Heroes of IdlevilleTHE WIKI
The rules

The rules

The numbers every fight and every drop runs on, as the server has them right now. All of them are the book's.

Combat

RuleWhat it doesNow
Crit multiplierDamage multiplier of a critical hit.×1.75
Damage varianceEach blow's damage varies by up to this share either way.±15%
Crit chance capThe highest crit chance a hero reaches. Worn gear adds at most 30% of it (gems, runes and set bonuses included), one piece at most 10% (12% with its dodge).60 %
Dodge chance capThe highest dodge chance a hero reaches. Dodge avoids basic attacks and physical skills; a spell's hits (skills dealing magic damage) can't be dodged. Worn gear adds at most 20% of it (gems, runes and set bonuses included), one piece at most 10% (12% with its crit).30 %
Defence capAs combat.max_magic_mitigation, for defence against physical hits.80%
Magic defence capThe most magic defence takes off a magic hit: it deals attack² / (attack + magic defence) × its power, but never less than (1 − this) × attack × its power, so a spell never does next to nothing.80%
Heal critA critical heal restores this many times as much.×1.5
Block reductionA shield's block takes this share off a physical hit.60%
Block chance capThe highest block chance an actor reaches.50 %

Elements

RuleWhat it doesNow
WeakThe damage an enemy weak to a hit's element takes (and a tick of it).×1.5
ResistThe damage an enemy resisting a hit's element takes (and a tick of it).×0.6
BurnWhat each stack of a Fire skill's Burn deals at the start of each of its bearer's actions, as Fire: this × the caster's attack (and skill power).×0.12
Burn stacksThe most stacks of Burn one bearer takes; each new one renews its length.3 stacks
Burn lastsHow many of its bearer's actions a Burn lasts since its last stack.3 actions
ChillThe speed each stack of a Frost skill's Chill takes off its bearer.0 speed share a stack
Chill lastsHow many of its bearer's actions a Chill lasts since its last stack.3 actions
Freeze atThe Chill stack that turns into a Freeze (and the Chill clears). Bosses never freeze: their Chill stops one stack short.3 chill stacks
UndertowHow far a Water skill's Undertow pushes its target's turn gauge back, as a share of a full gauge (never below empty). It also puts out a Burn.0 gauge share
ShockThe extra damage the next hit landing on a Lightning skill's Shock bearer deals; that hit ends the Shock.×0.2
Shock lastsHow many of its bearer's actions a Shock waits for its hit.2 actions
WindsweptThe share of their work a Wind skill's Windswept bearer's guard and shield still do (0.5: half the guard, half of each hit absorbed).1 share of guard
BlightThe healing a poisoned bearer doesn't take (Poison's Blight, the counter to enemy heals).0 healing share
MercyThe share of each landed hit of a Mercy (Holy) skill that heals its caster's weakest ally.0 damage share
DoomWhat a Shadow skill's Doom bursts for, as Shadow: this × the caster's attack (and skill power).×0.8
Doom bursts afterHow many of its bearer's actions a Doom waits; it bursts as the next one starts. Another Doom doesn't stack or wait longer.3 actions
Rider poisonA Nature rider's Poison (a support that leaves a hit's element status, e.g. Lingering): this × the caster's attack each turn. Skills' own poisons keep their content numbers.×0.3
Rider poison lastsHow many of its bearer's actions a Nature rider's Poison lasts.3 actions

Loot and levelling

RuleWhat it doesNow
Loot chance multiplierMultiplies every loot table entry's chance (enemies, dungeons, raids), before events and key bonuses.×1
Dropped gold multiplierMultiplies gold rolled on gold steps, from enemies, pockets, dungeon chests, the tower and raids (before gold find).×1
Combat xp multiplierMultiplies combat xp from steps, fights, expeditions, stories, dungeons, the tower and raids.×1
Skill xp multiplierMultiplies the xp of every non-combat skill but Adventuring.×1
Adventuring xp multiplierMultiplies Adventuring xp (it opens zones).×1
Gem drop, normalThe chance a normal enemy of a won battle drops a gem (one at most its item level, rarer ones rarely).1.2%
Gem drop, veteranThe chance a veteran (high-ranked) enemy drops a gem.4%
Gem drop, eliteThe chance an elite drops a gem.8%
Gem drop, bossThe chance a boss (a zone or dungeon boss) drops a gem.10%
Champion chanceThe chance each regular or veteran of a step's pack turns up as a Champion (a lone enemy at exactly this; a pack meets one promoted member as if each rolled it, the double and triple aside).5%
Elite chanceThe chance each regular or veteran of a step's pack turns up as a promoted Elite, alike.1%
Slayer task spawn weightA Slayer task's enemy's spawn weight is multiplied by this among the zone's enemies, wherever it is met. An enemy's or a zone's hunt multiplier (drop and zone editors) replaces it there.×3
Quest spawn weightA current quest kill step's enemy's spawn weight is multiplied by this among the zone's enemies (the larger of the two where it is also the Slayer task's). An enemy's or a zone's hunt multiplier replaces it there.×3
Market taxShare of a market sale kept as tax.5 %

Weather

RuleWhat it doesNow
Weather frequencyMultiplies the weight of every kind but Clear, in every zone: 2 brings weather twice as often against clear skies, 0 leaves only clear skies. Takes effect at once: every zone's weather is redrawn from the tuning, the current spell included.×1
Shortest spellEvery spell lasts at least this long: a kind whose range starts lower starts here (at 5 none does). Each zone must keep a kind that comes in every phase whose range spans its longest minimum. Takes effect at once: every zone's weather is redrawn from the tuning, the current spell included.5 min
Longest spellNo spell lasts longer: a kind whose range ends higher ends here (at 240 none does). Each zone must keep a kind that comes in every phase whose range spans its longest minimum. Takes effect at once: every zone's weather is redrawn from the tuning, the current spell included.240 min