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Wiki/Handbook/Fighting

Fighting

A fight is an activity like any other. Your character repeats it until you stop it or something runs out. You attack at your weapon's speed and the enemy at its own. Every enemy has its own HP.

The short version

  • Each attack rolls to hit. A hit takes damage off the enemy's HP and gives XP for that damage. At 0 HP the enemy is beaten: you get its loot and coins.
  • The enemy attacks at its own speed, and it can miss too. You eat by pressing Eat, or on your own once you buy auto-eat in the market. See Healing and defeat.
  • Your weapon sets your style. A bow means ranged and uses arrows. Anything else, or no weapon, means melee.
  • Use the style an enemy is weak to. You hit more often, rounds are faster, and you take less damage.
  • A level alone does not win fights. Your weapon decides how often and how hard you hit. Your armour decides how often you are hit and how much it hurts. Each enemy expects the best gear you can make by its level. Vitality gives you more HP.

What happens in a round?

  • Your attack: your accuracy rating against the enemy's evasion rating decides if you hit. A hit does 1 to your max hit in damage.
  • The enemy's attack: its accuracy rating against your evasion rating decides if it hits. A hit does a number in its damage range, less your damage reduction, and at least 1.
  • At 0 HP the enemy is beaten. You get its loot, its drops and coins. The next enemy steps up with full HP, which takes one round. In a dungeon the loot comes once, when the last enemy falls.
  • Every hit gives XP for the damage it did, even when the enemy is not beaten. The Fight page shows the enemy's HP and what your last attack did.

Melee or ranged?

  • Melee fights train Attack and ranged fights Marksmanship, by the damage you deal. Block and Longrange train Defence too, and every style trains Vitality a little. Ranged fights need arrows.
  • Your equipped weapon decides. A ranged fight needs a bow. A melee fight needs anything but a bow.
  • If you take the weapon off during a fight, the fight is blocked, just like running out of arrows. Nothing is lost. It goes on when you equip the right weapon.
  • A few fights need a certain item equipped to enter. The fight's page says which.
  • An enemy weak to your style: +20% accuracy rating and 15% faster rounds. The wrong style: the same amounts the other way.

How much damage do I take?

When the enemy hits, it does a number in its damage range, minus your damage reduction in percent. It always does at least 1 damage.

Your damage reduction comes from your armour: every piece you wear except the weapon. Half its total power is your reduction in percent. Against an enemy that attacks from range, boots and gloves do not count. Your Defence level does not cut damage. It makes the enemy miss more. Some enemies change this. The Fight page shows it on the enemy:

  • Armed: an equipped shield counts extra. Half its power is added to your reduction again.
  • Dread: your armour cuts half as much.

The style matchup changes your whole damage reduction too. The enemy's weak style: +20%. The wrong style: −25%. So the wrong style hurts twice: you hit less and get hit harder.

How much HP do I have?

Your max HP is 20 + 2 × your Vitality level. That is 22 HP at level 1 and 218 HP at level 99.

What if I lose?

At 0 HP you are defeated. The fight stops, your HP refills, and every equipped piece loses 1 durability. A piece with none left is lost. See Healing and defeat.

Exact numbers

The exact formulas:

  • Your accuracy rating: (fight skill level + 9) × (64 + 3 × weapon power + 4 × accuracy)
  • Your max hit: 2.2 × (2.2 + level ÷ 10 + (level + 17) × strength ÷ 640), rounded down, at least 1. Strength is 3.5 × (weapon power − 8), at least 0, plus the arrow's strength in a bow fight.
  • Your evasion rating: (Defence level + 9) × (64 + 2 × armour power). Armour power is the power of everything you wear except the weapon, without boots and gloves against an enemy that attacks from range.
  • Chance to hit, the same rule for you and the enemy: if accuracy is below evasion, accuracy ÷ evasion ÷ 2. If not, 1 − evasion ÷ accuracy ÷ 2.
  • Every chance to hit is kept between 5% and 96%. Any attack can land, and none is ever certain.
  • Accuracy adds up from your equipped gear, with high quality counted, and from the sources below.
  • Skill level: the fight's skill adds +1 accuracy every 10 levels (+9 at 90) and +3 more at 95; from 25 the fight gives 10% more XP, from 50 it is 5% faster, and at 99 it gives +10 points of high-quality chance and, with a bow, a 10% chance to keep the arrow.
  • Potion: a slotted potion with an accuracy effect, while it has charges.
  • Stations: King's Road designs. Some take accuracy away.
  • Damage reduction, in percent: armour power ÷ 2, rounded down (÷ 4 against Dread enemies). Against Armed enemies, add half your shield's power. The style matchup then scales it. It is never more than 80%.