Game Mechanics


 * Battle GUI

This is one of the main GUI of the game. Its goal is to give to the players the opportunity to use the tactics according to his wishes. GUI is based mainly on the fact to allow players to use all the movement they thing. In order to combat the player can use a lot of actions. The event will cost Action Points (AP). AP are secondary attributes, which are calculated from the primary attributes. AP will be ranged from 8 to 27. Normal character will have 18 AP.


 * Determining initiatives

Initiative determines the order in which individual characters in a play will fight. While characters with high initiative can play multiply in a single round. Extremely powerful enemies can also play 4 times or five times in one round of combat.

The initiative is based on the level of character intelligence and random point. The initiative may also be influenced by various bonuses from spells, skills and items. For every 10 points of the initiative will play the character again in the same round. Ex. character's initiative 37. This means that the tension in that round will be on 37, 27 and 17. It means play 3 times per round. The remaining 7 points initiative takes as a bonus to the next round.


 * Events close combat attack - the chance to hit

The character performs an action attack. On the resulting probability will affect: the proportion of fighting knowledge of the attackers and defenders, skill in the weapon movement, used weapon, positions of attacker avd defender (attack from the side and from a backup), the number of previous attacks in this round, "an attack on the debt?" passive defense of targets, lighting, active defense.


 * Share fighting knowledge of the attackers and defenders

Combat knowledge of a single character may be in the range of 50 - 150. Ie. the proportion will be within the range 0.3 - 3. This number is then multiplied by the probability of interference given by used weapon.


 * Skill in the weapon

Weapon skill directly increases the percentage of the intervention. Each level of the weapon skill adds a few percent to hit + other secondary effects.


 * Maneuver

Each type of weapon will have a few special maneuvers. These maneuvers will need to be open in the skill tree. The maneuvers will lower chances to hit, however, bring additional benefits to secondary effects (stunning, increased chance for a critical hit, dropping to the ground ...), or simply increase the damage.


 * Used weapon

Each weapon has a parameter of accuracy. This parameter is in percent. The accuracy is in the range of 30% - 90%.


 * Position of attacker

When the position is from the side attacker gets bonus + 10% at the position of the backup + 20%.