I WANT TO BE A HERO
Hero card
Power: 0
Money: 00/min
Reputation: 0
STORY
Diary
Select a diary entry to view.
STATUS
LEVEL 0 HEALTH 0 0
Experience/min: 0
Next move: 0
%

Attributes:
STR: 0
TGH: 0
MND: 0
AGI: 0
Active abilities:
Current activity: ()
Story Progression
ACTIVITIES
Base attributes from training
Strength: 0
Toughness: 0
Mind: 0
Agility: 0
AREAS
CLASS
Class:
Points available:
Trees
FAME
As your reputation starts to spread, you gain fame points. Fame points can be allocated to give various passive bonuses.
You can reset your point allocation by Rebranding (requires double click). WARNING! This costs 5% of your current reputation!


Fame:
Next at:
PRESTIGE
You can take the Y you found to unlock more of your power.
This will reset your attributes.
Your attribute softcaps will increase by 10% of their current value plus 50% of the effective value over the current softcap.
Softcaps will only increase for attributes which have reached their current softcap!
You gain 1% of the softcap as permanent attributes when you reset this way. (They cannot be lowered below that value by activities)
Softcaps
HELP
Join the DISCORD
Combat
Your hero automatically uses his abilities in combat. Combat is action gauge based, once it fills the prepared ability is used. You can also set which abilities to use once you unlock more by clicking on the slots on the status tab. Finding criminals takes some time (patrolling time) after which you'll enter an encounter. If you are defeated in combat you'll take some downtime to recover (10 seconds).
Movement
You can set the engagement range, which is how close your hero will try to get to the enemy. He will only move this close and not further, so make sure your engagement range matches your abilities! By default your hero cannot move back after closing distance. However, if you have an ability with 'Retreat' he will try to use it to move back to his engagement range if an enemy closes in.
Attributes

STRincreases your damage reduction.
TGHincreases your maximum health.
MNDreduces your ability cooldowns.
AGIincreases your action speed.

Attributes can be increased by training.
Training
Training is done through activities. Each completion gives PlayerLevel*AttributeRatio attributes. The starting activities are free but more rewarding activities that you unlock as you progress cost money to perform.
As you complete the same activity, it gains experience and can rank up. Ranking up increases the reward multiplier. Ranking up needs more experience every time, but later ranks are successively more rewarding.
New activities may not even be worth it until you gain some experience in doing them.
The more of the activity's respective stat you have the more experience you earn doing it.
Abilities

Your first ability is Punch. Punch's damage ratio is 80% STR 20% AGI, which is to say that, that percentage of the respective attribute value is used in the move's damage formula.
The damage formula is:
, where the second part is evaluated and then summed from every contributing attribute.

The damage ratio of abilities can be found by hovering them on the "Abilities" tab.
Abilities also have a damage range, which modifies the final damage, a use time and a cooldown. Cooldowns only start AFTER the abiltiy is used. Some ranged skills have a minimum range, the screen is 100 units wide.
Additional mechanics

Heal: heal for an amount.

Shield: gives temporary health points. Lost at the end of an encounter. Does not stack, stronger shields overwrite.

Critical strike: chance to deal 50% more damage.

Health regeneration: health regeneration per second in combat.

Overwhelm: increases damage based on enemy current hp (higher hp = more damage).

Takedown: increases damage based on enemy current hp (lower hp = more damage).
OPTIONS
v0.02 Alpha

I WANT TO BE A HERO