Combat
First-person and VR-ready (see 03): everything the player does is an arm or hand movement, mapped to buttons on PC. Combat is action-based (aim, timing, positioning), with RPG numbers underneath.
1. Attributes
Six attributes, growing by level and by equipment:
| Attribute | Affects |
|---|---|
| Strength | Melee damage, carry capacity, block breaking |
| Dexterity | Attack speed, dodge, ranged accuracy, stealth |
| Vigor | Health, stamina, resistance to afflictions |
| Mind | Spell damage and efficiency, mana, mental resistance |
| Will | Mana regeneration, effect duration, resistance to fear and control |
| Luck | Critical chance, quality of loot and crafting |
Three resources: health, stamina (running, dodging, heavy strikes, blocking) and mana (magic).
2. Physical actions
- Light and heavy attack with any weapon. On PC, buttons; in VR, the real hand movement. Strikes have a direction (high, side, thrust), and direction matters against blocks and armor.
- Block with a shield, weapon or arm: absorbs damage and costs stamina. The directional parry (blocking at the right moment and in the right direction) opens the enemy up to a critical strike and is only required against elites and bosses; hordes are weak enemies and do not require parrying.
- Dodge: on PC, a side step or character roll, with brief invincibility and a stamina cost; in VR it is a short dash with a comfort vignette, never a camera roll (see
03). - Shove and kick: break the guard, push back, knock enemies down stairs and off bridges (the world's verticality counts). Knockback never rotates the player's camera.
- Stealth: crouching, shadows and noise; a sneak attack from behind with multiplied damage.
- Mounted: lance and bow; a horse charge knocks enemies down.
3. Weapons and styles
Each weapon has its own style, with a technique tree that is learned by using the weapon (mastery) and from NPC masters:
- Sword and shield, two-handed sword, dual blades, axe, mace and hammer (break armor), spear (reach, good when mounted), bow, crossbow, dagger (stealth), staff (magic and melee), lantern (dazzle, burn, reveal).
- Techniques: strike combinations, guard-break finishers, charged attacks, counterattacks.
4. Classes as a starting point
The four classes from 03 (Lantern Warden, Wanderer, Arcanist, Druid) define the start and the main style. After that, the player mixes: a Wanderer can learn shadow magic, an Arcanist can train with a sword. The limit is the number of talent points, not the class.
5. Skills
- Bar of 10 active skills, plus the physical ones (attack, block, dodge) that take up no slot.
- Talent trees per class and per weapon; synergies between talents from different trees (e.g., hammer strike + fire magic = incandescent blow).
- Area skills in front (cone, line, aimed point): in first person, the player aims where they want the effect.
- Combos between players: a water spell followed by an ice spell freezes; a shove into a fire area. A group that combines gains more than the sum of its parts.
6. Enemies and first-person readability
- Enemies telegraph strikes with animation and sound; the strong ones show the area's range on the ground.
- Directional audio and screen edge warn of enemies out of sight.
- Large groups (10–30 weak enemies) only in open areas; elite enemies and bosses in spaces where everything can be seen.
- Bosses with phases, weak points (hitting the head or the armor joint matters) and group mechanics.
7. Items
- Rarity (common, uncommon, rare, epic, legendary, set) and random affixes (damage, attributes, on-hit effects, resistances).
- Unique items change the game: a spear that fires lightning on the charged strike, a lantern that reveals invisible things. No item with stats is an NFT (
08). - Durability and repair (an economy sink, see
14); items crafted by players are among the best (see09). Top crafted items bind on equip (before that, they are sold for gold) and there is a power cap per tier: past the cap, progression is horizontal (styles, specializations, utility, appearance). - Enchanting: engraving a rune on an item (see
18).
8. Death
- In PvE: the player falls and can be revived by an ally within 60 s, or respawns at the last shrine with extra wear on equipment. No item loss.
- In PvP: see
13.
9. Prototype (Phase 1)
One class, one weapon, 6 skills, block and dodge, 3 enemy types (weak hordes with no parry, one elite with directional parry), a group of 20. The test is: is fighting 20 enemies in first person fun and readable? Exit metrics in 06 (death rate, time to kill, % who found it readable, dropout). Only then does the rest of this document become code.