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.