PRIMORDIA // ARCHIVE PLAY
C:\ HELIX_BIOS › ARCHIVE › COMBAT › TURN ORDER & BONUS ACTIONS

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 enemy2% (floor)
Equal speed10%
Twice as fast~21%
Much faster40% (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.