Skip to main content

Guide to the Battle Queue System

The Action Timer counts down in real time to an Action Point

Speed determines how quick the Action Timer counts down

Action Timer can be sped up and slowed down by certain Status Effects dynamically

When using an Action it enters the Battle Queue

At the end of the Battle Queue, Actions enter into the Active Action Slot and are played.

Actions can be cancelled(by players only) as long as they are still on the Battle Queue

Action Points are spent to use Actions

Action Point maximum is 5

Attack and Movement Actions are Half-Actions

When using a Half-Action consume a Half-Action Point or convert an Action Point into a Half-Action Point

When gaining an Action Point through the Action Timer, additionally convert Half-Action Points into Action Points

Actions that are Targeted will be auto-cancelled if Target moves out of range, takes Final Health Damage or dies.

Reaction Points can be spent to use a Quick Action or Action Chains.

Quick Actions are Actions that can either be an instance of movement, an Attack or one of any other kind of Action.

Quick Actions happen immediately after the current Action

Action Chains are a chain of Actions that happen one after the other and cannot be interrupted by Quick Actions

If the Target of a Targeted Action in an Action Chain dies or takes Final Health Damage, all future Actions in the Action Chain that Target are removed from the Chain

Reaction Point Maximum is 5