Combat

How a battle plays out, from the first strike to the loot.

How fights start

Turns

The faster side acts first. Then you take turns, and party members act after you.

On your turn, choose one:

You start each fight with a little Focus and build more by landing hits.

The timing gauge

When you attack, a dot sweeps across a bar. Stop it inside the marked zone to hit, and in the small zone inside that to land a critical. Miss the zone and the attack misses.

Prefer to leave it to chance? Turn on Classic combat (random rolls) in Atlas → Settings. Your attacks then hit, miss or crit at random. The setting is saved in this browser.

Reading the enemy

The enemy's card shows:

See Status effects.

Damage, in short

Attack against defense, with a little randomness. Criticals hit half again as hard. Your weapon adds to your attack and your armor to your defense. Enemies grow stronger as you out-level them. See Encounters.

Your party

Party members fight alongside you against enemies (not against characters). They act on their own after you, and they're only ever knocked out, never killed. Each companion makes the enemy tougher to wear down. If you fall while they're still standing, the fight goes on, and you're back on your feet if they win.

Winning and losing against enemies

Win and you earn XP and the enemy's loot, and the fight counts toward any bounty on it. Enough XP raises your level. Your HP stays where it ended. See Levels and XP.

Lose and you lose a tenth of your XP (never enough to drop a level) and some of your money. You wake up with full HP.

Fights with characters

A character can take a real confrontation to the battle screen, but only physical violence, not a heated argument.

Afterward, the conversation picks up with how it ended.

To keep confrontations in the conversation, turn on Disable NPC combat in Atlas → Settings.