Combat

A detailed examination of Giving and Receiving Damage.

Weapon Skills

Teiravon operates on an "Assumed Hit" system, this means that absent any skill of the target an attack will always hit. This means therefor that weapon skill's function is to reduce the chance of an incoming attack successfully landing.

Range

Attacks made at range must pass an "Aim Check" to determine if the attack was directed successfully at the target. For Ranged weapons this is the only check that must be succeeded at.

Melee

Melee attacks made at a range greater than adjacency must first pass an Aim check like a ranged attack and then go on to be treated as any other melee attack.

The chance to successfully hit your opponent is based then on their defensive skill (Weapon Skill) and all relevant offensive and defensive bonuses.
Note that ranged weapons use wrestling as their relevant defensive skill

Skill 0 10 25 50 62.5 82.5 100 125 150
Chance 1.9% 13.1% 23.3% 33.1% 36.6% 41.3% 44.7% 48.8% 52.4%

Add or subtract all relevant offensive or defensive bonuses to get the final result, if the attacker rolls under this defense chance, the attack misses, if not, the attack has hit, but has not yet been confirmed as it can still be negated.

Advantage

Certain circumstances can increase the difficulty of defending against an attack. These circumstances include:

  • The defender is poisoned.
  • The attacker is hidden.
  • The defender has an adjacent combatant other than the attacker.

These circumstances are collectively described as Advantage.

Dodging an Attack

The Dodge skill is checked once an attack is hit but before it's confirmed. If the dodge is successful the attack misses and the dodger subtracts the cost of the dodge from their stamina.

On Hit

Many offensive and defensive abilities are triggered on hit.

Weapon Abilities

A collection of abilities common to all weapons of the same type. Weapon abilities require Mana to use, the total amount varies between 15-30 Mana and can be reduced with the Tactics skill.
The amount that tactics reduces the mana cost is reduced for each use of the same weapon ability within 3 seconds

The Primary Weapon Ability requires 42.5 Weapon Skill and Tactics
The Secondary Weapon Ability requires 87.5 Weapon Skill and Tactics

Damage and Resistance

Damage comes comes in 6 types. Physical, Fire, Cold, Poison, Energy, Pure

The first 5 types of damage can be resisted using Armor, Shields, or various Divine and Arcane effects. The most common of all damage types is by far Physical. Most attacks and armor deal primarily with physical damage, but the other resistances should not be ignored nor should attacks which deal more esoteric types as they are likely to hit vulnerabilities in the target's resistance. The final type "Pure" can only be mitigated by effects occurring on the final step of the mitigation stack "Damage Received"

Calculating Weapon Damage

Damage for a weapon attack is calculated by first taking the base damage of the weapon.
+2 damage for two handed weapons, including bows

Multiply that base by the following factors.

Anatomy Skill * 0.00625 + .0625 if 87.5+
Tactics Skill * 0.00625 + .0625 if 87.5+
Strength * .00125 + 0.05 if 100+

If using a pole-arm or axe add the following
Lumberjacking Skill * 0.002 + .1 if 87.5+

Wands use the following in place of strength and anatomy
Eval Int Skill * 0.002 + .2 if 62.5+
Int * .003 + .1 if 95+

Add any additional damage bonuses from class features or abilities and multiply the result by the base damage. Add that result to the base damage to get your final damage total.

Resisting Damage

Teiravon uses a location damage resistance system meaning all attacks which can be resisted by armor target a specific location on the body and are mitigated only by the resistance of that specific location in addition to the targets innate or "All Over Resistance"
The Warding enchantment is a common sources of innate resistance

If the attack was blocked successfully, the damage is first reduced by the resistance of the defender's shield. The remaining damage falls through to the resistance of the armor value of the location that was struck, what remains from that point is then mitigated by the target's innate resistances. Finally effects which can mitigate damage received will apply before the final total is deducted from the target's HP total.

Should the damage exceed the remaining HP of the target they may be knocked out or killed