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i.

Combat

Every blow is aimed and every spell is a real physical object: the martial and arcane craft of Vellum rewards position, timing and reading your opponent, not a locked-on target.

A character in active combat: a physical-ability bar along the bottom, an enemy lit by the impact of a strike, and damage numbers rising from the melee.

No locked target. Only your hand, your footing, and the right moment.


No locked target. You aim every strike yourself, at a point, and the server resolves who gets hit with a cone, a line, a circle. Every spell is a real physical object — a bolt that flies, a beam that crosses, an area that lingers and burns the ground.

From there down it is all position, timing, reading. Each weapon carries its own combat traits — you pick one as an active stance, and fighting with that weapon in melee levels it, adding bleed, lifesteal or armour-piercing along the way; body abilities cost stamina, not mana, with their own windows of parry and dodge; states stack and spread. Open-PvP zones let you fight anyone, while safe towns stay peaceful, and a nearby rival can always be challenged to a wagered 1v1 duel. Support magic heals and shields allies, and at the Arcane Forge you can fuse two spells into a new one, yours, under your signature.

It is the oldest and most mature part of the project: learning to fight here is not memorizing a rotation, it is learning to feel the right distance.

The features

  • Skillshot weapon combat

    Aimed real-time combat: you point each strike at a position and the server resolves who gets hit using cone, line or circle shapes. No auto-attack on a target.

    Pure action combat — your aim and your positioning decide every hit, not a target lock.

    Playable now
  • Elemental magic

    You cast directional spells across 9 elements (fire, ice, lightning, earth, wind, light, dark, nature, arcane) that fly as projectiles, areas, beams or zones, simulated entirely server-side. 90 base spells.

    A complete elemental kit where every bolt, beam and AoE is a true server-side physics object.

    Playable now
  • PvP zones and wager duels

    Open-PvP zones let players fight each other, while safe zones stay peaceful — one server-side rule decides who can be attacked where. Anywhere, you can challenge a nearby player to a 1v1 wager duel: both stake coins, and the winner takes the pot.

    Opt-in PvP — brawl in contested zones or settle it in a staked duel, with safe towns kept safe.

    Playable now
  • Stamina physical abilities

    Stamina-cost action abilities bound to the hotbar: Heavy Attack, Parry, Dodge, Dash, Ground Slam, Spin Kick, Taunt, Focus, plus Sprint. They have i-frames, parry windows and movement impulses, and level with use.

    Reactive defensive play — dodge, parry-counter and gap-close like a proper action game.

    Playable now
  • Status effects (DoT and control)

    Combat applies stacking states: poison/burn (which spreads to nearby enemies), bleed, freeze with a shatter bonus, weaken, haste. Crowd control has diminishing returns.

    Layered debuff play — slow and kite, set a pack alight and watch the fire spread.

    Playable now
  • Support magic (heal and shield)

    Spells that target allies: Nature healing (regeneration over time) and a Light barrier (absorbing shield), with ally targeting. Ability cards read “Heal: X” or “Shield: X”.

    A real healer/support role — keep the group alive instead of only dealing damage.

    Playable now
  • Spell crafting (spell craft)

    At the Arcane Forge you fuse two source spells into a new custom spell that you own, which joins the game’s definitions under your signature and levels up like any other.

    Forge unique spells no one else has, pushing magical creativity past the catalogue.

    Playable now
  • In-combat consumables

    You use consumables in real time (healing potions, haste draughts, antidotes, strength/defence/speed elixirs, buff foods) that heal, apply or remove states, or grant temporary buffs mid-combat.

    Decisive potion plays — heal or buff at the right moment to survive a fight.

    Playable now
  • Combat feedback (VFX, damage numbers, nameplates)

    Floating damage numbers, impact VFX, a row of status effects with timers, and a single per-entity nameplate carrying name, guild, HP bar (with shield) and mana bar, readable from any angle.

    Crisp, legible feedback — every hit, buff and health bar is visible at a glance.

    Playable now
  • Wave instances (horde mode)

    Instanced horde runs where a difficulty director escalates each wave, mixes in elites and scales to the size of your group, handing out gear tiers as the waves climb.

    A co-op horde mode with a director that keeps raising the stakes as your group holds.

    Playable now
  • Downed state, revive and respawn points

    Dropping to zero puts you in a downed state instead of killing you outright: an ally can channel a revive, and if nobody reaches you, you choose which attuned outpost to wake at.

    Going down is a moment your allies can answer, not an instant trip to the start.

    Playable now

Current state

Combat is fully playable in production: all eleven features — skillshot weapons, elemental magic, PvP zones and wager duels, stamina abilities, status effects, support magic, spell crafting, consumables, feedback, wave instances and the downed-and-revive loop — are live now. Nothing here is still on paper.

See in the Chronicle →