Combat
How a hit is resolved, from the roll to the damage number.
Attack by weapon class
The weapon class picks the formula: slings use ranged ATK (built on DEX), everything else melee ATK (built on STR).
| Weapon class | Hands | Attack range | Formula | Jobs |
|---|---|---|---|---|
| Unarmed | 1 | 1 cell | Attack | any job |
| Club | 1 | 1 cell | Attack | any job |
| Maul | 2 | 1 cell | Attack | Vanguard |
| Sling | 1 | 7 cells | Ranged ATK | Slinger |
| Lampstaff | 1 | 1 cell | Attack | Lamplighter |
Damage
Each hit rolls between 90% and 110% of ATK. A critical hit multiplies the roll. Then armour (hard DEF, at most 90%) takes its percentage off, and soft DEF subtracts its value, but the damage never drops below 50% of what was left. Critical hits ignore soft DEF. Every hit deals at least 1.
Magic always hits and never crits. It ignores armour; magic defence subtracts its value, with the same floor of 50%.
Hit chance
Chance to land = 80% + HIT - FLEE (in percentage points), at least 15% and at most 95%.
| HIT - FLEE | -80 | -65 | -50 | -40 | -30 | -20 | -10 | 0 | +5 | +10 | +15 | +30 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Chance | 15% | 15% | 30% | 40% | 50% | 60% | 70% | 80% | 85% | 90% | 95% | 95% |
Critical hits
Crit chance (in %) = 1 + LUK × 0.3. A critical hit deals 140% of the roll and skips soft DEF.
Attack speed
Time between swings = weapon delay × (100 - 0.4 × AGI - 0.1 × DEX) / 100, but never under 0.35 s. Bare hands count as a weapon with a 1 s delay.
Weapon delay 0.95 s · Wooden Club
| AGI / DEX | DEX 1 | DEX 30 | DEX 60 | DEX 99 |
|---|---|---|---|---|
| AGI 1 | 0.94 s | 0.91 s | 0.88 s | 0.85 s |
| AGI 10 | 0.91 s | 0.88 s | 0.85 s | 0.81 s |
| AGI 30 | 0.83 s | 0.8 s | 0.77 s | 0.74 s |
| AGI 50 | 0.75 s | 0.73 s | 0.7 s | 0.66 s |
| AGI 70 | 0.68 s | 0.65 s | 0.62 s | 0.58 s |
| AGI 99 | 0.57 s | 0.54 s | 0.51 s | 0.47 s |
Weapon delay 1 s · Unarmed · Sturdy Club
| AGI / DEX | DEX 1 | DEX 30 | DEX 60 | DEX 99 |
|---|---|---|---|---|
| AGI 1 | 0.99 s | 0.96 s | 0.93 s | 0.89 s |
| AGI 10 | 0.95 s | 0.93 s | 0.9 s | 0.86 s |
| AGI 30 | 0.87 s | 0.85 s | 0.82 s | 0.78 s |
| AGI 50 | 0.79 s | 0.77 s | 0.74 s | 0.7 s |
| AGI 70 | 0.71 s | 0.69 s | 0.66 s | 0.62 s |
| AGI 99 | 0.6 s | 0.57 s | 0.54 s | 0.5 s |
Cast time
Cast time = base × (100 - 0.5 × DEX) / 100, but at least 50% of the base.
| DEX | 1 | 10 | 20 | 40 | 60 | 80 | 90 | 99 |
|---|---|---|---|---|---|---|---|---|
| Share of the base time | 99.5% | 95% | 90% | 80% | 70% | 60% | 55% | 50.5% |
Taking damage interrupts a cast. Instant skills (no cast time) do not wake monsters that sense magic.