Actions

The following are basic actions that players may take.

Move - The player moves his or her meters moved per movement action ( at maximum ), at the cost of his or her Movement Action AP Cost.

Move Weapon - The player moves his or her weapon from one direction to another. Any enemies in the area moved into are attacked, given that the player is using a non-ranged weapon. The two areas must be directly next to each other ( For example, you can't move your weapon from in front of you directly behind you-- you must move it on top of you, under you, on you, or to one of your sides, then to behind you ). This action will cost AP based on how large or unwieldy your weapon is. Moving your weapon also allows you to attempt to parry / block attacks.

Attack - This action is only available for ranged weapons, or weapons that cannot use movement physics to attack. A base cost is paid to attack.

Change Equipment - The Player changes equipped items. Costs 1 AP per item switched, and requires an entire turn without action or taking damage to perform.

Use Ultimate Ability - All Players in a party share a stat called Collective Effort. There is no maximum to Collective Effort, but Collective Effort disappears at the end of each encounter. Ultimate Abilities have no maximum to the amount of times they can be used, but all require different amounts of Collective Effort to use.

You gain 1 Collective Effort for each point of damage your party deals.

You gain 2 Collective Effort for each Hit Point healed by your Party.

You lose 1 Collective Effort for each Hit Point lost by your Party.

You gain 1d20 Collective Effort whenever a Party Member is revived from Near Death.

Whenever your party defeats an enemy, you gain their Level in Collective Effort.

You can't gain Collective Effort from the damage or healing from Ultimate Abilities.