Game Mechanics

Game Mechanics

INFERNA features deep RPG mechanics that reward strategic planning and skillful execution. Understanding these core systems is essential for progressing through the game.

Core Attributes

Every character has four primary attributes that define their combat capabilities:

Vitality (VIT)

  • Primary Effect: Increases maximum HP
  • Secondary Effect: Improves physical and magical defense
  • Best For: Tanks, Warriors, survivability builds
  • Scaling: +20 HP per point, +0.5 defense per point

Intelligence (INT)

  • Primary Effect: Increases magical damage
  • Secondary Effect: Improves magic defense and mana pool
  • Best For: Wizards, magic-focused Half-Demons
  • Scaling: +2 magic damage per point, +15 mana per point

Strength (STR)

  • Primary Effect: Increases physical damage
  • Secondary Effect: Minor impact on carrying capacity
  • Best For: Warriors, melee DPS builds
  • Scaling: +2 physical damage per point

Dexterity (DEX)

  • Primary Effect: Increases both physical and magical damage
  • Secondary Effect: Improves damage resistance
  • Best For: Assassins, hybrid builds, balanced characters
  • Scaling: +1.5 damage per point, +0.3 resistance per point

Attribute Point Distribution

You receive 5 attribute points per level up. Points can be freely allocated but cannot be reset without special items.

Distribution Strategies

Pure Build (Recommended for beginners)

  • Focus 80-90% of points into one attribute
  • Clear role definition
  • Maximum effectiveness in specialized situations

Hybrid Build (Advanced players)

  • Split points between 2-3 attributes
  • More versatile but less specialized
  • Requires better understanding of game mechanics

Balanced Build (Not recommended)

  • Spreading points equally across all attributes
  • Lacks focus and effectiveness
  • Outperformed by specialized builds in all scenarios

Damage Types

Physical Damage

  • Affected by: STR, DEX, weapon attack value
  • Reduced by: Physical defense, armor rating
  • Used by: Warriors, Assassins, melee attacks

Magical Damage

  • Affected by: INT, DEX, spell power
  • Reduced by: Magic defense, magical resistance
  • Used by: Wizards, magic skills, Half-Demon abilities

True Damage

  • Rare damage type that ignores defense
  • Only found on special skills and items
  • Cannot be reduced or mitigated

Defense Mechanics

Physical Defense

  • Reduces incoming physical damage
  • Provided by: VIT, armor, shields
  • Formula: Damage × (100 / (100 + Defense))

Magic Defense

  • Reduces incoming magical damage
  • Provided by: INT, accessories, enchantments
  • Formula: Damage × (100 / (100 + Magic Defense))

Critical Hits

  • Base Critical Chance: 5% for all characters
  • Increased by: DEX, certain skills, equipment bonuses
  • Critical Damage: 150% base (can be increased with bonuses)
  • Cannot Critical: Most magical skills (class-specific exceptions)

Movement and Combat Speed

Movement Speed

  • Base Speed: 100% for all characters
  • Increased by: Mount system, movement speed bonuses
  • Combat Penalty: -20% movement speed while in combat
  • Mount Bonus: +40% to +80% depending on mount level

Attack Speed

  • Weapon Dependent: Different weapons have different base speeds
  • Increased by: Attack speed bonuses, certain skills
  • Attack Speed Cap: 200% (diminishing returns after 150%)

Experience and Leveling

Experience Gain

  • Monster Kills: Primary source of experience
  • Quests: Bonus experience rewards
  • Party Bonus: +20% experience when in a party
  • Rift Events: Double experience during events
  • Level Difference: Reduced XP if monster level is too low

Level Curve

  • Levels 1-30: Fast progression (1-2 hours per level)
  • Levels 30-70: Moderate pace (2-5 hours per level)
  • Levels 70-90: Slower progression (5-10 hours per level)
  • Levels 90-100: End game grind (10-20+ hours per level)

Death Penalties

Dying in INFERNA has consequences that vary based on your karma:

Positive Karma

  • Experience Loss: 2% of current level
  • Item Drop: None
  • Respawn: Nearest town or checkpoint

Neutral Karma

  • Experience Loss: 5% of current level
  • Item Drop: Small chance of dropping consumables
  • Respawn: Nearest town

Negative Karma

  • Experience Loss: 10% of current level
  • Item Drop: High chance of dropping equipped items
  • Respawn: Designated criminal respawn points
  • Additional Penalty: Temporary stat reduction (-10% for 30 minutes)

Equipment Slots

Characters have 10 equipment slots:

  1. Weapon - Primary damage source
  2. Shield/Secondary - Defense or dual-wield option
  3. Helmet - Head protection
  4. Armor - Body protection
  5. Gloves - Hand protection
  6. Boots - Foot protection
  7. Ring 1 - Accessory slot
  8. Ring 2 - Accessory slot
  9. Necklace - Accessory slot
  10. Earrings - Accessory slot

Item Rarity System

Items come in different rarity tiers with increasing power:

  • Common (White) - Basic items, easily obtained
  • Uncommon (Green) - Improved stats, common drops
  • Rare (Blue) - Good stats, dungeon rewards
  • Epic (Purple) - Powerful items, boss drops
  • Legendary (Orange) - Best in slot items, extremely rare
  • Mythical (Red) - Event-exclusive, unique effects

Drop Rate Mechanics

  • Base Drop Rate: Varies by monster and item rarity
  • Increased by: Positive karma, drop rate bonuses, party size
  • Decreased by: Negative karma, level difference
  • Boss Drops: Guaranteed rare+ item, chance for epic/legendary

Party System

Party Benefits

  • Shared Experience: Split among party members (with proximity bonus)
  • Shared Drops: Party leader distributes loot or uses round-robin
  • Party Bonus: +20% experience, +10% drop rate
  • Maximum Party Size: 8 players

Party Mechanics

  • Must be within 50 meters to share experience
  • Dead party members receive no experience
  • Party leader controls loot distribution settings

Quest System

Quest Types

  • Main Quests - Story progression, unlock features
  • Side Quests - Optional content, bonus rewards
  • Daily Quests - Reset every 24 hours, consistent rewards
  • Repeatable Quests - Can be repeated for farming
  • Event Quests - Limited-time special rewards

Quest Rewards

  • Experience points
  • Gold (currency)
  • Equipment
  • Crafting materials
  • Skill books

Currency System

Gold

  • Primary currency for trading and purchases
  • Obtained from monster kills, quest rewards, selling items
  • Used for equipment, enhancements, repairs

Premium Currency

  • Optional purchase through item shop
  • Used for cosmetics, convenience items
  • Not Pay-to-Win: Cannot buy power directly

Master these core mechanics to become a legendary warrior in INFERNA. Every system interconnects - understanding the whole picture is key to success!