Enemy NPC
Behaviors and baseline parameters shared by every enemy. Kinds derive from this proto enemy by scaling factors (e.g. a squishy hard-hitter: low hpFactor, high damageFactor and speedFactor) — so tuning the proto tunes the game's overall difficulty and feel. The goblin stands in as the example.
Proto enemy — the baseline every kind scales from
| max HP | 50 |
| speed | 0.85 m/s (chase 2x, return 4x) |
| strike | undefined dmg / 4 s cooldown / 2 m melee |
| HP regen | 2 hp/s (paused in combat) |
| aggro range | 16 m (edge to edge) |
| body radius | 4 m |
Aggro range
Aggro is edge-to-edge: the enemy notices any opponent whose body edge comes within 16 m of its own. The dashed ring is that reach around the enemy (shown in its 28 m hex); the warrior stands right at the threshold — one step closer and it aggroes.
Static states
Animations
Attack animations belong to abilities (see Abilities). Shared here: receiving damage, and death — the ghost floats up while the token coin-flips to a lootable pouch, the HP bar staying anchored throughout.
Critical hits & misses (fantasy-map rates)
Every landed blow — yours or an enemy's — independently rolls a crit and a miss. A crit (10% chance) multiplies the hit by 1.75× and floats an oversized red number. A miss (10% chance) whiffs entirely: no damage, no knockback, and a gray “Miss” floats up instead. Try the buttons above.
Behavior rules (adopted from fantasy-map)
- Aggro: acquires the nearest living, non-ghost opponent within 16 m (edge to edge). If an enemy hits you while nothing is selected, it becomes your target automatically.
- Chase: 2× base speed toward the target; attacks with everything off cooldown once in reach.
- De-aggro: an enemy damaged within the last 30 s never gives up. After that it abandons when the target escapes beyond 2× aggro range or the chase strays over 40 m from where it started — then it heals to full and walks home at 4× speed.
- Wander: idle enemies amble between random points on their territory edge at base speed (see the Hex grid page for territories).
- Regen: per-enemy rate, paused while in combat (aggroed on a living target, targeted by one, or damaged within the last 5 s).
- Flocking: groups steer around each other and the player instead of stacking — bodies never interpenetrate.
- Ghost players are invisible to enemies: no aggro, and current targets are dropped.