Combat System
Combat is fully automatic. Adventurers and enemies engage whenever they are within attack range of each other.
Combat Flow
Section titled “Combat Flow”- Detection — An adventurer spots an enemy within their vision (checked every 2 ticks)
- Approach — If the enemy is visible but out of attack range, the adventurer pursues
- Attack — Once within attack range, both sides begin fighting
- Resolution — Damage is resolved once every 5 ticks
Damage Calculation
Section titled “Damage Calculation”Adventurer Attacking Enemy
Section titled “Adventurer Attacking Enemy”| Type | Damage Formula |
|---|---|
| Melee | ATK × 2 (global damage multiplier) |
| Ranged | ATK (projectile damage, no multiplier applied) |
Enemy Attacking Adventurer
Section titled “Enemy Attacking Adventurer”Damage = (Enemy ATK + random(0~2)) × 2Defense
Section titled “Defense”Actual Damage = max(1, Damage - DEF)Evasion
Section titled “Evasion”| 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% |
Projectile System
Section titled “Projectile System”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.
Arrow Tower
Section titled “Arrow Tower”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.
Experience Rewards
Section titled “Experience Rewards”| 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 |
Combat AI
Section titled “Combat AI”Adventurer Flee Conditions
Section titled “Adventurer Flee Conditions”- HP < 30% (HP_CRITICAL)
- Flee probability is influenced by the Safety personality trait
Potion Usage
Section titled “Potion Usage”| Condition | Behavior |
|---|---|
| HP < 30% | Use potion urgently |
| HP < 50% | Use potion |
Enemy Target Priority
Section titled “Enemy Target Priority”- Adventurers in combat (non-pacifists)
- Builders (pacifists)
- Threatening buildings such as Arrow Towers
- Castle
- 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.