Turn Options

A Turn is when an individual player or creature’s time frame is up to bat, so to speak.  This is when a unit can act, move, etc.  A Round consists of a 10 second interval where everyone involved in the combat area can act and react.  When six rounds have passed, one minute has passed in the game world.

Movement is based on the amount of Cells a character can move. Each cell represents two meters in distance, or about six-and-a-half feet. You can decide to move before or after other actions, but you cannot split the movement. Movement is the maximum number of cells in which a character can move during its turn; you can move anywhere within that range. Movement is dictated primarily by a character’s class; certain races can also affect the unit’s movement modifier due to size and certain skills.

The amount of cells a character can ascend vertically is called Jump.  And while a character can jump in place, jumping itself can also help the player move in ways where they’d otherwise be inhibited by obstacles.  A horizontal, diagonal, or vertical Jump moves your character by double the character’s Movement.  You may also fall safely at 1 Cell over your Jump distance before taking damage.  Jump is primarily based on a character’s class.  However, certain racial abilities can also influence one’s Jump modifier.  Jump counts as a secondary/offhand action in battle, so jumping around the battlefield is ill-advised.

Your primary action can grant the ability to use a regular attack, one of your skills, use of a trait, or any other action.  Characters who use two-handed weapons attack using this action, but also cannot take advantage of the secondary/offhand action.

A Secondary Action allows you to use an action with your offhand if you are using a weapon that does not require two hands.  You may attack with a second weapon that can be equipped with your offhand if you are proficient with said weapon and didn’t use a skill, hold a shield to provide extra protection, use an item, perform the Jump command, or provide a followup attack based off of certain skills.  A player who isn’t proficient with a particular one handed item can use a second 1-handed weapon at the cost of 50% hit reduction and 50% damage reduction.

You can convey a brief message during each of your Turns.  If you are commanding a Pet or other creature, this is what your chat action entails.

Certain players will gain access to a fifth action.  Specialty Action can be obtained by either the player or given to you by the Outeran Scholar.  These are some examples in which a Specialty Action would be enabled to the player.  

  • A player who has another controlled unit on the field such as a pet, and uses Chat to command it to move and attack (See Pet Interactions below for more information.)
  • An angelarian unveiling his or her wings or a demonian brandishing his or her claws.
  • A dracon morphing into a dragon, a kitsoo morphing into their animal form, or a shapeshifter morphing its body to whatever
  • An unbound using their skill Soul Forge to recall into their gem
  • An Outeran Guide who grants the player with an exclusive boon such as Darius, Lightbound Heraldic, Shadowsworn Heraldic, or another custom homebrew powerup.

Like other options, the player can only use 1 Specialty Action per turn, regardless even if a player is a Lightbound Heraldic Dragon Hunter.  However, when a powerup runs its course, you power down without taking up this action.

At the end of your Turn, you have the choice to face a particular direction which shall aid or hinder your Flee.  

  • Those who attack you from the front have a 10% less chance to hit you with an attack. (-10 numbers on the D100 for a hit success.)
  • An enemy attacking you from the side gains no bonus or penalty.
  • Those attacking from the back have a 10% higher chance to hit you. (+10 numbers on the D100 for a hit success.)
  • If you are flanked on both sides, or from the front & behind, both enemies gain a 10% increase in their chance to hit you. (+10 numbers on the D100 for a hit success.)
  • If you are surrounded on all sides and you cannot fly, your Movement drops to zero.  Those who flank the unit gain a bonus ability called “Gang Up” which can be used as their main action.  When using it, every unit around the flanked target gets to use a melee attack one after another!  Now that’s a good ol fashion beatdown!  This effect can only be used once each Round.

A unit can forego their mainhand and offhand actions to use the Sprint skill. Under the effects of Sprint, the unit’s Movement is doubled and it gains an additional 50% to its Jump modifier for the duration of that turn.

Sometimes a delay in tactics can mean the difference between victory and defeat.  You are able to delay a main-hand action, offhand action, skill, or spell for up to five Turns.  Friendly units should exercise caution in the event that the caster is preparing an area of effect spell/skill that doesn’t distinguish friend from foe.  By delaying your attack, you forego all of your Flee and any damage you take has a 50% chance to break you out of your Ability Charge.

Players can choose whether or not they use Ability Charge on their basic attacks and actions (such as drinking a potion.)  If a player successfully executes a standard attack after the Ability Charge’s duration ends, they deal an extra 10% damage on that attack per charged Turn calculated at the end.  Class Skills and Spells that require charge time do not gain the increased damage bonus; class skills and spells that don’t require a charge time can be delayed via Ability Charge, but they do not receive the damage bonus.

There are certain skills that requires or allows you to channel them.  These skills are considered your Turn’s Mainhand Action when activated until you end the skill.  Dismissing the channeling upon the start of your Turn makes your Mainhand Action useable again instantly.  When being hit while in Spell Channeling you forego all of your Dodge and any damage you take has a 50% chance to break you out of Channeling similar to Ability Charge.  However, you also take 50% more damage while channeling a spell due to focusing all your energy into that continuous casting.  Proper placement on the field before channeling is advised since once you are channeling a spell you cannot move without breaking the channeling unless otherwise stated.

Units that are unaware of the danger they’re in, for example if an attacker is Hidden, are vulnerable to a surprise attack.  Sneaky attacks like this are called Opener Attacks.  The attacker gains Super Charge on its Opener; some skills grant additional damage to Opener Attacks too!  It is possible to perform an Opener within the same battle if the unit is able to retreat into Hidden status; in order to pull this off, your target must be unable to find you within, at minimum, a 3×3 area, and you must successfully avoid detection for 3 Rounds.  This will “end combat” and although the enemy unit(s) may be on their guard, they’re not considered to be in combat, so you can restart combat on your terms.  Fire away!

A player, or “Trainer” in this case, who uses the Pet option during that Turn may perform both Pet Movement and Pet Action within the scope of the Specialty Action.  

Pets can be classified as any extra unit a player can control during that turn which includes but not limits to…

  • A charmed or controlled unit by other means
  • A created unit such as a drone from a Tradesmaster
  • A friendly animal companion
  • A tamed creature used by a Hunter, Soul Knight, or Summoner 

A Pet can do the following actions

  Command List

  • Pet Movement which can be a command as long as the Pet’s Movement and Jump isn’t exceeded.  Examples include… 
      • Move Order: Sends your pet to a certain location.  If the order is something harmful to your Pet such as off a cliff, the Pet can resist the command, and even break from a Charm Effect with a passing save.
      • Return Order: Command your pet to return to your side or as close as they can towards you.
  • Pet Action which can be an individual attack or a combined effort attack.  It can also entail the Pet searching an area, alerting you of a presence, or standing guard.  Examples include… 
    • Attack Order: Command your pet to attack a target.  You may command your pet to use a regular attack or a pet specific skill, though what the Trainer does within the Turn affects the damage of each.  
      • If the player is also attacking, without using a skill, as well as the Pet, the added Intelligence and Strength Damage is not added to either of the attacks, but the enemy’s Vitality and Wisdom Damage Reduction is calculated on each hit and the Pet’s damage is reduced by 50% and cannot crit due to Trainer Interference.  A Pincer Attack still grants advantage on a hit, but a miss on either unit attacking would instead have the Trainer and/or Pet damaging themselves.
      • If the Trainer is not attacking that Round such as using an item, the Pet receives no damage penalties due to no Trainer interference.
    • Stay Order: Commands your pet to stay in an area idle.  If attacked your pet will counter attack, without damage penalty, if they are still within your control and change to Attack Order.
    • Skill Order:  Command your pet to perform a skill in sync with you with an invisible link up until the end of the next Round.  This skill counts as both you and your pet’s action and doesn’t suffer from a damage penalty, but a miss can still hit yourself.  Using a joint attack option is quite powerful, but the link grants your enemies not only an advantage to hit both you and your pet, but also an attack to one deals a ‘free’ 50% the damage taken to the other with your linked spirit.  Hitting both you and your Pet in an AoE attack would deal both the full damage to both as well as the added 50% thereafter.

A player who has at least a 40 Wisdom Score gains the ability “Mount Tamer”, granting them the ability to capture and ride creatures.  Anytime outside of combat, players can summon or dismiss their mount without expending an action.  However, if a mount is summoned during the heat of battle, or even at the start of a fight, this can be done at the cost of the unit’s mainhand action. When on a mount, you gain its Movement and Jump.

  • Your mount’s level is the same as it was before it was Tamed. (You need to add Taming mechanics like with Hunter if you haven’t already since mounts are usable by all classes) When your Mount’s health is brought to 0, it is subjected to the Spirit Release countdown like any other creature.
  • Anytime you are attacked and take damage, you have a 5% chance to be knocked off it. If hit by an Opener, the percentage increases to 10%. If you are critically hit, your chances of being knocked off are doubled.
  • When knocked off your Mount, your mount becomes Feared in addition to everything else that happened to you. A successful Animal Handling check is needed to calm your Mount down. 
    • DR0 – When an enemy is 10+ levels below you, your Mount goes unphased because it knows better. 
    • DR10 – When an enemy is 1 to 9 levels below you, your Mount is slightly startled. As long as your dice roll doesn’t result in an Epic Failure, you should be fine!
    • DR15 – When an enemy is equal to your level, you’ll need to calm your Mount down. 
    • DR20 – Enemies that are higher level than you give your Mount serious cause for concern. You’ll need to go the extra mile to keep it on your side. 
    • DR30 – Your Mount is terrified and chooses flight over fight; this check is reserved for those rare occasions when your enemies are 10+ levels higher than you.