Combat
Adjusted Level = Level + Rebirth Level (max 140 in total)
Physical Attack
- Physical attack can be a regular one, Dash or a Critical (by spending Critical Point).
- All three types have a chance to deal crushing hit for extra damage.
- Dash Attack has range of 2 tiles and will move you towards target during the animation.
- Critical Attack has range of 3 tiles instead of just 1.
Physical Hit Ratio (?)
if Dexterity > 50, add Dexterity Bonus = 1.2 * (Dexterity - 50) add Hit Ratio bonus from items and talents multiply by percentual Hit Ratio bonus/penalty from talents add Weapon Skill + 10 if making Dash Attack, add 20 for Hand Attack 20 for Short Sword 40 for Long Sword 20 for Fencing 20 for Axe 30 for Hammer 20 for Staff if making Critical Attack, add (Weapon Skill/200 + Adjusted Level/280) * 100 for Hand Attack 120 for Short Sword 130 for Long Sword 105 for Fencing 120 for Axe 135 for Hammer 100 for Bow 120 for Staff
Defense Ratio
Base Value = 2 * Dexterity add Defense Ratio bonus from items and talents multiply by percentual Defense Ratio bonus/penalty from talents
Chance to Hit
Probability [%] = Hit Ratio / Defense Ratio * 62
Physical Absorbtion (?)
Base Value = Physical Absorbtion of the single armor piece
Physical Damage (?)
Base Value = Weapon Damage + Strength / 30 (round down) for Bows with Archery talent = 1 + Strength / 20 (round down) for Hand Attack = Weapon Damage for other weapons if not using Hand Attack, add Base Value * Strength * 0.002 multiply by percentual Base Weapon Damage bonus/penalty from talents if under influence of Minor Berserk or Berserk spell and not making a Critical Attack, multiply by the spell's damage bonus if making Dash Attack, multiply by 1.5 for Short Sword 1.4 for Long Sword 1.5 for Fencing 1.25 for Axe 1.3 for Hammer add Physical Damage bonus from items if making Critical Attack, multiply by (numbers taken from 100% weapon skill) (Adjusted Level + 100) for Hand Attack (Adjusted Level + 145) for Short Sword (Adjusted Level + 115) for Long Sword (Adjusted Level + 135) for Fencing (Adjusted Level + 125) for Axe (Adjusted Level + 120) for Hammer (Adjusted Level + 100) for Bow (Adjusted Level + 120) for Staff if crushing hit, multiply by Physical Crush Damage add Consecutive Hit Damage bonus (1st hit +0, 2nd hit +1, 3rd hit +2, 4th hit +3, repeat) add Damage bonus from monster speciality levels multiply with target's Physical Absorbtion
Magic Attack
- Magic attack can deal crushing hit for extra damage.
Mage Level = Adjusted Level / 10 (round result down) Circle = the circle number of the spell you are casting Penalty = { 5, 5, 8, 8, 10, 14, 28, 32, 36, 40 }
Magic Hit Ratio
Base Value = Magic Skill if Magic > 50, add Magic Bonus = 1.15 * (Magic - 50) if Circle < Mage Level, add Level Bonus = 5 * (Mage Level - Circle) if Circle > Mage Level, subtract Level Penalty = b - (a / c * b) (round result to nearest) a = Adjusted Level - (10 * Mage Level) b = (Circle - Mage Level) * Penalty{Circle} c = (Circle - Mage Level) * 10 add Hit Ratio bonus from items and talents multiply by percentual Hit Ratio bonus/penalty from talents
Magic Resistance
Base Value = Magic Resistance Skill if Magic > 50, add Magic Bonus = Magic - 50 add Magic Resistance bonus from items and talents multiply by percentual Magic Resistance bonus/penalty from talents
Chance to Hit
Probability [%] = Hit Ratio / Magic Resistance * 50
Magic Absorbtion (?)
Base Value = Sum of Magic Absorbtion bonuses from items and talents if hit by elemental magic (fire, ice, earth, lightning), add respective Elemental Absorbtion
if result > 84, round it to 84
Magic Damage (?)
Base Value = Base Spell Damage multiply by (1 + 0.003 * Magic) multiply by percentual Magic Damage bonus from talents add Magic Damage bonus from items add Damage bonus from monster speciality levels if crushing hit, multiply by Magic Crush Damage multiply with target's Magic Absorbtion