[h1]6. Combat[/h1]

Combat starts when the party and at least one monster occupy the same grid tile. Combat is resolved in turns (called combat rounds), with the order determined by the monster's natural initiative and the character's position in the party. More monsters can join the combat in the middle of the fight. The combat ends when all monsters are defeated or the party is unable to fight (all party members unconscious, paralyzed, petrified, etc.). After combat, the party receives experience and other loot. All party members gain experience, regardless of whether they are conscious or not.

[b]Combat Interface[/b]

* Fight - Repeat the previously used action for this character. Either Attack or Cast Spell.
* Attack - Perform a melee or ranged attack.
* Wait - Skip a turn.
* Special Ability (Charge, Strike, Recovery, etc) - Each class has a special combat ability. This ability can be used once and replenishes itself when the whole party rests. It's usually a powerful ability best saved for tough situations.
* Spellbook - Select a spell to cast.
* Monsters - View information about the monsters the party is facing.
* Flee - Retreat from combat. Note that it has a short cooldown, and an unoccupied, already visited grid tile must be nearby.

[b]Position of Party Members[/b]

The position of characters determines when they will act and how likely they are to be targeted by monsters.

The central slots are the most dangerous, as monsters tend to target central characters the most. Additionally, central slots have the highest initiative and act earlier in combat. Flank slots are somewhat protected, as long as the center holds, the flanks won't get targeted by most monsters.

It's probably best to place heavily armored knights or dwarves in the center, while keeping feeble wizards and healers near the safe flanks. Of course, you might try a different approach, like putting a wizard in the center and greeting incoming monsters with a fireball, taking advantage of the high initiative of the central slot.

In addition, characters using ranged weapons should be placed in the Flank position, otherwise, they will suffer a penalty.

Note that the position of party members can only be changed while outside of combat.