This section documents the core systems that govern how Dark Mists functions behind the scenes. It covers the rules and calculations that drive combat, damage resolution, resistances, status effects, resource management, and other foundational mechanics. Understanding these systems allows players to make informed strategic decisions, optimize builds, and better interpret in-game outcomes.
The table below lists Dark Mists combat damage verbs, their in-game combat text, and their associated damage ranges.
Each verb gives a rough idea of how strong a hit is. The actual damage is based on the number behind it, not the word itself.
| Range | You / victim verb | Others see (attacker + victim) |
| 0 | miss | misses |
| 1–2 | nick | nicks |
| 3–4 | scratch | scratches |
| 5–8 | graze | grazes |
| 9–13 | hit | hits |
| 14–18 | injure | injures |
| 19–23 | wound | wounds |
| 24–25 | thrash | thrashes |
| 26–28 | maul | mauls |
| 29–35 | decimate | decimates |
| 36–38 | devastate | devastates |
| 39–42 | maim | maims |
| 43–56 | MUTILATE | MUTILATES |
| 57–64 | DISEMBOWEL | DISEMBOWELS |
| 65–73 | DISMEMBER | DISMEMBERS |
| 74–81 | GORE | GORES |
| 82–97 | PULVERIZE | PULVERIZES |
| 98–114 | RAZE | RAZES |
| 115–130 | MASSACRE | MASSACRES |
| 131–145 | MANGLE | MANGLES |
| 146–160 | *** DEMOLISH *** | *** DEMOLISHES *** |
| 161–185 | *** DEVASTATE *** | *** DEVASTATES *** |
| 186–205 | *** SLAUGHTER *** | *** SLAUGHTERS *** |
| 206–225 | === OBLITERATE === | === OBLITERATES === |
| 226–250 | === EVISCERATE === | === EVISCERATES === |
| 251–280 | >>> ANNIHILATE <<< | >>> ANNIHILATES <<< |
| 281–360 | >>> EXTERMINATE <<< | >>> EXTERMINATES <<< |
| 361–450 | <<< RAVAGE >>> | <<< RAVAGES >>> |
| 451–599 | <<< ERADICATE >>> | <<< ERADICATES >>> |
| 600–699 | do UNSPEAKABLE things to | does UNSPEAKABLE things to |
| 700–899 | do UNGODLY things to | does UNGODLY things to |
| 900+ | DO UNSPEAKABLE THINGS TO | DOES UNSPEAKABLE THINGS TO |
The table below lists Dark Mists combat damage keys, their in-game combat text, and their associated damage type.
Each attack has a unique key and display text, but it is the underlying damage type that determines how resistances, immunities, vulnerabilities, and enchantments are applied. Multiple keys may share the same damage type.
| Key | Combat Text | Damage Type |
| digestion | digestion | ACID |
| acbite | acidic bite | ACID |
| slime | slime | ACID |
| slimeyarn | slimy yarn-ball poke | ACID |
| blast | blast | BASH |
| pound | pound | BASH |
| crush | crush | BASH |
| suction | suction | BASH |
| beating | beating | BASH |
| charge | charge | BASH |
| slap | slap | BASH |
| punch | punch | BASH |
| peckb | peck | BASH |
| smash | smash | BASH |
| thwack | thwack | BASH |
| trample | trampling | BASH |
| blunt | siphoning bludgeon | BASH |
| frbite | freezing bite | COLD |
| chill | chill | COLD |
| lichpunch | freezing punch | COLD |
| iceyarn | frozen yarn-ball poke | COLD |
| isidisease | wasting touch | DISEASE |
| deluge | deluge | DROWNING |
| wrath | wrath | ENERGY |
| magic | magic | ENERGY |
| energy | enervating crush | ENERGY |
| flbite | flaming bite | FIRE |
| flame | flame | FIRE |
| flarrow | flaming arrow | FIRE |
| isifire | searing flaying | FIRE |
| divine | divine power | HOLY |
| light | blast of light | LIGHT |
| shbite | shocking bite | LIGHTNING |
| shock | shock | LIGHTNING |
| isilightning | numbing lash | LIGHTNING |
| anguish | mental anguish | MENTAL |
| damnation | cries of damnation | MENTAL |
| psipulse | psionic pulse | MENTAL |
| mindrend | mind rending | MENTAL |
| nature | force of nature | NATURE |
| djustice | divine justice | NATURE |
| sdeception | shadow of deception | NATURE |
| moldyarn | moldy yarn-ball poke | NATURE |
| isideplete | depleting force | NATURE |
| drain | life drain | NEGATIVE |
| negative | soul-sucking swat | NEGATIVE |
| stab | stab | PIERCE |
| bite | bite | PIERCE |
| pierce | pierce | PIERCE |
| scratch | scratch | PIERCE |
| peck | peck | PIERCE |
| sting | sting | PIERCE |
| chomp | chomp | PIERCE |
| thrust | thrust | PIERCE |
| arrow | arrow | PIERCE |
| yarn | yarn-ball poke | PIERCE |
| isipiece | crippling sting | PIERCE |
| gossgigtick | gossamer giggle tickle | PIERCE |
| isipoison | tainted edge | POISON |
| slice | slice | SLASH |
| slash | slash | SLASH |
| whip | whip | SLASH |
| claw | claw | SLASH |
| grep | grep | SLASH |
| cleave | cleave | SLASH |
| chop | chop | SLASH |
| shear | wilting hack | SLASH |
| blare | blare | SOUND |
| screech | screech | SOUND |
| tone | tone | SOUND |
race_adjust is the internal stat scaling used for spell and ability calculations.
It affects spell damage, duration, buff strength, caster-side save difficulty, certain abilities, and some healing. It does not affect victim stat saves, breath saves, or the “other” save category.
At level 50, increasing WIS from 23 to 25 raises race_adjust by 2 points (linear scaling), which translates to roughly:
Because race_adjust caps at 26 and Paladins receive +4, they effectively reach the cap at 22 WIS (22 + 4 = 26). WIS above 22 provides no additional scaling benefit.
Some consumables grant beneficial effects but may also apply negative side effects (such as poison or black mantle). Saving throws still apply in these cases.
When using a consumable, you are treated as the caster, meaning the save is resolved against your own spellpower. Higher spellpower can make it harder to resist the negative portion of the effect.
Saving throws are capped at a maximum 92% success rate, leaving a minimum 8% chance to fail regardless of stats. As a result, adverse effects can still occur even with very strong saves.
Animate Object allows Channelers to temporarily bring items to life as combat pets. An animate’s power is determined mainly by the item’s level and item type. Caster level only affects the chance of success and does not change the animate’s stats.
Success Chance
Higher caster level compared to item level reduces the chance the item fails (“poofs”). Racial modifiers may also affect success rates.
Animate Types
Armor (Tank)
HP = 50 × item level
Move = 10 × item level
Damroll = item level ÷ 3
• Body armor grants Bash
• Shields and hand-slot armor grant Parry
Furniture (Durable Utility Tank)
HP = 40 × item level
Move = item level
Damroll = item level ÷ 4
• Grants Bash
Weapons (Damage Dealer)
HP = 25 × item level
Move = 3 × item level
Damroll = item level
• Retains the weapon’s original damage type (slash, pierce, etc.)
Keys (Utility/Novelty)
HP = item level
Move = 400
Damroll = 0
Example (Level 40 Item)
Armor → 2000 HP, strong tank
Furniture → 1600 HP, lighter tank
Weapon → 1000 HP, high damage
Key → 40 HP, very weak
Notes
• Item level is the most important factor when choosing what to animate.
• Armor provides the strongest defensive pets.
• Weapons produce fragile but high-damage pets.
• Furniture offers a balanced, low-cost option.
A powerful psychic assault that batters a target’s mind with disruptive mental force.
Cost: 100 mana
Cooldown: 4 rounds
Lag: 2 × pulse_violence
Damage: Mental damage, halved on a successful save
Effects: Chance to lag the victim and may also inflict Weaken or Blindness
The ranger’s deep connection to the wild allows them to spot and identify herbs hidden in wooded areas.
By carefully searching the forest they can harvest potent plants with unique medicinal properties.
Notes: When curing ailments, the herb's level matters, not the player's level.
| Name | Description | Effect |
| orange | some bright orange moss with a strong scent of cinnamon | heal (100hp) |
| scab | (Glowing) some strange weeds that seem to glow as they rustle in the breeze | cure blindness |
| black | a small bunch of leafy herbs with large black veins | cure disease |
| tackle | a strange root covered with dirt and many knots | cure poison |
| nolbrush | some strange seeds with yellow stripes running down the green bean like body | giant strength imbue regeneration remove curse |
| krull | a dark brown leaf giving off a sweet fleshy scent | heal (~250hp) |
| monera | a bluish-green sea-weedy leaf fragrant as the sea | water breathing |
War paint is a Barbarian ability that applies symbolic markings to the body, each associated with a specific effect.
Barbarians can learn and use a variety of War Paints. The available symbols and their effects are listed in the table below.
Notes: Duration - 12 ticks | One active at a time | Gained at level 10
| Name | Level | Stats | Hidden Effect |
| Falcon | 10 | DEX +1 | |
| Rat | 10 | CON +1 | |
| Earth | 15 | AC -50 | Resist bash |
| Boar | 15 | HP +20 | |
| Bear | 20 | STR +3; Damroll +2 | |
| Viper | 20 | INT +2 | |
| Wolf | 20 | DEX +3; Mana +30 | |
| Wind | 25 | DEX +10; Saves -5 | Resist slash & lightning |
| Eagle | 25 | Hitroll +5 | |
| Crocodile | 25 | Damroll +3 | |
| Python | 25 | DEX +2; Damroll +2; Hitroll +2 | |
| Lion | 30 | Damroll +5; DEX +3; STR +3 | |
| Cobra | 30 | Resist poison | |
| Elephant | 30 | STR +10 | |
| Tiger | 30 | Damroll +5 | |
| Parrot | 30 | Mana +30 | |
| Water | 35 | HP +50 | Immune drowning; Resist cold |
| Monkey | 35 | DEX +8; Saves -3 | |
| Rhino | 40 | Damroll +5; STR +5; HP +50 | |
| Sun | 45 | Damroll +5 | Resist fire |
| Gorilla | 45 | STR +2; Damroll +4; Hitroll +4 | |
| Unicorn | 45 | Saves -10; WIS +5; INT +5 | |
| Panther | 50 | DEX +10; STR +10 | |
| Golden Unicorn | 50 | INT +10; WIS +10; Damroll +2 |
Beastial Stance allows a Beastmaster to adopt animal-inspired fighting styles, granting different combat bonuses and effects based on the chosen stance.
| Stance | Level | Restriction | Stats | Hidden Effect |
| Rat | 10 | All Align | STR +1 | Sneak |
| Falcon | 10 | All Align | Mana +50 | |
| Monkey | 20 | All Align | Damroll +4 | |
| Viper | 20 | All Align | DEX +3 | |
| Wolf | 25 | All Align | DEX +6 | |
| Python | 25 | Evil Only | Damroll +5 | |
| Boar | 25 | All Align | AC -35 | |
| Eagle | 25 | Good Only | DEX +4 | Flying |
| Bear | 30 | All Align | HP +60 | |
| Cobra | 30 | Evil Only | Hitroll +10 | |
| Parrot | 30 | All Align | INT +5 | |
| Hounds | 30 | All Align | CON +5 | |
| Crocodile | 35 | Evil Only | Damroll +5 | |
| Lion | 35 | All Align | STR +10 | |
| Spider | 35 | Dark Elf Only | STR +10 | |
| Gorilla | 40 | All Align | Damroll +6 | |
| Unicorn | 40 | Good Only | Saves -5 | Detect Invis |
| Elephant | 40 | All Align | Damroll +15 | Slow |
| Tiger | 40 | All Align | Damroll +12 | |
| Rhino | 45 | All Align | HP +100 | |
| Panther | 45 | All Align | DEX +5 | Haste |
| Golden Unicorn | 51 | Good Only | AC -50 | Protect Good; Protect Evil |
Animal Call allows a ranger to summon and command animals to fight and protect them, with available creatures depending on subclass and environment.
| Animal | Level | Restriction | HP | Hitroll | Damroll | Notes |
| Rat | 10 | All Align | MaxHP/3 | Level/3 | 5+(Level/3) | |
| Falcon | 10 | All Align | MaxHP/3 | Level/3 | 5+(Level/3) | |
| Monkey | 20 | All Align | MaxHP+300 | (Level/3)+15 | (2*Level/3)+15 | |
| Viper | 20 | All Align | (MaxHP/2)+250 | (Level/3)+5 | (8+(Level/3))+5 | Poison |
| Wolf | 25 | All Align | MaxHP/2 | Level/3 | 8+(Level/3) | |
| Python | 25 | Evil Only | (MaxHP/2)+250 | (Level/3)+5 | (8+(Level/3))+5 | |
| Boar | 25 | All Align | MaxHP+300 | (Level/3)+15 | (2*Level/3)+15 | |
| Eagle | 25 | Good Only | (MaxHP/2)+250 | (Level/3)+5 | (8+(Level/3))+5 | |
| Bear | 30 | All Align | MaxHP | Level/3 | 2*(Level/3) | |
| Cobra | 30 | Evil Only | MaxHP+300 | (Level/3)+15 | (2*Level/3)+15 | Poison |
| Parrot | 30 | All Align | (MaxHP/2)+250 | (Level/3)+5 | (8+(Level/3))+5 | |
| Hounds | 30 | All Align | MaxHP+300 | (Level/3)+15 | (2*Level/3)+15 | |
| Crocodile | 35 | Evil Only | MaxHP+300 | (Level/3)+15 | (2*Level/3)+15 | |
| Lion | 35 | All Align | (3*MaxHP)/4 | Level/3 | -2+Level | |
| Spider | 35 | Dark Elf Only | (3*MaxHP)/4 | Level/3 | -2+Level | |
| Gorilla | 40 | All Align | MaxHP+500 | (Level/3)+25 | (2*Level/3)+25 | |
| Unicorn | 40 | Good Only | MaxHP+500 | (Level/3)+25 | (2*Level/3)+25 | |
| Elephant | 40 | All Align | MaxHP+2000 | Level+30 | Level+30 | |
| Tiger | 40 | All Align | MaxHP+1000 | Level+30 | Level+30 | |
| Rhino | 45 | All Align | MaxHP+1000 | (Level/3)+25 | (2*Level/3)+25 | |
| Panther | 45 | All Align | MaxHP+500 | (Level/3)+25 | (2*Level/3)+25 | |
| Golden Unicorn | 51 | Good Only | MaxHP+1000 | Level+30 | Level+30 |
* AC for Animals calculated as Level*3
* Cobra Hitroll/Damroll estimated and not confirmed by code.
Whiplash is a nature-based spell that causes vines to erupt from the ground and entangle a target, restricting them and dealing damage, and can only be used in forest environments.
Restrictions:
Saves: Saves vs Breath
Effects: Curse / Block Retreat
Damage: 60-110
Barrier is a Priest of Protection supplication that creates an invisible shield, absorbing incoming physical damage at the cost of its own strength and duration.
Level*4, or Level*6 if branded)20% of remaining damage after other mitigations (Sanctuary/AC/etc.)20%) = 320 damage takenDemon Swarm is a Brethren House ability that summons a swarm to strike the target multiple times.
3 + (Level / 20)(Level) * d2Both the number of hits and damage scale with the user’s level, resulting in consistent multi-hit damage with partial mitigation on successful saves.
Spiritblade is a Conclave House spell that summons a shadowy blade to strike the target.
Observed properties:
Note: Details are based on observed behavior and player reports; exact mechanics are not fully documented.