This may be expanded from time to time if people find certain things vague. Consider this a reference to any strange terminology you may encounter in the log.
NAT: No Actions Taken. Will behave as though character hesitated. While not defenseless, it is highly recommended you avoid this. At the start of missions, since you've had no opportunity to commit to any actions yet, don't worry about it.
Pinned/Disabled: Character in question is unable to escape the grasp of a spell or creature and requires allied assistance immediately. If left to their own devices, they may escape, so long as no other enemies interfere.
NPC Behaviours: These are behaviours that NPC's can be assigned to. They can do a mix of behaviours.
- Independent: Character will behave independently of the PC's, and depending on their personality, and established relationships, may or may not prefer to support player actions or act alone.
- Under Orders: Character is doing as a player requested of them. If the order seems suicidal or the NPC dislikes you enough, they may bawk at given orders and behave independently instead.
- Aggressive: (During Combat) If character is engaged in combat, they'll be on the front line, attempting to punish enemies from afar with magic or ranged weapons or up close and personal with melee weapons.
- Defensive: (During Combat) If character is engaged in combat, they'll be focused on keeping allies out of harms way through magic and keeping enemies from causing them harm.
- Passive: (During Combat) Character will not engage in combat and will actively attempt to keep themselves safe from harm. If possible, they'll support allies at minimal risk, if any.
Army Behaviours: Players do not currently have access to armies, but the players in the Kingdom of Tuleria mission are exposed to their behaviours and can make requests of them via messenger. Keep in mind that
casualties aren't deaths. A casualty is simply a person too incapacitated to commit to competently violent acts, so casualties do include those broken from morale, those with severe but not fatal injuries, and so on. Ergo, 50% casualty does not equate to 50%
loss. It is impossible to tell how much of a casualty figure is losses until the fighting is over.
Depending on how missions go,
Kingdom of Renalta and
Kingdom of Liveria may also get smaller scale tastes of army behaviour combat.
- Abstained: Forces are not currently engaged in any assault.
- Engaged: Forces are presently engaged in combat and are both incurring and sustaining losses.
- Front Line: Forces are located at the front line, locked in melee combat.
- Mid Line: Forces are very close to the front line, providing support through magic or ranged weaponry. They incur more losses than they sustain so long as they're properly equipped and trained for the task.
- Back Line: Forces are preoccupied with ancillary tasks, such as mending the wounded, recovering from a fight, or handling siege equipment.
- Defensive Stance: Force is set to hold an enemy, which reduces casualties, but prevents them from stopping a force from rearranging itself, falling back, or fleeing.
- Aggressive Stance: Force is set to push into an enemy, gaining ground and inflicting large numbers of casualties at the price of their own. This is typically done to break a weakened enemy, or prevent an enemy from rearranging its forces such as in sending reinforcements.
Army Composition: These are the tags that tell you what composition armies have.
- Melee-Light: Light melee units. Generally toting chain mail and hardened leather, armed with vicious armour piercing weaponry. In general, they inflict great volumes of casualties so long as their morale remains solvent. Concentrated effort on them generally reduces them to ashes if they don't have proper protection, either from support in the mid line, or from heavy melee on the front line.
- Melee-Heavy: Heavy melee units. Generally toting plate mail and other such materials, and armed with two handed weapons or one handed weapons in combination with shields. They're slow but terrifying tanks that set a line and hold it. That being said, magic, artillery, and armour piercing ranged weapons generally rip through them, but they typically have resilient morale in comparison to their light melee counterparts.
- Super-heavy: This unit is terrifyingly powerful and likely extremely large in size. (In excess of 20 square feet or more.) Vulnerable to artillery due to being barn-sized or bigger, but can typically slaughter multiple men in a single blow.
- Crossbows/Bows: Heavy piercing weaponry. Crossbows are a mid-line weapon with more armour piercing, whereas bows are a back line weapon with a greater rate of fire. Both are vulnerable to artillery and stealth units.
- Rifles: Can pierce nearly any defense magic or otherwise, but at the cost of extreme reloading times where they are quite vulnerable.
- Anti-Magic: Unit dispels magic. They actively destroy magical spells wherever they go.
- Magic-Resistant: Unit resists magic. They aren't affected by magic. Different from anti-magic, in that they're unlikely to actually stop a spell so much as they will simply ignore it themselves.
- Hero: A valiant hero of the land, be it a leader of a nation, or one of their champions. They fight with utmost capacity, but at generally severely limited numbers. Most, if not all bodyguards will die before they will allow their leader to perish. Injuries, on the other hand, are completely possible to sustain regardless of the number of bodyguards they have. Typically, they can prevent morale breaks to men nearby them.
- Artillery: Either old fashioned artillery (ballista, trebuchet, catapult, et cetera) or new age artillery (cannons, elemental cannons, certain kinds of mages, et cetera) that is used to pound enemy lines with red hot death. Causes more morale penalties than actual casualties in either case, though extremely large targets can be dealt with.
- Monstrosity: Something so terrifying to face it causes morale penalties merely by existing. While usually applied to literal monsters, there are sometimes men who have reputations so villainous and so disturbing as to win this trait themselves.
Pet/Item: Your selected item from the
Requisitions List will be displayed in your character action list, indented beneath your character. Currently active pets and summons are also here, so it should be clear who owns what on the battlefield. Pets and summons without names will be assigned names if necessary to differentiate them from opposing creatures with similar descriptions.