How Combat Works
Combat in Thrones follows a turn-based auto-attack system wherein thy character and thy foe exchange blows until one party falls. When thou dost engage an enemy, be it beast or rival lord, thy Attack value is weighed against their Defense, and the resulting damage is dealt to their health pool.
The outcome of battle depends upon several factors: thy base statistics, the quality of thy equipment, any active skill bonuses, and the cruel whims of chance. A warrior wise in these matters shall triumph where the ignorant fall.
Combat may be initiated by tapping upon an enemy within thy range. Once engaged, attacks proceed automatically until the battle concludes. Thou mayest flee from combat, though such retreat carries its own risks and cooldowns.
Attack Formula
The damage thou dealest is determined by a formula most precise. Thy base attack, enhanced by weapon and skill, is reduced by thy target's defenses. A variance of ±15% ensures no two strikes are perfectly alike.
| Component | Description | Formula |
|---|---|---|
| Base Damage | Raw attack before mitigation | Player Attack + Weapon Damage |
| Damage Variance | Random modifier per strike | Base × (0.85 to 1.15) |
| Critical Strike | Chance for bonus damage | Base × 1.5 (if critical) |
| Final Damage | After all modifiers | max(1, Damage - Defense) |
Critical strikes occur based upon thy Critical Chancestatistic, which may be increased through equipment and skills. A critical blow deals 150% of normal damage, bypassing a portion of the enemy's armor.
Defense & Mitigation
Defense reduces incoming damage directly. Each point of defense subtracts one point from the attacker's damage, down to a minimum of 1 damage per hit. Thus, no attack may be completely negated, but a well-armored knight may endure blows that would slay a lesser soul.
| Defensive Stat | Effect | Source |
|---|---|---|
| Defense | Reduces damage taken | Armor, Skills, Buffs |
| Dodge | Chance to avoid all damage | Agility, Light Armor |
| Block | Chance to halve damage | Shields, Knight Skills |
The order of defensive calculations proceeds thus: first, dodge is checked. If the attack is not dodged, block is checked. If not blocked, armor reduces the remaining damage. This layered defense rewards those who invest in multiple protective measures.
Mob Tiers
The creatures of the realm are organized into tiers of increasing menace. Lesser beasts prowl the common lands, whilst fearsome monsters guard dungeons and treasures most valuable. Know thy enemy before engaging, lest overconfidence lead to an ignoble death.
| Tier | Name | Health Range | Danger Level |
|---|---|---|---|
| I | Common | 20 - 50 | Safe for beginners |
| II | Uncommon | 50 - 120 | Mild challenge |
| III | Rare | 120 - 300 | Equipment advised |
| IV | Elite | 300 - 800 | Skilled players only |
| V | Boss | 800+ | Group recommended |
Higher tier enemies yield superior loot and experience. The risk is great, but so too is the reward. Dungeon bosses, in particular, guard unique items that cannot be obtained elsewhere.
Health & Regeneration
Thy health pool determines how much punishment thou canst endure before falling in battle. When reduced to zero, thou art vanquished and must respawn, losing a portion of thy carried gold and suffering a temporary debuff.
Health regenerates slowly over time when out of combat. The base regeneration rate is 1% of maximum health per 5 seconds. This rate may be enhanced through skills, equipment, and consumable items such as bandages and potions.
Wise adventurers carry healing supplies for extended expeditions. Whilst natural regeneration suffices for light skirmishes, dungeon delving demands preparation and provisions most ample.