Wiki/Combat/Combat Mechanics

Combat

Combat Mechanics

How stats, weapons, and equipment translate into combat performance.

Table of Contents (6)

Turn System

Combat is turn-based. Turn order is influenced by equipment and build choices. At the start of each fight, both combatants get a small random initiative offset, so the outcome is never perfectly predictable.

Damage Calculation

Your damage scales with the combat skill matching your weapon type. Melee weapons scale with your Strength level, ranged weapons with Ranged, and staves with Signal. Weapon damage is added on top of skill-based damage for each attack. Damage rolls have natural 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. Magic weapons ignore a portion of the target's armor, making them effective against heavily armored enemies.

Accuracy

Every attack must pass a hit check. Melee accuracy scales with your Attack level. Ranged accuracy scales with your Ranged level. Spell accuracy scales with your Signal level. Higher skill levels mean you land hits more consistently against tougher enemies.

Health & Vitality

Your max HP is determined by your Vitality level. Every nomad starts at Vitality 10, and it trains passively whenever you deal damage in combat. No matter what weapon you use. Higher Vitality means a larger health pool, which is the difference between surviving a fight and not.

Defense & Fortitude

Your Fortitude level determines how effectively you use armor. Higher Fortitude reduces incoming damage. Train Fortitude by using defensive attack styles in combat.

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 reduced damage, but you get two attacks per turn.

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.

Two-Handed Staff: Casters wield staves that scale damage with Signal and benefit from magic armor penetration.