Combat
Every turn, against players and NPCs alike, runs on four actions and the arithmetic below. These are the real formulas the bot runs.
The three stats
Your point budget grows with your level and is never unlimited:
total stat points = 10 + (global level β 1)STR β Strength
Raw damage. Each point adds +4 to your base attack on top of a random 5β15 roll, and it strengthens both halves of your Parry.
base damage = (STR Γ 4) + random(5β15)AGI β Agility
One of the most important stats, because it does five things at once: it sets your crit chance and your dodge chance, decides initiative β the turn order, so the higher your AGI the sooner you act each round β adds bonus damage to every hit you land, and softens the hits you take with flat damage reduction.
initiative speed = AGI + 1 Β· crit chance = dodge chance (see the table) Β· bonus damage = Γ (1 + 0.0175 Γ AGI) Β· flat damage reduction = AGI Γ 2.5| AGI | Crit & dodge chance |
|---|---|
| 0 | 0% |
| 5 | 5% |
| 10 | 10% |
| 13 | 11% |
| 16 | 12% |
| 20 | 13% |
| 40 | 20% |
Up to AGI 10 each point is +1% to both crit and dodge; above 10 it slows to roughly +1% per 3 AGI. Initiative, though, keeps climbing with every point β everyone still acts once per round, AGI just decides who goes first. Bonus damage and flat damage reduction also rise smoothly with every point β about +1.75% damage and +2.5 flat reduction per AGI.
CON β Constitution
max HP = 50 + (CON Γ 15) Β· rest heal = 20 + (CON Γ 3)| CON | Max HP | Rest heals |
|---|---|---|
| 0 | 50 | 20 |
| 5 | 125 | 35 |
| 10 | 200 | 50 |
| 15 | 275 | 65 |
| 20 | 350 | 80 |
Build calculator
Move the numbers. Everything below is computed with the formulas above, not an approximation of them.
The four actions
| Action | What it does |
|---|---|
| Attack | Deal damage to your target. Can crit, from AGI. |
| Parry | Brace to block and counter the next hit. It's a wager, not a shield β see below. |
| Rest | Heal 20 + CONΓ3 and gain Focus β but only if no enemy attacks you this turn (see below). |
| Use Consumable | Use a potion from your bag on your turn. |
| Switch | Team and tag modes only: swap your active fighter for a benched one. Uses your turn. |
Rest is interruptible. If any enemy attacks you on the turn you Rest, your Rest fails β no heal and no Focus β and you are caught resting: the attacker deals bonus damage (Γ1.5 in a duel). Only Rest when you are safe from a hit; a resting fighter is the most punishable target on the board.
Parry is a wager, not a shield
block value = (CON Γ 4) + STR Β· counter value = (CON Γ 3) + STRPerfect Block β if your block value is greater than or equal to the incoming attack, you take zero damage and reflect your counter value back.
Guard Break β if the attack is bigger than your block value, you break: you take only the overflow above your block.
This is why a high-CON parry punishes attackers, and why a hard enough hitter breaks one anyway. Do not parry a guaranteed guard-breaker β you just eat the difference.
Focus and Ultra Focus
Focus comes from Resting, or a Focus Potion. Your next Attack deals Γ2. It carries turn to turn until you spend it, and it can still be dodged or parried.
Ultra Focus comes from gaining Focus again while already Focused. Your next attack is a guaranteed Γ2 that cannot be dodged and cannot be parried.
Ultra Focus is the answer to every defensive build in the game. If your opponent is about to parry, or is a high-dodge AGI build, build it and punish them.
Crits, dodge and initiative
A crit multiplies final damage by Γ1.5. Base crit is 0% with no AGI. A Critical Potion adds +25% to your next attack; clan passives and badges add more. Dodge is passive and takes a hit to zero damage. And AGI decides initiative β who moves first each round β so a fast build lands its blow before the enemy can answer. But initiative can be drained: some gear (Phase Shard) and weapons (Sunder Pike's Tempo Break) shove an enemy down the turn order, so even a slower fighter can steal the first move.
NPC passives
Most NPCs and every boss carry passives that change how the fight works.
| Passive | Effect |
|---|---|
| Enrage | Deals 1.5Γ damage below 30% HP |
| Momentum | +10% damage per consecutive Attack (max +30%); resets on Rest/Parry |
| Thorns | Reflects 15% of damage taken back to the attacker |
| Resilience | Survives one lethal hit at 1 HP (once per fight) |
| Shield Wall | Defense is 1.5Γ stronger when it parries |
| Adaptive | +1 STR each time it rests (up to 3 times) |
| Lifesteal | Heals 20% of damage it deals |
| Spell Shield | Negates the first crit it takes |
| Regeneration | Heals 5% max HP every round |
| Executioner | +50% damage to targets below 25% HP |
| Bulwark | Ignores the crit multiplier β crits hit it for normal damage |
| Counter Strike | Reflects 1.5Γ on a perfect block |
The Stalker
A special NPC that challenges you to 1v1 and runs a predictive AI. It reads your last several actions, your HP percentage, your stat spread, whether you have Focus, and whether you just rested or parried repeatedly.
Spam Attack and it parries more. Spam Parry and it waits for the guard break. Low HP on you and it presses; low HP on itself and it gets aggressive.
Never repeat an action more than twice. The clan passive Silent Watch cuts your chance of being targeted by the Stalker and the Marked Hunt by up to 25%.
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