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Combat System Guide

Core SystemsSimplified Chinese availableV0.9.6.0
Guide noticeThis page contains gameplay and story spoilers and may describe mature systems.

This guide explains how combat works in detail — the order of operations, the way damage flows, and what each stat, skill, and item actually does in a fight. It's written for players who want to understand the math under the hood, plan builds, and know exactly why a hit landed for the number it did.

If you just want to play, you don't need any of this. Combat is forgiving as long as you maintain decent armor and a magical specialty. But if you've ever wondered why a Power Strike sometimes hits like a freight train and sometimes politely taps the enemy's shoulder, this is the guide.

No spoilers. This guide names systems and mechanics. It does not name bosses, dungeon floors, or specific encounters.

Table of Contents


The Big Picture

Every battle is turn-based. You pick an action — attack, skill, magic, defend, item, or flee — and the enemy responds. Damage in either direction passes through a pipeline of multipliers, rolls, reductions, and final adjustments before it actually subtracts from someone's HP.

There is never a single number that decides a hit. A basic attack might pass through eight or nine separate steps before the damage value is finalized. Understanding the pipeline is the difference between feeling like combat is random and knowing exactly what's happening.


Player Damage — The Outgoing Pipeline

When you swing a weapon or fire a spell at an enemy, your damage is built up step by step, then handed to the enemy who runs it through their defenses. Here's the order, roughly:

Step 1 — Build the maximum damage

For a physical attack, the formula starts from the action's base value, its stat contribution, your fighting modifier, and your weapon bonus:

max_damage = base + stat_contribution + weapon_bonus
  • base is small — between 1 and 5 depending on whether it's a basic attack, quick attack, stormslash, or power strike.
  • fight_mod is your fighting experience modifier, ranging from 1.0 (Novice) to 1.80 (cap). See the tier table below.
  • weapon_bonus is weapon_level × 2, upgraded to weapon_level × 3 if you have Weapon Mastery.

Action stat scaling:

Action Base Stat Contribution
Basic Attack 1 Strength ÷ 2 × fight_mod
Quick Attack 2 Ability ÷ 2 × fight_mod
Stormslash 3 (Strength + Ability) ÷ 3 × fight_mod
Power Strike 5 Strength × fight_mod

Power Strike uses full Strength instead of Strength ÷ 2, so it scales much harder.

For magic, see the Magic in Detail section below.

Step 2 — Apply skill triggers

Several skills can affect this stage:

  • Adrenaline Rush — when you're under 30% health, spikes max_damage higher.
  • Berserker Rage — Power Strike only. If you're at 90%+ health, 35% chance to force max damage and pay a random 3–10% of your max HP as the cost.

Step 3 — Roll the actual damage

If Berserker Rage triggered, you skip the roll and use max_damage directly.

Otherwise:

min_damage = max_damage ÷ 3   (or ÷ 2 with Martial Arts)
final_damage = random(min_damage, max_damage)

This is why two identical attacks can land for very different numbers. Martial Arts is a huge upgrade because it raises the floor of every roll.

Step 4 — Post-roll triggers

  • Exploit Weakness — 15% chance to double the rolled damage. Has a built-in cooldown of 4 attacks after each trigger to prevent runaway scaling. When it fires, you'll see "You spot a flaw in their defense!" in sickly green.
  • Acrobatics — Quick Attack can gain a 15% damage bonus, and Acrobatics can also trigger a separate follow-up Quick Attack after physical actions.

Step 5 — Skill-specific power-ups

Different skills have unique enhancement abilities:

  • Tempest Strike — Stormslash gets a +5% damage bump and gains the lightning element. If the enemy is weak to lightning, that's an additional ×2; if they resist it, ÷2.
  • Skull Crusher — Power Strike gets +10% base damage flat. Then there's a 30% chance to multiply by 4 on top of that. This is the hardest single-target hit in the game when it triggers.

Step 6 — Permanent passive bonuses

Bonuses that always apply if the conditions are met:

  • Power consumable buff active → ×1.5 to physical damage.
  • Hell Fire key item → ×1.10 to all physical damage.
  • Sword Stone → +1 per level to basic attack and quick attack.
  • Brute Stone → +1 per level to stormslash and power strike.
  • Vampire Fangs → 15% chance on the main physical attack to trigger Vampirism, adding 1-Vampire damage and bypassing enemy damage reduction, floor defense, and active guard.
  • Vampire Grimoire → 15% chance on the main offensive spell to trigger Vampirism, adding 1-Vampire damage and bypassing magic defenses and absorption.
  • Heart of the Ocean and Eye of Batman → each grants +50 max Health, +50 max Energy, and +50 max Calm.

Step 7 — Hand it to the enemy

Now your built-up number gets reduced by the enemy's defenses, in this order:

  1. Enemy dodge — flat % chance to negate the entire hit.
  2. Damage reduction — % off the top.
  3. Elemental modifier — magic and Tempest Strike lightning can be ×2 if weak or ×0.5 if resisted.
  4. Magic resistance — magic only, scales with random variance.
  5. Absorb — magic only. If the roll succeeds, the enemy is healed for the full damage instead of taking it.

If Vampire Bite triggers, the main physical hit skips the enemy damage-reduction, floor-defense, and guard parts of this step. It still has to hit in the first place, and bonus hits do not get their own Vampire Bite roll. 6. Floor defense — random eff_floor to eff_floor × 2 subtracted near the end. This is why deeper-floor enemies absorb chip damage easily. 7. Enemy guard — if the enemy used Defensive Stance or Magical Shield, the next 3 damaging hits are reduced.

That's the complete outgoing pipeline. Up to 16 separate calculations on a single Power Strike.


Enemy Damage — The Incoming Pipeline

When the enemy attacks you, their damage goes through a different but equally complex pipeline. Most enemy attacks come from skills, not basic attacks, and the skill pipeline looks like this:

Step 1 — The skill's base damage

Every skill has a base range, like (20, 48) for a heavy slam attack. The enemy rolls between low and high.

If you're wearing Forge Gauntlets, the low end of that range gets reduced (–1/–2/–3 by tier). The high end is unchanged. This means the worst-case rolls become smaller, but lucky high rolls still hit hard.

Step 2 — Floor scaling

floor_modifier = 1 + (eff_floor × 0.22)
damage = base × floor_modifier

The enemy's effective floor level is what matters here, not the raw dungeon floor. Deeper floors apply automatic boosts of +3 to +15 to the enemy's effective level. A floor 38 enemy may calculate damage as if it's effective floor 53.

Step 3 — Damage multiplier

Many enemies have a damage_multiplier. Ordinary enemies are usually near 1.0, stronger enemies and bosses can be much higher. The multiplier is applied straight onto the running damage total.

Step 4 — Critical hit roll

threshold = 10 + critical_modifier_chance

Roll 1–100 against the threshold. On crit:

damage = damage × 1.5 + critical_flat_bonus

Some bosses have a critical_modifier like (15, 250) — meaning 25% crit chance and +250 flat damage on crit. That's a soul-shattering hit.

Step 5 — Defending stance

If you used Defend last turn, your defending stance is active and reduces this hit by a large percent. It starts at 50%, scales with your fighting modifier, and caps at 80%.

Step 6 — Armor reduction

armor_reduction = eff_armor_lvl × (eff_armor_lvl × 0.89 + 1.11)

Subtracted flat from the running damage. If armor is equipped, Pain Tolerance adds +1 to your effective armor level. Forge Pauldrons add +1/+2/+3 by tier, Jock Shell adds +1, and Nocturnal Cloak adds +1.

If the enemy's skill has a skill_armor_break entry, they roll for it: chance × percent. On success, your armor reduction is reduced by that percent before being subtracted.

Step 7 — Tai-Chi reflect

If you have Tai-Chi: 5% base chance + 3% per True Neutral alignment tier. On trigger, a percent of incoming damage (5% + 3%/tier) is reflected back to the enemy and you only take the rest. Tai-Chi applies to most direct damage and QTE hits, but not to cover-ears audio damage.

Step 8 — Alignment items

In order:

  1. Shield of Balance → ×0.85 always-on.
  2. Forge Shield → roll to block a random percent of damage:
    • Iron: 6% chance, 3–7% blocked
    • Silver: 12% chance, 6–14% blocked
    • Mithril: 18% chance, 9–21% blocked
  3. Forge Helmet → only fires on critical hits:
    • Iron: ×0.9
    • Silver: ×0.8
    • Mithril: ×0.7
  4. Helmet of Immortality → if the hit would kill you and would deal 250+ damage and your HP is above 10, it's clamped so you survive at exactly 1 HP. It can trigger once, then recharges after 10 rounds.

Step 9 — Tier defense

Your final defensive layer:

range = your_tier to your_tier × 3
armor_multiplier = 1 + (effective_armor_level ÷ 10)
final_damage -= random(range) × armor_multiplier

The rolled value is multiplied by your effective armor synergy. Balance Stone adds an alternating min/max bonus per level before that roll (level 1: +1 min, level 2: +1 min/+1 max, level 3: +2 min, level 4: +2 min/+2 max, and so on).

Examples with armor level 12:

Tier Final Tier Defense Range
Godlike / tier 15 33-99
Transcendent / tier 17 37-112
Apex (1) / tier 18 39-118

Step 10 — Apply to your HP

Whatever's left finally subtracts from your health.


Fighting Experience and the Tier System

Your fighting_experience is the most quietly powerful stat in combat. It scales your output and defenses, and it determines your tier — which feeds into your tier defense roll.

Tier Table

Tier Title Exp Required Damage Modifier
1 Novice 0–99 ×1.00
2 Brawler 100–199 ×1.05
3 Warrior 200–499 ×1.10
4 Veteran 500–999 ×1.15
5 Elite 1,000–1,999 ×1.20
6 Champion 2,000–3,999 ×1.25
7 Master 4,000–7,999 ×1.30
8 Gladiator 8,000–15,999 ×1.35
9 Warlord 16,000–31,999 ×1.40
10 Hero 32,000–63,999 ×1.45
11 Legend 64,000–127,999 ×1.50
12 Mythic 128,000–255,999 ×1.55
13 Immortal 256,000–511,999 ×1.60
14 Demigod 512,000–1,023,999 ×1.65
15 Godlike 1,024,000–2,047,999 ×1.70
16 Ascendant 2,048,000–4,095,999 ×1.75
17 Transcendent 4,096,000–8,191,999 ×1.80
18 Apex (1) 8,192,000+ ×1.80 (capped)

Beyond Apex (1), the tier number keeps growing — Apex (2), Apex (3), and so on, with each new sub-tier requiring 1.5× the previous threshold. The damage modifier is capped at ×1.80, but tier number continues to feed the tier defense flat reduction range, so progress past Apex still meaningfully matters.

What Fighting Experience Actually Does

  1. Multiplies your offensive stat contribution on every physical attack and on magic damage. Capped at ×1.80.
  2. Sets your tier defense rangemin = tier, max = tier × 3, then the roll is multiplied by armor synergy.
  3. Multiplies your status resistance roll (capped at 90%).
  4. Improves flee chance for non-boss fights.

There is no current incoming-damage divisor based directly on raw fighting XP. Enemy skill damage is reduced by the tier-defense system above, plus armor and other defensive layers.


Magic in Detail

Magic uses a different formula tree than physical attacks.

Stat Contribution

  • Standard damage magic (fire, ice): base + (Mystic ÷ 2) × fight_mod
  • Advanced magic (light, dark): base + (Mystic × 1.5) × fight_mod

Light and Dark are dramatically more powerful than fire/ice if you have the Mystic stat for it.

At very high Mystic, offensive spells get a small extra max-damage bonus:

if Mystic > 100:
    +1 max damage for every full 10 Mystic over 100

So Mystic 110 gives +1, Mystic 150 gives +5, and so on. This bonus applies to fire, ice, light, and dark spells.

Grimoire Bonus

A grimoire adds level × 2 to your max damage. Arcane Knowledge triples this bonus.

Multipliers

Applied in order:

  1. Master Wizard → ×1.5 to all magic.
  2. Fire bonuses (fire magic only):
    • Fire Elemental Talisman → +20%
    • Hell Fire → +50%
    • Stack additively (so both = +70%).
  3. Alignment Essence → 5% per tier of matching alignment:
    • Light Magic ← Good alignment
    • Dark Magic ← Evil alignment
    • At max tier, this is ×1.45.

The Roll

min = max × 0.33 normally, or × 0.55 with Wizardry.

Arcane Surge

After the roll, if you have Arcane Surge, there's an 18% chance of:

final = (final × 3) + random(1, 300)

This is the magic equivalent of Skull Crusher — a build-defining occasional spike.

Vampire Grimoire

If you have Vampire Grimoire, each main offensive spell has a 15% chance to trigger Vampirism, adding 1-Vampire damage after the normal spell roll and before Arcane Surge. It also bypasses enemy magic defenses and absorption. It still has to get past enemy dodge, and enemy weakness still helps you.

Heal Magic

Same pipeline as offensive magic, but the result heals. Sacred Mending has a 30% chance to double the heal.

Sleep Magic

Against non-bosses, Sleep chance scales with Mystic, gets +5 from Inner Peace, then the enemy reduces it by a random amount based on floor level. Non-boss Sleep chance caps at 70%, or 75% if you have Hypnotic Gaze. Against bosses, Sleep has a fixed 13% chance, or 20% with Hypnotic Gaze.

Energy Cost

Magic costs energy:

  • Fire/Ice: 12
  • Light/Dark: 40
  • Sleep: 18
  • Heal: 22

Mana Channeling halves the cost. Inner Peace reduces by another 10% on top. With both, Light/Dark drops from 40 → 18, which makes them sustainable.


Status Effects and Resistances

Some enemy attacks try to apply status effects (poison, sleep, web, charm, disorient, cover_ears).

When the attack lands, a resistance check fires:

resistance_chance = (your_stat ÷ 100) × fight_mod

your_stat depends on the effect type:

Effect Resistance Stat
Sleep Stamina
Poison Strength
Charm Charm
Web Ability
Disorient Perception
Cover ears Perception

Resistance is hard-capped at 90%. Even with stats and fight_mod that would mathematically push it over 100%, the cap means most effects still have at least a 10% chance to land unless a specific skill grants immunity.

Some skills bypass everything:

  • Iron Will — 25% flat resist to mental effects (sleep/charm/disorient).
  • Combat Reflexes — 30% to dodge web entirely (separate from resistance roll).
  • Iron Constitution — 30% flat poison resist.
  • Music Production — full immunity to the cover-ears status effect.

A few boss skills have a skill_override_chance that bypasses all resistance checks. If you're getting webbed despite a 90% resist roll, that's why.


The QTE Block System

Some enemy skills are QTE-blockable. When a QTE-blockable skill fires, the battle message will hint at it (cyan text saying to click the incoming attack), and a target will appear briefly on screen. Click it in time and the entire hit is negated.

Multi-hit skills can have a QTE per hit. Block one, the rest still come — but each one is an independent chance to defend.

Forge Shield tiers also boost the QTE itself — the target gets bigger and you get more reaction time as you upgrade.


Telegraphed Attacks

Certain enemy skills are telegraphed. The turn before they fire, the enemy displays a warning message describing what's coming. This is your cue to:

  • Defend — drastically reduces the incoming damage.
  • Heal preemptively if you're low on HP.
  • Move energy budget — sacrifice an attack to save resources for surviving.

A few skills are both telegraphed AND QTE-blockable, but most are one or the other. Telegraph is the boss saying "I'm winding up." QTE is the boss saying "react now or eat it."


Forge Armor

The blacksmith at one of the medieval locations crafts four armor pieces, each in four tiers — Iron, Silver, Mithril, and Gemmed.

Piece Iron Silver Mithril Effect
Helmet ×0.9 on crits ×0.8 on crits ×0.7 on crits Reduces critical hit damage taken
Shield 6% / 3–7% 12% / 6–14% 18% / 9–21% Chance to block a random % of damage
Gauntlets -1 low end -2 low end -3 low end Softens minimum enemy skill rolls
Pauldrons +1 armor lvl +2 armor lvl +3 armor lvl Stacks with armor and Pain Tolerance

Gemmed keeps each piece's full Mithril-level effect and adds a new layer: every Gemmed piece you own grants +1 effective armor level, up to +4 with the complete set. That armor bonus feeds both the flat armor reduction formula and the tier-defense synergy multiplier, making a full Gemmed set the strongest defensive loadout in the game.

Each tier is a meaningful upgrade. Mithril is rare and expensive, but the difference between unequipped and full Mithril is the difference between dying on the deepest floors and walking out of them — and Gemmed pushes past even that.

The shield and pauldrons help on every hit. The helmet only helps when an enemy crits, but on those hits it can save your life. The gauntlets are a subtle, consistent damage reduction across long fights.


Soul Stones in Combat

For full coverage of Soul Stones, see soul_stones.md. Quick summary of their combat effects:

  • Sword Stone — +1 per level to basic attack and quick attack.
  • Brute Stone — +1 per level to stormslash and power strike.
  • Elemental Stone — +1 per level to fire and ice magic.
  • Balance Stone — alternating bonus to your tier defense range (level 1: +1 min; level 2: +1 min/+1 max; etc.).
  • Queenstone — +1 per level to maximum HP (passive, not a combat effect per se).

All five level up to potentially absurd numbers if you're patient. There's no cap.


Combat Paths — Sorcerer, Assassin, Blademaster

Beyond stats, skills, and gear, the game has three Combat Paths — long-term mastery tracks that permanently multiply the damage of the actions they govern. You start with none of them; each must be awakened by a master, and once awakened it grows forever.

The Three Paths

Path Governs Awakened By Awakening Requirements
Blademaster Basic Attack, Power Strike Muramasa (Knight's Training Grounds) Close Friend with Muramasa, Fighters Guild reputation 200+. 300 min, −150 energy, −100 calm. One-time.
Assassin Quick Attack, Stormslash Arestes (Thieves Guild Hidden Chamber) Thieves Guild reputation 350+. 300 min, −150 energy, −150 calm. One-time.
Sorcerer Fire, Ice, Light, Dark, Sleep, and Heal Magic Aziza (Arcane Shop) In Love with Aziza, Lime recruited as Maid #4, the Floor 40 miniboss defeated, and Sashina's Gift learned. 300 min, −150 energy, −150 calm. One-time (+30 Aziza).

Earning Path Points

Every use of a governed action in combat earns +1 point on that path. In the Infinity Dungeon, each action also earns a random bonus of 1 up to your current Infinity floor — deep Infinity runs are by far the fastest way to rank up. Enemy affix experience multipliers and specialist enemies multiply the gain further.

Ranks and the Damage Multiplier

Each path has 20 named ranks (and keeps going past 20 forever). Rank thresholds are cumulative points: 0, 100, 300, 700, 1,500, 3,100, 6,300, 12,700, 25,500, 44,700, 73,500, 116,700, 181,500, 278,700, 424,500, 643,200, 971,250, 1,463,325, 2,201,438, 3,308,607 — the required span doubles each rank through rank 8, then grows ×1.5 per rank. Past rank 20, each new rank costs ×1.5 the previous span, with no cap.

The payoff: every rank adds +15% damage to that path's governed actions. Rank 1 = ×1.15, rank 10 = ×2.5, rank 20 = ×4.0 — and it keeps climbing +0.15× per rank beyond that, forever.

Rank names run from humble to mythic — Sorcerer: Novice → Warlock → Archmagus → Avatar of Magic; Assassin: Initiate → Nightblade → Master Assassin → Avatar of Shadows; Blademaster: Novice Blade → Sword Saint → Kensei → Avatar of Steel. Past rank 20 the title shows your rank number, e.g. "Avatar of Steel (23)".

Assassinate — The Assassin Chain

From Assassin rank 1, Quick Attack can chain into extra follow-up strikes ("Assassinate"). Each extra hit rolls against a chance that starts at 50 + your Assassin rank and drops 10 per hit in the chain. The Dark Consolador key item (a gift from Arestes) adds +15 starting chance and slows the decay to −5 per hit. Every chained hit is a full recalculated Quick Attack — path multiplier included — and the Phantom Stone adds its level as bonus damage to each chained strike.

Practical Notes

  • Pick the path that matches the buttons you already press. A sword build lives on Attack/Power Strike (Blademaster); a speed build on Quick Attack/Stormslash (Assassin); a caster on spells (Sorcerer).
  • Nothing stops you from awakening all three — they track and multiply independently.
  • The multipliers apply only to the governed actions. Blademaster rank does nothing for your Fireball.

Alignment in Combat

Your moral alignment matters in three combat-relevant ways:

  1. Light Magic scales with your Good alignment tier — +5% per tier, max ×1.45.
  2. Dark Magic scales with your Evil alignment tier — same scaling.
  3. Tai-Chi — its reflect chance and reflect amount both scale with your True Neutral alignment tier:
    • Base: 5% chance to reflect 5%.
    • Each Neutral tier (1–9): +3% chance, +3% reflect.
    • At max Eternal: 32% chance to reflect 32%.

So your alignment commits you to a specialty: Good for Light, Evil for Dark, Neutral for Tai-Chi. There's no way to be optimal at all three simultaneously.


Skills That Actually Matter

This is the short list of combat skills with high practical value, ranked roughly by impact:

S-tier (transformative):

  • Skull Crusher (Power Strike ×4 chance — single-hit damage king)
  • Master Wizard (×1.5 magic — turns every spell into a Power Strike)
  • Tai-Chi (with high Neutral tier — turns the enemy into your healing source)
  • Wizardry (raises magic damage floor enormously)
  • Arcane Surge (build-defining magic spike)

A-tier (very strong):

  • Berserker Rage (max damage Power Strikes when healthy)
  • Mana Channeling (sustains Light/Dark magic spam)
  • Inner Peace (stacks with Mana Channeling, also deflects magic)
  • Pain Tolerance (+1 effective armor level when armor is equipped)
  • Sacred Mending (heals double, often saves runs)
  • Precognition (10% full dodge against incoming attacks)

B-tier (situational but real):

  • Martial Arts (raises minimum damage roll on attacks)
  • Weapon Mastery (50% more weapon contribution)
  • Acrobatics (Quick Attack damage bonus)
  • Iron Will / Iron Constitution / Music Production (status resists)
  • Combat Reflexes (especially valuable against web effects)
  • Adrenaline Rush (spikes max damage when badly hurt)
  • Exploit Weakness (15% double damage with cooldown)
  • Tempest Strike (Stormslash lightning conversion)
  • Battle Meditation (per-turn regen)
  • Counterattack (20% to retaliate after taking damage)

C-tier (niche):

  • Disarming Technique (currently narrow; it sets a disarm flag, but most enemy damage is skill-driven)
  • Defensive Stance (low current impact in the live skill-driven enemy system)
  • Combat Leadership
  • Endurance Training

The top of the list is where you should spend learning resources first if you're serious about combat.


Build Strategy

The Magic Build

Mystic-stacked, Light Magic specialty, Good alignment. Master Wizard + Wizardry + Mana Channeling + Inner Peace + Arcane Surge + Sacred Mending. Light Magic spam with full Alignment Essence stacking, Sacred Mending healing in between. Vulnerable to enemies that absorb light or have very high magic resistance, but a properly built magic character can solo any boss.

The Berserker

Strength-stacked, Power Strike specialty. Skull Crusher + Berserker Rage + Weapon Mastery + Martial Arts. Stay above 90% HP by abusing healing or simply not getting hit. Each Power Strike is a hammer blow — and the 30% Skull Crusher × 4 chance creates terrifying damage spikes.

The Tank

Stamina-stacked, defense-focused. Full Mithril armor, Tai-Chi, max True Neutral alignment, Helmet of Immortality, Shield of Balance. You don't kill enemies fast — you let them kill themselves. Tai-Chi reflects steady damage, defenses absorb most of what's left, and the immortality clamp catches one lethal heavy blow before needing 10 rounds to recharge.

The Quick-Strike

Ability-stacked, Quick Attack specialty. Acrobatics + Side-Step + Sword Stone (high level). Fast attacks, follow-up chances, and Side-Step dodges create more total actions and more chances to avoid an enemy hit.


Common Misconceptions

"My fighting experience makes me immune to enemy damage."
No. Fighting experience improves your outgoing damage and your final tier-defense roll, but it does not divide enemy skill damage by your raw XP. Bosses can still hit very hard.

"Higher armor means flat damage reduction every hit."
True for the armor stat itself, but skill_armor_break rolls can bypass a percentage of it on specific attacks. Some boss signature skills are designed to ignore armor.

"Tai-Chi only works against magic."
False, but with one caveat. It works against most direct incoming damage, including physical and QTE hits. It currently does not apply to cover-ears audio damage.

"Forge Helmet always reduces damage."
Only on critical hits. On non-crit hits it does nothing. But when it fires, it can mean the difference between surviving and dying — bosses with high critical_modifier values will land devastating crits otherwise.

"Defend is always 90% reduction."
Active defending starts at 50%, scales with your fighting modifier, and caps at 80%.

"Status effects can be made impossible to land."
No. The 90% resistance cap means every attempt has at least a 10% chance to succeed. Build defensively but don't expect immunity.

"Power Strike is just a basic attack with bigger damage."
It scales with full Strength instead of Strength ÷ 2 — that's a ×2 difference in stat contribution before its higher base, energy cost, and Skull Crusher's potential ×4.


Combat is intentionally deep. The pipeline is opaque while you're playing — fights resolve in seconds — but the systems beneath it reward thinking. The deeper floors of the dungeon are designed for builds that have understood and committed to a strategy. Generic builds plateau. Specialized builds break through.

Community discoveries

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