Documentation

Combat system

Dispersion combat: damage types, gear rarity, possessed mobs, weapons and pause.

Damage types

Physical damage is reduced by armor and can be partly ignored by certain classes. Magic damage scales with Intelligence and class formulas. True damage bypasses part of normal defenses and does not retrigger some passives.

Possessed

A possessed mob carries a class template: attributes, talents and actives. Slasher and Duelist dashes on possessed mobs require line of sight and a close-in to melee range. The direwolf never becomes possessed.

Direwolf

Undead from patch 1.2.1a: 90 HP, 24 physical damage, hit every 1.5 s. Packs of 4–6 live in Darkwood. The tooth crafts into enchantment scrolls.

World weapons

The war hammer deals a percent of main-attack damage to enemies behind the target. The war scythe ignores part of physical armor and raises the chance to drop a matching head. Both weapons exist in five material tiers.

Rarity

Rarity is assigned when an item is created or dropped and drives attribute rolls. Cursed items are marked with a separate tooltip line.

Rank Attribute rolls Note
Common no extra attribute rolls Base item with no rarity bonuses.
Rare 1 attribute roll in the 1–3 range Blue tooltip tint. 20% curse chance on the roll.
Epic 2 rolls in the 2–6 range Purple tint. Tools: +6% mining speed, armor: +3% durability. 30% curse chance.
Legendary 2 rolls of 2–4 and 1 roll of 4–8 Gold tint. Tools: +10% mining speed, 10% ore-double chance. 35% curse chance.
Mythic 3 rolls of 2–6 and 1 roll of 6–12 Light-purple tint. Tools: +16% mining speed, 16% ore-double chance.

In singleplayer, menu pause shifts cooldowns of the player, possessed mobs and illusions. On a dedicated server time does not stop.