Update: a week of deep work on combat Solana devnet, Phantom on devnet Since the last update the whole combat system was rebuilt to match the full design. Everything below is live on devnet. Characters - Starter gear lives in the character itself and is handed out at creation: sword and leather armor for the warrior, staff and robe for the mage, wand and light leather for support. - Pressing Ready locks your hero for the party and picks 4 active, 1 reactive and 1 passive skill for this map. - Death is final: skill mechanics, the bag and starter gear burn, skill names stay on the tombstone as a memorial. Stats that matter - Every stat now shapes the build. Martial skills scale with Strength, magical ones with Intelligence, tempo effects like Haste and Slow with Dexterity. Dexterity also drives accuracy and evasion, Endurance gives HP and extends your own buffs. - Race and class traits have their own tiers. - Stat points to spend on level-up. - Attack preview: before you strike you see your hit chance, crit chance and damage range against that exact target, computed by the same code the chain uses. Elements and states - Lightning shocks, Blunt stuns, Piercing breaks armor. Chill slows, Shock makes the target take more damage. Resistance to an element also weakens its states. - All 30 element pairs now have their own resonance mechanic. Stormfire makes burning jump to a neighbor, Blasting Flame knocks the target back and sets the ground on fire, Burning Frost hurts when the ice thaws, Pale Flame sharpens your next fire attacks. - Six tint traits (Fury, Composure, Swiftness, Wasting, Crushing, Keenness), and three-element resonances on top of pairs. - Resonances come from your race and your weapon: sword is Piercing, staff is Blunt, wand is Lightning. Skills - Reactive skills: counterattacks, triggers when you are hit, crit, controlled, when an enemy steps next to you or when you or an ally drop below an HP threshold you set in the builder. - Passive skills and auras: allies or enemies around the caster are buffed or weakened while they stay in range. - Line skills hit everyone on the line. Every skill has its own action point cost and a melee or ranged tag. Monsters - Monsters fight with real skills now: wolves lunge and hamstring, goblins throw nets and daggers, the shaman heals and hastes other goblins, the chieftain leads with an aura and answers with Battle Cry when wounded. - Elite monsters with more HP and an extra skill. - The DM picks each monster's level, elite status and skills in the map builder, and auto mode plays those skills too. - All monster data, elements and resonance tables are stored on-chain as data, so new content does not need a program update. Rules enforced on-chain - Death is finalized by the programs themselves: until it is, the party cannot continue, so any client, not only ours, plays by the same rules. - Only the hero who earned a reward can claim it. Under the hood - 549 Rust tests. - A native balance bench that runs millions of fights on the exact same combat code as the on-chain programs, with a parity test that keeps both identical. It also throws thousands of random skill builds at encounters to find broken combos before players do. Next - Balancing, this week. Right now the numbers are placeholders: the skeleton and the muscles are in place, the strength is not. Every stat, skill, action point cost, monster and item gets real values, tuned in the balance bench. - Sharper pixel art at double resolution for characters, monsters and maps. - Loot, resources and crafting. - Exploring gasless, instant combat.
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