Battle

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File:Encounter tile.png
A **Battle** is any encounter between the Character and one or many enemies while exploring a dungeon or fighting in The Arena.

## **Encountering Enemies**

A battle is generally initiated when exploring dungeons unless you are fighting in the Arena. These encounters are marked by the noise of slashing blades, followed by a transition into the battle interface. On a boss floor, the boss will be hidden among one of the non-ambush encounters.

Elementals and miniboss encounters work differently: elementals randoly spawn when exploring any tile while under the mark of the File:Warden's sigil.pngWarden's Sigil or facing an **Elemental Incursion** event, while minibosses have their own dungeon event to trigger combat.

## **Battle Mechanics**

The battle always starts on your turn, where you can choose one of five general options: attack with your weapon, use a spell, use an item, enter a defensive stance or retreat. After that, the enemies attack from left to right and try to kill you. If you survive the battle, you gain a small amount of gold and experience based on how many enemies you defeated. If you lose the battle by dying or losing all Morale, you will suffer a gold penalty and be kicked out of the dungeon without progressing the level.

Attacking the enemies comes in two base forms: a vertical swipe that inflicts your base damage on one target, and a horizontal swipe that inflicts half of your damage on two adjacent enemies. If you have certain usable, active skills, you can alternatively use their respective triggers, either a long press or double tap, to use them; area damage skills activate in place of your horizontal swipe if not on cooldown. If you use this move, regardless of whether you use a skill, you inflict physical damage and rely on your physical critical rate. If skills are disabled by an enemy, they do not activate and horizontal swipes become normal attacks.

To cast a spell, tap on the *Spells* button to see all possible abilities, then tap one to select and use it by vertically swiping. This motion is used for all targeted spells, regardless of if it is multi-target or not, while self-cast spells automatically cast when selected. Using spells inflicts magical damage or heals based on its base stats and your spellpower. If spells are disabled by an enemy, you cannot cast anything and must use another option.

When defending by tapping the *Defend*, you inflict no damage this turn and instead raise your defensive stats: your armor and evasion increases according to your player level, while reducing the critical chance of all enemies by 5% for that turn.

To use an item, go to *Items* and tap one of the items that comes up; these items are usable in combat, and all other collectables in your inventory are hidden. Once used, this option enters a three-turn cooldown.

Finally, tapping the *Run* button makes you attempt to run from battle, with success based on your retreat chance. If successful, you return back to the dungeon interface on the spot you were before, but all living enemies have half of their health restored. If you fail, you do nothing for the turn, including not defending yourself.

After your move, each enemy performs their action from left to right, whether it is attacking you with physical damage or using one of their abilities. Each ability has a set chance to be activated when eligible, and can be reduced by **Wounds** or outright stopped by **Mutes**, two status effects. If the enemy is stunned, their turn is skipped.

## **Damage Mechanics**

Most damage comes in a range between a minimum and maximum damage. A random value within this range is selected whenever damage is inflicted, which is then reduced by the amount of armor or spell resistance on the target, depending on what damage type it is. This subtracts from the recipient's health, and kills said target if the value reaches zero unless they can revive.

Critical chance applies to any eligible attack, including multi-target ones, where rolling a crit that turn results in increased damage on all enemies. The base critical damage increase is from 60% to 120%, which can be increased through stabbing weapons and other accessories on the player. Enemies also have a critical chance that applies whenever they perform normal attacks. Spell critical functions the same, but applies only to spells and has a consistent damage increase that starts from 50% with Theurgy.

Evasion applies whenever an enemy attacks you using their normal attack, where a successful roll allows you to completely dodge damage. Abilities cannot be dodged with your character's evasion, and instead rely on seperate evasion-like chances such as from Nimble Grace.

### **Poison and Damage Return**

Poison and damage return are ways to inflict passive damage without performing direct actions. The poison effect is visible by a green health bar on either you or the enemy instead of the usual red. Poison damage applies before the host performs an action, meaning that an enemy that dies from poison on a turn does not do anything.

Damage return instead only comes into effect if an attacker performs a move that affects the player, including if evasion causes an attack to miss. Since it applies to attacks, damage applies after performing an action, meaning that an enemy that would die from reflected damage still attacks. If an enemy uses a healing ability, it does not receive return damage.

Unlike in Grim Quest, poison is able to affect the player character, where it ticks before the player performs an action. The amount of poison currently on the player is visible when tapping the player stats icon in-battle. When an ability or attack would inflict poison, there is a chance for the poison to not be inflicted based on the player's poison resistance stat. This stat will not prevent the attack's base damage or other effects, however.

### **Enemy hiding**

Certain enemy abilities make their users hidden, which is indicated by a black fog-like effect over their portrait. In this form, they are untargetable by the player's abilities, effectively preventing the use of single-target attacks, spells and skills. However, area-damage abilities (including the horizontal swipe attack) can still damage the hidden enemy if there is another non-hidden enemy that is targeted instead.

The All-Seeing Staff, when equipped, reveals all enemies. This means that any ability that would have concealed an enemy will not make them hidden, although other effects (such as stat increases or healing) will still remain. The utility skill Seeking Gaze will remove the hidden status from the selected enemy when used.