Combat System

Real-time action combat with strategic depth in Arcania.

Arcania features a real-time action combat system with tab-targeting elements. Combat is designed to be accessible yet strategic, rewarding positioning, timing, and build optimization.

Combat Philosophy

Core Principles

  1. Readable Combat - Players should always understand why they won or lost
  2. Meaningful Choices - Ability selection and timing matter
  3. Build Diversity - Multiple viable approaches per class
  4. Scalable Difficulty - Easy to learn, challenging to master

Attack System

Basic Attacks

Auto-Attack:

  • Automatic attacks when target is selected
  • Speed determined by weapon and equipment bonuses
Attack Speed

Attacks Per Second = Base Weapon Speed × (1 + Attack Speed Bonus) Soft Cap: 2.5 APS (50% efficiency beyond)

Weapon Speeds

Weapon TypeBase SpeedCategoryClasses
Sword (Dual)1.5MediumWarrior
Bow1.4MediumRanger
Staff1.3MediumMage, Cleric
Flail1.1Medium-SlowPaladin
Mace1.0SlowPaladin
Spear0.9SlowWarrior
Maul0.8Very SlowPaladin
Scythe0.8Very SlowWarrior

Damage Calculation

All abilities scale from derived stats (Physical Attack or Magic Attack), not primary stats directly. This means equipment directly affects ability damage.

Physical Damage (Warrior, Paladin, Ranger)

Physical Ability Damage

Ability Damage = Base Damage + (Physical Attack × Skill Multiplier) Defense Reduction = Enemy Defense / (Enemy Defense + 100) Final Damage = Ability Damage × (1 - Defense Reduction)

Example: Warrior's Power Strike (×1.5 multiplier)

  • Physical Attack: 200 (from equipment)
  • Base Damage: 100
  • Ability Damage = 100 + (200 × 1.5) = 400

Magic Damage (Mage, Cleric)

Magic Ability Damage

Ability Damage = Base Damage + (Magic Attack × Skill Multiplier) Resistance Reduction = Enemy Resistance / (Enemy Resistance + 120) Final Damage = Ability Damage × (1 - Resistance Reduction)

Example: Mage's Fireball (×1.5 multiplier)

  • Magic Attack: 250 (from equipment)
  • Base Damage: 120
  • Ability Damage = 120 + (250 × 1.5) = 495

Note

Equipment with +Physical Attack or +Magic Attack directly increases ability damage. A weapon with +50 Physical Attack adds +50 × skill multiplier to every physical ability!

Critical Hits

Critical Hit Formula

Critical Chance = 5% + Equipment Bonus Critical Chance Cap: 50%

Critical Damage = 125% + Equipment Bonus Critical Damage Cap: 200%

Note

All characters have a base 5% critical chance. Additional critical chance and damage come from equipment. Agility-focused gear often provides crit bonuses.

Defense System

Miss Chance

Attacks have a chance to miss based on the level difference between attacker and target. Higher level targets are harder to hit, and this applies to both players and monsters.

Miss Chance

Miss Chance = 5% + (Level Difference) × 2% Cap: 40%

ScenarioMiss Chance
Same level5%
Target +5 levels15%
Target +10 levels25%
Target +15 levels35%
Target +18+ levels40% (cap)

Note

This system works both ways: your attacks miss more against higher level enemies, and lower level monsters miss more against you. Outleveling an area provides natural survivability as enemies struggle to hit you.

Penetration

Penetration allows attackers to bypass a portion of enemy defenses.

Armor Penetration

Armor Penetration = Equipment Bonus Cap: 40%

Effective Enemy Armor = Enemy Armor × (1 - Armor Penetration)

Magic Penetration

Magic Penetration = Equipment Bonus Cap: 40%

Effective Enemy Resistance = Enemy Magic Resistance × (1 - Magic Penetration)

Warning

Penetration comes entirely from equipment. Against heavily armored targets, investing in penetration can be more effective than raw damage stats.

Status Effects

Buffs

EffectDurationDescription
Empowered30-60sIncreases damage dealt by 10-25%
Fortified30-60sIncreases max HP by 10-20% and restores HP over time
Haste10-30sIncreases attack speed by 20-50%
Shield10-20sAbsorbs incoming damage

Debuffs

EffectDurationDescription
Slow5-10sReduces movement speed by 30-50%
Vulnerable8-12sIncreases damage taken by 15-25%
Stun1-3sCannot act
Silence3-6sCannot cast spells
Bleed6-12sDamage over time

Diminishing Returns

Note

Crowd control abilities have diminishing returns to prevent stun-lock situations.

  • First CC: Full duration
  • Second CC (within 15s): 50% duration
  • Third CC (within 15s): 25% duration
  • Fourth CC (within 15s): Immune for 15s

Boss Immunity:

  • Boss monsters are immune to hard CC (stun, freeze)
  • Bosses can be slowed/weakened at reduced effect

Combat Resources

Health & Mana

HP Regeneration

HP Regen = 5 + Equipment Bonus Out of Combat: HP Regen × 3 per tick (2 seconds) In Combat: HP Regen × 1 per tick

Mana Regeneration

Mana Regen = 5 + Equipment Bonus Out of Combat: Mana Regen × 2 per tick In Combat: Mana Regen × 1 per tick

Death & Resurrection

Death Penalties

  • 10% durability loss on equipment
  • Respawn at nearest safe point
  • 10-second resurrection sickness (reduced stats)

Resurrection Options

MethodCast TimeRangeRestrictions
Self-Resurrect10sSelfOnce per 30 min
Cleric Resurrect3s30mRequires Cleric
Resurrection Scroll5sSelfConsumable item

Balance Targets

Time-to-Kill (TTK)

ScenarioTarget TTK
Player vs Hostile Monster (same level)5-8 seconds
Player vs Elite Monster (same level)15-25 seconds
Full Party vs Boss2-5 minutes

Healing vs Damage

  • Healers should not outheal focused damage from 2+ DPS
  • Solo healer should sustain party against reasonable damage
  • Self-healing should not make classes unkillable