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Combat Mechanics

Base health damage = current Attack × skill coefficient
Worked example At 100 Attack, a 1.296028 coefficient deals 129.6028 base health damage.

A skill page lists its hit-by-hit values. The Damage and Toughness guide covers adding them up.

The coefficient still scales with Attack. What changes is the bonus the hit takes and the resistance it meets.

PhysicalPhysical Damage bonuses, and the target’s Physical Resistance.
MagicalMagic Damage bonuses, and the target’s Magic Resistance.
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.

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.

Solo modifiers
WeaponPvP damagePvE damagePvE damage reductionToughness 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%
Trio modifiers
WeaponPvP damagePvE damagePvE damage reductionToughness damage
Bow0%0%-10%0%
Greatsword0%+10%+10%0%
Catalyst0%0%-10%0%
Dagger0%+5%+10%0%
Dual Blades0%0%+5%0%
Hammer0%+10%+15%0%
Mace0%0%+5%0%
Polearm and Shield0%+10%+10%0%
Staff0%-5%0%0%
Sword and Shield0%+10%+10%0%

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 to damage reductionDamage reduction climbs steeply at low Defence and flattens as Defence rises, so each point is worth less the more you already have. Exact values are in the table below.0%10%20%30%40%50%60%70%02004006008001,0001,200705: every monsterDefence
The first 100 Defence buys 10% reduction. Climbing from 950 to 1,280 buys the same 10% and costs more than three times the points. Past this view the curve reaches 90% at 2,800 and caps at 95%.
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)
Worked example 100 Attack with a 1.296028 coefficient deals 129.6 raw. Against Defence 705 (50%) the hit lands for 64.8.

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).

Damage taken = Attack × coefficient × (1 - defence reduction) × (1 + attacker damage bonus) × (1 - your resistance)
Worked example 50% defence reduction with 20% Physical Resistance leaves 0.50 × 0.80 = 40% of the raw hit.

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.

Defence reduction = max(curve(Defence) - penetration, 0)
Worked example The Lv4 Defence Penetration affix (20%) turns a monster’s 50% reduction into 30%: the 64.8 hit above becomes 90.7, which is 40% more damage from one affix.

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.

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)]
Worked example A Legendary set has 913 Health, 31.9% defence reduction, and 7.2% resistance: 913 / (0.681 × 0.928) = 1,445 effective health.
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.

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.

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 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.

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 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 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.

ToughnessA meter that depletes.
Super armorAn on or off state that ignores stagger entirely while it lasts.

Blocking spends energy in proportion to the incoming hit’s impact, and a large enough hit breaks the guard.

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.

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.
Reduced cooldown = base cooldown × (1 - cooldown reduction)
Worked example A 10s cooldown with 20% reduction is 8s.
Active window
When a hit can connect.
Minimum execution
The shortest complete action.
Holding
Holding a skill can extend it.

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 Lv5+25% Wither Execution damage only.
Valor Lv5+7.5% Attack, affecting every hit and heal that scales with Attack.
Burst rotation gain = 25% × Wither Execution’s share of the rotation
Break-even With no other Attack or Execution modifiers, Burst overtakes Valor when Wither Execution supplies more than 30% of the rotation’s Attack-scaled damage.

Existing Attack and Execution bonuses change the exact break-even point because bonuses of the same type combine before the final damage calculation.

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.

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