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GUIDE ยท COMBAT

Combat Guide

Fights are turn-based and every Action Point counts. This guide explains the rules underneath.

Last updated: October 12, 2026
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  1. Action Points
  2. Range zones
  3. Damage, armor and dodge
  4. Criticals, headshots and finishers
  5. Cover
  6. Ten combat rules

Action Points

Every turn you get 3 Action Points. Attacks, moving between range zones, using items and most other actions spend them. The only way to get more is the Reaper's Tempo capstone in the Reaper tree, which adds one AP, and the cap is 5 even if you stack more. A fleeing attempt normally costs an AP too, unless you have the Adrenaline Gland talent.

Think of AP as your real health bar. A turn spent on three weak attacks is worse than one spent on a good move, a strong attack and a heal.

Range zones: far, mid and close

Every fight takes place across three range zones. You and your enemies are always in one of them, and moving between them costs 1 Action Point per step (Charge to close in, Pull Back to open the gap).

Rule of thumb: against melee enemies, open with ranged shots and pull back when they arrive. Against ranged enemies, charge them. Never stand in the middle without a reason.

The weather also changes range: clear skies give ranged weapons +5% damage, storms reduce them by 5% and fog by 10%.

Damage, armor and dodge

Your damage is the weapon's damage (tier × 6 before rarity) plus gloves, talents and modifiers. Enemies reduce it with armor, which is a flat cut, and some bosses add a percentage damage reduction on top. If an enemy shrugs off your hits, look at armor piercing talents in the Reaper and Gunner trees: they ignore a percentage of enemy plating.

Your own defences stack the same way: Armor from your gear and talents, percentage Damage Reduction from talents, and a Dodge chance that avoids the hit entirely. Dodge, Damage Reduction and the other defensive stats are all capped (60% for Dodge and Damage Reduction), so past a certain point it is cheaper to add Max HP.

Some attacks ignore all of it. The Unknown Threat's radiation pulse, for example, ignores both armor and dodge, so you must survive it with raw HP and cover, not evasion.

Criticals, headshots and finishers

Cover

Cover appears in some fights and reduces incoming damage from certain attacks. Several boss mechanics are built around it: Lady Midday telegraphs her sickle with a shimmer and expects you to take cover, and the Unknown Threat's radiation burst deals a quarter less damage if you are in cover. Learn which attacks are telegraphed, because those are the ones cover answers.

Ten combat rules

  1. Check the range zone before you attack. A wasted AP hurts.
  2. Kill the enemy that damages you the most first, not the one with the lowest HP.
  3. Heal when you are at 50%, not at 10%. Some enemies spike for half your HP.
  4. Armor beats small hits. A few extra points of Armor make low-damage enemies harmless.
  5. Bosses are tougher than normal enemies, so bring burst damage and talents like Boss Hunter.
  6. Weak enemies can surrender. Intimidation and War Cry talents give you a chance of ending a fight for free.
  7. Keep one escape in reserve: a free flee with Adrenaline Gland can save a run.
  8. Match the weapon to the fight. Every gun shares the same range curve (weakest at CLOSE, strongest at FAR), so the real choice is gun or melee. See the ranged vs melee guide.
  9. Use your squad. Allies take hits for you, and formation matters (see the squad guide).
  10. If a boss has a pattern, wait for the opening. Patience beats raw damage.

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