Combat
Below this box is the in-game Codex text, unchanged. The numbers on the facing page come from the game files.
Offense
Offense is everything that determines how hard your attacks hit. Every hit follows one formula:
Damage = Attack Multiplier × Power × (1 + Source Stats + Type Stats) × (1 + Strongest Effects) × (1 - Target Reduction)
Attack Multiplier - the strength of the attack or spell itself.
Power - Physical Power for Strike, Thrust, and Blunt damage; Magic Power for the elements.
Source Stats - your Physical Damage or Magic Damage percent bonuses, added together.
Type Stats - percent bonuses for the exact damage type (such as Fire Damage or Strike Damage), added together.
Strongest Effects - active buffs of the same kind do not stack; the strongest source effect and the strongest type effect apply, and the two add together.
Target Reduction - see the Defense category.
Critical hits multiply the result by your Critical Damage, and every hit deals at least 1 damage.
Physical Power
The stat that scales all physical damage you deal.
Strike, Thrust, and Blunt attacks calculate their damage from your Physical Power.
It is drawn mainly from Strength, with smaller contributions from Agility and Adventure, and is raised further by equipment and the skill tree.
Magic Power
The stat that scales all elemental damage you deal.
Fire, Ice, Electricity, Decay, and Ether attacks calculate their damage from your Magic Power.
It is drawn mainly from Intelligence, with smaller contributions from Charisma and Adventure, and is raised further by equipment and the skill tree.
Attack Speed
How quickly you swing with basic attacks.
Higher Attack Speed shortens the time between swings.
It is increased by Agility, equipment, and temporary effects.
Critical
The chance for a hit to deal bonus damage.
Each hit rolls against your Critical Chance; on a success it becomes a critical hit and deals extra damage equal to your Critical Damage.
Both values are raised by equipment and the skill tree.
- Critical Chance
The percent chance that a hit becomes a critical.
The baseline is 2%, raised by equipment and the skill tree.
- Critical Damage
The bonus damage a critical hit deals over a normal hit.
The baseline is +50%.
Spell Haste
Reduces the cooldown of your spells.
Each point of Spell Haste shortens cooldowns by a diminishing amount, letting you cast more often.
It does not change cast times.
Attack Damage
A percent bonus applied to all damage you deal, added together with your other percent bonuses.
Physical Damage
Damage dealt by weapons and martial attacks.
It comes in three forms - Strike, Thrust, and Blunt - each reduced by the target's Armor and scaled by your Physical Power.
- Strike
Slashing and cutting blows.
Reduced by Armor plus Strike Armor; raised by the Strike Damage and Strike Piercing stats.
- Thrust
Stabbing and piercing blows.
Reduced by Armor plus Thrust Armor; raised by the Thrust Damage and Thrust Piercing stats.
- Blunt
Crushing blows.
Reduced by Armor plus Blunt Armor; raised by the Blunt Damage and Blunt Piercing stats.
Damage types
Strike, Thrust and Blunt are physical. The elements are magic.
| Damage type | Scales with | Reduced by |
|---|---|---|
| Strike Damage | Physical Power | Armor + Strike Armor |
| Thrust Damage | Physical Power | Armor + Thrust Armor |
| Blunt Damage | Physical Power | Armor + Blunt Armor |
| Fire Damage | Magic Power | Resistance + Fire Resistance |
| Ice Damage | Magic Power | Resistance + Ice Resistance |
| Decay Damage | Magic Power | Resistance + Decay Resistance |
| Ether Damage | Magic Power | Resistance + Ether Resistance |
| Electricity Damage | Magic Power | Resistance + Electricity Resistance |
Your normal attack
Human: Strike (after
Weapon Swap: Thrust)
Elf: Thrust
Minotaur: Strike
Bonebreaker makes normal attacks deal Blunt damage instead of Strike.
A spell's damage type is on its spell page.
Stuns on you
- You have no stun bar. A monster has to fill its bar before it is stunned, but a stun that hits you takes effect at once.
- While you block, hits cannot stun you. Each blocked hit costs Stamina: 0.8 per point of damage, or 0.2 on a perfect parry, times your guard efficiency.
- If a block that is not a perfect parry costs more Stamina than you have, your guard breaks and you are stunned for 1.5 seconds.
- Your dodge only makes you faster. It does not make you immune, so it saves you from a stun only if it takes you out of the hit.
- Players on the game's Discord complain about chain stuns from
Goblin Basher (level 4). The game files we can read do not say which attacks it uses or how long each stun lasts, so this wiki gives no stun time for it. - Deeds that send you after it:
Brutal Bashers.
Critical hits
A critical hit deals your Critical Damage on top of the normal hit. Gear and the skill tree raise both numbers.
On gear, Critical Damage is written "Critical Multiplier". It is the same stat. There is no second multiplier.
How a hit is rolled
The game works out the damage of each hit, multiplies it by the attack's modifiers, then rounds up to a whole number. Critical chance and critical damage have their own calculations.
Nothing in the game files adds up the damage of a full skill rotation, so this wiki gives no damage-per-second figure for one.
Spell Haste
cooldown x 100 / (100 + Spell Haste)
At 100 Spell Haste, cooldowns last 50% as long. Each further point helps a little less.
Spell Haste shortens spell cooldowns and the time a spell takes to get a charge back. Nothing else uses it: passive and keystone effects keep their own timers.
More in the guide Cooldowns, charges and attack speed.
Attack Speed
Attack Speed starts at 1. Each point of Agility adds 0.5% to it, on top of the percent from gear and skill nodes.
Every point adds the same amount. The formula has no cap and no drop-off for high Agility.
| Agility | Attack Speed from it alone |
|---|---|
| 0 | 1 |
| 10 | 1.05 |
| 25 | 1.12 |
| 50 | 1.25 |
| 99 | 1.5 |
Numbers
Where next
Each spell page lists its damage and costs, and spell ranking sorts them. Monster levels and defenses are on creatures.
Magic Damage
Damage dealt by spells and the elements.
It comes in five forms - Fire, Ice, Electricity, Decay, and Ether - each reduced by the target's Resistance and scaled by your Magic Power.
- Fire
Elemental flame damage.
Reduced by Resistance plus Fire Resistance; raised by the Fire Damage and Fire Piercing stats.
Many Fire attacks also apply the Burning effect.
- Ice
Elemental cold damage.
Reduced by Resistance plus Ice Resistance; raised by the Ice Damage and Ice Piercing stats.
Many Ice attacks also apply the Chill effect, slowing the target.
- Electricity
Elemental lightning damage.
Reduced by Resistance plus Electricity Resistance; raised by the Electricity Damage and Electricity Piercing stats.
- Decay
Elemental rot damage.
Reduced by Resistance plus Decay Resistance; raised by the Decay Damage and Decay Piercing stats.
Some Decay attacks also apply the Poison effect.
- Ether
Elemental arcane damage.
Reduced by Resistance plus Ether Resistance; raised by the Ether Damage and Ether Piercing stats.
It has no linked status effect.
Penetration
Stats that let your attacks bypass part of a target's defenses.
Each damage type has a matching Piercing stat that ignores a flat amount of the target's damage reduction before the hit is calculated.
The offensive counter to Armor and Resistance.
- Strike Piercing
Flat penetration on Strike hits, subtracted from the target's damage reduction.
- Thrust Piercing
Flat penetration on Thrust hits, subtracted from the target's damage reduction.
- Blunt Piercing
Flat penetration on Blunt hits, subtracted from the target's damage reduction.
- Fire Piercing
Flat penetration on Fire hits, subtracted from the target's damage reduction.
- Ice Piercing
Flat penetration on Ice hits, subtracted from the target's damage reduction.
- Electricity Piercing
Flat penetration on Electricity hits, subtracted from the target's damage reduction.
- Decay Piercing
Flat penetration on Decay hits, subtracted from the target's damage reduction.
- Ether Piercing
Flat penetration on Ether hits, subtracted from the target's damage reduction.
Minions
The stats that scale creatures you summon.
Minion Health is applied when a summon is created, while Minion Damage and Minion Critical Chance apply live to every hit your summons land.
- Minion Health
Raises your summons' maximum Health.
Applied at the moment the summon is created.
- Minion Damage
A percent bonus to all damage your summons deal.
- Minion Critical Chance
Gives your summons a chance to critically strike.
Summons have no Critical Chance of their own without it.
Defense
Defense is everything that reduces the damage you take. Incoming damage is reduced by one formula:
Reduction % = Defense × 100 / (Defense + 100) - Attacker Piercing
Defense = (Level + Flat Bonuses) × (1 + % Bonuses)
Defense - Armor against Strike, Thrust, and Blunt damage; Resistance against each element, tracked separately.
Level - every character and monster has base defense equal to its level.
Flat Bonuses - Armor and Resistance from equipment, the skill tree, and effects, added together.
% Bonuses - percent increases added together and applied once.
Piercing - the attacker's matching Piercing stat, subtracted from your reduction.
Diminishing returns: 100 Defense halves incoming damage, and each further point adds less than the last - more always helps, but never reaches immunity. Every hit deals at least 1 damage.
Armor
Your defense against physical damage.
Armor reduces incoming Strike, Thrust, and Blunt damage, with each point contributing slightly less than the last as your total grows.
Attackers can bypass part of it with Physical Piercing.
- Strike Armor
Flat Armor that counts only against Strike damage, added on top of your general Armor.
- Thrust Armor
Flat Armor that counts only against Thrust damage, added on top of your general Armor.
- Blunt Armor
Flat Armor that counts only against Blunt damage, added on top of your general Armor.
Resistance
Your defense against elemental damage.
Resistance is tracked separately for Fire, Ice, Electricity, Decay, and Ether, and reduces incoming damage of its element with diminishing returns as your total grows.
Attackers can bypass part of it with Resistance Penetration.
- Fire Resistance
Flat Resistance that counts only against Fire damage, added on top of your general Resistance.
- Ice Resistance
Flat Resistance that counts only against Ice damage, added on top of your general Resistance.
- Electricity Resistance
Flat Resistance that counts only against Electricity damage, added on top of your general Resistance.
- Decay Resistance
Flat Resistance that counts only against Decay damage, added on top of your general Resistance.
- Ether Resistance
Flat Resistance that counts only against Ether damage, added on top of your general Resistance.
Guard Efficiency
Strengthens your guard.
When a guard spell absorbs a hit, the impact drains your Stamina - each point of Guard Efficiency reduces that drain by 1%.
Damage Types
Harm in the world is dealt as one of several types, each resisted, pierced, and amplified separately.