Stats
Every fighter has four stats: HP, Attack, Defence and Speed. Yours come from your Combat level, plus whatever your gear adds. The Gear screen shows your totals. Monsters and bosses have fixed stats, listed on Slayer and Bosses.
HP
How much damage you can take. At 0 you're knocked out of the fight.
- It comes from your Combat level (+10 a level) and from body and leg armour, and some rings.
- On Slayer trips you eat between fights to get it back, and head home if it falls below 30% with nothing left to eat. You always come home safe.
- Against a boss your HP carries over from one attempt to the next, and comes back 3 HP a minute, or faster if you eat.
- Mid-fight, a potion heals you but uses your turn, and the staff's Drain heals you by part of the damage it deals.
Attack and Defence
These two work as a pair: every hit's damage depends on the attacker's Attack divided by the target's Defence.
Damage = move power × (your Attack ÷ their Defence) × damage type × a random 0.85 to 1, then ×1.5 on a critical hit. A hit always does at least 1.
- Attack comes from your Combat level (+2 a level) and your weapon. Double your Attack and you deal double damage.
- Defence comes from your Combat level (+2 a level), armour and shields. Double your Defence and you take half the damage.
- When Attack and Defence are equal, a move does about its power in damage.
- Your weapon also sets your damage type (slash, crush or magic). A monster weak to it takes ×1.5, one that resists it ×0.5.
A worked example
A Combat level 10 hero with an
Iron sword and thornhide armour has 35 Attack and 47 Defence. Against a Thornback boar (Attack 26, Defence 24, weak to slash):
- Your Slash (power 14): 14 × 35 ÷ 24 × 1.5 (weak to slash) ≈ 28.3 damage on an average hit.
- Its Gore (power 11): 11 × 26 ÷ 47 ≈ 5.6 damage to you, or about 3.8 while you Brace.
Speed
Who acts first each turn. The faster side goes first, and on a tie you do.
- Going first matters most at the end of a fight: if your hit finishes the enemy, it never gets its turn. It also lets a Stagger land before the enemy acts that turn.
- Guarding moves (Brace, Parry, Guard and Ward) and potions always go before attacks, whatever your Speed, so you can meet a warned big move on its own turn.
- Speed doesn't change whether you hit or get hit: that's down to each move's accuracy.
- It comes from your Combat level (+1 a level). Heavy armour lowers it (
Silverite plate,
Silverite greaves), and some gear raises it (
Lucky copper ring,
Moonfang ring).
Other things in a fight
- Accuracy: each move's chance to hit, shown on Gear & combat. A miss does nothing.
- Critical hits: 6.25% of hits deal ×1.5.
- Brace raises your Defence by half until you next act; Guard halves the next hit; Parry blocks it completely; Ward halves the next two.
- Recharge: strong moves can't be used again for a turn or more.
Your stats by Combat level
Before gear, which adds on top (every piece's stats are on Gear & combat).
| Combat level | HP | Attack | Defence | Speed |
|---|---|---|---|---|
| 1 | 100 | 7 | 7 | 11 |
| 5 | 140 | 15 | 15 | 15 |
| 10 | 190 | 25 | 25 | 20 |
| 15 | 240 | 35 | 35 | 25 |
| 20 | 290 | 45 | 45 | 30 |
| 25 | 340 | 55 | 55 | 35 |
| 30 | 390 | 65 | 65 | 40 |