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Embershroud is in development. Numbers on this wiki are preliminary and will change during the playtest.

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.

There is no accuracy stat. Every attack and spell your character makes lands on its target.

ElementCharacterMitigated by
PhysicalDefault, weapon-basedArmor
FireBurst, damage over timeFire Resistance
ColdSlow, shatterCold Resistance
LightningChain, critLightning Resistance
PoisonDamage over time, sustainedPoison 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.

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.

Hunter’s defensive layer - Hunter arrives in Phase 2.

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:

OutcomeDamage taken
Miss0
Glancing Hit50% of the damage, dealt over 2 seconds
Full Hit100%, 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.

Elemental resistances are hard-capped:

FireColdLightningPoison
Base cap75%75%75%75%
With investment80%80%80%80%

Specific affixes, Talent nodes and Valor push you from the base cap toward the maximum.

Vanguard gets +2% maximum to all resistances, raising its ceiling to 82%.

LayerWhat it doesWho gets it
HPYour health poolEveryone
ArmorPhysical reduction, anti-swarmEveryone (Vanguard primary)
EvasionAttack avoidance, anti-bossHunter exclusive
GuardFlat absorption buffer generated by skillsVanguard exclusive
BarrierSeparate absorb pool that sits above HPArcanist exclusive
ResistancesPer-element reduction, cappedEveryone

Any class can equip Plate, Leather or Silk, and each family carries its own defensive stat. The class-exclusive layers stay exclusive regardless of what you wear: Guard belongs to Vanguard, Evasion to Hunter, Barrier to Arcanist. See Classes.

Affix wording tells you what a line does, and two words behave differently:

  • increased bonuses add together, then apply once.
  • more bonuses 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.

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:

GainEvery
Base HP - 100 + (level × 10), reaching 1,100 at level 100level
Base Integrity ceiling - 40 + (level × 1.2), so higher-level items take more craftinglevel
Base Armor and Evasion - small growthlevel
Talent point (Phase 2) - 50 in total at level 1002 levels
Higher-level drops become eligiblelevel