Combat Basics
Embershroud is an idle / auto-combat ARPG. Your character fights on its own; you shape the build and the plan behind it.
You are not piloting the fight, so the decisions you make before it carry the weight. That is what makes the numbers on this page worth knowing.
Your attacks always hit
Section titled “Your attacks always hit”There is no accuracy stat. Every attack and spell your character makes lands on its target.
Five damage types
Section titled “Five damage types”| Element | Character | Mitigated by |
|---|---|---|
| Physical | Default, weapon-based | Armor |
| Fire | Burst, damage over time | Fire Resistance |
| Cold | Slow, shatter | Cold Resistance |
| Lightning | Chain, crit | Lightning Resistance |
| Poison | Damage over time, sustained | Poison Resistance |
Each class reaches two or three elements through its skills and gear.
Armor is the only percentage mitigation for physical damage - there is no Physical Resistance affix.
One hit, several damage types
Section titled “One hit, several damage types”A single hit is one event that can carry several typed components at once - part Physical, part Fire, for example. It stays one hit:
- one roll for whether the hit lands
- one critical strike roll, shared by every component
- on-hit and on-critical effects fire once
- Armor mitigates the Physical component; each resistance mitigates its matching component
An Adds 8-12 Fire Damage to Attacks affix adds a Fire component to the attack you were already making. It does not create a second attack.
Armor gives percentage damage reduction against physical damage:
reduction = armor / (armor + 50 × incomingDamage)effectiveReduction = min(reduction + flatDamageReductionBonus, cap)Because incomingDamage sits in the denominator, the same Armor rating reduces a small hit by a large percentage and a large hit by a small one. Armor is strongest against many small hits and weakest against a single heavy slam.
Evasion
Section titled “Evasion”Evasion is the Hunter’s primary defensive layer, but every class gains a little Evasion as it levels.
Evasion applies to incoming Attack-delivered hits. Spells always hit you. It resolves once for the whole hit, so avoiding it avoids every component, including elemental ones.
Each evadable hit rolls three ways:
| Outcome | Damage taken |
|---|---|
| Miss | 0 |
| Glancing Hit | 50% of the damage, dealt over 2 seconds |
| Full Hit | 100%, immediately |
A Glancing Hit spreads the damage over two seconds, which gives HP regeneration and your Potion time to respond.
Against one heavy hitter, a 1,000-damage slam has a good chance of becoming 0 or 500-over-2s. Against twenty enemies, twenty rolls produce several concurrent Glancing effects, and those stack.
Resistance caps
Section titled “Resistance caps”Each elemental resistance - Fire, Cold, Lightning and Poison - is capped at 75%.
Vanguard gets +2% maximum to all resistances, raising its cap to 77%.
The defensive layers
Section titled “The defensive layers”| Layer | What it does | Who gets it |
|---|---|---|
| HP | Your health pool | Everyone |
| Armor | Physical reduction, strongest against many small hits | Everyone (Vanguard primary) |
| Evasion | Attack avoidance, strongest against single heavy hitters | Everyone (Hunter primary) |
| Guard | Flat absorption buffer generated by skills | Vanguard exclusive |
| Barrier | Separate absorb pool that sits above HP | Arcanist exclusive |
| Resistances | Per-element reduction, capped | Everyone |
Any class can equip Plate, Leather or Silk, and each family carries its own defensive stat. Guard and Barrier stay class-exclusive regardless of what you wear: Guard belongs to Vanguard, Barrier to Arcanist. See Classes.
How damage scaling stacks
Section titled “How damage scaling stacks”Affix wording tells you what a line does, and two words behave differently:
increasedbonuses add together, then apply once.morebonuses are rare and multiply separately.
So 20% increased Attack Damage and 30% increased Fire Damage on an Attack dealing Fire give you +50%.
Full affix grammar is on Items & Affixes.
Where your power comes from
Section titled “Where your power comes from”Your gear, affixes and crafting projects carry most of a build’s power.
There are no allocatable attributes, and no base damage per level. Your weapon’s damage is your damage.
Each level gives you automatic growth:
| Gain | Every |
|---|---|
Base HP - 350 + (level × 10), reaching 850 at level 50 | level |
| Base Armor and Evasion - small growth | level |
| Talent point - 9 in total in the closed alpha | 5 levels |
| Higher-level drops become eligible | level |
The closed alpha caps characters at level 50.
Where to go next
Section titled “Where to go next”- Classes - what each class is strong and weak against
- Battle Plan - teaching your character when to use what
- Items & Affixes - affix grammar, rarity and Integrity