Combat
Each class's numbers are in The classes.
Auto attack
- Each class has an auto attack: melee for the Warrior and the Monk, ranged for the Archer.
- Key 1: the character goes to its target and attacks it continuously; the same key stops.
- The equipped weapon sets the damage and the pace (see Items).
Spells
- Spells are on keys 2 to 9. They depend on your class and your specialisation (see Skills and trainer). Each has a cost (mana for the Monk, endurance for the Warrior and the Archer), sometimes a cooldown, and a range.
- After each spell, a short global cooldown blocks all spells for 1 second.
- A spell replaces a hit: the next auto attack comes a full interval later.
- Hovering over an action bar button shows the spell's cost, cast time, range and cooldown.
Spells with a cast time
- Some spells need a cast time (casting bar).
- Casting is interrupted if you take a hit or move. An interrupted spell costs nothing, only time.
- At the end of the cast, the target must still be in range and in sight, otherwise the spell fails.
- Quickness speeds up casting (see Attributes).
In combat, out of combat
- You are in combat as long as you have dealt or taken a hit in the last 5 seconds.
- Out of combat, HP comes back fast (10% of max HP per second) and so does the resource. In combat, HP doesn't come back, and the resource only a little.
- Wounded, you slow down: below a third of your HP, you walk slower and slower as HP drops. The same goes for monsters.
Damage
- Damage and healing grow with level.
- The level difference counts: each colour step apart makes hits stronger one way and weaker the other (see Levels and experience).
- Armour takes away part of each hit taken.
- Dexterity from equipment gives a chance of a critical hit (damage ×1.5).
Line of sight
- To attack or cast a spell on someone, you must see them: big trees and buildings block the view; rocks, stumps and bushes sometimes get in the way but don't block the view.
- An obstacle you stand in doesn't hide you: a monster in a trunk can still be attacked, and can attack.
- Enemy players hidden behind an obstacle are not shown: you only see what your character sees. Monsters in the visible area stay shown, but to attack them you still have to see them directly.
Height and ramparts
- The ground can have several levels (plateaus, ramparts), drawn with cliffs and shadows. You only change level by a staircase; elsewhere, the edge blocks.
- No melee from one level to another: from the ground, without a ranged attack, you can't hit someone up high. Shots and ranged spells do get through.
Crowd control
Several spells stop the enemy from acting or moving. Each then leaves its target an immunity: the same control can't be chained on it right away.
- Stunned: can neither move nor act. The Warrior's Shield Bash stuns for 2 to 3 seconds (immunity 30 s); a legendary item effect too, for 1 second.
- Rooted: can no longer move, but can still act. The Archer's Trap roots for 4 seconds; a hit taken frees (immunity 20 s).
- Slowed: walks slower. The Archer's Crippling Shot slows to 60% for 6 seconds.
- Sleep (mesmerise): the sleeping target can neither move nor act, but the slightest hit wakes it. The Monk's Mesmerise (Spirit line) puts a target to sleep for 30 seconds, and up to 60 at rank 100; Area Mesmerise puts up to 10 enemies around the target to sleep (half as long at the edge). Immunity 60 s.
- Breaking free: the Monk's Purification (from level 10) frees an ally from all these effects. In the War of the Realms, the realm skills Purge (free yourself, even asleep) and Determination (shorter crowd control) answer them too (see The War of the Realms).
Stealth
The Archer's basic spell.
- The same key turns it on and off; no time limit.
- Only out of combat (no hit dealt or taken for 5 seconds).
- Nobody sees you: neither enemies, nor monsters, nor your allies. Nobody can target or follow you, and monsters ignore you. You see yourself see-through.
- You move at 60% of your speed.
- Stealth breaks as soon as you attack: auto attack, or a spell when it goes off. A shot with a cast time is prepared unseen; you appear when the arrow flies.
- You can talk to those nearby: nearby enemies hear gibberish, with your name.
- Ambush (Shadow line) hits hard from stealth. Detection (same line, passive) reveals invisible enemies within 10 tiles.
Death
- At 0 HP, the character falls. You go back to the ferryman when you want, or a Monk resurrects you on the spot: see Death and resurrection.
- The experience loss is explained in Levels and experience.
Leaving a fight
You can't leave the game to escape a fight: a character only leaves the world after 10 seconds out of combat, and can still be attacked during that delay. This goes for changing character, signing out, going idle or losing your connection.