Heros
Every Hero has the following stats
Health-How many times a hero can take a hit before dieing.
Attack-How much damage a Hero does to monsters.
Speed-How many squares a hero can move each turn.
Defense-Chance of a Hero avoiding damage from monsters and traps.
Range-How far away a Hero can attack.
Knight
► Show Spoiler
Knights are holy warriors that battle using one handed weapons and shields. They wear heavy armor and use abilities that heal, buff allies, and do bonus damage against Undead and Demons. They usually serve some deity of Good. Aura abilities can only be activated one at a time, with changing an aura counting as a move action that can only be done once per turn.
Health 4, Attack 2, Speed 2, Defense 4, Range 1
Knights start with the following Abilities: Smite-Once per floor, double Attack against single target if target is Undead or Demonic; Healing Hands-Restore Health up to (Knight Max Health) to self or adjacent ally, useable (Knight's Level +1) times per adventure.
Knights can learn the following possible abilities upon leveling up from Lv 2-10: Fortification-Reduce all damage from Physical attacks by 1(min 0); Aura of Courage-Knight and adjacent allies have Attack +1; Holy Bolt-Once per floor, do 4 Holy damage to Target within 8 spaces, 8 damage to Undead and Demons; Aura of Resilience-Knight and adjacent allies have Defense +1; Healing Wave-Once per floor, Knight and one ally within 5 squares Heals for (1/2 Knight's Max Health-1), or Knight heals for (1/2 Knight Max Health+1)
Knights can learn the following possible abilities upon leveling up from Lv 5-10: Resistance-Reduce all damage from Magical attacks by 1 (min 0); Holy Aura-Knight and adjacent allies gain Regenerate 1; Consecrate-Once per floor, all allies within 3 squares are healed for (1/2 Knight Max Health), and all enemies take damage equal to (Knight Level-1/Level+2 for Undead and Demons); Guardian-Pick one adjacent ally each round and they take half damage from enemy attacks and Knight takes equal damage; Martyr Aura-Knight and adjacent allies gain Attack +3, Defense -1
Knights can learn the following possible abilities upon leveling up from Lv 9-10: Revive-Once per floor, cast on adjacent ally that dropped to 0 Health and revive them instantly with no loss of level or items; Holy Word-Once per floor, target Undead or demon within 10 spaces takes 10 Holy Damage; Aura of Spite-Knight and adjacent allies gain Thorns, enemies that hit with regular attacks take 4 Holy Damage
Prestige-Upon reaching Level 10, a Knight picks one of the following Prestiges and gains it upon defeating a Dungeon Boss. A Knight can only have one Prestige.
Medic-Health +2; Defense +1; Add 5 Health restored with any healing source; Can cast any healing ability as a reaction to an ally taking damage.
Paladin-Health +2; Attack +1; Defense +1; All attacks benefit from Smite; All Auras also do 3 Holy Damage to Undead and Demons that are adjacent to Paladin.
Bulwark-Health +4; Defense +2; Gain Fortification and Resistance, if they are already known they reduce damage by 2; First attack that would reduce Health to 0 instead reduces Health to 1.
Thief
► Show Spoiler
Thieves fight using short blades, typically some variety of Dagger, and wearing leather armor. They provide a lot of damage and utility to a group. They use a two mechanics, Flanking and Stealth. When adjacent to an Enemy and an ally is in the space on the opposite side, the Thief has Flanking against that Enemy. Detecting a Thief using Stealth requires a roll, creatures only get a bonus if they have specialized senses.
Health 2, Attack 3, Speed 4, Defense 2, Range 1
Thieves start with the following Abilities: Lock Picks-Gain a bonus to opening locks equal to (Thief Level+1); Trap Sense-Once per floor, negate the Damage from a trap that hits Thief.
Thieves can learn the following possible abilities upon leveling up from Lv 2-10: Stealth-Once per floor, a Thief can become difficult to detect until they attack, interact with an object, or speak loudly; Backstab-Once per floor, attacking a target Thief has Stealth or Flanking against adds (Thief Level) Damage on a successful hit; Zig Zag-Attacks aimed at Thief that miss allow Thief to slide 1 space for free as a reaction; Poison Dart-Once per floor, attack Enemy within 6 spaces inflicts Ongoing Poison 3 for 5 turns; Blur-Once per floor, for (Thief Level) turns, Defense +2
Thieves can learn the following possible abilities upon leveling up from Lv 5-10: Smoke Bomb-Once per floor, 3x3 space centered on Thief grants all within Stealth and Blind while inside the smoke, lasts 4 turns; Shadow Port-Teleport up to 8 spaces away, gain Stealth at destination; Rupture-Once per floor, if Flanking more than 1 enemy, Thief can attack all enemies as a single action, Backstabbing all of them; Trap Breaker-Add (Thief Level-1) to disabling traps; Throwing Knives-Once per floor, attack an enemy up to 8 spaces away, apply bonuses from Stealth
Thieves can learn the following possible abilities upon leveling up from Lv 9-10: Shadow Clone-Once per floor, creates a stationary Shadow within 6 spaces of Thief for (1/2 Thief Level) turns, it makes a single attack each turn with Attack 4 ignoring Defense, and can provide Thief with Flanking; Blood Let-Once per floor, attack all adjacent enemies, ignoring Defense; Killing Blow-Once per floor, Thief doubles Attack and ignores the Defense of a single opponent Thief has Stealth or Flanking on
Prestige-Upon reaching Level 10, a Thief picks one of the following Prestiges and gains it upon defeating a Dungeon Boss. A Thief can only have one Prestige.
Shadow Dancer-Attack +1; Defense+2; Speed +1; Difficulty to be seen while Stealth increased by 2; Blur Defense bonus, Shadow Port distance, and Shadow Clone Attack doubled.
Assassin-Attack +3; Speed +1; Always benefits from Backstab bonus; Attacks on targets Assassin has Stealth against ignore 1/2 target's Defense.
Dervish-Attack +1; Defense +1; Speed +3; Rupture ignores 1/2 enemy Defense; Can make attacks during a move action.
Mage
► Show Spoiler
Mages fight by shooting small blasts of magical energy from their staff up to 3 spaces away, and wear only robes. The cast spells, picking from a large list to specialize in different functions. They regain spells when they level up or return to town. Their knowledge of magic makes them ideal for handling the more magical events the Heros encounter.
Health 2, Attack 1, Speed 2, Defense 1, Range 3
Mages start with the following Abilities: Magic User-Bonus to Identify items equal to Mage Level, and can spend full turn identifying to gain a +3 bonus; Tier 1 Spells-Mages know a number of spells equal to Mage Level+1, and can cast (Mage Level times 2) Spells per floor; Pick 2: Magic Bolt-Deal 4 damage to a target enemy within 8 spaces; Mage Armor-Negate next attack that would do damage to Mage; Blink-Teleport in a straight line up to 8 spaces; Shatter-Destroy lock, door, chest on touch.
Mages can learn the following possible abilities upon leveling up from Lv 2-10: War Magic-Basic attack Range increased to 6; Stored Spell-Mage picks one of the spell's from Level 1 and can cast that spell Once per floor, not counting it towards the Number of Spells the Mage can cast; Tier 2 Spells-Mages learn one of these spells every level automatically, and can choose to learn a second spell each time they level up, but follows the rules on the Number of Spells they can cast per floor: Ray of Acid-Deal (Mage Level+2) Acid Damage (ignore 1/2 target Defense) to Enemy within 10 spaces; Flame Spit-Deal (Mage Level+1) Fire Damage to all targets in a 3 space by 2 space "cone" centered on you; Ice Armor-Increase Mage Defense by (Mage Level+1) and when an Enemy hits Mage with a Range 1 attack, Enemy is Slowed, lasts (Mage Levelx2) Turns; Ember Cloud-Create a 3 space by 3 space cloud of embers with its center placed up to 10 spaces from Mage, enemies caught in cloud take (Mage Level-1) Fire Damage and are Blinded for 1 turn; Frozen Spear-Deal (Mage Level+3) Ice Damage and Slow for 1 turn to Enemy within 10 spaces, any Enemies in path of Ice Spear are hit instead; Wind Shield-Non-magical Ranged attacks made against to Mage roll to hit twice and take lower roll for(Mage Level) Turns; Shock Bolt-All Enemies in a line 6 spaces long centered on Mage take (Mage Level-1) Shock Damage
Mages can learn the following possible abilities upon leveling up from Lv 5-10: Spell Burn-Once per floor, cast a spell as if it cost the Mage two castings, and double the Mage's effective Mage Level for the spell's effects; Staff Warrior-Attack+3 and Defense+3 when attacking or being attacked by an enemy adjacent to the Mage; Extra Magic-Mage can cast an additional spell per floor; Tier 3 Spells-Mages can learn one of these every level automatically instead of the Level 2-10 Spells: Acid Splash-Deal (Mage Level+3) Acid Damage (ignore 1/2 target Defense) to a 3 space by 3 space area with a center within 8 spaces; Fireball-Deal (Mage Level+4) Fire damage to all targets in a 5 space by 5 space area with a center within 12 spaces; Blur-Mage is hard to hit, all attacks aimed at Mage have a (Mage Level-3) in 10 chance of missing automatically; Freezing Ray-Deal (Mage Level+5) Ice Damage to 1 target within 12 spaces, target is Frozen for 3 turns; Melt Armor-Target within 6 spaces loses bonuses to Defense from Armor for (Mage Level) Turns, and takes Fire Damage equal to the bonus the target's Armor gave; Slashing Wall-Creates a wall that fills up to (Mage Level) adjacent spaces, all creatures that end their round adjacent to a space with a section of the wall takes (Mage Level-1) damage, any creatures that end the turn in a space with a section of the wall takes (Mage Level+4) Damage, the wall persists for 10 turns or until dismissed; Group Teleport-Teleport self and all allies within 4 spaces to any location within 16 spaces of Mage, allies must be willing; Identify-Instantly Identify all current magic items in Team's inventory; Chain Lightning-Target within 7 spaces takes (Mage Level+1) Shock Damage, then a target within 3 spaces of the first takes (Mage Level-1) Shock damage, then a third target within 3 spaces of the second target takes (Mage Level-3) Shock Damage
Mages can learn the following possible abilities upon leveling up from Lv 9-10: Sustained Magic-By spending his full round focusing on a spell the Mage can start sustaining it, casting it a second time in the next round as long as he spends the full round doing so, can only sustain a spell for 3 rounds, and cannot use on spells that are Ongoing; Combat Casting-All Enemies adjacent to Mage or an Ally take an additional (Mage Attack) Type-less Damage when hit by spells; Tier 4 SpellsMages can lean one of these every level automatically instead of the Level 5-10 Spells: Displacement-Teleport 3 Enemies within 10 spaces of Mage to a different location within 10 spaces, must have line of sight on Enemies and destinations; Inferno-Deal (Mage Level+8) Fire Damage to all Enemies in a 7 space by 7 space area with center within 16 spaces of Mage, all damaged targets take (Mage Level-2) Ongoing Fire Damage for 5 turns; Tempest-All Enemies within 10 spaces of Mage take (Mage Level-3) Shock Damage, repeat at the start of Mage's turn for the next 5 turns; Blizzard-Create a storm 9 spaces by 9 spaces centered on Mage that lasts for 5 turns, dealing (Mage Level-5) Ice Damage and Slow to all Enemies each round and turning all spaces into Ice covered terrain (Counts as Difficult for Enemies); Temporal Schism-Mage acts as if he had 5 actions left for his current round, 4 actions in next round, and 2 actions in 3rd round, then returns to normal number of actions per turn
Prestige-Upon reaching Level 10, a Mage picks one of the following Prestiges and gains it upon defeating a Dungeon Boss. A Mage can only have one Prestige.
Battle Wizard-Attack +1; Defense +1; Range +2; Mage Auto attacks can now do Fire, Ice, Acid, or Shock damage; Battle Wizard automatically attacks any Enemies adjacent to a location Battle Wizard Teleports to.
Blood Magus-Health+3; Attack +1; Blood Magus can cast spells without using up Spells per Floor by paying Health equal to the Tier of the spell being cast; Blood Magus can target spaces with an Enemy in it as the destination of a Teleport, doing 10 Damage (Ignores Defense) to the Enemy and then moving into an adjacent empty space.
Archon-Defense +2; Speed +2; Archon can replace the type of damage for a spell with Type-less Damage, overcoming Resistance and Immunity to Damage Types; Archon can reflect 20% of targeted spells back at the spell's source.
Archer
► Show Spoiler
Archers fight using a powerful bow, hitting targets up to 8 spaces away. They wear light armor, and provide their team with high single target damage and debilitating effects. They are masters of special Shots, which modifier their normal attack, and Traps which they can place to impede and harm others.
Health 2, Attack 3, Speed 3, Defense 1, Range 8
Archers start with the following Abilities: Keen Eye-Spend a move action, Attack +1 on next shot(stacks up to Archer Level); Reflexes-Once per floor, negate damage from an attack and move up to Speed away from attacker as a free action.
Archers can learn the following possible abilities upon leveling up from Lv 2-10: Spirit Scout-Once per floor, send forth a spiritual owl to scout out an area up to 20 squares away, revealing enemies, owl dissipates at the end of the turn; Impeding Shot-Once per floor, attack Enemy, hit deals damage and Slows for (Archer Level) turns; Camouflage-Whenever Archer has taken no move or attack actions, they gain Stealth, which breaks as soon as they move or attack, Attack +1 for 1 turn when they remove Stealth; Flash Bomb-Once per floor, Trap placed within 5 spaces of Archer, first enemy to move into an adjacent space to the Trap sets it off, doing (1/2 Archer Level) Damage and Blinding for 5 turns all creatures within 1 Space of the Trap; Shot on the Run-Once per floor, attack at any point during a move action as an Attack action without ending the move
Archers can learn the following possible abilities upon leveling up from Lv 5-10: Ricochet-Once per floor, attack can be made on an Enemy that is in Range but not in Line of Sight at Attack -2; Explosive Shot-Once per floor, attack Damage replaced with (Archer Level) Explosive Damage to all creatures within 1 space of target; Piercing Shot-Once per floor, attack ignores Enemy Defense up to (Archer Level); Snare-Once per floor, Trap placed within 5 spaces of Archer, first Enemy to enter space end's turn in space and has Speed 0 for (1/2 Archer Level) turns; Forest Step-Ignore the first (Archer Level) Spaces of difficult terrain Archer moves through per floor
Archers can learn the following possible abilities upon leveling up from Lv 9-10: Sleep Gas-Once per floor, Trap placed within 5 spaces of Archer, first enemy to move into an adjacent space to the Trap sets it off, creating a cloud that fills every Space within 2 Spaces of the Trap that causes creatures to fall Asleep; Deadly Shot-Once per floor, attack is made at Attack x2 and ignores Enemy Defense; Wolf Companion-Summons a Wolf, which has Health 8 Attack 9 Defense 6 Speed 10, can attack twice per turn and counts as an ally to all teammates, and sticks around unless killed
Prestige-Upon reaching Level 10, an Archer picks one of the following Prestiges and gains it upon defeating a Dungeon Boss. An Archer can only have one Prestige.
Ranger-Attack +1; Defense +1; Speed +2; Ignore any movement penalties and gain Resist Poison 2; Wolf Companion has +3 all stats and attacks can now Knock Prone.
Sniper-Attack +3; Speed +1; All attacks ingore 1/2 Enemy Defense; Attack Range increased to 15.
Trapper-Health +1; Attack +2; Speed +1; All traps can be used three times per floor; Trap Damage and effect Durations are doubled.
Barbarian
► Show Spoiler
Barbarians throw themselves into combat using heavy 2-handed weapons and wearing leather armor. They have a number of abilities that involve their Health, typically on how low their Health is and gaining strength from the pain. They have many offensive powers.
Health 5, Attack 3, Speed 3, Defense 1, Range 1
Barbarians start with the following Abilities: Bloodlust-Barbarian deals 1 Damage to self(damage cannot be reduced), Attack +2; Rage-When Health drops below 1/2(round down), Attack +2 and Speed+1, bonus lost if Health goes back above the threshold.
Barbarians can learn the following possible abilities upon leveling up from Lv 2-10: Cleave-Once per floor, deal (Attack+4) Physical Damage to adjacent Enemy and (Attack) Physical Damage to a second Enemy adjacent to the 1st and to Barbarian; Shout-Once per floor, Barbarian and allies within 4 Spaces gain Attack +3 for (Barbarian Level) turns; Mighty Leap-Once per floor, leap at least 2 spaces up to 6 spaces, attack 1 Enemy adjacent to landing spot; Furious Swings-Killing an Enemy grants Attack +1, stacks up to (Barbarian Level) times, stacks lost after 4 turns of not killing anything; Totem Strike-Once per floor, adjacent Enemy takes (Attack x2) Spirit Damage and is Feared for (1/2 Barbarian Level) turns
Barbarians can learn the following possible abilities upon leveling up from Lv 5-10: Totemic Visage-Once per floor, all Enemies within 4 spaces are Feared for (1/2 Barbarian Level) turns; Whirlwind-Attack all adjacent enemies twice at Attack-2; Crushing Blows-Bonus to breaking objects and ignores enemy Defense up to (Barbarian Level-2) points; Toss-Once per floor, damage Enemy can be thrown back (Barbarian Level-2) Spaces then stunned for 1 turn; Dire Rage-Health is equal to or less than Defense-1, Attack +3 until Health goes back up
Barbarians can learn the following possible abilities upon leveling up from Lv 9-10: Totemic Fury-Once per floor, all adjacent Enemies take (Attack x3) Spirit Damage and are Feared for (1/2 Barbarian Level) turns; Undying Rage-Once per floor, when Health would be reduced below 1, instead it stays at 1 for 3 turns, during which Attack +5, after which all bonus Attack from Rage is lost; Unstoppable-Once per floor, for the next 2 turns no negative effects can be applied to Barbarian
Prestige-Upon reaching Level 10, a Barbarian picks one of the following Prestiges and gains it upon defeating a Dungeon Boss. A Barbarian can only have one Prestige.
Berzerker-Health +3; Attack +1; All Attack bonuses from Rage doubled; Undying Rage does not remove Attack bonuses when it ends.
Gladiator-Health +2; Attack +2; Cleave, Mighty Leap, Whirlwind, and Toss can be sued Twice per floor; All four of those abilities also do 5 bonus Damage.
Tranquil-Health +1; Attack +1; Defense +2; Rage bonuses now apply to Defense instead of Attack; Totem abilities cause either Fear or Confusion, and do so for 10 turns.
Monk
► Show Spoiler
Balanced warriors who forgo using any weapons, channeling their Ki to perform amazing combat feats. They wear no armor either, gaining any equipment benefits from Magical Prayer Beads. They are deeply spiritual, pushing the boundaries of what their physical bodies can do.
Health 3, Attack 2, Speed 3, Defense 3, Range 1
Monks start with the following Abilities: Counter Attack-Once per floor, negate the damage from an attack that hits, if attacker is in range make an attack against them for free; Parkour-Reduce all falling damage by 1(min 0) dealt to Monk, and ignore first space that would cause movement penalties to Monk each turn.
Monks can learn the following possible abilities upon leveling up from Lv 2-10: Stunning Strike-Once per floor, attack Enemy, on hit do 1/2 Damage and Stun for 1 turn; Iron Body-Bonus to Defense equal to (1/2 Monk Level); Flying Kick-Once per floor, move to and attack an Enemy up to 5 Spaces away; Ki Strike-Once per floor, target takes (Attack+1/2 Monk Level) Physical Damage; Mountain Stance-One Stance active at a time, Defense +2 and cannot be moved by Enemies
Monks can learn the following possible abilities upon leveling up from Lv 5-10: Ki Blast-Once per floor, target within 8 spaces takes (Attack+1/2 Monk Level) Physical Damage, Defense applies; Diamond Mind-Immune to Mind-affects(Sleep, Confusion, Rage, Fear); River Stance-Once Stance active at a time, Attack +1 Speed +2; Snatch Arrow-Once per floor, negate 1 Ranged attack that would pass through a space adjacent to Monk; Ground Slam-Once per floor, all adjacent enemies take (Monk Level) Damage and are pushed 1 Space away from Monk
Monks can learn the following possible abilities upon leveling up from Lv 9-10: Storm Stance-Once Stance active at a time, Attack +4 Defense-2; Ki Barrage-Once per floor, deals (Attack+1/2 Monk Level) Physical Damage to all Enemies in Line 12 spaces long; Pure Body-Immune to Physical-effects(Stun, Paralyze, Slow, Freeze), Defense +4
Prestige-Upon reaching Level 10, a Monk picks one of the following Prestiges and gains it upon defeating a Dungeon Boss. A Monk can only have one Prestige.
Zen Master-Health +1; Attack +1; Defense +1; Speed +1; Can activate two stances at once; Does not take damage from falls and ignores first two spaces that would cause move restriction per turn.
Ki Warrior-Attack +3; Speed +1; All Ki attacks use Monk level(instead of 1/2 Monk Level) for Damage and can be considered Magical; Ki Strike or Ground Slam can now be used when using Counter Attack.
Immortal-Health +2; Defense +2; Has Diamond Mind and Pure Body, if already learned gain Resistance 5 to Physical Damage; Regenerate 3 Life per turn
Races
There are 5 races to choose from, each race gives you a slight stat bonus as well as hidden modifiers. (Don't ask what they are, they're hidden)
Human gets +1 to any stat of their choice
Dwarf gains +1 Health
Elf gains +1 Speed
Half-Orc gains +1 Attack
Halfling gains +1 Defense
Actions
Heroes can make 3 actions every turn. They can make 1 basic attack per turn until Level 4, when they can make 2 per turn, and they can make 3 per turn at Level 7. They cannot make basic attacks the same turn they use "aggressive" powers, which are any spells or abilities that do damage or inflict negative effects to a target. Heros cannot take a Move action the same turn they use an ability that moves them unless the ability says otherwise. Below is a list of what a Hero can do that is considered 1 Action.
-Make a basic Attack
-Cast a Spell or use an "aggressive" ability
-Move up to the Hero's Speed
-Open a Chest/Door
-Loot a Chest/Body
-Picking a Lock or Bashing down a Door
-Dropping/Picking up an item
-Activate an item (Potion/Scroll/Magic item Effect)
-Talking during combat up to 20 words (Talking is a free action out of combat)
-Identify a Magic item (Mages can spend a full round doing so)
-Using any ability that is not considered passive
When breaking open a door or chest the Hero doing so spends an Attack action to do so and must be adjacent to the object being broken. If they would do enough Damage to break the chest or door, they do so.
When Picking a lock or disabling a trap, Thieves typically have a better chance than anyone else. Rolling a 1 automatically fails, and in the case of a trap sets it off immediately. Success means a lock is opened, and a trap is no longer a threat.
Identifying a magic item doesn't have a high chance of success for non-Mages. Anyone can try, but Mages do it best.
Diplomacy is almost NEVER an option, this is a Hack and Slash.
Any actions the Hero wishes to take that don't fall into the above category will be determined by the GM how long they take (if possible.)
Movement and Combat
Characters move Horizontally and Vertically (No diagonal movement) but can attack in any direction. When determining the distance an enemy is from a Hero, count as if the Hero was moving. A Hero can move a number of Spaces equal to their Speed stat. They can move as all 3 of their actions for a turn if they so wish, and out of combat can presumably get anywhere in a room within their Speedx3 with little difficulty. When not in combat their move actions are not very important, except when moving into a new room. When a door is first opened the room is added to the map. If any enemies are inside they will take their actions on the next turn.
Some spaces have Difficult terrain, which costs more than 1 space of movement. The amount it costs will be listed. A Hero can still enter a space that costs more than the Hero's Speed stat, but it will take multiple Move actions to enter the space, and excess Speed does not carry over. For example, a Hero with a Speed of 3 could enter a space with a cost of 2 then continue into a space that costs 1. But if they enter a second space that costs 2 they will need a second move action, and they will not be able to use the leftover Speed to move into another space. But they can spend a third move action to enter a third space then move into a space that costs 1.
During Combat the Heroes always act first. To attack an Enemy they need only to move in range and declare the attack. If they use an ability, the ability will state if an attack is rolled of if the target simply is dealt a certain amount of Damage. The attack is determined by subtracting the target's Defense from the Attack stat and applying the difference to a dice roll, which must roll
Higher than the target's current Health (meaning the more Damage a target takes, the easier they should be to hit). If the attack or ability hits, the formula for Damage is ((Attacker's Attack + Character Level) - ((Target's Defense + Health)/2). Damage from abilities always does at least 1 point of Damage, but basic attacks can be reduced to 0 Damage. The formula is designed so that a character with balanced Health and Defense stats is as good at avoiding damage as a character that focuses in one stat or the other. After all the Heroes have acted the enemies all go. They follow the same rules as the Heroes in combat. The Heroes' actions are done in order based on post order, unless a Hero specifies they will delay until after another Hero goes. "If, then" orders are suggested because if, for example, a Hero targets an Enemy with an attack and an ally kills that Enemy first, then the Hero does nothing unless they had alternative orders. Actions not spent are wasted so it is important to be aware of the actions of your allies.
When moving to a new floor all Heroes in the Team must be in the room with the steps down, and no one can be engaged in combat. There must me unanimous agreement to descend to the next floor. Returning to town is also an option, but cannot be done while in Combat and resets each Floor.
Looting
When an Enemy dies it may have some gold on it, or a key, but usually not much else. Loot carried by Enemies drops in their space and can be picked up only by a Hero in that space. When bosses or Chests are looted, the action is taken by 1 Hero but the items looted are added to a Party Inventory, from which any of the Heroes can pick loot. Gold is shared by the whole Party and placed in the Party Inventory automatically. Items equipped by a Hero can only be used by that hero and cannot be placed back in the Party Inventory unless dropped then picked back up by someone else. Heroes that die cannot have their bodies looted by their allies. See more in the section about Death below.
Death!
Heroes that drop to 0 Health have died! This is not the end for them though. They leave a corpse on the ground, which their allies cannot loot, but they can choose to do a Corpse Run. With this option 1/6th (rounded down) of the gold is deducted from the Party Inventory. The Hero appears at the start of the current Floor with a -1 to all Stats (Minimum 1). They have none of their equipment, and must spend the time running to their corpse. Once they reach it they re-equip their gear and the Stat penalties are removed. If they die en route (due to a wandering monster or missed trap) then they will have to corpse run AGAIN, losing more Gold and gaining further stat reduction (Still Minimum 1).
The second option is to wait for the Team to return to town and revive them. This costs 1/4 of the Party Gold, but there is no stat penalty and the Hero is revived with all their gear equipped. The downside of this other than being more costly is that all the floors will refresh with wandering monsters and random traps. Chests do NOT refill, and without the benefit of gaining a Level for clearing the floor, redoing a Floor is just wasting the Heroes' time and resources.
Floors and Leveling
When you reach the end of a Floor you need to have found the specific key to advance. The decision must be unanimous. After advancing to a Floor that the Heroes have not visited yet they gain a Level. This gives them several benefits, including: They gain +1 to a stat of their choice, They heal back their Health and regain the uses of their abilities listed as Per Floor, and they can decide to either(pick one) A)Gain a random +1 to their Stats or B)Gain an ability appropriate to their current level. Mages also automatically gain 1 new Spell Known. When gaining a +1 to a Stat, Range cannot be increased.
Town
The Heroes start in a Tavern and embark on their quest from their. It has an Inn for them to rest in and revitalize their Health if they don't have the potions and cannot complete a Level, a Store where they can sell useless loot and buy some basic gear, a Temple where they revive fallen allies and can ask for Divine guidance, and a Tavern to recruit new Heroes and get random side quests. Staying at the Inn typically costs the party 1 gold per Level per Hero. Prices for items fluctuate regularly but are usually pretty cheap. Reviving an ally always costs 1/4 the Party Gold, and gaining Divine Guidance is a randomly determined buff that as a fluctuating cost (read: it's a gamble).
And questions about something, please ask so I can add the rules for it to the above.
Group 1
Dlover: Galain, Halfling Monk 1 - Health 3, Attack 2, Speed 3, Defense 4, Range 1; Counter Attack, Parkour
kida: Zolaz, Human Mage 1 - Health 2, Attack 2, Speed 2, Defense 1, Range 3; Magic User, Spells-Magic Bolt, Mage Armor
gamecreator: Tadil, Human Knight 1 - Health 4, Attack 3, Speed 2, Defense 4, Range 1; Smite, Healing Hands
Theis2: Theis, Elf Thief 1 - Health 2, Attack 3, Speed 4, Defense 2, Range 1; Lock Picks, Trap Sense
Orga the Strange: Bal-Ghash Zajar, Half-Orc Mage 1 - Health 2, Attack 2, Speed 2, Defense 1, Range 3; Magic User, Spells-Magic Bolt, Blink
SGTdude: Zhill, Elf Archer - Health 2, Attack 3, Speed 4, Defense 1, Range 8 ; Keen Eye, Reflexes
And MAP(s)! (Will be edited as they update)