Combat and equipment
Watch your action points, face incoming enemies, and match your equipment and spells to the fight.
- Real seconds per turn
- 3
- Extra miss chance without light
- 30%
- Spell failure without light
- 15% (light and necrotic spells never fail)
- Melee evade cap
- 40%
- Ranged evade cap
- 50%
The combat loop
Watch action points and mana
Action points recover as time advances. Attacking, casting and using items require enough AP for that action; spells also require enough mana. Dexterity, fighting-style proficiency, weapon material and temporary effects can change how quickly you act. Pause to inspect your equipment or plan your next move.
A spell that fails because of darkness or armor still spends its action points and mana. Check its target requirements too: a raising spell needs a valid corpse, while a lock or trap skill needs the matching object.
Hit chance, evasion and criticals
Weapon hit chance starts at 70 + Dexterity + weapon proficiency, then includes vision effects, concealment bonuses and extra accuracy for hero bows and crossbows. The target’s evade reduces that chance. Shields contribute to evasion; they do not simply subtract a flat amount of damage from every hit.
A critical weapon hit multiplies physical damage by 2. Face approaching enemies: an NPC striking your back gains 20% damage and a 20% relative increase in critical chance.
Enemy size modifies the hero’s melee and ranged weapon accuracy before evasion: small creatures are harder to hit, while large creatures are easier. This modifier applies only to hero weapon attacks against hostile NPCs; it does not change spell accuracy or enemy attacks on the hero. Floating damage and coin text stays sharp when scene pixelation is enabled.
Light and concealment
In darkness without a light, the hero faces an extra 30% attack miss check and a 15% spell failure check (not for light-giving spells or necrotic magic). Ethereal Glow solves the lighting problem and improves trap detection, but it increases noise and visibility.
Invisibility or an active effect that lowers visibility can conceal you only while you have no active light. Attacking while concealed adds 10 + 3 per Stealth point to hit chance. Consider whether light or concealment matters more for the next encounter.
Match damage to defenses
Damage resistance and vulnerability apply separately to each damage type. Armor, racial traits and effects contribute to the final value. A creature that resists one element may still be vulnerable to another.
Magic resistance is a separate chance to reject hostile, non-damaging spell effects such as control. It is not a blanket reduction to all damage from spells. Arcane casting failure comes from the caster’s armor; it is separate from the target’s defenses.
Presets, free hands and condition
Hand-equipment and quick-spell presets let you switch prepared tools; worn armor is shared between presets. A two-handed weapon occupies both hand slots. To use an off-hand weapon, check its equipment restrictions and invest in the Two Weapons fighting style. A shield uses the off hand instead.
Weapons lose condition on both hits and misses. Shields wear when their evasion turns aside a blow, and physical hits can wear a piece of armor. Check condition before a long trip and repair useful gear at a blacksmith.
Enable Auto Switch Ranged / Melee in Settings → Actions to switch from a ranged preset to the other preset with a melee weapon when a living enemy in the current room enters melee range. The original ranged preset returns only after all enemies leave the wider return radius. Manual preset selection cancels that automatic return. The option starts off and waits for the current action to finish before switching.
Returning to defeated enemies
Enemies already dead when a room loads appear in the final pose of their death animation. Newly killed enemies still play their normal death animation.
Automatic weapon switching enters the melee preset at or within 2 world units and returns to the original ranged preset once every enemy is farther than 5 units away.
Choose your equipment
| Choice | What to check | Reference |
|---|---|---|
| Weapon | Weapon proficiency, fighting style, reach, AP cost, material and condition. | Weapons |
| Shield and armor | Evade versus damage resistance, noise, weight and arcane spell failure. | Armor |
| Spells | School proficiency, mana, target requirements and effects that can be resisted. | Spells |
| Supplies | Healing, mana, food and equipment repair before a longer trip. | Potions, Survival |
| Companions | Creature level, actual summon lifetime and replacement limits. | Allies |
Check an enemy’s resistances before relying on one damage type. Bonuses and penalties from hunger, fatigue, disease or equipment can change the same stats you trained.
