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Combat

Pick a target and your character attacks on its own. Your job is positioning, timing and choosing when to use a skill.

Automatic attack

Once a target is selected, your character keeps attacking it automatically while it is in range. Melee classes need to stand next to the target; the Paladin and the Mage attack from a distance.

Manual skills

Spells are used by hand, on top of the automatic attack. Each class has one stance and two spells, and two slots to equip them — so never all three at once.

  • Blade Spin — A full spin with the sword. Hits every monster on the squares right next to the Knight.
  • Taunt — The Knight bangs the sword against the shield. Every creature within 15 squares drops what it was doing and comes after him.
  • Triple Shot — Three arrows at once. With three or more targets, one arrow each; with two, two arrows on one and one on the other; with a single target, two arrows.
  • Power Shot — A single arrow, much heavier than the others. One target, strong damage.
  • Fire Bomb — An explosion on a chosen square. Covers 4x4 squares and hurts everything inside. Choose the spot with a click.
  • Fire Vortex — A vortex of fire on a chosen square. Covers 2x2 squares and hits TWICE — whoever gets out in time escapes the second hit.

The grid

The world is a grid of squares called SQM. Every step moves a character exactly one SQM. Areas of effect are measured the same way: a Fire Bomb covers 4x4 squares, a Fire Vortex 2x2.

Center: your character. Highlighted: the squares reachable in one step.

Targeting and range

Attack ranges, the maximum distance of ranged weapons and line-of-sight rules are TBD.

Death

A character dies when health reaches zero — unless protected by the Mage’s Magic Shield while there is mana to spend. Death penalties are TBD.