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Combat System

Combat is fully automatic. Adventurers and enemies engage whenever they are within attack range of each other.


  1. Detection — An adventurer spots an enemy within their vision (checked every 2 ticks)
  2. Approach — If the enemy is visible but out of attack range, the adventurer pursues
  3. Attack — Once within attack range, both sides begin fighting
  4. Resolution — Damage is resolved once every 5 ticks

Type Damage Formula
Melee ATK × 2 (global damage multiplier)
Ranged ATK (projectile damage, no multiplier applied)
Damage = (Enemy ATK + random(0~2)) × 2
Actual Damage = max(1, Damage - DEF)
Source Evasion Rate
Adventurer base evasion 10% + 1% × AGI (≤ 70%)
Enemy base evasion 5%
Ranger “Evasion” skill +15%
Thief: Evasion +10%
Thief: Shadow Dance +18%
Ranger: Wind Break +25%

Every unit that fights from a distance shoots a projectile of its own, so a shot is told by what flies. The other classes fight in melee even though they reach 3 tiles:

Class Projectile Type
Ranger Arrow (arrow)
Pathfinder Javelin (javelin)
Roadwarden Crossbow bolt (bolt)
Mage Fireball (fireball)
Adept Shard of light (light_shard)
Goblin Archer (enemy) Crude arrow (goblin_arrow)
Dark Cultist (enemy) Dark orb (dark_orb)
Dragon (enemy) Gout of flame (dragon_flame)

Projectiles travel toward the target each tick after being fired and deal damage on hit. Each is drawn along the heading it flies: one that flies up the map is seen from behind, one that flies across from the side.


The Arrow Tower is an automated defensive building:

Property Value
Attack range 20 tiles
Base damage 16 + 8 × (Lv − 1)
Upgrade scaling Increases with level

Arrow Towers automatically attack the nearest enemy within range.


Source XP
Per hit (Drip) 1/5 of kill XP
Kill Slime 10 XP
Kill Goblin 25 XP
Kill Skeleton 40 XP
Kill Zombie 60 XP
Kill Dragon 150 XP

  • HP < 30% (HP_CRITICAL)
  • Flee probability is influenced by the Safety personality trait
Condition Behavior
HP < 30% Use potion urgently
HP < 50% Use potion
  1. Adventurers in combat (non-pacifists)
  2. Builders (pacifists)
  3. Threatening buildings such as Arrow Towers
  4. Castle
  5. Other buildings

Poison keeps its remaining duration, next bite and kill credit through saving and loading. Thief poison uses the same cleansing as the altar and bathhouse; cleansing leaves shields intact. After a boss’s base control resistance, repeated controls within a fixed 10-second window use 100%, 50%, then 25% duration; further attempts are ineffective until the window ends. A shorter reapplication never shortens an existing control, and repeated attempts do not postpone the reset. Ordinary enemies do not gain this immunity.

Missions may contain up to eight ordered stages, with required and optional objectives in each. Completed stages and optional results survive saving; optional failures do not prevent the basic victory. Named enemies and strongholds must really die, and removing a living target never completes its goal. Friendly protection follows the original unit or building until the mission ends, so a replacement cannot satisfy it. Creators can use renown thresholds, finite scripted waves and target lists; missing references are rejected before play.

Alchemist · Alchemy Guild — 230 Gold, HP 750, Lv.2 → 320, Lv.3 → 480. Throws within 8 tiles: antidote first removes only poison from allies; poison covers a 2-tile radius, up to 8 enemies for 5s at 4 HP/s. Carries 6 vials, 30 gold each at a market or guild. Boss poison is capped; empty kits still throw darts.