Action points (AP) are used both in and out of combat. Action points (AP) accrue over real-time (1/second), and can be gained by the use of some consumables and skills.
Out of combat (no hostiles present), AP is also spent to perform activities. The queue buffer operates similarly out of combat, but if combat begins, the it switches to a new action queue that is used specifically for combat.
Examples:
0-1 AP:
Train Skills
Give orders to followers (city building, merchant management, etc)
Place sales/make purchases on market
Multiple AP:
Crafting (making/repairing)
Tend/harvest plants
Rest
Almost every action that completes successfully (hit with weapon, reload a weapon, etc.) will grant at least a small amount (+1) of experience.
Action queue:
The queue buffer appears as a series of icons in a transparent window that can be moved around the screen. By default, it is on the bottom of the screen. Icons in the queue buffer will move to the right, and as the next action is enabled (completion of current animation or sufficient AP), it will trigger and stay in the "current action" box. When the action is complete, the icon will disappear, and the next icon will enter the "current action" box. The five next upcoming icons always appear individually, and can be identified in text on mouseover, but the queue buffer can hold tens or hundreds of icons, so beyond the next 5 icons, they will begin to stack. Hovering through the stack will pull up the icon with its mouseover description.
Clicking on any icon in the queue buffer will remove it. Icons can be resorted in the queue buffer by clicking and dragging. If an icon is dragged out of the queue buffer window, it will also be removed.
At the end of combat (no more hostiles), the character returns to their non-combat action queue and resume their previously queued activities.
Complex queueing:
Sometimes a player may frequently find themselves putting a common sequence into the buffer queue, such as [fire, fire, fire, reload]. A custom icon with hotkey can be made that will put multiple actions into the queue at once.
Complex actions:
Players can gain access to more complex, conditional actions by investing skill points. These conditional actions will move immediately to the front of the queue if their conditions are met. Examples of these actions are [if not in melee with foe, close with nearest enemy], or [If ammuniton empty; reload], or [If health is less than 25%, use item]. These actions can either be added to the queue with hotkey, or held permanently in a set order at the end of the queue.
Right-clicking removed the most recently added action in the action queue, and pressing space cancels the current action.
Movement
A player clicks anywhere on the map to move there. Unlike in combat, AP is recovered while walking. If a player is running, then AP consumed at 1/s (resulting in it not being recovered). Movement will not begin if a player is in the middle of an action animation, but if a click is sent, a movement icon will enter the queue buffer immediately after the current action. This means multiple movement clicks can be input between two different actions. A new movement click while a player is currently moving will void the original destination and set them towards the new click coordinates. The next action in the buffer queue will not trigger until the player has stopped moving, or until they press spacebar, which will immediately stop the character in their current position and start the next action.