Every fight in Gladiator Quest RPG resolves through fixed formulas, and you can read all of them in the store slices. This article lists each formula, then builds a turn routine and a training budget from the numbers. A new gladiator starts at level 1 with 100 HP, 150 gold, and all stats at 5.
Your damage formula
playerDamage computes a base of the floor of total strength times 0.5, then rolls between base minus 2 and base plus 5, floored at 1. Two points of strength buy one point of base damage, and the roll window is 7 wide at every level.
Skills add their own package: skill damage plus the floor of strength times 0.5 plus the floor of intelligence times 0.3. Power Strike adds 12 on a 2 turn cooldown, Fireball 18 at level 5, Shield Bash 8 at level 10, Piercing Arrow 25 at level 30, Lightning Strike 35 at level 40, and Titan Smash 60 at level 60. Battle Cry at level 15 multiplies your next attack by 1.5 on a 5 turn cooldown, and healing skills run from First Aid at 15 HP to Divine Blessing at 50 HP at level 50.
How enemy damage reaches you
applyEnemyAttack runs a four step pipeline.
1. Dodge check. Your dodge chance is total dexterity over 200, plus talent, deity, and prestige bonuses. 100 dexterity means 50 percent.
2. Roll the enemy damage range.
3. Subtract the floor of total defense times 0.4.
4. Multiply by 1 minus constitution over 200, floored at 1. Defending instead of attacking halves the result.
The 1 damage floor matters. Defense past the point where an enemy rolls its minimum still leaks 1 per hit, so stacking defense against weak enemies wastes gold. Each endurance point adds 3 maximum HP in calcTotalStats.
Enemy stat tables
computeEnemyStats builds every enemy from its level.
1. HP is 25 plus 8 times level to the 1.15, rolled within plus or minus 15 percent.
2. Damage is 1 plus 0.8 times level to the 1.1, clipped to between 70 and 130 percent of that base.
3. XP is 5 plus 3 times level to the 1.3, and gold is 3 plus 2 times level to the 1.2.
Worked examples from those formulas: a level 10 enemy holds about 117 to 158 HP and hits for 7 to 14. A level 20 enemy holds about 234 to 317 HP and hits for 15 to 29. Bosses multiply HP by 2.5, damage by 1.5, XP by 3, and gold by 4, so the level 15 Cave Rat King lands near 436 to 589 HP before its own roll.
The level windows come from combatEngine. Battles list enemies from 5 below to 3 above your level. Dungeons list 3 below to 5 above. Bosses unlock up to 10 above your level.
Turn by turn routine
1. Open with your highest damage skill, then alternate attack and Power Strike, because its 2 turn cooldown fits an every other turn rhythm.
2. Cast Battle Cry before a big skill cast, since the 1.5 multiplier applies to the skill total.
3. Attack every turn you expect to survive. Defending halves one incoming hit but gives up your whole turn, so use it only when the next enemy hit would otherwise kill you.
4. Check your XP bar before using potions. tryLevelUp fully heals you on level up, so a kill that levels you makes the potion free.
5. After a win you regen 10 percent of max HP. Chain fights against enemies 3 or more levels below you while the regen covers their output.
6. Expect defeat to leave you at 20 percent of maximum HP. Arena defeats also cost 15 honor against 25 gained per win.
Training budget and progression math
Training a stat costs the floor of 10 plus the stat value squared. The step from 20 to 21 in one stat costs 410 gold, and from 30 to 31 costs 910, so spreading gains across strength, defense, dexterity, and endurance beats pushing one stat deep.
Level ups grant the floor of 2 plus 0.1 times level in strength, smaller defense, dexterity, and endurance gains, and the floor of 10 plus 0.5 times level in HP. The XP curve is 50 times level to the 1.5, and the balance config states its own targets: 50 XP for level 1 to 2, about 1581 for 10 to 11, about 8216 for 30 to 31, and about 12649 for 40 to 41.
Rewards scale with two social stats. Gold multiplies by 1 plus charisma over 100, and XP by 1 plus intelligence over 100. Loot drops at 15 percent from normal enemies and 50 percent from bosses. Arena plunder takes 20 to 30 percent of the opponent gold pool, with rank drop bonuses up to 15 extra percent at the 2000 honor Legendary tier.
Where this implementation hurts you
The damage variance is wide. Your roll spans 7 points before multipliers, so a fight planned to the exact hit count can run one turn long.
Defend is usually a trap. It halves one hit and skips your damage, which extends the fight and increases total damage taken whenever the enemy lacks a single burst worth halving.
The defeat penalty is instant. One overleveled fight drops you to 20 percent HP, and climbing back with 10 percent regen per win takes several safe fights.
Loot is a 15 percent coin flip per kill, and the inventory cap is 20 items, after which drops are lost with a log warning. Skill points also compete for the same cooldown slots, so a full rotation of unlocked skills cannot fire every turn.
Gladiator Quest fight checklist
- [ ] Enemy level window checked against yours before engaging.
- [ ] Skill rotation set, Battle Cry saved for the largest cast.
- [ ] XP bar checked, level up kill preferred over a potion.
- [ ] Defense total compared against the enemy damage roll.
- [ ] Training gold spread across stats, none pushed past 30.
Play [Gladiator Quest RPG](/en/gladiatus-rpg) and check one fight log against the pipeline above. If your observed damage falls outside the computed range for your stats, send the log line and your totals. Discrepancies against the formulas are the most useful data you can contribute.