Battle System
Combat Mechanics
How Combat Resolves1 / 8
Every fight is turn-based, max 99 rounds. Each round both sides act once; higher Speed acts first, ties go to you, decided once at the start. Unresolved after 99 rounds = loss. Speed decides initiative and NOTHING else.
- Player turn, in order: cooldowns tick, Bananas! heal (if held), auto-potion check, the action (a ready skill, else a normal attack), then regen.
- Monster turn: its attack, then Spiked Carapace reflect (if the hit landed and you hold it), then its regen.
- Regen ticks every SECOND of a combatant’s own turns, both sides, and never crits. The Defense capstone raises your HP Regen from 25 to 40 per Stamina.
Mercenary farming skips all of this: one guaranteed defeat per interval, no simulation. Only manual Fight, the Dungeon, the Arena and the Endless Boss resolve combat.
The Attack Roll, Step by Step2 / 8
Every attack draws three rolls, in this order: evade, then defense ignore, then critical. All three are always drawn.
- EVADE: the target’s Evasion % decides if the hit lands. Elusive holders get a SECOND dodge roll after Evasion (Fake Out and Warning Signs). By default only a Fake Out dodge triggers on-dodge effects; Improved Counter Attack extends Counter Attack and Opportunist to ordinary Evasion dodges too.
- DEFENSE IGNORE: a successful roll ignores PART of the target’s Damage Reduction for that hit: 50% for everyone, 52% with AL Mastery’s Defense Ignore Efficiency Overflow, and 25 points more with Malice Instinct. Your figure is the Defense Ignore Efficiency row on the Character page. It never removes Damage Reduction fully. Quick Stab and Execution always fully ignore instead of rolling.
- CRITICAL: a successful roll multiplies final damage by Critical Damage ÷ 100. Critical Damage is 150% for everyone, hard cap 200. Physical Mastery, Master of Eluding and the Combat tree’s Critical Damage+ each add 25 below the cap. These add past it: Deeper Cuts (+25), its trades Reckless Edge and Heavy Hand (+15), AL Mastery’s Critical Hit Damage Overflow (+5), Intuition Instinct (+25), Exotic enchant lines, and the Aura Farmer and Shadow Authority titles.
- DAMAGE — attack × the skill’s own percentage × (100 − Damage Reduction)% after the ignore roll, floored at 1. Pure damage (poison, Vital Offering, Velocity Strike riders, reflect overloads marked as pure) skips Damage Reduction entirely.
- REFLECTS: Spiked Carapace reflects a share of your Physical Attack only when the hit LANDED. Revenge reflects on EVERY instance, blocked or not, spending one of its five charges each time.
- LIFESTEAL: Physical Mastery heals 25% of ALL damage you deal, paid once per round (per strike in the Dungeon). A round you do not survive pays nothing.
Defense Ignore Efficiency3 / 8
Defense Ignore is the roll; EFFICIENCY is what the roll is worth. A landed Defense Ignore does not bypass the target’s Damage Reduction — it ignores a SHARE of it for that one hit, and the rest still applies.
- 50% for everyone: half the target’s mitigation stops counting on that hit.
- 52% with AL Mastery’s Defense Ignore Efficiency Overflow.
- A further +25% with Malice Instinct awake.
Two skills ignore defense on EVERY hit without rolling for it: Quick Stab and Execution. Their tooltips say so, and the combat log does not label those hits, because a label on every single cast tells you nothing.
The Buff Row and the Skill Strip4 / 8
Three rows of small plates sit around a fight, and they are the same three in Battle Stages, the Dungeon, the Arena and the Endless Boss.
- Under each HP bar: the BUFF AND DEBUFF row — what is currently on that combatant. Poison, a shield, a Bulwark window, a skipped turn.
- Beside the monster: its EFFECT plates — the modifiers this fight is running under, with a crimson streak on the one that is currently biting.
- Along your side: your learned ACTIVE skills in cast order, each showing its cooldown counting down over the art. A plate with no number is ready.
Tap or hover a plate to read what it is. On a phone a tap opens it rather than firing anything, because none of these plates is a button.
Casting Rules and Cooldowns5 / 8
- Auto-cast fights (Battle Stages, Endless Boss) cast nothing before your THIRD turn. The Dungeon has no gate; you pick skills by hand.
- Every cast starts a shared 1-turn internal cooldown: a skill cast on turn T means the next skill lands on turn T+2 at the earliest, on top of each skill’s own cooldown.
- Cooldowns count the owner’s OWN turns, not rounds, and every skill starts the fight ready.
- Cast order follows your saved skill priority (set on the fight card or the Endless Boss setup); with none saved it is Heavy Slash, Shield Charge, Burst of Slashes, Boomerang Shield.
- Quick Stab is the exception to the opening gate: castable from turn 1, though it still respects the shared internal cooldown.
- Knowledge is Power (Magical) ignores the shared 1-turn cooldown in Battle and the Endless Boss, and its skill cooldowns tick TWICE per turn. The third-turn gate still applies.
Damage Caps and Windows6 / 8
Several effects cap how much one hit can take. They are INDEPENDENT; the strictest wins:
| Cap | Limit per hit | Who has it |
|---|
| Hit Cap (battle modifier) | 33.3% of max HP | The monster, when Effect 2 rolls it |
| Ambushed (showdown) | Cannot kill on turn 1 — 1 HP is left | You, on an Ambushed stage |
| Impeccable Defense | (100 − your live Damage Reduction)% of max HP | Defense APEX+ choice |
| Warning Signs | 50% of max HP at max level (100 − 10 × level) | Elusive tree |
| The flat cap | 40% of max HP | Bloody Accuracy, Improved Jagged Spikes or Knowledge is Power |
When a cap reduced a hit, the combat log marks it: “(Capped — Hit Cap)”, “(Capped — Impeccable Defense)” and so on.
Last Stand cheats death once per battle: the killing blow is negated, you heal to FULL, then fire a free Execution at 75% of a cast one. Loyal Sacrifice (pet) is always spent first, since it only undoes the blow.
Reading the Combat Log7 / 8
- Each entry carries a turn tag on the ACTOR’s side — monster actions tag left of the centre line, player actions right.
- “(Def Ignore)” on a hit means the defense-ignore roll landed. Not shown for Quick Stab and Execution, where ignore is guaranteed. A monster’s fixed-75% ignore still rolls per hit, so it keeps the label.
- “(Capped — X)” names the damage cap that reduced that hit.
- Floating numbers: white = normal damage, orange = crit, green = heal, grey word = dodge. Everything else is a small badge above the number.
- Per-turn effects (regen, Life of the Party, poison ticks, lifesteal, Opportunist heals) render smaller than direct hits.
Physical vs Spell Damage8 / 8
Physical Attack = 10 × Strength total. Spell Damage = 17 × Intelligence total. Each FLOORS at the other (neither is ever lower than the other), and every conversion grant (Jagged Spikes, Haste Isn’t Wasted, Malicious Intent) lands on top of that floor.
Outside the Magical pathway Intelligence does nothing. Its root, Brains Over Brawn, converts your ENTIRE Strength pool into Intelligence and turns every normal attack into Holy Smite at 100% Spell Power.