Saved revision 4. Current page.
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.
- Level scaling: enemies outside towns become tougher after character level 10 and Renown 15.
- Capped loot powers: Thorns and Spite cannot kill an enemy and are capped at 10 per blow, and Leech heals at most 10% of damage dealt. Total spell power from loot is capped at 50. See Affixes and curses.
- Curses: a werebeast's stat bonuses apply only in beast form. A vampire in the street sun loses its bonus, but keeps +20 indoors, underground and at night. See Diseases, poisons and curses.
- PvP cap: in duels, the Wrothgarian zone and sieges, all harm one fighter deals is capped at 180 in any 5 seconds.
Sources (18)
- 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