Action Use in the Active Round

In the active round when it is your character's turn, you can make use of the following types of actions: attack, move, support, and magic.

Attacking

You can only attack once per active round.

You can either perform a basic attack, a racial attack skill, or an attack skill. When performing an attack skill, you can perform the entire skill chain of skills attached to that skill. Furthermore, there maybe other skills that can be added to that skill chain. Before performing the skill chain though, you should make sure you understand it and that they can all be performed in one attack. If you have any questions, please ask.

During the defense round you can also attack if you make a reaction check or a counter attack. These will be discussed more in the Defensive Round.

Aided Attacks

You can also make use of what is called an Aided Attack. An Aided Attack is when you are sacrificing your attack action to attack at the same time with your ally. There are certain rules that come in to play here…

  • You must be in range of the target your ally is attacking. This can be melee, throw, or projectile range.
  • You can perform an entire skill chain.
  • You must not have went yet.
  • Doing so takes away your ability to attack when it comes your turn, however you can still perform other actions.
  • Your attack is performed as if it was your action, and is added to your ally's attack, increasing your ally's attack total.
  • You must make your hit chance. If your ally is hit targeting, you must as well, otherwise your attack is wasted.

If your ally is performing an attack skill chain that lets him or her perform multiple attacks, yet you are performing only one, your attack is added to his first attack. If you are performing the same multi-attack skill as your ally, each attack of yours is added to his or her attacks. Also if your ally misses the hit chance you both miss.

The best way at looking at this is that you are increasing the damage your ally does by attacking with your ally. This could prove quite usefull if you are trying to deal massive damage in a single attack or chip away at more armor. If you are a weaker character, you may find it more advantageous to aid your stronger ally in his or her attack instead of attacking by yourself, because then more of the damage you add to the attack might make a difference when by itself it might not even get past the target's armor.

Moving

You can move only once when it is your turn. Once you have stopped moving, your movement is considered complete - even if you have movement steps left that you can take. If you are knocked down, you have to spend your entire movement action to get back up and can't move again until it is your turn again next round. 

Movement can be helped. If you need to get further across the battlefield, you can sprint.  Sprinting is a short run which allows your character to travel farther than he or she normally would during your active round. Every character can sprint. You simply need to spend the energy to do so. Sprinting allows you to move at double your character's battle movement rate at a cost of 5 Endurance per use. You can also use other movement skills (such as flying) as outlined in the Active Round page. 

Certain situations will require you to make full use of your movement action, and you will need to keep them in mind. For example, if the target is behind you, you will need to use a movement to turn around. If you stop to attack that target once you turn around, your movement action is considered complete. Your enemies will have this same restriction, so when attacking them you may find it more advantageous to always attack from behind. 

Certain skills make use of movement. One skill in particular makes use of movement during the defensive round. That skill is of course Reactive Guard

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Reactive Guard N/A +5 to React Check to guard ally in move range when ally is attacked. This is a permanent effect. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

With Reactive Guard, you use a movement action to make it to the ally you wish to guard. This works even if you have already used your movement action during your active turn, however, the rule still applies here. You only get one movement action during your turn. This means you get one movement action for your active turn and one movement action for your defensive or inactive turn. Once you use reactive guard, you can not use it again until the next round and your character physically moves next to the guarded ally. You will instead be able to guard that ally as long as you have defense actions and as long as that ally doesn't move from that spot after you moved to it. The effective guard will make note of this and plan accordingly who needs to be guarded the most. 

Support

Support is a little different from the other actions you can make during your turn. A support action is any action that uses support actions only or is considered supportive only. Support actions include the following: reloading ammo, changing weapons, using a potion, conversation, and non-required stat checks. 

For Support actions, you can make use of each only once per round, however you can do all four support action types per round:

  • 1 support use for reloading
  • 1 support use for changing weapons or gear
  • 1 support use for taking or using potions
  • 1 support use for a support-type skill

You can however have conversations and make stat checks that aren't required as many times as you like as long as you have enough support actions for them. 

Magic

Like Attacking, you can only cast one magic spell once per turn, unless of course you have a skill such as Quick Magic. Once you have cast a spell, or attempted to, your magic action is considered completed. Magic skills can be used with casting spells however, as long as they add to or affect in some way the spell you are wishing to cast. 

Aided Magic

You can also make use of what is called an Aided Magic. An Aided Magic is when you are sacrificing your magic action to cast a spell at the same time with your ally. There are certain rules that come in to play here…

  • You must be in range of the target your ally is targeting.
  • You can not add magic skills to this, unless they state that they are used during the casting of a spell.
  • You must not have went yet.
  • Doing so takes away your ability to cast spells when it comes your turn, however you can still perform other actions.
  • Your spell is performed as if it was your action, and is added to your ally's spell, increasing your ally's spell total.
  • You must make your hit chance.
  • You and your ally cannot be of opposing elements.
  • The spell type must be the same type, such as healing or damaging

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