Combat and attributes
Fights in Fayoria are turn-based: the fighters exchange blows until one of them runs out of health. You do not click every blow - the outcome depends on your attributes, gear, class and the rules of the world you fight on. Preparation matters more than reflexes.
Attributes
- Strength - raises the damage of the Warrior and the Paladin.
- Dexterity - raises the damage of the Hunter and the Assassin.
- Intelligence - raises the damage of the Mage and the Necromancer.
- Constitution - more health for every class.
- Luck - more critical hits and better loot.
You train attributes for goblin coins and develop skills with points earned every level. Soul stones set into your gear add more attribute points.
Critical hits, dodges and blocks
A critical hit deals double damage (triple for the Assassin). A dodge makes the blow miss completely, and a shield block stops the whole blow. The magic of the Mage and the Necromancer ignores dodges, blocks and armour, but has its own weaknesses on some worlds.
World rules
Every world except Fayoria adds its own rule to combat:
| World | Rule | Effect |
|---|---|---|
| Sylwen | Charm | 12% chance the attacker gazes at the flowers and loses a turn. |
| Nyx | Fog | 20% of blows hit empty air - on both sides. |
| Kor | Heat | Each round both sides lose 3% health. Armor reduces burns. |
| Aurel | Reflection | Crystals reflect 20% of damage to the attacker. Magic weakens by 30%. |
| Vorr | Void | Each blow heals the attacker for 25% of damage dealt. |
| Glacja | Frost | 12% chance a blow freezes the target - it loses its next turn. |
| Ambra | Plague | Each hit poisons. Poison takes 1% health per round per dose (up to 5). |
| Zefir | Storm | Every four rounds lightning strikes a random side for 10% of its health. |
| Tytania | Frenzy | Each round both sides' blows get 5% stronger. |
| Chronos | Duration | 15% chance the attacker strikes a second time at once. |
| Eon | Silence | No crits, dodges or blocks. Only raw power counts. |
| Lumina | Radiance | Light empowers magic (+20% damage) and critical hits wound 25% harder. |
Weather
On every world the weather changes each hour and grants bonuses to hunting or fights:
- Clear - A calm day.
- Sun - +10% coins from hunting
- Storm - +5% critical hit chance in fights
- Fog - +10% experience from hunting
- Meteor shower - +50% chance of materials from hunting
- Blizzard - +20% coins and experience, but monsters have +20% health
- Eclipse - Rare! Double chance of elites, wanderers and golden goblins
Day and night
The game follows the time of day (Polish time). At night, from 22:00 to 6:00, monsters have 30% more health, but 50% more resources drop and elite monsters appear 2 times as often. Night hunts are harder but more rewarding.
Boss traits
- Battle frenzy - Each of its next blows is 8% stronger.
- Rebirth - Once per fight, below 30% health, it recovers 35% health.
- Stone skin - Takes 20% less damage.
- Vampirism - Heals for 30% of damage dealt.
- Stun - 15% chance a blow stuns - you lose your next turn.
- Ambush - Always strikes first.
- Reflection - Reflects 20% of damage taken back at the attacker.
- Curse - Your healing works half as well.
- Clones - The first two hits shatter on clones.