Last Light of Eremor, home

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

  1. 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.

  2. 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.

  3. The roll. The weapon's own range, or a creature's, or the ability's damage.

  4. Power. × power ÷ 100; a staff's or a sceptre's bolt × spellcraft ÷ 100; an ability × its potency ÷ 100.

  5. The crit. At crit chance less the target's crit resistance over 100, the blow deals × (1 + crit damage ÷ 200).

  6. 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.

  7. Rounded. Half up, and never under 1.

  8. 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 − evasionTo land
-30045%
-20055%
-10065%
-5070%
075%
+5080%
+10085%
+20095%

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 − potencyTo shrug off
-501%
-2525%
-1040%
050%
+1060%
+2575%
+5099%

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 1BluntPiercingSlashingResistances
Orc130140140None
Goblin110120120None
Skeleton100160130Poison 600, Holy 60 (weak), Shadow 140
Wolf120110110Frost 130
Mummy120130110Poison 600, Holy 60 (weak), Shadow 140
Withered Mummy120130110Poison 600, Holy 60 (weak), Shadow 140
Ghoul110120120Poison 600, Holy 60 (weak), Shadow 140
Wailing Shade130130130Poison 600, Holy 60 (weak), Shadow 140
Goblin Skulker110120120None
Dagny Holt120120120None

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.

The Orc, tier by tier:

TierHealthPowerA blowAccuracyEvasionArmourExperience
111012010-14100100130 blunt, 140 piercing, 140 slashing60
214315612-19110110151 blunt, 168 piercing, 168 slashing120
317619215-23120120172 blunt, 196 piercing, 196 slashing180
420922818-27130130193 blunt, 224 piercing, 224 slashing240
524226421-32140140214 blunt, 252 piercing, 252 slashing300
627530024-36150150235 blunt, 280 piercing, 280 slashing360

A rank makes a creature's final health and power a share of a common one's, and rolls its loot more times:

RankHealthPowerExperienceLoot rolls
Elite150%150%300%2
Rare200%150%500%3
Boss500%200%1000%4
World2000%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.