Combat & Magic
Practical weapon combat, dodge timing, spellbooks, Mana costs and the freedom to mix magical and martial disciplines.
Combat is about timing and positioning
PotA integrates Better Combat, Combat Roll and spellcasting systems. Weapons can have distinct reach, animation and attack rhythm, while spells and equipment choices give each class different tools for approaching a dangerous fight.
Melee combat in PotA
Better Combat governs weapon attack sequences and swing behaviour. The supplied PotA configuration uses its reworked sweeping attacks rather than vanilla sweeping, and does not allow attacks through solid obstacles.
| Mechanic | Configured behaviour |
|---|---|
| Attack windup multiplier | 0.5, enabling a comparatively fast initiation. |
| Swinging while moving | Movement speed multiplier of 0.5 during attacks. |
| Reworked sweeping | Enabled; Sweeping Edge works with the reworked system. |
| Multiple-target damage falloff | Damage to extra targets can be reduced; maximum configured penalty is 50%. |
| Dual wielding speed | 1.2× attack speed multiplier in the configured dual-wield system. |
Combat rolling
Rolling is an evasive movement action with a deliberate recovery period. Under the provided settings, a basic roll lasts eight game ticks and has a four-second cooldown. It costs a small amount of hunger exhaustion and requires an adequate food level.
| Roll rule | PotA setting |
|---|---|
| Base roll cooldown | 4 seconds |
| Roll duration | 8 ticks |
| Automatic invulnerability | 0 configured invulnerable ticks |
| Airborne rolls | Disabled |
| Rolling during weapon cooldown | Disabled |
| Jumping during a roll | Disabled |
Spellbooks and cross-class magic
Every class can use spellbooks from other disciplines if its stats and equipment requirements allow. Two spellbooks can be equipped, making hybrid spell combinations possible. A Wizard can use Warrior spells; a Priest can pursue heavy combat alongside healing; and a martial character can supplement weapon attacks with magic.
Spellcasting is supported by Spell Engine and PotA's spell packs. The ability to cast a spell is determined by your actual loadout and requirements, not an exclusive class-only spell list.
Mana, costs and regeneration
Mana is the resource used by PotA’s spellcasting system. A spell can have a Mana cost, and Mana regeneration lets you recover for further casting. Your available pool and recovery rate are shaped by character attributes, equipped items and skill-tree bonuses.
PotA’s configured RPG Mana baseline adds 100 base Mana before other modifiers. The Alchemy attribute contributes +1 maximum Mana and +0.04 Mana regeneration per LevelZ skill level through LevelZ+.
Mana needs depend on the spells you choose, not the class name on your character. You can combine two spellbooks and build a hybrid caster, provided you meet the relevant requirements. Some Ascendancies can alter spell resource costs substantially, so read their descriptions carefully.
| Example spell | Configured Mana cost |
|---|---|
| Arcane Bolt | 12 |
| Fireball | 18 |
| Frostbolt | 18 |
| Heal | 12 |
| Flash Heal | 20 |
| Arcane Blink | 45 |
These are examples of exact PotA-configured spell costs. Other spells can have different requirements and costs, which should be checked in-game.