Combat
Pick an adversary, and every rep you perform becomes one attack. Your weapon decides which skill does the work, and your level and gear decide how the attack lands.
Goblin, lvl 14
Skeleton, lvl 40
Red Dragon, lvl 150How hard you hit
Your max hit is the ceiling on the damage a single rep can deal, and every landed rep rolls between 1 and that ceiling. Your Melee level (or Ranged, with a bow) raises it, and your gear's strength bonus raises it further: the same level hits noticeably harder with a mithril sword than a bronze one.
How often you hit
Each rep, your attack roll (your level plus your gear's attack bonus) goes up against the adversary's defence. Win the roll and the rep deals damage. Lose it and you still land a glancing blow of 1, so a fight never stalls. Low-level adversaries barely defend themselves; a dragon will make a low-level character glance off constantly.
Stances
| Stance | Effect |
|---|---|
| Aggressive | A small boost to your max hit. All the XP goes to your weapon's skill. |
| Balanced | A little of both. The XP is split between your weapon's skill and Defense. |
| Defensive | A small boost to your defence. All the XP goes to Defense. |
Rampage
Keep your reps coming without a break and the Rampage bar fills. A full bar adds up to 20% to your max hit. Stop for a breather and it drains.
They hit back
Adversaries attack on their own timer. Your health is your Hitpoints level, and your Defense level and armour decide how often their blows land. Drop to zero and you flee the fight: you keep any loot you already won and your health refills, so you can try again.
Melee or ranged
Swords and cudgels fight melee. Bows fire arrows from a quiver, and the crossbow fires bolts with no quiver needed. Every adversary is weak to some styles and strong against others, and its defence changes to match: check the fight intro before you commit. A bow or crossbow also buys you a few seconds before the adversary's first swing.
Arrows
Crossbow
BoltsKilling something
Each adversary has an HP pool. Your reps chip it down and the kill triggers the loot roll. Drop tables are rolled per line, so one kill can drop several things or nothing but the satisfaction. Rarities run Common, Uncommon, Rare and Extremely Rare: the exact odds you learn the hard way.
Reading an adversary
| Stat | Meaning |
|---|---|
| Level | Overall menace. A rough guide to whether you belong in this fight. |
| HP | Total damage needed to kill it. |
| Defence | How often you'll glance off. Counter it with levels and attack bonuses. |
| Weakness | The styles it defends poorly against. |