TURN ORDER
Every action in a round resolves in descending Speed. The creature with the highest Speed acts first. When two actions have equal Speed, the tie is broken with a 50/50 roll each round, so the same pair can swap order turn to turn.
order = sort by Speed (high to low), then random tie-break
Speed can be raised by buffs (speed_boost) or lowered by debuffs (speed_debuff, and crowd control that knocks a creature down). Effective defence drops while stunned — see Damage.
BONUS ACTIONS
After a creature commits its main action, it rolls for a chance at a second action. Bonus actions favour fast creatures: the odds scale with how much faster you are than the enemy's average Speed.
P = clamp( 0.10 + 0.35 x (S - E) / max(S + E, 1), 0.02, 0.40 )
S = the creature's Speed, E = the enemy party? 's average living Speed. Odds are clamped to a 2%–40% range.
| If you are… | Bonus-action chance (approx.) |
|---|---|
| Much slower than the enemy | 2% (floor) |
| Equal speed | 10% |
| Twice as fast | ~21% |
| Much faster | 40% (cap) |
Bonus actions are weaker. A bonus action deals half direct damage, has half the chance to land a chance-based effect, and applies half the magnitude/duration. Passive abilities? and flagged unsafe abilities are never eligible as bonus actions.
EXTRA ACTIONS & COOLDOWNS
- Some passives grant a flat extra-action chance per turn (stacking passives are capped at 50%).
- Abilities with a cooldown show as unavailable until their timer expires; cooldowns tick down at the start of each round.
- Multi-hit abilities roll their hit count up front and can crit or be dodged per hit.