

BATTLE GOALS
What are Battle Goals?
Before a PvP scenario, each character chooses one Battle Goal - a combat mindset that grants specific perks and drawbacks. You cannot change your choice after combat has started.​ Battle Goals can alter turn order, modify stats, or impose restrictions; some have requirements or costs. Pick the one that best fits your character's aims in the coming fight.
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How do I use Battle Goals?
You can choose individual Battle Goals to learn more about them after PvP has been dropped: after everyone has joined, it's the next step after. Battle Goals are chosen in the PvP Menu, and are hidden until Round 1 Begins. Round 1 can begin only once all Battle Goals are chosen.
​​​​​Selectable Battle Goals
Flexible (Recommended): Best to keep your options open.
Effects: No Modifiers.
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Reckless Onslaught: You want to defeat your opponent as quickly as possible, damn the risks.
Effects: +1 Accuracy, +1 Damage, -2 Defence, -2 Resolve, -1 Resistances until the end of combat.
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Patient Defence: Wait them out. Let them get tired. Then strike.
Effects: +2 Defence, +2 Resolve, -3 Accuracy, -2 Speed.
You take your turn last regardless of initiative order. At the end of Round 3, replace all previous effects with +2 Accuracy, +2 Damage until the end of combat and recover 3 Potential.
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Get Out Alive: You're not sticking around to find out what happens if you lose.
Effects: -3 Accuracy, -3 Damage until the end of combat.
+2 Defence, +2 Resolve.
On Round 1 only, gain +2 Speed. At the end of Round 1, this is reduced to +1 Speed. At the end of Round 3, Speed and Defence bonuses are removed. -1 Speed until the end of combat.
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Relentless Pursuit: They're not getting away, no matter how long it takes.
Effects: -2 Defence, -2 Resolve, -1 Resistances until the end of combat.
+1 Speed.
At the end of Round 3, Speed bonus is removed.
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Aid Ally: You won't carry the day - but your friend might.
You cannot change this Battle Goal via any special abilities (such as Sharp Reflexes) after choosing it.
-4 Accuracy, -2 Max Potential, +3 Restoration until the end of combat. Choose one other character. They gain +1 Accuracy, +2 Max Potential until the end of combat.
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Underdog: You're against someone tougher than you, but you aren't going down without a fight.
(1v1 Only. Can only be used in 1v1 scenarios. Your opponent must be a higher Level than you are)
Effects: Gain max Potential equal to the Level difference between you and your opponent (maximum of +6) until the end of combat. On round 1 only, gain Accuracy, Damage, Resolve, and Defence equal to the Level difference between you and your opponent (maximum of +6).
At the end of Round 1, this bonus is reduced to a +2 if it was higher.
If your opponent is a Special Character, the bonus is always at least +2.
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Against The Odds: Your chances aren't great - but when cornered, you'll fight fiercely.
(2v1 or 4v2 only. Can only be used in 2v1 or 4v2 scenarios where your team is outnumbered)
Effects: +2 Damage, +2 Resistances until the end of combat. On round 1 only, gain +5 temporary Potential and +5 Accuracy.
You take your turn first regardless of Initiative order.
You cannot flee from this Combat.
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Final Stand: You're outnumbered, but determined to take someone with you!
(3v1 only. Can only be used in 3v1 scenarios where you are the Defender. Requires at least 1 Fate Point)
Effects: -1 Fate Point.
+15 Max Health, +5 Max Potential, +4 Accuracy, +4 Damage, +3 Resistances until the end of combat.
You take your turn first regardless of Initiative order. You do not need to Prepare before performing a combat Killing Blow. If 3 or more characters are threatening to harm you, but only 2 join the PvP, you may still use this Battle Goal.
Killing blows against you are guaranteed to succeed if you are defeated. There is no chance of survival.
You cannot Flee from this combat.​