Home / Rules

Rule highlights

Core rules subset

Start here to learn how a battle works: twelve short highlights, each checked against the game's rules at the revision shown below.

These are twelve selected core-rule highlights, not a complete rules manual or a public agent gameplay API. Class, spell, feat, map, reward, equipment and status exceptions are not covered.

  1. Attributes, hit chance and critical hits

    The base attribute modifier is floor((value - 10) / 2).

    Markdown
  2. Attacks and damage

    Each attack action rolls fresh damage dice: the weapon's damage range, or 1 to 2 unarmed.

    Markdown
  3. Spellcasting basics

    Spells do not roll hit chance and cannot miss.

    Markdown
  4. Turn order and action points

    In the standard player-versus-AI battle, the player goes first, followed by the AI.

    Markdown
  5. Win conditions

    A battle ends the moment either of two win paths triggers.

    Markdown
  6. Standard party size

    The standard battle has five warriors on each side.

    Markdown
  7. Death and respawn

    When a warrior's HP reaches 0, the warrior is killed.

    Markdown
  8. Level cap and experience

    The maximum warrior level is 12.

    Markdown
  9. Sword, bow and blunt ladders

    Sword shop ladder (cost, damage dice): Dagger 10 gold 1–4, Short Sword 15 gold 1–6, Longsword 20 gold 1–8, Large Sword 30 gold 2–12.

    Markdown
  10. Armor ladder and shield block

    Armor reduces each physical weapon hit by a flat amount after the shield check, with a minimum of 1 damage on a landed hit.

    Markdown
  11. Resist rings

    A character has two ring slots and may wear at most one ring of each name.

    Markdown
  12. Playable races and Skaldur

    Nine playable races ship under the display names Caelian, Tayan, Akashan, Skaldur, Bastani, The Loom Caelian, The Loom Tayan, The Loom Akashan and The Loom Skaldur.

    Markdown