Written by Michael Owen | He is Coming
In He Is Coming, Speed exclusively governs battle turn order. It has no effect on overworld movement. Units with higher Speed always attack first in combat. Tied Speed values result in the player acting first.
Understanding Speed
- Turn priority: Determines the initial attacker in any encounter
- Combat dominance: High Speed often allows eliminating threats before they can retaliate
- No exploration benefits: Doesn’t affect tile movement during day/night cycles
Overworld Movement Mechanics
- Weekly structure: 3 days (50 steps) ➔ 3 nights (30 steps) ➔ Mandatory boss fight
- Enemy behavior:
- Stationary during daytime
- Chase players within 3 tiles at night, matching player movement speed
- Boss triggers: Can initiate early via pause menu without skipping weekly progression
Strategic Value of Speed
- First-strike advantage: Neutralize enemies before taking damage
- Status effect synergy: Quickly apply powerful debuffs like poison or acid
- Resource preservation: Minimize health/armor loss to conserve healing items
- Forge combinations: Scales with stat-conversion passives (Speed → Attack/Regen)
- No escape utility: Irrelevant for fleeing nighttime pursuers
Speed Building Strategies
- Saffron Talon Set: Early-game boost via Featherweight Blade + Saffron Feather
- Strategic scaling: Pair Speed with supplemental stats by Week 2
- Passive hunting: Prioritize Speed-based upgrades from vendors and environmental interactions
Core Combat Statistics
- Health: Your lifeline – reaches zero equals defeat
- Armor: Regenerates fully between fights
- Attack: Direct damage output without turn priority effects
- Speed: Turn order decider (player wins ties)
FAQ
- Map movement speed?
Fixed for both player and enemies - Speed tie resolution?
Player always prioritizes - Optimal Speed build?
Saffron set + light gear → forge upgrades - Speed for escaping?
No effect on pursuit mechanics - When to diversify?
Transition after early game dominance