Kingsmend Idle Wiki
Wiki/Handbook/Fighting

Fighting

A fight is an activity like any other. Your character repeats it round after round until you stop it or something runs out. Each round you try to hit the enemy once, and the enemy hits you once.

The short version

  • Each round has one roll to hit. A hit kills the enemy and gives its loot. A miss lets it get away.
  • The enemy hits you every round. Your character eats healing items on its own. 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.
  • Defence and gear lower the damage you take. Vitality gives you more HP.

What happens in a round?

  • You hit: the enemy is killed. You get its loot, its drops and the full XP.
  • You miss: the enemy gets away. No loot, and a quarter of the XP. Defence and Vitality still get their full XP.
  • Either way, the enemy hits you once, and a bow fight uses its arrows.

Melee or ranged?

  • Melee fights train Attack. Ranged fights train Marksmanship and 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: +12% chance to hit and 15% faster rounds. The wrong style: the same amounts the other way.

How much damage do I take?

Each round the enemy hits for a number in its damage range, minus your damage reduction. It always does at least 1 damage.

Your damage reduction is half your Defence level plus a third of your gear's power. Some enemies change this. The Fight page shows it on the enemy:

  • Armed: an equipped shield counts extra. Half its power is added again.
  • Dread: gear power counts half. Your Defence level still counts in full.

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

Your chance to hit, in percent:

72 + (skill level ÷ 3, rounded down) + gear + mastery + potion + stations ± 12 (style matchup) − enemy guard

  • gear: the hit chance on your equipped gear, with high quality counted.
  • mastery: this fight's own mastery and its skill's pool checkpoints.
  • potion: a slotted potion with a hit-chance effect, while it has charges.
  • stations: King's Road designs. Some take hit chance away.
  • The result is kept between 40% and 96%. You always hit sometimes, and no hit is ever certain.
  • Damage reduction: half your Defence level, rounded down, plus a third of your gear power, rounded down (a sixth against Dread enemies). Against Armed enemies, add half your shield's power.