Damage calculation
Normal attacks and weapon skills, of characters and monsters alike, work out each hit the same way. The values are those of the status window (see Stats); every step is rounded down.
Steps
- Miss. The target's Defence Rate is the chance that the hit misses and deals nothing.
- Roll. A number from the attacker's min damage up to (but not including) its max damage (Damage), minus the target's Defence.
- Extra Attack. × (100 + attacker's Extra Attack − target's Extra Defence) %, between 5% and 200%.
- Critical. With a chance of the attacker's Critical Hit Rate (at most 90%), × 1.5.
- Level difference, attack and weapon. × the level difference factor × the attack's multiplier × the attacker's weapon multiplier.
- Elements. + the element bonus (Elements).
- Attacker's level. × (100 + 3 × the attacker's level) %.
- Floor. The hit deals at least the attacker's level / 3, rounded up (14 for a level 40 attacker).
A normal attack's multiplier is 0.7. Weapon skills have their own (below).
Example
A level 40 Warrior with 200 STR (Extra Attack 50) holds a two-handed sword (multiplier ×1.2), for a damage range of 100 to 120. It hits a level 40 monster with Defence 20 and Extra Defence 20 (no level difference, factor 1).
- roll 100 to 119, minus Defence: 80 to 99;
- Extra Attack 50 against 20: × 130%;
- normal attack and weapon: × 0.7 × 1.2;
- level 40: × 220%.
Each hit deals 191 to 235, and a critical 288 to 354.
Level difference
The level difference is the attacker's level minus the target's, counted up to 20 either way. Each level above the target adds 8% to the damage; each level below takes 4% off.
| Difference | -20 | -15 | -10 | -5 | -1 | 0 | +1 | +5 | +10 | +15 | +20 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Against monsters | 0.20 | 0.40 | 0.60 | 0.80 | 0.96 | 1.00 | 1.08 | 1.40 | 1.80 | 2.20 | 2.60 |
| Between characters | 0.60 | 0.60 | 0.60 | 0.80 | 0.96 | 1.00 | 1.08 | 1.40 | 1.80 | 1.80 | 1.80 |
- Between characters the factor stays between 0.6 and 1.8, and each side's level counts with its elite bonus (from −10 to +10), which depends on the balance of players between the two nations and on fame.
- The same factor applies to spell damage and to how long many harmful effects last.
Monsters with a fixed difference
Some leaders and bosses cannot be out-levelled: against a character above their level minus N, the difference counts as N levels in the monster's favour, whatever the character's level.
| Monster | Level | N |
|---|---|---|
| Merman Chief | 10 | 1 |
| Mother Deadly Spider | 12 | 1 |
| Curumin Chief | 15 | 1 |
| Goblin King | 15 | 1 |
| Amp King | 20 | 1 |
| Ghoul Chief | 20 | 1 |
| Ogre Chief | 25 | 1 |
| Tigrish Envoy King | 25 | 1 |
| Eearthelf Chief | 30 | 1 |
| Red Eearthelf Chief | 30 | 1 |
| Lizard Chief | 35 | 1 |
| Orc Commander | 35 | 1 |
| Dante King | 40 | 1 |
| Terly Chief | 40 | 1 |
| Ancient Guard | 45 | 10 |
| Flame Demon | 45 | 10 |
| Rock Golem King | 45 | 1 |
| Troll King | 45 | 1 |
| Dark Defender Chief | 50 | 1 |
| Fungus King | 50 | 1 |
| Adnate Dummy King | 55 | 1 |
| Tizer Tamer | 55 | 1 |
| Pulkan Chief | 60 | 1 |
| Tulanbu Chief | 60 | 1 |
| Gavial King | 65 | 1 |
| Nonut Chief | 65 | 1 |
| Azrael King | 70 | 1 |
| Lion Warrior | 70 | 10 |
| Rhinoc Chief | 70 | 1 |
| SK | 70 | 10 |
| Jackal Chief | 75 | 1 |
| Dark Knight Robber Head | 80 | 1 |
| Halberd Chief | 80 | 1 |
| Giant King Minotaur | 90 | 1 |
| Lake Naga Turncoat | 95 | 1 |
| Abomy | 110 | 10 |
Monsters
Monsters attack with the same steps and the multiplier 0.7. They have their own Damage, Defence, Extra Attack, Extra Defence, Critical Hit Rate and weapon multiplier (0.5 to 4.8, most between 1.1 and 1.5), and their level multiplies their hits like a character's. They never block, and have no elements. Each monster's values are on its page (Monsters).
Weapon skills
Weapon skills hit with the steps above, with their own multiplier instead of 0.7, and add bonuses to the Extra Attack and the min and max damage of that hit. In the formulas, k is the skill's step (1 to 24), g its grade (1 to 4 for I to IV) and L the step within the grade (1 to 6), so k = 6 × (g − 1) + L.
| Skill | Multiplier (grade I / II / III / IV) | Extra Attack | Min and max damage | Notes |
|---|---|---|---|---|
| Slight Attack, Weapon-Strike (sword) | 0.05 × L + 1.4 / 1.7 / 2.0 / 2.3 | 2k | k | needs a sword, axe or blunt weapon; slows; see Status effects |
| Slight Attack, Weapon-Strike (axe or blunt) | 0.05 × L + 1.4 / 1.6 / 1.8 / 2.0 | 2k | k | |
| Back Cut | 0.05 × L + 1.4 / 1.6 / 1.8 / 2.0 | 2k | k | slows |
| Combo Strike | 0.05 × L + 1.8 / 2.1 / 2.4 / 2.7 | 2k | k | three hits; no weapon multiplier; slows |
| Shadow Strike | 0.05 × L + 1.4 / 1.7 / 2.0 / 2.3 | — | k | ×4 while hidden |
| Spirit Arrow | 0.05 × L + 1.4 / 1.7 / 2.0 / 2.3 | — | k | ×4 while hidden |
| Multiple Arrow | 0.05 × L + 1.3 / 1.6 / 1.9 / 2.2 | — | k | |
| Fatal Attack | 0.05 × L + 1.4 / 1.3 / 1.2 / 1.1 | 2k | k | slows |
| Energy Absorbing | 0.05 × L + 1.2 / 1.5 / 1.8 / 2.1 | k | k | no weapon multiplier; needs a skill arm; heals the attacker by half the damage; slows |
| Skyrocket | 0.05 × L + 1.4 / 1.6 / 1.8 / 2.0 | 4k | 2k | no weapon multiplier; needs a skill arm; slows |
| Fire-Arrow | 0.01 × L + 0.6 / 0.65 / 0.7 / 0.76 | k | — | no weapon multiplier; needs a skill arm |
| Gun-Bomb | 0.05 × L + 1.4 / 1.7 / 2.0 / 2.3 | 2k | — | no weapon multiplier; needs a skill arm; ×4 while hidden |
| Blazing Strike | 0.05 × L + 1.4 / 1.7 / 2.0 / 2.3 | 3k | — | no weapon multiplier; ×4 while hidden |
"×4 while hidden": the hit deals four times the damage when the attacker is hidden by Dodge or Camouflage.