Combat & stats
How damage works in Qwazy Land — STR, SPD, weapon damage type, crits, range, and the reason your iron sword feels different from a wand.
Combat in Qwazy Land is direct: click on a monster, your character swings or fires. Damage is computed server-side from a small set of stats — no hidden multipliers, no per-encounter dice you can't see. This page is the math.
Your stats #
Every character carries six stats:
- HP — your health. Drops to zero, you die. Refills slowly out of combat and instantly with potions.
- MP — your spell pool. Casts and skills consume MP; some weapons sip a little per swing.
- STR — drives melee damage. Higher STR, harder swings. STR starts at 10 and climbs roughly one point every two levels through the early game.
- SPD — your move speed in world tiles per second. Default 4.5. A few items + the Roguery class nudge this up, but the world's geometry caps how much it actually matters.
- Level — the character XP track. Every level bumps maxHP + maxMP and slows your XP-decay rate slightly. Levels themselves decay too if you go long enough without playing.
- Class rank — six parallel weapon-driven trades on top of your character level. Their own rules; see Classes.
The character panel (C) shows all six plus a per-class breakdown.
Weapons + damage types #
Every weapon picks a damage type, and every monster has a soak-against-type. There's no rock-paper-scissors that you have to memorise; the game shows soak in the locked-target panel.
- Slash — swords, daggers. Reliable against most outside-biome monsters.
- Pierce — arrows, bolts, spears. Better against armoured targets.
- Crush — hammers, clubs. Better against heavily-armoured targets, worse against squishy ones.
- Fire — wands, fireballs. Burns through a lot of armour but ramps slow.
- Magic — generic arcane, the catch-all for spells without a fire flavour.
Damage formula (in plain English): the weapon's base damage, multiplied by your STR for melee or your active-class rank bonus for spells, soaked by the target's defense against that damage type, and finally rounded. A handful of spec details and worked examples live in design/balance.md if you want the exact ratios.
Crit #
Every hit has a small chance to crit. Crits double the damage that landed after soak. Tier 4+ weapons add a base chance; the Roguery class also pushes it up. There's no crit-rate stat to read; the locked-target panel tells you the band a hit landed in.
Range #
Melee weapons hit anything within the swing arc — about 2 wu (~one character height in front). Bows reach across the screen. Wands sit in between. The auto-target setting (default ON) means you don't have to aim a click pixel-perfect — clicking near a monster is enough to swing at it.
Defense #
Armour pieces add soak against specific damage types. The chest panel's Defense number is the soak against the weapon you'd most likely face in your tier. Tier-3 +10 armour soaks roughly 80 % of an incoming hit; tier-5 caps at 95 %. Both ride decay — soak slips a little every day you don't visit the upgrader.
The decay safety valve #
Every weapon and armour piece you find tries to drift back down toward its base level. Open the Items & decay page for the schedule.