Combat & Stats
Read your attributes, choose a stance, understand timing, and make every attack, defense, and recovery count.
Field method Scan the contents, open the entry you need, then try its highlighted commands in Play.
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
| Stat | Effect |
|---|---|
| STR | Melee attack power; encumbrance capacity (race base + STR×5); reduces weapon round time (1 sec per 10 STR) |
| CON | Max HP (50 + CON×5 + level×5); player defense; HP regen (+1 per 10 CON above 10) |
| DEX | Melee accuracy; beast defense; skinning roll |
| AGI | Player and beast defense; skinning roll |
| LOG | Wizard spell power; max mana |
| INT | Wizard spell power; max mana; mana regen |
| AUR | Empath spell power; max mana |
| INF | Empath spell power; max mana |
| WIS | Skinning roll and quality; mana regen |
| DISC | Discipline; race flavor |
HP & Mana Regeneration
Each minute, bleeding is applied first: moderate wounds cost 3 HP per body part, major wounds cost 8 HP, and critical wounds cost 12 HP, multiple wounds stack. Minor wounds do not bleed. Bleeding can kill; heal with herbs or an empath treatment spell. 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. Some gear adds further mana regen (hard-capped per minute, default +3, Admin → Game Settings), max mana, or max HP, see Gear combat & utility bonuses above.
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
| Profession | Primary | Secondary (why) |
|---|---|---|
| Warrior | STR, DEX | CON/AGI for defense; STR for encumbrance and faster swings |
| Cleric | STR, DEX | CON/AGI for defense; INT/WIS for mana (smite, bless, sanctuary) |
| Ranger | STR, DEX | CON/AGI for defense; DEX/AGI/WIS for skinning |
| Wizard | INT, LOG | INT/LOG/AUR/INF for max mana; INT/WIS for regen; CON/AGI for defense |
| Empath | AUR, INF | INT/LOG/AUR/INF for max mana; INT/WIS for regen; CON/AGI for defense |
Combat Resolution
- Attack roll = attack power + your weapon's gear Attack Strength (AS), if any + random 0-100
- Defense roll = defense + your armor/shield/jewelry's gear Defense Strength (DS), if any + random 0-100
- Player defense = CON×2 + AGI + level + modifiers (weapon +10, empty hands −15, kneeling −25, laying −40)
- Beast defense = CON×2 + DEX + AGI
If attack roll ≤ defense roll → miss. If attack roll > defense roll → hit, unless your gear's dodge chance rolls a save first, which fully negates it (its own message, distinct from a miss). 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
| Quality | Condition | Effect |
|---|---|---|
| Glancing | diff < defense/2 | Normal damage |
| Solid | diff ≥ defense/2 | Normal damage |
| Critical | diff ≥ defense | Double damage |
On a player's melee swing, an equipped weapon/gear crit-chance bonus, if any, gets one more roll after the above: it can upgrade an otherwise Glancing or Solid hit into a Critical (double damage). It never downgrades a hit.
Gear combat & utility bonuses
On top of the stat bonuses (STR, CON, …) and magical affixes covered in Items & Equipment, equipped gear can add a few small, separate bonuses:
- Attack Strength (AS), from your equipped weapon; added to your attack roll. Computed from the weapon's item level and magical quality, so higher-tier magical weapons hit noticeably harder without needing a second full stat system.
- Defense Strength (DS), summed across equipped armor, shield, and jewelry; added to your defense roll. Same item-level/quality formula as AS, weighted by slot.
- Dodge chance, a hand-authored, thematic bonus on some items (light/agile gear). Rolled once per incoming hit that would otherwise land; success fully negates the attack. Capped account-wide (Admin → Game Settings) regardless of how much dodge gear you stack.
- Crit chance, a hand-authored bonus on some weapons (a keen/vicious enchant flavor). Can upgrade an already-resolved Glancing/Solid hit into a Critical. Also capped account-wide.
- Max mana / mana regen / max HP, hand-authored bonuses on some items (typically caster gear for mana, general gear for HP). Mana regen from gear is hard-capped per minute on top of the base regen rate (see HP & Mana Regeneration below), gear alone can never grant unlimited mana.
All of these are deliberately small next to the core stat/affix system, think of them as an accent, not a second gear-power system. info → Attributes shows your current Gear AS / Gear DS / Gear Crit totals when nonzero; health shows your effective max HP/mana including gear bonuses.
Attack Penalties
Low HP: Multiplier = 0.5 + 0.5×(hp/max_hp). At 50% HP you deal ~75% damage.
Injuries: Minor −2%, moderate −5%, major −10%, critical −16% per injury. Minimum 20% of base power.
Bleeding: Moderate, major, and critical wounds 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.
Creature attack styles
Creatures no longer use one generic attack line. Their repertoire follows anatomy, magic, and real equipped profile gear: jaws bite, claws and blades slash, horns and spears thrust, blunt weapons bash, immense creatures stomp, archers loose arrows, and magical enemies cast. A creature with several declared weapons may use different weapons between attacks. These styles preserve the existing stat-based accuracy and damage balance.
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 1st…10th) 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, its room creature card gets a colored border in the look window (cleared when the beast dies). See help attack.