Combat
Click an opponent to attack. The rest comes down to your levels, your style and what you carry.
A fight, swing by swing
Your hero walks up, turns to face the opponent and swings. The world runs on a clock of 0.6 second ticks, and every weapon swings after a set number of them. The blow lands one tick after the swing, and that is when the number appears.
A swing either misses, which shows a 0, or hits for anything from 1 up to your max hit. Your opponent does the same, on its own rhythm. When its hitpoints reach 0 the fight is won.
Your combat skills
| Skill | What it does | How it trains |
|---|---|---|
| Attack | Your swings land more often | Fighting with an Accurate style |
| Strength | Raises your max hit | Fighting with an Aggressive style |
| Defence | Opponents miss you more often | Fighting with a Defensive style |
| Hitpoints | Your health: one hitpoint per level, starting at level 10 | Any damage you deal, whatever the style |
Your combat level sums these up, and a new hero is level 3. Beside each opponent's name, its level is coloured from your side: green for your level or lower, orange for a few levels above you, and red for ten or more.
Attack styles
The Combat tab lists three styles. Each weapon names them after its own movements, but they work the same way. Pick the style for the skill you want to raise. A change takes effect on your next swing.
| Style | Sword | Axe | Pickaxe | Bare hands | Effect |
|---|---|---|---|---|---|
| Accurate | Stab | Chop | Spike | Punch | +3 Attack; damage trains Attack |
| Aggressive | Slash | Hack | Impale | Kick | +3 Strength; damage trains Strength |
| Defensive | Block | Block | Block | Block | +3 Defence; damage trains Defence |
Weapons
Swords and bare hands swing every 2.4 seconds. Axes and pickaxes are heavier and swing every 3.0 seconds, so a hatchet can fight, but it is a tool first.
| Weapon | Attack | Strength | Needs |
|---|---|---|---|
Drill sword | +4 | +16 | Nothing |
Wooden sword | +2 | +1 | Nothing |
Copper sword | +4 | +5 | Attack 10 |
Iron sword | +6 | +7 | Attack 20 |
Steel sword | +11 | +12 | Attack 30 |
Armour
Armour adds to your defence, so opponents land fewer swings on you. Materials go from leather to copper, iron and steel, each asking for more Defence to wear.
| Armour | Defence | Needs |
|---|---|---|
Leather helmet | +3 | Defence 1 |
Leather boots | +1 | Defence 1 |
Leather cuirass | +9 | Defence 1 |
Copper helmet | +4 | Defence 10 |
Copper boots | +2 | Defence 10 |
Copper cuirass | +13 | Defence 10 |
Iron helmet | +6 | Defence 20 |
Iron boots | +3 | Defence 20 |
Iron cuirass | +18 | Defence 20 |
Steel helmet | +9 | Defence 30 |
Steel boots | +5 | Defence 30 |
Steel cuirass | +29 | Defence 30 |
Bonuses multiply your levels rather than add to them. At low levels your own Attack and Strength matter most, and a better weapon pays off more and more as you grow.
What you can hit for
Your max hit with an Aggressive style, by Strength level and weapon:
| Strength | Bare hands | Drill sword | Wooden sword | Copper sword | Iron sword | Steel sword |
|---|---|---|---|---|---|---|
| 1 | 1 | 2 | 1 | 1 | 1 | 1 |
| 10 | 2 | 3 | 2 | 2 | 2 | 2 |
| 20 | 3 | 4 | 3 | 3 | 3 | 4 |
| 30 | 4 | 5 | 4 | 4 | 5 | 5 |
| 40 | 5 | 6 | 5 | 5 | 6 | 6 |
| 60 | 7 | 9 | 7 | 8 | 8 | 8 |
| 80 | 9 | 11 | 9 | 10 | 10 | 11 |
| 99 | 11 | 14 | 11 | 12 | 12 | 13 |
Experience
Each point of damage you deal gives 4 XP to the skill of your style and 1⅓ XP to Hitpoints. Only damage up to the hitpoints your opponent had left counts, so a big final blow gives no extra.
Food
Food restores hitpoints: a cooked shrimp gives back 3. A bite takes 3 ticks and pushes your next swing back by as many, so you never heal and strike in the same moment.
The training yard and the hall below
The camp's training grounds are safe, and nobody there can kill you.
- Training dummies never strike back and never fall. They teach the motions, so they give half the usual XP.
- Sparring partners wait in the hall below the yard, down the stairs in its corner. They fight back lightly and give full XP. Pick any who is not already fighting. When beaten, a partner yields and you catch your breath. If a blow would take your last hitpoint, the bout is stopped first.
- Veterans stand at the far end of the hall, in steel from head to foot. They will not fight a recruit until Muallim Sunqur sends you, and you should not expect to beat one.

Drill sword
Wooden sword
Copper sword
Iron sword
Steel sword
Leather helmet
Leather boots
Leather cuirass
Copper helmet
Copper boots
Copper cuirass
Iron helmet
Iron boots
Iron cuirass
Steel helmet
Steel boots
Steel cuirass