Karnoth
These rules come straight from the game code.
Click a creature or player to select it (up to 23 tiles); Tab cycles nearby foes. Skills go to your selected target, and when someone hits you, you can make them your target automatically.
Your basic attack depends on the weapon, never on the class: daggers, swords and maces hit up close; a bow shoots up to 9 tiles; a staff or book gives a quick weak magic strike. Each class wields only its own weapon types, as in the reference: rogue dagger and bow, mage staff and book, paladin sword and mace with a shield, bishop mace, staff and book.
Shooting a bow roots you while you draw (0.42 s at base attack speed); moving does not cancel the shot, you just stand still. Creature archers obey the same rule — that is your moment to close in.
Physical hits are reduced by armour, spells by magic resistance, up to 75 % at most. Critical hits deal ×1.5. Physical attacks miss 5 % of the time and can be dodged; spells miss 4 %.
Bleeding deals damage every 1 s for 6 s and ignores armour; Poison pulses every 3 s for 30 s; Frost slows you by 30 % for 30 s. They do not always land: the chance starts at 80 % and changes ±2 % per level of difference, your constitution resists bleeding, your mind resists poison and your wit resists frost, and a creature's resistance multiplies it (from 1 % to 99 %).
Spells and some attacks carry an element (fire, ice, wind, earth, holy, poison). Each creature takes more or less from each element: frost creatures burn, undead fear holy light, golems ignore poison. Check its page.
Sit down to recover faster: sitting multiplies your regeneration by ×1.5. Towns and camps restore you quickly out of combat.
When you die you choose where to come back: the town, a camp, your castle or clan hall. You lose 4 % of a level's experience and return with 70 % health; you are untouchable for 3 s. Creatures come back 60 s after dying.
Towns, camps and citadels are peace zones: nobody can attack there. Everywhere else is war. You can also challenge a player to a friendly duel (up to 2 min, nobody dies).
Each ambient has a castle. The leader of a clan or a party with at least 2 members declares war (if you are in a clan, the clan declares); after 2 h of preparation the siege lasts 2 h. Break in and hold the seal for 30 s to take the castle. The owner clan gets a hall, a chest and a respawn point.
Only kills (and quests) give experience. Creatures more than 5 levels below you give less (×5/6 per extra level). In a party the kill is shared and boosted (+30 % with two, +67 % with eight). Skill points from kills buy skills at the skill master.