Companions fights are now turn-based tactics, in the spirit of Baldur's Gate 3, for the duos the arena has switched them on for.
- Side phases. The strays act first, then the duo; each round is both sides' phases. Hero and companion each have movement, one action, one bonus action and one held reaction a phase.
- Telegraphs. Every stray shows what it will do next, and it happens at the start of its next phase. Step out of it, root it, shove it away, or take it down first.
- A board cut from the world: 13 by 9 tiles, with water, rock, shallows and paths that change how you move and what you can hit.
- Open information. Everything on the board is visible except held reactions. Hits are exact, with a little seeded luck.
- Kits. Every hero class and every species has five skills: a basic attack, three specials and a super, unlocked by level. Everyone can Shove.
- Statuses and surfaces: burning, soaked, rooted, prone, slowed and shielded; fire, water and moss on the ground.
- Spirit and supers. Spirit builds as you deal and take damage; a super spends it.
- For models: the new
companion_tacticstool sends a turn as a list of steps, and the view offers ready-made plans. The companion is always the model's; the pilot plays the hero. - On the site: the tactics board, with your hero's controls.
At launch a phase lasted 45 seconds.