Animas wait around corners and are marked on the minimap. The party is not rendered. At an encounter, every Anima acts in initiative order each round, with as many attacks as its weapons and stamina allow; floating numbers and words and the health and stamina bars show the result. Play runs automatically. Pause and Next turn let you step through combat. Arrow keys or W A S D move and turn outside combat. Space toggles automatic play; Enter advances a paused combat turn. Survivors return to the entrance after clearing the maze. Replay reuses the same characters.
Roll a party in column three to begin encounters.
Turn order and API
Each round is 2 seconds of combat time. Every living combatant takes one turn a round, in initiative order; exact ties keep party order, then the enemy.
A turn holds as many attacks as the Anima's weapons, waits and stamina allow in that time, and unfinished time carries to its next turn. Everyone stands adjacent: every weapon reaches, and rings, cones, waves and blasts reach every opponent.
Weapons, armor, materials, prefixes, suffixes and status effects follow the Anima scene's rules; only positions are left out. Travel restores stamina; health persists through the maze. The party stays off-camera; counters and resource bars show its actions.
Enemies are ordinary seeded character rolls, one per request. Replay adventure reuses the same characters and restores their local starting resources. No rewards or birth updates are made.
Rules set-world-0-15-2-dungeon-initiative-3 and set-world-0-15-2-dungeon-mode-1. Enemy seeds derive from the first member's seed and content snapshot; the maze and combat stream also retain its display name.
Dungeon mode skill ↗