How combat works
Auto-combat, range, the red status dot, healing, damage and defense, and the counter-play between weapons and armor.
Tap a target, choose Attack, and your character walks into range and fights on their own. You steer by moving, switching targets and choosing what to wear.
The status dot
Attacking turns your dot red for a few seconds. While red you cannot teleport and cannot change armor or jewelry. Being attacked does not turn you red — a victim can always teleport away.
Range and movement
Melee weapons need you next to the target; projectile weapons reach further. If you walk out of range the fight pauses and resumes when you close in again. Creatures chase you a certain distance before giving up.
Healing
Out of combat you regenerate slowly on your own. Berries, fruit, meals and bandages heal faster; Field Medicine and some jewelry help more.
Damage and defense
Every swing rolls to hit, then rolls damage inside the weapon's range; a critical hit does more. Armor reduces what lands, and different armor families resist different weapon classes — a breastplate shrugs off blades better than bolts. Shields can block outright. The exact numbers for every weapon and armor piece are on their pages.
Skills
The skill ladder adds openers, counters, bleeds, taunts, charges and dozens of stat lines. Specializations such as Knight, Ranger or Gunslinger shape a build around a weapon class.
Other players
Fighting people has its own consent rules and a real penalty for losing.