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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 ^ level

Beginning 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
damage = weapon damage + attack power / 16

In other words, increasing your attack power by 16 deals 1 more damage with every physical attack.

magical damage = spell power / 10

In other words, increasing your spell power by 10 adds 1 point to a standard magical damage or healing calculation.

Damage for one-handed weapons:

1H damage = L / 2

Damage for two-handed weapons:

2H damage = 1.5 * L / 2

Enchanted 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 * S
heavy armor = 4 * L * S

Enchanted items multiply that armor by 1.2. The final value is rounded up.

Shields reduce all damage taken through resilience by 25%. They also provide more armor than regular equipment:

regular shield armor = L * 8
heavy shield armor = L * 12

Enchanted shield armor is also multiplied by 1.2, and the final value is rounded up.

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.