Actions

Actions are the broad term used to describe everything a unit can do in battle, be they Daughters, Enemies or other entities. Each unit type has specific actions that it can perform; these can be consulted by hovering the unit and inspecting its details during battle.

## Movement

The Move action is a standard one that all units have access to, and the primary means of repositioning a unit on the map. The cost of moving is dependent on the starting location and the desired destination, being affected by the length of the path itself as well as how straight it is. A longer path with diagonals and curves around obstacles will cost more AP than a short one.

Units cannot use the move command to traverse impassable terrain objects (such as pillars or walls) or other units, be they enemies or allies.

Contrary to Skills that have flat AP costs, movement always costs a portion of the Daughter's total AP. The AP cost for movement can, thus, be calculated by considering the total AP a Daughter has and applying the correct cost percentages, which are the same for all Daughter classes:

* Moving to an *Orthogonally* adjacent tile costs 7% total AP
* Moving to a *Diagonally* adjacent tile costs 10% total AP

Because Daughters have a base AP of 100, the movement costs for orthogonal and diagonal movement will be 7AP and 10 AP respectively until a trait is obtained that grants extra AP. In addition to this, the trait Ethereal adds an extra +1 AP cost to all movement tiles on top of the calculated value.

The cost for any path can be calculated by summing the costs of each individual tile movement according to the values above, as depicted in the example image below, depicting a movement grid with a number in each tile corresponding to the total AP cost a unit in the Center Tile would need to reach it.

**NOTE:** Because the game's Movement AP cost calculations involve fractions, when a daughter has over 100 AP, it is possible for movement costs to vary every other tile or be constant only after the second one. This creates situations where moving tile by tile can sometimes allow for the player to move farther than they were intended to.

**NOTE:** Perhaps also due to fractions in AP cost calculations, the game will not allow a Daughter to perform a movement command that would result in her having exactly 0 AP. If a base Daughter has only 10 AP, she cannot move 1 diagonal space (despite having enough AP to do so), and if she has only 7 AP, she cannot move at all (despite having enough for an orthogonal move). Likewise, if a move would cause a Daughter to end with exactly 50 AP, the movement range area shown in the game will imply that doing so can only be done by entering the **Burst** state. This is not the case, however, and the Daughter can, in fact, perform said movement without the Burst state being triggered, as long as she does not end with less than 50 AP.

Enemy movement varies depending on enemy type, and is not calculated with the same values the Daughters use. See Enemy Behavior.

## Skills

Skills are actions that can be performed in battle with varied costs and effects.

For Daughters, Skills are class specific and always cost a defined amount of Action Points (AP) or a percentage of the Daughter's Maximum Health Points (%HP).

Each Daughter starts with 2 skills at level 1, unlocking additional skill slots at levels 3, 5, 10 and 15, each one granting the player with a choice between 2 skills defined by the respective class and level. Whichever one is chosen is then unlocked permanently for that singular Daughter. For more details concerning class specific skills, consult Blademaster, Soulslinger, Shieldbearer, Scythedancer.

Skills come in 4 different types:

* **Instant Actions:** Skills that resolve immediately and finally. Most (but not all) of them can be used multiple times per turn as long as the specific cost is paid. They always cost a flat amount of AP
* **Delayed Actions:** Skills that resolve a certain number of initiative units after activation. Some end the current daughter's turn when used and then resolve once, other can resolve multiple times after one activation and do not end the current turn. They're tracked by a clock icon on the timeline for each time the skill is expected to resolve. They always cost a flat amount of AP.
* **Reactions:** Skills that resolve after certain conditions are met. Some triggers include getting attacked, enemies ending their turn in proximity, or seeing other daughters attacking an enemy. These skills can resolve multiple times or none at all, depending on how often the triggering conditions apply during the period in which they're active, usually until the activating daughter's next turn, represented by a curved arrow icon next to her portrait on the timeline. They always cost a percentage of the Daughter's Health Points (%HP), and only one can be active on a single turn.
* **Interruptions:** Skills that resolve simultaneously with the external action that triggers them. As the name implies, once the skill is triggered, it interrupts the triggering condition and resolves, thus negating the action that triggered it. Interruptions are specific skills that react to a daughter being attacked by an enemy, dealing damage to the attacker while protecting the victim from damage. Note that interruptions affect an entire action, so they can cancel an entire multi-hit attack. Their activation window lasts until the activating daughter's next turn, represented by a lightning bolt icon next to her portrait on the timeline, and resolve only the first time the necessary conditions are met. They always cost a percentage of the Daughter's Health Points (%HP), and each can only be activated once per turn. Interruptions work on instant, delayed, single target and even AOE attacks.

Enemies can also execute actions like the Daughters, but they work differently. See Enemy Behavior

**Known Bug**: Some enemies have erroneous values in their skill descriptions, or the descriptions themselves may not accurately reflect what the skill does.

## Trivia

* During the tutorial mission, the Mother has access to skills from several different classes at once.
* One of these skills costs a flat amount of Health Points (specifically 20 HP). This is the only flat HP cost skill in the game.
* During Survival missions, Daughters that reach the extraction zone can take the special *Leave* action which costs 0 AP. This is the only action in the game that can be performed at no cost.