Humble Beginnings
The journey through Grant will be an arduous one. Fortunately, you found these basic tips passed on through generations of sellswords and soldiers on how to best survive in this world ruled by Alchemy.
The Flow of Battle
Units take turns to move and act in battle. Each unit has an Initiative value that increases based on their Agility stat. Once this initiative reaches 100, the unit takes a turn. This entire process takes place in the background, so it’s easier to use the turn order at the top of the screen.
Moving and Actions consume Movement and Action Points respectively.
Movement increases as a unit’s Agility stat improves, allowing further tiles to be reached in a single turn.
Action points usually remain at a maximum of 3, although there are unique situations and abilities that could give a higher maximum. Ending your turn without spending all Action Points will make your next turn come faster.
Actions and Movements can be used interchangeably, there’s no set order. This means you can move, attack a target, move again and then perform a quicker action in any order you like, provided you have the required resources.
Consumable items consume no Action Points but can only be used once per battle.
Leave nothing to Chance
Mercenaries train their entire life, and competence in battle is the pride of any sellsword worth their coin.
You will find those employing both ranged and melee weapons to always strike true. Your strategy will not fail based on the whims of chance.
Weapon Types
Ranged weapons like Pistols, Rifles and Crossbows will require a clear shot at the target however, something often blocked by allies, obstacles or other enemies. A certain distance is also required.
Those armed with melee weapons can take advantage of the enemy’s back and flank being exposed, dealing additional damage when exploited.
Wide range attacks like the Blunderbuss are excellent when trying to hit multiple targets at once, but fire indiscriminately, meaning they can put allies in harm’s way as well.
Adrenaline
Adrenaline builds in battle as units deal damage or take damage. The higher your levels of adrenaline, the greater the chance of scoring a Critical Hit, dealing significantly more damage.
Upon landing a Critical Hit, your adrenaline will plummet back to 0.
Units with a higher Skill stat will build adrenaline more quickly.