Action loop

On the character's turn, the player must choose between four actions:

  • Use a skill at the cost of stamina

  • Progressing in the stance tree at the cost of stamina

  • Swap positions

  • Wait and build up stamina

Skills

To use an ability, the character must first pay its stamina cost. The ability can be instantaneous or may have a casting time, in which case the character returns to competing in the action track casting portion.

More powerful skills tend to be slower to cast while defensive, situational, or intercepting moves are faster or instantaneous, making for attempts to end or affect an opponent's casting.

Stance Tree

By choosing to progress up the stance tree, the player spends stamina to acquire a permanent passive benefit seeking to tactically adapt to combat. When picking a stance, the turn does not pass and the character can still perform an action.

Each piece of equipment provides a tree of three stances, creating a wide range of choices for each character.

Switch positions

Skills can target the front or back positions. In this case, when characters switch positions, the target remains in the position, not following the target, which allows changing who is affected by an ability right before it is cast for strategic reasons.

Wait and build up Stamina

Consumed in some combat actions, each character has a renewable stock of stamina, but a maximum pool limit.

As the match progresses, the pool limit increases, allowing characters to build up stamina to pay for more costly skills.

Each character can wait, giving up its turn to avoid spending stamina.

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