1. If combat begins without one side setting an Ambush for another, follow the basic Turn Order rules
  2. Must act in Turn Order (highest to lowest); 1 character per side may forfeit their sequenced turn and choose to act last (often referred to as "going to the bottom of the queue")
  3. Each character's turn has 5 components:
    1. Rest: surrender whole turn (no movement, instant, or action allowed) to regain 1 HP, often referred to as "taking a hit point". Not to be confused with Resting outside of combat.
      Note: other abilities do exist which require you to surrender your entire turn (i.e. Prayer of Faith, Meditation (Focus)), these can be considered to fall in the same category.
    2. Sprint: move at double your natural (ground) movement speed, taking into account any movement penalties, slows, or other movement impairing effects, and ignoring any kind of speed boost or buff. Sprinting immedaitely ends your turn. While sprinting all passive effects are prevented (i.e. Bull Charge, Flying, etc) with the exception of Trample. Sprinting while Hidden is allowed, however it simply cancels out the half movement effect of Sneaking (moving while hidden).
    3. Instant: can be used at any time, but only once, during your turn
    4. Move: according to any and all restrictions or bonus; can be done before or after using an instant. Moving into base contact with an enemy is considered a Charge. Moving out of base contact with an enemy is considered Disengaging from Combat.
    5. Action: such as attacking with a weapon (main-hand and off-hand) or using action-based Primary Skill; ends your turn once complete

Combat Rolls for Typical Physical Attack


A typical Physical attack is one made with a weapon. More specifically, a physical attack is any instant or action (with the potential to cause damage or other effects) made with a weapon, body part, or other such instrument that has a solid physical substance/form to it or that fires, throws, launches, or shoots a projectile with a solid physical substance/form. For typical physical attacks use the following order of rolling:
  1. Ward-off: (Close Combat only) if opponent is wielding a weapon with the Ward-off attribute, an Initiative stat roll-off takes place, proceed to step 2 only if the Ward-off fails
  2. To hit: roll a d100 against the opponents AC, with the following outcomes (see Combat Penalties for more details)
    • Critical Miss: typically a flat 5% chance (i.e. rolling between 1 and 5, before modifiers, on the d100 hit roll aka a 'natural' roll)
    • Miss: rolling equal to or less than the target's AC after applying modifiers (can be further broken down into Dodge or Armor Save for some applications; see Glossary for details). If combat modifiers/penalties result in a hit roll being less than or equal to 0 the attack is an automatic miss, regardless of the targets AC.
    • Hit: rolling greater than the target's AC after applying modifiers
    • Critical Hit: a percentage chance on the high end of the d100 hit roll to do double damage, as a function of agility and many other effects such as weapon bonuses, enchants, affinities, etc (i.e. a 12% crit chance would be rolling 89+ on the d100 before modifiers aka a 'natural' roll)
  3. Parry/Block: opponent rolls to parry or block if possible. This must be rolled at the same time as the hit roll. Critical hits cannot be parried or blocked.
  4. Damage/Effect: if hitting or critical hitting, roll damage, and/or apply guaranteed effects
  5. % Effects: roll percentiles (d100) or resolve stat rolls for weapons or attacks that have a chance to apply additional effects such as stun, dismount, disarm, silence, or any other 'on-damage' effect

Combat Rolls for Typical Non-Physical Attack


A typical Non-Physical attack is one that is a Spirit or Faith Power, often referred to as "Casting". More specifically, a non-physical attack is any instant or action (with the potential to cause damage or other effects) that does NOT require contact with a solid physical substance/form or projectile, even if the source of the attack is fired, thrown, launched, or shot by something or someone with a solid or physical substance/form (i.e. a Wand). For typical non-physical attacks use the following order of rolling:
  1. To hit: roll a d100 against the opponent's Resistance (appropriate to the type damage or attack), with the following outcomes (if the attack is a non-physical projectile Dodge can be added to Resistance i.e. Missile-type Powers)
    • Critical Miss/Failure: typically a flat 5% chance (i.e. rolling between 1 and 5, before modifiers, on the d100 hit roll)
    • Miss: rolling equal to or less than the target's Resistance after applying modifiers (can be further broken down into Dodge or Resist for some applications; see Glossary for details). If combat modifiers/penalties result in a hit roll being less than or equal to 0 the attack is an automatic miss, regardless of the targets Resistance.
    • Hit: rolling greater than the target's Resistance after applying modifiers
    • Critical Hit/Cast: a percentage chance on the high end of the d100 hit roll to do double damage, as a function of intellect/wisdom and many other effects such as weapon bonuses, enchants, affinities, etc... (i.e. a 12% crit chance would be rolling 89+ on the d100 before modifiers aka a 'natural' roll)
  2. Block: opponent rolls to block if possible. This must be rolled at the same time as the hit roll. (only applies if the attack specifies that it can be blocked, i.e. Missile-type Powers). Critical hits cannot be blocked.
  3. Damage/Effect: if hitting, or critical hitting, roll damage, and/or guaranteed effects
  4. % Effects: roll percentiles (d100) or resolve stat rolls for weapons or attacks that have a chance to apply additional effects such as stun, dismount, disarm, silence, or any other 'on-damage' effect

Combat Rolls for Physical Attacks that also have a Non-Physical effect or portion of damage


Some attacks or abilities combine a physical and non-physical portion of damage and/or effects (i.e. Melee Strike-type spirit powers, Bow Casting, etc...). For simplicity it is generally assumed that weapons that have Craftings & Enchants that provide passive sources of Non-Physical Damage DO NOT count as combined damage/effect, and unless otherwise stated are treated as a Typical Physical Attack (i.e. attacking with a Battleaxe of Greater Nightfall is treated as a standard physical attack, that just happens to do extra Shadow based damage if it actually hits)
  1. To hit: use the same d100 hit roll for both the physical portion vs AC and the spirit portion vs Resistance, but assigning separate modifiers to each (including critical hit)
    • Critical Miss: typically a flat 5% chance (i.e. rolling between 1 and 5, before modifiers, on the d100 hit roll); so long as one of the two portions of the attack is a Critical Miss, the entire attack is considered a critical miss
    • Miss: rolling equal to or less than the target's AC after applying modifiers causes the entire attack to fail (unless otherwise stated), however if only the non-physical portion rolls equal to or less than the target's Resistance treat it essentially as a typical physical attack that has successfully hit
    • Hit: rolling greater than the target's AC after applying modifiers ensures that the physical portion hits, however if the non-physical portion is also grater than the target's Resistance after modifiers, both portions hit
    • Critical Hit: critical hits and their effects use the same d100 hit roll, but apply their associated effects only to the specific portion that critically hit (i.e. if the physical portion critically hits it would double ONLY the physical portion of the damage, and vice versa)
  2. Parry/Block: opponent rolls to parry or block if possible. This must be rolled at the same time as the hit roll. Any portion of the combined attack that is parried or blocked has no effect. Critical Hits cannot be parried or blocked.
  3. Damage/Effect: once it has been determined which portions of the attack hit and/or critically hit, roll damage, and/or apply guaranteed effects
  4. % Effects: roll percentiles (d100) or resolve stat rolls for weapons or attacks that have a chance to apply additional effects such as stun, dismount, disarm, silence, or any other 'on-damage' effect

Combat Rolls for Combined Damage


In the rare case that an attack simply states that it inflicts BOTH physical and non-physical damage (or even two different types of non-physical damage), with no distinction between the two components, then when rolling to hit, simply use the lowest applicable AC or Resistance that applies in that situation. Unless the attack is stated to be a Spirit or Faith power, use standard melee combat modifiers and ranged combat modifiers as applicable. For simplicity it is generally assumed that weapons that have Craftings & Enchants that provide passive sources of Non-Physical Damage DO NOT count as combined damage/effect, and unless otherwise stated are treated as a Typical Physical Attack (i.e. attacking with a Battleaxe of Greater Nightfall is treated as a standard physical attack, that just happens to do extra Shadow based damage if it actually hits). However, if the target has a particular weakness to a type of non-physical damage that damage may still be multiplied (i.e. A light based creature might take regular damage from the physical portion and double from the Shadow portion of a successful hit with a Battleaxe of greater Nightfal

Damage and/or Healing Bonuses


All damage or healing bonuses are applied to a single 'hit' roll. If that hit roll effects more than one target then the bonus is divided evenly between all targets. Standard rounding rules apply, with the exception that any decimal number less than 1 is rounded up to 1. This rule applies across the board unless otherwise specified by a specific ability, such as when an ability calls for a 'separate hit roll for each target' (i.e. Multi Spells)

Some examples of damage bonuses divided evenly:
  • A mage with +2 spirit damage, hits 6 targets with an Arcane Torrent (a Rain-type Power). There is a single hit roll, but 1 of the 6 target resists the power. In this case the total damage bonus is divided evenly among all 5 targets that were hit. 2/5 = 0.4, therefore each target takes +1 damage in addition to the damage done by the Arcane Torrent.

Some examples of damage bonuses applied to each target:
  • coming soon

Disengaging from Combat



The rules for disengaging from Combat were developed as part of the 'Armsman package' backer reward for Michael "Ragar" Branham (Phoenix, Arizona) from the 2014 Realm of Strife Kickstarter Campaign.

Any model that willingly moves out of base contact with an enemy on their own turn is considered to have Disengaged from Combat.

Doing so grants that enemy a free basic melee attack with any weapons they currently have equipped. If dual wielding or otherwise being able to attack more than once under normal circumstances (i.e. a creature with a separate bite and claw attack), both attacks may be used. Each equipped weapon can only be used once per turn in this fashion (i.e. if a model is dual wielding and is surrounded by 4 enemy models in base contact, all of which disengage on the same turn, he/she may only attack once with the main hand weapon and once with off hand weapon, thus two free attacks, NOT on each disengaging target per weapon which would be eight free attacks.)

If a model is forced to leave base contact against their will or under compulsion, they are NOT considered to have Disengaged from Combat.

For clarification, moving out of base contact from any of the following means is NOT considered Disengaging from Combat:
  • If a model chooses to Roll With the Blow
  • Knockback effects
  • Fear or other psychological effects
  • Taunts or taunt effects
  • Mind control or similar effects (i.e. Curse of Control, Curse Torment, etc)

NOTE FOR HONOR CLASSES:
Many honor classes would see it as very dishonorable to strike at a fleeing target and would likely lose honor for doing so. GM discretion is advised when Honor classes choose to take the free basic melee attacks granted by an enemy disengaging from combat.

It is possible to be prevented from disengaging from combat through certain abilities or situational restrictions (GM discretion).

Combat Penalties


Combat penalties usually reduce the chance to hit your target. These can include a variety or environmental, weapon or armor effects, as well as the following cases:
  • Moving and Shooting: when using ranged or reload-ranged weapons you suffer -5 to hit for every inch moved that turn (airborne Kayden and other flying such flying characters are assumed to be in constant movement, resulting in a further -5 to hit)
  • If Dual Wielding WITHOUT the Dual Wield Secondary Skill: Both the main-hand and off-hand weapons suffer from the Clumsy Weapon Effect, at a penalty rate of -10 per size of weapon. (i.e Small = -10, Medium = -20, Large = -30, X-Large = -40) and also cannot cause Critical Hits
  • If wielding a weapon that the PC has not been trained in (known as Weapon Proficiency): The weapon suffers from the Clumsy Weapon Effect, at a penalty rate of -5 per size of weapon. (i.e Small = -5, Medium = -10, Large = -15, X-Large = -20) and also cannot use any of the weapon effects for that weapon (i.e. Parry, Cleaving, Ward-off, etc...). For shields, the Block percentage is divided by 4 (minimum 5%) and can be used to attack as a Shield Blow, but does not have the associated stun chance and suffers from the Clumsy Weapon effect as with other untrained weapons. For thrown weapons the range is cut in half.
  • If wearing armor that the PC has not been trained in (known as Armor Proficiency): Each piece of untrained armor suffers -1 armor value and counts as both Noisy and Stiff (see Armor for details), stacking with any other pre existing Stiff or Noisy penalties.

Multiple Attack Actions


In some cases it may be possible to attack more than once as a single action. The most common occurrence of this would be if equipped with a both a main-hand and off-hand weapon (referred to as Dual Wielding). In which case the action is considered to be complete once both weapons are used. Unless otherwise specified special abilities can only be applied to the main-hand attack. (i.e. A soldier armed with a long sword (main-hand) and Dirk (off-hand) that elects to use Hawk Strike as his action, applies Hawkstrike only to the long sword, however may still use the Dirk as a regular attack in the same action). Unless otherwise specified, an action based power/spell takes the entire action and cannot be paired with an off-hand attack.

There is a wide variety of methods to increase the number of attacks that PC might have as a single action (i.e. secondary skills, certain abilities, enchants, etc) however there is a global restriction:

No combination of skills and/or weapons and/or craftings/enchants can ever allow a PC to exceed the following restrictions (where an 'attack' is considered to be any action with a to-hit roll or auto-hit that has the potential to cause damage):
  • maximum 4 attacks per action
  • maximum 3 attacks total on the same target, per action
  • maximum 2 attacks (with the same weapon) on the same target, per action

This is sometimes referred to as the 4-3-2 rule.

These restrictions do not necessarily apply to NPCs or Enemies.

Direct damage instant skills do not count towards the 4-3-2 rule.

Combat and Class Mechanic Summaries


Under normal circumstances the follow rules apply:
  • Vigor is returned to max amount after each battle, provided there was a reasonable break between battles (i.e. time to catch your breath)
  • Honor oaths and virtues must be decided at the start of each new battle; code points are replenished after the battle ends, code stacks however are lost
  • Fury at the end of a battle, current Fury immediately decays to half, and unless another battle immediately follows within 2 minutes (in-game time), all Fury is lost.
  • Spirit carries over from battle to battle and can only be regained by resting (regain equivalent amount compared to HP); however, HP can also be used to power abilities (with the exception of the Spirit Heal ability)
  • Faith carries over from battle to battle and can be used outside of battle but each faith power can only be used once per day. Can use Prayer of Faith (or equivalent) while resting (but will only count as a half rest) to gain only one Faith per day.
  • Stealth begins every battle at zero unless characters announce well beforehand that they are electing to hide (note: this may result in slowly your party down, depending on the situation, as is most cases Stealth classes have reduced movement while hiding)
  • Focus carries over from battle to battle and can only be regained by through Meditation (or other similar abilities)
  • For all classes: HP carries over battle to battle and can only be regained by using potions, bandages/first aid, receiving heals, or Resting