Manual


Openglad can be tricky to play! This manual should hopefully make it easier.

Getting Openglad

Openglad runs on Windows, Linux, macOS, Android, and in the browser. Grab a build from the releases page on GitHub, or play it in your browser, which needs no install and works on phones and tablets too.

Your companies, settings, and key bindings are stored on the machine you play on. The browser version keeps them in the browser's own storage, so clearing site data will wipe them; see cloud saves if you want to move a company between devices.

Playing Openglad

You can call up the in-game help by choosing "HELP" on the main menu. It has three tabs (Controls, Classes, and Editor) and always lists the current default keys.

Overview

Openglad is a gauntlet style, real-time arcade game where you (the red team) must set out to destroy your enemies (and pick up treasure!) in a variety of scenarios. You get to sharpen the skills of your team as you progress through the levels, and each character class (Soldier, Mage, etc.) has a number of special abilities which come into play as your character gains levels.

You control one character at a time and switch between them at will; the rest of your company fights under its own AI. Up to four players can share one keyboard, and many more can play together online.

Controls

Each player has a number of 'action' keys, such as movement or attacking, and also a personal options menu, which controls things like game speed or viewport size. All of it can be remapped.

Movement

Players use four-direction controls by default, with four movement keys each. Hold two of them together to move diagonally.

Player 1       Player 2        Player 3       Player 4
--------       --------        --------       --------
   W              UP              I              T
   |              |              |              |
A-   -D       LT-   -RT      J-   -L        F-   -H
   |              |              |              |
   S              DN              K              G

If you prefer dedicated diagonal keys, switch a player to "8-DIRECTION" (see remapping below). Each player has a separate 4- and 8-direction key map, so switching between them never disturbs the other layout.

Action keys

ActionPlayer 1Player 2Player 3Player 4
FireLeft CtrlPeriod .Space5
SpecialLeft AltSlash /Semicolon ;6
Switch characterBackquote `Enter-=
Switch specialTabQuote '97
YellEBackslash \UY
ShifterLeft ShiftRight Shift08
Look up (hold)VRight CtrlPB
Options menu1234

Digits are the top-row number keys, not the numeric keypad.

In the browser, player 1 fires with Z and casts with X instead of Ctrl and Alt. Firefox reserves Ctrl+W (close tab) at the browser level, so "attack while walking up" would otherwise close the game.

Combos

Other keys

The in-game options menu

Each player's options key opens their own options menu mid-mission. Some settings are personal, some affect everyone:

+/- : Game speed, slower or faster (numeric keypad; everyone)
[/] : Your viewscreen size
</> : Screen brightness (everyone)
C   : Color cycling on or off (everyone)
F   : Foes/allies display on or off
H   : Cycle the hitpoint/magic display modes
R   : Radar display on or off
S   : Score/experience display on or off
T   : Bring up an overview of your team's status
J   : Joystick mode

Gamepads and touch

Gamepads and joysticks are supported and can be assigned per player. On phones and tablets, the browser version shows an on-screen overlay with a movement stick, FIRE and SPC (special) buttons, and a row for LOOK, CHAR (switch character), YELL, ALT (shifter), and SP+ (switch special).

Remapping

Choose "GAME" on the main menu, then "CONTROLS". Each of the four local players gets a row showing its current keys, a "4-DIRECTION"/"8-DIRECTION" toggle, and a "REMAP" button; "RESET ALL" restores the factory layouts. The same options are available per seat inside Base Camp. Control settings belong to the game rather than to a company, so they follow you across every save.

Your company

A saved game in Openglad is a "company": a named band with its own roster, gold, campaign progress, and match settings.

There are no save slots to keep track of. The game saves itself whenever something changes, such as hiring, training, renaming, deploying, changing a setting, or winning a level. Every win also files a backup snapshot beforehand, so if a battle goes badly wrong you can open the company's backup list and rewind to an earlier point. Restoring takes a snapshot of the current state first, so you can always change your mind.

Base Camp

Base Camp is where you run your company between missions. The roster shows eight characters at a time with columns for deploy, team, name, class, level, and experience.

A company holds at most 24 characters, and only deployed characters enter a mission. If you overfill it, benched veterans are kept before fresh recruits.

Hiring and training

A new company starts with 5000 gold. The "HIRE" screen shows one recruit at a time, with their name, class, statistics, and price, and the "PREV" and "NEXT" buttons walk through the fourteen classes you can recruit. Raise or lower a recruit's stats before buying to get exactly the fighter you want, then press "HIRE ME" and give them a name (Enter accepts the default, something like SOLDIER1).

The "TRAIN" screen looks similar, but works on characters you already own. Your changes are not paid for, and do not become permanent, until you press "ACCEPT". You can also "RENAME" a character, read their full "DETAILS", set which team they play on, or "SELL" them back.

Clicking the "+" or "-" buttons with the left mouse button changes a stat by one; the right button changes it by five.

The statistics you can buy are:

Strength

Affects your melee (hand-to-hand) combat, as well as things like your weapon range.

Constitution

Increases your hitpoints and rate of healing, and affects other combat-related skills.

Dexterity

Improves your ability to dodge, your weapon's accuracy, your speed, and other related skills.

Intelligence

Controls how much magic power you have, how fast it regenerates, and the success of your special abilities.

Armor

Like shielding: the more you have, the less damage you take from a given blow.

Level

Determined by experience, and it affects every stat as well as which special abilities the character can perform. While it may look very expensive to buy a level for your character, the cost decreases the closer they are to the next level, so it can be useful when they're "almost there" and you want the increase.

Alongside those, the screens show the derived numbers they produce: hitpoints, magic points, attack, defense, speed, and attack speed.

Generally, new abilities come every three levels (at levels 1, 4, 7, and 10). Sometimes you'll also have 'alternate' abilities granted at a given level, reached with the shifter key; these often have other restrictions of use. For example, the mage gets an alternate special -- teleport marker -- at level 1, but he must have at least 75 Intelligence before it becomes usable. A mage who reaches level 6 can also be promoted into an Archmage.

Choosing your battle

The "SCENARIO" menu in Base Camp decides where your company fights next:

Progress is tracked per campaign, so you can keep a run going in several campaigns with the same company.

Difficulty and match settings

The main menu's "DIFFICULTY" screen holds the rules for your next battle. In an online game only the host can change them, and the lobby pushes them to everyone.

Difficulty

Skirmish, Battle, or Slaughter. Skirmish halves enemy hitpoints, magic, and damage; Slaughter doubles them.

Respawns

Off, Heroes (player-controlled characters only), Team 1 Heroes, or Everyone. With respawns on, a level can't be lost to a team wipe.

Spawn Delay

How long a respawn takes: Fast, Normal, or Slow.

Permadeath

On by default, so the fallen are gone for good. Turn it off to keep fallen heroes on your roster after a mission.

Generators

How fast enemy generators (tents, towers, and the like) produce reinforcements: Calm, Normal, or Frenzy.

Infinite Gold

Turns off the money constraint entirely, if you'd rather just build the squad you want and fight.

The "GAME" menu holds everything else: sound, display mode and resolution, sprite sheets, control settings, and three pages of optional effects. These cover gameplay (hit recoil, attack lunge), the interface (mini HP bars, damage and healing numbers), and graphics (shadows, reflections, weather, gore, screen shake, depth fog, and more).

Fighting

When a level loads, a briefing appears in the middle of the screen. It often explains the level's goal or drops a hint. Scroll it with the arrow keys, Page Up/Down, Home/End, or the scrollbar, and hit ESC to continue. Shift+/ brings it back later.

Openglad uses an angled, mostly overhead view. Your team wears red, and the bad guys wear a variety of colors depending on their team. Normally, when you fire, your shots will pass over your teammates and hit your enemies; use this to your advantage!

Reading the screen

At the top left is the name of the character you're controlling, with "HP" and "MP" numbers and bar graphs below it. Be careful -- when your hitpoints go to zero, you're dead!

At the bottom left, "SC" is your score for the current level and "XP" is that character's experience (NPCs show their level instead). Above them, "SPC" displays your currently selected special ability. If it prints in yellow you can perform this action; if it's red you can't right now, most often because you don't have the magic points. "ALT" shows the shifter version of the special, where there is one.

The numbers following "TEAM" and "FOES" in the upper right are the number of members left alive on your team and the number of foes left. A trailing "(+n)" on the foe count means reinforcements are still due, and "NEXT WAVE" counts down to them. On multi-floor levels, an "FLR" readout shows which floor you're on.

Finally, the lower right corner holds a radar map. This map shows a larger portion of the playing area than can fit on a screen, and can help you determine where enemies and allies are. Your team members are shown as red dots, other teams as dots of their respective colors, and weapons and explosions flicker past in grey.

Multi-floor levels

Some levels are stacked across several floors. Stairs and ladders move you between them, glass floors let you see through, and air tiles drop you to the floor below, where the fall does damage. Floors below you are drawn faded so that holes read as height; hold your look-up key to fade in the floors above. Enemies use the stairs too.

Winning, losing, and exits

Clear the field and look for the exit, which looks like four glowing arrows pointing at each other. Most exits won't function until you have killed all the enemies, so if you step on one and nothing happens, kill more foes! Stepping onto a live exit asks whether you want to leave for the destination level. It's often good to answer no and check a completed level to see if there are any hidden treasures -- such as gold bars or food -- left around.

Don't be too upset if all your men are slaughtered and you lose the scenario. There's no penalty; you're simply returned to Base Camp, and can try the level again. When a character dies, a 'heart gem' will appear over the corpse, and any teammate who picks it up gains back the majority of what it cost to outfit and train that character.

If your controlled character dies while others fight on, you switch to another; in an online game a player with nobody to control can follow a teammate instead.

After the battle

Every mission ends on the results screen, which reports the verdict, the score, and the battle's MVP. From there you can page through an "OVERVIEW" of the fight or a look at your "TROOPS", and, in modes that allow it, hit "RETRY". Leaving the screen banks your winnings, saves your company, and drops you back in Base Camp.

Some campaigns let you walk back through levels you've already finished. There's no treasure or opposition left in them, but they work as passages and rest stops between the areas you've cleared and the ones you haven't.

Multiplayer

The standard Openglad multi-player system is cooperative: you're all on the same team, score is shared between the team, and experience goes to the character who earned it. Once you've learned the basics, try two player!

Local players

Players are managed from the "SEATS" rail at the bottom of Base Camp. Press "+" at the far right to add a local player; one machine can seat four. Each seat gets a "P#" card, and opening one of your own cards lets you:

The rail shows four cards at a time, with "<" and ">" to page through bigger lobbies. Click "SEATS" itself for the full matchup overview. Seats and their team choices belong to the current session rather than to a company, but they do survive leaving Base Camp and coming back through "CONTINUE".

Playing online

Press "NETWORK" in Base Camp to host or join. There are two ways in:

Everyone brings their own company, and the lobby merges the deployed rosters. Player numbers are shared across the lobby: your own cards read "YOU", while cards belonging to another machine show that company's abbreviation and are read-only. The host can't start until every machine is ready and each local view has a character to control, and the game will tell you which of those is missing.

A machine with no seats stays connected as a spectator and can follow any active hero; pressing "+" puts it back in the game. Mission winnings are split by each machine's share of the deployed roster, and each player's own company records only the progress it actually earned. The host can also allow cross-control from "MATCHUP", letting players take over eligible characters owned by other machines.

Teams and player-versus-player

Every seat picks a combat team, and characters can be assigned to teams individually from the train screen. Put several seats on the same team to play cooperatively, or split them up for a versus match. Mixed arrangements work the same way, whether that's two players against two, or two players and their squads against a third. A team color is combat allegiance, so moving a player between seats never recolors anybody's roster.

For dedicated deathmatch maps, the Multiplayer arenas campaign starts at level 300, and Capture the Flag is a mode of its own.

Campaigns and game modes

Openglad ships with eight campaigns, selectable from "SCENARIO", then "SET CAMPAIGN":

CampaignWhat it is
GladiatorThe original campaign. You lead a band of mercenaries seeking glory and gold, starting with the money you stole from an imperial guardsman.
The Tryxian ChroniclesExplore the mysteries of the fallen Tryxian Empire. This series of tough levels will test your advanced team.
War of the WestlandsA small burden crosses a great war: forest, mountain road, sieges, marsh and ash, and a reckoning at the Mountain of Fire.
The Long SeasonA year of contract work for the Brass Kettle Company: dikes in spring, armies in summer, mines in autumn, snow passes in winter, all paid in the same strange warm coin.
Capture the FlagTen CTF arenas for up to four teams.
Multiplayer arenasThe classic set of versus arenas.
The Endless TowerAn endless, seeded climb: every floor is generated when you reach it, and every run ends. Gold and veterans carry over between runs.
Concept PlaygroundA sampler of the multi-floor features: stacked floors, air holes you fall through, glass floors, and arcing projectiles, ending in a scripted boss court.

Capture the Flag

Each team's flag stands at its base. Touch an enemy flag to pick it up, then carry it back to your own stand to capture. Your own flag has to be home for that to count, so somebody has to defend it. First team to the capture limit wins.

With the CTF campaign active, "MATCHUP" gains three settings: how many teams take the field (automatic, or forced to 2, 3, or 4), the capture limit (the map's own, or 1 to 10), and whether to use the level's own fighters or only the players' companies. Teams without human players are filled by AI squads that play the objective, fielding attackers, escorts, defenders, interceptors, and a retriever that races for dropped flags.

The Endless Tower

The Tower is a single-player climb up procedurally generated floors. There are no second lives inside it, and a run ends when your crew is wiped out, times out, or quits. Gold, veterans, and your best depth persist between runs, so the next attempt starts from a stronger company. The HUD shows the floor number you've reached.

Character classes

Fourteen classes can be recruited. In general, each character has about three 'special abilities', although it often requires gaining several levels before the later ones become available. Abilities marked SHIFTER are alternate forms, reached by holding the shifter key.

Soldier

Your basic grunt, can absorb and deal damage and moves moderately fast. A good all-around fighter. A soldier's normal weapon is a magical returning blade. While effective at dealing damage, the downside to this is that the soldier must wait for the blade to return before throwing it again.

Specials:

  1. Charge: Simple but effective. When charging, the soldier runs forward at high speed, dealing damage to anyone encountered.
  2. Boomerang: The boomerang can be difficult to use well, but inflicts much damage. It spirals out from the thrower, inflicting deep wounds on anything it hits. The boomerang can hit multiple targets before falling to earth.
  3. Whirl: When a soldier whirls, they lash out at all foes within reach. Foes hit by such an attack may be pushed off balance or stunned.
  4. Disarm: A skilled soldier can temporarily disarm a nearby opponent. When disarmed, enemies are unable to fight effectively, and often cannot use special abilities.
Barbarian

Barbarians are tough fighters, but possess more will than skill. In general, they possess strong constitutions and impressive strength, but, lacking the training of the standard Soldiers, tend to bash their way through trouble. Barbarians fight with a heavy iron hammer, both in melee and ranged combat.

One thing which makes Barbarians unique is their ability to resist magical attacks. While they bleed like any other mortal, magic attacks, more often than not, fade off their skin without a trace.

Specials:

  1. Hurl Boulder: All barbarians have the ability to rip large stones from the nearby ground and hurl them at enemies. How far they can throw them, and the damage the boulders impart, is strongly affected by the strength of the barbarian.
  2. Exploding Boulder: Using even more energy, a barbarian can hurl a rock with such strength that it explodes upon impact, damaging any nearby foes.
Elf

Elves are small and relatively weak, but are harder to hit than most classes. Alone of all the standard classes, elves possess the 'ForestWalk' ability. This ability allows them to walk through dense forests, passing barriers and avoiding enemies. The more dexterous an elf is, the easier she will be able to journey through forest land. Elves generally throw stones for their ranged attack.

Specials:

  1. Rocks: A small handful of rocks.
  2. Bouncing Rocks: A handful of bouncing rocks.
  3. Lots of Rocks: An even bigger load of bouncing rocks.
  4. Mega Rocks: An amazing, huge, load of destructive bouncing rock power! :>
Archer

Archers are fleet of foot, and their arrows have a long range. Although they're not as strong or healthy as soldiers, they can also be a good squad backbone.

Specials:

  1. Fire Arrows: When pressed, a skilled archer can spin quickly around, firing a stream of blazing arrows. Each of these arrows is deadly, and can wreak havoc in crowded quarters.
  2. Barrage: For when accuracy is more important than total power, archers can loose a stream of arrows all at one target, seriously wounding even the toughest enemy.
  3. Exploding Bolt: Unlike the earlier specials, this is merely one bolt, but it packs a lot of punch. Not only does the flaming arrow deal more damage than normal, these bolts explode on impact, damaging friend or foe!
Mage

Mages are slow, nearly defenseless, and horrible at hand-to-hand combat, but their magical energy balls pack a big punch. All mages, regardless of level, possess the ability to teleport out of (or into!) danger, providing they've saved enough magic. A mage who reaches level 6 may be promoted to an Archmage.

Specials:

  1. Teleport: Mages often teleport out of (or into!) danger all over the battlefield. While immensely useful in escaping or exploring, the standard teleport spell is non-directional, and the casting mage has no control over the final destination.

    SHIFTER: The alternate, more advanced teleport is really a form of 'Dimension Door,' and allows the mage to pick a location, memorize it, and return there at will. This skill requires more intelligence than even a normal mage, and the number of uses of the memorized spot is also determined by intelligence.

  2. Warp Space: While Warp Space can be used offensively, it is generally used as a defense by a surrounded mage. Casting this spell will twist the fabric of space around the mage, damaging nearby opponents. The duration and size of the twist are proportional to the amount of magic the mage possesses when the spell is cast.
  3. Time Stop: Only powerful mages are able to freeze time at all, let alone for a subjectively long duration. When the spell is cast, time stops for everything not on the mage's team. Although this can be immensely powerful, be warned, as no magic will be generated during this frozen moment.
  4. Energy Wave: Somewhat akin to a modern-day flame-thrower, a mage's energy wave releases an enormous, expanding flood of energy outward. The energy wave, being non-corporeal, will pass through walls and other impediments, and can inflict damage on many enemies before fading away.
  5. HeartBurst: This awesome spell comes only to the most powerful of mages. By concentrating his own life energies, a mage can send forth an explosive aura of energy, causing nearby foes to burst into flames from their inner depths! The more magic possessed when casting this spell, the stronger the effect will be. The damage is spread among all enemies in range.
Archmage

When a Mage has reached the sixth level or higher, she may choose to specialize and become an Archmage. An Archmage takes the learnings of the Magi one step further, possessing extraordinary firepower at the expense of physical weakness.

Even more than for a normal Mage, an Archmage's powers all hinge upon how much Intelligence is possessed. An Archmage shares some spells with the standard Mage class, but quickly gains other spells for high damage.

Specials:

  1. Teleport: Like normal mages, Archmages possess the ability to teleport into and out of danger. Similarly, intelligent Archmages can use the alternate form of this ability (SHIFTER) to place a marker, so as to memorize a location to return to.
  2. HeartBurst: This spell is a more powerful version of the standard mage's HeartBurst (5th level), and functions in the same manner.

    SHIFTER: By using the alternate version of an Archmage's second-level ability, the spell 'Chain Lightning' is called forth. Here, the Archmage shoots out a bolt of lightning, powered by excess mana. The bolt will seek out a nearby enemy, and upon impact, split into multiple new bolts, which will seek their own targets. In crowded quarters, this spell can incinerate an entire room of the foe with one continuous blast!

  3. Summon Image: By means of an intricate yet relatively inexpensive spell, an Archmage can summon forth an image of a brave warrior to fight for his team. Should the enemy accept the illusion as real, this phantom can inflict real damage upon the foe. Once pricked by the point of any weapon, however, the illusion will vanish back into the ether.

    SHIFTER: More powerful than illusion, a strong Archmage may summon forth an elemental of fire. This spell, however, comes with both a blessing and a curse -- for the lifeforce of this elemental is linked to that of the Archmage, and while this may infuse the daemon with extra sustaining health, it can also weaken the archmage to a perilous condition!

  4. Mind Control: For a short time, powerful Archmages may control the minds of those around them, bending their enemies to their will. The more magical energy the Archmage has available, the stronger the control will be, and the greater number of foes will be enslaved.
Cleric

Clerics, like mages, are slow, but have a stronger hand-to-hand attack. Clerics possess abilities related to healing and, on the darker side, interaction with the dead. Clerics have the unique ability to generate fields which their teammates can pass through, but which foes must hack down to pass.

Specials:

  1. Heal: Even the lowest cleric possesses the gods-granted ability to heal others. Due to the nature of this gift, a cleric can heal several friends, if gathered closely around, for the mana cost of a single spell. The higher level a cleric is, the stronger this healing power will become.

    NOTE: clerics controlled by the computer who are on your team will automatically attempt to heal any wounded team member who 'bumps' them.

    SHIFTER: Although normally beings of peace, even Clerics sometimes need a strong defense to keep their lifeblood flowing. Thus, every Cleric soon learns the 'Mystic Mace' spell, which conjures an ethereal mace to defend against blows, and strike any foe who gets too close. Although several of these 'maces' may be summoned at one time, the strength of each is determined by the amount of magical energy put into it, and thus one strong mace may be more effective than several weaker ones.

  2. Raise Undead: This clerical ability allows the caster to temporarily bring back fallen foes or friends, and have them fight once more. The strength of this recalled zombie, as well as its duration upon the battlefield, depends both on the cleric's power and the strength of the one who is raised. When the undead falls again, no power available can bring it back.

    SHIFTER: The reverse of raise undead, Turn Undead has the power to ultimately send the walking dead back to their realm.

    Raise Ghost: This stronger version of Raise Undead brings back not the bodies of those who have fallen, but the spirit. Such a ghost has the advantage of being ethereal and traveling anywhere, as well has possessing stronger powers of attack than a mere zombie.

    SHIFTER: As with Raise Undead, a knowledgeable cleric has the power not only to bring forth spirits, but also to lay them to rest. This level of Turn Undead will affect both zombies and ethereal spirits.

  3. Resurrect: This ultimate power of the clerics puts the art of raising the dead to shame. With this spell, a powerful cleric can reunite the body and soul of a fallen comrade, healing most wounds in the process. Be warned, however, that such an endeavor is extremely taxing to both the one who is raised and the casting cleric.
Thief

Thieves are fast and stronger of constitution than the magic-wielders, though not so potent as the soldier. Like soldiers, thieves wield stabbing and throwing blades. Although their blades are not magical, they possess an unlimited supply and can throw them in rapid succession.

Specials:

  1. Plant Bomb: All thieves can drop small, hand-made explosives to the ground, often able to take out even the strongest opponent. Beware, however, for unlike an archer's arrows, bombs do not discriminate in who they destroy!
  2. Cloak: A moderately experienced thief can learn to hide in even the smallest shadows, slipping unseen past enemy patrols. How good the 'cloaking' is, and how long the thief can maintain it, depends on both the dexterity and level of the practitioner. A thief on your team who is cloaked will show up with an outline, so that you know where she is.
  3. Taunt: While some would think it insane, thieves have made an art of taunting their enemies. A skilled thief can lure her enemies away from their chosen targets, often leading them on a fruitless chase, until the rest of the team can wipe them up.

    SHIFTER: When not taunting their enemies, thieves may be charming them instead. Masters of inducing paranoia and charm, a clever thief can at times convince his worst enemy to help him out for a while.

  4. Poison Cloud: The ability to create billowing clouds of poison is the thief's other offensive weapon. By gathering up harmless elements and combining them, a thief can create a truly noxious concoction, which when smashed from its container will quickly expand into the air, bringing airborne pain and confusion to nearby enemies.
Druid

Druids are the magicians of nature, and have special powers over natural events. Druids can throw lightning bolts at their foes; the bolts have long range and are very fast.

Specials:

  1. Grow Tree: The simplest druid magic is that of planting and growing trees. While this might seem pointless, the druid imbues these saplings with his own energy, and the trees will allow friends to pass without hindrance, but severely impede any enemies trying to slip past.
  2. Summon Faerie: The druid power to summon forth sprites and faeries from the woodlands is well known. These summoned sprites will take off in pursuit of enemies, flying over the landscape and freezing foes in their tracks.
  3. Reveal Items: The druid's power to magically reveal items to his sight is most often used when searching for gold or other treasure. At other times, this sight aids in the searching out of enemy encampments or fortifications. When Reveal is cast, gold, silver, potions, and creature generators will show up on the radar map, but only to the caster.
  4. Protection: A high level druid can protect his friends with this natural invocation. By summoning forth small currents of winds to envelop nearby team members, the druid can help make his comrades harder to hit by both close and long range attacks. Subsequent castings will strengthen and prolong the effect.
Orc

Orcs are your basic 'grunt' fighter; strong and hard to hurt, but without much intelligence or ability to do more than inflict pain. Basic orcs don't have a ranged attack, but their damage at close range is impressive.

Specials:

  1. Howl: An orc's howl of rage has an almost magical quality about it. Those nearby are often stunned, unable to move or defend themselves. How long this effect lasts depends on the distance between the orc and its foe and their respective levels.
  2. Eat Corpse: Other members of the team tend to ignore the orc's ability of eating the corpses of the enemy (and sometimes friend). Nevertheless, the strength and power gained by this barbarous act cannot be denied.
Fire Elemental

Fire elementals have been known to strike terror into even the toughest of warriors. Strong and relatively quick, their flaming meteors can inflict hideous wounds upon an enemy, and their speed and size make them dangerous opponents even without this ability.

Specials:

  1. Starburst: Fire elementals have the ability to release a 'starburst' of flaming death in all directions; this natural defense will sometimes destroy an enemy even as the fire elemental itself perishes.
Skeleton

Skeletons are the pathetic remains of those who once were among the living. Although they are not particularly dangerous, they move with blinding speed, and often surround a living enemy to take it to the grave.

Specials:

  1. Tunnel: These bone-wielding undead have the ability to tunnel quickly underground, sometimes emerging under their hapless victim's feet. When manipulated by an intelligent mind, this ability also allows them to tunnel under walls and come at the enemy from the rear.
Ghost

A more fearsome type of undead, ghosts can pass through walls, trees, and anything else that gets in their way. Although they cannot inflict damage from a distance, their chilling touch can bring death quickly at close range.

Specials:

  1. Scare: A ghost's haunting wail can cause even the bravest of warriors to flee in terror. When invoked, all nearby enemies will flee away from the ghost; how far they run, and how long the effect lasts, is determined by the power of the ghost and the resistance of the targets.
Faerie

The flying faerie are diminutive in stature, flying above friends and enemies alike unnoticed. Although they are delicate and easily destroyed, faeries can sprinkle a magic powder which can freeze their enemies in place.

Slime

It is hard to say if a slime is truly intelligent, or simply some form of lichen too agitated to remain still. Although generally peaceful in nature, slimes can make dangerous enemies when disturbed. From what has been observed of slimes, they begin life as small, relatively harmless patches of ooze which grow until they are bigger than a man. These large patches of slime then split into two or more small slimes, thus increasing the population. Slimes are particularly vulnerable to fire or magical attacks.

Specials:

  1. Grow: Slimes can grow larger, or split in two, when they gain enough magical energy.

Cloud saves

The main menu's "CLOUD" screen backs a company up off your machine. This is the easiest way to carry a game from a desktop build to the browser, or between devices.

Set a "PASSPHRASE", then "UPLOAD" your active company or "DOWNLOAD" whatever that passphrase holds. One passphrase stores one company, so use a different passphrase for each company you want to keep. Your passphrase never leaves your machine; only a value derived from it is sent. It controls access but doesn't encrypt anything, so don't keep anything secret in a cloud save.

Hints and tips

Making levels and mods

The scenario editor is built into the game: pick "Level Editor" on the main menu, or run the standalone openscen tool. Each level consists of a map layer, which holds the terrain, and an object layer, which holds the characters, generators, treasure, exits, keys, doors, and player start markers. For quick help while in the editor, press 'H'. The Editor tab of the in-game help has the full key reference.

Some things to know before you start. Begin from an existing scenario to inherit its map dimensions. An exit's level number is the scenario it leads to, so add return exits if you want players to be able to retreat. A key's level is the door level it opens, and same-level teleporters form a loop. Save often!

You can go further than levels. Character classes are Lua declarations in hot-pluggable packs, campaigns are packaged archives that can carry their own packs and level scripts, and the game can load custom sprite sheets (choose one under "GAME", then "Sprite Sheet"). In multiplayer, missing packs transfer from host to client automatically.

The GitHub repository has the details, including the scripting API reference and the campaign and pack formats.

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