MechanicCurrent prototype

Combat and combat experience

Combat uses a separate turn budget and awards contribution-based experience when an enemy falls. Training preferences divide the existing reward pool; they do not add damage or extra base XP.

Putting it into practice

Combat uses a separate turn budget and awards contribution-based experience when an enemy falls. Training preferences divide the existing reward pool; they do not add damage or extra base XP.

Putting it into practice
Set a training goalChoose your combat training preference before expecting a particular offence/Defence split. Rewards follow credited contribution when the enemy falls.
Plan your turnCheck the chosen action's cost, available movement, compatible ammunition and target before committing it. Keep recovery or Guard in mind when reading enemy intent.

Action points per turn

AP refill at the start of your own turn. Levelling or reconnecting does not refill a running turn. Spells can be repeated without spell cooldown, shared restoration cooldown or one-ward-per-turn limit, while every cast pays its action and equipped Ammo essence costs. Other actions keep their own cooldown rules. An equipped staff reduces a positive spell essence base to max(1, floor(base × 0.75)); off-hand casting applies its 150% rounded-up surcharge afterwards.

Action points per turn
3–391
40–792
80+3

Combat training

Credit uses actual eligible damage, capped to the enemy's life reward pool. The style pool is rounded down once and divided between the attack skill and Defence. Vitality is awarded separately. Contact and Guard have a separate capped credit pool; Guard counts double toward that pool. Rock crab rewards use a 50% multiplier, and The Listener's summoned creatures do not pay ordinary combat XP. Talents and imports apply through the receiving skill's normal reward rules.

Combat training
Offensive1000
Balanced5050
Defensive2575

Summoning shares the existing pool

A companion's credited offence is redirected to Summoning. A manifested bound weapon redirects 25% of its offence share to Summoning; this is not extra base XP. Companion Guard credit similarly redirects the corresponding Guard reward. Vitality remains a separate owner reward. Combat rewards are saved with enemy-life receipts so retries cannot pay the same life again.

Related articles

Linked from 2 articles
Sources & technical details Recorded data and provenance

This reference describes the recorded F0 source snapshot. Availability is shown on the article; source data alone does not certify a particular live game release. Read the source policy.

Source ID
mechanic:combat
Catalog version
24
Source revision
29afa2b1c0bc6b7f9de43c1a13fd6ab6e628c744
Exact source values
Physical style base XP per credited HP
0.75
Magic base XP per credited HP
1.5
Vitality base XP per credited HP
0.5666666666666667
Defence base XP per contact credit
0.25

Source files

  • Backend/Alderfen.Accounts/CombatRewardRules.cs
  • Source/FantasyBenchmark/RPGCombatPower.h
  • Source/FantasyBenchmark/RPGCombatRules.h
  • Source/FantasyBenchmark/RPGCombatTraining.h
  • Source/FantasyBenchmark/RPGExperience.cpp
  • Source/FantasyBenchmark/RPGExperience.h
  • Wiki/tools/player_guides.py

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