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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/ and content/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.cs and CombatRenderer.cs were 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 Word behavior was reworked to be AP-driven and no longer relies on per-combat-use counters on Combatant — 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.