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.

Wiki Pages

Magic Schools, Playable Races, Items, Stats, Combat, Levels, Lore, NPCs, Companions, Relationships, Thirst, Hunger, and Energy, Reputation, RNG, Autopilot, Virtues, Tokens, Pricing, Credits, Buffs, Gear