YVALDIS
III · Gameplay

Combat

Document 17 · 4 min read

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 (see 09). 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.