🔶 RESERVED — owner is handcrafting this. The Prologue needs the owner's own words (world, tone, the setup before the rules). Placeholder only; do not auto-fill. App: render a titled section with a "coming soon" state or just hold the slot.
Known topic for this section: the Anam — the imparted spirits of past masters that relics carry (the Skills page hints at this as "rumored" and points here for the real lore). Whatever else the Prologue covers, the Anam concept resolves here.
Over the adventure you gather companions, each a different answer to a fight. These are the heroes you come to know — and how they carry themselves in battle.

🔶 Placeholder bio — owner blurb pending.
The one you play as — a young Paladin of Laria, a holy warrior built on strength and faith. He wields Glenn's Longsword and the signature radiant attack, Smite. Balanced offense and defense (even STR/CON), with Wisdom/Intelligence as off-stats that unlock his powerful radiant path — the more you invest, the more Smite defines him.

🔶 Placeholder bio — owner blurb pending.
The party's frontline muscle — the heaviest physical hitter (top Strength, with the Constitution to soak blows). Where Elias balances, Falmri commits: raw melee damage and staying power. Built to stand at the front and hit hard.

🔶 Placeholder bio — owner blurb pending.
The party's mage — devastating magical power (by far the highest Intelligence and Wisdom). Fragile up close, but her spells strike where physical defense can't help. The answer to armored and magic-vulnerable foes.
W
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Enter
L-Click
Space
Tab
Esc
R-ClickThe game plays two ways at once — keyboard or mouse — and you can switch any time just by using the other.
| Do this | Keyboard | Mouse |
|---|---|---|
| Move / navigate menus | W A S D or Arrow keys | move the mouse; left-click a spot to walk there |
| Interact / Confirm | Enter | left-click the thing (NPC, door, chest, button) |
| Open the Menu (pause/status) | Space, K, or Tab | the on-screen menu button |
| Cancel / Back | Esc | right-click |
| End Turn (in battle) | Esc / End | the End button |
| Scene-exit markers toggle | — | (controller △ / Y) |
🔶 App: controls diagram from the in-game input icons — WebBootstrap/GUI/Assets/InputIcons/ (keyboard_, mouse_).
🔶 PENDING owner confirm on the model (App has the specifics + art). Today's code is tap-to-move (tap a spot → walk there, an expanding "TouchPing" marks it; a virtual cursor drives menus). The owner also referred to a "browser controller overlay" (on-screen d-pad + buttons). Once the model's confirmed I'll write the touch scheme — taps/overlay, the ping feedback, and how menus + combat work by touch — with App's mobile art.

This page names everything you see on screen — the field (walking around) and the battle view — so you always know what you're looking at. 🔶 App: this is the signature annotated-diagram page — a labeled screenshot with callout numbers pointing at each element below.
Indicators — the game tells you what you can do:
🔶 App: the annotated diagram uses combat_hud_clean.png (frontmatter battle_hud_screenshot). It's a clean capture — the only overlay to add is callout lines/numbers pointing to each region below. Region positions in the image: ① bottom-left, ② bottom-center, ③ bottom-right, ④ far-left column, ⑤ top-right.
Callout map (matches the screenshot):
| # | Where in the image | What it is |
|---|---|---|
| ① | bottom-left | Your unit panel — portrait + name + Lv, and the three bars HP / MP / AP, plus the in-battle item slot |
| ② | bottom-center | The action menu — header shows the current action (Attack), buttons Move · Skill · End · Run |
| ③ | bottom-right | Enemy panel — the targeted foe's name + HP / MP / AP (+ its item slot) |
| ④ | far-left column | Turn-order forecast — a vertical rail of upcoming turns (numbered), portrait per turn, active unit on top |
| ⑤ | top-right | Mode banners (VIEW / SELECTED / CONFIRM — the combat cursor state) + the combat menu button |
When a fight starts you're on a tile grid. The HUD reads:
Outside battle you walk the world, talk to people, and poke at everything.
Combat is turn-based on a tile grid. Units act in initiative order (higher Agility/Dexterity acts sooner). For what each part of the screen means, see The Screen; here's how it works.
Each turn you get AP (Action Points); move, attack, and skills each cost AP — plan the turn around it. AP grows with your Stamina stat (1 → up to 5).
Most attacks are adjacent (range 1). Some skills and enemy attacks reach further — e.g. the Mother Slime's poison cloud is a radius-3 area, so you can be hurt without standing next to her.
Some units — large enemies and bosses — occupy more than one grid cell at once (a 2×2 block, for example) instead of a single tile. A big unit is easier to reach (any of its cells counts as adjacent) and easier to catch in an area.
A multi-cell skill can hit the same unit more than once. An area attack resolves cell by cell, so if its zone covers several cells of one large unit, that unit is struck once for each of its cells the area touches. Line a wide skill up across two or three of a boss's tiles and every overlap lands — that's how you pour extra damage into a big target in a single cast.
Example — Elias's Sweep Attack on the Mother Slime. The Mother Slime fills a block of several tiles. Elias's Sweep Attack hits an area of cells at once, so if the sweep overlaps three of her tiles it deals three separate hits in one action — where a plain Attack would strike her only once. Positioning your area skills to catch the most of a big enemy is a real damage multiplier.
Every attack carries a damage type, and many types also leave a status effect on the target or a hazard on the terrain. This page is the complete reference — some entries are marked ◈ because they belong to the full game and aren't in the free demo yet, but they're documented here so nothing surprises you later.
The type decides what defends against it. Physical is blocked by physical defense; every element (poison, acid, ice, fire, radiant, necrotic) is blocked by magic defense — and Radiant ignores physical defense and resistance, which is why it cuts through armored, tanky foes.
| Icon | Type | What it is | Element of |
|---|---|---|---|
![]() | Physical | plain weapon damage — no element, leaves no status | every fighter |
![]() | Poison | venom that corrodes over time | Falmri (Earth) |
![]() | Acid | corrosive — eats through defenses | Falmri (Earth) |
| ◈ | Ice | biting cold that slows and freezes | the Wizard |
| ◈ | Fire | burning flame that spreads | the Wizard |
![]() | Radiant | holy light — ignores physical defense & resistance | Elias (Paladin) |
| ◈ | Necrotic | death magic — curses and dooms | certain foes |
Each element inflicts a status that sticks for several turns, and every status has two tiers: a base Tier 1, and a stronger Tier 2 it can escalate into. Cleanse clears any status (of either tier) at once, and a couple of elements have a dedicated cure item.
| Icon | Element | Tier 1 (base) | Tier 2 (escalated) ◈ |
|---|---|---|---|
![]() | Poison | Poisoned — damage every turn (stacks if ignored) | Confused — takes a random action every turn |
![]() | Acid | Acid Covered — corroded; takes extra physical damage & deals less | Vulnerable — all damage taken is doubled |
| ◈ | Ice | Chilled — movement reduced | Frozen — can't act for 3 turns |
| ◈ | Fire | Scorched — damage every turn | Aflame — heavy damage every turn, and it spreads |
| ◈ | Radiant | Blind — accuracy slashed, attacks often miss | Stunned — loses its next turn, takes +50% damage |
| ◈ | Necrotic | Cursed — a necrotic curse | Doom — KO'd when the countdown runs out |
Each is a separate status. Tier 2 statuses come into play later in the game — ◈ marks them (and the Ice/Fire/Necrotic lines), designed for the full game, not the free demo.
Cures: Cleanse removes any status; Valerian Powder cures Poison, Barbados Extract cures Acid.
💡 Poison is the one you'll actually meet in the demo. The VSlime and the Mother Slime's poison cloud apply Poisoned (Tier 1), and it keeps ticking after the moment that caused it. Carry Valerian Powder, or learn Cleanse (which strips any status at once). Don't linger on poison-trail tiles — they re-apply it.
Elements also leave the ground dangerous. Standing on afflicted terrain applies its element each turn.
| Terrain | Element | On the ground it… |
|---|---|---|
| Poison | Poison | poisons anything standing on it |
| Acid | Acid | coats units in acid |
| Icy | Ice | turns the footing slick — units can go prone |
| Burning | Fire | scorches units caught on it |
| Hallowed | Radiant | consecrated ground — holy footing |
| Cursed | Necrotic | blighted ground — necrotic footing |
On top of defense, a unit can have a built-in reaction to a damage type — and note that Heal and Absorb are effects, not damage types:
Why Radiant matters: an armored or tanky foe shrugs off physical hits, but Radiant ignores physical defense and resistance entirely — it only answers to magic defense, which those foes barely have. That's the whole reason Smite is Elias's answer to a wall like the VSlime.
Skills are the special abilities you use in battle — beyond the plain Attack. They come in two kinds, and the difference is where they come from, not how they feel to use:
Unlocked by spending SP on the class tree, walking node to node. Once learned, they're yours for good. Types:
A relic is an item you find and own. On its own it sits in your bag doing nothing — you slot it into a Relic Slot (in the Skills menu) to turn on the skill it grants.
Rumored… They say a relic carries an Anam — the imparted spirit of a past master — and to slot one is to receive their skill, which then grows the more you wield it in battle (the mastery you come to feel as Expertise). Whether that's truth or a villager's tale… the Prologue tells more of the Anam.
Demo relics:
What they share:
What sets them apart:
| Class skill | Relic skill | |
|---|---|---|
| Where it comes from | the Paladin tree (spend SP) | a relic (an item you own + slot) |
| Permanence | permanent — part of your build | swappable — only active while the relic is slotted |
| Requires | SP + reaching the node | an unlocked Relic Slot to put it in |
| Its Expertise… | stays with you | travels with the relic (re-slot it and its mastery comes along) |
So: class skills are who you are; relic skills are what you're carrying. A relic is the bridge — an item that becomes a skill the moment it's slotted.
Spend SP (earned by leveling, ~3–5 per level) to buy nodes on the tree, moving from unlocked node to adjacent node. The tree mixes skills, ability-score nodes (raise a raw stat), and the Relic Slot node. You pick your path — lean toward the radiant line for Smite/Cure, or the physical line for Push Attack and raw STR.
A Relic Slot is itself a node on the class tree (spend SP to unlock it). Unlocking a slot gives you a place to put a relic; the tree can grant more than one slot. Then, in the Skills menu, drop a relic you own into the slot — now its skill is live.
💡 Pro Tip — an empty slot does nothing. The moment you unlock a Relic Slot, fill it. The Item relic is a great first choice — it lets you drink Mugwort mid-battle, which is a lifesaver.
Every skill and every relic earns Expertise Points (EP) each time you use it in battle, and at EP milestones it upgrades — hitting harder and/or costing less. It rewards committing to a skill. A relic's expertise travels with the relic itself — move it and the mastery goes along.
Example — Smite climbs as you use it:
| Tier | Earned at | Effect |
|---|---|---|
| Baseline | (start) | radiant ×0.6, damage ×1.25, 3 MP |
| L2 | EP ≥ 40 | radiant ×0.8 |
| L3 | EP ≥ 100 | radiant ×1.0 |
| L4 | EP ≥ 200 | damage ×1.5 |
| L5 | EP ≥ 350 | MP cost → 1 (cheap to spam) |
⚠️ Expertise is only active on Medium and Hard. On Easy it's off — skills stay at baseline no matter how much you use them (Easy keeps things simpler and story-focused; Medium/Hard add the depth of mastering skills through use).
Early on your SP is scarce, so spend it with intent:
Then the signature payoffs come deeper in: Cure (heal without items) and Smite (radiant damage that bypasses physical defense/resistance — the answer to tanky foes like the VSlime).
| HP — Health Points (survive) | MP — Magic Points (fuel skills) | AP — Action Points (actions/turn) |
| XP — Experience (fills → level up) | JP — Job Points (spend → raw stats) | SP — Skill Points (spend → skill tree) |
| EP — Expertise Points (grow a skill/relic through use) |
(“CP” is the old name for JP — you may see it in older material; it’s Job Points now.)
You grow in two independent ways — raising raw stats (your build) and unlocking the skill tree.
Win fights for XP; fill the bar to level up. Each level grants JP, SP, and AP.
Elias is a Paladin — lean STR/CON, with WIS/INT as off-stats that unlock the radiant (Smite) path.
| Spend on | Where | |
|---|---|---|
| JP — Job Points | raw stats (your permanent build) | Status menu |
| SP — Skill Points | the Paladin class tree (skills + Relic Slot) | Skill Tree menu |
| AP — Action Points | actions per turn in battle (from Stamina) | (automatic in combat) |
| MP — Magic Points | skill casts (Smite/Cure) — restore with Irid Liquor | (in combat) |
💡 Spend your JP and SP after every level-up. Leveling grants them, but the power only lands once you actually spend it (JP in Status, SP in the Skill Tree). An unspent pile is wasted power.
💡 Equip what you buy/find. A bought Leather Chestpiece does nothing sitting in your bag — open Equipment and put it on.
A relic is also an item you own — but its whole job is the skill it grants when slotted. See Skills for how relics work (and the rumored Anam behind them). In your bag, a relic is just an item until you slot it.
Open the menu with Space / K / Tab (or the on-screen menu button). Each does one job:
| Menu | What it's for |
|---|---|
| Status | spend JP to raise raw stats; view your character |
| Equipment | equip weapon / armor / accessories |
| Skills | slot relics into an unlocked Relic Slot |
| Skill Tree (Paladin tree) | spend SP to unlock skills + nodes (incl. the Relic Slot) |
| Items | use / view consumables |
| Save / Load | save your game (free in the village) |
🔶 App: annotate a screenshot of each menu (menu_annotated/) showing where each choice lives.
A field guide to what you'll meet in the demo — what it is, what it does, and how to put it down.

The bread-and-butter Waterway foe. No resistances, no tricks — straightforward to fight: physical attacks land fine, and Glenn's Longsword drops one in about two hits. Poison-immune (don't bother), and it hits for a modest 3–5.
How to fight: just attack. The danger is numbers, not any single Slime — a room of two or three can chip a low-level party down, so heal between fights.

The real trash threat, and a lesson in the combat system. Three things make it nasty:
How to fight: radiant damage (Smite) ignores its physical resistance — that's the clean answer once you have it. Until then, grind it down physically and keep your poison cured. It's the enemy that teaches "bring the right tool."