How combat works
Combat is in real time and tied to a target. A click on an enemy is an order to attack: the hero walks into weapon range and strikes until the target is dead. A click on the ground or direct movement cancels the order. Without a weapon everyone fights with fists.
One blow, step by step
- Hit. The attacker’s Attack is compared with the target’s Defence. When they are equal the chance is half; an attack twice the defence lands three times in four, a defence twice the attack lets one blow in four through.
- Damage. A random number from the weapon’s range plus the bonus from Body.
- The target’s Armour is taken off physical damage whole: a weak blow on heavy armour may do nothing at all.
- Magic always hits and ignores armour: the target’s protection from that element cuts its damage by a percentage.
There are no critical hits and no blocking: a shield adds defence and armour.
Damage types
Physical (slash, pierce, crush) and five magic ones: fire, water, air, earth, astral.
Auto-attack
On (T) – the hero answers blows by itself and takes on the next enemy that attacks it. Off – it strikes only whom it was told to. A mage with a staff answers whoever strikes it within the staff’s reach even without auto-attack. An invisible hero does not start fights by itself.
Creatures
- They guard their place and call their own nearby – a pack fights together.
- A creature has a leash: it follows no further than that and, back at its place, is whole again.
- Cowards (archers, hexers) run once per fight when badly hurt.
- Casters strike with spells while they have mana, then fight hand to hand.
- The slain come back in a few minutes; lords in an hour.
In combat
An attack on you, even a miss, starts a fight (the “in combat” state lasts a few seconds after the last blow). In combat “Return to town” cannot be finished, and leaving through the menu does not take the hero out of the world.