This site's fight
Every rule the fight behind ⚔ Battle runs on, and whether it is the real game, our own decision, or missing — one line per rule.
The fight behind a monster's ⚔ Battle button is not a guess at Silkroad, and it is not Silkroad either. This page is the honest middle: every rule it runs on, sorted so that "is this what the real game does" has an answer per rule instead of per feeling.
The marks are the same across this section:
- Game — read out of the real server or the shard's own tables, and implemented as read.
- unverified — read off the shard's rows and checked against them, but not confirmed in the server's code. Always labelled where it appears.
- Ours — our decision, because the game's answer is not in anything we can read. Never dressed up as a reading.
- Missing — modelled by nothing, and why.
The real game
| Rule | What it means in a fight |
|---|---|
| The damage chain | Every step from your swing to the number over the monster's head, re-read in the server's own code rather than copied from anybody's notes — which corrected three things the notes had wrong (Damage) |
| The dice | Not a fresh coin each swing. The server keeps a running account per skill, so a run of bad luck is paid back: over many swings your critical rate is exactly the tooltip's, over a handful it is kinder |
| Knockdown and knockback | Rolled through that same account, and never certain — the chance is scaled by the level gap and capped at 75 %, so a skill written for level 20 lands half as often on something twice that |
| How a status catches | Two kinds. The six elemental ones earn their length from the skill's strength against your immunity and resistance; the other nine have their length written in the skill and lose it to the level gap instead |
| What a status does to you | Sleep and stun stop everything, root stops only your feet, frostbite and slow halve both your speeds, shock halves your parry, darkness takes your hit rate, and bleeding, poison and burning drain by the tick |
| Buffs | What each one moves, and by how much, read out of the code that spends them — including the shield buff that reads your equipped shield's own defence |
| Recovery while standing | A share of both bars every four seconds, and only while standing still. Being a zombie stops it. Inside a fight it is almost nothing, which is the point |
| Skill timing | The wind-up, the cast and the swing lock your body for exactly the three numbers the skill page prints, and the cooldown is the skill's own |
| What a monster notices | Its sight range, whether it comes at you unprovoked, and how far it will chase before turning for home — all out of its own row |
| Which skill a monster picks | Its listed skills in order, each rolling its own chance; the first that lands is the one you get |
| What a potion restores | Its own four columns (Potions) |
| Which statuses a pill answers | The server's own split, stamped onto every status slot as it builds them |
Read, but not confirmed — unverified
Each of these says what would close it.
| Rule | What is known | What is missing |
|---|---|---|
| How far a blow reaches | The skill's range (or your weapon's) plus both bodies' sizes. None of the three means anything alone — a dagger's own range is thirty centimetres — and together they give the metre and a half a sword actually has, or the 3.8 m it needs against something the size of a tiger | The check itself, in the server's code. The gate that refuses a cast does no distance arithmetic at all, so it is somewhere further along |
| How often you may drink | A bot's table, and the client's three auto-potion timers agree with its shape | The server reads a clock in exactly one place and no potion is in it |
| How strong a pill is | The universal pill's strength is the same number the cure skills carry, on the status's own scale — measured against every elemental status this shard declares | The code that spends the number |
Ours, and marked as ours
| Rule | Why it is ours |
|---|---|
| Whom the monster attacks | It keeps whoever it picked while they live. Choosing again every tick makes it spin between two equally distant players and finish neither swing. The real shard has a threat table and we have not read it |
| Your one remembered press | Press a skill mid-swing and the fight keeps it and plays it when your body is free — exactly one, and a second press replaces it. Refusing them outright makes a bar unusable; how the real client queues an action is in its own code, unread |
| Five minutes | A fight nobody wins has to end. In the real game you would simply walk away |
| No countdown | The fight used to hold both sides still for three seconds. With real ground under it the opening is the walk, so it went — nothing in the game counts to three |
| A monster never drinks | Its row has no belt, so there is nothing to read |
Missing, and why
| Missing | Why |
|---|---|
| Three of the fifteen statuses | Zombie, disease and short-sight hold and show and change nothing — and that is read, not skipped: one of the three is literally an empty function in the server, and another moves a stat this fight has no field for |
| Some status families | Tags the resolver carries whose values are ticked by a machine nobody has read. They travel with the skill and are not applied |
| Buffs on stats this fight has no field for | A buff that moves one of them is real; bending it into a stat it does not name would be worse than leaving it out |
| An inventory | Nothing is consumed, so nothing runs out |
| Your own potion pace | In the game it is a setting you pick. Here it is the game's pace instead of yours |
| A player skill's own chance | Monster skills roll one; yours has one too and it is ignored, because you press the button |
The belt, in practice
The one part of the fight you operate directly.
The rules belong to your character, not to the browser — "health potions at 50 %" is part of a build the way the action bar is. Five of them: health, mana and vigour watch a bar and fire at the share they name (vigour watches both); the two pills watch your body and fire when something is on it that they answer. Each rule also names an item, and its default — "whatever is in the belt" — resolves to the best one your level allows.
The fight is handed the answer, not the question. Your whole belt is worked out before the fight starts and travels with it, so nothing is looked up again once it is running. Which is why changing a rule mid-fight changes nothing until the next one.
Each kind keeps its own clock, so a mouthful of mana never holds up the health potion beside it. A button greys for exactly as long as the fight would refuse it, and pressing one by hand obeys the same gap the automatic one does.
A pill is weighed against what it is answering — which is why the six universal grades are six different items, and why a small one against a long burn shortens it instead of ending it. The ladder is on Potions.