The most-asked question in the tower, answered.
Combat isn't "your side, then their side." Every combatant — players, pets, and enemies — has an
Initiative meter that starts the fight at 0 and fills up over time:
- Each combat tick, everyone adds their Speed to their Initiative.
- When someone's Initiative reaches 100, they take a turn. If several combatants are ready at once, the order among them is random.
- After acting, their Initiative drops by 100 — anything over 100 carries over, so a fast character is already partway to their next turn.
So a Speed 20 fighter reaches 100 in five ticks, while a Speed 10 fighter needs ten —
double the Speed means double the turns. That's why
Speed is so valuable: it multiplies everything else you do, whether that's damage, healing, or casting spells.
Initiative can also be attacked directly. Some item attributes Slow
enemies (draining their Initiative and pushing their next turn away) or Hasten
allies (granting Initiative so they act sooner). In the dungeon you can watch every combatant's Initiative bar fill in real time —
the Dungeon Screen guide shows where to look.