Differences
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| combat [2024/10/29 01:00] – created crazah | combat [2026/06/25 15:50] (current) – arcathiadev | ||
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| ===== Initiating Combat ===== | ===== Initiating Combat ===== | ||
| - | Combat can be initiated in two main ways, giving players flexibility in how they approach encounters: | + | Combat can be initiated in two main ways: |
| - | * **Direct Engagement**: | + | * **Direct Engagement**: |
| * **Context Menu**: Right-click on an enemy and select “Attack” to initiate combat directly, allowing for a prepared start to the encounter. | * **Context Menu**: Right-click on an enemy and select “Attack” to initiate combat directly, allowing for a prepared start to the encounter. | ||
| Once combat is initiated, both players and enemies are arranged on the tactical grid, and the turn-based combat phases begin. | Once combat is initiated, both players and enemies are arranged on the tactical grid, and the turn-based combat phases begin. | ||
| + | |||
| + | ===== Observing Combat ===== | ||
| + | |||
| + | Players may observe combat after it has begun by clicking on any combatant. Observers will see all actions taken in the fight, and after 3 rounds of observing they may join the fight. They will not be able to take any action on the first phase after joining. | ||
| ===== Combat Phases ===== | ===== Combat Phases ===== | ||
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| * **Root**: A rooted character is immobilized and cannot move, but retains the ability to perform other actions, such as casting spells or attacking. | * **Root**: A rooted character is immobilized and cannot move, but retains the ability to perform other actions, such as casting spells or attacking. | ||
| - | These effects are often inflicted by specific | + | These effects are often inflicted by specific [[skills]] and add an essential layer to combat strategy, as managing status effects can turn the tide of battle. |
| ===== Fleeing Combat ===== | ===== Fleeing Combat ===== | ||
| - | **Fleeing** is an option available in the Offensive Phase, allowing characters to escape combat if necessary. Fleeing initiates a three-turn countdown, during which the player is restricted from using abilities other than movement actions. | + | **Fleeing** is an option available in the Offensive Phase, allowing characters to escape combat if necessary. Fleeing initiates a four-turn countdown |
| * **Flee Mechanic**: The escape sequence begins once the Flee action is selected. The character must avoid taking damage and cannot use any skills aside from movement for three consecutive turns. | * **Flee Mechanic**: The escape sequence begins once the Flee action is selected. The character must avoid taking damage and cannot use any skills aside from movement for three consecutive turns. | ||
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| Fleeing is a high-risk maneuver but provides a last resort when combat becomes unsustainable. | Fleeing is a high-risk maneuver but provides a last resort when combat becomes unsustainable. | ||
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| + | |||
| + | ==== Detailed Order of Operations ==== | ||
| + | |||
| + | Equipment Swapping (Bonus Phase) | ||
| + | |||
| + | Escape Check (Successful Escapes) | ||
| + | |||
| + | Priority Bonus Actions | ||
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| + | Priority Bonus Items | ||
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| + | Priority Offensive Actions | ||
| + | |||
| + | Bonus Actions | ||
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| + | Bonus Items | ||
| + | |||
| + | Priority Movement Items | ||
| + | |||
| + | Movement Items | ||
| + | |||
| + | Priority Offensive Items | ||
| + | |||
| + | Offensive Actions | ||
| + | |||
| + | Offensive Items | ||
| + | |||
| + | And within the same brackets it goes like this: | ||
| + | |||
| + | A deferred offensive phase action will go before non deferred ones. | ||
| + | |||
| + | A non deferred priority offensive action will go before deferred ones. | ||
| + | |||
| + | A deferred bonus action will go before non deferred ones. | ||
| + | |||
| + | You take 50% More Damage if you're using a Priority Move from all sources that turn. | ||
| + | |||
| + | Init Order is specifically taken from the Movement Phase into the Offensive Phase. | ||
| + | |||
| + | So if the order is | ||
| + | |||
| + | ABCD before going to the Offensive Phase then it will be ABCD for the Offensive Phase, even if D wasn't faster than anyone else due to them deferring. | ||
| + | |||
| + | This means that when things process, if the Move Order was ABCD and no deferring or priority moves or bonus phase stuff was done, attacks and such will process in the order of D, then C, then B, then A. | ||
| + | |||
| + | If Priority is involved, then the slowest will go first instead. | ||
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| + | {{tag> | ||