> For the complete documentation index, see [llms.txt](https://docs.animarising.gg/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.animarising.gg/docs/anima-rising/combat.md).

# Combat

ANiMA offers a strategy-heavy multicast auto-battler combat system that moves beyond the typical "set it and forget it”' idle gaming experience.

In *ANiMA*, players battle various *hostiles* (NPCS), including *humanoids*, *animals*, *beasts*, *demons*, and *gods*. These *hostiles* can be found throughout *Zienna*, with each *region* typically having a *wilderness*, *hunting* *zone*, and *dungeon*(s).&#x20;

Using *primary* and *secondary* attacks arranged in a *four-attack-per-turn sequence*, *ANiMA* offers a multitiered, multicast system that creates strategy-heavy, TCG-like gameplay and provides 55 ways to attack across 16 skills. This results in thousands of *combinations*, some of which even form *synergies*. &#x20;

With 22 *equipment* *slots*, our attribute-based system necessitates a comprehensive understanding of you and your enemy’s *load-out*, including *consumables*, *masteries*, *weapon* choices, *upgrades* (e.g., *sockets* and *imbuements*), *elemental surroundings*, *strengths*, *weaknesses*, and more.

So, whether traversing the *wilderness*, *hunting* down *hostiles*, or conquering *dungeons*, *ANiMA's* combat system delivers a challenge that will have you continuously adapting and developing new tactics.
