Differences
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| Both sides previous revision Previous revision Next revision | Previous revision | ||
| combat [2025/05/06 15:59] – xertris | 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. | ||
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| + | ===== Observing Combat ===== | ||
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| + | 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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| Equipment Swapping (Bonus Phase) | Equipment Swapping (Bonus Phase) | ||
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| Escape Check (Successful Escapes) | Escape Check (Successful Escapes) | ||
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| Priority Bonus Actions | Priority Bonus Actions | ||
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| Priority Bonus Items | Priority Bonus Items | ||
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| Priority Offensive Actions | Priority Offensive Actions | ||
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| Bonus Actions | Bonus Actions | ||
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| Bonus Items | Bonus Items | ||
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| Priority Movement Items | Priority Movement Items | ||
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| Movement Items | Movement Items | ||
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| Priority Offensive Items | Priority Offensive Items | ||
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| Offensive Actions | Offensive Actions | ||
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| Offensive Items | Offensive Items | ||
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| If Priority is involved, then the slowest will go first instead. | If Priority is involved, then the slowest will go first instead. | ||
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| + | {{tag> | ||