Playtest! Tell me what didn't work, or what you want to see
changed or added.
Design some graphics! My sprites are fairly rudimentary; I'm sure
someone can do better. They are all 32x32 .png files, with RGB 0,0,0 as
the mask and RBG 255,255,255 is swapped in-game with the wizard's
colour. Creature sprites are automatically given a dark outline.
Ataxia is free, but if you enjoyed the game or wish to see it
developed further, donations are a great incentive!
As of v.081212, all the
spells from Chaos are
included (except Gorilla, oops.)
Like Chaos, casting
spells changes the alignment of the world. In Ataxia, alignment saturates the
world with a localized effect as well as global.
Wizards specialize in particular spell types.
Lots of new creatures, lots of new attack spells!
Game camera can zoom
in, out and track around.
music. (Currently in back in the workshop)
How to Play
Mouse cursor: Select
spells and movement/ranged/spell targets.
Right Mouse Button: Skips past stages; if you don't want to
move a character or cast
a spell, for example.
Keypad: Optionally used for movement, and for selecting
adjacent squares when summoning a
Cursor keys: Camera track
Delete / Page Down: Rotate game board
Mousewheel or Home / End: Zoom in / out
Options: During play,
there are several buttons along the left-hand side of the screen.
Music on / off (hotkey = "M")
Overhead camera (hotkey = "O")
Let's Go!: Select "The
Battle of Wizards". Select the number of wizards
(1 to 9), then select how many human players will be participating.
Selecting 0 players is possible, in which case you can sit back and
watch the computer wizards battle each other.
Each wizard's position is randomized, and human players are
invited to input their names.
A wizard's appearance and specialized spell groups is chosen
automatically (using the wizard's name as the seed)
Play commences with the Spell Selection phase, Spell Casting
phase and then Movement phase.
In the Spell Selection Phase,
your spellbook appears. Left click to select a spell, right click to
skip this stage.
Hover the mouse over a spell to read more information about it
and to see the spell's range on the game board.
Each spell icon has a bar showing the spell's casting chance.
Chaotic spells have a red border, lawful spells are cyan.
If a spell has no targets in range, its icon is reduced in size
and you can't select it.
Illusion is a
meta-spell. After selecting it, you are presented with the available
spells it may be combined with. An illusionary creature always has a
100% cast chance, but is subject to the Disbelieve spell.
In the Spell Casting Phase, each
wizard takes their turn to cast their chosen spell. Depending on the
cast chance, a spell may fail, in which case play passes on to the next
wizard. If the spells succeeds, it is either cast immediately or the
player is prompted to select the spell's target. The mouse is used to
click on the appropriate target, or in the case of summoning spells,
the keypad can be used to designate an adjacent square. Use the right
mouse button to skip this phase.
In the Movement Phase, the player
moves his wizard and all their summoned creatures. Each creature moves
one at a time. Use the right mouse button to skip a creature's movement.
Most creatures move one square
at a time. Flying creatures may
move to any square within their range.
To move, use the mouse to click
a green movement mark or the keypad to move to an adjacent square.
into an enemy triggers a
melee attack. Available melee targets are shown with a red ring.
Mounting: A wizard
may mount creatures such as the
horse, or constructions such as magic castle or magic wood, by moving
into them. Available mounts are shown with a green ring.
Shooting: A creature
may have ranged attacks. If they have
not made a melee attack, and there are enemies in range, you will be
prompted to select an enemy to shoot at.
Law and Chaos
Spells may be neutral
(grey border), chaotic
(red border) or lawful
(cyan border). Casting chaos or law spells will saturate the game board
with that alignment. A wizard standing in an area of high alignment
will have a bonus chance to cast similarly aligned spells. Thus to cast
a powerful spell, one may first cast several weaker spells of the same
alignment to boost the chance of it working.
Aligned creatures slightly saturate the grid with their
alignment at a
strength based on their level.
Level: Overall power of
the creature. To the right of this is the XP bar.
Move: How many squares a
creature can move.
Attack and Defense: Most attacks use these
stats to determine a hit.
Dam and End: Damage and Endurance. If an
attack hits, these are compared to determine the severity of the wound.
Dodge: Used to defend
against Bolt, Burst, and Blast attack spells; the melee
attacks of creatures that can bypass armour, such as phantoms, spectres, wraiths and banshees; and the ranged attacks of dragons, magicians, and light elf sorceress.
Body: Used to defend
against Ball, Wave and Storm attack spells and the chilling
touch of a ghost's melee
Mind: Used to defend
against Strike and Aura attack spells, and the ranged
attack of a banshee.
Hurt and Getting Away
enemy is hit, they may suffer a minor wound, a major wound, or be
Incorporeal: Phantoms, spectres, wraiths, ghosts and banshees are incorporeal; attacks
pass through them, reducing their chance of being hurt.
Regenerating: Vampires, wraiths and trolls have a chance of
regenerating, removing a major
wound. The troll may even regenerate after being killed.
Creatures and spells can cause typed
damage. This may be poison, ice, fire, lightning, psychic, vile or
divine. Some creatures may be resistant
or vulnerable to
different damage types.
Flanking: If a creature
(not owned by the enemy's wizard) is in the square
opposite the attacking creature, a flanking attack will occur.
enemy earns the victorious creature a fraction of an
experience point (XP), of which the owning wizard earns a share.
whole XP results in the creature levelling up, increasing all of its
melee attack, the two combatants are engaged in combat and cannot
Instead of attacking, a creature may attempt to withdraw (with the 'W'
Flying or incorporeal
creatures (including wizards in shadow
form) have a better chance of withdrawing.
Skirmishers (examples: goblins,
hobgoblins, manticores, bats, eagles, dire wolves, centaurs, bandits,
nightmares, draugar, rocsand
unicorns) have a better
chance of withdrawing.
Mêlée experts reduce their opponents chance of
withdrawing (examples: skeleton,
phantom, hobgoblin, crocodile, red dragon, light elf, dwarf, soldier,captain, fire giant, ghoul and hadhayosh)
Killing an enemy
causes all their creatures to disappear. To win the game, your wizard
the last man standing.
Ataxia II is
released under the Creative Commons
Attribution-Noncommercial-Share Alike 3.0 Unported License (see
http://creativecommons.org/licenses/by-nc-sa/3.0/) - that is, I welcome
alter the game and distribute as you wish as long as you credit me, and
the modified version under the same license. Credits go to:
Ludvique of freesoundproject.org, as I modified some of their sound
Psychotic Carp's @ Pixeljoint, for some pixel art.
I program as a
hobby, during what little spare time I get. I look
your criticisms on the wiki.