Formulas and Attributes
This page is a numerical reference for the platform’s standard combat model. For the player-facing encounter flow, begin with Combat and Survival.
A number of formulas depend on a variable called L, the level factor, which increases with levels. Through level 16, it is calculated as:
L = 5.5 * 1.1 ^ levelBeginning at level 17, the values are adjusted to taper off. This reduces stratification and ensures that players can take part in higher-level content without necessarily being at the level cap.
| Level | L value |
|---|---|
| 16 | 25.3 |
| 17 | 27.3 |
| 18 | 28.9 |
| 19 | 30.1 |
| 20 | 30.7 |
Player damage
Section titled “Player damage”Physical damage
Section titled “Physical damage”damage = weapon damage + attack power / 16In other words, increasing your attack power by 16 deals 1 more damage with every physical attack.
Magical damage
Section titled “Magical damage”magical damage = spell power / 10In other words, increasing your spell power by 10 adds 1 point to a standard magical damage or healing calculation.
Weapon damage
Section titled “Weapon damage”Damage for one-handed weapons:
1H damage = L / 2Damage for two-handed weapons:
2H damage = 1.5 * L / 2Enchanted weapons get another 1.2x bonus damage per attack.
Equipped non-weapon items can give armor to the wearer. The amount depends on the level factor L and a variable called S, the slot constant. The slot constant is 1.25 for head, body, and leg items, and 1 for shields, arms, hands, waist, and feet.
light armor = L * Sheavy armor = 4 * L * SEnchanted items multiply that armor by 1.2. The final value is rounded up.
Shields
Section titled “Shields”Shields reduce all damage taken through resilience by 25%. They also provide more armor than regular equipment:
regular shield armor = L * 8heavy shield armor = L * 12Enchanted shield armor is also multiplied by 1.2, and the final value is rounded up.
Basic attributes
Section titled “Basic attributes”| Attribute | Definition |
|---|---|
| Health | Your life points. You die when this reaches 0. Health regenerates at 1% per second while standing and 3% per second while resting. |
| Stamina | Your movement points. You cannot move when this reaches 0. Stamina regenerates at 1% per second while standing and 3% per second while resting. |
| Mana | Your magic points. Some classes consume mana when using abilities. Mana regenerates at 1% per second while standing and 3% per second while resting. |
| Glory | In eligible cross-core-faction PvP, defeating a character of at least level 15 makes the victim lose one-fifth of their glory, rounded up. The winner gains that amount or 50 glory, whichever is greater. |
| Stat | Description |
|---|---|
Attack Power (AP) |
Determines physical damage. AP / 16 = 1 damage. |
Spell Power (SP) |
Determines magical damage. SP / 10 = 1 spell damage. |
| Crit | Chance to score a critical hit, which deals 1.5x damage. |
| Dodge | Chance to dodge a physical blow. Magical attacks cannot be dodged. |
| Armor | Reduces physical damage taken. |
| Resilience | Reduces all damage taken. |
Constitution (CON) |
Increases health and resilience. 1 CON = 2 Health, 1 Resilience. |
Strength (STR) |
Increases attack power and health. It is the primary stat for warriors, who also gain critical chance with physical attacks. 1 STR = 1 Health, 1 Attack Power, and, for warriors, 1 Crit. |
Dexterity (DEX) |
Increases dodge and critical chance with physical attacks. It is the primary stat for assassins, who also gain attack power. 1 DEX = 1 Dodge, 1 Crit, and, for assassins, 1 Attack Power. |
Intelligence (INT) |
Increases spell damage and mana pool. It is the primary stat for any spellcaster; physical classes get no benefit from Intelligence. 1 INT = 2 Spell Power, 1 Mana. |