The guide

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 βˆ’ 1)

STR β€” Strength

Raw damage. Each point adds +4 to your base attack on top of a random 5–15 roll, and it strengthens both halves of your Parry.

base damage = (STR Γ— 4) + random(5–15)

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
AGICrit & dodge chance
00%
55%
1010%
1311%
1612%
2013%
4020%

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)
CONMax HPRest heals
05020
512535
1020050
1527565
2035080

Build calculator

Move the numbers. Everything below is computed with the formulas above, not an approximation of them.

Global level
20
Points spent0 / 29
One attack, against an unarmoured target
Normalβ€”
Criticalβ€”
Focusβ€”

The four actions

ActionWhat it does
AttackDeal damage to your target. Can crit, from AGI.
ParryBrace to block and counter the next hit. It's a wager, not a shield β€” see below.
RestHeal 20 + CONΓ—3 and gain Focus β€” but only if no enemy attacks you this turn (see below).
Use ConsumableUse a potion from your bag on your turn.
SwitchTeam 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 (Γ—1.5 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) + STR

Perfect 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 Γ—2. 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 Γ—2 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 Γ—1.5. 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.

PassiveEffect
EnrageDeals 1.5Γ— damage below 30% HP
Momentum+10% damage per consecutive Attack (max +30%); resets on Rest/Parry
ThornsReflects 15% of damage taken back to the attacker
ResilienceSurvives one lethal hit at 1 HP (once per fight)
Shield WallDefense is 1.5Γ— stronger when it parries
Adaptive+1 STR each time it rests (up to 3 times)
LifestealHeals 20% of damage it deals
Spell ShieldNegates the first crit it takes
RegenerationHeals 5% max HP every round
Executioner+50% damage to targets below 25% HP
BulwarkIgnores the crit multiplier β€” crits hit it for normal damage
Counter StrikeReflects 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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