Hero card

Power: 0
Money: 00/min
Reputation: 0
STORY
Diary
Select a diary entry to view.
STATUS
Experience/min: 0
Next move: 0
%
Attributes:
STR: 0
TGH: 0
MND: 0
AGI: 0
Active abilities:
Current activity: ()
Story Progression
ACTIVITIES
Base attributes from training
STR: 0
TGH: 0
MND: 0
AGI: 0
AREAS
CLASS
Class:
Points available:
Trees
FAME
As your reputation starts to spread, you gain fame points. Fame points
can be allocated to give various passive bonuses.
You can reset your point allocation by Rebranding (requires double click). WARNING! This costs 1% of your current reputation!
You can reset your point allocation by Rebranding (requires double click). WARNING! This costs 1% of your current reputation!
Fame:
Next at:
PRESTIGE
HELP
Combat
Your hero automatically uses his abilities in combat. Combat is action gauge based, once it
fills the prepared ability is used.
You can also set which abilities to use once you unlock more by clicking on the slots on the
status tab.
Finding criminals takes some time (patrolling time) after which you'll enter an
encounter.
If you are defeated in combat you'll take some downtime to recover (10 seconds).
Movement
You can set the engagement range, which is how close your hero will try to get to the enemy.
He will only move this close and not further, so make sure your engagement range matches your
abilities! By default your hero cannot move back after closing distance. However, if you have an
ability with 'Retreat' he will try to use it to move back to his engagement range if an enemy
closes in.
Attributes
STRincreases your damage reduction.
TGHincreases your maximum health.
MNDreduces your ability cooldowns.
AGIincreases your action speed.
Attributes can be increased by training.
Training
Training is done through activities. Each completion gives PlayerLevel*AttributeRatio
attributes.
The starting activities are free but more rewarding activities that you unlock as you progress
cost money to perform.
As you complete the same activity, it gains experience and can rank up. Ranking up increases the reward multiplier. Ranking up needs more experience every time, but later ranks are successively more rewarding.
New activities may not even be worth it until you gain some experience in doing them.
The more of the activity's respective stat you have the more experience you earn doing it.
Abilities
Your first ability is Punch. Punch's damage ratio is 80% STR 20% AGI, which is to say that, that percentage of the respective attribute value is used in the move's damage formula.
The damage formula is:

The damage ratio of abilities can be found by hovering them on the "Abilities" tab.
Abilities also have a damage range, which modifies the final damage, a use time and a cooldown. Cooldowns only start AFTER the abiltiy is used. Some ranged skills have a minimum range, the screen is 100 units wide.
Additional mechanics
Heal: heal for an amount.
Shield: gives temporary health points. Lost at the end of an encounter. Does not stack, stronger shields overwrite.
AoE: also hits other targets in that range.
Critical strike: chance to deal 50% more damage.
Health regeneration: health regeneration per second in combat.
Overwhelm: increases damage based on enemy current hp (higher hp = more damage).
Takedown: increases damage based on enemy current hp (lower hp = more damage).
Rush: moves along with attacking.
Repeat: Chance to use again without cooldown. Successive repeats half the chance.
OPTIONS