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Combat

Adventures and dungeons are fought for real. It isn't a line of text saying you fought: the server resolves an actual fight with your real stats, the same ones you see on your character sheet.

Information

The fight resolves WHEN the expedition ends, not while it runs, and it is deterministic: the seed is fixed at the start, so the same sheet with the same seed always gives the same result. That is why the client can show you the fight without making anything up, and why nobody can reroll it until it goes their way.

Round cap60
Rest between encounters6 %
Armor for half50
Monsters per stage8–60
Rest between stages40 %
Dungeon toughness×1

Each encounter goes in turns: you strike first — as many times per turn as your attack speed says, carrying the leftover fraction — and the creature answers once. Evasion and crits roll against the same seed. Between encounters you rest a little, and that is the whole of it: no potions, no starting over.

During an outing, under your frame and your target's there is a row of small icons with each side's active effects: green border if it helps, red if it hurts, and below it what is left (minutes, rounds or shield hits). Hover one to see what it is and what it does. It shows food dishes, the spell shield and the debuffs creatures leave on you (poison, bleeding and the rest); later effects will go in the same row.

Armor does not subtract damage: it divides it. With armor equal to the constant, a hit lands at half; with double, at a third. That keeps armor from ever making anyone invulnerable no matter how much stacks up, and makes the first piece worth more than the tenth.

Bestiary

Falling is not dying: it is coming back early. You are paid for the part of the road you did — gold and experience for the enemies you defeated — and NONE of what was promised for reaching the end. That is why better gear does not pay "a bit more": it pays arriving.

What you fight with is decided by the WEAPON you have equipped, not by your class. A wizard holding a sword hits with the sword, and is wrong to. The three styles have to feel different without any of them being the right one.

KindDamageSpeedHits withExtra
Melee×1×1Physical damage—
Ranged×0.66×1.35Physical damageOne shot before it arrives
Magic×1×1Magic damageMana per hit: 4·Uses your equipped spells

The math

Every combat calculation, with the real numbers. There is no second hidden formula: these are the ones the server runs, and the values come from the same catalogue the game uses.

NameFormulaCapEffect
Armorhit × 50 ÷ (50 + armor)—Armor does not subtract: it DIVIDES. With armor equal to the constant a hit lands at half, with double at a third. It never reaches zero, so stacking armor never makes anyone invulnerable, and the first piece is worth more than the tenth.
Elemental res.hit × (1 − resistance %)50 %On whatever armor let through. It is the defense of the talisman and of the rampart shield, and it adds to armor instead of competing with it.
Blockhit × 0.35 if the roll succeeds50 %One roll per hit. Blocking does not cancel: it lets a part through. A block that cancelled would make the shield the only piece that matters.
Evasionthe hit never happens if the roll succeeds75 %One roll per hit, before everything else: if you evade, the hit never happened and neither armor nor block take part.
Crit chancehit × crit damage ÷ 100—One roll per hit of YOURS. The crit multiplies the hit before the creature's armor touches it, so it pays more against soft targets.
Attack speedhits per turn = speed ÷ 100—A hundred is one hit per turn; a hundred and fifty, one and a half. The leftover fraction is NOT lost: it accumulates and on some turn becomes an extra hit.
Life steallife += hit × life steal %25 %On what you actually landed, after the creature's armor. Hitting is also defending.
Healing receivedhealing × (1 + healing received %)—It boosts the rest between encounters and the healing spell. It is the only place where anyone heals without spending mana, so it is where it has to pay off.
Rest between encountersmax life × 6 %—Between encounters, as a fraction of maximum life. It goes with how many creatures there are: with twice the encounters, half per rest, or the whole expedition would heal twice as much.

The order of an incoming hit is not a detail: first ARMOR, which divides; then RESISTANCE, which takes a percentage of what is left; and last BLOCK, which is a roll on the whole hit. The other way round, resistance would be worth less the more armor you had, and two defensive pieces would compete instead of adding up.

Defenses are capped, and not for tidiness. A character you cannot hit farms without limit, and in a game with a real economy that is not a fun problem: it is a printing press.

NameEffect
StrengthPhysical damage
AgilityAttack speed, critical chance and evasion; for Rogues, also damage
IntelligenceMagic damage, mana and mana regeneration
CharismaMore gold from outings and errands, shop discounts, healing and a better chance of rarity when crafting gear; for Bards, Clerics, Pirates, Duelists and Warlords, also damage
VitalityHealth, armor and regeneration; for Guardians, also damage

Agility adds no damage: it gives attack speed on a curve (45 points give +45 %; never more than +90 %), critical chance and evasion. Critical damage comes from your weapon and gear, not from agility. Strength gives physical damage and no health: health comes from Vitality, and the health strength used to give is now granted by the class (5.4 per level for strength classes). The exception is the Rogue, the pure-agility class, who also hits with agility (0.15 per point), like the Guardian with Vitality and the Bard with Charisma. The Hunter also hits with agility (0.25 per point) and pays for it with 40 % less health and armor: it lives by keeping its distance. The Ranger also hits with agility (0.15 per point). No weapon carries a penalty: any class hits in full with any weapon it can wield. What belongs to your class pays off more: each point in an attribute of its focus yields 30 % more, and the rest pay in full.

Creature debuffs

Some creatures, not all, leave something on you when their hit lands. It shows in your frame's effect row, in red, with the turns it has left.

NameExtraTurnsWho inflicts it
Poison10 % of the creature's hit per turn, ignoring armor2Cave Spider, Mine Serpent, Viper, Jungle Spider, Scorpion, Desert Spider, Feathered Sand Serpent, Medusa
Bleeding15 % of the creature's hit per turn, ignoring armor2Wolf, Fox, Werewolf, Jungle Werewolf, Tiger, Snow Wolf, Shark, Hawk, Gorilla, Thorn Lizard
SlowYou dodge 30 % less3Frost Golem, Frost Core, Frost Soldier, Yeti, Festive Yeti, Mud Fiend, Ent, Jungle Ent, Turtle
WeaknessYou hit 10 % softer3Skeleton, Skeleton Soldier, Pyramid Skeleton Warrior, Cursed Village Woman, Cursed Village Man, Reaper, Ghost Reaper, Crypt Hag, Dungeon Witch, Blood Witch, Vampire Lady, Vampire Noble, Vampire Lord, Vampire King, Pharaoh
SunderYour armor is worth 20 % less3Orc Berserker, Orangebeard Orc, Forest Giant, Troll, Bandit Axeman, Eclipse Sphinx, Gargoyle, Golden Gladiator, Pyramid Warrior
StunYou lose your hits for the turn1Every boss, rarely (5 %)

Only with a hit that lands (not if you dodge it or the shield stops it whole). The chance is small and grows with the creature's level: a quarter in the first levels, full from 40. They don't stack: the same one again refreshes its duration. They last turns of that fight and the rest between fights cures them. The Glutton's Ring makes them last twice as long, with a cap.

Melee

The one that was always there and the yardstick for the other two: hits hard, hits at normal pace, and eats everything that comes. It uses your physical damage, no discount and no surcharge. If you do not know what to bring, bring this.

It hits with the physical damage on your sheet, no discount and no surcharge, at one hit per turn of base speed. It has no opening advantage: the creature arrives on the first turn and from there both trade blows until one falls.

Damage×1
Speed×1
Damage per turn×1

What moves it

What to carry

Physical damage·Crit chance·Agility·Attack speed·Strength

SteelFangMaliceFuryHeadsman

Who hits like this

WarriorPaladinRogueBanditDruidBardPirateGuardianCrusaderWarlordDuelist

Weapon

WeaponKindDamageSpeedExtra
SwordBalanced×1×1Crit chance +4 %
AxeHeavy×1.3×0.8Crit chance −4 %
DaggerLight×0.75×1.25Crit chance +8 %·Crit multiplier +30 %
ClawLight×0.7×1.43Crit chance +4 %

A weapon of a hybrid line (Templar, Threshold, Sap or Rune) hits with half the physical damage and half the magic one: it performs like a pure weapon and rewards raising both.

The trade-off for having no trick is that EVERYTHING improves it. Ranged gives up damage for speed and the mage pays mana per blow; melee collects in full whatever your sheet says, so every point of physical damage, crit and speed feels equally good. It is also the only one that takes every blow, which is why it gets the most out of armor.

Ranged

Hits more often and softer, and opens every encounter with a FREE shot: the creature takes a turn to arrive. Against a big slow one that round of advantage is half the fight; against a fast one it is not enough and the damage cut shows. It is the style that wins before it starts, or does not.

It trades damage for hits: each arrow lands for less but they come more often. In damage per turn it sits barely above melee, so the real difference is not there: it is in the turn the creature takes to arrive.

Damage×0.66
Speed×1.35
Damage per turn×0.89
Turn of advantage1

What moves it

What to carry

Physical damage·Crit chance·Agility·Attack speed·Move speed

DartSightHawkFalconEagle

Who hits like this

HunterPirateRanger

Weapon

WeaponKindDamageSpeedExtra
BowBalanced×1×1Crit chance +4 %
CrossbowHeavy×1.3×0.8Crit chance −4 %

A weapon of a hybrid line (Templar, Threshold, Sap or Rune) hits with half the physical damage and half the magic one: it performs like a pure weapon and rewards raising both.

Arrows are not worn: they stack in the backpack and are spent, one per shot. Without arrows the bow does not shoot and the character just stands there; with them, the arrow adds its damage to the shot.

That free turn is the whole advantage, and it is enormous against whatever hits hard and slow: one blow less taken per encounter, multiplied by every encounter of the expedition. Against fast things it is not enough, and there the damage cut shows. And since it splits the same damage into more hits, the creature's armor weighs more on it: armor divides EVERY hit, so dividing many small ones leaves less than dividing a few big ones.

Magic

Hits with MAGIC damage, the other half of your sheet, and every blow costs mana. When mana runs out you fight with the staff, which hits for half: running dry has to hurt. It is also the only style that uses the spells you have equipped, up to two.

It hits with MAGIC damage — the other half of your sheet, the one intelligence drives — and every blow spends mana. It is also the only style that casts the spells you have equipped: one per turn, before the blows, and always the most expensive one you can pay for that is ready.

Damage×1
Speed×1
Damage per turn×1
Mana per hit4
Out of mana hits for×0.5
Slot3Uses your equipped spells · Gnome: 4

What moves it

What to carry

Magic damage·Mana·Intelligence·Mana regen·Cooldown

RuneSigilEchoVortexArcanum

Who hits like this

ClericWizardBard

Weapon

WeaponKindDamageSpeedExtra
StaffBalanced×1×1—
WandLight×0.8×1.25Mana per hit 3

A weapon of a hybrid line (Templar, Threshold, Sap or Rune) hits with half the physical damage and half the magic one: it performs like a pure weapon and rewards raising both.

The spell choice is not random and is worth knowing: it casts the most expensive one that fits in your mana and is off cooldown. The healing one only casts below 60 % life and the shield one only if no shield is up, so carrying one of each kind does not waste turns.

Mana is the mage's hourglass: it is spent per blow and per spell, and between encounters it comes back in the same fraction as life. With full mana it hits harder than anyone; dry, it hits for half with the staff. That is why maximum mana and its regeneration are not decoration on the arcane line: they decide how many encounters it lasts before turning into a bad warrior.