PRIMORDIA // ARCHIVE PLAY
C:\ HELIX_BIOS › ARCHIVE › COMBAT › OVERVIEW

Combat

Expeditions? into the island are turn-based battles. Your side is a party? of up to five: your survivor plus a squad of dinosaurs. Every creature acts once each round, in speed order, and the fight runs until one side is down or you flee.

Party size. Ground battles field your survivor + up to 4 dinosaurs. Aquatic species? belong to the separate Sea party (also up to 4), unlocked once you reach the first water sector? (Narrowreach / Dreadwaters).

THE ROUND

  1. Status phase. Damage-over-time (bleed, poison, venom, burn) ticks, buffs and debuffs tick down, and expiring buffs are removed.
  2. Commit. You choose one action for each of your creatures. Enemies choose theirs.
  3. Resolve in speed order. Actions fire from fastest to slowest. Ties are a 50/50 coin flip each round.
  4. Bonus actions? . Faster creatures may earn a bonus action? (see below).

WHAT YOU CAN DO ON A TURN

Survivor

Basic attack (weapon damage), a combat consumable from your utility belt, or Flee. The belt and camp/arena? rule sets apply — see Equipment.

Dinosaurs

A basic attack plus every active ability? unlocked so far. Abilities? unlock at species-specific levels (A1 at L1 through A4 at L100, passives P1/P2, and support S1 for some species).

Out of battle, abilities and their target types are decided per species — see Abilities.