Freya: The Starfall Official Handbook
  • Overview
  • Mercenary System Overview
    • Released Characters
      • Alicia
      • BonBon
      • Gareth
      • Katarina
      • Tsubaki
      • Lionheart
      • Freya
      • Yeongwon
      • Vera
    • Character Traits
    • Skill Randomization
    • Attribute Growth Ranking
    • Astrological Signs
    • Target Selection
    • Damage Radius
    • Upcoming Classes & Characters
  • Attribute System
    • Five Attributes
    • Main Attributes
    • Stat Conversion
    • Attribute Growth Ranking
    • Attribute Points
  • Talent System
    • Mechanics
    • Knight Talents
      • Core Talents
      • Keystone Talents
      • Knight Masteries
    • Warrior Talents
      • Core Talents
      • Keystone Talents
      • Warrior Masteries
    • Ranger Talents
      • Core Talents
      • Keystone Talents
      • Ranger Masteries
  • Skill System
    • Skill Drawing System
    • Character-Exclusive Skills
      • Alicia
      • BonBon
      • Gareth
      • Tsubaki
      • Lionheart
      • Katarina
      • Vera
      • Yeongwon
      • Freya
    • Knight Skills
    • Warrior Skills
    • Ranger Skills
    • Skill Reroll System
  • Astrology System
    • Mechanics
    • Fire Signs
    • Water Signs
    • Earth Signs
    • Air Signs
  • Class System
  • Recruit System
  • Level System
    • Leveling
    • Level Reset
  • Combat System
    • Battlefield
    • Combat Flow
    • Action Sequence
    • Target Selection
    • Enemy Detection
    • Displacement
    • Damage Types
    • Weapon Power & Resistance
    • Damage Calculation
    • Critical Hit Check
    • Critical Damage
    • Evasion Check
    • Displacement Check
    • Buff & Debuff
    • Debuff Application Check
  • Starforge System
    • Overview
    • Starforge Gear List
    • Gear Selection
    • Reroll Mechanic
    • Rarity System
    • Set Bonuses
  • Formation System
  • VOYAGE
  • CLASH (Solo PVP Modes)
  • ADVENTURE (AI-Driven Dynamic Roguelike Mode)
  • Freya IP Licensing Framework
  • Roadmap
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  1. Combat System

Combat Flow

At the start of each battle, each mercenary on both sides is positioned in a pre-determined grid formation that players set before the fight. Combat is structured around Rounds and Turns.

  1. Rounds:

    • Each Round represents a full cycle during which all surviving mercenaries get one opportunity to act.

    • At the beginning of each round, all mercenaries take their actions in order of their Speed stat, with faster units acting before slower ones. This process defines their individual Turns within the round.

    • Some abilities can alter the natural turn order, so keep an eye on skills that influence when mercenaries act.

  2. Turns:

    • When it's a mercenary's turn, they will automatically select a target based on their targeting rules and the enemy's formation. The selection of targets depends on their positioning and predefined logic.

    • Many skills and talents are activated at specific points during a mercenary's turn: at the start of their turn, before attacking, upon the attack, after the attack, and at the end of their turn.

  3. Gears and Sigils:

    • Starting from the second round, at the beginning of each round, both sides can choose one from four randomly presented Gears or three Sigils, and assign it to one of their mercenaries.

  4. End of Combat:

    • The battle ends when all mercenaries on one side are completely eliminated.

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Last updated 2 months ago

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