RetroVerse

Combat System

Configure damage types, weapons, and combat mechanics

Combat Simulator

Simulate actual game combat between any two combatants. Both sides attack each other based on initiative order, using the game's real damage formulas.

0 def
100 / 100
Initiative -
Damage 1-3 + 1
Armor 0
Crit / Dodge 5.5% / 5.7%
⚔️
Round 0
40 / 40
Initiative -
Damage 1-3 + 0
Armor 0
Crit / Dodge 5.5% / 5.7%
Configure combatants and click "Start Combat" to begin simulation.
Damage Types

Define damage types like physical, fire, ice, and lightning. Configure resistances and weaknesses between types.

  • Create elemental and physical damage types
  • Set up resistance/weakness relationships
  • Assign colors and icons for UI display
Weapon Categories

Define weapon categories with base damage, attack speed, and stat requirements. Link to damage types.

  • Set base damage ranges (min/max)
  • Configure attack speed modifiers
  • Define stat requirements
Attack Patterns

Create reusable attack patterns for creatures and abilities. Define damage, effects, and combat messages.

  • Set damage multipliers and types
  • Attach status effects to attacks
  • Customize hit/miss/critical messages
Combat Settings

Configure core combat mechanics including auto-attack, critical hits, dodge, armor, and flee settings.

  • Auto-attack timing and behavior
  • Initiative and turn order
  • Critical hit and dodge formulas
Combat Monitor

Watch active combats in real-time with HP bars, initiative order, and targeting information. Monitor multiple combats simultaneously across all zones.

Open Combat Monitor
Help
Combat System Overview

The combat system uses initiative-based turn order, auto-attack loops, and tactical options like flee and target switching.

Data Dependencies
  • Damage Types - Referenced by weapons and attacks
  • Weapon Categories - Define weapon properties
  • Attack Patterns - Used by creatures and skills
  • Status Effects - Can be applied by attacks
Build Order

Create damage types first, then weapon categories (which reference damage types), then attack patterns (which can reference both).