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Chapter 15

Combat & PvP

Conflict has rules. Consequences have memory.

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Combat in Katarra is turn-based and designed for browser play. It does not depend on tabletop positioning, movement speed, or a physical initiative order. Choices, attributes, equipment, abilities, conditions, homeland, and rank shape what happens.

In this chapter

Public knowledge

Turn-based conflict

Players choose actions in discrete turns. Basic attacks, armor, potions, items, mana costs, ability cooldowns, and status effects create tactical decisions without requiring a battle map.

Attack and defense

Attack Score determines damaging power rather than acting as a simple accuracy roll. Missing and dodging are resolved separately so precision, evasion, protection, and damage remain meaningful.

Fleeing

Base Escape Chance is 15% plus 2% for each point by which Flee Score exceeds Pursuit Score, followed by applicable modifiers and capped at 35%. A failed attempt passes the turn to the aggressor.

Capture

Some conflicts may end in capture rather than death. Rank, abilities, situation, and the opposing character’s attempt to flee or resist can all matter.

Homeland influence

Homeland advantages and hazards can temporarily affect Attack, Defense, damage, dodge, fleeing, or conditions. These effects make place part of combat rather than decorative scenery.

Rank recognition

Proven, Exalted, and Ascendant Adventurers gain increasingly meaningful combat recognition, but rank bonuses do not replace equipment, attributes, mastery, or tactical choice.

Draft 1.1 status

Percentages and balance values remain draft material and may be tuned as live combat data becomes available. The Codex records the public rules without publishing hidden encounter logic.

Knowledge endures longer than empires