Arkandian Crusade Wiki
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Combat System[]

Turn based combat. A 'to hit' die (100-sided) is rolled to determine whether or not the character hit. This still applies even when the opponent is stunned.

Hit chance is determined by the attacker's:

  • Weapon Attack (if using melee weapons)
  • Archery (if using a bow)
  • Magical Attack (if using a staff/spellbook)
  • Tactics
  • Attack type (Heavy, normal or Light, being in increasing respective accuracy, having a standard accuracy for Normal, -30% for Heavy, and +20% for Light, with modifiers being applied after this boost in accuracy.)(Note: Attacks with melee weapons have different animations accorrding to which attack type you use: A light attack will make your character run up and stab the enemy (Even with mace) Regular attack will make him run up and hit the enemy, and Heavy attack will make him jump over to the enemy, slamming him in the process. Magical attacks are not so different: At a light attack the character will swing his weapon up, With a normal attack he will thrust his weapon forward, And with heavy attack he will swing the weapon downward. With a bow, a light attack will make a thin arrow shoot at the enemy, a normal attack will make the character shoot a regular sized arrow, and a heavy attack will make the character shoot a thick arrow).
  • Spell effects (e.g. Bless increasing hit chance for weapons)
  • Enchantment effects (Hit Chance increase, shown percentage multiplies by base percentage, does not affect magical weapon accuracy)

Against the defender's:

  • Weapon Defense (if attacked by a bow or melee weapon)
  • Magical Defense (if attacked by a staff/spellbook)
  • Dodging (included? or secondary roll? also affected by dodge chance increase, most likely does not affect magical weapons)
  • Spell effects (e.g. Corruption decreasing weapon defence and dodge, bless increasing dodge)

Hit chance is capped at a minimum of 5 and a maximum of 95

If it hits, the defender rolls a blocking roll, which can be increased by a block chance increase enchantment. If successful, the attack is blocked, and no damage is taken. If the blocking roll is unsuccessful, damage dice are rolled equal to the weapon's damage.

A 2D4 weapon, for example, rolls 2 dice with 4 sides, giving it a base damage range of 2-8. This is different from a 1D8 weapon in that the 1D8 weapon has a 1/8 chance of rolling any of the numbers between 1-8, whereas the 2D4 has 16 possible rolls, with a particular value having more than one possible roll (e.g. 8 can only be rolled with a roll of 4,4; whereas 5 can be rolled with four rolls; (1,4) (2,3) (3,2) (4,1).

The damage is further affected by:

  • Attacker's attack style (Heavy, normal, Light in decreasing power)
  • Attacker's Anatomy skill (when using a melee weapon or bow)
  • Attacker's Mana Lore skill (when using a staff/spellbook)
  • Spell effects (e.g. Enchant weapon)
  • Enchantment/potion effects (Damage increase)
  • Defender's Protection rating (based on armour, attacker's pierce rating, active corrupt armour effects, Ice barrier) - a final percentage reduction to the calculated damage
  • Defender's Spell Resistance skill? (when attacked by staves/spellbooks)
  • Active Weaken status (for each damage dice rolled by the attacker, -1 to each roll, minimum 1)

Also after an unsuccessful blocking roll, the attacker may also roll to inflict status effects (e.g. Bleed, weaken) and instant effects (e.g. life leech, mana leech, mana drain)

The player may choose to 'Defend', and forgo an attack turn. This is especially useful when attempting to gain levels in Defence with a weak enemy.

Spells do not have a 'to hit' roll. However, effects can be reduced by Spell Resistance skill and bonuses, and Spell damage increase bonus.

For every 100 skill points in Spell Resistance, there is an increase of 1% spell resistance. Spell resistance bonuses increase this multiplicatively. The final percentage spell resistance (visible on Character Statistics) is the percentage probability of completely ignoring a spell damage dice against you. Thus, it is possible to have a spell 'hit' for 0 damage, given that you completely ignore the damage die)

Spell resistance is trained by taking damage from staves/spellbooks.

Enchantment/potion effects (spell damage increase) only apply to attack spells (Lightning Lance, Fireball, Life drain??)

Mana Lore improves all spell magnitudes (e.g. Heal, a 3D6 + 2 roll; higher Mana Lore Skill increases the number of D6 dice rolled but not the constant)

Scrolls (respective spells, affected by Improve Scrolls rather than Mana Lore)

Ice Barrier (Resistance increase) Blocking - Trained by having an enemy roll a successful 'to hit' roll against you, regardless of whether you actually block or not.

Tactics - raised by attacking an enemy higher skilled than you. (Having a greater skill in a weapon than you/greater defence skill? Using a weapon you don't normally use?)

Dodge - trained by being attacked by enemies with high accuracy against you.

Defence Quests[]

[You can have up to 6 characters in your Barracks] Every time you exit and reenter the Defence Quest UI, the quests are refreshed.

There are five tiers of increasing difficulty in regards to defence quests. Each Tier requires a certain defence fame to unlock. Tier 1-5 give 50, 100, 250, 500 and 1000 GP respectively, in addition to any leftover GP from the defence quest, and 10, 20, 30, 40 and 40 Defence Fame respectively. In addition to GP, Defence quests also give other rewards, usually an artifact, a potion (which go directly to your storehouse), or Ingredients. Enemies in the defence quest itself also drop alchemical ingredients. Life leech does work in defence quests. [Please confirm if other incantations work?] Every time you, or your army kills an enemy, there is a chance to level up the leadership skill.

You start the defence quest as your own character. When you obtain at least 15GP by killing enemies, you can summon a character from your barracks to help you fight at the 15GP cost. If at least one enemy makes it to the left side of the field, you lose the defence quest. Storyline quests may also be set as defence quests.

Your own character, as well as any characters you summon can be moved at any time during your turn, to any square within three columns of the left side. Enemies always travel in straight lines from right to left, will attack (non-friendly) characters who are in front of them, and cannot pass through them. Enemies are also capable of blocking.

Storyline Defence Quests (incomplete):

  • Battlefield lessons
    • 4 Enemies, dropping 1GP each
    • Reward: Unlock barracks, a new recruit, 50GP

Tier 1 (Super Easy) Quests:

  • Werewolf Incursion
    • 9 Enemies, dropping 2GP each
    • Reward: 3 Carrots
  • Graveyard Going-Ons
    • 8 Enemies, dropping 2GP each
    • Reward: 2 Holy Water
  • Brains!
    • 9 Enemies, dropping 2GP each
    • Reward: 3 Eyeballs
  • Those Accursed Mages
    • 10 Enemies, dropping 2GP each
    • Reward: 1 Warp Crystal
  • Orc Ambush
    • 9 Enemies, dropping 2GP each
    • Reward: 3 Berries
  • Protect My Puppy
    • 9 Enemies, dropping 2GP each
    • Reward: Puppy Crunch (3D6 Healing Potion)
  • Mushroom Madness
    • 9 Enemies, dropping 2GP each
    • Reward: 3 Mushrooms

Tier 2 (Easy) Quests:

  • Orcish Attack
    • 12 Enemies, dropping 3GP each
    • Reward: Healing Potion (3D6)
  • The Raising
    • 12 Enemies, dropping 3GP each
    • Reward: 2 Mana Orbs
  • Bad Barbarians
    • 14 Enemies, dropping 3GP each
    • Reward: Rage Potion (Damage Increase +50 Potion)

Tier 3 (Challenging) Quests:

  • Nasty Necros
    • 20 Enemies, dropping 3GP each
    • Reward: Potion of Health (Max hitpoints +3 Battle item)
  • Life Drain
    • 7 Enemies, dropping 5GP each
    • Reward: 10 Fangs
  • Gentlemen Thieves
    • 22 Enemies, dropping 2GP each
    • Reward: Top Hat (artifact with a value of 250)

Tier 4 (Difficult) Quests:

  • Thrown to the Wolves
    • 19 Enemies, dropping 4GP each
    • Reward: Wolf Slayer (artifact)
  • Tribal Throwdown
    • 22 Enemies, dropping 4GP each
    • Reward: Royal Guardian (artifact)
  • Bad Moon
    • 19 Enemies, dropping 3GP each
    • Reward: 4 Fel Stones

Tier 5 (Insane) Quests:

  • The Guardians
    • 9 Enemies, dropping 10GP each
    • Reward: Attunement Potion (Max mana +3 Battle item)

Different characters will have different ranges, depending on what weapon they use and whether (in the case of magic wielders) they are set to be casters or healers. During the attack, the character will target every enemy within range. An invisible 'to hit' roll and 'blocking' roll is processed during the attack.

Warriors have a range of one, but can attack 3 squares in front of them (i.e. 1 sq directly to the right, and one square above and below that square)

Casters have a range of 3, but only directly in front (i.e. a row 3 squares long towards the right)

Healers do not attack, but instead any allies within their range are healed. They have a range of 1, but can only heal diagonally adjacent (i.e. similar to a warrior's area of effect, without the square directly to the right)

Archers have a range of 2, but only diagonally (i.e. using the Healer's range of effect, but extended 2 squares diagonally instead of one, and still no squares directly to the right. The resultant range is a V-shaped extended from the archer outwards)

Skill Maxing[]

Maxing all skills to 1000 quick guide: play the game, use learning set, run many times the dungeon of mystery with teleport bags and keep/teleport all objects with value more than 200, sell them to max out bargaining, use money to buy books and max out other personal skills. Max out combat skills in lv20-25 of DofM, speed run lv1-19 with good weapon to one hit everything, switch to a learning weapon with low damage at lv20 to max out tactics (you can easily max weapon attack, magic attack, archery, anatomy, and mana lore while trying to max tactics). Max out defense skills in lv20-25, magic defense, magic resist and block against demon wizards, weapon defense, dodge against demons and titans (stay in fight using defend and healing spell-potions).

Easiest way to max out bargaining: buy and sell spellbooks or bows (cheapest items) until you reach 1000 bargaining skill. Takes less than 10 minutes if you already have the money. But if you want to max out everything, you'll need the money from selling loots to buy skill books and you will eventually max out bargaining as a byproduct of maxing other skills (you can still apply this technique to boost bargaining at the beginning until you sell/buy for 50%/100%, very fast and doesn't cost much).

Upon leveling up, skills gain a certain number of levels depending on the current level of the skill and the type of skill. Higher level skills gain less than lower level skills:

  • Combat skills level at the following rate:
    • +5 between levels 0-50
    • +4 between levels 50-150
    • +3 between levels 150-250
    • +2 between levels 250-500
    • +1 between levels 500-1000
  • Observation levels at the following rate:
    • +9 between levels 0-50
    • +8 between levels 50-100
    • +7 between levels 100-150
    • +6 between levels 150-200
    • +5 between levels 200-400
    • +4 between levels 400-700
    • +3 between levels 700-1000
  • Leadership and Artistry level at the following rate:
    • +7 between levels 0-50
    • +6 between levels 50-100
    • +5 between levels 100-150
    • +4 between levels 150-200
    • +3 between levels 200-400
    • +2 between levels 400-700
    • +1 between levels 700-1000
  • Non-Combat skills (other than Observation, Leadership and Artistry) level at the following rate:
    • +7 between levels 0-50
    • +6 between levels 50-100
    • +5 between levels 100-150
    • +4 between levels 150-200
    • +3 between levels 200-400
    • +2 between levels 400-500
    • +1 between levels 500-1000
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