Combat

## Turn Queue

Turn order is determined by the Speed of the characters and enemies. If they all have the same speed, then the turn order is:

1. player team position 1
2. enemy team position 1
3. player team position 2
4. enemy team position 2

and so on.

Speed is added over each turn, so eventually, a faster character can get in an extra move compared to a slower one.

To get an idea of how this works, imagine that A is speed 3 (fast) and B is speed 2 (slow), and they must get 6 **speed units** to move. In this table, each row represents a tick of the turn queue. On a tick, each character's speed is added to their total speed units, and speed units reset when the character moves.

 3+3=6 | 2+2=4
 0+3=3
 3+3=6 | 0+2=2
 0+3=3
 3+3=6 | 4+2=6 | A moves first and then B moves.

1. ↑ The actual number in the game is 1000 speed units.
2. ↑ Higher speed also means that character goes first if they both reach the necessary speed units on the same tick.

So A gets 3 total moves compared to only 2 for B.

A character with speed 0 will never get a turn because they can never get enough speed units. If you plan on this, then set them to defend using the Defense Totem.

A character with an immobility Status Effect will not get a turn while the effect lasts. Not only that, but their turn speed units are reset when the effect is over, so because they are now behind, they may miss out on yet another turn after being Cleansed.

## Ambushes

Ambushes in the Dungeon have a 15% chance of appearing on all floors except those ending in 1, 5, and 0. There is currently no way to prevent them. In the Castle, ambushes can happen once per area (every 20 floors). Meanwhile in the Primal Lands, ambushes can happen twice per area, sometimes even back-to-back.

There will always be one enemy that is given 155 Speed, allowing it to attack first. If there is an ally with 155+ speed, the enemy is given that character's speed + 5 instead.

Some ambushers can inflict dangerous Status Effects like Poison and Burn. In particular, the Throne Room has multiple enemies that may be considered dangerous due to their innate skills (Two-target Crosscut, Dark Slash, Confusion and Poison).

A "double ambush" is an uncommon occurrence where a party encounters an ambush and warps into another area where a second ambush is triggered with little cooldown time for healing. Thus having multiple Nurses and the Secret Character will allow the team to have a higher chance of survival against ambushes.

## Status Ticks

Status Effects such as Burn and Poison have a hidden counter that determines when the effect is applied, as well as how long the status effect will last. The game refers to these ticks as "turns", but these are different from individual character's turns.

The turn counter counts up by 1 each time an ally or enemy performs an action. Once the count number is equal to or greater than the number of living allies and enemies on the floor, a tick is processed and it resets to 0. The counter will not reset when going to another floor.

Since the number of living enemies varies from floor-to-floor, ticks are mostly unpredictable.

## Skill Cooldowns

Some skills have cooldown timers before they can be used again. These timers will go down by 1 every time the character with said cooldown gets a turn. Additionally, each Huntress will reduce the initial cooldown timer by 1. This makes Huntresses an important asset for skills with long cooldowns, such as Wizard's Foretell.

Since cooldowns only count down when the character gets a turn, short cooldowns could potentially last forever if the character never gets a turn.

## Rotation

The configuration of the battle depends on the last digit of the battle number. It is therefore replicated every 10 battles, except for the first battles that were made easier.