Real-time, server-validated combat with AoE and crowd control.
Combat System
ED5 uses real-time action combat where every attack, heal, and ability is validated by the server. Players can't cheat — the server checks everything.

How Combat Works
1. Player activates an ability (click or hotkey) 2. The server checks: is the ability off cooldown? Does the player have enough MP/stamina? Is the target in range? 3. If valid, the server calculates damage using the ability's stats, the attacker's stats, and the target's defenses 4. Status effects are rolled (e.g., 25% chance to apply Burn) 5. Results are sent to all nearby players so everyone sees the action
Damage Calculation
The damage formula considers:
- Base damage from the ability
- Attacker stat (Attack for physical, Magic Power for spells) × the ability's scaling ratio
- Weapon tier multiplier (T1 = 1.0× through T8 = 1.75×)
- Buff multipliers from food, potions, and passive effects
- Critical hits — 5% base chance, dealing 1.5× damage
- Physical defense reduces physical damage
- Magic resist reduces magical damage
- True damage ignores all defense entirely
AoE Shapes
Abilities can hit multiple targets using 9 area-of-effect shapes:
| Shape | Description |
|---|---|
| None | Single target |
| Circle | All targets within radius |
| Cone | Fan-shaped area |
| Line | Narrow beam |
| Rectangle | Rectangular area |
| Ring | Donut shape |
| Cross | Plus (+) pattern |
| Nova | Expanding ring from caster |
| Wave | Expanding arc |
PvP Zone Rules
Each zone has a PvP rule setting:
| Rule | Behavior |
|---|---|
| Safe | No player vs player combat |
| Free-for-all | Anyone can attack anyone |
| Guild-war | Only hostile guilds fight |
| Faction | Opposing factions fight |
| Duel-only | PvP only via mutual duel request |
Duels
Players can request 1v1 duels with optional gold wagers. Duels are contained — both players must stay in range, and the loser's HP stops at 1 (no death).
Death & Respawn
When a player dies: 1. All active status effects are cleared 2. A respawn screen appears 3. The player respawns at the nearest safe zone 4. Penalties are configurable (XP loss, gold drop, etc.)