Combat

Combat in The Dark Egg is turn based allowing both the player character and NPCs to 'Attack, Use a Skill, Move, Use an Item, Pass the turn, or in some cases pick up an item from the ground. ( NPCs will only move, attack, or use a skill.)

# **Turn order**

Who goes first and how many turns in a row a character has is determined by the Agility stat. The player characters Agility stat is compared against all other NPCs Agility and whoever has the highest goes first.

*(The display below the dialogue box and above the combat map that shows the order in combat during the Siren fight, left goes first.)*
# **Attack**

When choosing the Attack action the player must play a minigame with their wielded weapon. Their performance will affect the damage dealt.

Damage dealt is based on many factors, but boils down to three basic numbers:

* Base Damage
* Defense Reduction
* Penetration

Each number is calculated as follows:

* Base Damage = (BaseStatTotal \* unit's Attack)^.75 + PremitBonus
	+ BaseStatTotal is derived uniquely for every individual Skill, noted in its description. For basic attacks via weapons, it will always be 100% reliant on the unit's Strength unless otherwise stated.
	+ PremitBonus is a unique flat damage added before Defense Calculation for some abilities. One example is % Max HP damage.
* Defense Reduction = 10 / (10 + (target's Defense - unit's Penetration))
	+ Penetration = unit's Penetration - target's Penetration Defense. This number can never go below 0.
	+ Penetration Defense = (target's Constitution - unit's Awareness). This number can never go below 0.
	+ Similar to the two above, Defense can never go below 0 via Penetration.

The final formula, then, is as follows:

* BaseDamage\*DefenseReduction + PostmitBonus
	+ BaseDamage\*DefenseReduction are randomized between 90% and 110% of the original value.
	+ PostmitBonus is a unique flat damage added after Defense Calculation. It is a guaranteed base damage that cannot be avoided.

# **Skills**

Action Skills are special skills on the Skill Tree that give you a new action you can use in combat. You spend MP to use these Skills, and you start each combat scenario with MP equal to your Willpower. You gain +1 MP at the start of your turn. There are currently 7 active skills:

**Slam (4 MP)**: You start the game with this Skill. Deals (250% STR) damage to a single target.

**Bladestorm (4 MP)**: Your attacks deal double damage next turn. Regain a turn instantly.

**Devour (5 MP)**: Steal 1 of every stat from a single target for 3 turns with a (100% + Application) chance.

**Steadfast (3 MP)**: Enter a defensive stance that reduces all damage by (50% + 300% WIL) until your next turn. Gain +1 MP for each turn taken by an NPC while in this stance.

**Ignite (4 MP)**: Encases a single target in flame, dealing (140% INT) damage and halving their strength for 1 turns with a (50% + Application) chance. (Damage will not fail, just the strength drop.)

**Rulebreaker (4 MP)**: Converts a single targets next turn into yours with a (15% + Application) chance.

**Surge (2 MP)**: Strikes (dashes) through a single target dealing (110% STR + 30% AGI) damage and moving a fixed distance.

# **Move**

Any character can move in combat. Moving does not use up a turn and a character can attack, use and item/skill, or simply end the turn after moving. The distance that can be covered in a turn is determined by the  Agility stat. You can take the passive skill 'Move Range' to increase per turn movement by 15%. Movement is often necessary to be in range for many attacks and can also be used in certain situations to take cover from attacks.

# **Use an Item**

There are several items that can be used in combat to give the player more ways to approach a fight. Using an item from your bag in combat will end your turn. As of now NPCs do not use items.

Here are a few item effects in combat:

  Blast potion: throwable explosive that damages and stuns enemies for a single turn.

  Recovery potion: restores 15 health.

You can also equip weapons in combat if you want to change weapons or your weapon is broken.

# **Pass turn/Pick up**

Clicking 'Wait" will pass the player's turn with the following text :

* *"Player is biding their time."*
* *"Player watches and waits."*
* *"Player waits for an opening."*
* *"Player lets their opponent make the next move."*

If the player is standing over an item on the battlefield they can click 'Pick up" to put the item into their bag. The used movement points won't be recovered once the item is picked up.

# **Statuses**

Some attacks in Combat have a chance to inflict a Status Effect. These effects do many different things, sometimes positive (like gaining an extra attack) or negative (preventing an action).

Whenever any effect in combat has a chance to fail, Application/Resistance come into play. The formula for whether an effect lands is as follows:

* SuccessChance = BaseChance + Application - Resistance
* Application = (unit's Intelligence \* 4) + unit's Application Stat
* Resistance = (target's Willpower \* 4) + unit's Resistance Stat

The resulting % value at this point is the chance that an effect can hit. If it is above 100%, it is guaranteed, and if it is below 0%, it will never hit.