Combat

## Dice System

**Combat** is a turn-based system with **dice**. Each companion + the explorer gives you between 1-3 dice. Each weapon provides an extra die.

Each die has 6 sides with up to 6 possible **outcomes**. You can hover over the dice to see potential rolls. Each side represents an action the player can perform. Blank sides yield no outcome.

Different characters wield unique dice. Dice ownership is indicated by a little head in the bottom right of each die. When a companion is **defeated**, their dice will no longer show on the board.

When you press the large **roll** button, you roll all the dice on the board. You have a limited amount of rolls each round, indicated in the top of the screen.

Some dice may be **shaking**, meaning possible **combos** are available to use. *Example: 1  gives 1 shield, but adding  for a  "Stable Position" combo gives 3 shield.* More shield points absorb more damage during the opponent's turn.

A rolled die can also be **saved**, or put aside, before rolling again. This is useful when attempting a certain combo in which only some of the dice need to be re-rolled to match. Simply click a die once to pull it from the board and save it.

You can play **as many combos as possible** during 1 turn. (There's no limit).

Maschinen-Menschexplain the combat system well in their alpha #10 update video.

## Number of Available Dice

The player's dice can be **added**-to and **upgraded**. Explorers start with two dice, which can be added to with end-of-expedition perks. Companions generally start with one die, but can gain one or two more as well as getting upgrades with promotions.

Each character's die is represented by an image of its 6 sides/faces/possible outcomes, which can be viewed by hovering over that character. Colors may vary, but the face **icons are the only factor that determines action**.

**Example:** The basic blue die sequence adds a blue die to the combat. It yields 3 possible outcomes when rolled, each with a .33 probability. Basic dice have 2 blank faces, with a 1 in 3 chance of yielding no action when rolled.

The upgraded blue die sequence adds a blue die to combat with no blank sides. Its 2 possible outcomes each have a .50 probability of landing when rolled.

## Basic Abilities

These represent the basic abilities of each expedition member.

Red (Attack die)

* - a melee attack.
* - an agile maneuvering.

Green (Defense die)

* - a defensive move.
* - a stable/strong stance.

Blue (Support die)

* - precision and aiming.
* - planning and tactics.

Purple (Magic die)

* - magic and mysticism.
* - precision and aiming.
* - planning and tactics.

**Weapons**

* - Hunting Rifle
* - Pistol
* - Shotgun
* - Tesla Gun
* - Spear
* Blood Crown
* - Extra Bullets
* - Marked Bullets
* - Dynamite
* - Whip
* - Whip Stun

## Animal Abilities

Used only by animals (both enemies and companions). Unlike ability and item dice, animal dice do not form any dice combos, and instead have a set damage value when used alone.

Companion animals have brown dice, while enemy animals' dice are red. Remember that **icon (not color) determines action**, so a specific dice image will have the same output whether it's red or brown.

Pack animals (e.g. donkey, water buffalo, camel) can only fight if mounted and not over-encumbered (unless they are upgraded through the Animal Whisperer perk). Otherwise they will not participate in combat at all. Combat animals (e.g. dogs, animals bought from a beastmaster) can always fight.

Note: "Small Beak" and "Large Beak" use the same icon. The only way to tell them apart is to hover your mouse over the die.

## Dice Combos

Remember, the dice ***icon* (not color) determines action**. *Example:  and  are interchangeable.*

## Effects

* **Multi Attack** - Harms all enemies present. Reduced by Shield *before* being applied (e.g. if a Multi Attack does 3 damage and the enemy has Shield 2, all enemies will take 1 damage). If also Stun, all enemies will be Stunned.
* **Poison** - Does 1 damage each turn. Lasts 8 turns. Stacks up to 3 times.
* **Damage Self *X*** - Deals *X* damage to the player's party.
* **Group Damage *X*** - Deals *X* damage to *each* *member* of the player's party.
* **Stun** - Disables one of the targeted enemy's dice next turn. Stacks up to 3 times.
* **Stun x2** - Disables two of the targeted enemy's dice next turn. Stacks up to 3 times.
* **Shield *X*** - Prevent the next *X* damage. Does not prevent Bleeding or Poison Damage.
* **Heal *X*** - Restore *X* health to each member of the party. Does not work on **defeated** (HP=0) members.
* **Bleeding** - Does 2 damage at the end of the round. Lasts 2 turns*.* Stacks up to 3 times.
* **Strong Bleeding** - Does 3 damage at the end of the round. Lasts 3 turns*.* Stacks up to 3 times.