Welcome to the first feature spotlight where-in each month we'll delve into one of the many features of Tundralia. Today's feature spotlight is all about one of the core features of the game, combat and classes.
In Tundralia you play as a novice adventurer who has come to the frigid wasteland to grow their fame and fortune, one of the first things you'll do when disembarking the sky-boat to start your adventure is picking your class, either the axe-wielding marauder, spell-flinging witch, or sharp-shooting ranger.
By speaking to the different residents of Snowborn Landing you'll learn the ins and outs of each class for you to then make your decision by learning the initial 'way of the...' skill from your skill tree. This decision cannot be changed once made, so make sure you're happy with your choice otherwise you'll need to start the game again to pick a different class.
The Marauder
Marauders are close combat warriors, that use their rage to power their attacks. Marauders wield 1-handed axes and off-hand shields, along with more heavy plated armour. Given their close proximity to their enemies during the heat of battle, Marauders should prioritise the Strength, Fate and Ferocity stats to increase their health, crit chance and physical damage.

After learning the 'Way of the Marauder' skill, marauders will learn the 'Flame Brand' and 'Thundering Roar' skills. 'Flame Brand' is a melee attack where-in the marauder uses their fiery rage to brand their enemy, causing moderate damage. 'Thundering Roar' is another melee attack, with a slightly longer range but causing less damage as a result of it's increased range. One of these abilities can then be increased at level two to do more damage but at the cost of more mana.
Upon reaching level three, marauders can learn either 'Ragefire', an AoE ability where the marauder explodes in a ball of fiery rage to damage the enemies around them, or 'Weapon Throw', a ranged attack where the marauder hurls their weapon at their enemy. At levels four and five you can then either learn the previous abilities you haven't learnt yet or increase the power of the abilities you have learnt.
At level six you can learn 'Enrage' a 10 second buff that increases your Ferocity by 50. At level eight, 'Scorching Blow' a powerful melee attack, and at level ten, 'Burning Soul' a 60 second buff that changes your base element to fire so you receive decreased damage from holy enemies but in turn receive more damage from water enemies. Similar to levels four and five, at levels seven and nine you can either learn the previous abilities you haven't learnt yet or increase the power of the abilities you have learnt.

The Witch
Witches are ranged spell casters, that use the dark magic of the unseen world to damage their enemies and heal themselves. Witches wield 2-handed staves and off-hand books, along with light wearing armour. Witches fight from afar and should prioritise the Intellect, Fate and Wisdom stats to increase their mana, crit chance and magical damage.

After leaning the 'Way of the Witch' skill, witches will learn the 'Twist Essence' and 'Mark of Terror' skills. 'Twist Essence' is a ranged attack where-in the witch curses their enemy, causing a small amount of damage each second, over 10 seconds. 'Mark of Terror' is another ranged attack which also heals the witch for half of the damage done. One of these abilities can then be increased at level two to do more damage but at the cost of more mana.
Upon reaching level three, witches can learn either 'Fog Mind', a ranged attack that also increases the time between your enemies attacks for 10 seconds, or 'Blood Bolt' a ranged attack where the witch hurls a bolt of blood magic at their enemy causing a large amount of damage. At levels four and five you can then either learn the previous abilities you haven't learnt yet or increase the power of the abilities you have learnt.
At level six you can learn 'Surrender to Fear' a 10 second buff that regenerates your mana at the cost of your health. At level eight, 'Steal Essence' an AoE attack that also heals you for half of the damage dealt, and at level ten, 'Decaying Soul' a 60 second buff that changes your base element to death so you receive decreased damage from nature enemies but in turn receive more damage from holy enemies. Similar to levels four and five, at levels seven and nine you can either learn the previous abilities you haven't learnt yet or increase the power of the abilities you have learnt.

The Ranger
Rangers are hybrid combatants that use their mastery over nature to cause damage both at range and in close combat. Rangers wield 2-handed bows and off-hand quivers, along with medium leather armour. Rangers should prioritise the Fate, Ferocity and Wisdom stats to increase their crit chance, physical damage and magical damage.

After learning the 'Way of the Ranger' skill, rangers will learn the 'Poison Arrow' and 'Quick Shot' skills. 'Poison Arrow' is a ranged attack where-in the ranger poisons their enemy, causing a small amount of damage each second, over 10 seconds. 'Quick Shot' is another ranged attack which deals moderate damage. One of these abilities can then be increased at level two to do more damage but at the cost of more mana.
Upon reaching level three, rangers can learn either 'Ice Arrow', a ranged attack that also slows the enemies walk speed for 6 seconds, or 'Rain Arrows' an AoE attack that deals damage to the enemies in close proximity. At levels four and five you can then either learn the previous abilities you haven't learnt yet or increase the power of the abilities you have learnt.
At level six you can learn 'Call of the Wild' a 10 second buff that increases your Fate by 50 for 10 seconds. At level eight, 'Summon Crow' a damage attack where you summon a crow to claw at your enemy, and at level ten, 'Everliving Soul' a 60 second buff that changes your base element to nature so you receive decreased damage from water enemies but in turn receive more damage from death enemies. Similar to levels four and five, at levels seven and nine you can either learn the previous abilities you haven't learnt yet or increase the power of the abilities you have learnt.

Combat
Combat in Tundralia is done via a tab target hotkey system traditionally used by old school MMORPGs. Abilities are learnt from the skill tree and dragged to the hotbar at the bottom of the screen. To activate a ability, you can either press it's associated hotkey or double click the icon on the hotbar, costing mana and putting the ability into a state of cooldown where in it cannot be activated again until the cooldown is over. Enemies are then selected either using the tab button or by clicking on them.
Combat will then consist of activating abilities in succession, and when they are not on cooldown, to damage your enemies. Once your enemies health reaches zero, they will die and drop items for you to pick-up. This will need to be done while ensuring you have enough mana to cast spells and that your own health doesn't go below zero, as if it does, you will die and respawn at the nearest graveyard.

And that's it for classes and combat, as the game continues to develop there may be changes made to the abilities mentioned for each class, and new ones added as we aim for combat in Tundralia to be ever evolving as game itself develops. Finally, thanks for reading and stay tuned for the next feature spotlight.