SUMMARY
Combat in Feast of Fear is a mechanic that is always evolving. Most of the explanations needed will be in the actual campaign’s server, with staff members to guide new players through it. In essence, combat is run like this:
Rounds: There is always a set number of rounds when entering combat. If the enemy is not defeated within those rounds, there are dark and unusual consequences for the party. Most battles have a small number of rounds, in the range of 2-4.
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Round time depends on staff, but usually, there will be a minimum of 20 minutes to act before a new round is started.
Actions: Each round, players get to do 1 action. Though the most obvious ones are attack or use skill, players may also engage in different approaches with stat usage, such as dialogue.
Guarding yourself or others is not available as an action, as it is part of Conservation’s skill.
Fleeing from battle is a group action, and for it to succeed at least half + 1 of the entire active party must win a coin toss. If fleeing is attempted and failed, the enemy may deal more DMG to players.

MONSTERS
FoF: DJ has a wide variety of monsters with different intelligence and strength levels, traits, and behaviors. Entering combat with monsters is not always ideal – the party must strategize and decide which encounters are worth fighting, which are worth running from, and which they must come up with other solutions to. It’s important to keep in mind that FoF is a punishing campaign – monsters will almost always be much stronger than the party. The more intelligent a monster is, the more sadistic it’s likely to be.
Monsters will have their information archived in a wiki channel as they are interacted with. They’re divided into three: Normal enemies, Elite enemies and Bosses.
Normal enemies tend to be smaller in size and less intelligent, though it’s not always the case. In general, they can be defeated or escaped by a small party without major harm.
Elite enemies tend to be larger and smarter, as well as more eccentric. Battling against them is not always advised, as the damage they deal is much more severe than a normal enemy– in general, a decently sized party will encounter major harm even if the monster is defeated.
Bosses are enemies that only appear during main quests. Battling with them is usually unavoidable, though escape can be attempted. Bosses have the highest HPs and may inflict damage on the entire party with one attack. If a boss is not defeated, it may reappear injured– in this instance, it does not have to be a main quest.