Energy Shield, Block & Suppression
Learn how energy shield, block, spell suppression, and life combine in the incoming-hit pipeline.
Darkspire defenses are layered. Avoidance acts first, mitigation acts on each damage portion, and resource pools absorb what remains.
Incoming-hit order
For an enemy attack:
For an enemy spell:
A successful evade or block prevents the entire hit.
Energy shield
Energy shield absorbs damage before life. When a hit exceeds the current shield, the remainder passes to life.
Recharge begins after 3 seconds without being hit. The base recharge rate is 25% of maximum energy shield per second:
Recharge modifiers may increase the rate, while Discipline effects may shorten the delay. Taking another hit resets the recharge timer.
Block
Block works against attacks and spells. It uses entropy like evasion, with its own separate accumulator.
The normal maximum block chance is 50%. Discipline effects may raise that cap, but the hard ceiling is 90%.
On-block Discipline effects can heal, grant buffs, or trigger counters. They run only after a successful block prevents the hit.
Spell suppression
Spell suppression applies only to enemy hits marked as spells:
Suppression chance caps at 100% and uses a normal random roll rather than entropy. It is checked after armour or resistance mitigation.
Suppression does not affect attacks, even if the attack deals elemental or chaos damage.
Building layers
- Armour is reliable against frequent physical hits.
- Evasion avoids attacks entirely but cannot avoid spells.
- Block covers both attacks and spells, with a lower default cap.
- Suppression is spell-specific but halves the entire post-mitigation spell.
- Energy shield increases the pool that must be depleted before life.
- Resistances remain mandatory because every unavoided elemental or chaos hit reaches them.
A deep-map defense normally combines several of these rather than maximizing only one.
