Combat & Stats

Stats

STR, CON, DEX, AGI, LOG, DISC, AUR, INF, INT, WIS. Base 10 each + 35 points at creation + race modifiers + level bonuses + equipment. On the web info sheet Attributes tab, each line shows base / total after gear (e.g. 37 / 40 when a ring adds STR).

What Each Stat Does

StatEffect
STRMelee attack power; encumbrance capacity (race base + STR×5); reduces weapon round time (1 sec per 10 STR)
CONMax HP (50 + CON×5 + level×5); player defense; HP regen (+1 per 10 CON above 10)
DEXMelee accuracy; beast defense; skinning roll
AGIPlayer and beast defense; skinning roll
LOGWizard spell power; max mana
INTWizard spell power; max mana; mana regen
AUREmpath spell power; max mana
INFEmpath spell power; max mana
WISSkinning roll and quality; mana regen
DISCDiscipline; race flavor

HP & Mana Regeneration

Each minute, bleeding is applied first: open wounds at deep cut (severity 2) cost 3 HP per body part; lacerations (severity 3+) cost 8 HP per part—multiple wounds stack. Scratches do not bleed. Bleeding can kill; heal with herbs or the empath. The server still runs this tick even if base HP/mana regen from settings is 0, so wounds keep draining.

Then HP and mana regenerate passively when you are alive and below max. Base rate is configurable (default 2 HP/min, 3 mana/min). Bonuses: +1 HP per 5 levels and +1 per 10 CON above 10; +1 mana per 5 levels and +1 per 10 combined INT+WIS above 20.

Web client: when a tick removes HP to bleeding, the main output shows a red 🩸 You lost -N HP line (before death/gravedigger text if that tick kills you).

Type help regen in-game for the same summary.

Stats by Profession

ProfessionPrimarySecondary (why)
WarriorSTR, DEXCON/AGI for defense; STR for encumbrance and faster swings
ClericSTR, DEXCON/AGI for defense; INT/WIS for mana (smite, bless, sanctuary)
RangerSTR, DEXCON/AGI for defense; DEX/AGI/WIS for skinning
WizardINT, LOGINT/LOG/AUR/INF for max mana; INT/WIS for regen; CON/AGI for defense
EmpathAUR, INFINT/LOG/AUR/INF for max mana; INT/WIS for regen; CON/AGI for defense

Combat Resolution

  1. Attack roll = attack power + random 0–100
  2. Defense roll = defense + random 0–100
  3. Player defense = CON×2 + AGI + level + modifiers (weapon +10, empty hands −15, kneeling −25, laying −40)
  4. Beast defense = CON×2 + DEX + AGI

If attack roll ≤ defense roll → miss. If attack roll > defense roll → hit. Damage = (attack − defense) / 5, min 1, max 50 (player) or 30 (beast).

Killing blow – When your hit reduces a target to 0 HP, you still see the same hit narrative as a non-lethal hit, then a separate kill line (not kill-only). Related loot lines match that styling. Use preferences (sidebar) to set your kill color (default bright orange).

Hit Quality

QualityConditionEffect
Glancingdiff < defense/2Normal damage
Soliddiff ≥ defense/2Normal damage
Criticaldiff ≥ defenseDouble damage

Attack Penalties

Low HP – Multiplier = 0.5 + 0.5×(hp/max_hp). At 50% HP you deal ~75% damage.

Injuries – Scratches −2%, deep cuts −5%, lacerations −10% per injury. Minimum 20% of base power.

Bleeding – Deep cuts and lacerations also drain HP every minute (see HP & Mana Regeneration above). Use health / h or the sidebar Condition panel to see your current bleed rate.

Stance

sit, kneel, lay, stand – Stance affects defense when beasts attack you (sitting −20, kneeling −25, laying −40). Kneeling also helps skinning (+25 to roll).

Poison (creature venom)

Some beasts—seeded snakes in the Snake Pit (world map room 27, east of the graveyard)—can inflict a poison debuff on a successful melee hit. The skill defines tick interval, base damage, **dissipation** (how much the per-tick damage drops each tick), and optional level scaling. The debuff ends when tick damage reaches zero (not when a wall-clock buff expires). health / h, buff, and the full status payload show seconds left, HP per tick, interval, and dissipation.

Web client: poison ticks print a green line in the main log (bleeding uses a red 🩸 line—see HP & Mana Regeneration above). Type help regen for bleed tick interval vs poison ticks.

Aggressive creatures (initiative)

Some beasts are marked aggressive in the creature data. They use aggro delay (min/max seconds before they may start initiative combat), initiative % (chance each scheduled attempt actually swings), and attack roundtime min/max seconds (random pause between initiative attempts after the first). Rats in the cellar are usually passive; wolves and boars in the wild are examples of aggressive roamers. Type help attack in-game for the same summary.

Wounded roamers (flee)

Creatures that use a roam list and fall to about 20% of max HP or less may attempt to run to an adjacent valid exit in that list. Each second they roll 50% to try; after each room change they wait at least 5 seconds before another flee attempt. This is separate from random periodic roaming (which pauses for 30s after being hit—flee can still happen while you are fighting). See help attack.

Same name, several beasts

If more than one living beast in the room uses the same display name (e.g. two rats), put first through tenth (or 1st10th) before the name, set target, or use the numeric instance id alone. That applies to attack, cast, look at / look, loot, and skin. See help info for the full grammar.

Combat target

target <creature> sets your combat target for bare attack, throw, and similar commands; target clear clears it. When you land a melee hit, the server also sets the creature you attacked as your target—the web Status sidebar shows its display name on the Target line (cleared when the beast dies). See help attack.