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Slaves of Magic is a fantasy turn based tactical RPG in which you have to lead the resistance against the invaders. You will have to find ways to slow down their forces, till you can learn their most powerful weapon, the use of elemental magic, and turn it against them.

The game will have a strategic and a tactical layer. On the strategic side, you will have to find and decide about missions against the invaders, handle, and research your troops equipment and skills. On the tactical layer, you will have to guide your troops to reach their goals in turn based combat.

Planned features

- Procedurally generated strategic and tactical maps.
- Character development without a restrictive class system. For every character, you will be able to "equip" up to 8 skills.
- Character generator. You will be able to create a pool of characters that then will be used randomly in your campaign.
- Permadeath. Characters can die permanently in combat.
- Unique delayed turn based system. Every action you make takes some time to resolve. You not only have to think about the situation right now, but about the situation that you will be in when the action actually resolves.
- 8 directional facing. Flanking is important, and encouraged.
- Diverse roster of enemies with its own skills and tactics.

About us

Amethyst Dreamers is a small independent 2 person team from Budapest, Hungary. Our goal with Slaves of Magic is to create a game with great tactical depth, unique game mechanics, and with high replayability. In short, a game we would love to play as well. In designing the game, we took a lot of inspiration from the XCOM series, and the original Guild Wars.

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Devlog #3 Hit chance, damage, armor, the way you can make your enemies disappear.


I thought its time to talk a little bit about how combat is calculated in our game, as this is a very prominent system that the players will try to manipulate to their advantage in a tactical game. No component of it is particularly unique, so I'm sure you, the reader, will be able to bring up other games that had one component or another. But I think the mix of those components and their effect on each other is interesting. Before I go into it though I want to leave a note that the exact values could change, as we are in development!

Hit chance calculation:


Let's start with the formula:

hit chance = base_hit_chance + attacking_character_accuracy_bonus - defending_character_defense_bonus

Here, the base hit chance is 50%, so if everything being equal, a character has a 50% chance of hitting the enemy. One important point, it can't go under 5 % or over 95%. But what about the attacking and defending bonuses? There are multiple ways to gain both. For starters, every character has an innate defending bonus, which depends on their level. In addition, weapons are giving an additional bonus to attack (for example a mace) or defense (shield) or both (sword), depending on the user skills.

In melee combat, another big factor is facing. If you are facing dead ahead of the attack, or the attack comes from just 1 tile from the left or to the right, the attacker does not get a bonus to their accuracy. But if they attack from the sides, they get 10 %, and if they attack from the back 40 % bonus. So no matter how good of a fighter you are, if someone can attack you from your back, he/she will have a good chance of hitting you.


Crit Chance calculation:


We only roll for crit chance, if we managed to hit the enemy. The formula as follows:

crit chance = base_crit_chance + attacking_character_accuracy_bonus - defending_character_defense_bonus

Basically the same formula as before, but with one big difference. The base crit chance is 10 %. Very similarly it has the same 5%, 95% bounds as well. So if your character has an accuracy advantage, it will affect it's crit chance as well.

Now we need to talk about the critical hit effect because it is a little bit different than in most games. In Slaves of Magic, a critical hit will mean you managed to circumvent the armor (for example, managed to stab into a weak point in plate mail). As such, it gives you 100% armor penetration. But it's pretty much useless against people with very low-to-no armor. Before I go into why it is designed as such, I should talk about how damage is calculated, and how armor affects it.

Damage calculation:

Every skill has a damage range, for example, 10-15, and we roll to see the actual damage. The formula:

damage_received = weapon_damage - attacked_unit_armor.

So that means armor works as flat damage reduction, which is being mitigated if you manage to do a critical hit. Why I chose this system though, what I'm trying to accomplish here? I wanted to have a game system that helps me really differentiate how certain weapons are used against different types of armor. For example, a sword should barely do any damage against a heavily armored guy, so if you have to fight him, you have to prioritize skills with critical hit. But if you are fighting against low-to-no armored enemies, you should have a different skill set as critical hits do not really help there.

To further elaborate on the balance side of things, we will have quick weapons with low damage (for example one-handed swords) and slow weapons with big damage (hammers). Slow blunt weapons won't be able to crit, but they have such high base damage, that they will be consistent with their damage against heavy armor. On the other hand, quick and low damage per hit weapons will be better against low-to-zero armored opponents, because of higher raw DPS, plus the speed advantage. I feel as this is a good approximation of how these weapons could have worked against armor.

So that's it for today, and if you haven't seen already, there is a steam page for the upcoming demo here, where you will be able to try out the system in action soon!

Devlog #2 The dark side of delayed turn based system.

Devlog #2 The dark side of delayed turn based system.


Previously I talked about the positives of the delayed turn-based system, now let's see negatives, and how I tried to solve those.

Devlog #1 What is a delayed turn based system?

Devlog #1 What is a delayed turn based system?


Slaves Of Magic experimental delayed turn based system explained.

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Slaves of Magic
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Amethyst Dreamers
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Our new #gamedevlog is out! Today's log is about hit chances and damage calculations in Slaves of Magic. A very fun… T.co

Oct 24 2020

Our second dev log is out! We continue our talk about the delayed turn based system, just now the focus is on the n… T.co

Oct 17 2020

RT @HuskyFang: My little ones are ready. Do you want to know what for? You will know soon. @SlavesOfMagic #indiegame #rpg #satyr T.co

Oct 13 2020

RT @sipibaki1: Testing a new hammer skill animation for Slaves of Magic. The audience seemed to fall head over heels for it!… T.co

Oct 12 2020

Our first dev blog is out! Are you interested in what is a delayed turn based system used in Slaves of Magic? Then… T.co

Oct 11 2020

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