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Combat: damage, gear and healing

Healing comes from skills, gear, rest rooms, wells, shrines and potions used between fights. In the rooms screen, brew a 10%, 25% or 50% max-life potion in 5, 15 or 30 real minutes. One potion brews at a time, including while the game is closed; the account holds up to 10. Potions are shared across characters and cannot be consumed during combat. Healing bonuses and healing prevention still apply.

Every hero carries one weapon set (main hand and off hand). There is no weapon swap: what you wear is what fights.

Weapon bonuses and spell damage

Enhanced Damage and Damage to Undead/Demons increase the physical component of weapon attacks, including damage later converted to an element. They do not increase fixed physical spell damage. Added elemental weapon damage, weapon leech and Life per Hit also belong to weapon hits; converting all physical damage leaves no physical damage to leech. Physical resistance reduces the physical damage available for leech.

An item effect On Attack can trigger once when you use a weapon skill, even if the target blocks it. On Striking requires an unblocked, unavoided weapon hit and can trigger on each hit of a multi-hit skill. Casting a spell does not trigger either weapon proc.

Set bonuses depend on the distinct pieces currently equipped. Recalculating stats or loading a character cannot stack another copy; removing pieces removes the bonuses that no longer qualify. The same rule applies to mercenaries.

Elite immunity stops the matching damage component. Other components can still land. Resistance-reducing auras can lower resistance enough to break that immunity; ordinary gear pierce cannot bypass an immunity on its own. After unequipping an aura item, its existing effects expire rather than refreshing forever.

Thorns reflects damage to a melee attacker. The battle log lists that reflected damage separately from the incoming hit, naming who reflected it and who took it.

Spell damage and character stats

A spell's own damage grows with its effective skill level (including applicable +skills from gear) and its hard-point synergies. Its elemental components also receive the matching skill-damage bonus and ARK's Energy bonus. Weapon damage and weapon Enhanced Damage do not increase those spell components. Physical spells such as Bellow also receive Energy scaling, along with skill-level and synergy scaling. Gear can still improve casting speed, survivability and effective skill level. The basic-attack damage shown on the hero sheet is an output for that attack, not a universal damage stat applied to every skill.