From Ex illis wiki
- In Ex illis, units are activated in a specific order based on their own notion of speed;
- Between two turns, every active unit gains Action Points (AcP) based on its Initiative. As soon as one unit reaches 1000 AcP, it is ready to take a turn. This operation takes a fraction of a second and is thus not visible by the players;
- If a Hero is present, both the Hero and the Retinue must reach 1000 AcP before the group can take a turn;
- The Turn Bar at the top of the screen shows the anticipated turn order for every active unit in the game;
- Compulsory actions, like routing, bypass the normal turn sequence and take place immediately.
- Most actions cost 1000 AcP (a full turn) to perform. Some actions can be considered "Swift", consuming only 750 AcP or less, while others can be "Long", taking 1250 AcP or more;
- The deployment order defines each unit's initial amount of AcP. Units deployed first have more AcP and will thus be activated first.
- The AcP cost of some actions can vary depending on the context. For example, moving generally cost 1000 AcP, but moving in diagonal will infer approximatively a 40% penalty.
- Reflex-based actions, like counter-attacks or charge reactions, do not cost any AcP.
- Most units start with an Initiative value of 100, but fast units like the Hobelars have a basic Initiative of 120. A slow unit like the Soffrances has an Initiative of only 80.
- Each Fatigue or Veil threshold accumulated lowers Initiative by 10%, making the unit take turns less and less frequently.
|The turn bar shows, from left to right, the order in which units will be activated.|