For example, a chaotic evil character will refuse to adventure with a lawful good character and vice versa. Lawful evil characters will parley with other lawful evil characters and not fight. Other way to determine a parlay is to decide on a stance from meek to abusive. How you act may determine whether you will be helped or will have to fight the groups of adventurers that you encounter in your travels. Combat is in an overhead oblique isometric view with a limited battlefield.
Characters fight in rounded fashion taking turns moving and using weapons or throwing spells.
Each of the first four characters appear on the front line and can engage the enemy with one of 38 available melee weapons unless they engage at a distance where one of seven available ranged weapons and spells could be employed. Those on the back row have to maneuver to use melee weapons or they can use range weapons unless engaged by the enemy in melee combat. The combat system was seen first in Wizard's Crown and Eternal Dagger, except that this system is more higly refined and less confusing. Gone are the multple body parts and different damage for cutting, piercing, and crushing weapons. Spells are active in camp, while adventuring or when in battle.