Difficulty scaling
Full guard: one enemy blow can never kill you at full health; it leaves you at 1.
Enemies scale with the dungeon's loot grade:
| Place | Foe health | Foe damage | Foe skill |
|---|---|---|---|
| Towns, mines, natural caves | ×1 | ×1 | +0 |
| Crypts, Orc strongholds | ×1.36 | ×1.09 | +3.6 |
| Dragon's dens, volcanic caves | ×2 | ×1.25 | +10 |
The wilds count as a middling dungeon by day and a harder one by night. Towns and building interiors never scale.
| Rule | Effect |
|---|---|
| Level scaling | Enemies outside towns become tougher after character level 10 and Renown 15 |
| Thorns and Spite | Cannot kill an enemy; at most 10 damage per blow |
| Leech | Heals at most 10% of damage dealt |
| Spell power from loot | Total capped at 50; see Item bonuses |
| Lycanthropy attribute bonuses | Apply only in beast form |
| Vampire attribute bonuses | +20 indoors, underground and at night; see Vampirism for daylight and hood rules |
| PvP damage cap | At most 180 damage from one fighter in any 5 seconds, in duels, the Cyrodiil open zone and sieges |
Sources (19)
- src/combat/formulas.js
- src/combat/playerWeapon.js
- src/characters/weapons.js
- src/systems/armorMaterials.js
- src/systems/equip.js
- bible/05-Combat/Combat.md
- bible/05-Combat/Physical-Combat-Overhaul.md
- src/combat/pcaao.js
- src/combat/pcaaoMeanerMonsters.js
- src/combat/clawMetal.js
- bible/05-Combat/Balance-Arc.md
- src/combat/twoHands/
- bible/05-Combat/Two-Hands.md
- src/combat/swingLaw.js
- src/characters/weaponStates.js
- src/systems/heroThreat.js
- src/systems/skillSoftcap.js
- src/characters/playerEntity.js
- src/systems/wild/wildZone.js
Last edited 28 Oct 2026. View history · What links here.