Combat Rules
Combat is turn-based on a grid. Party members and enemies spend action points, move through legal pathfinding routes, make attacks against defenses, apply conditions, and resolve reward flow after victory.
Core runtime ownership:
- Combat board orchestration:
game/combat/scripts/CombatBoard.cs - Powers:
game/combat/scripts/powers/andcontent/classes/*/powers/ - Effects and conditions:
game/combat/scripts/effects/,game/combat/scripts/ConditionSystem.cs - Enemies:
content/enemies/
Generated pages document the structured data currently visible to the wiki generator. When generated data is incomplete, the warning report should be treated as a backlog for better source data or parser support.
Recent changes (Jun 11 - Jun 16, 2026):
CombatBoard.csandCombatRenderer.cswere refactored to simplify orchestration and rendering responsibilities; expect clearer delegation and reduced mixing of concerns.- Several new rogue powers were added under
game/combat/scripts/powers/rogue/expanding positional and piercing mechanics. - Bard
Majestic Wordbehavior was reworked to be AP-driven and no longer relies on per-combat-use counters onCombatant— powers now declare or compute AP costs instead of storing per-combat uses in the model.
Refer to the recent commits and generated power pages for exact runtime behavior and AP costs.