Alklika

Combat

Combat is decided by stats and gear, not reflexes: you prepare in advance, and the fight is resolved by formulas. Here they are.

Strike damage

Base damage before defence:

Strength × multiplier + weapon_damage × multiplier, where the strength part is multiplied by (1 + Dexterity/200).

So each point of Dexterity = +0.5% to strength damage: 200 Dexterity doubles Strength's contribution. The multiplier depends on the action/move, and variance is applied on top.

Defence and mitigation

Part of the damage is absorbed. Reduction = base / (base + 100), where base = armour_def + Endurance × 0.3. Final damage = raw_damage × (1 − reduction).

Defence baseDamage reduction
10050%
250~71%
700~87%

Example: armour 100 + Endurance 500 → base 100 + 150 = 250 → cuts ~71% of incoming damage. Endurance 2000 → base 700 → ~87%. The more armour and Endurance, the less you get hit — but due to the base/(base+100) formula, each extra point protects slightly less (no invulnerability).

Health and the hospital

Damage takes HP (its cap comes from Endurance, see Training). Drop too low and it's the hospital. That's why health before a fight matters more than it seems: a wounded strong character loses to an intact weak one.

Duels

Duels are resolved by the same rules. The only difference is that across from you is a living player with their own stats and enchants, not a mission.

Takeaway

Strength and Dexterity raise damage; Endurance and gear defence raise survivability (don't forget enchanting: +60% to item stats at +5). An edge in stats + intact gear + full HP turn a risky brawl into a predictable win.