Combat
A fight runs up to 15 rounds, resolved on the server from your gear and attributes. You do not steer it round by round — you win by turning up with the right build.
The style triangle
Your equipped weapon sets your style. Beating the matchup is worth +3 to hit, losing it −3.
melee › ranged › magic › melee
How a swing resolves
- Hit chance starts at 80 %, moves 2 points for every point of Skill over the defender's Agility, then takes the triangle modifier — clamped to 50–95 %.
- Crit chance is 5 % plus 1 % per 4 Skill, capped at 35 %. A crit deals ×1.5 damage.
- Damage is your weapon roll plus half your style stat, then reduced by the defender's armour.
- Initiative goes to the higher Agility; Skill breaks ties.
- Unarmed is a 1–3 melee fallback — always carry a weapon.
What armour is worth
Armour has diminishing returns and is measured against the attacker's level, so a set that carried you at level 5 is worth far less at 40. Damage reduction:
| Armour | vs level 5 | vs level 20 | vs level 40 |
|---|---|---|---|
| 50 | 50 % | 29 % | 18 % |
| 100 | 67 % | 44 % | 31 % |
| 200 | 80 % | 62 % | 47 % |
| 400 | 89 % | 76 % | 64 % |
Every style also has a Battle Art — a passive that shapes each swing for free. See Bosses for what you will be swinging at.