Combat System and Stats
What the five stats do, how a battle is calculated, and what combat power means.
How does combat work?
Battles in Kanveay are turn-based and resolved automatically. The moment you attack, you and your opponent trade blows; how much damage each of you deals in a round is decided by your stats, the gear you are wearing and your active effects. When the fight ends you get a detailed report: how many rounds each side lasted, where the critical hits landed and what you gained.
Only health is lost in the fight itself; energy and quest points are spent to enter it. If you lose you forfeit gold and health — but your items are never lost. That is a deliberate design decision so newcomers can take risks without fear.
The five stats and their roles
Your character's power rests on five stats. Each does something different in combat:
- ⚔️ Strength — Increases the damage you deal. The most direct offensive stat.
- 🛡️ Defence — Reduces the damage you take. It is what keeps you standing in long fights.
- 💨 Accuracy — Raises your critical hit chance. It decides how often you land a critical.
- ❤️ Endurance — Enlarges your health pool. More health means more rounds.
- 🧠 Intelligence — Raises your critical hit damage and gives you first-strike priority. It is the game's most decisive stat.
What is combat power?
The five stats are reduced to a single number: combat power. The value you see on your profile and in the rankings is the weighted sum of your stats. The weights are shown openly in the game:
Combat power = intelligence 26%, strength 24%, defence 20%, accuracy 16%, endurance 14%
The practical lesson: intelligence and strength give the highest return, but piling everything into one stat is unhealthy. The system is tuned so that single-stat characters end up at a disadvantage against balanced ones. For your critical damage (intelligence) to matter, your critical chance (accuracy) has to be reasonable too; a character who hits hard but cannot take a hit loses the long fights.
Accuracy and intelligence work together
The critical hit system has two halves: accuracy decides how often you catch a critical, intelligence decides how hard it lands when you do. Push only accuracy and you get frequent but feeble criticals; push only intelligence and you hit rarely but devastatingly. Balancing the two is usually the most efficient path.
Intelligence's second effect, first-strike priority, is decisive above all in evenly matched fights: whoever strikes first has effectively won a round before the opponent begins.
What gear does
Every piece you wear is added to your stats. The shop shows gear for your level and unlocks new pieces as you climb. In the inventory you can see each item's bonus and its contribution to your total power. Gear bonuses feed straight into the combat calculation — so equipping well is worth several levels of stat training.
Premium gear is noticeably stronger than ordinary pieces and can only be purchased; it never drops from battles or quests.
Potions and temporary effects
Potions bought in the shop restore health, energy and quest points; some also give your stats a temporary bonus for a set time. Taking one before a hard dungeon run or an important arena target can change the outcome of a fight. You can track your active effects on the profile screen.
❤️ The price of defeat: post-battle health rules
How far your health falls after a fight is not governed by one rule — it depends on where you fought. The values below are read from the game's own settings:
- If you win, you recover 50% of the damage you took the moment the fight ends, and you never lose more than 25% of your maximum health in a single battle.
- If you lose in the arena, a duel or a conquest the price is heavy: at least 35% of your maximum health goes, and there is no upper limit — your health can fall as low as the 1% floor. Fighting a real player is a real risk.
- In a raid a defeat has an upper cap set by tier: against the weakest creature only 11.6% of your maximum health goes, against the strongest 40.0%. So from full health you can absorb eight defeats on the lowest tier and two on the highest. To enter a tier you must hold as much health as you could lose there — you always finish on your feet the fight you entered.
- In the Well and the Dark Lair the defeat that ends a run takes at most 35% of your maximum health. The run ends (your next entry starts from floor 1) but your health is not swept away.
★ These caps were added on 15 September 2026. Before that, every defeat — even against the weakest creature — took almost all of your health; when measured, the loss was 99% across all five raid tiers, which meant choosing a tier said nothing about risk.
Health drops only in battle and refills on its own at 1 every 12 seconds. If you are in a hurry you can top it up from the Energy & Health tab.
🧪 What getting stronger changes, and what it does not
Growing your stats does not pay off the same way everywhere — knowing this puts your gold in the right place:
- The Well and the Dark Lair: the creature scales with the floor, not with you. The stronger you get, the deeper you go — measured: doubling your stats moves the average run depth from floor 13.3 to floor 22.4.
- Arena and duels: your opponent is a real player, so a stat gap feeds straight into the result.
- Raids: the creature is generated from your own average stat, so it grows as you grow. Even if you multiply your stats eightfold your win rate stays almost the same. In a raid you set the risk by choosing a tier. Detailed comparison: Mine and Training guide.
How opponents are picked
The arena does not match you at random but against players of similar power. Matching looks at your real combat power, not your level — so a player who has neglected their stats and only climbed levels can meet a lower-level but well-prepared opponent. The aim is to produce fights that are neither guaranteed wins nor impossible ones.
Example fighting styles
- Striker: weighted towards intelligence and strength. Ends fights early, struggles if they drag on.
- Tank: weighted towards endurance and defence. Wins slowly but rarely loses.
- Balanced: proportional investment across all five stats. Steady against every opponent, overwhelming against none.
If you are wondering how to fund your stats, see the Economy guide; if you are looking for somewhere to fight, see the Dungeons and Arena pages.