Combat

Fighting here is plain, close work: square up, swing in rhythm, and let footwork and steel decide it. There are no spells to rotate — only reach, timing and nerve.

Landing a Hit

  • Your attack roll = (0.7 × weapon skill + 0.3 × DEX) × 2 against

monsters.

  • The defence number is the target's Armor Class (AC). Your

Strength penetrates armour: STR/600 comes off the target's effective AC for the hit roll, capped at 15% (the cap is reached at STR 90). Penetration improves your chance to hit, not your damage per hit.

  • In PvP the ×2 multiplier does not apply, and the defence number

is half the target's penetrated AC — plus a penalty of 2 × the level difference when you attack someone higher level than you.

Damage

  • Damage per hit = weapon roll × (1 + weapon skill / 100 +

STR / 200).

  • Critical hits (vs monsters): 5% base + 0.15% per point of DEX,

capped at 75%. A crit multiplies the whole hit by 1.5× and shows its own combat-text line. There are no crits in PvP, and monsters don't crit you.

  • Your armour shrinks the damage you take from monsters and NPCs:

incoming hits are reduced by AC/640, capped at 15% (reached at AC 96). In PvP this reduction is a server-side option. Monsters do not get this reduction from their own AC — their AC only makes them harder to hit.

  • Affix set-bonus damage reduction is a separate layer and caps at

60%.

  • There is no dodge stat.

Worked Example

Attacker: STR 360, weapon skill 25, DEX 25, weapon 10–20. Target: monster with AC 100.

  • Attack roll: (0.7×25 + 0.3×25) × 2 = 50.
  • Without penetration: 50/100 = 50% to hit. With penetration:

effective AC 85 → ~59% to hit.

  • Damage per landed hit is the same either way (~47 average here) —

penetration earns its keep by landing more of them, worth about +18% damage over time in this example.

Elements

Six elements run through monsters, equipment, and affixes: Fire, Water, Air, Earth, Holy, Dark. Elemental damage on weapons and protection on armour interact with a target's elemental resistances — racial background plays no part. Elements oppose each other in pairs — Fire↔Water, Air↔Earth, Holy↔Dark — which matters for disease cleansing (see Diseases).

Fighting Players

PvP changes the maths: the hit-roll multiplier drops, the defence number is halved (see above), and a global damage reduction of 35% applies. Every PvP hit puts a 5-minute combat debuff on both parties — while it runs, drinking a healing potion briefly locks you in place. See PvP & Reputation for flagging, zones, and consequences.

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