Combat Mechanics
Damage
Section titled “Damage”Attack and health damage
Section titled “Attack and health damage”Base health damage = current Attack × skill coefficientA skill page lists its hit-by-hit values. The Damage and Toughness guide covers adding them up.
Physical and Magical
Section titled “Physical and Magical”The coefficient still scales with Attack. What changes is the bonus the hit takes and the resistance it meets.
- Elemental Mark
- Elemental Magic adds one stack of Elemental Mark on hit. At two stacks every Elemental Mark on that enemy detonates for Magic Damage.
Solo and Trio modifiers
Section titled “Solo and Trio modifiers”The selected weapon loadout applies a separate modifier for PvP damage, PvE damage, PvE damage reduction, and toughness damage. PvE damage reduction is damage prevented; a negative value means that loadout takes more PvE damage.
| Weapon | PvP damage | PvE damage | PvE damage reduction | Toughness damage |
|---|---|---|---|---|
| Bow | +10% | +10% | 0% | +10% |
| Greatsword | +18% | +5% | +10% | 0% |
| Catalyst | +18% | +15% | 0% | +10% |
| Dagger | +18% | -5% | +10% | 0% |
| Dual Blades | +18% | -10% | +5% | 0% |
| Hammer | +18% | +10% | +15% | 0% |
| Mace | +18% | -5% | 0% | 0% |
| Polearm and Shield | +18% | +10% | +10% | 0% |
| Staff | +12% | 0% | 0% | +10% |
| Sword and Shield | +18% | +10% | +10% | 0% |
| Weapon | PvP damage | PvE damage | PvE damage reduction | Toughness damage |
|---|---|---|---|---|
| Bow | 0% | 0% | -10% | 0% |
| Greatsword | 0% | +10% | +10% | 0% |
| Catalyst | 0% | 0% | -10% | 0% |
| Dagger | 0% | +5% | +10% | 0% |
| Dual Blades | 0% | 0% | +5% | 0% |
| Hammer | 0% | +10% | +15% | 0% |
| Mace | 0% | 0% | +5% | 0% |
| Polearm and Shield | 0% | +10% | +10% | 0% |
| Staff | 0% | -5% | 0% | 0% |
| Sword and Shield | 0% | +10% | +10% | 0% |
Defence and resistances
Section titled “Defence and resistances”Defence
Section titled “Defence”Defence converts to percentage damage reduction through a fixed curve, applied before anything else on the defender’s side. Between the points below the reduction is linear: Defence 400 is 33.1%.
| Defence | Reduction |
|---|---|
| 0 | 0% |
| 100 | 10% |
| 215 | 20% |
| 350 | 30% |
| 510 | 40% |
| 705 | 50% |
| 950 | 60% |
| 1,280 | 70% |
| 1,780 | 80% |
| 2,800 | 90% |
| 12,000 | 95% (cap) |
Damage taken = raw damage × (1 - defence reduction)Every monster in the game ships Defence 705, a flat 50% reduction. Players start at Defence 50 on every class, which is 5%. The rest comes from armor (a rarity-1 piece carries 8 to 18, a rarity-6 piece up to 360) and affixes such as Aegis (+15 to +105 by level).
How defence and resistances stack
Section titled “How defence and resistances stack”Damage taken = Attack × coefficient × (1 - defence reduction) × (1 + attacker damage bonus) × (1 - your resistance)Defence applies first and resistances multiply after it, so a point of resistance keeps its full value no matter how much Defence is stacked. Physical hits check Physical Resistance and magical hits Magic Resistance. True Damage skips defence and both resistances.
Defense Penetration
Section titled “Defense Penetration”Defence reduction = max(curve(Defence) - penetration, 0)Penetration subtracts percentage points from the target’s defence reduction and cannot push it below zero. Against monsters, every point of penetration removes a full point of mitigation. It appears on the Defence Penetration affix at 5% to 25% by level, and as secondary effects on the Attack and Swift Attack affixes.
Effective health and armor sets
Section titled “Effective health and armor sets”Every class begins with 618 Health and 50 Defense. A complete five-piece armor set adds the following fixed stats before affixes, weapons, jewelry, or talents.
| Armor rarity | Health | Defense | Physical Resistance | Magic Resistance | Critical damage taken |
|---|---|---|---|---|---|
| Rare | 819 | 207 | 2% | 2% | -2% |
| Excellent | 858 | 270 | 4% | 4% | -4% |
| Epic | 883 | 335 | 6% | 6% | -6% |
| Legendary | 913 | 381 | 7.2% | 7.2% | -7% |
The chest supplies Physical Resistance, the legs supply Magic Resistance, and the head reduces critical damage taken. Those set values do not multiply by the number of pieces.
Effective health = Health / [(1 - defence reduction) × (1 - resistance)]| Armor rarity | Base EHP | Physical EHP with Lv7 Aegis | Magical EHP with Lv7 Aegis |
|---|---|---|---|
| Rare | 1,036 | 1,178 | 1,148 |
| Excellent | 1,177 | 1,341 | 1,306 |
| Epic | 1,321 | 1,499 | 1,459 |
| Legendary | 1,445 | 1,644 | 1,600 |
Aegis level 7 adds 105 Defense and 2.5% Physical Resistance. Its resistance does not apply to Magical damage. Critical damage taken reduction is also excluded from the EHP table because it applies only when the incoming hit is a critical hit.
Armor rarity does not add Attack. Attack comes from the equipped weapon, then offensive affixes, gems, talents, and other modifiers change the damage calculation. This is why armor EHP and weapon Attack rise on separate tracks.
| Weapon rarity | Attack range across weapon types |
|---|---|
| Damaged | 10-16 |
| Common | 12-20 |
| Rare | 14-23 |
| Excellent | 17-29 |
| Epic | 21-35 |
| Legendary | 24-40 |
| Holy | 24-40 |
The lower value in each range is used by Sword and Shield and Bow; the other weapon types use the higher value. A weapon’s exact Attack is listed on its own page.
Defensive affix thresholds
Section titled “Defensive affix thresholds”- Aegis Lv7
- +105 Defense and +2.5% Physical Resistance.
- Tenacious Lv7
- +12.6% Maximum Health and +7.5% Healing.
- Stoic Lv7
- Below 50% Health: +7.7% Physical and Magic Resistance. Below 30% Health: restore 15% Health over 8s, with a 120s cooldown.
The secondary effects activate at affix level 7. At level 5, the primary values are +75 Defense for Aegis, +9% Maximum Health for Tenacious, and +5.5% Physical and Magic Resistance below 50% Health for Stoic.
Healing and recovery
Section titled “Healing and recovery”Springhorn
Section titled “Springhorn”Every class starts with three Springhorn charges. Each charge restores 220 Health before bonuses. The Goddess Statue raises that base amount:
| Goddess Statue level | Healing per charge |
|---|---|
| 1 | 220 |
| 2 | 242 |
| 3 | 264 |
| 4 | 286 |
| 5 | 308 |
| 6 | 330 |
| 7 | 341 |
| 8 | 352 |
Spirit Spring adds 12% Springhorn Healing at level 4. At level 7 it adds 21% Springhorn Healing and one charge. Tenacious level 7 adds another 7.5% Healing.
Healing skills and affixes
Section titled “Healing skills and affixes”- Healing Art
- Base healing is 25% of the Seer’s current Attack. Cooldown: 30s.
- Deep Healing
- Adds 20% of the target’s missing Health to Healing Art.
- Rune: Drain
- Heals for 45% of damage dealt in PvE or 65% in PvP, capped at 50% of Maximum Health per activation.
- Bloodlust
- At 50% Health or lower, doubles Rune: Drain healing.
- Siphon
- A kill restores 3%, 6%, or 9% of Maximum Health at levels 1, 2, and 3. Level 3 also grants +6% Attack for 8s.
- Healing elixirs
- Minor, Healing, and Potent elixirs restore Health over time. Drinking another replaces the active elixir heal rather than stacking it.
- Blood Offering
- Restores a percentage of Maximum Health immediately, then removes a larger percentage over time. Its Health loss cannot kill you.
- Heather Nectar
- Restores Energy, not Health.
Toughness and stagger
Section titled “Toughness and stagger”Toughness, poise, and stagger
Section titled “Toughness, poise, and stagger”Health damage and toughness damage reduce different meters. Toughness damage does not add to health damage. Emptying toughness staggers the target. Toughness is the same meter the game calls poise, so a talent that raises poise raises this bar.
Every enemy has its own toughness pool, and the pool size is set per enemy. Every enemy also carries a second meter for Execute, and that one is identical everywhere.
- Execute meter cap
- 40%
- Execute meter refill
- Starts 3 seconds after it last took damage.
- Execute
- Withered Knight heavy attacks and some Withered Knight skills detonate the Wither mark on an enemy, dealing extra damage and recovering Energy.
Impact per hit
Section titled “Impact per hit”Impact is how much toughness a single hit removes. Every attack carries its own toughness value, and your Poise Reduction Rate scales it. It is separate from health damage.
Super armor and stagger immunity
Section titled “Super armor and stagger immunity”Super armor makes you immune to stagger from impact while it is active, but not to control effects. It is a state granted during specific parts of certain skills, such as a fully charged hammer attack, rather than a stat you build. It is not the same thing as toughness.
Blocking and guard break
Section titled “Blocking and guard break”Blocking spends energy in proportion to the incoming hit’s impact, and a large enough hit breaks the guard.
Cost, cooldown, and timing
Section titled “Cost, cooldown, and timing”Dodge energy and travel distance
Section titled “Dodge energy and travel distance”Yes, dodge distance differs by class and dodge type. Seer has the longest standard dodge overall. Blackarrow’s Bow Roll also travels farther than the common dodge in most directions. Mercenary, Withered Knight, and Shadowstrix share the common standard dodge, while Sorcerer uses a fixed-distance Flash.
| Class | Standard dodge | Forward | Back | Left | Right |
|---|---|---|---|---|---|
| Mercenary | Common Dodge | 3.8m | 3.9m | 3.8m | 3.8m |
| Withered Knight | Common Dodge | 3.8m | 3.9m | 3.8m | 3.8m |
| Shadowstrix | Common Dodge | 3.8m | 3.9m | 3.8m | 3.8m |
| Seer | Seer Dodge | 4.7m | 4.8m | 4.5m | 4.7m |
| Sorcerer | Flash | 3.5m | 3.5m | 3.5m | 3.5m |
| Blackarrow | Bow Roll | 4.5m | 4.0m | 4.2m | 4.4m |
Some talents replace the standard movement with a different dodge:
| Class | Alternate dodge | Forward | Back | Left | Right |
|---|---|---|---|---|---|
| Blackarrow | Slide | 4.3m | 4.3m | 4.6m | 4.5m |
| Shadowstrix | Lightweight Dodge | 3.2m | 2.5m | 2.9m | 2.8m |
Distances are rounded open-ground travel. Slopes, walls, collision, and cancels shorten them. Travel distance does not measure invulnerability time. Shadowstrix’s Lightweight Dodge grants hit-reaction resistance instead of invulnerability.
A standard dodge costs 100 Dodge Energy. Mercenary, Shadowstrix, Withered Knight, and Mace Seer have 350 Dodge Energy. Sorcerer, Blackarrow, and Catalyst Seer have 250. Every class regenerates 20 Dodge Energy per second before modifiers.
Energy costs
Section titled “Energy costs”A skill’s Energy cost is spent when the skill activates. Energy is the game’s only skill resource.
- Energy Overdraft
- While you are in Energy Overdraft you cannot use skills that cost Energy.
Cooldown reduction
Section titled “Cooldown reduction”Reduced cooldown = base cooldown × (1 - cooldown reduction)Animation timing
Section titled “Animation timing”- Active window
- When a hit can connect.
- Minimum execution
- The shortest complete action.
- Holding
- Holding a skill can extend it.
Best-case DPS
Section titled “Best-case DPS”Best-case DPS uses the selected damage profile, current Attack, cooldown reduction, and the earliest point the skill commits its cooldown. Holding, target defenses, misses, and downtime lower it.
Burst versus Valor
Section titled “Burst versus Valor”Burst rotation gain = 25% × Wither Execution’s share of the rotationExisting Attack and Execution bonuses change the exact break-even point because bonuses of the same type combine before the final damage calculation.
Equipment wear
Section titled “Equipment wear”Durability and repair
Section titled “Durability and repair”Durability is spent when you die or escape, not in real time during a fight. A weapon loses it when its attacks land and armor loses it when you take damage, and dying costs every equipped piece a fixed amount. At zero durability the affixes stop working and the piece can no longer be taken into a match.
Repairs are made at the Workshop before a match and are paid in Gyldenblod. Nothing can be repaired once a match has started.
Every weapon and armor page carries its own durability and repair coefficient: the coefficient is the rate that piece is charged at, per point of durability restored, so a high-coefficient piece costs more to bring back to full from the same amount of wear.

