Message is no longer in use. Instead, get news and post feedback about Red Dawn Games at /r/RedDawnGames!

Combat, Warfare, and Death

In Tyradia, combat is one of the most important aspects. We strive to create a hack-and-slash combat system that relies almost solely on the player's skill and timing, rather than on random numbers and levels. As well as a robust combat system, Tyradia will feature an advanced system for sieges, battles, and the capturing of enemy territory. Death will also be punishing, requiring you to play strategically and cautiously, wary of every move you make.


There are three main types of combat in Tyradia: melee, ranged, and magic. There are no active skills or abilities in Tyradia, meaning you will not focus on your shortcut bar in combat, and instead you will need to focus on the battle at hand in order to be victorious. The damage you inflict upon your enemies will be based on the quality and damage of your weapon, your proficiency in that weapon, and where your weapon hits your enemy.

In melee combat, you must swing, thrust, or parry in the correct direction in order to deal damage or avoid taking it. A melee weapon's primary attack will be bound to the left mouse, while their secondary attack will be bound to the middle mouse, and their primary defense will be bound to the right mouse button. There are two types of melee weapons: One-handed Weapons and Two-handed Weapons. One-handed Weapons are quicker, and can be equipped with a shield or dual-wielded, but do less damage. Two-handed Weapons, on the other hand, are slower and cumbersome, but they can inflict severe injury. All melee attacks drain Energy, so you must use them wisely.

In ranged combat, you will have to take precise aim with your bow, taking into account realistic projectile physics and weather effects. A ranged weapon's primary attack will be bound to the left mouse button, with some bows being able to parry at close range with the right mouse button. With most ranged weapons (crossbows excluded), you will be able to click and hold to charge your attack. There are two types of ranged weapons: Archery Weapons and Thrown Weapons. Archery Weapons typically have a much longer range, though dealing less severe wounds, while Thrown Weapons typically inflict more damage at closer ranges.

In magic combat, you will have to know which spells to cast at which time. You have a great variety of spells, in 4 different schools of magic. Arcane magic governs spells that are typically useful out of combat, such as invisibility, confusion, summoning, and the creation of portals. Divine magic is the school of magic spells that are useful in restoring life and power to your allies, such as healing, regeneration, and reviving your fallen allies. Elemental magic is typically destructive, covering fire, ice, and lightning spells such as fireballs, lightning bolts, and ice shard spells. There are two types of magic weapons: Magic Staffs and Magic Spells. Casting spells will drain your Spirit, and spells will fail if you have no Spirit remaining.


Tyradia boasts a robust, dynamic world, where every move you make has consequences on the world around you. One example of this is in sieges. The two alliances of Tyradia are locked in a bloody conflict, and no city is safe. At any time, players can besiege an enemy fortress, attacking and killing anyone coming to or going from the area. Siege towers, catapults, battering rams, and trebuchets can be constructed to quicken a siege, most of which often last for weeks on end, requiring attacking enemies to be persistent.

In order for a siege to be successful, no supplies can be delivered from the city, and no messengers can escape. The attackers are victorious under either of two circumstances--the city's lord surrenders or all those who resist are killed. The rewards for successfully capturing a castle are manifold. The castle's territory will automatically belong to your faction, and the leader of the charge will usually become the lord of the castle, unless he/she is already the owner of a fief.


In Tyradia, death is harsh and unforgiving. Once your health bar is depleted, you will be incapacitated. You will first be knocked unconscious, with a small health reserve of 15% of your normal health. If that health reserve is depleted, you will die. Once you die, you will lose all of the items in your inventory (to be dropped in your corpse, although it would be criminal for any player to steal anything from it), and you will respawn at the nearest capital city controlled by your faction (there are 16 throughout the world).

Not only do you lose all of your items upon death, but your skills and knowledge (known spells, crafting techniques, etc) will be reset to the last level earned. This is difficult to explain on paper but it's pretty simple.
Think of levels as "checkpoints" of sorts. If you die at level 21 and you are halfway progressed to level 22, all of your skills and knowledge will be reset to what they were at when you leveled up at level 21. However, the next time you die, if you are still level 21, you will be pushed back one level, to level 20.

If you are knocked unconscious, your screen will be darkened and you will not be able to move, chat, interact with, or see anything. All of your items can be taken by players, though it is criminal for them to do so. While unconscious, you can be revived by an ally.You will awaken in the same location with very little health after a certain period of time.

I hope this excites most of you, or at least makes sense. If you have any questions, comments, or concerns regarding Tyradia's combat, warfare, or death, feel free to leave a comment. We work faster when people show that they are interested!

No comments:

Post a Comment