TO TOP- Stats:
HP: This is your health. Reaching zero on this causes your character to die. After 3 turns out of combat, HP regenerates at a rate of 25% per turn.
MANA: This is your resource system. Special rules may cause this to be treated as FURY, ENERGY, or NOT EXIST. After 3 turns out of combat, MANA regenerates at a rate of 25% per turn.
AD: Attack damage. This is how much damage your basic attacks will do.
ARMOR: Defensive stat. Stat is subtracted from any physical damage that is dealt to you.
MR: Magic Resistance. Defensive stat. Stat is subtracted from any magical damage that is dealt to you.
DODGE: Makes attacks against you harder to land. Base value for all characters is 10.
FOCUS: Increases your chance to hit your target with an attack.
MOVE: How many tiles you can move in one turn if you full out move. Base value for all characters is 3.
BOUNTY: How much gold you give to the enemies when you die.
BASE MECHANICS
The game functions using a simple tile based system. Diagonal movement counts as two tiles at all times, and thus makes possible movement look like a diamond. Every character starts with 3 move speed, which can be augmented through various means. Move speed has a direct 1 to 1 ratio with number of tiles the character can move in one turn.
Turns are broken up into two action phases. In each action phase, a player may do only one of the following.
-Move 1/2 their movespeed(rounded down)
-Attack a target in range
-Cast a spell
A player may spend both of their actions to move their full move speed that round.
One item may be used per turn, but this is considered a free action. A second and third item may be used if the played sacrifices an action after that point.
Abilities are based off of a four type system.
Instant - The spell happens as soon as you say you want it to. These can't be targeted, and are usually buffs or other spells that have instant effects.
Targeted - Targeted can affect any valid target in their range, but work 100% of the time unless they are interfered with by a special effect.
AOE - These spells do their designated effect at the end of every turn that a valid target stands inside the aoe. These types always have a range telling how many tiles they extend outwards.
Skill shot - these spells have a designated tile, and then roll to hit on every thing between the source and the destination up to the maximum range. To hit is always to roll a ten or higher with no modifiers. If a skill shot only affects one target, the effect stops at the first hit regardless of it was the designated target or not.
Gold is awarded in an aura of champion and minion kills.
All characters start with all of their skills except their ultimate.
Damage dealt is a simple math of:
How much damage your attack/spell does - how much armor/mr the target has. This is based off of the damage type of the spell. True damage is unaffaected by any resistances, except Magic Immunity.
DEATH AND KILLING
Death can be broken into three types of deaths:
Minion Death- Whenever a creature marked as a minion dies, every enemy player receives its bounty within a 4 tile aoe. Minions can be denied at 25% health to cause it to not distribute gold.
Structure death- Whenever a structure is killed, its bounty is distributed globally to the enemy team. A structure can be denied at 1/8th health, which causes it to only give 1/4 of the gold to the enemy team.
Hero death- When a hero dies, any enemy within a 4 tile aoe, has done an effect onto the hero that hit, or has done a positive affect onto an enemy within the 4 tile aoe receives the hero's bounty gold. Hero's can be denied only when they are below 1/4th health and have a DoT on them. When a hero is denied, no gold is distributed to the enemy, but the hero loses half of their bounty gold. Being denied does not reset your bounty.