Combat

This article covers the mechanics of the **combat system** in *Stygian: Reign of the Old Ones*.

## Basics

Combat can be initiated through dialogue, random encounters, or when the player character is detected by an enemy. Characters may also be Ambushed, in which case they are Dazed and will receive a penalty to their Reaction at the start of combat.

* In most Ambush scenarios, enemies start closer to you than they would in a normal combat scenario

### Combat Mechanics

**Combat** in *Stygian* consists of turns. During each turn, combatants move and perform actions to the extent that their Action Points allow

* **Action Points**: Each action, including movement, requires a certain amount of Action Points to be committed. A combatant's turn ends once they have exhausted all of their Action Points
* **The Round**: A round of combat concludes once all combatants have completed their turn
* **Initiative**: At the start of each new round, the Order of Initiative is determined by the Reaction score of the combatants
	+ **New Round Waves**: It is possible for more enemy combatant waves to arrive at the beginning of a new round

## Display

### The Combat Screen

* **Initiative Wheel**: Located at the top right-hand corner of the combat screen, the initiative wheel displays the turn order of all combatants in a given round
* **The Battlefield**: The combat battlefield is formed of contiguous hexes. Each hex can only be occupied by a single combatant. Adjacent combatants can perform melee attacks against one another, while distanced combatants may still target one another with long-range weapons and spells. Certain hexes on the battlefield provide special functions, such as purple hexes, which enable combatants to flee from battle. Combatants can also interact with objects during battle. They may have the opportunity to ‘take cover’ behind environmental debris or, in specific situations, use environmental objects offensively
* **Combat Log**: Located at the bottom centre of the combat screen, the combat log provides a record of all actions performed during combat
* **Defend/Focus Buttons**: Located in the bottom left-hand corner of the combat screen (see Actions below)
* **Retreat/Escape Button**: Located in the bottom right-hand corner of the combat screen (see Actions below)

### The Player Character

The top left-hand corner of the combat screen displays the player character’s portrait along with all relevant combat statistics pertaining to the status of the character:

* **Sanity / Health Levels**: Located above and below the character portrait respectively
* **Equipped Weapon**: Located to the right of the character portrait
	+ The equipped weapon also displays the total cost of Action Points required to use the weapon, available ammunition (if applicable), and a weapon swap option allowing character’s to switch out to a secondary weapon if equipped
* **Action Points**: Action Points (AP) are displayed as a row of circles to the right of the character portrait and beneath the character’s equipped weapon
	+ Green Action Points: AP available to the character
	+ Black (Empty) Action Points: AP that has been used by the character
	+ Orange Action Points: AP are highlighted orange when displaying the cost for performing a given action

## Actions

* **Movement**: Combatants move at a rate of one hex per Action Point
* **Attack**: Combatants within range of their opponents for either melee or distanced attacks can target and engage their enemies, potentially dealing health or sanity damage. Possible attack results include:
	+ **Hit**: The combatant hits their target and deals damage
	+ **Miss**: The combatant misses their target and does not deal damage
	+ **Critical Hit**: Combatants have a percent (%) chance of dealing a critical hit, inflicting extra damage on a successful attack
	+ **Critical Failure**: Combatants have a percent (%) chance of critically failing, nullifying their action and potentially dealing damage to themselves on a failed attempt
	+ **Graze**: Combatants may graze their target, meriting a penalty to damage
	+ **Rear Attack**: Combatants who attack their target from behind (while their target’s back is turned) will deal extra damage on a successful attack
* **Combat Abilities**: Combatants can use combat abilities by selecting their character and opening the radial menu. Only items that have already been equipped by the character will be available for them to use instantly
* **Quick Items**: Combatants can use quick items, such as thrown weapons or sanity enhancing drugs, by selecting their character and opening the radial menu. Only items that have already been equipped in the character’s quick slots will be available for them to use instantly
* **Spells**: Combatants can cast spells by selecting their character and opening the radial menu. Spells have the potential to inflict health or sanity damage on enemies and can buff their party members
* **Inventory**: Combatants may access their inventory during combat at the cost of 5 Action Points
* **Reload**: Combatants may use available Action Points to reload their equipped weapon. Selecting the equipped weapon icon will reload the weapon
* **Change Direction**: Combatants have the option of changing direction (using the arrow located beside their avatar), which may be beneficial in avoiding rear attacks.
* **Take Cover**: Combatants can take cover during battle by standing on a defensive hex (designated by a small shield icon) and right clicking on it in order to view the ‘take cover’ button.
* **Defend**: Selecting the Defend button utilizes the player character’s remaining Action Points to increase their Physical Defence going into the next round of combat. Bonuses are increased in accordance with the number of Action Points allocated to this procedure
* **Focus**: Selecting the Focus button utilizes the player character’s remaining Action Points to grant a bonus to their next attack roll. Bonuses are increased in accordance with the number of Action Points allocated to this procedure
* **Loot**: You can loot fallen enemies by right clicking on their corpses and selecting the related icon
* **Flee**: Select the Retreat Button while standing on a purple hex to flee from battle
* **Progression Escape**: Select the Escape Button while standing on a blue hex to escape from battle

## Resolving Combat

### Victory

*YOU PREVAIL! The party has successfully vanquished all its enemies.*

Combat ends if the player character successfully defeats all opposing combatants, either by slaying them or by causing them to retreat. Achieving victory in combat will automatically allow the character to collect all available loot from the defeated party. The character will also receive an equal share of Experience toward their next Level and Black Experience toward their next ANGST Level.

If the battle in question involves an occupied room of assailants from which combat was initiated, a victory will clear the room of all enemies.

### Flight

*YOU RAN AWAY! The party fled from combat.*

The player character can retreat at any time using the purple-colored hexes located to the player character's rear (sometimes appearing behind enemy lines on the battlefield as well).

Combat ends if the player character successfully flees from battle. With exception to looted items, the character will not receive any bounty upon fleeing. Fleeing does not grant Experience to the character, either, only ANGST.

If the character initiates battle within an occupied room of assailants and subsequently flees, the room will still be occupied by enemies.

### Progression Escape

*YOU GOT OUT! Your party successfully executed a progressive escape.*

After damaging the enemy to a certain extent, blue-colored Progression Escape hexes will appear on the battlefield along with a message stating, “The escape route is now open!”

Combat ends if the player character successfully escapes from battle. With exception to looted items, the character will not receive any bounty upon escaping. However, the character will receive an equal share of Experience toward their next Level and Black Experience toward their next ANGST Level.

If the battle in question involves an occupied room of assailants from which combat was initiated, a progression escape will clear the room of all enemies.

Remember, *Stygian* is not about winning but enduring. Progression Escapes not only provide a viable method of progressing further through the game but are, in fact, encouraged for the benefit of the character’s well being as they will not be able to win all the battles they find themselves in.