Combat

Auto-attack

Select a target and engage it (left-click, or the right-click menu's Attack option) to start swinging automatically on a steady cooldown. You'll walk into range on your own if you're too far away - no need to creep up manually. Damage, critical hits, dodge chance, and armor/magic resist reduction are all worked out on the server, so there's nothing to game by hand-tuning your own client.

PvP

There is no safe zone and no dueling flag - you can attack another player exactly the same way you'd attack a monster, anywhere, any time. Killing a player grants the same experience and gold a monster of the same level would.

There's no penalty or cooldown for repeated PvP kills yet, so don't be surprised if the world feels a little lawless for now.

Crowd control

Several abilities apply stun, silence, disarm, or root instead of damage - each blocks a specific thing (acting, casting, attacking, or moving) rather than hurting you directly. These all share the same underlying system, so you can trust that "stunned" always means the same thing no matter which ability caused it.

Death and respawn

Dying stops you instantly - no more sliding across the ground mid-flight - and starts a fixed ten-second wait. When it's over you're back at full health and mana at your spawn point, with a clean slate: no durability loss, no dropped experience, no corpse to run back to.

Stats that matter

Every hit you land or take is driven by your equipped gear, the stat points and talents you've picked up leveling, and your underlying attributes - see the Stats article for the full breakdown of what each number does and where it comes from.