Combat
Combat Mechanics
How stats, weapons, and equipment translate into combat performance.
Turn System
Combat uses a speed-based turn system. Each combatant has a turn timer — when your timer reaches zero, you act. Higher Speed means shorter delays between turns, so fast characters attack more frequently. At the start of each fight, both combatants get a small random initiative offset, so the faster fighter usually goes first but not always.
Damage Calculation
Your base damage comes from your primary stat: Strength for physical weapons, Intelligence for magic weapons (staves, tomes). Your level also contributes a small amount of flat damage. Weapon damage is added on top of stat damage for each attack. Damage rolls have ±20% variance — no two hits are exactly the same.
Armor reduces incoming damage with diminishing returns — stacking armor is always helpful, but each additional point is slightly less effective than the last. The maximum damage reduction is 75%. Magic weapons ignore 40% of the target's armor, making them effective against heavily armored enemies.
Critical Hits
Crits deal 2x damage. Your crit chance comes from three sources:
• Dexterity — Primary source of crit chance for all builds • Intelligence — Adds crit chance when using magic weapons • Speed advantage — Being faster than your opponent grants a small crit bonus
Equipment can also grant flat crit chance. Crit chance caps at 75% (80% with certain class passives).
Accuracy & Dodge
Every attack must pass a hit check. Base accuracy is 85%, increased by Dexterity (or Intelligence for magic weapons). Accuracy caps at 95%.
Dodge chance reduces the attacker's effective hit rate. Your dodge comes from Speed and Dexterity, plus any equipment bonuses. Dodge caps at 60%. Even heavily dodging builds can't avoid everything — there is always a minimum 5% chance to be hit.
Health & Constitution
Your max HP is determined by your level and Constitution. Each point of CON adds 3 HP, and each level adds 3 HP on top of a base pool of 20 HP. Constitution from equipment counts toward your max HP. Consumable CON buffs also increase your health pool while active.
Weapon Styles
Two-Handed: Higher base damage but slower attack speed. Cannot equip an off-hand.
Dual Wield: Two one-handed weapons. The off-hand deals 85% damage with slightly reduced crit, but you get two attacks per turn and a small speed and crit bonus.
Weapon + Shield: One weapon plus a shield in the off-hand. The shield has a chance to block incoming attacks, reducing damage based on shield armor. Safer but lower damage output.
Staff + Tome: Magic weapon with an off-hand tome that adds bonus spell damage. Intelligence-based builds benefit from magic armor penetration.
Diminishing Returns
Stats are fully effective up to 50 points. Beyond 50, additional points give reduced returns (square root scaling). This means spreading stats or stacking a single stat past 50 is less efficient — plan your allocation around this threshold.
Class Proficiency
Each class has proficient weapon types. Using a proficient weapon grants +15% damage. Classes also have off-hand preferences: shield classes get +15% block chance, dual-wield classes get +10% speed, tome classes get +20% magic damage bonus, and two-handed classes get +10% damage.
More in Combat
Fighting Monsters
How combat works, loot drops, and monster rarity tiers.
Boss Encounters
Summon and fight zone bosses for legendary loot.
Auto-Fight
Automate combat as you move through The Wastes.
Scrap Crates
Randomized loot crates dropped by monsters — crack them open for rewards.
Combat Protocols
Automate consumable usage, skill forcing, and shard breaking with conditional rules.
Kill Streaks
Build momentum by chaining kills for escalating XP and scrap bonuses.
Elite Encounters
Dangerous ambush predators that attack you on sight in higher zones.