Combat on EmberForge is server-resolved: you input an ability, and the server validates everything — are you alive, stunned, in range, off cooldown, do you have the resources, is the target valid — before it resolves. Damage, mitigation, crits, blocks, and crowd-control are all calculated authoritatively, so what you see is real and consistent.
Data-driven abilities
Under the hood, abilities are fully data-driven: cast times, cooldowns and charges, resource costs, targeting (self, target, cone, area), and timed effects like damage-over-time and heals that tick on a cadence. Because it's all data, we can tune and balance the kit — and build out the full level-50 spell trees — without touching code.
Threat and aggro are tracked so monsters behave sensibly, and death/respawn is handled server-side.
At a glance
- Validated before resolved — alive, stunned, range, cooldown, resources and target are all checked by the server.
- Authoritative maths — damage, mitigation, crits, blocks and crowd control.
- Targeting — self, target, cone and area.
- Timed effects — damage-over-time and heals that tick on a cadence.
- Threat and aggro tracked so monsters behave sensibly.
Related: Progression · PvP & corruption
