Fights

Combat

A fight is another snippet. You act, the foe acts, statuses tick, and your resource regenerates a little. Silence blocks skills. Stun and fear skip your action entirely.

One hit, in order

A basic attack’s raw number is your swing: ATK plus half of STR, DEX, or INT. A skill multiplies that by its power first. Empowered attacks add 25% before anything else. Then, in order: an evade charm or Evasive Roll wastes the hit; Absorb or Mana Shield wastes it; the defender may dodge; defense bends what remains; a crit adds half again; a shield blocks for half about 15% of the time; if they used defend, the hit is halved once more.

Defense never subtracts a flat number. Damage taken is the hit × 100 ÷ (100 + defense), and a real hit is at least 1. One hundred defense cuts a blow in half. Sunder multiplies defense by 0.75. Guard multiplies it by 1.35. Those stack by multiplying.

Crits are 1.5× after defense, from DEX, and never above 40%. Dodges come from SPD and never above 30%. Poison, burn, and bleed do not crit and do not roll dodge — they just hurt. Heals do not crit either.

You cannot attack, cast, or drink outside a fight. skill() with no name tells you it needs a quoted skill. A skill you have not reached, or whose weapon you are not holding, is refused before it spends the resource.

Conditions

StatusKindWhat it does
Poison3 turns2 damage a tick. Forests, swamps, and the underground may apply it when you enter.
Burn3 turns3 damage a tick. Volcanic ground may apply it on entry.
Bleed2 turns2 damage a tick. Daggers and some runes open it.
Heat3 turns1 damage a tick. The desert may apply it on entry.
Stun / Fear1 turnYou lose the action.
Root1 turnPins. Crossbows and Pinning Shot apply it.
Slow2 turnsSpeed ×0.7. Coasts, mountains, grassland, and the Aetherium may apply it on entry.
Sunder3 turnsDefense ×0.75.
Regen2 turnsHeal 4 a tick.
Guard2 turnsDefense ×1.35. Defend also sets a one-hit guard.
Empowered3 turnsAttack ×1.25.
Haste2 turnsSpeed ×1.3.
Absorb / Evade1 hitThe next hit deals nothing, then the charm ends.
Silence1 turnSkills fail. A basic attack still works.

The same condition does not stack. A fresh application refreshes the duration. Tundra is written to chill you on entry; chill is not one of the conditions your own skills inflict.

Warrior, archer, mage

Class skills unlock at 1, 5, 10, 15, 20, 25, 30, 36, 42, and 50. Cost is stamina, except a mage’s cost is mana. Weapon skills are not level-gated; they appear while that weapon is in hand.

Warrior

LevelSkillCostEffect
1Power Strike41.6× one foe
5Brace4Guard yourself for 2 turns
10Bash61.2× and stun 1 turn
15Cleave81.1× every foe
20War Cry6Empower your attack for 3 turns
25Whirlwind100.9× every foe
30Bloodlust81.2×, then regen 2 turns
36Sunder101.3× and lower defense 3 turns
42Execute121.4×, and +50% if the foe is under half HP
50Rampage141.3×, empower, and haste

Archer

LevelSkillCostEffect
1Quick Shot31.2× one foe
5Double Shot6Two hits at 0.8×
10Precise Shot61.7×. aimed_shot is this same skill
15Hamstring61.1× and slow 2 turns
20Evasive Roll5Evade the next hit
25Volley100.85× every foe
30Poison Arrow81.0× and poison 3 turns
36Pinning Shot81.2× and root 1 turn
42Rain of Arrows121.0× every foe
50Killing Shot141.5×, and +60% under half HP

Mage

LevelSkillCostEffect
1Firebolt41.3×. fire_bolt is the same spell
5Mana Shield6Absorb the next hit
10Fireball81.5× and burn 2 turns
15Ice Spike71.3× and slow 2 turns
20Arcane Ward6Guard for 3 turns
25Thunder100.9× every foe
30Drain81.1× and a short regen
36Haste6Speed up for 2 turns
42Meteor141.2× every foe and burn
50Overload161.8× and burn 3 turns

Weapon and offhand skills

WeaponSkillEffect
DaggerQuick Cut1.1× and bleed
Short sword, long swordSlash1.3×
Great swordGreat Slash1.6×
Club, maceSmash1.2× and may stun
War hammerGround Pound0.9× every foe and slow
Battle axeChop1.2× and sunder
Great axeCleaving Chop1.1× every foe
Spear, halberd, pikeThrust1.4×
Any bowAimed Draw1.5×
CrossbowBolt Shot1.3× and root
Wand, arcane focusSpark1.1× and burn
Staff, battle staffArcane Sweep0.9× every foe
ShieldShield Bash1.0× and stun. Offhand.
QuiverExtra Arrow0.7×. Offhand, even with a two-handed bow.
FocusFocus Bolt1.0×. Offhand, only with a one-handed wand.

What a kill pays

A normal foe pays 16 XP + 12 per their level, plus 15 XP for each level they have above you, and 10 gold + 7 per their level. A boss purse is flat: 25 gold plus 10 gold for each point of that champion’s number in the boss ledger. Early foes (base level 1–5) are given extra HP and attack so a fresh hero does not erase them in one swing; levels 6–10 get a smaller bump. Past that, the map itself raises numbers: a little for each stage, a little for each hero level, and a little for the biome’s danger, never past six times the written stat, and never past enemy level 40 on the scaling cap.

Monster skills

Foes do not use your class tree. Each species brings its own named tricks. Power is a multiplier on their attack, the same way yours is.