18+ adults-only game · Wiki pages may contain story and gameplay spoilers

Community knowledge, preserved on the official site

Combat System

Live wiki revision 2108 · October 4, 2026View or improve the source →
Player wiki noticeThis community-maintained page may contain gameplay, story, and mature-content spoilers.
Combat System Guide
This guide explains ordinary turn-based combat: action costs, physical and magical damage, defenses, force fields, status effects, difficulty, and the three Combat Paths. It lists mechanics without revealing major character or story outcomes.
For exploration, gates, traps, and floor routes, see Dungeon. For endless-mode themes, boss cycles, affixes, and special enemy rules, see Infinity Dungeons. Narrative guardian encounters use a separate choice-based system; their exploration role is covered on the Dungeon page.

Actions and Turn Flow

Choose an action, resolve its hit and effects, then handle the enemy's response and ongoing status effects. A miss can still spend the turn. Several restrictions block particular buttons rather than every action; use the alternatives in the status table below.
Action Normal Energy cost Main scaling Required skill
Attack 0 Strength None
Quick Attack 5 Ability None
Stormslash 15 Strength + Ability Stormslash
Power Strike 20 Strength Power Strike
Defend 0 Fighting tier improves reduction None
Fire / Ice 12 Mystic Elemental Blast
Light / Dark 40 Mystic Light Magic / Dark Magic
Sleep 18 Mystic / enemy-specific Sleep rules Illusion Weaving
Heal 22 Mystic Healing Touch
Spell buttons require their listed skill and enough Energy. A grimoire improves damage and healing; the ordinary combat button check does not require one to be equipped. Magic uses its own cost reductions. The physical costs in the table are the action's standard requirements; general physical-activity Energy effects are separate from the spell-cost formula. Medicine restores 25 Health per consumed Medicine through the combat item action.
Endurance Training reduces physical Energy spending by 10%, with integer truncation: Quick Attack 4, Stormslash 13, and Power Strike 18. The current Power Strike handler also checks its reduced 18-Energy requirement, matching the displayed cost, rather than requiring the unreduced 20 before allowing the action.
Defend reduces the next applicable direct damage hit by min(80%, 50% × fighting modifier). That defending flag is consumed by the hit. It does not grant 80% reduction to every hit in an enemy barrage. With Nature's Embrace, Defend also restores a random 4–10% of maximum Energy, capped by your Energy pool.

Difficulty Settings

Combat difficulty is saved per game. These multipliers apply to supported combat values; they do not universally scale every exploration trap or scenario cost.
Combat value Easy Normal Hard
Enemy HP ×0.50 ×1 ×1.25
Ordinary direct damage taken ×0.50 ×1 ×1.25
Percentage-of-max-Health damage ×0.50 ×1 ×1.10
Poison tick damage ×0.50 ×1 ×1.20
Enemy healing ×0.50 ×1 ×1.25
QTE reaction window ×1.50 ×1 ×0.90
Positive scaled integer values retain a minimum of 1. QTE timing retains its 0.35-second safety floor. Narrative guardian encounters separately halve enemy Energy and final post-defense player damage on Easy.
Normal preserves the standard values explained below. Hard does not simply multiply all incoming effects by 1.25: percentage attacks and poison have their own modifiers.

Fighting Experience and Tiers

Fighting Experience determines a tier used for output, status resistance, active Defend, and tier defense:
Fighting modifier F = 1 + 0.05 × (tier − 1).
Tier Name XP to reach Fighting modifier
1 Novice 0 ×1.00
2 Brawler 100 ×1.05
3 Warrior 200 ×1.10
4 Veteran 500 ×1.15
5 Elite 1,000 ×1.20
6 Champion 2,000 ×1.25
7 Master 4,000 ×1.30
8 Gladiator 8,000 ×1.35
9 Warlord 16,000 ×1.40
10 Hero 32,000 ×1.45
11 Legend 64,000 ×1.50
12 Mythic 128,000 ×1.55
13 Immortal 256,000 ×1.60
14 Demigod 512,000 ×1.65
15 Godlike 1,024,000 ×1.70
16 Ascendant 2,048,000 ×1.75
17 Transcendent 4,096,000 ×1.80
18 Apex (1) 8,192,000 ×1.85
At 8,192,000 XP, Apex (1) begins at Tier 18. Apex (2) begins at 12,288,000, Apex (3) at 18,432,000, and each later threshold is ×1.5 the preceding Apex threshold. The tier and fighting modifier continue increasing; the old ×1.80 cap does not apply.
Fighting tier is separate from the Combat Path ranks described later. Raw XP does not directly divide enemy skill damage or grant immunity.

Physical Damage and Accuracy

Accuracy Comes First

Physical actions have a player miss threshold:
max(1, 43.3 − 0.414 × modified Ability)%.
Swordplay halves that threshold. The implementation compares an integer 1–100 roll against it, so a fractional threshold is effectively rounded down for that roll. The enemy may then make a separate dodge check. A high Ability build improves the first check but does not remove every enemy dodge mechanic. Sniper's Scope has a 15% chance to correct an eligible miss or enemy dodge.

Building the Damage Maximum

Let W be effective melee weapon level. The current physical attack uses a varying fighting factor:
Physical factor = (F + random real number from 0 to W ÷ 10) × random real number from 0.5 to 1.3.
This variation is applied before the actual damage roll. Physical damage can therefore vary even before Martial Arts changes the final roll's lower bound.
Weapon bonus = W × 2, or W × 3 with Weapon Mastery, when a melee weapon is equipped.
Action Base Stat contribution
Attack 1 modified Strength ÷ 2 × physical factor
Quick Attack 2 modified Ability ÷ 2 × physical factor
Stormslash 3 (modified Strength + Ability) ÷ 3 × physical factor
Power Strike 5 modified Strength × physical factor
Initial maximum = floor(base + stat contribution + weapon bonus).
Effective melee level includes applicable key-item bonuses: Sword Chain +1, The Dark Sheath +1, and the qualifying resolved mechanical encounter's +1. These do not necessarily alter the weapon's visible stored level.

Physical Roll and Passives

Effect Current behavior
Poseidon Trident 15% chance to double the initial physical maximum
Adrenaline Rush Below 30% Health, doubles the physical maximum
Berserker Rage Power Strike at 90%+ Health: 35% chance to use the maximum directly; costs random 3–10% maximum Health
Martial Arts Raises the damage-roll minimum from floor(maximum ÷ 3) to floor(maximum ÷ 2)
Exploit Weakness 15% chance to double rolled physical damage; skips its next four eligible physical calculations after a trigger
Acrobatics Quick Attack: 15% chance for ×1.5 damage; separately, physical actions can trigger a 15% follow-up Quick Attack
Power buff ×1.5 physical damage after the roll
Hell Fire ×1.10 physical damage after the Power buff
Sword Stone Adds its level to Attack and Quick Attack
Roll inclusively between the final minimum and maximum, unless Berserker forces the maximum. Calculations generally truncate after percentage multipliers. Follow-up attacks have their own calculations and can consume passive cooldown checks; a multi-hit turn is not necessarily one check of every passive.

Enemy Defenses and Skill Enhancements

For a normal Attack, apply enemy damage reduction, subtract an inclusive effective enemy floor through twice that floor defense roll, then apply an active physical guard. Floor defense normally leaves at least 1 damage.
For the three physical skills, enemy percentage reduction happens before these enhancements:
  • Tempest Strike: Stormslash gets ×1.05 and Lightning typing. Lightning weakness doubles damage; resistance halves it. It can then chain extra strikes, starting at 50% continuation and decreasing by 5 percentage points after each successful extra hit, stopping on a failed continuation or enemy defeat.
  • Skull Crusher: Power Strike gets ×1.10, then a 30% chance to multiply by 4.
  • Brute Stone: adds its level to Stormslash and Power Strike after their skill enhancements.
Then apply floor defense and matching enemy guard, followed by the applicable Combat Path multiplier. Guards consume charges on qualifying damaging hits, so a chain can consume more than one charge. Defensive Stance and Magical Shield are enemy guard mechanics too; their exact physical/magic reductions depend on that enemy's guard definition.
Side-Step gives Quick Attack a 20% base chance for an extra strike and readiness to dodge an eligible enemy attack. The Null Shroud adds 5 percentage points to an existing supported dodge chance; it does not create every dodge ability by itself.

Sovereign Edge and Disarming

Sovereign Edge enhances the normal Attack button:
  • Always ×1.15 to its rolled attack damage.
  • Independent 20% precision roll: bypass the enemy guard and add 50% to damage after the normal remaining defenses.
  • Independent 5% Mortal Blow roll: ×10 before the enemy defenses.
  • Against eligible ordinary enemies, a separate 15% instant-kill roll occurs before normal accuracy and dodge checks. Boss, unfleeable, and explicitly instant-kill-protected enemies are excluded.
These enhancements belong to Attack, not every physical skill. The instant-kill chance should not be treated as a way to skip bosses.
With Disarming Technique, a surviving enemy can be disarmed by Quick Attack, or Attack with Sovereign Edge, at 10%. Disarm now halves the next covered enemy damage action, including supported skill damage. Its flag is then consumed. A multi-hit skill resolves its hits under the action's disarm state. The old description of disarm as largely irrelevant to skill-based enemy attacks is obsolete.

Magic Damage and Healing

Spell Maximum

Magic uses the normal fighting modifier F, without the physical weapon random-factor step.
  • Fire/Ice: 15 + floor(modified Mystic ÷ 2 × F) + grimoire bonus.
  • Light/Dark: 15 + floor(modified Mystic × 1.5 × F) + grimoire bonus.
  • Offensive spells also add floor((Mystic − 100) ÷ 10) when Mystic is above 100.
For grimoire level G, start with G², tripled with Arcane Knowledge. If G is above 1, multiply that by a fresh random real number from 1 through G, then truncate. It is not a fixed G² bonus on every cast.
Before the main damage roll:
  • Mermaid Magic: 15% chance to double an offensive spell maximum.
  • Sashina's Gift: 15% chance to double Fire/Ice's maximum; also halves the enemy percentage damage-reduction contribution and prevents elemental absorption on that cast.
  • Master Wizard: ×1.5 maximum.
  • Fire's Fire Elemental Talisman +20% and Hell Fire +50% add together for ×1.7 when both are owned.
  • Light gets +5% per Good alignment tier; Dark gets the same per Evil tier, up to ×1.45.
Grimoire levels above 1 then multiply the maximum by 1 + 0.1 × (G − 1). The roll minimum is 33% of that maximum, or 55% with Wizardry, truncated. Roll inclusively.
After rolling, Arcane Surge has an 18% chance on offensive magic to give damage ×3 + random 1–300. Add Elemental Stone levels to Fire/Ice or Twilight Stone levels to Light/Dark after that step.

What Can Stop a Spell

A standard offensive spell can be dodged. It then passes through enemy percentage reduction, elemental weakness ×2 or resistance ×0.5, magic resistance, possible absorption, floor defense, and magical guard before its Sorcerer multiplier.
Enemy magic resistance is a fresh roll from 50–150% of the listed resistance, used as a percentage reduction with a 1-damage minimum. An absorption success heals the enemy for the resulting damage, limited by its maximum HP and adjusted by difficulty's enemy-healing multiplier.
Arcane Surge skips the elemental / magic-resistance / absorption block, so that cast does not receive the ordinary weakness doubling either. It still checks enemy dodge and the other applicable reduction, floor-defense, guard, and force-field rules. Sashina's Gift's absorption protection is a separate proc.

Vampire Equipment

Vampire Fangs can proc on the main physical calculation; Vampire Grimoire on the main offensive magic calculation. Base chance is 15%, raised to 18% with Vampirism. With a positive Vampire value V, the proc adds a random 1–V damage without the skill, or 10–max(10, floor(1.5V)) damage with Vampirism. A Vampire value of zero gives no added damage.
Fangs bypass enemy percentage damage reduction, floor defense, and guard for their proc hit. Grimoire also bypasses elemental resistance, magic resistance, and absorption, while preserving a useful elemental weakness bonus unless Arcane Surge skips that block. They still need to land, and they do not automatically pierce force fields.
Follow-up systems have different proc rules: ordinary Acrobatics and Side-Step bonus calculations do not independently roll Fangs; recalculated Assassin-chain strikes do. Tempest continuation hits do not inherit the main hit's defensive bypass. Treat the proc as a rule for its particular hit rather than the whole turn.

Healing

Heal maximum = 5 + floor(modified Mystic × F) + G, or 3G for the grimoire term with Arcane Knowledge. Apply Master Wizard, grimoire scaling, and the Wizardry/normal roll range as above.
Sacred Mending has a 30% chance to double the rolled healing. When healing actually restores Health, that proc can also cleanse one supported negative status. Sorcerer rank multiplies the heal, then the normal maximum-Health cap limits actual restoration. Healing's grimoire term is linear G, unlike offensive magic's squared-and-random term.

Magic Energy Costs

Mana Channeling halves base cost with rounding up. Inner Peace then multiplies that reduced cost by 0.9 and truncates.
Spell Base Mana Channeling Both skills
Fire / Ice 12 6 5
Light / Dark 40 20 18
Sleep 18 9 8
Heal 22 11 9
An Arcane Surge proc increases the spell's calculated Energy cost by ×1.5, truncated. Spell Energy is deducted directly, rather than through the general physical-activity cost reducer.

Sleep Magic

Ordinary enemy Sleep chance begins with 35 + 0.696 × (modified Mystic − 20). Inner Peace adds 5. Subtract a random integer 1 through effective enemy floor. Hypnotic Gaze adds 10, and Sleep Spores adds 7.
The normal chance cap is 70%, or 75% with Hypnotic Gaze, plus Sleep Spores' 7. Then subtract the enemy's temporary repeated-Sleep penalty, with a minimum of zero.
Boss Sleep uses 13%, plus 7 with Hypnotic Gaze and plus 7 with Sleep Spores, then the same repeated-Sleep penalty. Some encounters are explicitly immune; a cap is not a promise that every enemy can be put to sleep.
On success:
  • Cancel the enemy's pending telegraphed attack.
  • Set 1 guaranteed sleep round, or 2 with Master Wizard.
  • Sleep Spores has a 10% chance to add another guaranteed round.
  • Set a 20-percentage-point penalty to subsequent Sleep attempts against that enemy; it recovers 1 percentage point per battle round.
After the guaranteed rounds, a sleeping enemy has a 65% wake chance on each later sleep-processing turn. This differs from the player's 75% wake check.

Incoming Damage and Defenses

The main direct-damage enemy skill route uses this order. Special types such as percentage-Health attacks, audio damage, and status-only actions have their own branches.
  1. Roll the skill's base range. Forge Gauntlets lower only its minimum by 1/2/3, with a minimum of 1; they leave the maximum intact.
  2. Multiply by 1 + effective enemy floor × 0.22, then by the enemy's damage multiplier and applicable rage effect.
  3. Critical chance is 10% + the enemy's critical chance bonus. A critical gives ×1.5 + that enemy's flat critical bonus.
  4. Apply the player's active Defend reduction if available.
  5. Subtract floor(L × (0.89L + 1.11)) for effective armor level L. A successful enemy armor-break roll reduces that armor reduction first. Ordinary direct damage retains a minimum of 1.
  6. Apply Tai-Chi reflection where that branch supports it.
  7. Apply Shield of Balance and the relevant Forge Shield/Helmet effects.
  8. Subtract the player's tier-defense roll, leaving at least 1.
  9. Apply supported final Health-loss reductions, including Iron Constitution's 10% reduction with nearest-integer rounding.
  10. Apply the direct-damage difficulty multiplier, any skill-specific maximum-Health damage cap, and covered disarm reduction.
  11. Check final lethal-hit protection, then apply damage to the player's force field or Health.
Some special encounters enforce their own minimum damage or bypass layers. This pipeline is not a universal promise that every attack can be reduced to 1.

Effective Armor

Armor must be equipped for the main effective-level bonuses. Add Pain Tolerance +1, Forge Pauldrons' best tier +1/+2/+3, and +1 for each Gemmed Forge piece owned. Key items add Jock Shell +1, Nocturnal Cloak +1, Leather Boots +1, Titanium Plating +2, and Plot Armor +2.
Example: effective L=10 gives 100 flat armor reduction; L=12 gives 141, before any enemy armor break. These are combat formulas; ordinary dungeon floor-trap armor often uses a separate 2 damage per effective level rule.

Tier Defense

Roll an integer from tier through 3 × tier. Balance Stone level B raises the minimum by ceil(B ÷ 2) and maximum by floor(B ÷ 2). Multiply the rolled number by 1 + effective armor level ÷ 10, then truncate and subtract.
Tier 15 with effective armor 12 and no Balance Stone gives a reduction of 33–99. Tier 18 gives 39–118. Tier defense keeps improving with later Apex tiers.

Forge Pieces and Other Defenses

Piece Iron Silver Mithril / Gemmed
Helmet, critical hits ×0.9 damage ×0.8 ×0.7
Shield, passive block 6% chance; reduce 3–7% 12%; reduce 6–14% 18%; reduce 9–21%
Gauntlets Skill minimum −1 −2 −3
Pauldrons Effective armor +1 +2 +3
Gemmed retains the Mithril-tier piece effect and each Gemmed piece adds +1 effective armor, up to +4 for the set. Only the best tier of an ordinary piece contributes its tier effect; owning earlier versions does not stack all tier bonuses.
Shield of Balance gives ×0.85 in its supported incoming-damage layer. Tai-Chi begins at 5% chance to reflect 5%; each True Neutral tier adds 3 percentage points to both, up to 32% chance / 32% reflection at tier 9. Reflection reduces the incoming hit and damages the enemy; it is not a Health heal. Audio damage does not use the usual Tai-Chi branch.
Inner Peace separately gives a 20% chance to deflect a supported direct magical enemy skill. It reflects half that skill's base roll after floor scaling and avoids the normal hit; this is not a blanket 20% dodge against all damage.
Helmet of Immortality checks at the end: when ready, Health is above 10, and final damage is both lethal and at least 250, it leaves you at 1 HP. It recharges after 10 battle turns. An active player force field normally handles the hit before the helmet needs to save Health. Small lethal hits and low-Health hits need not qualify.
Precognition gives a 10% chance to dodge eligible enemy attacks; The Null Shroud raises that supported chance to 15%. Enemy skills with their own targeting or dodge rules may use a separate branch.
Battle Meditation restores 5 Health and 5 Energy per supported round. The legacy Defensive Stance skill formula is not the same as pressing the current Defend button; do not substitute its old 90% figure for the active Defend formula above.

Force Fields and Percentage Attacks

Player Force Field

Owning Force Field gives battle-start capacity of floor(maximum Health × field level × 5%), with a minimum of 1. The pool is refreshed for a new battle.
When the field is positive, it absorbs a hit up to its remaining capacity and discards overflow. A 100-damage hit into 20 field breaks it while leaving Health unchanged. A later hit can reach Health. Supported percentage attacks and poison ticks also pass through this protection; explicit bypass attacks are exceptions.

Enemy Force Fields

An enemy field similarly prevents Health overflow from the hit that breaks it. In addition, when an enemy field was active at the start of your action, its protection lasts for that whole action: later chain/follow-up hits cannot damage HP after an earlier hit breaks the field. Start a new action to damage Health.
Sword Chain increases supported physical damage against an active enemy field by 15%. Vampire equipment bypasses several defenses but does not automatically remove this action protection.

Percentage-of-Maximum-Health Skills

These roll a listed percentage of maximum, not current, Health. Their special branch bypasses ordinary armor, Defend, and tier-defense reduction, then applies its own difficulty modifier and supported disarm. A player force field can still intercept the hit unless the attack explicitly bypasses it. Any separate Energy drain can remain even when Health damage is intercepted.
Multi-hit attacks can roll a fresh hit count from their configured range. When a skill specifies a maximum-Health damage cap, that cap is an upper bound for that hit, not a promise that all enemy skills share the same cap.

Status Effects and Resistances

Effect Normal resistance stat Main restriction or effect
Sleep Stamina Cannot act; first turn retained, then 75% wake check
Poison Strength Periodic Health damage for its remaining turns
Charm Charm Cannot act while the effect remains
Web Ability Blocks physical attacks and fleeing; magic, Defend, and items remain alternatives
Disorient Perception Blocks advanced physical skills and magic; basic Attack, Defend, flee, and items remain alternatives
Cover ears Perception Cannot act while this effect remains; audio attack damage is separate from the status
Petrify Stamina Cannot act while its turns remain
Normal stat resistance uses raw stat ÷ 100 × F, capped at 90%. Weak/light/mild status variants multiply that chance by 1.25; strong/severe variants by 0.75, before the cap.
Before this normal check, supported effects can receive separate protection:
  • Iron Will: 25% against Sleep, Charm, and Disorient.
  • Combat Reflexes: 30% base web avoidance, improved by supported dodge items.
  • Iron Constitution: 30% poison resistance.
  • Music Production: cover-ears status immunity in the normal check branch; it does not necessarily cancel the separate audio damage.
Boss override rolls and explicit flat-status attacks can use different checks. The 90% cap applies to the normal stat check, not to every possible immunity or total chance after independent protection checks.

Telegraphs, QTEs, Luck, and Escape

Telegraphed attacks warn you before they execute. Defend, heal, or successfully Sleep the enemy before the pending attack resolves. Successful Sleep cancels its pending charge. Read the actual warning because some attacks have special bypass rules.
QTE attacks show a brief target. Clicking in time blocks the relevant hit; a barrage can offer separate QTEs for separate hits. A Forge Shield improves supported target size and reaction time, while difficulty adjusts the final timing window.
An active Luck Potion gives a 25% chance at supported checks to roll twice and keep the favorable result. This includes rolling a lower enemy barrage hit count and rescuing failed Tempest/Assassin continuation. Each chain can use only one successful Luck rescue; Luck does not guarantee infinite follow-ups or a reroll of every combat random number.
Normal flee chance is 50 + modified Ability ÷ 2 + Fighting XP ÷ 10, multiplied by 1.5 with Fleet Footed and capped at 95%. Shadow Step guarantees ordinary eligible escape. Normal boss or unfleeable encounters cannot be fled. Infinity's forced battles instead allow a 3% escape roll; ordinary Infinity fights first have an 18% forced-failure check, even with Shadow Step. See its guide for special endless-mode enemies.

Combat Paths and Soul Stones

Path Multiplied actions Master
Blademaster Attack, Power Strike Muramasa
Assassin Quick Attack, Stormslash Arestes
Sorcerer Offensive magic and Heal; Sleep attempts earn points Aziza
Each path must first be awakened through its master's action. Blademaster needs Close Friend with Muramasa and Fighters Guild reputation 200; Assassin needs Thieves Guild reputation 350. Sorcerer has Aziza, maid, skill, and dungeon-progression prerequisites detailed in her guide. Unlocking one path does not prevent awakening the others.
An awakened path starts at Rank 1, already giving ×1.15. Eligible actions normally award +1 point. Infinity adds a random 1 through the current Infinity floor before supported path-experience multipliers. Bonus strikes do not mean every extra hit independently awards another action point.
Path multiplier = 1 + 0.15 × rank. Rank 10 gives ×2.5; Rank 20 ×4.0. Ranks keep growing beyond 20.
Cumulative Rank 1–20 thresholds are 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. Later ranks use the current extended-span rule, multiplying each new span by 1.5 and truncating.
Assassinate begins at Assassin Rank 1: Quick Attack continuation starts at 50 + rank% and falls 10 percentage points per extra strike. Dark Consolador adds 15 to the start and reduces the decline to 5. Each extra strike recalculates its damage, checks dodge, and uses the Assassin multiplier. Enemy defeat, a failed continuation, or a dodged strike stops the chain.
Soul Stone Combat contribution per level
Sword Stone +1 Attack / Quick Attack damage
Brute Stone +1 Stormslash / Power Strike damage
Elemental Stone +1 Fire / Ice damage
Twilight Stone +1 Light / Dark damage
Phantom Stone +1 to recalculated Assassinate-chain strike damage
Balance Stone Alternating increases to tier-defense minimum and maximum
Queenstone +1 maximum Health
See Soul Stones for acquisition and upgrade services. Combat Paths, fighting tiers, equipment levels, and Soul Stone levels are separate progression tracks that can contribute together.

Victory Rewards and Emergency Revival

The ordinary battle reward calculation starts with:
  • Fighting EXP = floor(enemy base Fighting EXP × enemy floor ÷ 2). Gladiator Belt multiplies this by 1.5 and truncates.
  • Gold base = 5 + 2 × enemy floor. Roll 1–max(1, modified Luck), then award floor(gold base × (1 + Luck roll ÷ 15)).
Infinity doubles these calculated EXP and gold amounts, then applies its supported EXP affix and the enemy's own Fighting EXP multiplier. Special battles can add their own scenario or quest rewards. Ordinary gold is Wealth; it is separate from Dragon Coins and Components. Victory can also record an eligible Fighters Guild kill and grant the enemy's configured faction clout. The ordinary victory handler clears player and enemy battle status effects.
For example, an enemy with base Fighting EXP 20 on Floor 10 produces 100 battle EXP, or 150 with Gladiator Belt, before later applicable bonuses. With modified Luck 15, its 25-gold base produces $26–$50 before Infinity doubling. Fighting EXP rewards do not directly grant Combat Path action points; those track eligible actions separately.
Phoenix Feathers can automatically revive you when Health reaches zero during an active ordinary dungeon or Infinity battle, provided you own one and automatic feather revival is enabled. One feather is consumed and Health, Energy, and Calm return to maximum. This handler excludes narrative guardian encounters and does not promise revival from every exploration hazard outside combat. Acquisition and major story outcomes are left out of this guide.

Build Planning and Common Questions

  • Heavy physical: Strength, a strong effective weapon level, Weapon Mastery, Martial Arts, Power Strike, and Skull Crusher; awaken Blademaster and maintain Health if using Berserker Rage.
  • Quick / chain: Ability, Swordplay, Quick Attack with Side-Step, Acrobatics, and Assassin; Stormslash plus Tempest provides a separate chain option.
  • Caster: Mystic, grimoire upgrades, Arcane Knowledge, Wizardry, Master Wizard, cost-reduction skills, and Sorcerer. Keep more than one element available for enemy defenses.
  • Defense: effective armor and Forge pieces, fighting tiers, Balance Stone, appropriate status protection, healing, and Force Field. Tai-Chi rewards True Neutral alignment but reflects rather than heals.
No build is guaranteed to defeat every encounter. Immunities, force fields, percentage damage, and special boss rules can change which action is useful.
Question Current rule
Why did identical physical attacks vary so much? Weapon/fighting-factor variation happens before the normal damage roll
Does Martial Arts force maximum damage? It raises the roll minimum; Berserker can force the maximum under its conditions
Is Fighting XP capped at ×1.80? No; Apex tiers and their modifier continue
Why did a huge hit only break a field? Field overflow is discarded; enemy action protection can block the rest of your chain too
Does Vampire equipment always pierce defenses? Only a proc hit; force fields and hit checks still matter
Is Defend always 90%? No; current active Defend is 50% × F, capped at 80%, for its covered hit
Is Disarming Technique ineffective against skills? No; it now halves supported covered skill damage
Do event/trap hits use this exact pipeline? No; environmental and narrative systems have separate handlers
Is the 90% status cap a cap on every protection? It caps the normal stat-resistance roll; separate protections and overrides still exist

Accuracy Notes

Checked against the current battle action handlers, combat skill helpers, magic calculation, difficulty profiles, force fields, status checks, Forge pieces, and Combat Path progression on 4 October 2026. Integer truncation and special branches explain small differences from a single combined formula. Major plot outcomes and protected character revelations are omitted.


← Back to Game Systems

Text adapted from the community-maintained Chronoromancer Wiki under CC BY-SA 4.0.