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战斗系统指南
本指南解释了普通的回合制战斗:动作成本,物理和魔法损伤,防御,力场,状态效果,难度,以及三个战斗路径。它列出了力学,但没有揭示主要角色或故事结果。
动作和转动流程
选择一个动作,解决它的命中和效果,然后处理敌人的响应和持续状态效果。失败仍然可以花掉转弯。一些限制会阻挡特定的按钮而不是每个动作;使用下面状态表中的选项。
| 行动 | 正常能源费用 | 主要规模 | 所需技能 |
|---|---|---|---|
| 攻击 | 0 | 强度 | 无 |
| 快速攻击 | 5 | 能力 | 无 |
| 风暴 | 15 | 力量+能力 | 风暴 |
| 电击 | 20 | 强度 | 电击 |
| 保卫 | 0 | 战斗水平提高 | 无 |
| 火/冰 | 12 | 神秘 | 元素爆炸 |
| 浅/ 暗 | 40 | 神秘 | 轻魔法/ 暗魔法 |
| 睡觉 | 18 | 神秘/ 敌人特有的睡眠规则 | 幻想织造 |
| 疗愈 | 22 | 神秘 | 治疗触摸 |
拼写按钮需要其列出的技巧和足够的能量. Agrenoire 改善了破坏和愈合; 普通的战斗按钮检查不需要配备一个. Magic 使用了自己的成本削减。 表格中的物理成本是动作的标准要求;一般的物理效应与拼写成本公式是分开的。 Medicine rejurings 25 卫生 通过作战物品行动获得的药品。
持久性培训 将物理能源支出减少10%, 并进行整数调值: 快速攻击 4暴风雨 13和强击 18。当前的“电击”处理器也检查其缩小 18. 能源需求,匹配显示的成本,而不是在允许动作前要求未减少的20。
保卫 减少下一个适用的直接损害 分钟( 80%, 50%x战斗修饰器)防守旗被击中消耗殆尽。它不会减少敌军每一次击中的80%。 自然的拥抱,还原随机 最高能量的4-10%被你的能量池盖住
难度设置
战斗难度被保存在每场游戏中。这些乘数适用于支持的战斗值;它们并不普遍衡量每个探索陷阱或情景成本。
| 战斗价值 | 轻点 | 常规 | 难 |
|---|---|---|---|
| 敌人 HP | ×0.50 | ×1 | ×1.25 |
| 一般直接损害 | ×0.50 | ×1 | ×1.25 |
| 最大健康损害的百分比 | ×0.50 | ×1 | ×1.10 |
| Poison 滴答损伤 | ×0.50 | ×1 | ×1.20 |
| 敌人愈合 | ×0.50 | ×1 | ×1.25 |
| QTE 反应窗口 | ×1.50 | ×1 | ×0.90 |
正缩放整数值保留最小值 1. QTE计时保留其 0.35-second 安全地板叙述式守护者在Easy上分别遭遇敌方能量减半和最终的后防玩家损伤.
正常会保留下面所解释的标准值。 硬性不会简单地将所有产生的效应乘以 1.25 : 百分率攻击和毒药有自己的修饰符 。
战斗经验和级别
战斗经验确定用于输出、状态阻力、主动防御和防御的级别:
战斗修饰剂F=1 + 0.05×(一级−1).
| 级别 | 名称 | 要达到的XP | 战斗修饰器 |
|---|---|---|---|
| 1 | 诺维西 | 0 | ×1.00 |
| 2 | 布朗勒语Name | 100 | ×1.05 |
| 3 | 战士 | 200 | ×1.10 |
| 4 | 退伍军人 | 500 | ×1.15 |
| 5 | 精英 | 1,000 | ×1.20 |
| 6 | 冠军 | 2,000 | ×1.25 |
| 7 | 师父 | 4,000 | ×1.30 |
| 8 | 角斗士队 | 8,000 | ×1.35 |
| 9 | 军阀 | 16,000 | ×1.40 |
| 10 | 英雄们 | 32,000 | ×1.45 |
| 11 | 图例 | 64,000 | ×1.50 |
| 12 | 神话 | 128,000 | ×1.55 |
| 13 | 不朽不灭 | 256,000 | ×1.60 |
| 14 | 德米戈德语Name | 512,000 | ×1.65 |
| 15 | 像上帝一样 | 1,024,000 | ×1.70 |
| 16 | 占星仪 | 2,048,000 | ×1.75 |
| 17 | 横切 | 4,096,000 | ×1.80 |
| 18 | 顶端(1) | 8,192,000 | ×1.85 |
时 8,192,000XP (韩语),顶端(1)起始于第18级,顶端(2)起始于 12,288,000,顶点(3) 18,432,000,每个后期阈值为 ×1.5 上一级阈值。级和战斗修饰器继续增加;旧的 × 1.80 上限不适用.
战斗级别与后来描述的战斗路径级别是分开的. RawXP不直接划分敌人的技能损害或授予豁免权.
物理损害和准确性
准确性先来
物理动作有玩家丢失阈值 :
最大(1,43.3−0.414×修改后的能力)%.
击剑游戏 将这个阈值减半。 执行将整数1–100卷与它作比较,因此,一个分数阈值被有效四舍五入。然后敌人可以单独检查。一个高能力构建可以改进第一个检查,但不会清除每一个敌人的躲避机械师。 狙击手的范围 有一个 15% 有机会纠正一个符合资格的错失或敌人躲避。
建造最大损害
让 维文 有效的melee武器级别。当前物理攻击使用不同的战斗因素:
物理因子 = (F + 随机实数从 0到 W → 10) × 随机实数从 0.5到 1.3.
这种变异在实际损伤卷之前应用,因此物理损伤甚至在武术改变最终卷的下限之前也可能有所不同.
武器奖金=W×2,或 W×3有武器掌握器当装备了迷你武器时
| 行动 | 基础 | 数据贡献 |
|---|---|---|
| 攻击 | 1 | 修改强度 QQ 2 × 物理因子 |
| 快速攻击 | 2 | 修正后能力值 ÷ 2 × 物理系数 |
| 风暴 | 3 | (修改后的力量+能力) 3×物理因子 |
| 电击 | 5 | 修改强度×物理系数 |
初始上限=下限(基数+STAT贡献+武器奖金).
有效的melee级别包括适用的关键项目奖金: 剑链+1, 暗 Sheath +1 游戏,而合格解的机械相遇的+1.这些不一定改变武器可见的储存级别。
物理卷和被动
| 效果 | 当前行为 |
|---|---|
| 波塞冬三叉戟 | 15%的机会将初始物理极限增加一倍 |
| 肾上腺素狂欢 | 健康水平低于30%,是体力极限的两倍 |
| 贝塞尔克Rage | 健康:35%的机会直接使用最大值;随机成本 3-10% 最大值健康 |
| 武术 | 从地板(最大XQ 3)到地板(最大XQ 2)提高最低损害滚动 |
| 剥削 | 15%的机会将物理损坏翻倍;在触发后跳过其下一个四个合格的物理计算 |
| 杂技 | 快速攻击:x1.5损伤的15%机会;单独,物理动作可触发15%的后续快速攻击 |
| 电源泡 | 1.5 卷后物理损坏 |
| 地狱之火 | × 1.10 电源泡后物理损坏 |
| 剑石 | 将其级别添加到攻击和快速攻击中 |
在最终最小值和最大值之间全面滚动,除非Berserker强迫最大值。计算通常在百分数乘数后会缩短。后续攻击有自己的计算,可以消耗被动的冷却检查;多击转不一定是每个被动的检查。
敌方防御和技能增强
对普通攻击,采用减少敌方损害的方法,减去包括 敌方双层楼 地面防御通常至少会离开 1项损害.
对于三种体能技能而言,在这些增强之前,敌方百分比降低:
- 暴风雨: Stormslash gets ×1.05 and Lightningtwitching. 闪电弱点使损坏加倍; 阻力使其减半。然后可以连锁额外打击, 开始于 50% 继续和减少 5个百分点 每次成功额外命中后,停止一次失败的续作或敌人的失败.
- 骷髅粉碎者: 电击得到×1.10,然后是a 30% 乘法的机会 4.
- 布鲁特·斯通: 在其技能增强后,将其水平加到暴风雪和强击中.
然后应用地面防御和匹配的敌方警卫,然后是适用的战斗路径乘数。 警卫会消耗合格破坏性命中数的收费,因此连锁可以消耗一个以上的电荷。 敌方警卫机械师 他们的精确物理/魔法减少取决于敌人的防守定义。
侧步 给予快速攻击 a 20% 准备躲过敌方攻击 裸露布 在现有支持的躲避机会中增加5个百分点;它本身不会创造每一个躲避能力。
主权边缘和解除武装
主权边缘 增强正则 攻击 按钮 :
- 总是×1.15 其滚动攻击损坏。
- 独立 20% 精密卷:绕过敌方警卫并添加 50% 在正常的余下防御后,
- 独立 5% 迫击炮弹滚:×10在敌方防守前.
- 对抗合格的普通敌人,一个单独的 15%的即时杀人记录 在正常的准确度和躲避检查之前发生。老板,无法释放,并且明确被保护的瞬间杀人敌人被排除在外。
这些增强是属于攻击的,而不是所有的身体技能。即时杀机不应该被当作跳过老板的方法。
与 解除武装技术幸存的敌人可以通过 快速攻击,或 以主权边缘攻击时, 10%。现在,解除武装将下一个覆盖的敌方损害行动,包括辅助技能损害减半。然后其旗帜被消耗。在作战的解除武装状态下,一个多击打的技能可以解决其命中问题。旧称解除武装基本上与基于技能的敌方攻击无关,已经过时。
魔法损伤和愈合
拼写最大值
魔法使用普通的战斗修饰器 F 级,没有物理武器 随机因素步骤。
- 火/冰: 15+地板(修改后的神秘XQ2×F)+greamoire奖金.
- 浅/暗: 15+地板(修改后的神秘×1.5×F)+gremaoire奖金.
- 攻击性咒语也加上 楼层( 神秘 - 100) ~ 10) 当神话超过100。
降级 一般事务人员,从 G2型3倍与 阿尔卡内知识如果 G 大于 1,则乘以新的随机实数。 1个至G,然后切换。它不是每个演员的固定G2奖金。
在主破坏卷之前:
- 美人鱼魔法: 15%的机会 加倍攻击性咒语最大。
- Sashina的礼物: 15%的机会将火/冰的最大值翻一番;同样将敌方减少破坏的百分比降低一半,并防止在投影上进行元素吸收.
- 主向导 : ×1.5 最大值。
- 火灾 火元素塔利斯曼+20% 和 地狱火+50% 当两者都为所有时,加到x1.7。
- 灯光照亮 每个良好对齐等级+5%; Dark每邪恶级得到相同的,最高为×1.45.
超过 1 的文本值乘以 1+ 0.1×(G−1)。最低卷数是 33% 最高数额,或 向导占55%切换 包罗万象
滚开后, 阿尔卡内激流 有个 18% 机会的进攻魔法给予 ×3 + 随机 1 - 300。在该步骤之后,将元素石水平加入火/冰或紫石水平加入光/暗。
怎样才能停止拼写
标准攻击咒语可以躲避,然后经过敌方百分率降低,元素弱点×2或阻力×0.5,魔法阻力,可能的吸收,地板防御,以及魔力倍数之前的魔法卫士.
敌人的魔法抵抗是一卷新鲜的 所列阻力的50-150%,作为最小损失1的减少百分比。如果吸收成功,敌人将愈合由此造成的损害,但以最大HP为限,并按困难的敌方愈合乘数进行调整。
Arcane Surge 跳过元素 / 魔法抵抗 / 吸收块,因此铸件也不会收到普通的弱点翻倍。它仍然检查敌人的躲避和其他适用的减少、地面防御、警卫和战地规则。Sashina的Gift的吸收保护是单独的Proc。
吸血鬼设备
吸血鬼方块 可在主要物理计算上进行检测; 吸血鬼纪事 在主攻魔法计算上。 15%,升为 18%带有吸血鬼。有了正的吸血鬼值V, proc会添加随机值 1 - V损害 没有技能,或者 10-max(10,地板(1.5V)) 与吸血鬼有关的损害吸血鬼值为0,不会增加损害。
Fangs 绕过敌人的百分率破坏减少、地面防御和防撞。 Grimures 也绕过元素阻力、魔法阻力和吸收,同时保留有用的元素弱点奖金,除非Arcane Surge跳过这个阻力。他们仍然需要降落,并且不会自动穿透力场。
后续系统有不同的Proc规则: 普通Acrobatics和Side-Step奖金计算不独立滚动Fangs; 重新计算的assassin-chain命中确实如此. 温续命中不会继承主命中防御绕道. 将Proc视为其特定命中而不是整个转弯的规则.
治疗
最大疗程=5+地板(经修改的神秘xF)+G,或 3G级 应用 Master Wizard, gremaoire 缩放, 以及上面的 Wizorry/ 正常卷轴范围 。
神圣的决断 有一个 30% 当治疗真正恢复健康时, Proc也可以净化一个支持的负面状态。 Sorcerer将愈合率翻倍,然后是正常的最大健康上限限制实际恢复。 Healing的greanoire术语是线性G, 不同于攻击魔法的平方和随机。
魔法能量成本
玛娜频道 用四舍五入将基本成本减半。 内部和平 然后乘以 0.9 并切换成本。
| 拼写 | 基础 | 玛娜频道 | 两种技能 |
|---|---|---|---|
| 火/冰 | 12 | 6 | 5 |
| 浅/ 暗 | 40 | 20 | 18 |
| 睡觉 | 18 | 9 | 8 |
| 疗愈 | 22 | 11 | 9 |
An Arcane Surge Proc使咒语的计算能量成本增加xx1.5,截断. 拼写能量直接扣除,而不是通过一般的物理活动成本降低器.
睡眠魔术
普通的敌人 睡觉的机会开始 35 + 0.696 x(经修改的神秘 - 20)。内部和平加5. 减去随机整数 1次通过有效的敌方地板. Hypnotic Gaze 添加 10,睡眠孢子添加 7.
正常的机会是 70%,或 75%的催眠药,加上睡眠孢子 7.然后减去敌人的临时重复睡眠处罚,最低为零.
老板睡觉用 13%,Hypnotic Gaze 提供 +7,Sleep Spores 再提供 +7,之后采用相同的重复睡眠惩罚。部分遭遇明确免疫;存在上限并不代表每个敌人都能被催眠。
关于成功:
- 取消敌人即将发动的电报攻击.
- 设定 一个有保证的睡眠圆,或 2 与主向导.
- 睡眠孢子有一个 10% 有机会再增加一回合
- 设定 20个百分点的处罚 之后的睡眠尝试 对抗敌人;它恢复 每轮战斗1个百分点.
在有保证的回合后,一个沉睡的敌人有一个 65%的唤醒机会 。这与玩家75%的睡眠检查不同。
受到的损害和防卫
主要直接损坏的敌方技能路线使用此顺序,特殊类型如百分数健康攻击,音频损坏,以及仅身份动作都有自己的分支.
- 将技能的基数范围滚动,只降低其基数 最低 1/2/3, 最少为1;它们使最大值完好无损。
- 乘以数 1+有效敌楼×0.22,然后通过敌人的破坏乘数 和适用的愤怒效应。
- 关键的机会是 10% + 敌人的关键机会奖金关键贡献 ×1.5 + 敌人的平稳临界奖金.
- 如果有的话, 应用玩家的主动防御还原程序 。
- 减法 地板(L × (0.89L + 1.11)) L级有效装甲 敌方成功的装甲断裂滚可以首先减少装甲的削减 普通的直接损伤至少保留1.
- 应用 Tai-Chi 反射到分支支持的地方 。
- 应用平衡盾和相关的Forge Shield/Helmet效应.
- 减掉玩家的防守级别卷,至少留下1个.
- 应用支持的最后减少健康损失,包括 铁宪法10% 用最近的整数四舍五入减小。
- 采用直接损害难度乘数,任何技能特异性的最大健康损害上限,并包括减少解除武装。
- 检查最终的杀伤力防护,然后对玩家的力场或健康施以伤害.
一些特殊遭遇会强制实施自身最小的损伤或绕行层.这个管道并不是一个普遍的承诺,即每次袭击都可以减少到1次.
有效装甲
装甲必须配备主要的有效级别奖金。 疼痛容忍+1Forge Pauldrons最好的一级 +1/+2/+3,以及 每个宝石叉件+1 。关键项目添加 Jock壳+1, 夜衣+1号, 皮靴+1, 钛镀+2,以及 绘图装甲+2.
示例:有效L=10给定 100 平面装甲削减; L=12 给定 141,在任何敌人的装甲断裂之前。这些是战斗公式;普通的地牢地圈装甲通常使用单独的装甲。 每个有效等级2次损坏 规则。
一级防御
从 通过 3× 级B级平衡石提高最低 ce(B ÷ 2) 和最大 楼层(B ++2)数字乘以 1 + 有效装甲水平 + 10,然后切换和减去。
15级有效装甲 12没有平衡石使 33–99第18级 39–118二级防守随着后期的顶级而不断改善.
伪造碎片和其他防御
| 块 | 铁 | 银 | 米斯里尔/宝石 |
|---|---|---|---|
| 头盔,临界命中 | 0.9损害 | ×0.8 | ×0.7 |
| 被动屏蔽 | 6%的机会;减少3-7% | 12%;减少6-14% | 18%;减少9-21% |
| 护盾 | 最低技能 - 1 | −2 | −3 |
| 鲍德龙斯 | 有效装甲+1 | +2 | +3 |
Gemmed保留了Mithril级的片面效果,每个Gemmed片面添加 +1 有效装甲,最多为 +4 。只有普通作品中最好的一级才能贡献其等级效果;拥有较早的版本不会堆叠所有等级奖金。
平衡盾牌 在其支持的下移损害层中给出 ×0.85。 太阴 从5%的机会开始反映5%的机会;每个真正的中立级都添加 两者相差3个百分点时,最多 32%的机会/32%的反射率 第9级:反射会减少被击中者的数量,并损害敌人;不是健康治疗。音频损害不会使用通常的台池分支。
内部和平 单独给出一个 20% 它反映了在地板缩放后该技能的一半基础卷,并避免了正常的命中;这不是一个20%的毛毯躲避所有损坏。
头盔不朽 最终检查:一旦准备好,健康高于10,最终损害既致命,至少是致命的 250离开你 1个HP。它会在 十个回合. 主动玩家力场通常在头盔需要拯救健康之前处理命中. 小型致命命中和低健康命中不需要资格.
承认 给出 10% 避免敌方攻击的机会; 裸露布 提高支持的机会 15%敌方技能具有自己的瞄准或躲避规则,可能使用单独的分支.
战斗冥想 恢复 每轮支助5次保健和5次能源。 遗留下来的“ 防守” 技能公式与按当前 保卫 按钮;不要将其原有的90%的数值替换为上面的主动防御公式。
部队行动区和攻击百分比
玩家部队球场
拥有 部队外勤 战斗启动能力 地面(最大健康水平×实地水平×5%),最少为1. 游泳池被刷新为新的战斗。
当球场是正球时,它吸收一个命中值达到其剩余容量, 丢弃物溢出撞击到20个田间,造成100个损伤,而健康则保持不变,后来的撞击可以到达健康,支持的百分比攻击和毒滴也通过这种保护;明确的绕行攻击是例外。
敌方部队战区
敌方战区同样防止健康溢出击破它。 行动开始,其保护会持续到整个动作:在早先的命中断开球场后,后续链/后续命中无法损坏 HP。 新行动 伤害健康。
剑链 增加支持对活跃的敌方战区造成的实际损害 15%吸血鬼装备绕过多个防御,但不会自动移除此动作保护.
最高健康技能的百分比
这些卷列出百分比 上限而非当前, 健康 。它们的特殊分支绕过普通装甲, 防御, 以及级防御,然后应用它自己的难度修饰和辅助裁军。 玩家力量场仍然可以拦截命中,除非攻击明确绕过它。 任何单独的能量排水即使在健康损害被拦截时仍然可以保留 。
多重击可以从配置的射程中滚动新的命中数。当技能指定一个最大健康损害上限时,该上限是命中值的上限,而不是所有敌人技能共享同一上限的承诺。
现状影响和抵抗运动
| 效果 | 正常电阻ST | 主要限制或影响 |
|---|---|---|
| 睡觉 | 斯塔米纳 | 无法行动; 保留了第一个转弯,然后75% 提醒检查 |
| Poison | 强度 | 其余弯道的定期健康损害 |
| 魅力 | 魅力 | 效果不变时无法行动 |
| 网页 | 能力 | 阻止人身攻击和逃跑; 魔法、防御和物品仍然是其他选择 |
| 偏执 | 感觉 | 阻碍先进的身体技能和魔法;基本攻击、防御、逃离和物品仍然是其他选择 |
| 盖耳 | 感觉 | 无法在此效果存在时采取行动; 音频攻击损坏与状态分开 |
| 宠物 | 斯塔米纳 | 转弯时不能行动 |
正常Stat抗药性用途 原始属性值 ÷ 100 × F,封顶 90%弱/轻/重态变体乘以1.25;强/重态变体乘以0.75,盖前.
在此正常检查前, 支持的效果可以得到单独的保护 :
- 铁遗嘱: 25%反对睡眠,魅力,和不安。
- 战斗反射: 30%的基础网络避让,通过支持的避让项目改进.
- 铁宪法: 30%的抗毒药.
- 音乐制作: 普通检查分支中的封耳状态豁免;它不一定取消单独的音频损坏.
Boss 覆盖卷和明确的平面状态攻击可以使用不同的检查。 90%的上限适用于 普通状态检查而不是在经过独立保护检查后获得所有可能的豁免或完全的机会。
电报、QTEs、Luck和逃逸
电报攻击 执行前警告您。在待决攻击解决前, 保护、 治愈或成功睡眠敌人 。 成功睡眠取消其待决的指控 。 读取实际警告,因为有些攻击有特殊的绕行规则 。
QTE袭击 显示一个简短的目标。在时间上单击相关的命中点数; 弹夹可以为单独的命中点数提供单独的 QTE。一个 Forge Shield 改善了支持的目标大小和反应时间,而困难则调整最后的计时窗口。
活动 运气 给出 25% 有机会在支持的检查中滚动两次并保持有利结果。这包括滚动一个较低的敌人弹压计数,并挽救失败的Tempest/Assassin续作。每个链条只能使用 一次成功的幸运救援运气并不能保证无穷无尽的跟进 也不能保证每个战斗随机数的回滚
正常逃跑的机会是 50 + 修改后的能力 + 战斗XP + 10,乘以1.5,以 " Fleet Footed " 和 " 封顶 " 表示 95%. Shadow 步骤保证正常的合格越狱。正常的老板或无法承受的遭遇是无法逃脱的。无尽的强迫战斗却允许发生。 3% 逃生卷;普通的无极格斗首先有一个 18% 强制失败检查,即使有 Shadow 步骤。 查看它的指南 。
战斗道路和灵魂石
| 路径 | 多种行动 | 师父 |
|---|---|---|
| 刀锋师 | 攻击,强击 | Muramasa |
| 暗杀者 | 快速攻击,暴风雨 | Arestes |
| 巫师 | 攻势魔法和治疗;睡眠尝试获得分数 | Aziza |
每条道路必须首先通过主人的动作来唤醒。刀手需要拥有Muramasa和格斗家协会200的亲密朋友;刺客需要盗贼协会350. 声望。巫师有Aziza、女仆、技能以及指南中详述的地牢进步的先决条件。解锁一条道路并不妨碍其他人的觉醒。
唤醒的路径开始于 1级,已给出 ×1.15。合格动作通常授予+1分。无限添加随机 1 穿过目前的无穷层 在支持路径经验乘数之前。 Binus 命中并不意味着每个额外的命中都独立地授予另一个动作点。
路径乘数=1 + 0.15 x 级. 排名10给出×2.5;排名20×4.0。
累积等级1-20阈值为: 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。以后的排名使用当前扩展宽度规则,将每个新跨度乘以1.5和切换。
暗杀 刺客排名1:快速攻击继续 50人+军衔% 并且每一次额外罢工下降10个百分点。 黑暗协调者 在起始数中增加15个,并将下降数减为5个,每次额外打击都会重新计算其损失,检查躲避,并使用刺客乘数。 敌人失败,连续失败,或者躲避的打击会阻止连锁。
| 灵魂石 | 每一级作战贡献 |
|---|---|
| 剑石 | +1 攻击/快速攻击损坏 |
| 野蛮石 | +1 风暴/ 电击损坏 |
| 元素石头 | +1 火灾/冰损 |
| light石 | +1 轻/ 暗损坏 |
| 幽灵石 | +1 以重新计算暗杀链打击损害 |
| 平衡块 | 改为一级防御最低和最高 |
| 皇后石镇 | +1 最大健康 |
见 灵魂石 战斗路径、战斗级别、装备级别和灵魂石级别是独立的进步轨道,可以共同作出贡献。
胜利奖和紧急复兴
普通的战斗奖励计算开始于:
- 战斗 EXP = 地板(敌方基地 战斗 EXP = 敌方地板 = ÷ 2). Gladiator Belt 乘以 1.5 并切换。
- 黄金基地=5+2×敌楼. 滚动 1 - max( 1, 修改的运气),然后授予 楼层(黄金底座×(1+幸运卷××15)).
Infinity 将这些计算出来的EXP和黄金金额翻一番,然后应用其支持的EXP的fix和敌人自己的战斗EXP乘数. Special battle可以添加他们自己的情景或追求的奖励. 普通的黄金是财富;它与战斗是分开的. 龙币 胜利也可以记录合格的格斗者协会杀死并授予敌人配置的派系影响力。普通胜利处理器可以清除玩家和敌人的战斗状态效应。
例如,在10楼有基地战斗EXP 20的敌人生产 100场战斗EXP,或 150 与角斗士带之后适用的奖金。 $26–$50 战斗EXP的奖励并不直接给予战斗路径行动点;那些跟踪符合条件的行动。
凤凰羽毛 当健康在活跃的普通地牢或无穷战役中达到零时,可以自动使你复活,条件是你拥有一个,自动的羽毛复活是能够实现的。 健康、能源、平静地恢复到最大水平这个操作者排除了叙事监护人的遭遇,并不保证从战斗之外的每一个探索危险中恢复过来,本指南没有包括获取和主要的故事结果。
建立规划和共同问题
- 重型物理 : 强力,一个强大的有效武器级别,武器大师,武术,强力打击,以及骷髅粉碎者;如果使用Berserker Rage,则唤醒刀锋大师并维持健康.
- 快速/ 链条 : 能力,击剑游戏,快速攻击与侧脚,杂技,以及刺客;暴风雪加暴风雨提供了单独的连锁选择.
- 铸造者: 神秘的, 暗黑的升级, Arcane Knowers, Wizardry, Master Wizard, 降低成本的技能, 以及Sorcerer。 保留一个以上的元素供敌人防御之用 。
- 防卫: 有效的盔甲和Forge的碎片、战斗等级、平衡石、适当的状态保护、愈合和部队战地。 Tai-Chi 奖励真正的中立一致,但反映而不是治愈。
任何建设都无法保证击败每次遭遇。 豁免、强力场、百分率破坏和特别的老板规则可以改变哪些行动是有用的。
| 问题 | 现行规则 |
|---|---|
| 为什么同样的身体攻击 变化很大? | 武器/战斗因子变化发生在正常损坏卷之前 |
| 武术会造成最大的伤害吗? | 它能提高卷轴最低值 贝瑟克可以在其条件下强迫最大值 |
| 战斗XP封顶在×1.80吗? | 否;顶级及其修改符号继续 |
| 为什么一个巨大的打击只打破一个田地? | 战地溢出被丢弃 敌人的动作保护也能挡住你的链条 |
| 吸血鬼装备总是穿透防御吗? | 只有Proc命中;武力场和打击检查仍然重要 |
| 防守总是90%? | 否;当前主动防守为50%×F,上限为80%,因其覆盖的命中 |
| 解除武装技术对技能无效吗? | 否;它现在被支持的一半 覆盖的技能损害 |
| 事件/陷阱的撞击是否使用这个确切的管道? | 否;环境和叙述系统有单独的处理器 |
| 90%的状态上限是每个保护的上限吗? | 它封顶了正常的Stat-resistance卷; 单独的保护和覆盖仍然存在 |
准确性说明
对照当前战斗动作处理器、战斗技巧帮助器、魔法计算、难度剖析、力场、状态检查、Forge棋子和战斗路径进度进行测试 2026年10月4日 (中文(简体) ).。整数截图和特殊分支解释与单一组合公式的微小差异。主要拼图结果和保护字符曝光被省略。
相关页面
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.
- 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.
- Multiply by 1 + effective enemy floor × 0.22, then by the enemy's damage multiplier and applicable rage effect.
- Critical chance is 10% + the enemy's critical chance bonus. A critical gives ×1.5 + that enemy's flat critical bonus.
- Apply the player's active Defend reduction if available.
- 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.
- Apply Tai-Chi reflection where that branch supports it.
- Apply Shield of Balance and the relevant Forge Shield/Helmet effects.
- Subtract the player's tier-defense roll, leaving at least 1.
- Apply supported final Health-loss reductions, including Iron Constitution's 10% reduction with nearest-integer rounding.
- Apply the direct-damage difficulty multiplier, any skill-specific maximum-Health damage cap, and covered disarm reduction.
- 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.
Related Pages
Text adapted from the community-maintained Chronoromancer Wiki under CC BY-SA 4.0.
