Title | Type | Effects |
Basics | General info | It is simple turn based combat, but with a strategizing twist! You must wittle down your foe's HP, or in other ways make it unfit for combat before a Conquest is won! If the foe wittles your HP down, you fall unconcious. From there, if you are not healed, you will die after a set period of time. |
Pacing | General info | Once each Conquest Turn, take one action and one non-action turn. The non-action involves using an item or skill labelled non-action, or moving Zones. An Action turn is using a skill or Assault. |
Zones | General info | The Combat Field is parted into three parts! These are called Zones. The center one is the melee zone, where close combat weaponry is functional! The one beyond that is the Medium Zone, which is where firearms and magick can work. Some close combat weaponry also work in the Medium Zone. Furthest are the Magi Zone, where firearms and spells are needed to do damage. The Magi zone also reduce the amount of damage you can give a foe, but not the amount that you heal your friends. The zones in front will guard the people standing in the zones behind. So the people in the Melee Zone will guard the people in the Medium and Magi zone from direct frontal attacks. The Medium Zone will also guard the Magi Zone. |
Title | Type | Effects |
Flee | Command | Gives you a chance of running away from an encounter. Wont work all the time, and some foes restrict Fleeing altogether. |
Guarding | Command | To guard against attacks is an easy feet. You give up your turn, but you double your regular toughness, making it much harder to damage your HP! Simple as that. |
Throwing | Command | All the items in ones inventory can be thrown, no matter what. The effect of the item, of course, depends on the item itself. This way, people in the Magi Zone could heal their friends in the Melee Zone by tossing a potion their way! Though there is always a chance that the thrown item will miss. They say the chance of missing decreases with more Awareness. |
Shift Zone | Command | This lets you move through a zone adjacent to the one you are in right now. From Medium you could enter Magi or Melee, or from Magi and Melee you could enter Medium. If there are no foes in the enemy's Melee Zone, you can Shift Zone into it to claim their zones as yours. In this case, the closest zone to a zone with an enemy becomes the Melee zone, the one adjacent to the Melee becomes the Medium and the rest outwards become Magi. |
Item | Command | This lets you choose an item from your inventory and use in Conquest. Some items cannot be used in Conquest, others work best in it. |
Assault | Command | The basic Aggression based combat command. If a firearm is used, often that will run through Awareness instead. |
Skill | Command | This is where the skills you own can be chosen and used against a foe/friend/yourself/no one. See the skill data for what it does. |
Title | Type | Effects |
Charge | General info | A Charge is activated when a character rushes into a Conquest. They can choose which Zone they stop in, unless there are 3 people in the same Zone, then they have to stop in the zone behind the one they were trying to get to. There are skills that can only be activated through a charge. A Charge count as a non-action turn. |
Flanking | General info | Flanking has always been a highly viable tactic in war and combat, and in this world it is also great! What it does is force a Melee Zone into the enemies Zones, parting them up or closing them in a pincher! It even keeps opponents from fleeing. |
Charge Slam | General info | A Charge Slam is when two groups rush into combat with each other, smashing into each other to try and do as much damage as possible. This initiates the two groups entering the Melee Zone to count together their Aggression and compare them. If it is a tie, none take damage as both got just as rustled as the other. If one side wins, then all the opponents take the amount of damage dealt. Due to this, Charge Slams are often a great way of getting rid of weaker foes if you just wont bother battling them. |
Combo Move | General info | These special moves are born when two people have a large enough affinity for each other. Randomly when both these characters are attacking or using a skill, they might realize that these abilities can be chained together into one very strong ability! Companionship is very important in the creation of Combo Moves. |
Boss Battles | General info | Boss battles are always a special occasion, as the combat field expands so up to 5 people can stand in a single zone instead of the normal 3. The boss will also if it is a large boss, fill all three zones on it's side of the battlefield. Smaller bosses still adhere to the normal rules of zones though. |
Specification | General info | Unless another action is specified, combat is started at basic neutral ground. Saying that you Charge into combat is the easiest way for me to recognize what you do. There can be merits to starting combat on even ground though. |
Sniping | General info | Sniping is the act of shooting from a higher position into the Conquest that is happening. It is a very good idea to do since it keeps the firer out of the battle and thus it stays safe. enemies which can shoot can attack the snipers in the same way, and two snipers can start attacking each other too. As long as you attack ranged, you are (almost) always able to attack a sniper. |
Pre-emptive Strike | General info | Once in a blue moon, you will catch creatures completely off guard. When this happens, your previous mentioned attack command is used without the foe being able to attack because of the sheer surprise of it. Be happy about these, they are a great help. |
Airborne Combat | General info | Foes in the air have their own Melee, Medium and Magi Zones, but the special part comes in when a melee fighter has to fight from ground to air. It's simply impossible, as the melee fighter cannot attack into the Air Zones. Ranged fighters can fire into all three Air Zones though, and likewise units in the Air Zones can attack any three zones on the ground. If two groups of airborne enemies meet each other, the fight happens just like if they were on the ground, with Melee Zones protecting the Zones behind them and such. |
Combat Crush | General info | The dreaded Combat Crush can only be activated when you outnumber an enemy 3 to 1, flank the enemy so you have units on both sides and everyone on your side decide to attack! In comparison, a giant enemy counts as 4 units, so you would need 12 units to activate the Combat Crush on those. It is a dreaded ability, that makes everyone move on their own in perfect unison. Some say its heritage is some leftover mana code from wherever the Outsider stole the system of ACoS, but that fact is shrouded in myths and legends. |
Crippled | Condition | When a character gets crippled, it cannot shift zone anymore. To heal it, use a normal way of healing health and the crippling will pass too. |
Bleeding out | Condition | Hurry! One of the characters is bleeding out! This means that after 5 turns of not being healed by a healing spell or item, the person will die! After being healed from bleeding out, the character will automatically leave combat, due to excessive danger, unless the battle cannot be run from. The character will, no matter how powerful the healing spell/item, always only have 1 health left after being revived. After the character has been revived, the character will have the condition "Fragile". |
Fragile | Condition | Being thrown into Bleeding Out condition instantly kills you. This effect goes away with time. |
Giant | Condition | When a teammate grows into the giant condition, it will take up 1 spot on all 3 Zones in the heroes' half of the battlefield. If there isn't any room, the giant will push away others to make room for it, so watch out for that. |
Dread | Condition | Dread is what happens when you get so mollified over something, you just cannot move. Think of it as a temporary paralysis. Often this comes from how quickly your team mates are being destroyed, but some foes can create dread in a unit naturally with abilities. Dread simply makes you miss a turn, where the next turn you are ready and composed to fight on. |