Combat

**Combat** is a central mechanic of TLR. There are various enemies to be fought, and there are many aspects to combat that can alter its outcome.

## Basic Structure

Combat takes place in a series of **rounds**. Each round, all player characters and enemies attack in a pre-determined order, and then the round ends.

Between rounds, the player may change characters' combat options, use items, select abilities and team actions, use skirmish weapons, or attempt to flee.

## Order

The order of attacking is determined by the following factors:

* Range of the attacker's primary weapon.
* Speed stat for mounted players.
* The Scout class always attacks first.
* A hidden Initiative stat used by both players and enemies.

Once the order is determined, each attacker selects a defender and performs their attack. Additional attacks, such as those used by the Repeating Crossbow and the Multishot ability, are performed immediately after each other. Attackers are removed from the order if killed or stunned before their attack.

Hunting dogs always attack last, after all players and enemies have attacked.

## Attacking

When a combatant attacks, they select a defender from the other side. For enemies, this selection is random. For players, this selection is random by default, but can be set on each character to prioritise stronger or weaker enemies. The following can influence likelihood of being targeted:

* Carrying the tribe's banner increases it.
* Using the Scout class ability "Draw Attention" increases it.
* Using the Hunter class ability "Mark Target" on an enemy increases it for that enemy.

The attack is then initiated. First, the attacker attempts to hit. Hit chance for players is determined by the following process:

* Base accuracy is a property of the attacker's primary weapon.
* +2% is added per 1 point of the Intelligence stat.
* +1% is added per 1 point of the Luck stat.
* +10% is added if the enemy is in disarray.
* +10% is added if the Survivor class ability Survival Instinct is active.
* +5% is added per 2 points of Bloodlust if the Shaman class ability Bloodlust is active, up to a maximum of +15%.
* +5% is added if the Symbol of Strength was chosen. A further +5% is added for the banner carrier.
* +10% is added when using the melee combat ability Disarm.
* +20% is added when using the Shaman class ability Sacrificial Strike.
* +3% is added per 1 point of the Dexterity stat if the primary weapon is a flail.
* +8% is added if the attacker's morale is above 70.
* -12% is subtracted if the attacker's morale is below 30.
* +30% is added when using the ranged combat ability Aimed Shot.
* -15% is subtracted when using the ranged combat ability Multishot.
* -20% is subtracted when using the ranged combat ability Headshot.
* +25% is added if the attacker is under the effects of a Focus Brew.
* -10% is subtracted for the Healer and Artisan classes.
* +10% is added for the Sharpshooter class upon reaching level 6.
* +10% is added upon reaching Ranged Combat Rank 2.
* +10% is added when shooting from short range.
* -15% is subtracted when shooting from long range.
* +10% is added if the attacker has the "Keen-Eyed" physical trait.
* +7% is added if there is a character in the team with the "Natural Leader" personality trait.
* +15% is added for the Hunter class against animals.
* +10% is added if the defender is marked by the Hunter class ability Mark Target.

If the attack does not miss, the defender than has a chance to dodge it.

Dodge chance for ENEMIES is determined as follows:

* Base chance to dodge is 5%, plus a further 5% per 1 point of the enemy's Evasiveness stat, -1.5% per 1 point of the player's Luck stat.
* This is then modified by the EFFECTIVE EVASIVENESS.

Each point of effective evasiveness translates to a 5% gain or loss to dodge chance. The Surround team action sets all enemies' effective evasiveness to 1.

Effective evasiveness can be modified in several ways:

* -1 if the attacking player's Melee Combat Rank is at least 2.
* -1 if the attacking player is the Warrior class.
* -3 if the enemy is in disarray.
* -3 if the attacking player is being assisted with another player's Warrior class ability Assist.
* -2 when using the melee combat ability Disarm.
* -3 when using the Shaman class ability Sacrificial Strike.
* -4 when a Feigned Retreat is in effect.
* -2 if the defending enemy is marked by the Hunter class ability Mark Target.
* -2 if the attacking player is the Sharpshooter class.

Dodge chance for PLAYER CHARACTERS is determined as follows:

* Base chance is 4% per point of the defending player's Evasiveness stat, +3% per point of the defending player's mount's Agility stat if the defending player is mounted. This is then modified by 4% per point of EFFECTIVE EVASIVENESS.

Effective evasiveness can be modified in the following ways:

* +5 if the defending player is under the influence of an Agility Brew.
* +6 if the defending player is taking Evasive Action.
* +1 if the Symbol of Survival was chosen, with an additional +1 for the banner carrier.
* +1 if the defending player is under the influence of an Enhancement Brew.
* +2 if the player has the blessing of the Eagle Cult.
* +1 if the defending player has a Ranged Combat Rank of at least 4.
* +3 if the defending player is using the ranged combat ability Hit and Run.
* +2 if the defending player is using the Survivor class ability Survival Instinct.
* +2 if the Scout class ability Battlefield Survey has been activated.
* -3 if the defending player is using the Berserker class ability Berserk Mode.
* -3 if the defending player is set to short range.
* +3 if the defending player is set to long range.
* +20 (a guaranteed dodge) if the defending player is using the Scout class ability Precalculated Dodge.

If the defender fails to dodge the attack, then if the defender has a shield, there is a chance that they will use the shield to block the attack. The base chance for this is the block chance stat of the shield, and cannot be modified for enemies.

For players, shield block chance has the following modifiers:

* +10% for the Defender class.
* +10% at Melee Combat Rank 4 and higher.

If the defender does not have a shield or fails to block the attack and is an enemy, they will then take damage.

If the defender is a player, however, there are still 2 ways they could avoid damage:

* If the defender wields a sabre and the attacker is using a melee attack, there is a 12.5% chance to deflect the attack. This chance is increased to 16.7% at Melee Combat Rank 3 and higher, and to 33.3% while the melee combat ability Parrying is active.
* If the defender is mounted, there is a fixed 20% chance that the mount will take the damage instead.

## Attack Damage

If the attack succeeds in reaching the target without missing or being dodged, deflected or blocked, the attacker will deal damage to the defender.

### Base Damage Calculation

The base damage of an attack is the weapon's base damage stat, or the enemy's attack strength stat if the enemy is an animal.

0.5 damage is added per point of Strength for melee weapons, or per point of Dexterity for ranged weapons.

A random modifier between -2 and +2 is then applied.

The following modifieres are then applied for players:

* +2 if a Feigned Retreat is in effect.
* +2 if a Flank Attack is in effect and the attacker is flanking.
* -1 for melee attacks per Quality Level below 3.
* +1 if morale is above 70.
* -2 if morale is below 30.
* +1 if the Symbol of Strength was chosen.
* +2 if the player has the blessing of the Bear Cult.
* +2 for the Berserker class.
* +2 if the attacker is using the Survivor class ability Survival Instinct.
* +2-5 if the attacker is using the Berserker class ability Berserk Mode.
* +1 per point of Bloodlust if the Shaman class ability Bloodlust is active.
* +2 if the enemy is in disarray.
* +3-6 if the attacker wields the Fire Lance and a charge has been spent.
* +(2 + weapon tier) if using the melee combat ability Heavy Attack.
* +1 if any character in the team has the "Natural Leader" personality trait.
* +2-4 if the attacker is under the effects of a Strength Brew.
* +1 if the attacker is under the effects of an Enhancement Brew.
* +25% if the attacker is in Offensive Stance.
* -25% if the attacker is in Defensive Stance.
* A bonus equal to 50% of the weapon base damage of the assisting player if assisted by a player using the Warrior class ability Assist.
* -50% if the attacker is using the melee combat ability Disarm.
* -50% if the attacker is using the Shaman class ability Sacrificial Strike.

There is then a chance for the attack to be critical. The base crit chance is 8.3%. This chance is increased to 11.1% for the Sharpshooter class or for a wielder of a hammer, to 16.7% for any character under the effects of an Assassin's Brew, or to 25% against a stunned enemy if your team contains a character of the Hunter class who is at least level 9. Crits deal double damage and award additional RP and Bloodlust.

The damage of the attack is then reduced by the enemy's armour, if they are wearing any.