Combat

Introduction


Combat in Portals of Phereon is turn based, on hexahedric grids.

Actions: Each unit can execute 1 action per AP Action point it has per turn. Basic attacks, moving, skills and sex moves are actions. A few skills don't use AP. Units gain 2 AP per turn if unengaged ( not adjacent to an enemy), otherwise they gain 1 Ap per turn. To defeat enemies, you kill them ( turn their HP into 0) or recruit them ( See the Recruitment section for details).

Movement: the speed stat is your movement budget. Moving through tiles costs speed, depending on the tile and your character. ( see the movement section for details)

Interface: In the image to the right (combat example) you can see different infoboxes. They are sourrounded in red and numbered. They are:


 * 1) Miniature stats
 * 2) Team portrait stats
 * 3) Selected character stats
 * 4) Action window Each of the listed interface windows has a section with details.
 * 5) Interrogation Icon: in the upper left corner of the screen there is one interrogation icon. It tells you:
 * 6) Game controls
 * 7) General combat info
 * 8) Seduction7recruiting
 * 9) Special tiles

Miniature stats
Each unit in combat occupies a tile. next to it you can see some information, which I call miniature stats. See image to the right for reference.


 * Current Hp/ Max HP: in orange. Unit dies if HP = 0
 * Current Mp/ Max MP: in teal: used to cast spells
 * Currest Lust/Max Lust: in gray. High lust causes incapacitating debuffs ( see status effects page)
 * Name in green
 * AP in green: action points. used to move or use actions
 * Type icon: the gray circle with an arrow. Tells you the units damage, attack and defense types. See the damage types section in this page for extra information

Team portrait stats
At the far left of the screen you have 5 rectangles with the portraits and basic stats of the units in your team. See the image to the right. Stats are numbered and listed


 * 1) Health:
 * 2) Mana
 * 3) Stamina
 * AP:
 * 1) Status effect
 * 2) Unit name
 * 3) Unit level

Selected character stats
When you select a character, you can see this window. It is arranged like this: Names in parentheses are those used in the ingame gallery for the stats. We do not use them here to prevent confusion
 * Portrait: portrait of character
 * Level: level of character
 * Strength: basic attack damage dealt with physical attacks.
 * Attack shape (attack): defines attack range and aoe, see the attack types section for details
 * Damage element (attack): some elements are extra effective vs others (think pokemon). See the attack types section for details
 * Defense element (type): see the attack types section for details
 * Armor: incoming damage is reduced by armor, it is a flat decrease
 * Size: size multiplies stats and decreases speed. Refer to the stat page for information
 * Magic: spell damage scales off magic.
 * Lust dmg: seduction damage scales off lust dmg
 * Lus res: incoming  lust damage received  is decreased by lust res.
 * Movement costs (movement): the speed stat is your movement budget. Moving through tiles costs speed, depending on the tile and your character. Movement costs tell you the costs of each type of tile
 * Movement type (action): land movement, charging, flying etc.
 * Speed: number of tiles of cost 1 you can travel.

Action window
You can make your character perfom actions after you select it. The move and basic attack actions are used by default when you click an enemy or empty tile. If you want to use a different action, you first select it in the action window. You can press ESC to cancel the selected action



Stats displayed:
the action window displays HP, MP lust, and AP of your character. As well as 4 equiped items


 * HP: green bar
 * MP: blue bar
 * AP: the two big squares at the top
 * Lust: pink bar
 * Equipment or items: the four squares to the right of the mana bar

Skills:
You character can have up to 4 skills equipped. You use them from here. Skills depend on species, breeding etc

Wait actions
You have two wait actions: wait defend and wait shield. To toggle between them, use the S/D (shield / defense) toggle button.


 * Defend: reduce incoming damage next turn by 50% before applying armor.
 * Shield: gain a shield equal to magic strength. Max 50% at once. Decays 50% next turn

Sex actions

 * Seduce:
 * Used on enemy: deals lust damage = (Ldamage - target's Lrest)*(critical modifier), with a range of 4. You can score critical hits and flops, see body part choice and criticals for details.
 * Used on self: presents, enticing with a bonus equal to their lust percentage, plus a bonus for ( ldamage-Lrest) and beauty.
 * Service:
 * try to make target cum.
 * Success chance =lust %. on enemies. Success chance = 100% on allies.
 * Success effect: target loses 1 energy and all lust. If target energy = 0, target becomes weakened for the whole fight
 * Fail effect: deal 2*Ldmg. Note: if you want to raise lust, servicing is stronger than seducing typically
 * User becomes vulnerable for a turn
 * Masturbate: uses 2 Ap. Lose 1 energy, become vulnerable 1 turn and clear lust. If used at 0 energy, become weakened for the whole fight
 * Fuck: fuck character next to you
 * Both characetrs clear lust, lose 1 energy and become vulnerable
 * Characters at 0 energy become vulnerable for the rest of the battle
 * Enemies need to have 50%+ lust to be fucked. Allies do not.
 * Can be used to recruit characers:
 * Base recruit chance is lust%
 * +chances: attractiveness, revealed preferences
 * -chances: target's level*5, target's remainig energy*20
 * Halved chance if user has no energy left

Seduction body part choice and criticals
Criticals

When seducing, you can seduce normally, score a critical hit, or fail your seduction.


 * Normal: you deal Ldmg
 * Critical: you deal double Ldmg
 * Fail: you deal 1 lust

Your chances to score a critical or flop depend on two things:

Actually, I'm not super sure of this.


 * Your attractiveness: increases critical and decreases flop.... I'm not sure actually, gotta ask people
 * Chosen body part vs enemy body part preference: enemies have prerences. They have a favority tit/ cock size, and a preference for pussy/cock. If you pick the right one, better. Not sure about this either, gotta ask.

Body part choice

Before seducing, you choose which bodypart you use to seduce. Notes on sex actions
 * Ass: characters have no ass preferences. So ass is the safest seduction option, it has low fail/crit chance
 * Tits: affects fail/crit chances based on target's tit size preferences. Combat log tells you if target likes the size or not
 * Pussy: affects fail/crit chances based on target's pussy preference. Changes target's pussy preference depending on your attractiveness.
 * cock: affects fail/crit chances based on target's cock size preferences. Combat log tells you if target likes the size or not. Also affects fail/crit chances based on target's cock preference. Changes target's cock preference based on your attractiveness


 * Servicing raises the same lust as a seduction critical. So it is strong at melee range.
 * You can seduce your own units in combat it order to change their cock/pussy preferences.

Movement and combat tiles
Here we explain 3 things:


 * Movement costs: each tile has a movement cost, depending on your character
 * Movement types: walking, flying, jumping, charging, these are the movement types. It is a bit like movement types of pieces in chess
 * Special tile effects: some tiles debuff or damage you if you stay there at the start or end of a turn

Movement costs (table copied from stats page):
the speed stat is your movement budget. Moving through tiles costs speed, depending on the tile and your character Native tiles: there is an exception to movement costs. Travelling thorugh native tiles always costs 1 speed. Native tiles are decided by your unit's defense element (type). You are also unaffected by negative effects coming from your native tiles. Lava units do not burn in lava tiles for example

Special tile effects

 * Deal 2 dmg + increase burn
 * Snow: deal slow for 1 turn
 * Ice: breaks and slows/ soaks character for a turn
 * Water: soaks character for a turn
 * Shadow: curses character for a turn

Movement types

 * Move: move the shortest path.
 * Charge: move in a straight line. Free attack at end of movement
 * Fly: only triggers tile effect of tile you kand on, all tiles cost 1 movement
 * Jump: like fly, but you cannot move to tiles adjacent to your character

Recruitment
You can recruit hostile characters during fights. Humanoids are recruited through fucking. Animals with nets.

Tip: if there is only one enemy unit left in the field, recruitment chances are greatly increased
 * Net : throw it at an animal (creature) with low HP.
 * Fuck: chance to recruit is = (lust + attractivenessCoefficient + enemy preferencesCoefficient - enemyLvl*5 -enemyenergy*20). Halved chance if user has no energy left

Attack types
Three stats are explained here. They affect basic attacks, and defense. Native tiles: there is an exception to movement costs. Travelling thorugh native tiles always costs 1 speed. Native tiles are decided by your unit's defense element (type)
 * Damage element:
 * Element advantage: Each damage element has a list of defense elements it deals double damage to, and half damage to. For example, basic damage deals reduced damage to stone and crystal defense.
 * Special features: some damage types have special features, like applyin burn, burning mana, or poisoning enemies
 * Defense element:
 * Element advantage: same as damage element element advantage
 * Special features: immunity to status effects, native tiles and other features.
 * Attack shape: This determines if the attack is basic melee, ranged, etc. How you attack.

Type icon
A type icon has two parts: an inner circle, and an outer shape that kinda looks like a gender icon. The colors, and the outer shape, tell you the damage, attack, and defense types:


 * Outer shape color: defines damage type. In the example, it is gray, so basic damage
 * Inner circle color: defines defense type. In the example it is grayy, so normal defense
 * Outer shape form: defines attack type. In the example, it is an arrow, so basic attack type.

Defense element list
A matrix with defense damage and strong/weak would be handy

Element advantage table
In this table we see element advantages of attack elements vs defense elements.


 * S = Strong, double damage dealt
 * N = Normal
 * W = Weak, half damage dealt

Attack shape list
All attacks deal damage based on strength
 * basic: melee range, attack that hits 1 target enemy
 * swing: melee range, attack target and 2 adjacent characters ( can friendly fire)
 * cleave: melee range, attack target and 2 adjacent characters. Damage to adjacent characters is halved ( can friendly fire)
 * pierce: melee range, attack that hits 1 target and the unit behind ( can friendly fire)
 * ranged: has a range of 3, requires a straight line, uses all remaining AP
 * Unable: cannot attack

Stats
Stats are explained here: stats

Status effects
Status effects are explained here: Status Effects