Turn Start

Some warriors have perks, skills, or suffer from ill effects (such as poison damage) or injuries (such as Stupidity) that trigger automatically at the beginning of their turn. These will always be resolved at Turn Start for that warrior, before any other actions are possible and may affect if or how the warrior will play. Stupidity, for example, requires a roll which if failed, causes the warrior do nothing for that turn. Poison damage will be applied before the warrior is able to use any Anti-Toxin consumables.

If a warrior uses a skills or spells which last for 1 turn, the effects will last until their next Turn Start. This ensures that slower, low Initiative warriors' applied effects last as long their faster, high Initiative allies/enemies. Buffs and debuffs can last more or less time than expected if the warrior who applied the effect moves up or down the Initiative Ladder, as their Turn Start will occur early (if higher) or later than expected (if lower).

If a warrior falls Out of Action before their Turn Start, any buffs or debuffs that warrior has caused will persist until the moment they would have taken their turn.

Continue to Character Information Panels