And now we have the first fight. So long as you actually try, at least, there shouldn't be any trouble. You'll probably want to know how combat works, though. To begin with, if your stamina is not full, you regain a single point every turn.
If you spend no stamina on a turn, you regain more points based on your equip load, from 4 in the lightest tier to 1 in the heaviest. Being below 25% of your max stamina reduces your damage by 20% and lowers your accuracy. Note, all damage amplification or reduction is
additive.
You may make two actions every turn, and there are three types of actions. Being staggered causes you to lose an action, and being knocked down takes away both.
- Attacks can be made with an equipped weapon, no weapon, or a spell. You may normally attack only once per turn. If you dual wield, you may attack twice, but this uses up both actions. Same goes for dual wielding magic catalysts, but not for a weapon and catalyst. If you have the stats and ability, you can Power Stance compatible weapons or catalysts and combine two attacks into one action, allowing you to do something else during your turn. You can't attack twice while power stancing.
- Support actions are mostly buffs or healing spells/items. You may use both actions per turn buffing, and you can't compress them into one by power stancing. You may have one weapon buff(Flame Weapon, Sunlight Blade), one body buff(Magic Barrier, Sacred Oath) and one regenerative spell(Replenishment!) active at a time. If someone else casts Magic Barrier on you, it counts as your one body buff.
- Movement is mostly rolling and backstepping. Rolling requires 10 stamina and gives you a great boost to evasion. Backstepping requires 5 stamina and gives a small bonus to evasion, but allows for a counterattack if successful. You may use both actions for movement if you wish, probably to roll out of range and then run to escape combat. Remember that rolling first and then attacking doesn't help anyone, but you can perform a backstep attack if you don't want to wait to counter.
- Stances can only be changed at the start of your turn. They cost no action to swap or stop using entirely, but do cost stamina per turn to use.
- You may choose to Parry at the end of your turn using an equipped weapon or shield, or your own fists(just make sure you're wearing gauntlets. Real ones). You will become unable to evade and will try to deflect incoming attacks instead. This has no base success rate and is dependant entirely on your stat and chose parrying tool versus your enemy's stats and weapon. Blocking increases the success rate of a parry, as do other defensive stances. Greatshields, as well as heavier weapons, are too unwieldy to be used to parry.
As you are all unarmed, you're pretty limited in terms of attacks right now. Your basic unarmed attack deals your
STR in physical damage, unless otherwise stated. No one can use any stances yet, but you're not useless.
- Power Attacking increases the damage of your attack by 20%, and increases your chance to knock down or stagger enemies. The cost depends on weapon type, and your fists use 10 stamina on a power attack.
- Two-handing can't be done with bare fists, or light weapons like daggers and whips. When you get ahold of a real weapon, you can switch to this stance for 5 stamina per turn to increase physical damage by 20% again. No stagger bonus for this, though.
- Blocking can be done with any weapon or shield, but don't block with a weapon. It costs you stamina equal to the total damage of the attack, minus your shield's stability. Weapons have poor defensive values and no stability. Usually.
- Backstab fishing is not going to happen, but you may have the benefit of allies to provide openings. Most human-sized enemies can be Backstabbed for double damage if they're fighting someone else, and you'll still get regular attack damage if you fail. Enemies that are parried or knocked down by other means can be riposted for triple damage. Daggers deal double their damage again on a backstab or riposte(4x or 6x total).