# Combat

Combat in **Crownless** is fast, skill-based, and highly customizable.\
Every battle requires both mechanical precision and character progression — your stats, gear, and skill choices all determine how efficiently you can survive the game’s procedurally generated dangers.

Fighting isn’t just about reflexes; it’s about **strategy** and **adaptation**.\
Players must learn enemy patterns, manage resources like health and mana, and make full use of class-specific abilities to overcome different challenges.

Each encounter, from small mobs to powerful bosses, encourages experimentation with positioning, timing, and elemental damage.

Enemies in **Crownless** have varying resistances and weaknesses, meaning that weapon choice, elemental focus, and even support skills play a huge role in your success.

### Damage Types

There are several types of damage in **Crownless**, each with its own modifiers and resistances.\
Understanding how they interact helps you build an efficient hero and prepare for different enemy types.

Damage can be divided into five primary categories: **Physical**, **Fire**, **Ice**, **Lightning**, and **Poison**.\
Each type can be enhanced through attribute scaling, penetration bonuses, or special equipment effects.

#### Physical Damage

**Physical Damage** is the most common type in the game.\
Most enemies and weapons deal physical damage by default, making it the core element for classes such as **Warrior**, **Rogue**, **Ranger**, and even hybrid **Wizard** builds.

* Physical damage scales with **Armor Penetration** and **Physical Damage %** from equipment.
* It is reduced by **enemy Armor**.

Physical builds rely on strength, precision, and weapon upgrades, focusing on close or mid-range combat efficiency.

#### Fire Damage

**Fire Damage** is a magical element often associated with spells, traps, and explosive attacks.\
It serves as a primary element for **Paladin**, **Wizard**, and **Sorcerer** builds.

* Fire damage can be increased by **Fire Penetration** and **Fire Damage %** bonuses.
* It is reduced by **Fire Resistance**.

Fire excels at area-of-effect (AoE) attacks and can easily clear large groups of enemies but may be less effective against resistant bosses.

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#### Ice Damage

**Ice Damage** is used by magic users and some traps or towers.\
It’s especially favored by **Sorcerers** and **Rangers** who focus on slowing enemies and controlling space.

* Ice damage increases with **Ice Penetration** and **Ice Damage %** equipment bonuses.
* It is reduced by **Ice Resistance**.

Ice is all about control - it can freeze or slow enemies, making it perfect for defensive or tactical playstyles.

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#### Lightning Damage

**Lightning Damage** comes from spells and shock-based attacks.\
It’s a key element for **Sorcerer** and **Warlock** builds who favor aggressive, magic-oriented combat.

* Lightning damage increases with **Lightning Penetration** and **Lightning Damage %**.
* It is reduced by **Lightning Resistance**.

Lightning excels in burst potential and chain effects, often hitting multiple enemies at once with electrifying results.

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#### Poison Damage

**Poison Damage** is the rarest element in the game, mainly used by **Rogue** builds and certain enemy types such as Beetles and Plants.

* Poison damage scales with **Poison Penetration** and **Poison Damage %** bonuses.
* It is reduced by **Poison Resistance**.
* Unlike other elements, **poison applies damage over time (DoT)**, gradually draining enemy health even after the initial hit.

Poison is ideal for sustained DPS and attrition-based strategies where prolonged fights are common.

### Armor & Resistance

Armor and Resistance are the two primary defensive stats in **Crownless**, determining how much incoming damage your character can mitigate.\
They apply to both physical and elemental attacks and play a crucial role in survival during tougher dungeon runs.

#### How Damage Reduction Works

Both **Armor** and **Resistance** reduce incoming damage according to the following formula:

**% Damage Reduction = 1** - **(200 / (Amount + 200))**

This formula shows that every additional point of Armor or Resistance makes your hero proportionally tougher, though not in a simple linear fashion.

For every **2 points** of Armor or Resistance, the defender becomes approximately **1% tougher** relative to their previous state.\
While it might seem like higher values suffer from diminishing returns, each new point provides the same **relative increase in durability**.

In simpler terms - no point of Armor or Resistance is wasted.\
Each upgrade contributes consistently to survivability, making both stats equally valuable across all stages of the game.

#### Practical Example

* With **0 Armor**, you take 100% of incoming damage.
* With **100 Armor**, you take about 50% of incoming damage.
* With **200 Armor**, you take roughly 33% of incoming damage.
* With **400 Armor**, you take about 20% of incoming damage.

Each additional investment doesn’t cut damage in half again but rather continues to **extend your effective health pool** at the same rate.

#### Key Takeaways

* Armor reduces **Physical Damage**.
* Resistance reduces **Elemental Damage** (Fire, Ice, Lightning, Poison).
* Both scale identically through the same mathematical formula.
* Each point remains equally valuable, improving overall **effective durability**.

This system rewards balanced defense — stacking a single stat too high may protect against one threat but leave you vulnerable to others.

### Health and Mana Pools

In **Crownless**, your survival depends on two core resources — **Health** and **Mana**.\
Health represents your endurance in combat, while Mana fuels your abilities and spells.\
Managing both effectively is crucial to long-term success in dungeons, boss fights, and survival runs.

#### Health

**Health (HP)** represents your life points.\
When your HP reaches zero, your character dies.\
In multiplayer mode, allies can revive a fallen player by sacrificing a portion of their own maximum HP (approximately 15%).

Each class begins with a different base amount of Health, determined by their **Vitality** attribute.\
Higher Vitality directly increases your maximum health and regeneration speed.

**Maximum Health**

Your total maximum Health can be increased in multiple ways:

* +5 HP per **Vitality** point
* Through certain **Accomplishments**
* +3 HP per level of your highest **Warrior title**
* By using the **Stout** prefix on equipment
* With **Trinkets** and trinket set bonuses such as:
  * Amulet of Health (+30 or +60 HP)
  * Greater Amulet of Vigor (+50 or +100 HP)
  * Belt of the Brute (+10% or +20% HP)
  * Markham’s Amulet (+3 HP per equipped trinket)
  * Dragon’s Heart (+200 HP)
  * Rings of Recovery Set (+10-30% HP)
  * Amulets of Life Set (+10-20% HP)

These upgrades can stack, allowing even lightly armored classes to survive longer in high-difficulty dungeons.

**Health Regeneration**

Health regeneration begins at a **base rate of 1 HP per second**.\
It can be improved through attributes, gear, and trinkets:

* +0.05 HP per **Vitality** point
* The **Revivifying** prefix on equipment
* **Trinkets** and trinket set bonuses that grant passive healing

Building regeneration is especially valuable for melee classes or extended exploration runs where potions are limited.

#### Mana

**Mana (MP)** is the resource used to cast spells and perform magical abilities.\
Each class starts with a different amount of Mana based on their **Focus** attribute.\
Casters like the Wizard and Sorcerer rely heavily on efficient Mana management to maintain damage output during long fights.

**Maximum Mana**

Your total Mana pool can be increased through several sources:

* +5 MP per **Focus** point
* Through **Accomplishments**
* +0.1 MP per level of your highest **Sorcerer title**
* The **Astute** prefix on equipment
* **Trinkets** and trinket set bonuses that enhance Mana capacity

These bonuses are particularly useful for hybrid or support builds that require frequent spell usage.

**Mana Regeneration**

Mana regeneration begins at a **base rate of 1 MP per second**, and can be enhanced by:

* +0.1 MP per **Focus** point
* +0.1 MP per level of your highest **Sorcerer title**
* The **Rejuvenating** prefix on equipment
* **Trinkets** and sets that boost Mana recovery

A balanced Mana regeneration rate ensures your spellcasting doesn’t stall mid-combat.\
In long dungeons, this stat becomes as essential as raw damage or armor.

#### Health vs. Mana Balance

While most builds naturally lean toward one resource, true mastery lies in balance:

* **Physical fighters** prioritize Health, Armor, and regeneration for sustained melee brawls.
* **Spellcasters** emphasize Mana and recovery speed to maintain continuous spell output.
* **Hybrid classes** like Paladin or Warlock benefit from both pools, using Mana for support or offense while relying on solid HP to survive frontline combat.

Managing both effectively defines your endurance and efficiency in every battle.

### Misc Combat Stats

Beyond damage, armor, and resistances, **Crownless** features several secondary combat stats that significantly affect your performance in battle.\
These stats modify how you move, dodge, and block attacks, providing valuable defensive and mobility options for different playstyles.

#### Movement Speed

**Movement Speed** determines how quickly your character can move around during normal gameplay.\
It affects only basic movement - **not** dash speed, dash distance, skills, or spell animations.

Increased Movement Speed allows for better positioning, faster dodging, and efficient exploration of large areas.

Movement Speed can be increased through:

* **Upgrades** at the *Athlete* trainer (up to +12%)
* The *of Speed* **suffix** on equipment
* Certain **Trinkets** that grant passive bonuses

A balanced Movement Speed stat helps both melee fighters and ranged characters maintain optimal distance from enemies.

#### Evasion

**Evasion** provides a percentage chance to completely negate a single instance of incoming damage.\
When triggered, the attack deals **no damage at all**, regardless of type (except for damage-over-time effects).

It acts as a primary source of **damage mitigation** for agile classes such as **Rogue** and **Ranger**, who rely more on mobility than heavy armor.

Key points about Evasion:

* It activates randomly per hit based on your current Evasion chance.
* It does not protect against **DoT (damage over time)** effects like poison or burn.
* It can stack from certain **Trinkets**, **Titles**, or **Class abilities**.

A well-built Evasion character can survive deadly encounters by avoiding the most dangerous hits altogether.

#### Parry

**Parry** allows your character to **block incoming melee attacks** from enemies you are facing.\
Unlike Armor, which reduces incoming damage, Parry completely nullifies an attack when successfully triggered.

However, Parry does **not** protect against **magic or ranged projectiles** - only melee strikes from the front.

Parry chance is primarily tied to your **Weapon Stats**, but can be enhanced by:

* Weapons with the *of Deflection* tag
* **Trinkets** and **Trinket sets** that improve Parry chance

It’s important to note that **Parry increases are multiplicative**, not additive - meaning that each source multiplies your total Parry chance rather than adding to it linearly.

This makes stacking Parry bonuses from multiple sources highly effective for melee fighters like **Warrior** or **Paladin**, who engage enemies head-on.

### Weapon Stats

Weapons in **Crownless** define your offensive potential - how much damage you deal, how fast you attack, and how often you land critical hits.\
Each weapon has several unique properties that interact with your attributes, equipment, and class bonuses.

Weapon stats include:

* **Mainhand and Offhand Damage**
* **Weapon Power**
* **Weapon Speed**
* **Weapon Crit Chance & Crit Damage**

#### Mainhand and Offhand Damage

Each weapon slot has a **Mainhand** and an **Offhand** damage value.\
These are the *base numbers* that represent your weapon’s raw physical output before modifiers are applied.

These values are influenced by:

* The **item level** and **tier** of the weapon
* Your relevant **attribute** (Strength, Dexterity, or Intelligence)
* Certain **prefixes**, such as *Crushing*, *Scorching*, *Chilling*, *Shocking*, and *Venomous*

Some **Trinkets** also scale their effects off your *Mainhand Damage*, such as:

* **Blackjack**
* **Throwing Stars**
* **Kyra’s Quiver**
* **Champion’s Medal**

#### Weapon Power

**Weapon Power** acts as a universal multiplier applied to all *Weapon Attacks* and *Weapon Skills.*\
It scales at **+0.5% per Weapon Power point**, significantly boosting your total DPS.

Ways to increase Weapon Power:

* Upgrading your weapon at the **Blacksmith** (up to +90)
* Gaining **+3 Weapon Power per level** of your highest *Ranger* via Title bonuses

Weapon Power is especially important for melee and ranged builds, as it enhances all sources of physical attack damage.

#### Weapon Speed

**Weapon Speed** controls how quickly your character performs Weapon Attacks and Weapon Skills.\
It also reduces the **cooldown** of abilities that rely on weapon animation cycles.

By default, Weapon Speed is 100% and can be improved through:

* **Blacksmith upgrades**, up to a maximum of +15%
* The **of Quickness** suffix on armor
* Various **Trinkets** and **Set Bonuses**

Higher Weapon Speed benefits all classes, particularly those with short attack animations (Rogue, Warrior, Ranger).

#### Weapon Crit

**Weapon Crit Chance** determines the probability of landing a critical hit with a Weapon Attack or Weapon Skill.\
Each source of Crit Chance is multiplicative - meaning stacking different bonuses yields stronger results than repeating the same one.

Crit Chance can be increased via:

* **Dexterity** (with diminishing returns)
* The *of Precision* suffix on equipment
* **Dexterity-based gear**, such as hand armor (2-5%)
* **Trinkets** and **Set effects**

**Weapon Crit Damage** starts at a base of **150%**, meaning critical hits deal 1.5× normal damage.\
It can be further increased by:

* Additional **Dexterity** points
* The *Lethal* prefix on equipment (10-40%)
* **Trinkets** and other special bonuses

Critical builds are particularly strong for fast-attack classes like **Rogue** and **Ranger**, where frequent crits compound damage output.

### Spell Stats

Magic in **Crownless** operates on its own scaling system separate from physical combat.\
Spell stats determine how powerful, fast, and efficient your spellcasting can become - essential for classes such as **Wizard**, **Sorcerer**, and **Warlock**.

The core spell attributes are:

* **Spell Power**
* **Spell Cooldown**
* **Cast Speed**
* **Spell Crit Chance & Damage**

#### Spell Power

**Spell Power** is a multiplier that increases the damage of all offensive spells.\
It scales at **+0.5% per point**, directly boosting your spell’s total output.

Ways to increase Spell Power:

* Upgrading at the **Magic Shop** (up to +60)
* Gaining **+3 Spell Power per level** of your highest *Wizard* through Titles

Spell Power affects **direct damage**, **damage-over-time effects**, and even certain **trinket-based spell effects**, making it a key stat for all magic-focused classes.

#### Spell Cooldown

**Spell Cooldown** defines how quickly your spells can be reused.\
Every spell has a base cooldown, and Spell Cooldown modifiers are **multiplicative**, not additive - meaning reductions have increasing value.

Base cooldown starts at **100%** and can be reduced by:

* The *of Celerity* suffix on equipment
* Various **Trinkets** and **Set bonuses**

Efficient cooldown management allows you to chain spells rapidly and maintain consistent pressure in combat.

#### Cast Speed

**Cast Speed** determines how fast spells are charged or executed, as well as how quickly their cooldown timers begin.\
It’s an **additive** stat, meaning all sources stack linearly for faster overall casting.

You can increase Cast Speed through:

* The *of Alacrity* suffix on equipment
* **Intelligence chest armor** bonuses (10-40%)
* **Trinkets** and **Set bonuses**

Faster casting is critical for survival - especially for spellcasters who rely on shields, barriers, or channeling magic under pressure.

#### Spell Crit

**Spell Crit Chance** works similarly to Weapon Crit, giving your spells a chance to deal extra damage.\
All sources of Spell Crit Chance are **multiplicative**, providing significant gains when combined.

Ways to increase Spell Crit Chance:

* **Intelligence**, with diminishing returns
* The *of Destruction* suffix on equipment
* **Trinkets** and **Set bonuses**

**Spell Crit Damage** starts at a **150% multiplier** and increases with:

* **Intelligence**
* The *Deadly* prefix on gear (10-40%)
* Head armor bonuses and **Trinket sets**

Critical spellcasters - particularly **Sorcerers** and **Warlocks** - can unleash devastating bursts by stacking Crit Chance and Crit Damage together.

### Multipliers

**Multipliers** are the final damage modifiers applied **after all other calculations** - including weapon power, spell power, attributes, and resistances.\
They represent the ultimate scaling layer for maximizing damage output in **Crownless**.

Each type of damage - **Physical**, **Fire**, **Ice**, **Lightning**, and **Poison** - has its own multiplier that can be improved independently.\
These values determine how effectively your build translates all its stats into real in-game damage.

#### How Multipliers Work

After the game calculates base damage, power scaling, criticals, and resistances, **multipliers** are applied at the very end of the formula.\
Because of this, even small increases in multipliers can result in **massive boosts** to total DPS.

For example:

* A 10% Fire Damage multiplier applies **after** all your Fire Power, Attributes, and Crit Damage bonuses.
* Multipliers stack additively within their category but multiply across different damage types.

#### Ways to Increase Multipliers

You can raise your final multipliers through specific sources:

* **Trinkets** - such as the *Belt of the Brute*, which increases Physical Damage.
* **Enchantments** - for example, *Hellfire*, which boosts Fire Damage.

These items allow specialized builds to excel - such as a Fire Sorcerer maximizing elemental burst or a Strength-based Warrior amplifying raw Physical hits.

### Status Effects

Status effects in **Crownless** introduce additional layers of strategy in both offense and defense.\
They represent temporary conditions that **weaken enemies or players**, **alter control**, or **amplify incoming damage**.

Status effects are divided into **buffs**, **debuffs**, and **ailments**, most of which can stack or scale with your character’s attributes and spell power.

*Note:*

* When three percentages are listed (e.g., 10/20/30%), they refer to *Minor / Normal / Greater* versions of that effect.
* Not all listed effects are currently implemented, but all are present in the game’s files.

#### Shadow Curse

The **Shadow Curse** is a **stacking permanent debuff** inflicted through certain **Trinkets**, **Rifts**, or **ability upgrades**.\
It reduces **Armor and Resistances** per stack, scaling with **New Game+ levels**.

Each NG+ level increases the penalty:

* NG+0 → -3.00 Armor/Resistance per stack
* NG+1 → -3.66
* NG+2 → -4.32
* NG+3 → -4.98
* … and so on

In higher difficulties (NG+1 and beyond), cursed floor traps, resource caches, and enemies can also apply additional stacks.\
It is one of the most dangerous debuffs in late-game progression.

#### Confusion

**Confusion** causes the affected entity to move and attack in random directions.\
It disrupts positioning and can cause enemies to hit their own allies.\
A common debuff used by magical enemies and chaos-based spells.

#### Stun

**Stun** completely prevents any actions - no movement, attacks, or spellcasting.\
It is one of the strongest control effects, especially in melee combat.

Can be inflicted by:

* Weapon attacks with the *of Stunning* suffix
* The **Shield Bash** skill from the *Shield* weapon type
* Certain spells and **Trinkets**

#### Freeze

**Freeze** immobilizes the target completely - no movement, no attacks, no spellcasting.\
This is typically inflicted by **Ice-based abilities** and **Trinkets**.

#### Immobilize

**Immobilize** stops movement but still allows attacking and casting.\
Usually applied by **root effects** or **trap-based spells**.

#### Cripple

**Cripple** reduces movement speed by **50/65/80%** depending on the effect strength.\
Useful for kiting enemies and maintaining control in large fights.

#### Slow

**Slow** reduces movement, cast, and weapon speed by **20/30/40%**.\
It stacks with other forms of slow from spells or equipment.

#### Stagger

**Stagger** heavily reduces all forms of speed (movement, weapon, cast) by **75%**.\
It’s often triggered by heavy attacks or powerful abilities.

#### Disarm

**Disarm** prevents weapon-based attacks, forcing the target to rely solely on spells or abilities.\
Commonly used by magical enemies or specialized Trinkets.

#### Silence

**Silence** disables all spellcasting for its duration - extremely punishing for casters.

#### Blind

**Blind** causes a **20/30/40% chance to miss** attacks.\
This effect is often tied to light-based weapons or the *of Blinding* suffix.

#### Weakness

**Weakness** reduces the target’s total damage by **10/20/30%**.\
It can be inflicted by:

* *of Weakness* weapon suffixes
* **Warrior’s Intimidating Cry** skill

#### Vulnerability

**Vulnerability** increases all incoming damage taken by **10/20/30%**.\
A key debuff for damage-oriented builds.

Inflicted by:

* *of Vulnerability* weapon suffixes
* Certain elemental Trinkets

#### Armor Break

**Armor Break** reduces the target’s **Armor** by **10/20/30%**, amplifying all physical damage received.

#### Marked

**Marked** makes the affected entity take **10/20/30% more critical hits**.\
Especially powerful in team setups where allies rely on crit-based builds.

#### Bleeding

**Bleeding** is a stacking damage-over-time effect that deals **6 damage per second**,\
plus an additional **6 damage per second** if the target is moving.

Each stack lasts for **5 seconds** and **scales with Spell Power**, making it synergize well with hybrid builds (Rogue/Warlock).
