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Example of combat scene

Dice System[]

Dice Hover

Dice outcomes

Dice Owners

"owners" of the dice

Combat is a turn-based system with dice. Each companion + the explorer gives you between 1-3 dice. Each weapon provides an extra die.

Each die has 6 sides with up to 6 possible outcomes. You can hover over the dice to see potential rolls. Each side represents an action the player can perform. Blank sides yield no outcome.

Different characters wield unique dice. Dice ownership is indicated by a little head in the bottom right of each die. When a companion is defeated, their dice will no longer show on the board.

When you press the large roll button, you roll all the dice on the board. You have a limited amount of rolls each round, indicated in the top of the screen.

Dice Stable Position

Example of a combination

Some dice may be shaking, meaning possible combos are available to use. Example: 1 Defense gives 1 shield, but adding Strength for a DefenseStrength "Stable Position" combo gives 3 shield. More shield points absorb more damage during the opponent's turn.

A rolled die can also be saved, or put aside, before rolling again. This is useful when attempting a certain combo in which only some of the dice need to be re-rolled to match. Simply click a die once to pull it from the board and save it.

You can play as many combos as possible during 1 turn. (There's no limit).

Maschinen-Menschexplain the combat system well in their alpha #10 update video.

Number of Available Dice[]

The player's dice can be added-to and upgraded. Explorers start with two dice, which can be added to with end-of-expedition perks. Companions generally start with one die, but can gain one or two more as well as getting upgrades with promotions.

Each character's die is represented by an image of its 6 sides/faces/possible outcomes, which can be viewed by hovering over that character. Colors may vary, but the face icons are the only factor that determines action.

Die - Blue (basic)

Basic Blue Die

Example: The basic blue die sequence adds a blue die to the combat. It yields 3 possible outcomes when rolled, each with a .33 probability. Basic dice have 2 blank faces, with a 1 in 3 chance of yielding no action when rolled.

Die - Blue (upgraded)

Upgraded Blue Die

The upgraded blue die sequence adds a blue die to combat with no blank sides. Its 2 possible outcomes each have a .50 probability of landing when rolled.

Basic Abilities[]

These represent the basic abilities of each expedition member.

Red (Attack die)

  • Attack - a melee attack.
  • Agility - an agile maneuvering.

Green (Defense die)

  • Defense - a defensive move.
  • Strength - a stable/strong stance.

Blue (Support die)

  • Precission - precision and aiming.
  • Tactics - planning and tactics.

Purple (Magic die)

  • Magic - magic and mysticism.
  • Purple-Precision - precision and aiming.
  • Purple-Tactics - planning and tactics.

Weapons


Animal Abilities
[]

Used only by animals (both enemies and companions). Unlike ability and item dice, animal dice do not form any dice combos, and instead have a set damage value when used alone.

Companion animals have brown dice, while enemy animals' dice are red. Remember that icon (not color) determines action, so a specific dice image will have the same output whether it's red or brown.

Pack animals (e.g. donkey, water buffalo, camel) can only fight if mounted and not over-encumbered (unless they are upgraded through the Animal Whisperer perk). Otherwise they will not participate in combat at all. Combat animals (e.g. dogs, animals bought from a beastmaster) can always fight.

Name Damage Shield Die Special Effect
Claws 2 Animal - Claws
Fangs 2 Animal - Fangs Bleeding
Strong Claws 4 Dice Strong Claws-0
Fierce Claws 6 Animal - Strong Claws
Large Beak 7 Animal - PeekDice beak
Small Beak 3 Dice beak
Smash 5 Animal - Smash Stun
Stomp 3 Animal - Stomp Multi Attack
Ram 3 Animal - Ram
Hoof 2 Animal - Hoof
Shell 4 Animal - Shell
Tarsal Claws 2 Die-SpiderLeg
Spider Fangs 1 Die-SpiderFang Poison
Tail 2 Dice tail Multi Attack
Horns 4 Animal - Horns
Taunt Taunt Enemies prioritize attacking Taunting characters

Note: "Small Beak" and "Large Beak" use the same icon. The only way to tell them apart is to hover your mouse over the die.

Dice Combos[]

Remember, the dice icon (not color) determines action. Example: Precission and Purple-Precision are interchangeable.

Basic[]

Combination Damage Shield Requirements Special Effect
Attack 1 0 Attack
Double Attack 2 0 AttackAttack
Triple Attack 3 0 AttackAttackAttack
Ripper Leap 4 0 StrengthStrengthTactics Bleeding
Flank 5 0 AgilityAgilityPrecission
Headbutt 1 0 AgilityTactics Stun
Kick 3 0 AgilityStrength
Riposte 2 2 AttackDefense
Shielded Riposte 2 3 AttackDefenseDefense
Cutting Riposte 3 2 AttackAttackDefense
Deadly Riposte 4 4 AttackAttackDefenseDefense
Precise Attack 3 0 AttackPrecission
Punctuation 4 0 AttackPrecissionPrecission Strong Bleeding
Evade 0 3 AgilityDefense
Defensive Maneuver 0 4 AgilityAgilityDefense
Defend 0 1 Defense
Strong Defense 0 2 DefenseDefense
Stable Position 0 2 DefenseStrength
Tactical Advantage 0 3 DefenseTactics
Outstanding Tactics 0 4 DefenseTacticsPrecission
Group Defense 0 4 DefenseAgilityTactics
Lookout 0 2 PrecissionTactics
Observation 0 1 PrecissionPrecission
Feint 0 0 PrecissionStrengthTactics Multi Attack, Stun
Rite of Unity 0 1 Magic Heal 2
Curse of Poison 0 0 MagicAttack Poison
Rite of Healing 0 2 MagicTactics Heal 3

Weapon-Related[]

Combination Damage Defense Requirements Special Effect
Quick Shot 2 0 Die-Pistol
Stable Shot 3 0 Die-PistolStrength
Stopping Shot 2 1 Die-PistolDefense
Bullet Wall 3 2 Die-PistolDefenseDefense
Headshot 6 0 Die-PistolStrengthStrength
Quick Shot 2 0 Die-Rifle
Aimed Shot 4 0 Die-RiflePrecission
Planned Shot 8 0 Die-RiflePrecissionTactics
Masterful Shot 12 0 Die-RiflePrecissionPrecission
Quick Shot 2 0 Die-Shotgun
Shotgun Blast 3 0 Die-ShotgunAttack Multi Attack
Shotgun Powerblast 5 0 Die-ShotgunAttackAgility Multi Attack
Point Blank 5 0 Die-ShotgunAgility
Quick Discharge 2 0 Die-Tesla Damage Self 1
Defensive Beam 4 2 Die-TeslaDefense Damage Self 1
Stable Beam 3 0 Die-TeslaStrength Damage Self 1, Multi Attack
Alternating Beam 7 0 Die-TeslaPrecissionTactics Damage Self 1
Spear Attack 4 0 Die-SpearAttack
Power Spear 6 0 Die-SpearAttackPrecission
Spear Defense 4 2 Die-SpearDefense
Spear Throw 4 0 Die-SpearPrecission
Whip Crack 1 0 Die Whip 2 Stun
Shackling Whip 1 0 Die Whip 1Strength Stun x2
Cutting Whip 4 0 Die Whip 1 Attack Stun x2
Dynamite Explosion 6 0 Die Dynamite Group Damage 3, Multi Attack
Planned Explosion 4 0 Die DynamiteTactics Multi Attack
Precise Explosion 8 0 Die DynamitePrecission Group Damage 4, Multi Attack

Effects[]

  • Multi Attack - Harms all enemies present. Reduced by Shield before being applied (e.g. if a Multi Attack does 3 damage and the enemy has Shield 2, all enemies will take 1 damage). If also Stun, all enemies will be Stunned.
  • Poison - Does 1 damage each turn. Lasts 8 turns. Stacks up to 3 times.
  • Damage Self X - Deals X damage to the player's party.
  • Group Damage X - Deals X damage to each member of the player's party.
  • Stun - Disables one of the targeted enemy's dice next turn. Stacks up to 3 times.
  • Stun x2 - Disables two of the targeted enemy's dice next turn. Stacks up to 3 times.
  • Shield X - Prevent the next X damage. Does not prevent Bleeding or Poison Damage.
  • Heal X - Restore X health to each member of the party. Does not work on defeated (HP=0) members.
  • Bleeding - Does 2 damage at the end of the round. Lasts 2 turns. Stacks up to 3 times.
  • Strong Bleeding - Does 3 damage at the end of the round. Lasts 3 turns. Stacks up to 3 times.
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