Combat System
Combat is triggered by specific keywords in multiple languages. When any player uses these keywords, a synchronized combat instance is created for everyone.

Combat Trigger Keywords
🇺🇸 English
- attack, attacks, attacking
- start combat, begin combat
- fight, fights, fighting
- engage, engages, engaging
- strike, hits, assault
- defend, block, guard
- combat, battle
🇩🇪 German
- angreifen, angriff
- kämpfen, kampf
- schlagen, schlag
- verteidigen
- blocken, parieren
- deckung nehmen
🇪🇸 Spanish
- atacar, ataque
- luchar, combate
- pelear, golpear
- defender, defensa
- bloquear, parar
- cubrirse, proteger
🇷🇺 Russian
- атаковать, атака
- сражаться, бой
- драться, ударить
- защищаться
- блокировать, парировать
- укрыться, прикрывать
🇮🇹 Italian
- attaccare, attacco
- combattere, combattimento
- colpire, difendere
- bloccare, parare
- coprirsi, proteggere
🇫🇷 French
- attaquer, attaque
- combattre, bataille
- battre, frapper
- défendre, défense
- bloquer, parer
- se couvrir, protéger
How Combat Works
- Multiplayer: if any one player triggers combat, a synchronized instance starts for everyone. Server manages turn order and broadcasts actions.
- Setup: two teams (A/B) with players, companions, and NPCs. Round-based, turn-based.
- Context-aware: the system combines your keyword with the current story context to generate appropriate enemies and scenarios.
Keywords & Context (Multi-language)
- Understands multi-language intent; combines scene context with your typed phrase to generate encounters.
- Example: "I attack 3 tiefling sentinels" spawns that group.
- Contextual: in a tavern, typing "fight" likely creates tavern goers as enemies.
- PvP: "I attack [OtherPlayerName]" creates a duel.
- Co-op: "I and [FriendName] fight [Enemy/Group]" puts you on the same team.
Combat Minigame Features
- Turn order via initiative and stats; ties handled automatically.
- Action Points: 3 AP per turn, +3 AP per round, up to 30 AP.
- Actions: Basic (1 AP), Special (2 AP), Ultimate (3 AP); cooldowns 1/2/3 turns.
- Effects: DoT (Bleed/Poison/Burn/Freeze), control, mind control, buffs, debuffs with stacking rules.
- Armor & hit: roll vs AC; damage modified by weaknesses (2x) and resistances (0.5x).
- Targeting: selectable (blue), selected (green); multi-target supported.
- Multiplayer: real-time sync, server validation, anti-cheat protections.
Full Combat Rules
Turn-based tactical system with action points, status effects, and team-based combat.
Core Mechanics
Action Points
- +3 AP per turn
- +3 AP per round
- Maximum 30 AP
Turn Order
- Determined by initiative
- Character stats influence
- Server-managed
Action Types & Costs
| Action Type | AP Cost | Cooldown | Description |
|---|---|---|---|
| Basic | 1 AP | 1 turn | Simple attacks, low dice cost |
| Special | 2 AP | 2 turns | Enhanced abilities, multi-target |
| Ultimate | 3 AP | 3 turns | Powerful abilities, large impact |
Status Effects
| Category | Icon | Effect Name | Effect Description | Stacking |
|---|---|---|---|---|
| Damage Over Time | Bleed | 1d4 damage at start of turn | Separate instances | |
| Poison | 1d6 damage at start of turn | Separate instances | ||
| Burn | 1d8 damage at start of turn | Separate instances | ||
| Freeze | 1d10 damage at start of turn | Separate instances | ||
| Control | Paralysed | +20% crit dmg taken, -1 damage dealt | Separate instances | |
| Drowsy | 20% skip turn chance | Additive (+20% per stack) | ||
| Blind | 20% miss chance | Separate instances | ||
| Frightened | -3 damage rolls | Additive | ||
| Mind Control | Taunt | Must target taunter (excludes Charmed) | Separate instances | |
| Charmed | Can't damage charmer (excludes Taunt) | Separate instances | ||
| Buffs | Blessed | +10% all stats | Multiplicative | |
| Pumped | +1d4 damage to attacks | Additive | ||
| Invisible | Can't be basic attacked, +3 to hit on first attack | Separate instances | ||
| Obscured | -2 hit chance vs target | Separate instances | ||
| Thorned | Attackers take half damage dealt | Separate instances | ||
| Debuffs | Curse | -2 damage & healing | Additive |
Damage & Resistances
| Damage Type | Resistant To | Weak To |
|---|---|---|
| Fire | Bludgeoning, Water | Wind, Piercing |
| Ice | Fire, Thunder | Poison, Slashing |
| Piercing | Bludgeoning, Slashing | Wind, Ice |
Weakness: 2x damage | Resistance: 0.5x damage
Action Cost Calculation
Dice Costs
- 1d4/1d6/1d8 = 1 AP
- 1d10/1d12 = 2 AP
- Larger pools scale up
Target Multipliers
- 1–2 targets = 1x
- 3–4 targets = 2x
- 5+ or All = 3x
Duration Costs
- 1–2 rounds = 1x
- 3–5+ rounds = 2x
Combat Flow
- Initiative: Determine turn order
- Action Selection: Choose action and targets
- Resolution: Roll vs AC, apply damage
- Status Effects: Trigger DoT effects
- Turn End: Next combatant's turn
Multiplayer & Strategy
Multiplayer Features
- Real-time WebSocket sync
- Server validation
- Automatic turn management
- Action broadcasting
Strategic Elements
- AP management
- Status effect synergies
- Target priority
- Team coordination
Video Generation
- Open any image dialog and click Generate Video.
- Optionally add a prompt; leave blank for a default scene.
- Click Generate to render your video automatically.
Massive Mobile Performance Improvements
- Overhauled mobile layout with better context stacking and state loading.
- Smoother interactions and more polished visuals across devices.
UI/UX Updates
- Loot in gameplay: on manual save or autosave (~5–7 turns), new items, abilities, or spells are shown in chat.
- Added a third tab on /games named Multiplayer for clearer separation.
- New achievements, improved warnings/error messages, new background effect, smooth page animations.

Bug Fixes
- Fixed a critical issue where spells or items could disappear from a character sheet.
- Fixed a crash affecting older Safari versions.