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Mechanics

Combat is turn-based. Faster combatants act first each round, enemies show their next move before they make it, and every number below comes from the game's own settings. No guesswork, no folklore.

How damage is worked out

  1. Start from the ability's value, for example 140% of MAG. Empower makes ATK and MAG count as 30% higher.
  2. Roll a random spread of ±10%.
  3. A critical hit multiplies the result by 1.5. A move that hits several times rolls the spread and the crit for each hit.
  4. Defense removes a share of the hit: DEF ÷ (DEF + 2 × (the attacker's level + 10)). Elemental hits count half the target's DEF, and the share never goes above 75%. For example, 30 DEF takes 33% off a level 20 enemy's physical hit. The share is measured against the attacker's level, so DEF keeps its worth as you level, and it counts for more against weaker enemies.
  5. Weak cuts direct hits by 25%. Vulnerable adds 25%and Fortify removes 30%, including damage over time.
  6. An enemy that resists the element takes 50% less, damage over time included: Burn is fire, Poison is nature, Bleed is physical, and Corruption and Agony are shadow. In a fight, an enemy's panel names what it resists. Enemy pages list their resists once their stats are known.
  7. An enemy weak to the element takes 50% more, damage over time included. No enemy is weak to an element it resists. A weakness stays hidden until someone lands a hit of that element: from then on its panel names it, your moves of that element are tagged Effective against it, and its enemy page lists it.
  8. Every hit deals at least 1. Shields absorb damage before HP does.

Damage over time (Burn, Bleed, Poison, Corruption, Agony) skips the spread, crits and defense.

Status effects

Reapplying a status keeps the longer duration and the stronger effect. They don't stack. Agony is the exception: your own fresh Agony starts over at its first, smallest tick.

StatusTypeEffect
BurnDebuffTakes fire damage at the start of each turn.
BleedDebuffTakes physical damage at the start of each turn.
PoisonDebuffTakes nature damage at the start of each turn.
CorruptionDebuffTakes shadow damage at the start of each turn.
AgonyDebuffTakes shadow damage at the start of each turn, 25% more each time.
RegenBuffHeals at the start of each turn.
StunDebuffLoses its next turn.
VulnerableDebuffTakes 25% more damage.
WeakDebuffDeals 25% less damage with direct hits.
TauntBuffEnemies must target this combatant with single-target attacks.
FortifyBuffTakes 30% less damage.
EmpowerBuffATK and MAG count as 30% higher.
HasteBuffSpeed is 30% higher.
SlowDebuffSpeed is 30% lower.
MarkedDebuffTakes 20% more damage from the marker's side.
EvasionBuffDirect hits have a 40% chance to miss. Damage over time still lands.
VanishBuffThe next attack against you misses, for certain. That attack spends it.
AmbushBuffYour next damaging move deals 50% more, then it is spent.
SleepDebuffLoses its turns until it wears off. Any damage wakes it up.

Experience per level

The level cap is 80. Dying resets your character to level 1.

LevelXP to nextTotal XP
1 → 2151151
2 → 3169320
3 → 4189509
4 → 5212721
5 → 6238959
6 → 72681,227
7 → 83031,530
8 → 93421,872
9 → 103872,259
10 → 114372,696
11 → 124943,190
12 → 135573,747
13 → 146274,374
14 → 157065,080
15 → 167925,872
16 → 178876,759
17 → 189917,750
18 → 191,1058,855
19 → 201,22910,084
20 → 211,36311,447
21 → 221,50812,955
22 → 231,66514,620
23 → 241,83416,454
24 → 252,01618,470
25 → 262,21020,680
26 → 272,41823,098
27 → 282,64025,738
28 → 292,87628,614
29 → 303,12731,741
30 → 313,39335,134
31 → 323,67538,809
32 → 333,97442,783
33 → 344,28947,072
34 → 354,62251,694
35 → 364,97256,666
36 → 375,34162,007
37 → 385,72867,735
38 → 396,13473,869
39 → 406,56180,430
40 → 417,00787,437
41 → 427,47494,911
42 → 437,962102,873
43 → 448,472111,345
44 → 459,004120,349
45 → 469,558129,907
46 → 4710,135140,042
47 → 4810,736150,778
48 → 4911,361162,139
49 → 5012,011174,150
50 → 5112,685186,835
51 → 5213,385200,220
52 → 5314,111214,331
53 → 5414,863229,194
54 → 5515,642244,836
55 → 5616,448261,284
56 → 5717,282278,566
57 → 5818,145296,711
58 → 5919,036315,747
59 → 6019,957335,704
60 → 6120,907356,611
61 → 6221,888378,499
62 → 6322,899401,398
63 → 6423,941425,339
64 → 6525,016450,355
65 → 6626,122476,477
66 → 6727,261503,738
67 → 6828,433532,171
68 → 6929,639561,810
69 → 7030,879592,689
70 → 7132,153624,842
71 → 7233,462658,304
72 → 7334,807693,111
73 → 7436,188729,299
74 → 7537,606766,905
75 → 7639,060805,965
76 → 7740,552846,517
77 → 7842,082888,599
78 → 7943,650932,249
79 → 8045,257977,506

Gate boss XP

From Ingtonmurk on, a gate boss pays a set amount of XP instead of the usual formula, sized to carry you toward the next city's boss. The figure is for a hero at the boss's own level. Beat it above that level and it pays less, like any kill.

BossLevelXPLevels it covers
The Blue-Flame Wight151,0501
The Glass-Eyed Seer171,3001
The Living Frieze202,0501
General Mordecai the Shadow-Stalker222,7001
The Corsair-King Al-Zaman245,6002
The Golem of Living Grain277,7502
The Obsidian Oracle309,9002
The Architect of Whispers3312,8002
The Murder-King Valerius369,7001
The Sea-Steel Titan3825,6503
The Ghost-Light Siren4233,7503
The Sand-Dread Leviathan4642,4503
The Matriarch of the Void5053,2003
The Amnesiac Juggernaut5473,7004
The Revenant Frost-Giant62106,0004
The Fallen Inquisitor70191,2505