Players will explore the world of Underlair in real-time but combat
will always unfold in a turn-based combat system where characters have to spend action points (AP) to perform actions. The amount of
AP available for each character is dictated by their
dexterity main attribute which can provide an output of 5 to 8
AP during the party creation phase. It is possible to reach a maximum of 10 AP using in-game mechanics.
There are some
cases where skills or items can provide extra AP to serve a specific purpose.
For example, there is a passive acrobatic ability that grants the character a +1 AP just for movement purposes during combat.
Every skill is made of 2 base abilities and 6 special abilities, each one
being either passive or active or a mix of both. Characters need to spend
4 AP to activate these base abilities and 5 AP to activate
the special ones.
See the complete list of available actions
below:
Action name | Cost |
---|---|
Use base ability | 2 - 3 AP |
Use special ability | 4 AP |
Access the inventory's quick slots | 1 AP |
Access the inventory's backpack | 3 AP |
Move character in the tactical grid with tactical points | 1 AP |
Move character in the tactical grid without tactical points | 5 AP |
Move party 1 tile in any direction | 1 AP for all party members |
Rotate party 90 degrees with tactical points | 2 AP for all party members |
Rotate party 90 degrees without tactical points | 100% AP for all party members |