Combat
- ×3monster speed
- 3 in 4groups of 5 monsters or more
- 2options to hide animations
Shorter monster turns
Only the monsters’ waiting times change:
| Moment | Before | On Worldala |
|---|---|---|
| Pause after a spell | 1 s | 0.3 to 0.5 s |
| Movement, per cell | 0.5 s | 0.18 s (0.9 s at most) |
| End of a turn without action | 1 s | 0.25 s |
Players’ pauses do not change.
Hiding animations
Game options, Combat tab:
- Hide allies’ spell animations: your team’s spells apply without waiting for their animation.
- Hide death animations: a defeated fighter disappears at once.
Damage preview
When aiming a spell, each target shows the range of damage or healing, based on your characteristics and its resistances. Random or delayed effects are not shown.
Placement
Click a member of your team, then a cell or another member: it moves or swaps places. With heroes, the formation is kept for the next fight.
Bigger groups
On a map with 1 to 8 monsters: 5 or more monsters three times out of four, 8 once out of four. Each map’s limits and the fixed dungeon groups do not change.
- To attack a group, click any of its monsters.
- Walking through a group does not start a fight: you have to attack it.
Bosses
Dungeon bosses choose their movement, their spell and their cell based on the whole situation:
- they centre their areas to hit as many people as possible;
- they finish off a weakened target;
- they lower a resistance before striking;
- a ranged boss pushes back whoever comes into melee, a melee boss pulls its target in.
Ordinary monsters do not change.
Challenges and end of combat
- The winners share the kamas gained.
- Spectators see the fight and its challenges, even when they arrive partway through.
- Against a boss, the challenges of the achievements you do not have yet are added to the usual challenges.
- Poutch Ingball give neither challenges nor stars.
Combat rules
- Only class spells can be cast in combat. Spells granted by an item, a set, a mount or a pet are refused. Attacking with your weapon is still possible.
- Tackle follows the Retro rule: it depends on agility.
- Push damage is not capped.
- Training in the Kanojedo costs nothing.
Archmonsters and wanted notices
- Archmonsters
- All 286 archmonsters are in the game. Each exists as one copy: it replaces its base monster in a group, outside dungeons. After a fight, won or lost, it returns 25 to 40 minutes later.
- Wanted notices
- Monsters you have captured are visible in the Astrub prison.