- 1 Damage Basics
- 2 Common Damage Methods
- 3 Special Damage
- 4 Damage Prevention
- 5 Targeting
- 6 Stat Focus Of Runes
Melee damage is damage dealt by weapon based charms. Melee damage can be blocked by Armor. Damage not blocked will be subtracted from the target's health.
Magic damage is damage dealt by magic based charms. Magic damage can be blocked by Wards. Damage not blocked will be subtracted from the target's health.
*Earth charms do mixed Magic and Melee damage, however the majority have Magic damage as the superior amount.
Penetration - commonly abbreviated as (number% P, or P%) - is the percentage of damage which will pierce the enemy's defense. Besides damaging the opponent, penetrating damage will still destroy the defense. Boosting your damage reduces penetration. The formula is:
- P% = P * (3 * Damage / (3 * Damage + boost))
- Example: You have a charm that does 50 damage with 45% P, and apply an 80 damage boost to it.
- 45 * (3 * 50 / (3 * 50 + 80)) = 45 * (150 / 230) = 29.347826086957 (rounded down to 29%)
Enemy has 100 armor.
You play a melee charm with 100% P that does 20 damage.
Enemy loses 20 HP and their armor is decreased to 80.
20 of 20 (100%) damage pierced.
Enemy has 100 armor.
You play a melee charm with 10% P that does 20 damage.
Enemy loses 2 HP and their armor is decreased to 80.
2 of 20 (10%) damage pierced.
Enemy has 3 armor.
You play a melee charm with 20% P that does 5 damage.
Enemy loses 2 HP and their armor is decreased to 0.
0 of 3 (20%) damage pierced.
Piercing in this case did not kick in because 3 armor damage * 20% piercing = 0.6 damage pierced, and piercing damage is rounded down to the nearest integer.
Buff & Debuff
A Buff is a positive effect that typically increases damage, however there are other possible effects depending on the charm. A Debuff is a negative effect that typically decreases damage, however there are other possible effects depending on the charm. There are two different types of damage modifiers, ongoing and next.
- "To Next" will affect the damage of the next charm to play that damage type. In the case of multi-hit charms such as Slash and Thrust it will only affect the first hit. Multiple boosts of this type stacking together for a massive single strike is known as a Burst.
- The other type of damage modifier is "Ongoing". Ongoing damage modifiers have a much less powerful instantaneous effect, but will constantly affect your damage output until the fight is over, or you are hit with a normalize effect, cleanse or purge. Commonly referred to as CPB.
Cleanse will only remove a negative damage modifier if you are dealing less than base damage. Purge will remove all positive damage modifiers. Normalize will reset the target's damage modifier to 0.
If you are at a negative modifier, "(name) is weakened" will appear after your turn.
Common Damage Methods
Banes are negative effects applied by various charms. They trigger after every action an opponent takes, even extra actions. However, they do not trigger during stuns.
Banes are not affected by buffs or debuffs. Banes are a Debuff and can be removed by a Cleanse. Some charms can influence the duration of banes, be it extending (Side Effect, Staff of Decay) or lowering (Forest Medicine, Cleansing Dance) their duration. Banes that deal damage over a certain amount of turns will not have their duration reduced during extra actions. Banes that trigger in a certain amount of turns will trigger sooner however. Charms that extend a bane's duration will not affect banes that trigger after a set amount of turns. A special effect exists on certain charms to activate set duration banes without using them up.
Your opponent has a bane on them that does 4 damage during 5 turns and has 3 turns left. You play Crystal Boomerang.
Your opponent plays four extra action charms in a row.
The banes will trigger, and they will receive 16 damage. The first bane will still have 3 turns left, but Crystal Boomerang will trigger in 2 turns.
Your opponent has a bane on them that has 7 turns remaining, and Crystal Boomerang which will trigger in 4 turns.
You play a charm which extends all banes by +3 turns.
The damaging bane's duration will now be 10 turns, but Boomerang will still trigger after 4 turns.
The majority of banes use the Debuff rune.
Extra action charms will deploy their effect and then allow you to play another charm up to a maximum of 4 (under normal circumstances). Some charms, such as Hypnotic Pendulum, can alter the number of turns before dizziness. Becoming dizzy ends your turn without allowing auras to activate. The EA that causes the dizzy does not carry over to your next turn. Extra actions also greatly reduce the effectiveness of any constant power boosts you have.
For more information see Extra Action.
Shifting applies to both attacks and defense.
- Shifting damage can do either magic or melee damage. The damage type done (melee or magic) is the one that would take the most life from the enemy, figuring in all buffs, debuffs and the armor/ward of the target. Shifting damage does not take the target's immunities into account.
- Shifting defense gives you armor or ward, whichever you have the least of, theoretically giving you more protection. Shifting defense CANNOT read into the future. If you have no armor and 15 ward, the next shifting defense effect will all go to armor, even if your opponent is a Pyromaniac and thus the defense would be better used on Ward.
The Slayer class has a number of shifting charms.
Shifting damage (generally) uses the Lightning rune.
Summoning charms work by summoning a creature to assist you during your turns. The effect varies by charm, but it will trigger even if you are stunned, though not during an Extra Action. Summons are not affected by buffs or debuffs, and cannot be removed. The duration of summons can be modified by special charms and multiple summons of the same type count as separate summons, much like banes.
The Summoner class has summoning charms that are unavailable to other classes.
Spirit damage works by forcing your opponent to discard charms from their gear. Typically gears containing large amounts of Spirit charms are designed to exhaust the opponent. Spirit damage can be blocked by Willpower. Spirit charms typically do not deal any damage to an opponent's HP.
A charm combination (commonly Charm Combo) is a special effect that happens when two or more specific charms are used within a limited number of turns. The effect is separate from the previous charm and is affected by relevant damage modifiers. No other effects (Banes, Auras, etc) trigger on a combo event. The order in which charms are played does not matter, however some charm combos can only be triggered by multiple players.
The limited turn window appears to function as a hidden curse, so being stunned will use up one of your available turns to combo, as will extra actions.
See Category:Combo for a list of charms with combo effects.
Drain damage will heal the user an amount equal to the damage inflicted on their opponent. Drain damage only receives 65% of an effect from a buff/debuff.
Your opponent has 10 armor.
You use a charm that says 25 Melee drain.
You will deal 15 damage and gain 15 life. (10 absorbed, 15 damage)
The Death Knight has access to a number of class drain charms.
Charms that say 'Reduce life' or 'Lose Life' deal damage directly to the target's HP and cannot be blocked, prevented, or modified in any way. Commonly used as a side effect to powerful charms, or as a special kind of armor/ward destruction that some charms possess.
|Level||Dex||Pow||Con||Int||Skill 1||Skill 2||Rune 1||Rune 2||Type|
|Champion's Sigil||40||Champion R3||Fist||Champion|
|Metal Melt||40||240||Tech||Craft, Guild|
|Faked Mercy||41||348||290||Sap R2||Debuff||Treasure|
|Inner Burst||42||Champion R3||Tech||Fist||Champion|
|Fist of Hades||42||148||322||198||Fist Weapons R3||Shadow R2||Fist||Shadow||Craft|
|Crimson Devil||43||187||335||268||Summoning R3||Shadow R4||Summon||Shadow||Craft|
|Diamond Claws||44||388||475||Fist Weapons R5||Fist||Craft|
Multi hit charms deliver several packets of damage within one charm. They generally see their full potential when combined with constant power boosts. Multi hit charms are also useful in overcoming debuffs and invulnerability, as only the first hit will be debuffed or absorbed by the invulnerability. Due to the high potential damage of multi hit charms, many of the additional hits may be conditional.
|Level||Dex||Pow||Int||Con||Skill 1||Skill 2||Rune 1||Rune 2||Type|
|Slash and Thrust||41||255||278||348||Axe R3||Spear R3||Axe||Spear||Treasure|
|Spread Flames||41||394||301||Fire R4||Fire||Treasure|
|Eroded Wave Splitter||41||290||243||348||Axe R4||Mace R4||Axe||Mace||Craft|
|Blazing Inferno||42||Pyromaniac R3||Fire||Pyromaniac|
|Blood Frenzy||42||Berserker R3||Tech||Berserker|
|Ice Spikes||42||434||310||Frost R4||Frost||Treasure|
|Finishing Move||43||Assassin R3||Twinblades||Assassin|
|Corrupted Fireblade||44||460||403||Sword R5||Sword||Craft|
|Full Moon||44||345||388||460||Axe R5||Spear R5||Axe||Spear||Treasure|
|Forked Lightning||44||360||504||Lightning R5||Lightning||Craft|
|Frozen Grave||44||504||432||Frost R5||Frost||Craft|
|Lightning Rod||44||432||504||Lightning R5||Lightning||Craft|
|Buried Alive||46||410||547||Earth R5||Earth||Craft|
|Chain Lightning||47||435||609||Lightning R5||Lightning||Treasure|
|Crystal Dragonfang||47||469||574||Spear R5||Armor||Spear||Craft|
|Mana-Powered Thruster||47||469||487||504||Spear R5||Lightning R5||Spear||Lightning||Craft|
|Rain of Blows||47||469||574||Fist Weapons R5||Fist||Tech||Craft|
|Void Bolt||49||582||523||523||Shadow R5||Lightning R5||Shadow||Lightning||Treasure|
|Guidance of Homan||50||604||565||Holy R5||Holy||Epic|
|Horns of Hamal||50||507||663||Earth R5||Earth||Epic|
|Tears of Matar||50||663||507||Frost R5||Frost||Epic|
Projection is a charm ability which will deal either Melee or Magic damage based on your current Armor/Ward and the maximum amount listed on the charm. Armor projection will usually deal Melee damage and ward projection will usually deal Magic damage, although charms such as Ice Cleaver and Microgyne Refractor will mix this up. Projection damage is not affected by buffs/debuffs.
You have 100 ward and play a charm that says Ward Projection (90).
You'll deal 90 Magic damage since the charm's maximum limit is 90.
You have 50 armor and play a charm that says Armor Projection (80).
You'll deal 50 Melee damage since you have 50 armor.
You have 300 ward and play a charm that says Armor Projection (400).
You'll deal 0 damage since you don't have any armor.
Armor is used to prevent any type of melee damage. Any melee damage dealt to an opponent with armor will be reduced, depending on how much armor they have and on the penetration percentage of the charm. Armor charms will only increase your armor up to the amount listed on the charm, regardless of how much you currently have. If you currently have more armor than the charm grants you will not gain any armor. Cumulative armor is the exception to this and will be added on to your current armor.
Ward is used to prevent any type of magic damage. Any magic damage dealt to an opponent with ward will be reduced, depending on how much ward they have and on the penetration percentage of the charm. Ward charms will only increase your ward up to the amount listed on the charm, regardless of how much you currently have. If you currently have more ward than the charm grants you will not gain any ward. Cumulative ward is the exception to this and will be added on to your current ward.
Willpower works the same way as Armor or Ward, only it protects against Spirit instead.
Certain charms grant Immunity to a specific damage type (Melee, Magic, or Spirit), which will prevent the next direct attack from that damage type from affecting you in any way whatsoever. By default, immunity effects are cumulative. Summons, Banes, and Auras still deal damage as normal. Immunity is best defeated through multiple strikes, be it Extra Actions or multi-hit charms like Slash and Thrust or Guard and Sage projections.
Immunity is very rare, being possessed mainly by the Paladin and certain dungeon mobs (exceptions are the epic charms Salamath's Judgement and Weight of Thabit, and the craft Maul of the Indefatigable).
Healing and Revival
Healing effects restore HP to the target(s) equal to the number listed. Heals cannot be modified in any way, and you cannot heal a character over their maximum HP. Although heals are weaker than similar-level armor and ward effects, the fact that it works against both melee and magic makes it useful for certain decks. Revival effects will bring back a dead ally at an amount of HP and charms equal to the listed percentage. The initial means of death does not matter. Player characters can only be revived three times in the same fight, but dungeon mobs can be revived an infinite amount of times.
Area of Effect
Charms with area of effect damage (AoE), represented as Target All Enemies, will deal damage or effects to all opponents. Damage dealt is Base damage + (4/3) x Boosts / Total number of targets. This number is then rounded. For AoE Spirit, however, any boosts are applied in full. Area of effect attacks will not bypass direct immunity. Non-damage effects affect all targets to the full extent of the charm.
Charms that say Target All Allies will target all members of the user's group, including the one who used the charm.
Obviously, a Target All Players affect hits both teams, user included. Some charms, like the Erythic charms, emulate this effect by having a Target All Allies and Target All Enemies effect together, but these charms usually give a larger benefit to the Target All Allies effect.
Charms that have the Focus attribute will temporarily focus all non-aoe allied attacks on one foe. This is shown with a red square around the focused character's avatar.
Each action by your team will count against the focus duration. For example, if you Focus:5 and your ally follows with an extra action charm then a ward, the remaining focus is 3. Being stunned will also count against the Focus. If a charm is played that has a higher focus than the duration remaining the higher amount will be used, otherwise it is unaffected. A recent addition is cumulative focus, which adds that many turns to whatever the current focus was.
Charms that target specific opponents, such as Heartseeker will ignore the focused target but will still count against the duration. Charms that say "Break Focus" will cause your team's focus to immediately expire, but will not affect the enemies team's focus. If an enemy plays a protect charm (see below) they will override your team's focus. If a focused character uses a Vanish effect, they instantly remove the focus on them (but may still be hit randomly or even re-focused).
The Slayer class has a number of class based focus charms.
Charms that have the Protect attribute will cause the enemy to focus on you, rather than your teammates. This effect is the same as if they had used a focus charm on you. Using a charm with Protect will override any focus the enemy has going and change the targeting to the one who played the charm. If two teammates play a protect charm the last one to use it will be the target.
Charms with special targeting such as Vicious Stab will ignore protects.
Some charms state that it targets a specific enemy or ally based on their stats (level, HP, Willpower, etc). These charms will ignore any Focus or Protect in play, and the Focus or Protect will keep running until the duration ends. In the event that two or more enemies have the same stats the game will randomly choose between them, unless one of them has played a protect, in which case it will target the one protecting. If a charm has multiple targeting conditions, each effect is resolved independently on its designated target.
Example: You're fighting two enemies. Enemy 1 has 27/100 HP left. Enemy 2 has 50/100 HP and just played a Protect charm. You play Vicious Stab. You will hit Enemy 1 because the charm's special targeting goes after the enemy with the lowest HP.
Stat Focus Of Runes
*Spirit and Summon typically use equal amounts of two attributes.