore, higher level zones have their battles increasingly more difficult to escape from.
The rest of the parameters can not be viewed in-game. To know where your team sits, refer to the tooltips of individual pieces of gear and factor that in to the character’s default parameters. The remaining parameters and their basic functions are:
Hit Rate – The character’s physical attack accuracy.
Evasion Rate – The character’s ability to evade physical attacks.
Critical Rate – The character’s ability to land a critical hit.
Critical Evasion – The character’s ability to avoid being critically hit.
Magic Evasion – The character’s ability to avoid a magic attack.
Magic Reflection – The character’s ability to reflect a spell at the caster.
Counter Attack – The character’s ability to physically attack in response to having been physically attacked without taking any damage themselves.
HP/MP/TP Regeneration – The amount of HP/MP/TP restored at the end of each turn.
Target Rate – The character’s likelihood to be targeted by enemy AI or ability which select random targets.
Guard Effect – Damage reduction from using the Guard command.
Recovery Effect – The character’s multiplier for healing items and spells used on them.
Pharmacology– The character’s multiplier for when they use healing items or spells on anyone.
MP Cost Rate – The character’s multiplier for ability cost.
TP Charge Rate – The character’s multiplier for TP regeneration.
Physical Damage / Magical Damage / Floor Damage – The character’s multiplier for damage of this type done to them.
Experience– The character’s multiplier for how much EXP is earned.

Elemental Resistances

Elemental Resistances
The following is an outline of each enemy type’s elemental defenses. The higher the multiplier, the greater the weakness. Lower numbers are greater resistances.
– If an element does not appear, the default value of 100% (or “x1.00”) is applied.
– No enemies are considered “Physical” or “-Killer” type. These are used only for the attacking side of the equation.
Normal: All Elements (x1.00)
Arcane: Poison (x2), Psychic (x1.67), Soul (x1.33), Earth (x0.33), Dark (Immune)
Fire: Water (x2), Earth (x1.67), Electric (x1.33), Ice (x0.67), Wind (x0.33), Ghost (Immune)
Ice: Ice-Killer (x2), Fire (x2), Wind (x1.33), Electric (x0.67), Soul (x0.33), Water (Immune)
Water: Electric (x2), Wind (x1.67), Psychic (x0.67), Water (x0.50), Ice (x0.33), Fire (Immune)
Poison: Earth (x2), Dark (x1.67), Fire (x1.33), Wind (x0.67), Poison (x0.50), Psychic (x0.33), Soul (Immune)
Earth: Stone-Killer (x2), Wind (x2), Water (x1.67), Ice (x1.33), Fire (x0.67), Earth (x0.50), Electric (x0.33), Physical (x0.75).
Wind: Ice (x2), Electric (x1.67), Holy (x1.33), Water (x0.67), Wind (x0.50), Poison (x0.33), Earth (Immune)
Psychic: Soul (x2), Dark (x1.33), Holy (x0.67), Psychic (x0.50), Ghost (x0.33), Arcane (Immune)
Soul: Arcane (x1.67), Ghost (x1.33), Poison (x0.67), Soul (x0.50), Holy (x0.33), Psychic (Immune)
Ghost: Psychic (x2), Fire (x1.67), Arcane (x1.33), Dark (x0.67), Ghost (x0.50), Water (x0.33), Ice (Immune)
Dragon: Ice (x2), Dragon (x1.67), Water (x1.33), Earth (x0.67), Electric (x0.50), Fire (x0.33), Wind (Immune)
Electric: Poison (x1.67), Psychic (x1.33), Arcane (x0.67), Electric (x0.50), Dark (x0.33)
Dark: Holy (x2), Soul (x1.67), Earth (x1.33), Ghost (x0.67), Dark (x0.50), Arcane (x0.33)
Holy: Dark (x2), Ghost (x1.67), Poison (x1.33), Soul (x0.67), Holy (x0.50), Electric (Immune).
Flying: Bird-Killer (x2), Earth (Immune)

Written by Hardytier

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