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 can do 4 things:
    1. 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. 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).
    2. Instant: can be used at any time, but only once, during your turn
    3. 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.
    4. Action: such as attacking or using action-based special abilities; ends your turn once complete
    5. 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.

Order of Rolling for Typical Physical Attack


NOTE: No combination of skills can ever allow a PC to have more than two attacks (with the same weapon) on the same target (per round) or three attacks total on the same target (per round).
  1. Ward-off: roll vs. initiative if opponent can use ward-off ability
  2. To hit: roll d100 against 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)
    • 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.
  4. Damage/Effect: if hitting or critical hitting, roll damage, and/or apply guaranteed effects
  5. % Effects: roll percentiles (d100) for weapons or attacks that have a chance to apply additional effects such as stun, dismount, disarm, silence, or any other 'on-damage' effect

Order of Rolling for Typical Non-Physical Attack


  1. To hit: roll d100 against opponents Resistance, with the following outcomes (in some cases Dodge can be added to Resistance i.e. Missile-type Powers)
    • Critical Miss: 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: 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)
  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)
  3. Damage/Effect: if hitting, or critical hitting, roll damage, and/or apply effect
  4. % Effects: roll percentiles (d100) for weapons or attacks that have a chance to apply additional effects such as stun, dismount, disarm, silence, or any other 'on-damage' effect

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 or weapon 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.

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 to-hit roll or auto-hit):
  • 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.

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 resets to zero after a battle, unless another battle immediately follows (within a minute of in-game time)
  • 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