Combat: Difference between revisions

From Portals of Phereon Wiki
Content added Content deleted
mNo edit summary
 
(13 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{Verbox|small=yes|text=This article was updated for version 0.19.0.1|version=0.19.0.1}}
== Introduction ==
== Introduction ==
[[File:Combat example.png|thumb|Combat example|500x500px]]
[[File:Combat example.png|thumb|Combat example|500x500px]]
Line 8: Line 9:
'''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)
'''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:
'''Interface''': In the image to the right (combat example) you can see different infoboxes. They are surrounded in red and numbered. They are:


# Miniature stats
# Miniature stats
# Team portrait stats
# Team portrait window
# Selected character stats
# Selected character window
# Action window Each of the listed interface windows has a section with details.
# Action window Each of the listed interface windows has a section with details.
#Interrogation Icon: in the upper left corner of the screen there is one interrogation icon. It tells you:
##Game controls
##General combat info
##Seduction and recruiting
##Special tiles
#Weather: Top right of the screen.

== '''Controls''' ==
[[File:Controls.png|center|thumb|600x600px|controls]]

== Miniature stats ==
== Miniature stats ==
[[File:Combat stats miniature.png|thumb|Miniature stats]]
[[File:Combat stats miniature.png|thumb|Miniature stats]]
Line 20: Line 31:
* Current Hp/ Max HP: in orange. Unit dies if HP = 0
* Current Hp/ Max HP: in orange. Unit dies if HP = 0
* Current Mp/ Max MP: in teal: used to cast spells
* 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)
* Current Lust/Max Lust: in gray. High lust causes incapacitating debuffs ( see status effects page)
* Name in green
* Name in green
* AP in green: action points. used to move or use actions
* 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
* 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


=== Type icon ===
[[File:Type icon.png|thumb|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 gray, so normal defense
* Outer shape form: defines attack type. In the example, it is an arrow, so basic attack type.


====== For more information about stats, go to [[Stats|<u>the stat page</u>]] ======


== Team portrait stats ==
== Team portrait window ==
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
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
[[File:Combat team portrait.png|thumb]]
[[File:Combat team portrait.png|thumb]]


# Health:
# Health
# Mana
# Mana
# Stamina
# Stamina
# AP:
# AP
# Status effect
# Status effect
# Unit name
# Unit name
# Unit level<br />
# Unit level<br />


== Selected character stats ==
== Selected character window ==
[[File:Combat selected character stats.png|thumb|selected character stats]]
[[File:Combat selected character stats.png|thumb|selected character stats]]
When you select a character, you can see this window. It is arranged like this:
When you select a character, you can see this window. It is arranged like this:
Line 80: Line 97:


== Action window ==
== 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
You can make your character perform 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


[[File:Combat action window.png|thumb|Combat action window|500x500px]]
[[File:Combat action window.png|thumb|Combat action window|500x500px]]


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


* '''HP''': green bar
* '''HP''': green bar
Line 91: Line 108:
* '''AP''': the two big squares at the top
* '''AP''': the two big squares at the top
*'''Lust''': pink bar
*'''Lust''': pink bar
*'''Energy''': white bar, doesn't appear in the image
* '''Equipment or items''': the four squares to the right of the mana bar
* '''Equipment or items''': the four squares to the right of the mana bar

==== '''Move:''' ====
In this page go to the chapter Movement and tiles to see how movement works.

==== '''Attack:''' ====
The damage you deal is: Strength*ElementAdvantage -Armor.


==== '''Skills''': ====
==== '''Skills''': ====
Line 114: Line 138:
**User becomes vulnerable for a turn
**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
* '''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
* '''Fuck''': fuck humanoid character next to you
**Both characetrs clear lust, lose 1 energy and become vulnerable
**Both characters clear lust, lose 1 energy and become vulnerable
**Characters at 0 energy become vulnerable for the rest of the battle
**Characters at 0 energy become vulnerable for the rest of the battle
**Enemies need to have 50%+ lust to fuck
**Enemies need to have 50%+ lust to be fucked (or presenting, though enemies don't use that option). Allies do not.
**Can be used to recruit characers:
**Can be used to recruit characters:
***Base recruit chance is lust%
***Base recruit chance is lust%
***+chances: attractiveness, revealed preferences
***+chances: attractiveness, revealed preferences
***-chances: target's level*5, target's remainig energy*20
***-chances: target's level*5, target's remaining energy*20
***Halved chance if user has no energy left
***Halved chance if user has no energy left
***Greatly increased chance if no other enemies are left


===== '''Seduction body part choice and criticals''' =====
===== '''Seduction body part choice and criticals''' =====
'''Criticals'''
'''Criticals'''


Line 138: Line 163:


* Your attractiveness: increases critical and decreases flop.... I'm not sure actually, gotta ask people
* 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.
* Chosen body part vs enemy body part preference: enemies have preferences. They have a favorite tit/ cock size, and a preference for pussy/cock. If you pick the right one, better. Size can provide some bonus even if not exactly matching (ie. medium tits vs preference for large)


'''Body part choice'''
'''Body part choice'''
Line 150: Line 175:


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


== Movement ==
== Weather ==
Weather affects combat. It can have a special effect, and it can modify elemental damage. For example, clear weather increases radiant damage. The damage bonuses of most weather types are missing from this list
the speed stat is your movement budget. Moving through tiles costs speed, depending on the tile and your character


* None:.......... none
===== Movement costs (table copied from [[stats]] page): =====
*Clear:.......... No special effect. Radiant +20%
* Sunny:........ characters start with higher morale
* Raining:..... Burn degrades quicker
* HeavyRain: all characters will be soaked. Burn degrades very fast
* IntenseHeat: burn doesn't degrade each turn
* Blizzard:..... Start each battle slowed. High Chance for water to freeze
* Fog:............. easier to escape
* Snowing:.... Start each battle slowed. Chance for water to freeze
* SporeStorm: No special effect.
*
* PetalStorm: at the start of each characters turn, increase lust by 2. (affected by LRes)
* ManaStorm: Fully restore mana after battle
* Anomaly:... No special effect.
* Sacred: ......+50% exp gain
* Radiation:.. No special effect.

== Movement and 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
{| class="wikitable"
|+
!Earth tile
!Grass tile
!Stone tile
!Water tile
!Lava tile
|-
![[File:EarthHexagon.png|frameless]]
![[File:GrassHexagon.png|frameless]]
![[File:StoneHexagon.png|frameless]]
![[File:WaterHexagon.png|frameless]]
![[File:LavaHexagon.png|frameless]]
|-
!Snow tile
!Slime tile
!Void (Shadow) tile
!
!
|-
![[File:SnowHexagon.png|frameless]]
![[File:SlimeHexagon.png|frameless]]
![[File:VoidHexagon.png|frameless]]
!
!
|}

===== '''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. Characters can always move at least one tile per AP, even if they don't have enough speed left.
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 176: Line 252:
| 1
| 1
|}
|}
'''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)
'''Native tiles''': there is an exception to movement costs. Travelling through 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''' =====

* Lava: 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''' =====
===== '''Movement types''' =====
Line 182: Line 266:
* '''Move:''' move the shortest path.
* '''Move:''' move the shortest path.
* '''Charge''': move in a straight line. Free attack at end of movement
* '''Charge''': move in a straight line. Free attack at end of movement
* '''Jump''': jumps to a tile at maximum range. Cannot move to tiles at range lower than maximum
* '''Fly''': only triggers tile effect of tile you land on, all tiles cost 1 movement
*'''Jump''': like fly, but you cannot move to tiles adjacent to your character
* '''Fly''': only triggers tile effect of tile you kand on


== Recruitment ==
== Recruitment ==
You can recruit hostile characters during fights. Humanoids are recruited through fucking. Animals with nets.
You can recruit hostile characters during fights. Humanoids are recruited through fucking. Animals (anything without a lust meter) with nets.


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


== Attack types ==
== Injuries ==
While a character is injured, it cannot fight more battles, and earns less in the brothel. The main character does not become injured, but is still removed from the current battle and is left with 1 HP. If your whole team dies, you lose all characters. If one character manages to flee, you don't. All injuries reduce the affected characters morale significantly and lowers morale of other party members slightly. For the main character, the morale loss is greater in both cases.
Three stats are explained here. They affect basic attacks, and defense.
* '''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.
'''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)


Note: when a character is injured, all their equipment is automatically moved to the inventory, which can become an issue with carrying capacity. If there are characters in reserve, it might be wise to equip them instead while switching them into the active party instead of the injured character.
=== Type icon ===
[[File:Type icon.png|thumb|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:


===== '''Healing injuries''' =====
* Outer shape color: defines damage type. In the example, it is gray, so basic damage
You have different options to heal injured characters:
* 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.


* Market healer: the first 3 days, and every 10 days, a [[Meira|healer]] is available at the [[Market]]. She heals for 100 gold.
=== Damage element list ===
* Healing bandages: crafted using healing silk, which is mostly a tavern quest reward
{| class="wikitable"
* Infirmary: there is a [[Home Upgrade]] called infirmary. A unit resting at home with 50%+ stamina and morale with this upgrade will lose the injury.
|+
* You can also get an injury healing ability from sex-recruiting a [[nephilim]] or [[devil]]
!Color
* Characters with the [[Medic]] skill can remove injuries in the Overworld for 2 wood and food.
!Type
* As a more drastic measure, fusing an injured character with another will result in an uninjured new character in addition to all the other possible benefits.
!Special feature
!Strong vs
!Weak vs
|-
|gray
|basic
|no
|No
|Stone, crystal
|-
|Red
|Slashing
|Causes bleed. Duration = damage
|
|Stone, crystal
|-
|green
|poison
|Poisons target, duration = damage dealt
|slime, light
|floral, aquatic crystal
|-
|orange
|burn
|Deals 1 burn. -50% dmg against enemies in water tiles
|Floral, ice dark
|Light, lava, crystal
|-
|yellow
|Radiant
|Damages MP as well
|Dark, crystal
|Floral, lava light
|-
|dark grey
|Shadow
|Curses for two turns
|Normal, floral crystal
|Light, lava dark
|}


=== Defense element list ===
== Stats ==
Stats are explained here: [[Stats]]
{| class="wikitable"
!Color
!Type
!Special feature
!Native tile
!Strong vs
!Weak vs
|-
|gray
|normal
|no
|No
|
|
|-
|green
|floral
|Poison inmune
|grass
|
|
|-
|dark yellow
|Slime
|
|slime
|
|
|-
|orange
|lava
|Burn inmune.
Access lava biomes and portals
|lava
|
|
|-
|Blue
|Aquatic
|
|water
|
|
|-
|dark blue
|Dark
|
|shadow
|
|
|-
|Yellow
|Light
|Curse inmune
|
|
|
|-
|dark grey
|stone
|Inumne to bleed, burn, poison
|stone
|
|
|-
|
|crystal
|
|
|
|
|-
|
|ice
|
|
|
|
|}
A matrix with defense damage and strong/weak would be handy


=== Element advantage table ===
== Status Effects ==
Status effects are explained here: [[Status Effects]]
In this table we see element advantages of attack elements vs defense elements.


== Base Species Perks ==
* S = Strong, double damage dealt
Base Species Perks are explained here: [[Base Species Perks]]
* N = Normal
* W = Weak, half damage dealt

{| class="wikitable"
|+
!
!normal
!floral
!slime
!lava
!aquatic
!dark
!light
!stone
!crystal
!ice
|-
|basic
|N
|N
|N
|N
|N
|N
|N
| style="background:teal; color:black; " |W
| style="background:teal; color:black; " |W
|N
|-
|Slashing
|N
|N
|N
|N
|N
|N
|N
| style="background:teal; color:black; " |W
| style="background:teal; color:black; " |W
|N
|-
|poison
|N
| style="background:teal; color:black; " |W
| style="background:red; color:black; " |S
|N
| style="background:teal; color:black; " |W
|N
| style="background:red; color:black; " |S
|N
| style="background:teal; color:black; " |W
|N
|-
|burn
|N
| style="background:red; color:black; " |S
|N
| style="background:teal; color:black; " |W
|N
| style="background:red; color:black; " |S
| style="background:teal; color:black; " |W
|N
| style="background:teal; color:black; " |W
| style="background:red; color:black; " |S
|-
|Radiant
|N
| style="background:teal; color:black; " |W
|N
| style="background:teal; color:black; " |W
|N
| style="background:red; color:black; " |S
| style="background:teal; color:black; " |W
|N
| style="background:red; color:black; " |S
|N
|-
|Shadow
| style="background:red; color:black; " |S
| style="background:red; color:black; " |S
|N
| style="background:teal; color:black; " |W
|N
| style="background:teal; color:black; " |W
| style="background:teal; color:black; " |W
|N
| style="background:red; color:black; " |S
|N
|}

=== Attack shape list ===
[[File:Attack type icons.png|thumb|Attack shape icons. ]]
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]]

Latest revision as of 12:35, 18 September 2023

This article was updated for version 0.19.0.1

Introduction[ | ]

Combat example

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 surrounded in red and numbered. They are:

  1. Miniature stats
  2. Team portrait window
  3. Selected character window
  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:
    1. Game controls
    2. General combat info
    3. Seduction and recruiting
    4. Special tiles
  6. Weather: Top right of the screen.

Controls[ | ]

controls

Miniature stats[ | ]

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
  • Current 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

Type icon[ | ]

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 gray, so normal defense
  • Outer shape form: defines attack type. In the example, it is an arrow, so basic attack type.
For more information about stats, go to the stat page[ | ]

Team portrait window[ | ]

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
  4. AP
  5. Status effect
  6. Unit name
  7. Unit level

Selected character window[ | ]

selected character stats

When you select a character, you can see this window. It is arranged like this:

Portrait Level
Strength Attack shape (attack) Damage element (attack)
Defense element (type) Armor Size
Magic Lust dmg Lust res
Movement costs (movement) Movement type (action) Speed

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 perform 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

Combat action window

Stats displayed:[ | ]

the action window displays HP, MP lust, and AP of your character. As well as 4 equipped items

  • HP: green bar
  • MP: blue bar
  • AP: the two big squares at the top
  • Lust: pink bar
  • Energy: white bar, doesn't appear in the image
  • Equipment or items: the four squares to the right of the mana bar

Move:[ | ]

In this page go to the chapter Movement and tiles to see how movement works.

Attack:[ | ]

The damage you deal is: Strength*ElementAdvantage -Armor.

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 humanoid character next to you
    • Both characters 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 (or presenting, though enemies don't use that option). Allies do not.
    • Can be used to recruit characters:
      • Base recruit chance is lust%
      • +chances: attractiveness, revealed preferences
      • -chances: target's level*5, target's remaining energy*20
      • Halved chance if user has no energy left
      • Greatly increased chance if no other enemies are 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 preferences. They have a favorite tit/ cock size, and a preference for pussy/cock. If you pick the right one, better. Size can provide some bonus even if not exactly matching (ie. medium tits vs preference for large)

Body part choice

Before seducing, you choose which bodypart you use to seduce.

  • 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

Notes on sex actions

  • 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.

Weather[ | ]

Weather affects combat. It can have a special effect, and it can modify elemental damage. For example, clear weather increases radiant damage. The damage bonuses of most weather types are missing from this list

  • None:.......... none
  • Clear:.......... No special effect. Radiant +20%
  • Sunny:........ characters start with higher morale
  • Raining:..... Burn degrades quicker
  • HeavyRain: all characters will be soaked. Burn degrades very fast
  • IntenseHeat: burn doesn't degrade each turn
  • Blizzard:..... Start each battle slowed. High Chance for water to freeze
  • Fog:............. easier to escape
  • Snowing:.... Start each battle slowed. Chance for water to freeze
  • SporeStorm: No special effect.
  • PetalStorm: at the start of each characters turn, increase lust by 2. (affected by LRes)
  • ManaStorm: Fully restore mana after battle
  • Anomaly:... No special effect.
  • Sacred: ......+50% exp gain
  • Radiation:.. No special effect.

Movement and 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
Earth tile Grass tile Stone tile Water tile Lava tile
Snow tile Slime tile Void (Shadow) tile
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. Characters can always move at least one tile per AP, even if they don't have enough speed left.

Type Earth Grass Stone Water Lava Snow Slime Shadow
Normal 1 1 2 4 6 2 3 ?
Amphibic 1 1 2 1 6 2 3 ?
Flying 1 1 1 1 1 1 1 1
Lava 2 2 1 6 1 3 3 ?
SemiAquatic 3 3 3 1 6 3 3 ?
Aquatic 5 5 5 1 6 5 3 ?
Shadow 5 5 5 5 5 5 5 1

Native tiles: there is an exception to movement costs. Travelling through 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[ | ]
  • Lava: 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 land 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 (anything without a lust meter) with nets.

  • Net (item or skill): 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

Tip: if there is only one enemy unit left in the field, recruitment chances are greatly increased.

Injuries[ | ]

While a character is injured, it cannot fight more battles, and earns less in the brothel. The main character does not become injured, but is still removed from the current battle and is left with 1 HP. If your whole team dies, you lose all characters. If one character manages to flee, you don't. All injuries reduce the affected characters morale significantly and lowers morale of other party members slightly. For the main character, the morale loss is greater in both cases.

Note: when a character is injured, all their equipment is automatically moved to the inventory, which can become an issue with carrying capacity. If there are characters in reserve, it might be wise to equip them instead while switching them into the active party instead of the injured character.

Healing injuries[ | ]

You have different options to heal injured characters:

  • Market healer: the first 3 days, and every 10 days, a healer is available at the Market. She heals for 100 gold.
  • Healing bandages: crafted using healing silk, which is mostly a tavern quest reward
  • Infirmary: there is a Home Upgrade called infirmary. A unit resting at home with 50%+ stamina and morale with this upgrade will lose the injury.
  • You can also get an injury healing ability from sex-recruiting a nephilim or devil
  • Characters with the Medic skill can remove injuries in the Overworld for 2 wood and food.
  • As a more drastic measure, fusing an injured character with another will result in an uninjured new character in addition to all the other possible benefits.

Stats[ | ]

Stats are explained here: Stats

Status Effects[ | ]

Status effects are explained here: Status Effects

Base Species Perks[ | ]

Base Species Perks are explained here: Base Species Perks