That’s right! We just released a freely playable level to see how Alnory is progressing! Feel free to tell us what you think after playing (and come back later and play some more 🙂 )
An adventurer that does not strike during a turn, can assist any of the adventurers that neighbor him or her, taking the hit instead. Doing so even gives the defender Experience, so Defense sometimes really is the best Defense!
With a Sword, you can hit only one opponent at a time, but it will take a lot of damage, making short work of the big tough baddies standing in your way.
A Lance will hit up to three opponents, but with limited damage to each. Great for cleaning up groups, as long as they are not too big..
Bows will also hit up to three, and can even hit opponents which are blocked by others. However, the price for this flexibility is even less damage.
It is up to you to choose the best combination!
Opponents have the same Attributes as your adventurers, and can be just as varied.. make sure to fit your strategy to their style, or get in trouble fast!
Just added a new page: The Game, which shows how Alnory works! Check it out here !
Each of your adventurers has 4 attributes, which get higher with each level they gain:
Agl stands for Agility, and determines if you are quick enough to hit opponents, and evade attacks on yourself.
Atk is the strength of your Attack: when you make a hit, this one sets the damage it makes.
Def is your Defensive power, and will reduce the damage done by hits on you.
Hp are your Hit Points, or the amount of damage you can take. Once this reaches 0, the adventurer is out of the game. No worries though, the next run your adventurers will have brand new Hit Points to play with!
Sheila was with other fugitives in the woodlands near the Iron Fortress, living off trapping wildlife and robbing travelers. Stealth, cunning and an eye for shooting arrows are good traits in the woods, and Sheila has them in spades. She had a good life, until a warlord decided to clear them out. After killing dozens of troops without stemming the tide, she felt it was time for a change of scenery, and fled.
She is fast, agile and extra deadly with any type of bow she can get. Hit-and-run is where she excels, and is too fragile to get bogged down.
Nobody knows where Burth comes from, and he clearly does not want to talk about it. He is actually a closed book on many subjects, and more a do-er than a talker. But it is clear there is one thing he values: loyalty. If he considers you a friend, and feels he can count on you, then rest assured that he will go through fire to help you in times of trouble.
Taking hits for himself or others is no problem for this bear of a man. Hurting evil is harder for him to do, but his support will be helpful for all.
Growing up in an orphanage is hard, especially for little girls. The ones that survive tend to become tough as nails, and Desra certainly is. Having learned the hard way not to ever back away from a fight, Desra has no problem with kicking, screaming, cutting, slashing, hacking or biting her way through any enemy.
She is a woman not to mess with, and makes sure everybody knows that: as a result, enemies tend to avoid her when attacking. Her wild nature gives her strong blows, but weak defense: thankfully, cuts and bruises don’t matter to her that much.