Combat explained
Fights in Spelloria are turn based, and everything is calculated on the server. This page explains the rules behind it, so you know which stat does what.
Who moves when?
Every fighter has a gauge that fills with their speed (SPD). When it is full, they act. Twice the speed means twice the turns. You start with a full gauge, enemies with an empty one: the first move is always yours.
Damage
A hit deals roughly:
Attack × random (90 to 110 %) × crit factor − 50 % of the target's defense
- So defense subtracts a fixed amount. Against heavy armor, many small hits lose more than one big one.
- A hit always deals at least 1 damage.
Critical hits
- Base chance: 8 %, plus the crit chance from your gear and skills.
- A crit deals 150 % damage, plus the crit damage from your gear.
- The debuff Blind prevents crits, some enemies have crit ward.
Dodging
If you are faster than your foe, it dodges you less and you dodge it more: 1.2 % dodge per point of speed difference, at most 30 %.
Mana and skills
- You have 20 MP plus 5 per level and regain 300 MP every round.
- Active skills cost MP and have a cooldown in rounds.
- The debuff Dark Freeze blocks skills with a cooldown.
Status effects
Buffs (attack, shield, recovery) and debuffs (stun, poison, burn, bleed, chill, weaken, armor break …) last a few turns. All values are on Status effects.
Reading enemies
Many enemies have their own abilities and traits: thorns reflect damage, last stand makes them more dangerous at low HP, bulwark starts the fight behind a shield. Every enemy page lists them. Tap an ability in the in-game fight preview and you see the same texts.