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Overview
The adventure screen is where the bulk of Mythic Warfare is played. A lot of information is presented, and you have commands at your disposal to control the fate of your adventuring party. Adventures are executed in a turn-based fashion, with turns alternately refered to as rounds. You may take all the time you need to set the actions of each character, and when you click the continue button a new round will be processed.

Across the top of the screen you will see information about your adventure. For example, your location, encounter number, and potential adversary information may be presented. Other information may be present as well, such as magical spells that are affecting your party. The information will change as you go, for example adversary data will become more accurate as you get closer to your enemy.

Beneath the informational rows there are colorful boxes, one for every character on the adventure. These are explained below, in the character boxes section. Below these are two larger panels. The left one will contain information about the most recent round, such as the results of combat if so engaged or the effects of spells cast by characters. The right panel is reserved for selecting actions for the group or more often, a single character. See actions, below.

Immediately below the two large panels are a few buttons. The first is always the continue button, and clicking this will advance the adventure by one round. Often this will have no discernable effect, such as if there are no encounters detected or you are in a location where other actions are required. In battle, clicking the continue button will run a round of combat and the results will be displayed in the panel above. There may be other buttons here too. If there is a flee button shown, its use is best described in the section below entitled fleeing. There may be buttons in some situations where you need to leave an area or exit a lair to continue your adventure. In these cases, you can run as many rounds as you like by clicking continue but you will not move toward the completion of the adventure until using the other buttons. This can actually be very useful, for example if you have many injured characters and find an empty room, you may take as many rounds as you like to cast what healing spells you may have, drink potions, re-equip, or otherwise prepare for the rest of the adventure before leaving the area.

In some cases, depending on your party size, number of enemies, and screen size, you may see buttons below the right hand panel for adjusting the screen width. Clicking these will change the number of character boxes displayed per row, allowing you to view everyone without needing to scroll your screen left-to-right.

Finally, on the bottom of the screen will be more rows of character boxes for any enemies you have encountered. These boxes will only be displayed when in melee range and enable you to monitor the number, condition, and danger posed by the opponents.

IMPORTANT!
Many of the buttons on this adventure screen use javascript. If you are using a browser such as firefox that does not support javascript, you will be unable to play Mythic Warfare properly. It is recommended that you use the most recent version of Internet Explorer.
 
Character boxes
Each character box, for party members and enemies alike, has the same information. The character name is on top, sometimes shown with small icons symbolizing various special effects such as poison or toughness. The green and blue vertical bars on the right side represent hit points (HP) and spell points (SP), respectively, and the numbers above them are the exact HP and SP values. The color-coded Vul rating is for vulnerability and measures on a scale of 0-10 the immediate danger each character faces when engaged in combat. A character with a vul of zero has essentially no chance of being seriously hurt in the battle, while a character with a vul of ten will probably die the very next round. You will notice these change from round to round as damage is taken, spells are cast, enemies defeated, and other changes occur.

The row of four small boxes with numbers contain your key combat values. In order from left to right these are attack, defense, damage, and speed. These boxes have black backgrounds by default, but if a value is particularly high or low it will be colored. Red backgrounds indicate low or inferior values, while blue boxes indicate higher values and green boxes are the best of all.

Finally, the last two rows are for text describing the action each character is taking.

There are two buttons in the center of each character box. The first, data, will take you to the character page. The second is the action button and is described below under actions.

NOTES: (1) Clicking the image of the character is the same as clicking the action button, and is generally easier because of its larger size. (2) The buttons on enemy character boxes are disabled and clicking them will have no effect.

IMPORTANT!
When you go to the data screen for detailed character information, there are two ways of returning to battle. The first is the link on the top of the page entitled return to main page. This will take you back to the adventure screen, but depending on your browser settings, it may advace the adventure by one round. It is recommended that instead you use your browser's back button. This too, however, is now without drawbacks as sometimes this will change the text displayed on the lower two rows of the character buttons. However, this is merely a cosmetic annoyance; the correct action data is still recorded and if you wish to correct your display, simply clicking the character images or action buttons will update the text.
 
Actions
When you click on a character's portait or action button, or in certain non-combat situations, the right-hand panel will contain various buttons and controls for choosing actions. These should all be relatively self-explanatory.

Attack: The default action is to physically attack, and if no action has ever been selected for a particular character he or she will be in attack mode.

Tank: Tank is a special method of attacking only available to characters with the tank skill. When tank is set, the character will attack exactly as if attack had been selected. However in addition, the tanking character will attempt to protect the party by standing in front and blocking the enemy from hitting the rest of the characters. You will notice messages in the results panel indicating when tanking has been successful. Note that characters with low willpower attributes will not try to tank when injured, even if so instructed. Having several characters using high tank skills is the best way to protect vulnerable low-HP characters.

Cast spell: One or more spell buttons may be available if the character has magic skills and enough spell points to cast a spell. Choose the spell, and when required a target, and click the appropriate button. Note that most attack spells do not require you to set a target, as one will be automatically selected.

Flee: Fleeing is discussed below in its own section.

Other: In some situations other options will be available. For all buttons however the process is straightforward: if you wish to select the stated action, click the button.
 
Fleeing
Adventures can be deadly. In fact, no matter how careful and skillful you are, it is inevitable that you will face monsters which cannot be defeated. Mythic Warfare was intentionally designed so that not all fights are winnable. You must learn to recognize when to run to be successful.

There are two different ways to flee, both are described below.

First is the party flee button. This is located next to the continue button when available. It is only visible when you are not in combat, and clicking it attempts to end the adventure prematurely by running from the next encounter. When you click this, the round is immediately over. If once over, there are still no monsters detected, the adventure is automatically ended successfully, albeit prematutely. If, however, monsters are present, there is only a 25% chance of success. Otherwise the enemy has a free round with which to advance or take other actions. Note that it can take many rounds for an enemy to close into melee range, so you will often have multiple chances to get away with this button when you start clicking it at long range.

Second is the individual flee actions. Fleeing in this manner is possible even when engaged in melee. When a character has chosen to flee as his or her action, a success chance is calculated based on the character's strength and dexterity scores, level, adventure difficulty, and enemies faced. If the character gets a chance to act in the upcoming round, his or her action is to attempt to flee and a message will be displayed in the results panel. If successul, the character has fled and his or her icon is replaced with a special FLED image. Fleeing in this fashion will result in a loss of experience points (XP). Additionally, if all characters have thus fled (or have been killed) the adventure ends in failure. No treasure will be recovered.

NOTES: (1) You will find that there is almost always a greater than 25% chance to flee using the second, individual method. When faced with the occasional certain-death battle it may be best to set individual flee actions even at longer range and click continue. This will often result in many characters getting away whereas the group-flee option is an all-or-nothing affair. (2) The illusion spell fog of escape will give additional fleeing chances to both group or individual.