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Combat Overview

Alberath features simultaneous turn-based combat where all players plan their actions during a planning phase, then watch them resolve sequentially based on unit Speed.

This creates tense decision-making where you must predict enemy movements, manage positioning, and allocate limited resources (AP, energy) wisely.

Turn Structure

1. Planning Phase

All players simultaneously plan their actions:

  • Select units - Click a unit to view its available actions
  • Choose actions - Each action costs AP (Action Points)
  • Set movement - Units can move up to their Move stat
  • Spend energy - Some abilities require global energy

Units have 3-5 AP per turn. Once AP is spent, that unit cannot act again this turn.

2. Resolution Phase

All planned actions resolve in Speed order (highest to lowest):

  • Fast units act first - High Speed units can strike before slower enemies
  • Positioning matters - A unit might move before an enemy attacks
  • Effects stack - Buffs applied early affect later actions

3. Turn End

After all actions resolve, automatic effects occur:

  • DoT/HoT Effects - Burn, Bleed, Regeneration tick
  • Effect Durations - All buffs/debuffs reduce duration by 1 turn
  • AP Regeneration - Units regain their full AP pool
  • Cooldowns - Abilities on cooldown reduce by 1 turn

Stats System

Each unit has 8 core stats that determine their combat capabilities.

HP (2-7)

Hit Points. When reduced to 0, the unit dies permanently.

Trent (7 HP) is the tankiest unit

Armor (0-2)

Reduces incoming STR damage by this amount.

Guardian (2 ARM) reduces physical damage effectively

Will (0-3)

Reduces incoming PSI damage by this amount.

Conjurer (3 Will) resists mental attacks

Speed (2-6)

Determines action order. Higher Speed acts first.

Sprite (6 Speed) acts before everyone else

Move (2-5)

Maximum tiles the unit can move per turn.

Sprite (5 Move) and Mentalist (5 Move) are highly mobile

AP (3-5)

Action Points. Each ability costs AP. Regenerates fully each turn.

Sprite (5 AP) can cast more abilities per turn

STR (0-3)

Strength. Added to physical damage. Mitigated by Armor.

Warlord (3 STR) deals devastating physical damage

PSI (0-2)

Psionic Power. Added to mental/magical damage. Mitigated by Will.

Pyromancer (2 PSI) burns enemies with fire magic

Damage Types

Alberath uses three damage types with different mitigation rules.

STR Damage (Physical)

Formula: Damage = (Base + STR) - Armor

Physical attacks from swords, arrows, and melee strikes. Reduced by Armor.

Strong Against: Low-armor casters (Pyromancer, Sprite)

Weak Against: High-armor tanks (Guardian, Warlord)

PSI Damage (Mental)

Formula: Damage = (Base + PSI) - Will

Psionic attacks from spells and magical effects. Reduced by Will.

Strong Against: Low-Will physical units (Berserker, Archer)

Weak Against: High-Will casters (Conjurer, Paladin)

True Damage

Formula: Damage = Base (no mitigation)

True damage ignores all defenses. Cannot be reduced.

Sources: Burn, Bleed, Poison, Punishment Slash

Invocation Rules

Invocations are magical summons with special rules:

1. No Corpse on Death

When an invocation dies, it does not leave a corpse. Necromancer cannot reanimate fallen invocations.

2. Don't Trigger Death Effects

Invocation deaths do not count as ally deaths for effects like Warmaster Aura.

3. Persist After Summoner Dies

Invocations remain on the field even if their summoner dies.

4. Take +2 Damage from Smite

Paladin's Smite Bonus deals +2 extra damage to all invocations.

Invocation List

  • Skeleton - Summoned by Necromancer's Animate Dead
  • Fire Elemental - Summoned by Conjurer's Summon Fire Elemental
  • Ice Elemental - Summoned by Conjurer's Summon Ice Elemental
  • Wisp - Recruited as a unit, gains Portal Boost passively

Resolution Order

When multiple units act in the same turn, their actions resolve in a specific order:

Priority 1: Speed (Highest First)

The unit with the highest Speed stat acts first. Speed ranges from 2 (Trent) to 6 (Sprite).

Priority 2: AP Cost (Lowest First)

If two units have the same Speed, the unit spending fewer AP acts first.

Priority 3: Unit ID (Lower First)

If Speed and AP cost are identical, the unit with the lower Unit ID acts first.

Resolution Example

Turn Setup:

  • Sprite: Speed 6, using 2 AP ability
  • Berserker: Speed 5, using 1 AP ability
  • Archer: Speed 5, using 2 AP ability
  • Guardian: Speed 3, using 2 AP ability

Resolution Order: Sprite → Berserker → Archer → Guardian

Resource Management

Action Points (AP) Per-Unit

Each unit has 3-5 AP that regenerates fully every turn. Abilities cost 1-3 AP.

Key Rule: Unused AP does not carry over to the next turn.

Global Energy Per-Player

Each player has a global energy pool (100-300) shared across all units.

Uses: Deploying units, activating powerful abilities, ransoming dead units

Energy does NOT regenerate during a match. Spend wisely!

Cooldowns (CD) Per-Ability

After using an ability with a cooldown, it cannot be used again for X turns.

Cooldown Reduction: Sprite's Rewind ability can reduce ally cooldowns by 1.