Critical Hits

When an attack hits, the target makes a roll against their Critical hit Resistance statistic. If the target passes the test, the attack is considered a regular attack and deals damage as normal. However, if the target fails this test, the attack becomes a Critical hit. When a Critical hit occurs, a red, blood-like frame will surround the screen and the amount of damage dealt will appear in yellow rather than white. Critical hits deal more damage than regular attacks, bypassing Armour Absorption and forcing the target to pass a Stun Resistance test. If the target fails this test, they will drop to their knees and be stunned until their next turn.

Spells can not cause Critical Hits.

Any melee attacks against a stunned target will automatically hit and ranged attacks have an increased chance to hit. Stunned warriors are also more likely to be Critically hit again as the enemy receives a 20% bonus to Critical hits while hitting the stunned unit. The stunned warrior will recover from the stun effect at a base cost of 2 Strategy and 2 Offense Points at the start of their next turn. If a warrior has debuffs reducing their maximum SP or OP below 2, they will still recover, although they will be left with no available SP or OP to use during their turn.

When a warrior is Critically hit, whether or not they pass the Stun Resistance test, they will be left with an Open Wounds debuff. This debuff reduces their chance to hit by 10% and, if the warrior falls Out of Action before the end of the battle, increases the chance of permanent injuries.

Many factors can affect a warrior's chance to Critically hit, the amount of Critical hit damage they will do and their ability to resist Critical hits including:
 * Skills
 * Spell effects
 * Equipped weapons
 * Enchantments
 * The warriors statistics
 * the effects of consumables

Continue to Wounds and Out of Action

[mechanics]