Each combat round consists of a spin phase and an enemy phase.
Base Damage = SUM(basePower) of all non-Blank Attack symbols on payline
Modifiers (applied in order):
1. Weakness match → ×1.5
2. Resistance match → ×0.5
3. Combo bonus → +10% per combo level above 1 (max +50%)
4. Mage Spell Mastery → +25% if 2+ elemental Attack symbols present
5. Pattern bonus → flat damage added by matched pattern
6. Rogue Crit → 50% chance ×2 damage; 100% on Ambush
7. Special items:
- Berserker Rage → ×3 (costs 10 HP)
- Ancient Rune → ×2 all effects
- Grimoire → ×1.5 all effects
- Power Ring → +30% damage
- Silver Blade → +10 flat damage
- Multi-Shot → +2× arrow damage (Archer only)
8. Jackpot → ×2 when all payline symbols are identical
basePower as armorbasePower| Combo Level | Damage Bonus |
|---|---|
| 1 | +0% |
| 2 | +10% |
| 3 | +20% |
| 4 | +30% |
| 5 | +40% |
| 6+ | +50% (cap) |
A Blank symbol on the payline resets the combo to 0.
stacks × 3 direct damage (ignores armor)Trigger: all payline symbols are identical
Effect: ×2 to all values (damage, healing, armor)
Trigger: all 3 center symbols are Blank
Effect: hero takes self-damage scaled by difficulty