Combat
Combat in Sciasy is turn-based and takes place on a tactical grid. Understanding the action economy and positioning is key to victory.
Turn Duration
Each combat turn represents 10 seconds of in-game time. This determines how much you can accomplish in a single turn.
Actions Per Turn
In a 10-second combat turn, each character can perform all of the following:
1. Movement Up to your max movement distance
2. Use Consumable One potion, food, or drink
3. Attack/Cast One spell or melee/ranged attack
Movement Penalty: If you move more than half your max movement, you can only perform one minor action (quick consumable OR quick attack).
Combat Grid
Combat takes place on a tactical grid where each cell equals 1 meter.
Grid Size: Dynamic, up to 30x30 meters
Melee Range: ≤ 1.5 meters
Click on combatant tokens to see the distance between you and them. The grid may contain terrain features like obstacles, cover, hazards, and items.
Movement Speed
Each character has a movement speed determined by their race and individual variation.
Slow: ~3 seconds/meter → ~3.3m per turn
Medium: ~2 seconds/meter → ~5m per turn
Fast: ~1 second/meter → ~10m per turn
Individual characters have ±50% variation from their race's base speed.
Starting Combat
Combat begins when hostile creatures engage. The battlefield is set up based on the narrative context - fighting in a narrow corridor will be different than an open field.
Initial positions are determined by the situation. Ambushers may start closer, while ranged enemies might position themselves at a distance.
Turn Order & Initiative
Combat uses a team-based initiative system:
Initial Order: Determined by narrative context
Team Priority: Alternates each round
At the start of combat, a turn order is established based on who initiated the fight. If you're ambushed, enemies act first. If you initiated, your team acts first.
Each subsequent round, the team that went second last round now goes first. This ensures both sides get fair opportunities for initiative.
Ending Combat
Combat ends when all enemies are defeated, fled, or the encounter is otherwise resolved. Defeated enemies may drop tokens and items based on their power level.
See NPCs for details on enemy power levels and drop rates.
Spell Range
Spells have different ranges that determine how far they can reach:
Self: 0m (only affects caster)
Melee: ≤ 1.5 meters
Ranged: 10-30 meters (varies by spell)
Important: If a target is outside your spell's range, the spell will fail. You must either move closer or use a spell with sufficient range. Melee spells deal more damage but require close proximity.
Combat Stats
Your combat effectiveness depends on your stats. See the Stats page for detailed information on:
Hit Rating Chance to land attacks
Evade Rating Chance to dodge attacks
Crit Rating Chance for critical hits
Mitigation Rating Damage reduction
Luck & Finesse Enhanced combat rolls
Crowd Control
Various effects can disable or hinder combatants. See Buffs, Debuffs & CC for details on Stun, Blind, Immobilize, Sleep, and Silence effects.