1. How Combat Works
Avalon uses a turn-based combat system. Combat begins automatically when you travel through a dangerous area and the game rolls an encounter (each location has its own spawn chance). A combat screen replaces the exploration panel and you choose actions from the available buttons.
Combat ends when the enemy's HP reaches zero (you win and receive XP + gold + possible loot), or when your HP reaches zero (game over — your save is preserved but you return to the main menu). You can also choose to flee.
2. Turn Order & Actions
You always act first in every round. After your action, the enemy takes their turn. There are three actions available each round:
| Action | What it does | Cost |
|---|---|---|
| Attack | Deal physical damage to the enemy based on your STR stat. | Your full turn |
| Use Item | Open your inventory to use a consumable (potions, tonics, etc.). | Your full turn |
| Flee | Attempt to escape combat. Success depends on your AGI stat. | Your full turn (wasted if it fails) |
If you are stunned by an enemy ability such as Forgotten Names, your action is skipped and the enemy attacks again.
3. Attack Formula
Your attack damage in Phase 1 is calculated from your STR (Strength) stat:
This means a character with STR 12 will deal between 9 and 18 damage per hit, with an average of 13.5. Classes start with different STR values:
| Class | Starting STR | Avg Damage | Max Damage |
|---|---|---|---|
| Seer | 6 | 6.75 | 9 |
| Rogue | 12 | 13.5 | 18 |
| Mentalist | 6 | 6.75 | 9 |
| Tempter | 8 | 9 | 12 |
Low-STR classes (Seer, Mentalist) should use crafted weapons and items to compensate. Equipping an Iron Sword adds +6 STR-equivalent bonus to attacks.
4. Flee Chance
When you choose Flee, the game rolls against this formula:
Examples:
- AGI 10 → 60% flee chance
- AGI 14 (Rogue) → 68% flee chance
- AGI 16 (Rogue after level-up) → 72% flee chance
- AGI 6 (Seer) → 60% flee chance (floor applies — AGI below 10 does not penalise you)
If the flee attempt fails, the enemy still attacks and you lose your turn. Save fleeing for when you have under 30% HP — do not waste turn attempts on strong enemies with high initiative.
5. Using Items in Combat
Press the Item button during combat to open a filtered view of your consumables. Only items with usable effects (heal, restore_mp) appear in the combat item list.
| Item | Effect | Restores |
|---|---|---|
| Health Potion | Heal HP | +30 HP |
| Greater Health Potion | Heal HP (crafted) | +60 HP |
| Spirit Tonic | Restore MP | +40 MP |
| Memory Salve | Restore MP (crafted) | +70 MP |
| Mana Draught | Restore MP (crafted) | +50 MP |
Using an item counts as your turn action. The enemy will attack after you use an item. Plan accordingly — do not use a potion if your HP will survive one more enemy hit.
6. Enemy Types & Abilities
Phase 1 contains six enemy types spread across Avalon's first realm, the Mystical Sanctum. Each has a defined level, HP, and a set of active abilities.
| Enemy | Level | HP | Type | Notable Abilities | XP / Gold |
|---|---|---|---|---|---|
| Glade Wisp | 1 | 25 | Common | Confusion Pulse (reduces your hit accuracy for 1 turn) | 20 XP / 4 g |
| Shadow Beast | 2 | 45 | Common | Shadow Lunge (bypasses partial armour) | 35 XP / 8 g |
| Phantom Soldier | 3 | 55 | Common | Spectral Strike (magic-type damage) | 45 XP / 12 g |
| Marsh Wraith | 4 | 70 | Common | Marsh Grasp (reduces your AGI by 2 for 2 turns), Echo Lure | 55 XP / 16 g |
| Memoria Wraith | 5 | 120 | Elite | Memory Drain (lowers INT −2), Spectral Wail (area) | 120 XP / 30 g |
| Gate Guardian | 6 | 150 | Elite | Shield Bash (stun 1 turn), Iron Stance (blocks 50% damage for 1 turn) | 140 XP / 40 g |
Ability Breakdown
- Confusion Pulse — your next attack has a 40% chance to miss entirely. Counter: use a Memory Salve to clear debuffs, or simply accept the risk and attack.
- Shadow Lunge — deals damage ignoring 30% of your defence stat. No counter besides avoiding the Shadow Beast (use Rogue's stealth bonus).
- Memory Drain — INT reduction matters more in Phase 2+. In Phase 1 it only affects certain dialogue checks and codex unlocks. Largely ignorable in combat.
- Iron Stance — when the Gate Guardian activates this, save your item/attack for the next round. Use Item to heal instead.
- Marsh Grasp — lowers your AGI stat temporarily. This directly reduces your flee chance. If you are fleeing, do so before Marsh Grasp activates.
7. Boss Guide: The Whispering Shade
The Whispering Shade is the Phase 1 boss, found in Memoria Chamber — the final location unlocked after recovering the Fortress Key from the Gate Guardian. It is a mandatory encounter to complete the main quest.
| Stat | Value |
|---|---|
| HP | 350 |
| MP | 200 |
| Level | 8 |
| STR | 14 |
| INT | 22 |
| WILL | 25 |
| XP Reward | 500 |
Boss Abilities
- Forgotten Names — Stuns you for 1 full turn. Happens approximately every 3rd round.
- Cascade of Loss — Heavy magic damage hit (roughly 3× normal attack). Costs the boss a full MP charge.
- Memory Drain — Reduces INT by 2 (persistent during combat).
- Spectral Wail — Single-target in Phase 1 (mass in Phase 2+).
Recommended Strategy
- Enter at level 6+. This means farming Marsh Wraiths and Gate Guardians before the final room. The boss with 350 HP at level 4 is essentially impossible for Seers and Mentalists.
- Bring 4+ Health Potions and 2+ Spirit Tonics. Visit Merchant Thorn before the boss room to restock.
- Keep HP above 60%. Cascade of Loss deals approximately 50–70 damage per hit. If your max HP is 80 (Seer), that one hit can be near-fatal. Heal at 60% or above.
- Attack every turn you are not stunned. When Forgotten Names fires and you are stunned, you cannot act — there is no counter. Just wait.
- Rogues: Your high HP (100+) and AGI make this fight much more forgiving. Standard attacks every round, heal only when under 50 HP.
- Seers / Mentalists: Use crafted items — Greater Health Potion (+60 HP) and Memory Salve (+70 MP) — before entering. Attack during normal rounds and use items on stun rounds (you still act before the enemy in most engine implementations).
8. Combat Tips
- Level up before harder areas. Each level grants +5 HP, +3 MP, and +1 to your primary stats. The gates to Forgotten Fortress (Gate Guardian) and Memoria Chamber (boss) are gated behind items, giving you time to grind.
- Craft before you fight. Greater Health Potions restore 60 HP vs. 30 HP from a basic potion. Craft them from Shadow Essence + Health Potions (discovered automatically in Phase 1).
- Marsh enemies drop Marsh Herb and Memory Vial — the two ingredients you need for Memory Salve. Farm Marsh of Echoes before the boss.
- Rogue is the easiest class for combat. High HP, high AGI (better flee), and decent STR mean every fight is manageable. Choose Rogue if you find the combat frustrating.
- You cannot die permanently. Your save file survives a game over. You restart at the main menu with your last save intact — you do not lose items or XP.
- Save frequently. Use the HUD Save button (or press nothing — the game auto-saves after each combat).