Combat: Difference between revisions

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* Movement types: walking, flying, jumping, charging, these are the movement types. It is a bit like movement types of pieces in chess
* 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
* Special tile effects: some tiles debuff or damage you if you stay there at the start or end of a turn
{| class="wikitable"
|+
![[File:EarthHexagon.png|thumb|Earth tile]]
![[File:GrassHexagon.png|thumb|Grass tile]]
![[File:StoneHexagon.png|thumb|Stone tile]]
!
|}


===== '''Movement costs (table copied from [[stats]] page):''' =====
===== '''Movement costs (table copied from [[stats]] page):''' =====

Revision as of 15:28, 21 April 2022

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 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:
    1. Game controls
    2. General combat info
    3. Seduction7recruiting
    4. Special tiles

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

Selected character stats

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 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

Combat action window

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.

  • 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.

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
Earth tile
Grass tile
Stone 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

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 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.

  • 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

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

Attack types

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)

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 grayy, so normal defense
  • Outer shape form: defines attack type. In the example, it is an arrow, so basic attack type.

Damage element list

Color Type 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

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

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
normal floral slime lava aquatic dark light stone crystal ice
basic N N N N N N N W W N
Slashing N N N N N N N W W N
poison N W S N W N S N W N
burn N S N W N S W N W S
Radiant N W N W N S W N S N
Shadow S S N W N W W N S N

Attack shape list

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