THE ONE TRUE SCROLL โ READ BEFORE THE FIRST BLOW
The First Laws
All combat is deterministic. No dice roll decides a blow, no
critical hit exists, no shot is missed. The bigger arms win, exactly as written.
Strike means ONE plain weapon swing โ whether free Strike or Staff
Strike. Any doubling is attributed exclusively to the Fury Warrior's Twin Strike.
Heroes know their stats as STR; Wizards additionally carry
INT for spellpower.
1 ยท Damage
one hit = floor(STR ร mult) โ target DEF (minimum 1)
Weapon bonus (Warrior only): every weapon hit adds
+floor(STR รท 5) โ +2 at STR 10.
Wizard spells:floor(INT ร mult) + floor(INT รท 5) โ DEF.
INT starts 14 and grows +2 per level.
Warlock abilities cast with STR (no INT) โ blood and brimstone
don't need arithmetic. The Wizard's Staff Strike likewise swings on STR
(STR ร 0.4): Wizard 5, Warlock 4.
Multi-hit abilities apply each strike separately โ each is floored at 1.
Bleeds, burns, curses and poisons tick flat every round
and ignore DEF. Tick = caster's stat ร the ability's DoT multiplier
(default 0.35), floored at 2. Examples: Fire's Burn = INT ร 0.35 (4 at INT 14);
Blood's Bleed = STR ร 0.35 (3 at STR 11); Hexes carry their own strength.
2 ยท Speed & Turning
SPD has exactly two uses โ nothing more, nothing hidden:
The faster combatant acts first. Ties flip a coin.
Fleeing:chance = 50% + (your SPD โ foe SPD) ร 5%,
clamped between 15% and 90%. Fleeing leaves with no rewards and no penalty.
No double turns. No dodges. No initiative games. Speed is speed.
3 ยท Buffs, Debits & Rounding
Staple rule: any percentage-of-stat buff or debuff
(Chill โ25% ATK, Dread Aura โ15% ATK) rounds down but always applies
at least 1 โ a named modifier always has a real bite.
Defense (DEF) is subtracted flat from every hit that lands;
damage can never drop below 1.
Damage percentages (Parry โ50%, Block โ90%, Iron Bulwark โ20%) cut the
damage itself and are not subject to that rounding.
Buff and debuff timers are round-based and tick down at end of round.
4 ยท Resources
๐ค Rage โ Warrior (uncapped)
Rage is always 0 outside combat.
Every battle opens at the spec's starting Rage โ Fury 1,
Tank 0 โ and nothing carries over.
Gained only from damaging hits (+1 per hit, multi-hits count
each blow) and from Wind up (+3). Never from defending,
being hit, or idling.
0 Rage: all blows land at half power.
Above 10 Rage: too furious to defend โ Parry/Block lock
(Finisher and Wind up stay legal).
โฆ Energy โ Wizard (15) & Warlock (13)
Every encounter starts full โ each battle is a fresh
casting.
+2 Energy after every action (attacks, defends, staff
jabs โ everything).
Level-ups, inn rests and quiet evenings in town refill the pool.
Storage note for cheap casters: after an 8-Energy spell, the pool
drops so low that the same big spell cannot be cast two turns in a
row โ the menu shows the wait.
Defend (every class): doubled DEF for the round; warriors earn
no Rage from it. Potion: heals ~45% of max HP (minimum 20).
5 ยท Progression & Coin
XP to next level:25 + (level โ 1) ร 20.
A level-up restores all HP.
Per level: HP +7, DEF +2, SPD +1 โ warriors take
STR +2; Wizards take INT +2 and STR +1 (the staff
creeps upward).
Victory: gold and XP per enemy's purse.
Defeat: lose half your gold and wake in town with
half HP (never perma-death).
Inn rest: 10 gold ร level; restores full HP. The fire of Rage
dies while you sleep.
Potions: 15 gold each.
Enemy match-making: foes lean toward the highest tier your level may
face; from level 5 a lucky elite (1.4ร HP, 1.2ร ATK, double-gold series)
may ambush you.
6 ยท Foes Between the Crossings
Foe
Tier
HP
ATK
DEF
SPD
XP
Gold
Special (cost)
Giant Rat
1
28
6
2
9
12
6
Plague Bite (4): 1.2ร + poison
Cave Slime
1
34
5
5
4
13
7
Acid Spray (4): 1.1ร + poison
Bandit Scout
2
40
9
4
8
22
14
Dirty Trick (5): 1.8ร
Skeleton Warrior
3
52
12
7
6
35
20
Bone Cleave (5): 1.7ร
Wandering Mage
4
44
15
4
7
48
30
Firebolt (7): 1.9ร ยท Siphon Soul (4): heal 50%
Forest Troll
5
80
16
8
4
70
45
Ground Slam (7): 2.0ร
Dread Knight
6
90
20
12
8
100
60
Shadow Strike (6): 1.9ร
Ancient Wyrm
7
130
26
12
9
150
100
Dragon Breath (8): 2.4ร
Enemies keep their own capped Energy pool (8โ14 by tier) with +2 per
round โ they cast specials when they can afford them, otherwise plain
attacks. Watch for the incoming waves.