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The Hellforge

The Hellforge is Eternal Damnation's player-versus-player arena. Challenges made from another player's profile are resolved as live, turn-based battles inside the Hellforge.

Battle lock

Once a battle begins, both combatants remain committed to the Hellforge until the fight ends. Other game activities are unavailable during the active battle.

Starting a battle

The attacker selects an eligible opponent and enters the Hellforge with their currently equipped weapon. The defender's equipped weapon is also recorded when the battle begins, preventing equipment changes from altering the fight midway through.

Weapons equipped in either hand may be used. A combatant without a valid weapon fights with bare hands.

Turns and actions

Combatants alternate turns and may attack or use an eligible healing item. The battle page tracks both fighters' current Health, the active turn and a chronological combat log.

Healing items are consumed from the player's inventory when used. Potions, elixirs, tonics and other usable items identified as restoring Health are accepted.

A battle ends when one combatant reaches 0 Health, or as a stalemate when either limit is reached:

  • 150 seconds from the battle's creation; or
  • the end of the 25th round.

In a stalemate, both players retain at least 1 Health and each records the fight without a win.

Accuracy

An attack begins with a base 70% chance to hit. Agility differences and an Agility weapon bonus alter this chance.

Accuracy Bonus = Attacker Agility
               + Weapon Agility Bonus
               - Defender Agility

Hit Chance = clamp(70 + (Accuracy Bonus × 1.5), 20, 95)

The final hit chance can never fall below 20% or rise above 95%.

Weapon damage

Bare hands roll between 3 and 7 base damage.

For a weapon with a non-negative bonus value:

Minimum Weapon Damage = max(4, 5 + floor(Weapon Bonus × 0.65))
Maximum Weapon Damage = max(Minimum + 2, 10 + Weapon Bonus)

A random value is rolled between those limits before Power, critical hits and Endurance are applied.

Power and critical hits

Power adds a consistent portion of the attacker's attribute to the raw damage roll:

Raw Damage = Weapon Roll + floor(Attacker Power × 0.35)

Critical chance scales with Agility:

Critical Chance = clamp(5 + floor(Attacker Agility / 25), 5, 25)%

A critical hit multiplies Raw Damage by 1.5, rounded to the nearest whole number.

Endurance mitigation

The defender's Endurance reduces damage using diminishing returns:

Mitigation Multiplier = 1 - (Endurance / (Endurance + 100))
Final Damage = max(1, round(Raw Damage × Mitigation Multiplier))

A successful hit always causes at least 1 damage. Increasing Endurance remains useful, but each additional point prevents slightly less damage than the previous one.

Worked example

A fighter with 40 Power rolls 18 weapon damage against a defender with 50 Endurance.

Power contribution = floor(40 × 0.35) = 14
Raw Damage = 18 + 14 = 32
Mitigation Multiplier = 1 - (50 / 150) = 0.6667
Final Damage = round(32 × 0.6667) = 21

Without a critical hit, the attack deals 21 damage.

Victory rewards

The winner receives:

  • 75 base Experience, increased by their Experience bonus;
  • up to 10% of the loser's carried Gold, capped at 250 Gold before the winner's Gold bonus is applied;
  • a recorded fight and victory; and
  • their remaining battle Health.
Gold Stolen = min(250, floor(Loser Carried Gold × 0.10))
Winner Gold = Gold Stolen + round(Gold Stolen × Gold Bonus / 100)
Experience = 75 + round(75 × Experience Bonus / 100)

The defeated player loses the stolen Gold, falls to 0 Health and is sent to the Apothecary for recovery.

Battle history

Completed battles are recorded in the Hellforge history. Players can review the participants, result and combat log, including attacks, misses, critical hits, healing and the final outcome.