Wiki/Combat/Combat Mechanics

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.