Whole fight profiles for common cases, a ranged Cra, a melee Iop, an Eniripsa healer, a careful farmer, a group and a tweaked package profile, each explained setting by setting.
These profiles show how the settings work together. Copy one into Import on the Fight Profiles page (Share profiles), then change what you like in the editor. The ids are those of the game data: the editor shows their names.
Start small. A profile with a role, a range and elements already plays well for any character of that kind, and every setting you add should answer something you saw go wrong in the turn log.
A ranged Cra
{
"version": 1,
"name": "Air Cra",
"description": "Hits from afar, steps back after casting, opens with Distant Shots.",
"role": "damage",
"range": "ranged",
"elements": ["air"],
"placement": "far",
"positioning": "kite",
"focus": "lowestLife",
"opening": {
"firstTurn": [{ "spell": 32465, "target": "self" }]
},
"rules": [
{ "when": { "enemies.within": { "cells": 2, "atLeast": 1 } }, "do": { "retreat": { "to": "outOfReach" } } }
]
}
- Range
rangedand Placementfarkeep the Cra at the reach of its longest damaging spell, from the start. - Positioning
kite: once it has cast, it ends the turn where the danger is least. - Focus
lowestLifefinishes enemies first, which removes their danger sooner. - The opening casts Distant Shots (32465) on itself in its first turn, for the extra range of its spells.
- The rule makes it step out of reach as soon as an enemy stands within 2 cells.
A melee Iop
{
"version": 1,
"name": "Earth Iop",
"role": "damage",
"range": "melee",
"elements": ["earth"],
"risk": 70,
"positioning": "charge",
"opening": {
"firstTurn": [{ "spell": 14676, "target": "self" }]
},
"spells": [
{ "id": 13107, "use": "avoid" }
]
}
- Range
meleeand Positioningchargebring it into contact, whatever the danger. - Risk 70 lets it end turns where the enemies could take up to 70% of its life.
- The opening casts Fervour (14676) on itself in its first turn.
- Jump (13107) is set to Avoid: its score is halved, so it's only cast when it clearly beats everything else.
An Eniripsa healer
{
"version": 1,
"name": "Eniripsa healer",
"role": "healer",
"allies": "protect",
"positioning": "hold",
"rules": [
{ "when": { "ally.life": { "below": "50%" } }, "do": { "heal": { "target": "lowestLifeAlly" } } },
{ "when": { "self.life": { "below": "35%" } }, "do": { "heal": { "target": "self" } } }
]
}
- Role
healerweighs healing at 2 and damage at 0.5, where the Damage role weighs them at 0.5 and 1. - Allies
protectcounts the danger its allies are in as its own. - Positioning
holdkeeps it where it stands unless a cast needs it to walk. - The first rule heals the most hurt ally whenever one is below half its life. The second, below it, heals the Eniripsa itself: the ally comes first when both apply.
A healer without allies to heal still fights: with no one hurt, healing counts nothing, and it hits like any other role, at half weight.
A careful farmer
For a character farming monsters that can kill it, which should take no chances:
{
"version": 1,
"name": "Careful",
"risk": 20,
"focus": "mostDangerous",
"rules": [
{ "when": { "self.life": { "below": "40%" } }, "do": { "retreat": { "to": "cover" } } }
],
"monsters": [
{ "race": 137, "noMelee": true }
]
}
- Risk 20: it avoids ending a turn where the enemies could take more than a fifth of its life.
- Focus
mostDangeroushits first the enemy that could hurt it the most. - Below 40% of its life, it ends its turns out of the enemies' sight when it can.
- It never ends a turn beside a monster of the Incarnam Chafers race (137).
Role, range and elements are left out: the module takes them from the character's class and spells, so this profile suits any class.
A group of bots
For several bots fighting together, which join the same fight one after the other:
{
"version": 1,
"name": "Group",
"waitForAllies": 3,
"allies": "protect"
}
Each bot waits until 3 other characters are on its team before saying it's ready, so the fight doesn't start before the group is complete. The placement countdown still starts it when it runs out. Joining the fight is the job of the bots' packages.
Pass the turns, but place the character
Idle takes part in fights and does nothing. This copy of it also places the character and says it's ready, and passes after 2 seconds instead of 5:
{
"version": 1,
"name": "Idle, placed",
"parts": { "placement": true, "challenges": false, "ready": true, "movement": false },
"rules": [ { "do": { "endTurn": { "after": 2 } } } ]
}
A package's profile, tweaked
To play a profile a package ships while changing a few settings, extend it rather than copying it: when the package is updated, your profile follows.
{
"version": 1,
"name": "Fire Cra, careful",
"extends": "@some-author:fighters/fire-cra",
"risk": 25,
"spells": [
{ "id": 32426, "use": "prefer" }
]
}
It plays everything the package's profile says, with a lower risk, and prefers Retreat Arrow (32426) on top of the package's own spell settings. Extend another profile explains how the two are put together.