Combat System
Combat is turn-based with initiative determining action order.
Action Budget: Each round you have a number of actions based on your agility. Using more actions reduces damage per action.
Abilities: Your primary combat tools. Each costs a domain resource and may have cooldowns. Type use <ability>.
Status Effects: Abilities can inflict conditions like poison, bleed, stun, or root. Some effects compound -- applying bleed to a poisoned target creates hemorrhage.
Targeting: attack <target> to engage. target <name> to switch targets mid-combat.
Fleeing: Type flee to attempt escape. Success depends on your speed relative to enemies and grants a brief head start to keep moving through danger.
Defeated enemies drop loot scaled to your progression. Group combat distributes loot according to the party's loot mode.