Combat
How a blow lands, in order, and how creatures grow. The game is meant to be hard: one creature of your tier is a fight you can lose.
The blow, in order
The hit. An attack meets accuracy against evasion: 75% + (accuracy − evasion) ÷ 10, never under 1% or over 99%. An ability that asks a save rolls the save instead; one that is sure never misses.
Block, then parry. A landed blow may be stopped by the target's shield (block) or turned by its weapon (parry), each 10 points 1%. No creature blocks or parries.
The roll. The weapon's own range, or a creature's, or the ability's damage.
Power. × power ÷ 100; a staff's or a sceptre's bolt × spellcraft ÷ 100; an ability × its potency ÷ 100.
The crit. At crit chance less the target's crit resistance over 100, the blow deals × (1 + crit damage ÷ 200).
Armour or resistance. A blunt, piercing or slashing blow meets the target's armour of that type: each 10 points over 100 take 1 off, less 1 for each 10 points of the attacker's penetration over 100; under 100, armour adds. A magic blow meets its resistance instead, in full.
Rounded. Half up, and never under 1.
Life steal. Each 10 points over 100 heal the striker 1% of the health the blow took.
Worked through with real numbers on the Stats page.
The hit
75% when accuracy and evasion are even; every 10 points between them move it 1%, from 1% to 99%: nothing is ever certain.
| Accuracy − evasion | To land |
|---|---|
| -300 | 45% |
| -200 | 55% |
| -100 | 65% |
| -50 | 70% |
| 0 | 75% |
| +50 | 80% |
| +100 | 85% |
| +200 | 95% |
The save
An ability that names a save is shrugged off at 50% + (save − potency), each point 1%, from 1% to 99%. A save halves the blow or stops it whole, as the ability says; what it carries (a stun, a slow) saves on its own once the blow lands. Each attribute has its save and its potency: Strength the Stance save and Might potency; Dexterity the Reflexes save and Finesse potency; Constitution the Endurance save and Fortitude potency; Intelligence the Wits save and Cunning potency; Wisdom the Will save and Insight potency; Charisma the Courage save and Presence potency.
| Save − potency | To shrug off |
|---|---|
| -50 | 1% |
| -25 | 25% |
| -10 | 40% |
| 0 | 50% |
| +10 | 60% |
| +25 | 75% |
| +50 | 99% |
Armour and resistances
Armour is three stats, one for each kind of weapon blow: Blunt armour, Piercing armour, Slashing armour. Resistances are ten, one for each kind of magic: fire, frost, lightning, thunder, acid, poison, arcane, holy, shadow and mind. Armour stops weapons and resistances stop magic; neither touches the other, and no attribute raises them: only gear and abilities do. Each 10 points over 100 take 1 off a blow; under 100 is a weakness that adds.
| Creature, tier 1 | Blunt | Piercing | Slashing | Resistances |
|---|---|---|---|---|
| Orc | 130 | 140 | 140 | None |
| Goblin | 110 | 120 | 120 | None |
| Skeleton | 100 | 160 | 130 | Poison 600, Holy 60 (weak), Shadow 140 |
| Wolf | 120 | 110 | 110 | Frost 130 |
| Mummy | 120 | 130 | 110 | Poison 600, Holy 60 (weak), Shadow 140 |
| Withered Mummy | 120 | 130 | 110 | Poison 600, Holy 60 (weak), Shadow 140 |
| Ghoul | 110 | 120 | 120 | Poison 600, Holy 60 (weak), Shadow 140 |
| Wailing Shade | 130 | 130 | 130 | Poison 600, Holy 60 (weak), Shadow 140 |
| Goblin Skulker | 110 | 120 | 120 | None |
| Dagny Holt | 120 | 120 | 120 | None |
Creatures by tier and rank
A creature is made by the same rule as a hero: its attributes multiply 100 plus its own points. Each tier of its land above the first adds 30 Health, 30 Power, 10 Accuracy, 10 Evasion, 10 Penetration, 5 to each save and potency, 10 Perception, and its armour and any resistance over 100 grow by 70% of what they have over it (a weakness stays as it is). Experience grows 100% a tier.
| A tier adds | Points, before its attributes multiply them |
|---|---|
| Health | +30 |
| Power | +30 |
| Accuracy | +10 |
| Evasion | +10 |
| Penetration | +10 |
| Stance save | +5 |
| Reflexes save | +5 |
| Endurance save | +5 |
| Wits save | +5 |
| Will save | +5 |
| Courage save | +5 |
| Might potency | +5 |
| Finesse potency | +5 |
| Fortitude potency | +5 |
| Cunning potency | +5 |
| Insight potency | +5 |
| Presence potency | +5 |
| Perception | +10 |
The Orc, tier by tier:
| Tier | Health | Power | A blow | Accuracy | Evasion | Armour | Experience |
|---|---|---|---|---|---|---|---|
| 1 | 110 | 120 | 10-14 | 100 | 100 | 130 blunt, 140 piercing, 140 slashing | 60 |
| 2 | 143 | 156 | 12-19 | 110 | 110 | 151 blunt, 168 piercing, 168 slashing | 120 |
| 3 | 176 | 192 | 15-23 | 120 | 120 | 172 blunt, 196 piercing, 196 slashing | 180 |
| 4 | 209 | 228 | 18-27 | 130 | 130 | 193 blunt, 224 piercing, 224 slashing | 240 |
| 5 | 242 | 264 | 21-32 | 140 | 140 | 214 blunt, 252 piercing, 252 slashing | 300 |
| 6 | 275 | 300 | 24-36 | 150 | 150 | 235 blunt, 280 piercing, 280 slashing | 360 |
A rank makes a creature's final health and power a share of a common one's, and rolls its loot more times:
| Rank | Health | Power | Experience | Loot rolls |
|---|---|---|---|---|
| Elite | 150% | 150% | 300% | 2 |
| Rare | 200% | 150% | 500% | 3 |
| Boss | 500% | 200% | 1000% | 4 |
| World | 2000% | 300% | 4000% | 8 |
Mana and breath
Every ability spends breath, × 100 ÷ breath efficiency. Spells and bolts spend mana as well, × 100 ÷ spell efficiency, rounded up and never nothing; a staff's or a sceptre's bolt costs 1. Mana is a burst, not a stream: at wellspring 100, 1% of the pool comes back every 10 min. Out of mana, a staff swings blunt, with power.
