Combat

## Battle

An important part of ‘EoM’ is, of course, the Combat. Here, the Player may use their Weapons and Abilities against different foes, in order to win, or simply survive. In the following passages, the general sequence of a fight is described, as well as certain other aspects, determining the outcome of Combat.

To start off, the general order of things (more to certain Aspects in the following):

1. Combat Rounds
2. Actions
3. Line of Sight
4. Hitting
5. Blocking
6. Damage
7. Abilities

### Combat Rounds

Combat is generally divided into Rounds, in which both Players and their Enemies can act within the gamefield. The order of each member of Combat is dictated by each separate Initiative value and throw.

From here, each Player can do certain actions within their rounds, generally revolving around Movement and Actions. At the same time, both are limited, based on their type. The general possible combinations of both Movement and Action are as followed:

1. Major Actions > End Round
2. Minor Action > Major Action >  End Round
3. Major Action > Minor Action > End Round
4. Minor Action > Minor Action > Minor Action> End >Round

What kind of possibilities are amongst each type, can be seen below.

### Minor Actions

Minor Actions are actions, both Players and Enemies can do during their Combat Round. This means that they can either be done before a major Action, like an Attack, or in completion be done up to three times in a Round, if done without any Mayor Actions before.

Minor Actions are Movement on the gamefield, using an Item or using a Profession Ability in Combat.

Note: Movement means moving to a tile next to your current position. That means a Character can move up to 3 tiles per Round, if they do not do any other Action.

### Major Actions

Major Actions are actions, both Players and Enemies can do during their Combat Round. This means that they can only be done by themself, or after one minor Action. Generally, a Major Action ends your round for this Combat Round.

Major Actions are Attacks and Abilities, changing your Weapon, reloading your Ranged Weapon or Casting a Spell.

### Line of Sight & Range

In order to Attack Enemies, the Players need to have a Line of Sight on their target, meaning a clear path for ranged and being next to the Enemy for Melee Weapons. Both Players and Obstacles can count as “barriers”, either hindering your view on an Enemy, or protecting you from a possible Attack by an Enemy.

The Range of Weapons can vary from 1 Tile, up to 5 Tiles, on the highest Range. All depend on the Weapon Type and are generally noted on each Weapon and Ability.

### Hit- and Miss-Chance

When attacking an enemy, or being attacked by an enemy, the first thing the attacker must do, is to roll out their Hit-Chance. This is determined by the opponent's Elusiveness. In order to hit a target, the Player must roll over the target's Elusiveness with a D20.

Example: Enemy’s Elusiveness 8; D20 >8 = Hit.

Going from there, the Damage can be calculated.

### Critical-Chance

When the Player rolls a 20, with their D20, their actions count as a critical action. Following this, every Damage done has to be doubled as part of a Critical Hit.

### Parry-Chance & -Success

Also being part of the Hit-Chance, is the Parry-Chance. This is triggered, when a certain range above the targets Elusiveness is rolled. If the Parry-Chance is triggered, the attacked receives a chance to Parry the attack, by rolling a D20 against their attacker, having to roll above 10 to avert Damage. Normally the Parry-Chance is the next 2 numbers above the Hit-Chance, but can be varied by abilities, items or equipment.

Example: Enemy’s Elusiveness 8;

(D20 = 10) = Parry-Chance;

If Parry-Chance: Parry-Success = D20 > 10

## Using Your Weapons

> *“Hone your skills, heavy your weapons. When they breach the main passage, we will be like Death itself upon them!”*
>
>

> *- Unknown*
>
>
>

**Following the example of a successful Hit, the Damage dealt against the target must be determined. The damage dealt by an ordinary attack is the sum of three different attributes: First, the Weapon wielded.**

The currently equipped Weapon, used for said attack, has a base Damage Value, associated with it. This a general Value, applying to all attacks. In addition, as the second attribute, comes in the corresponding Mournival Value (see: Mournival). Their value is always added to the Weapons own Damage and is dependent on the corresponding Weapon Type (see: Weapons)

Example: One-Shot Weapon Damage 6 + Tsimgal 3 = Base Damage 9

Note: It is always wise to remember or even take a note on the different Base Damages of your Character, as it saves time and needless calculating.

To the general Base Damage, as the third, comes a final dice roll (D20). Its value is also added to the Damage, ending up the final Damage, dealt in an attack.

Example: Base Damage 9 + 12 Roll = 21 Damage

Following each Round of Combat or mundane Attack, simply the last attribute needs to be re-rolled.

## Using Your Abilities

> *“Life is better, with a full stomach and a rested back.”*
>
>

> *- Hansian Proverb*
>
>

Beside the general Attacks of your Weapon, you also get to pick 4 Weapon Abilities in your Characters creation (see: Character Creation), based on your two picked Weapons. To use them in Combat (if they are active Abilities and not passive ones), you must do the same thing, as when you would simply attack a target. (see: Using your Weapon).

In addition to that, every Abilities cost Energy, which is limited and does not regenerate on its own in Combat. In return, most Abilities increase the rolled Damage by multiplying it, or have other helpful effects during Combat. They can hit several targets, daze them or heal you and your companions. But, as they cost Energy, they should always be used with caution, as you never know how Combat could turn on you.

Example: Using Ability for 5 Energy = (Damage 21 \*2 = 42 Damage against two Targets)