Iliac Codex

Fighting

Combat basics

How to attack, what decides a hit, what a hit does, and how armour and shields really work under the game's default rules.

Attacking

  1. Ready your weapon. Press Z on a US keyboard, the key printed Y on a German-style (QWERTZ) one. Press again to sheathe.
  2. Hold the right mouse button and drag in the direction of the swing:
    • left or right for a slash,
    • down for a chop,
    • up for a thrust.
  3. With a bow, the same right mouse button shoots. Aim with the crosshair.

What decides a hit

A blow hits when a roll of 1 to 100 comes in at or under your hit chance, which the game limits to 3 to 97. So there is always a 3% chance of a hit and a 3% chance of a miss. The chance is the sum of:

TermValue
Weapon skill1.5 × your skill in the weapon’s skill (rounded up)
Weapon material+0 iron, +2 steel or silver, +4 elven, +6 dwarven, +8 mithril or adamantium, +10 ebony, +12 orcish, +14 daedric
Swing directionA small bonus or penalty from the way you drag the mouse
Expertise InIf your class has it for this weapon: a bonus driven by your stats (below)
RaceA stat-driven bonus for some races with some weapons. See Races and weapon bonuses
Critical StrikeIf the critical roll succeeds, + your Critical Strike ÷ 4
BackstabThe backstab chance, against an unaware target
Stats against the target+ (your Luck − theirs) ÷ 10, + (Agility difference) ÷ 4, + (Speed difference) ÷ 8, − (their Luck − 50) ÷ 10
Target’s Dodging− half their Dodging skill
The target100 for a player (less any armour enchantments), 60 for a class enemy, a monster’s own rating for a monster; then +50 more for a monster, and −50 for everyone

Three things follow from this. Skill is the biggest lever, since each skill point is worth one and a half. Agility counts for more than Luck: a quarter point of hit chance per point of difference. And what you wear never changes how often you are hit.

Expertise In

A class with Expertise In a weapon type gets, from the stats below (all rounded down):

WeaponTo hitDamage
ArcheryAgility ÷ 8 + Speed ÷ 20 + Luck ÷ 20Strength ÷ 25 + Agility ÷ 25 + 1
Long BladeAgility ÷ 8 + Speed ÷ 20 + Luck ÷ 20Agility ÷ 20 + Strength ÷ 33 + 1
Short BladeAgility ÷ 10 + Speed ÷ 14 + Luck ÷ 18Agility ÷ 25 + Speed ÷ 25 + 1
AxeStrength ÷ 11 + Agility ÷ 11 + Luck ÷ 22Strength ÷ 20 + Agility ÷ 33 + 1
Blunt WeaponStrength ÷ 10 + Agility ÷ 16 + Luck ÷ 16Strength ÷ 20 + Endurance ÷ 33 + 1
Hand-to-HandAgility, Speed, Strength, Endurance ÷ 22 each, + Luck ÷ 22Strength, Endurance, Agility, Speed ÷ 50 each, + 1

For example, with Strength 45, Agility 75, Speed 65 and Luck 35, an archer with Expertise gets +13 to hit and +5 damage.

What a hit does

  1. The weapon rolls between its minimum and maximum damage. See Items.
  2. Add the damage bonuses from your swing, Expertise and race.
  3. Add your Strength bonus: (Strength − 50) ÷ 10 rounded down, which is doubled for a two-handed weapon (bows excepted). Low Strength is a penalty.
  4. Add the weapon material’s bonus (−1 for iron, up to +6 for daedric). See Materials.
  5. A class with a Bonus against an enemy type adds a random bonus driven by Willpower, and one with a Phobia takes a penalty that falls with Willpower.
  6. Critical hit: when your Critical Strike roll lands, damage is multiplied by 1 + 0.05 for every 5 points of the skill. The roll’s chance is your skill ÷ (4 − a Luck term).
  7. Backstab: a blow on an unaware target can do triple damage, with a chance equal to your backstab chance.
  8. A weapon below the metal a monster needs hits 20% weaker for each grade short, to at most 90% weaker. The metal a monster needs is under Hurt only by in Enemies.
  9. Your weapon’s condition scales the blow: a blade at 41–60% condition does 85%, at 16–40% does 70%, at 6–15% does 45%. A blunt weapon loses less (90%, 80%, 65%).
  10. Silver doubles damage against werewolves, wereboars, vampires, wraiths, ghosts and mummies. Every non-silver weapon does half damage to a skeletal warrior.

Armour and shields

Armour acts after the blow lands. The game finds the body part struck, from a fixed spread (head 1 chance in 20, feet 2, right arm, left arm and hands 3 each, chest and legs 4 each), and the piece covering it cuts the damage. How much depends on the armour’s tier and on whether the weapon is edged, blunt or a fist. See Armour damage taken. Your own Endurance, Strength and Willpower above 50 shave a little more off.

A shield can block a blow outright. A buckler, round, kite or tower shield has a base chance of 30, 35, 45 or 55 to catch a blow on a part it covers (20, 10, 5 or −5 elsewhere), raised by Agility, Speed, Strength, Endurance, Willpower and Luck above 50. A shield only reduces damage if it is at least as good as the armour under it.

Swing speed

How fast you swing depends on your Speed, the weapon’s weight and your Strength: the heavier the weapon and the weaker you are, the lower your effective Speed. Each kind of weapon then has its own handling, so daggers are quick and warhammers and axes slower, and two-handed weapons a little slower again. Swing times for every weapon are in Swing speed.

Staying alive early

  • Fight in doorways and corridors so only one enemy reaches you at a time.
  • Back off when hurt. Enemies that are losing will also run.
  • Rest at a fire or a bed to heal. See Resting and time.
  • Armour wears out. Get it repaired in town before it breaks. See Repairs and armour.

Fighting your own way

The rules above are the same for everyone; what changes is the tool.

Look it up