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 system interface showing tactical battle

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 TypeAP CostCooldownDescription
Basic1 AP1 turnSimple attacks, low dice cost
Special2 AP2 turnsEnhanced abilities, multi-target
Ultimate3 AP3 turnsPowerful abilities, large impact

Status Effects

CategoryIconEffect NameEffect DescriptionStacking
Damage Over TimeBleedBleed1d4 damage at start of turnSeparate instances
PoisonPoison1d6 damage at start of turnSeparate instances
BurnBurn1d8 damage at start of turnSeparate instances
FreezeFreeze1d10 damage at start of turnSeparate instances
ControlParalysedParalysed+20% crit dmg taken, -1 damage dealtSeparate instances
DrowsyDrowsy20% skip turn chanceAdditive (+20% per stack)
BlindBlind20% miss chanceSeparate instances
FrightenedFrightened-3 damage rollsAdditive
Mind ControlTauntTauntMust target taunter (excludes Charmed)Separate instances
CharmedCharmedCan't damage charmer (excludes Taunt)Separate instances
BuffsBlessedBlessed+10% all statsMultiplicative
PumpedPumped+1d4 damage to attacksAdditive
InvisibleInvisibleCan't be basic attacked, +3 to hit on first attackSeparate instances
ObscuredObscured-2 hit chance vs targetSeparate instances
ThornedThornedAttackers take half damage dealtSeparate instances
DebuffsCurseCurse-2 damage & healingAdditive

Damage & Resistances

Damage TypeResistant ToWeak To
FireBludgeoning, WaterWind, Piercing
IceFire, ThunderPoison, Slashing
PiercingBludgeoning, SlashingWind, 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

  1. Initiative: Determine turn order
  2. Action Selection: Choose action and targets
  3. Resolution: Roll vs AC, apply damage
  4. Status Effects: Trigger DoT effects
  5. 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.
Game interface showing loot notifications and item displays

Bug Fixes

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