Combat
Combat in Chronoverse is turn-based. When a corrupted creature aggros, every awake co-located player with a slime is pulled into the encounter as a single party. The aggro target acts first; the rest are randomly ordered and locked in for the duration of the fight. After all players have acted, the creature acts. Then a new round begins.
Your turn
On your turn you have two action tokens: one for your slime, one for yourself. You can use one, both, or neither. Once you take your self-action, your turn ends — so direct your slime first if you want to redirect it.
Slime instructions (one per turn)
cleanse <keyword> Direct your slime to dissolve a growth. Keyword can be any unique word from the growth's name, lowest (least remaining hp), softest (lowest crystal hardness — easiest to break), or heart (only valid once outer growths are gone).
shield [target] Direct your slime to bodily intercept the next attack on the target (defaults to you). Mitigates 50% on the next hit, then is consumed.
taunt Direct your slime to claim the creature's attention. The creature focuses single-target attacks on you until another player taunts.
If you end your turn without directing your slime, it auto-attacks your last cleanse target — or the lowest-hp growth if you haven't picked one yet. So you can spam block / done and the slime will keep working.
Self actions (one per turn, ends your turn)
block Brace yourself for the next attack. Mitigates 25% damage. Costs 10 energy.
eat <food> Eat food from your inventory or pack to restore health and energy.
Control verbs (no token, no cost)
done End your turn voluntarily. Forfeits any unspent action tokens.
flee Leave the encounter. The fight scales down for remaining players; you can re-engage by entering the room again.
Combat prompt
During combat your prompt shows the creature's growth/heart hp and the turn order, with the active turn-holder marked >like this<. Disable the per-turn timer warnings by setting encounter_timer_notices off via settings.
Knockout & rescue
If your hp drops to zero, you go down for one round and auto-revive at low health on the round after. While downed you can't act but you can still talk on channels. If everyone goes down at the same time, the whole party teleports to the nearest active relay and wakes up there.
Leaving combat
flee is the clean exit. recall is blocked while you're in combat — flee first, then recall. Returning to the lobby auto-disengages you with the same flee narration.
seealso: cleanse, shield, taunt, block, flee, slime