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Mechanics

How damage is calculated, what blocking is for, why the second hundred percent of attack is weaker than the first. Every number and formula comes from the combat code.

The turn

Combat is turn-based. On your turn you pick a strike zone and a guard zone — there are 4: head, body, arms, legs. Match the enemy's attack zone with your guard and the blow is blocked. Abilities cost energy.

Worth knowingThe «Guard» action grants +2 energy, so it is never a wasted turn: it is how you bank up for a strong ability rather than merely waiting.

Blocking

A correctly guessed zone cuts 65% of the damage. Your defence raises that figure, but not without limit — blocking caps at 80%. No amount of defence reduces a blow to zero.

Crits and dodging

Enemies crit at 5%. Your own crit chance grows with stats and gear but stops at 80%, and dodge stops at 50%.

Worth knowingThe caps exist so that a «dodge everything» build cannot turn combat into a formality. Investing past the cap buys nothing.

Health and levels

A hero starts with 100 health and gains 10 per level. By level ten that is 190 before gear, set bonuses and mods, which stack on top.

Gear and the soft cap

Percentages from every item, set and mod add up and then pass through a soft cap: 180 for attack and 85 for defence. The formula is hyperbolic — cap × total ÷ (total + cap) — so the contribution grows ever more slowly and never reaches the ceiling.

  • 50%Attack in combat: 39% · Defence in combat: 31%
  • 100%Attack in combat: 64% · Defence in combat: 46%
  • 200%Attack in combat: 95% · Defence in combat: 60%
  • 400%Attack in combat: 124% · Defence in combat: 70%

Worth knowingThe practical upshot: your character sheet shows EFFECTIVE numbers, not the raw sum. Near the ceiling another «+30%» item adds almost nothing — put the resources into something the cap does not touch.

Guilds

A guild brings a shared vault, a shipyard, a weekly goal and a raid boss with a health pool that lasts the week. Damage accumulates from every guildmate's fight, and the reward goes to those who contributed. Alongside it runs the guild war — a weekly ranking by activity.

PvP and duels

Duels are rated with Elo and roll up into a monthly season. Rewards for the finished season are claimed at the start of the next one. Besides duels there is the arena show with spectators and bets.

Abilit mechanics — combat, blocking, crits, soft caps