The Basic Battle Concept
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As any other gameplay element in Grimm Forest, the Battle is aimed at simplicity and accessibility. This does not come at the expense of the variation though. The Battle outcome depends on the Player’s key stats, the efficiency of his/her actions (based on the character’s perks and the current active conditions) and the weapon used for each attack. So a great deal of each Battle is won (or lost) even before it started, depending on the way the Player manages his/her character.
Most of the encounters with the enemies can be simply avoided by cleverly navigating them. For instance, using the Stealth option, while moving, greatly decreases the chance of being detected. It adds to the movement cost, but this could be very well worth it. The type of action the Player performs can also affect the chance of detection. If you chop trees, for instance, making lot of noise, it’s no wonder that the monsters will have a greater chance of detecting you. Based again on the way the Agro System works, some monsters can even avoid you if you are moving in a group with other Villagers.
Once engaged in battle the Player has 2 options – Attack or Flee. The battle is divided in turns and each turn the Player gets to choose from these two options. Fleeing the battle does require certain amount of Stamina Points, attacking an enemy – doesn’t. The Player can use a different weapon for each turn. The weapon with the most damage will be used by default. Note that the weapon with the most damage is not necessarily the most effective weapon against the specific enemy type, so the Player has every reason to make that choice “manually” and not leave it to the game.The battle continues, turn by turn, until either all enemies are killed or the Player is dead.
You don’t have fight your battles alone though. If another Player enters a map tile, where a battle has already been initiated, he/she can decide to take part in it. Since Grimm Forest puts a strong emphasis on the co-op play and the asynchronous multiplayer, a Player in battle that doesn’t develop in his/her favor, can call a fellow Villager to the rescue. There’s no time pressure to finish a Battle (or any of its turns) unless it happens within the same game day.