
show battle in the console (keyboard shortcut ~).shout) that forces affected Characters to attack a specific target. A Character under the influence of this effect may target themselves.pushback mechanic, which pushes the Player away from the position of the character performing this effect (this effect is triggered by monsters' special attacks).∀ lvl <= 20 { Tresp [s] = 10 + lvl }∀ lvl > 20 { Tresp [s] = 30 + 10 * (lvl - 20) }lvl - the Player's level (or operational level for Characters with a lever higher than 300).Tresp - respawn time.min - the mathematical function minimum.respred attribute, which reduces the duration of unconsciousness by a percentage defined in the item's statistics. The maximum reduction in unconsciousness duration for a talisman is 99%.revive attribute can be used while the Character is unconscious and reduce the recovery time by a defined value. However, the recovery time cannot be shorter than 10 seconds. If a Character is unconscious for longer than 60 minutes or shorter than 30 seconds, they cannot use a scroll that reduces the duration of the unconsciousness state.respred) stat that appears on talismans reduces the unconsciousness duration by a set percentage, based on the highest value of this stat among all talismans activated with the Character.respred is set manually according to the following function:respred [%] = round(1000 * (1 - (2 * (target_resp_time + 30) * arctan(lvl / 31 - 0.55) / PI) / (10 * lvl - 170))) / 10Tresp_final [s] = Tresp * (100% - respred[%])exp_amountlvl = (lvl - 1)^4 + 10exp_amountlvl - the number of experience points required to advance to level lvl.lvl - the level to which the Character is to advance.lvladjust stat - items that adjust their level based on the Character's level cannot assume a level higher than 300.expadd stat - items that offer a multiple of experience for defeating a monster of the same level as the Character always set the monster level cap, based on which the experience is calculated to lvl 300.autolvl stat - monsters whose level adjusts to the Character's level cannot assume a level higher than 300.critgain [%] = sign(lvlattack - lvldefence) * max(abs(lvlattack - lvldefence) - 5, 0) * 3critgain - increase in the character's critical hit chance (may be negative).lvlattack - level of the attacking character.lvldefence - level of the attacked character.sign - sign function (returns 1, 0 or -1).max - maximum function.abs - absolute value function.critvalgain [%] = min(300 , sign(lvlattack - lvldefence) * max(abs(lvlattack - lvldefence) - 5, 0) * 10)critvalgain - increase in physical and magical critical hit strength (may be negative).lvlattack - level of the attacking character.lvldefence - level of the attacked character.sign - sign function (returns 1, 0 or -1).min - minimum function.max - maximum function.abs - absolute value function.quest_expbon attribute).experience = npc_lvl^1.80276 * (1 - 0.04 * max(0 , (player_lvl - npc_lvl))experience - experience gained from the monster.npc_lvl - the monster's level.player_lvl - the Player's levle.max - the maximum mathematical function.experience_bonus [%] = 100% + GΣn=1(9 + n)[%]experience_bonus - bonus to experience gained from combat.G - number of party members.experience_penalty [%] = max(0 , 4% * (lvlplayer - lvlNPC))experience_penalty - the percentage by which the experience gained by the Player is reducted.lvlplayer - the Player's level.lvlNPC - the monster's level.lvlally_max = max( round( (1 + server_factor) * lvlally_min) + 4, lvlally_min + 14)lvlally_max - the highest level of a party member. If this value exceeds 299, the maximum level of a party member is always 500.lvlally_min - the lowest level of a party member.lvlmin - the lowest level of the Player on the party.server_factor - server factor: 0.2 for Normal Worldlvlally_max = max( round( (1 + server_factor) * lvlally_min) + 4, lvlally_min + 14)lvlally_max - the highest level of a party member. If the value is greater than 299, the maximum level of a party member is always 500.lvlally_min - the lowest level of a party member.lvlmin - the lowest level of a Player on the party.server_factor - server factor: 0.2 for Normal World.lvlally_max = max( round( (1 + server_factor) * lvlally_min) + 4, lvlally_min + 14)lvlally_max - the highest level of a party member. If the value is greater than 299, the maximum level of a party member is always 500.lvlally_min - the lowest level of a party member.lvlmin - the lowest level of a Player on the party.server_factor - server factor: 0.2 for Normal World.expadd=N, which grant N-times the experience for killing a monster at the level of the Player using the potion.expaddadjust=N, which, when the Character obtains the potion, creates a new variable statistic expaddlvl=L,N, which grant N-times the experience for killing a monster at the L level.expbon attribute, which increase experience gained from killing monsters, do not affect experience gained from items.lvlplayer1 - lvlplayer2 > 2lvlplayer2 - lvlplayer1 > 10hpcurrent / hpbase < 0.85N duels with other Players.N is a parameter equal to:GPbase (lvlplayer1, lvlplayer2) = (lvlplayer1 + lvlplayer2) / 2GP = GPbase * 0.66GPfinal = GP * 0.5GPfinal and deduct from the loser max(GPfinal , 0).ESC key to reject all loot items in the window.reqp) are removed from the loot pool.lvlmin = max( min( ceil( (min( lvlmax, 300) - 4) / (1 + server_factor) ), lvlmax - 14), 1 )lvlmax - the highest Player level in the party.server_factor - server factor: 0.2 for Normal Worldlvlally_max = max( round( (1 + server_factor) * lvlally_min) + 4, lvlally_min + 14)lvlally_max - the highest level of a party member. If the value exceeds 299, the maximum level of a party member is always 500.lvlally_min - the lowest level of a party member.lvlmin - the lowest Player level in the party.server_factor - server factor: 0.2 for Normal Worlddrops = min( 10, max( 1, 1 + floor((looters - 1) * 0.5 + rng)))drops - the number of draws.looters - the number of surviving party members.rng - there is a 50% chance it will be 0.5 and a 50% chance it will be 0 (drawn only when the number of party members is even).min - minimum mathematical function.max - maximum mathematical function.floor - floor mathematical function (rounding down).new_empty = floor(0.5 + empty * (1.0 + 0.8 * ln(max(1, usage))))new_empty - the weight of an empty loot after including all occurrences of the template among monsters.empty - the initial weight of an empty loot as defined in the loot template.usage - the number of monsters with the same loot template.ln - natural logarithm mathematical function.floor - floor mathematical function.new_empty = empty / server_stat new_empty - the weight of empty loot after including World settings.empty - the weight of empty loot in the loot template (after including changes from point a).server_stat - server statistic reducing the weight of an empty loot (from normal monsters, elites and other monsters).new_empty_chance [%] = 100% * empty / X / (100_000_000 - empty + empty / server_stat)new_empty_chance - the weight of empty loot after including World settings.empty - the weight of empty loot in the loot template (after including changes from point a).server_stat - server statistic reducing the weight of an empty loot (from normal monsters, elites and other monsters).lootbon).new_empty_chance [%] = empty_chance [%] * (100% - lootbon [%])new_empty_chance - the chance of an empty loot after including the blessing with the lootbon stat.empty_chance - the chance of an empty loot (after including the changes from points a and b).lootbon - the value of the blessing stat that reduces the chance of an empty loot.new_empty = empty * (100% - lootbon [%]) * (100_000_000 - empty) / [100_000_000 - (100% - lootbon [%]) * empty]new_empty - the weight of empty loot after including World settings.empty - the weight of empty loot in a loot template (after including the changes from points a and b).lootbon - the value of the blessing stat that reduces the chance of an empty loot.Xitem when you have a blessing that reduces the chance of empty loot by lootbon [%] is calculated using the following formula:pX = 100% * pX,base * (1 + pempty * lootbon / (1 - pempty))pX - the chance of obtaining item X,pX,base - the chance of obtaining item X without the blessing, with the lootbon statistic,pempty - the chance of empty loot,lootbon - the reduction of the chance of empty loot provided by the blessing.plegendary = 100% * 0.01 * (1 + 0.29 * 0.6 / (1 - 0.29)) = 1.25%| Reduction in the chance of empty loot | Chance of a legendary item | How many times the chance has increased |
|---|---|---|
| 0% | 0.060% | x1.00 |
| 5% | 0.063% | x1.05 |
| 10% | 0.066% | x1.10 |
| 20% | 0.072% | x1.20 |
| 25% | 0.075% | x1.25 |
| 50% | 0.090% | x1.50 |
| 55% | 0.093% | x1.55 |
| 60% | 0.096% | x1.60 |
| 65% | 0.099% | x1.65 |
| 70% | 0.102% | x1.70 |
| 75% | 0.105% | x1.75 |
| 80% | 0.108% | x1.80 |
| 85% | 0.111% | x1.85 |
| 90% | 0.114% | x1.90 |
| 95% | 0.117% | x1.95 |
| 100% | 0.120% | x2.00 |
** Applies to chests representing a monster template *** Applies to NPCs after standarization and reworks | |||||
|---|---|---|---|---|---|
action=flee.action=fightperheal,VALUE, that restore a Character's lost health points by a specified percentage of the Character's base health, as defined by the VALUE parameter. The item does not restore health beyond the value the Player had at the start of the fight.battlestats, that trigger an immediate effect handled by the skill system. The main features of these items:min_lvl_difference = 16 + max(0 , (lvl_player - 100) / 5)min_lvl_difference - level difference.lvl_player - the level of the attacking Player's Character.max - maximum mathematical function.0.5 * (max ω ∈ Ω1 lvl(ω) + Ω1Σωlvl(ω) / |Ω1|) - Ω2Σωlvl(ω) / |Ω2| > 15 + max( 0 , 0.1 * (max ω ∈Ω1 lvl(ω) + Ω1Σωlvl(ω) / |Ω1|) - 20 )lvl(ω) - function calculating the level of Character ω.max - maximum value function.Ω1 - the set of members of the attacking party.Ω2 - the set of members of the attacked party.|Ωn| - the size of party n.wanted_change stat, the use of which may add or subtract penalty points from your wanted level.max_moves = 75 * players_amountplayers_amount - the number of Playersmax_moves - the maximum number of turnsoutput = 75 * 3 - (90 + 55) = 80add_attacks, which appears, for example in the Double Shot ability.(AT - Attack Time), which is used to increment the character's counter. At the start of combat (turn zero), the counter is set to an AT value equal to the expected duration of the character's next turn. After N turns, the counter will reach the value:vN = NΣn ATnv0 = 0Σn ATn = 0.2v1 = 1Σn ATn = 0.4v5 = 5Σn ATn = 4Σn ATn + 0.1attack time) is a parameter that determines how fast a character is. It depends on the character's attack speed, any slow effects applied to them and any abilities that modify the character's attack speed. The term "Total attack duration" refers to the sum of the attack durations calculated for each of the character's turns, which is used to determine turn order at a given moment in combat.vpredicted(N) = vN - 1 + ATN = NΣn ATnvpredicted(N) - the predicted cumulative duration of N Player attacks, including the next turn.vN - 1 - the cumulative duration of all the Player's attack thus far.ATN - the predicted duration of the Player's next attack.vpredicted(N) ≠ vNSA_additive_modified = SA * (1 + additive_modifiers_sum[1])SA_additive_modified - the sum of additive SA modifiersSA_constant_modifiers = SA_additive_modified -
[weapon_modifier * (1 + modifier_boost - slow_reduction) + eq_constant_modifiers_sum * (1 - slow_reduction)][2]weapon_modifier - the highest AS slowdown value among the frost and poison weapon equipped by the opponent modifier_boost - the effect of the opponent's skill that boosts the SA slow from weaponseq_constant_modifiers_sum - the sum of the bonuses to the opponent's SA reduction from the opponent's inventoryslow_reduction - the reduction applied to the character's SAAT = min(1 / SA_constant_modifiers , 3 / SA )AT_final = multiplied_modifiers_product[3] * ATmultiplied_modifiers_product - the product of the multiplicative AT modifiersvN = NΣn ATn = N-1Σn ATn + AT_final = vN-1 + AT_final SA_additive_modified = (30.0 + 1) * (1 + 0.4 + 0.2) = 49.6SA_constant_modified = 49.6 - [6.0 * (1 + 0.65 - 0.8) + 3.5 * (1 - 0.8)] = 43.8AT = min(1 / 43.8 , 3 / (30.0 + 1)) = 0.02283AT_final = (1 - 0) * 0.02283 = 0.02283vN = 0.2000 + 0.02283 = 0.2228Sum with attack) - the effect occurs before the attack is executed after using the skill on an opponent.Spell) - the skill effects are applied only after the skill is used on an opponent. The Player is deprived of an attack this turn.Only self) - the skill effects are applied only after using the skill on themselves. The Player is unable to attack this turn.Only friends) - the skill effects are applied after the skill is used on an ally. The Player is unable to attack this turn. This skill type does not conflict with the Only self type, so the skill can inherit from both types.Melee) - a skill that can only be used if the position difference between Players is less than or equal to 1.Only distance) - a skill that can only be used if the position difference betwen Players is greater than 1.gold_costlvl = floor(lvl^1.9)gold_costlvl - the cost of distributing a skill point to a Character at level lvl, calculated in goldlvl - the Character's level.floor - floor mathematical function.freeskills attribute, shich make learning skills free for a certain period of time.battlestat type or items with the fightperheal stat.a1, a2)dmgout = dmgin - ac * (1.13 - 0.31 * ac / dmgin)dmgout - damage reduced by armor.dmgin - damage before armor reduction.ac - armor of the attacked character.dmg-target_physical effect appearing in the skills Orb of Light, Blackout, Treacherous Arrowhead).a1, a2)dmgout = dmgin - ac * (1.13 - 0.31 * ac / dmgin)dmgout - damage reduced by armor.dmgin - damage before armor reduction.ac - armor of the attacked character.absorbd effect.of_a1, of_a2)dmgout = dmgin - ac * (1.13 - 0.31 * ac / dmgin)dmgout - damage reduced by armor.dmgin - damage before armor reduction.ac - armor of the attacked character.fire)dmgout = dmgin - 0.5 * ac * (1.13 - 0.31 * 0.5 * ac / dmgin)dmgout - damage reduced by armor.dmgin - damage before armor reduction.ac - armor of the attacked character.frost1)dmgout = dmgin - 0.5 * ac * (1.13 - 0.31 * 0.5 * ac / dmgin)dmgout - damage reduced by armor.dmgin - damage before armor reduction.ac - armor of the attacked character.light)dmgout = dmgin - 0.5 * ac * (1.13 - 0.31 * 0.5 * ac / dmgin)dmgout - damage reduced by armor.dmgin - damage before armor reduction.ac - armor of the attacked character.poison1, of_poison1)wound1, of_wound1)critwound) and Injury (injure), which are caused by monster abilities or special attacks, but are subject to different rules regarding damage calculation, duration and stacking.combo_dmg_hpp-target),lightshield_per),anguish).dmg_from_player_per) or Toxic Shock/Toxic Fumes (poison_lowdmg_per-enemies).dmgmulcombo). Damage increases affect base damage and stack multiplicatively with other buffs.b)w)p)m)t)h)lvl)hp (lvl) = floor( 20 * min(lvl , 300)^1.375 )hp - the Character's base health pool.lvl - the Character's level.min - minimum function.floor - floor function.crit (lvl) [%] = 1 + 0.02 * lvlcrit - base critical hit chance.lvl - the Character's level (Characters with a level higher than 300 are treated as if they were level 300).critgain [%] = sign(lvlplayer - lvlenemy) * max(abs(lvlplayer - lvlenemy) - 5, 0) * 3critgain - increace in critical hit chance (may be negative).lvlplayer - the Character's level (Characters with a level higher than 300 are treated as if they were level 300).lvlenemy - the opponent's Character level (Characters with a level higher than 300 are treated as if they were level 300).sign - sign function (the result is 1, 0 or -1).min - minimum function.abs - absolute value function.critvalgain [%] = min(300 , sign(lvlplayer - lvlenemy) * max(abs(lvlplayer - lvlenemy) - 5, 0) * 10)critvalgain - increace in physical and magic critical hit strength (may be negative).lvlplayer - the Character's level (Characters with a level higher than 300 are treated as if they were level 300).lvlenemy - the opponent's Character level (Characters with a level higher than 300 are treated as if they were level 300).sign - sign function (the result is 1, 0 or -1).min - minimum function.abs - absolute value function.st)hpgain = ds * 5hpgain - increase in the Character's health points.ds - the Character's strength points.hpgain = ds * max( 0.1 , round( lvlitem / 10 ) / 10 )hpgain - increase in the Character's health points.ds - the Character's strength points.round - mathematical rounding.max - maximum mathematical function.lvlitem - the level of the armor (available to a warrior, paladin or a combination of shared by a paladin and warrior).hpbon effect, which grants additional health points for each accumulated strength point.critvalgain = ds / (0.5 * min( lvl , 300))critvalgain - increace in physical critical hit strength.ds - the Character's strength points.lvl - the Character's level.min - minimum mathematical function.str1h, str2h, of-str, which grant additional damage points to a specific attack type for each point of strength. Strength increases both the minimum and maximum damage by the same constant value, consequently, the damage spread after including the additional attack points from strength remains the same in value.it)absorblimit = di * 7absorblimit - the limit on the pool of absorption and magic absorption points.di - the Character's intellect points.critmvalgain = di / (0.5 * min( lvl , 300))critmvalgain - increace in magic critical hit strength.di - the Character's intellect points.lvl - the Character's level.min - minimum mathematical function.manastr effect, which grants additional mana points for each point of intellect accumulated.firebon, frostbon, lightbon, which grant additional damage points to a specific attack type for each point of intellect. Intellect increases the average damage dealt for each type of elemental damage (fire, frost, lightning) the Player possesses. Consequently, the damage spread, after including the additional attack points from intellect is the same in percentage terms for a given attack type.ag)sa = min(2, 0.02 * dz) + max( 0 , 0.002 * (dz - 100) )sa - the Character's attack speed.dz - the Character's dexterity points.evadegain = round( dz / 30 )evadegain - increase in the Character's evade points.dz - the Character's dexterity points.round - mathematical rounding.agi effect, which grants additional damage points to a specific attack type for each point of dexterity. Dexterity increases both the minimum and maximum damage by the same constant amount, resulting in a damage spread that remains the same in value even after including the additional attack points from dexterity.hp)afterheal stat) have a chance to heal the Character by:hprestored = min(afterheal , hpstart - hpcurrent)hprestored - number of health points that will be restored after combat.afterheal - talisman parameter, the maximum number of health points that can be restored after combat.hpstart - health level the Character started the battle with.hpcurrent - health level the Character ends the battle with.restoreavg = chancerestore * healrestorerestoreavg - the talisman's average healing.chancerestore - the chance to restore health after combat.healrestore - number of health points restored by the talisman.heal and adest stats from equipable items and blesings, as well as skill effects that affect the accumulated value of this sum: heal1_per, heal_per-allies, heal_per-enemies, critpoison_per.bandage_per, heal_per, healall_per as well as monsters' special skills and ultimate skills. Healing may be reduced by the active effect of the lowheal_per-enemies skill.fightperheal stat.sa)at = 1 / sa (before the change on 24.03.2026 the formula was: at = 1 / (1 + sa)at - the character's attack duration.sa - the character's attack speed.redslow (for example: Thick Skull).red-sa effect is also reduced (for example: Rapid Shot).slow)removeslow-allies or an NPC ability that removes slow effects removeslow.redslow ability.poison0, of_poison0, frost0)removeslow-allies effect or an NPC ability that removes slow effects removeslow.redslow ability effect. The slowdown resulting from the enhancement itself is not reduced.heal)healn+1 = healn - 0.05 * healinit = healinit * (1 - 0.05 * n)healn+1 - the value of restored health triggered on the next turn.healn - the current value of restored health.healinit - the value of restored health with which the Character began the battle.lowhealenemy attribute) or percentage-based modifiers (from the opponent's abilities, such as heal_per-enemies, critpoison_per effects).heal_per-allies effect).adest), that reduces health restoration. However, the cumulative value of health restoration cannot fall below zero.energy)energy effect.energygain effect.en-regen effect.energyrestore_per, engback).enfatig, endest) or the opponent's abilities (effect manaendest).mana)mana effect.managain effect.manastr effect.manarestore_per effect.manafatig, manadest) or the opponent's abilities (effects manaendest, stealmana_per).critval, critmval, critmval2, of-critval)critmval2).ac)resfire, resfrost, reslight)act)actdmg), but only down to zero at most. If resistance is greater than 90%, it is reduced without rounding down (a 1% resistance destruction from 101% results in 100%).woundred)absorb)abdest), but it cannot be reduced below 0.absagain_per), but it cannot exceed the initial value. Absorption destruction occurs before damage reduction due to absorption.absorbd).absorbm)abdest), but it cannot be reduced below 0.absagain_per), but it cannot exceed the initial value. Absorption destruction occurs before damage reduction due to magic absorption.immunity_to_dmg effect of the Inner Peace skill) - the result of these calculations appears in the combat log as damage dealt to the opponent.acdmg)redacdmg_per).resdmg)abdest)absagain_per skill effect occurs before absorption destruction.redabdest_per).lowevade)lowcrit)enfatig)resmanaendest) and the ability effect (reddest_per).manafatig)resmanaendest) and the ability effect (reddest_per).endest)endestn+1 = endestn - 0.05 * endestinit = endestinit * (1 - 0.05 * n)endestn+1 - the energy destruction value triggered on the next turn.endestn - the current energy destruction value.endestinit - the energy destruction value with which the Character began the battle.resmanaendest) and the ability effect (reddest_per).manadest)manadestn+1 = manadestn - 0.05 * manadestinit = manadestinit * (1 - 0.05 * n)manadestn+1 - the mana destruction value triggered on the next turn.manadestn - the current mana destruction value.manadestinit - the mana destruction value with which the Character began the battle.resmanaendest) and the ability effect (reddest_per).crit, of-crit)active_crit, lastcrit).lowcrit stat, which lowers the chance of critical hit with an attribute the opponent has equipped, as well as by abilities with effects that reduce the chance of a critical hit (disturb, stinkbomb).pierce)disturb).wound0, of_wound0)evade)evade [%] = evadepoints * 20 / min(lvlenemy, 300)evade - the chance of an evade occurring.evadepoints - the number of evade points.lvlenemy - the enemy's level.min - minimum mathematical function.adrenalin_evade_per).lowevade attribute, which comes from the attacking Character's equipment, as well as by skills with effects that actively or passively reduce the opponent's evade chance (active_decevade_per, decevade_per).blok)block [%] = blockpoints * 20 / min(lvlenemy, 300)block - the probability of block event occurrence.blockpoints - the number of block points.lvlenemy - the opponent's level.decblock_per, active_decblock_per, active_decblock_per-enemies).pierceb)contra)stun)redstun).resmanaendest)reddest_per).lowcritallval)lowheal2turns)| Common | Unique | Heroic | Upgraded | Legendary | |
level_power = 0.02 * lvl ^ 2 + 2.6 * lvllevel_power - the item's power, which depends on its level.lvl - the item's level.class_power, which is summarized in the table below.(class_power) | |||
|---|---|---|---|
rarity_power = 0.02 * lvl * ceil(10 * rarity_factor / 3) + sign(rarity_factor) * (7.8 * rarity_factor + 2.6)rarity_power - the item's rarity power used to determine the item's attribute values.lvl - the item's level.sign - sign mathematical function.ceil - ceiling mathematical function.rarity_factor - a factor dependent on the item's rarity:damageitem = 8 * weapon_factoritem * (rarity_poweritem + level_poweritem)damage - the damage value for the item item.weapon_factoritem - the damage factor for the item itemrarity_poweritem - the rarity power for the item item.level_poweritem - the level power for the item item. selected attack types | |||
|---|---|---|---|
(weapon_factor) | |||
Deep wound 0.0876 100% | |||
Poison 0.0797 0% | |||
Fire 0.1594 20% | |||
Frost 0.1435 0% | |||
Lightning 0.1594 20% | |||
Deep wound 0.1530 100% | |||
Poison 0.0797 0% | |||
Fire 0.2390 20% | |||
Frost 0.2152 0% | |||
Lightning 0.2391 20% | |||
Deep wound 0.1084 100% | |||
Poison 0.0797 0% | |||
Fire 0.2072 20% | |||
Frost 0.1865 0% | |||
Lightning 0.2072 20% | |||
Deep wound 0.1036 100% | |||
Poison 0.1116 0% | |||
Fire 0.2263 20% | |||
Frost 0.2040 0% | |||
Lightning 0.2258 20% | |||
Deep wound 0.0367 100% | |||
Poison 0.0335 0% | |||
slowitem = slow_factoritem * lvlitemslowitem - slow for the weapon item.slow_factoritem - slown factor for the item item.lvlitem - the level of the item item.slow_factor is listed in the table below.( slow_factor) | ||
|---|---|---|
val - searched value.lvl - item level.armor destruction resistances destruction | |||
|---|---|---|---|
val = 1 | |||
val = 1 | |||
val = 1 | |||
val = 1 | |||
val = 0.04 * level_poweritem | |||
acitem = 8 * armor_factoritem * class_poweritem * (rarity_poweritem + level_poweritem)item.class_poweritem - the class power for the item item.rarity_poweritem - the rarity power for the item item.level_poweritem - the level power for the item item.fire, frost, light) within the autores attribute. By default, resistances are assigned automatically according to the following rule:m, t, pm, mt, pmt.m, t, pm, mt, pmt.absorbitem = 8 * absorb_factoritem * class_poweritem * (rarity_poweritem + level_poweritem)absorb_magitem = 4 * absorb_factoritem * class_poweritem * (rarity_poweritem + level_poweritem)absorb_factoritem - absorption power factor depending on the profession distribution within the item.class_poweritem - the class power for the item item.rarity_poweritem - the rarity power fot the item item.level_poweritem - the level power for the item item.native bonuses in armor elements | ||||
|---|---|---|---|---|
poison: 8% | ||||
(from level 21) | ||||
poison: 12% (from level 21) +lvl/400 attack speed | ||||
poison: 16% | ||||
poison: 5% | ||||
poison: 4% | ||||
poison: 10% +lvl/6 evade | ||||
poison: 12% +lvl/6 evade | ||||
poison: 1% | ||||
poison: 6% | ||||
poison: 6% (from level 21) | ||||
poison: 14% | ||||
poison: 3% | ||||
poison: 8% | ||||
poison: 12% +lvl/7 evade | ||||
poison: 4% (from level 21) | ||||
poison: 6% | ||||
& Paladin & Mage & Tracker & Hunter ac = -max( 1 , 0.25 * level_power ) | ||||
block - the searched value of the block attribute.lvl - the item's level.block = 1.2 * lvl | |
block = 1.1 * lvl | |
block = 1.0 * lvl | |
val - searched value.amt - number of bonuses of a given type occurring in the item.lvl - the item's level.level_power - the item's level power.class_power - the item's class power (item powers are listed in the table).weapon_factor - damage factor (demage factors are listed in the table).(engine name) of a given type in the item | |||
|---|---|---|---|
da)val = 0.25 * lvl * amt + 8 | |||
ds)val = 5 * lvl * amt / 9 + 4 | |||
dz)val = 5 * lvl * amt / 9 + 4 | |||
di)val = 5 * lvl * amt / 9 + 4 | |||
sa)val = 0.01 * round(8 + amt * 0.25 * lvl) | |||
hp)val = amt * 3.08 * round(8 + lvl + 0.2 * level_power * class_power) | |||
heal)val = 8 + amt * (0.8 * lvl + 0.2 * level_power * class_power) | |||
ac)val = amt * 0.15 * level_power * class_power | |||
acm)val = 0 | |||
act)val = 5 * amt | |||
blok)val = amt * lvl * 3 / 20 | |||
evade)val = amt * lvl / 10 | |||
acdmg)val = 1 + amt * level_power / 50 [weapons] | |||
resdmg)val = amt | |||
adest)val = 4 + amt * (0.5 * lvl + 0.1 * level_power * class_power) | |||
absorb)val = amt * 0.6 * level_power * class_power | |||
abrorbm)val = amt * 0.6 * level_power * class_power | |||
manabon)val = 5 + amt * lvl / 4 | |||
energybon)val = amt * ( | |||
of the opponent ( slow) | |||
crit)val = amt | |||
critval)val = amt * 6 | |||
critmval)val = amt * 6 | |||
reduction of opponent( lowcrit)val = amt * 2 | |||
enfatig)chance [%] = min(100, 40% * amt) | |||
manafatig)chance [%] = min(100, 40% * amt) | |||
endest)val = amt * (2 + 0.02 * lvl) | |||
manadest)val = amt * (5 + 0.04 * lvl) | |||
lowevade)val = amt * lvl / 10 | |||
dmgmul)val [%] = amt * 3 | |||
dmgmulphysical)val [%] = amt * 3 | |||
dmgmulpoison)val [%] = amt * 5 | |||
dmgmulwound)val [%] = amt * 5 | |||
dmgmulfire)val [%] = amt * 4 | |||
dmgmulfrost)val [%] = amt * 4 | |||
dmgmullight)val [%] = amt * 4 | |||
dmgmulcombo)val [%] = amt * 4 | |||
resmanaendest)val = amt * (2 + 0.0133 * lvl) [energy] | |||
lowcritallval)val = amt * 0.75 * (5 + ceil(0.02 * lvl)) | |||
lowheal2turns)val = 0.75 * (8 + amt * (0.8 * lvl + 0.2 * level_power * class_power)) | |||
armor) | |||
resfire)val = amt * 3 | |||
resfrost)val = amt * 3 | |||
reslight)val = amt * 3 | |||
-) | |||
[ranged] ( pierce) | |||
[shields] ( pierceb) | |||
( contra) | |||
[any weapons] ( abdest)val = 0.33 * (rarity_power + level_power) [blade dancer's one-handed] | |||
based on the item's origin class | ||||
|---|---|---|---|---|
valuen,effect = value0,effect + NΣn=1round(valuen - 1,effect * 0.5)valuen,effect - the effect value for n instances of the bonus in the equipment.value0,effect - the initial value of the legendary bonus effect.verycrit)lowcrit bonus from an equipped item does not affect the occurrence of a very critical hit.holytouch)curse)glare) and Daze (distract). Only one of these effects can be applied to a Character at any given time.stun) and turn-interruption (curse, distract, glare), they first lose a turn due to the stun and then lose another turn due to the turn-interruption.glare)curse, mcurse) and Daze (distract). Only one of these effects can be applied to a Character at any given time.lastheal)critred)facade)cleanse)anguish)arrowblock) and the attack was not parried (parry).dmg_from_player_per) and Toxic Fumes (poison_lowdmg_per-enemies).anguish_damage = (0.0025 * lvl + 0.3) * (str + int + 0.8 * agi)lvl - the item's apparent level.str - the accumulated number of strength points. int - the accumulated number of intellect points.agi - the accumulated numer of dexterity points.damage = (0.0025 * 80 + 0.3) * (200 + 400 + 0.8 * 555) = 522damage = (0.0025 * 95 + 0.3) * (200 + 400 + 0.8 * 555) = 561.15 = 561puncture)acdmg statistic and includes the effect of skills that increase armor (such as acshield_per, sunshield_per, ac_per, aura-ac_per). Armor is reduced even if only half of its initial value has been destroyed.damage = 7500 - [(1 - 0.12) * (1.1 * 2500 - 700) * (1.13 - 0.31 * ((1 - 0.12) * 1.1 * 2500 - 700) / 7500)] = 5589.73 = 55901.13 and 0.31 are derive from the formula for physical damage reduction by armor.damage = [4500 - (1 - 0.12) * 0.5 * 500 * (1.13 - 0.31 * (1 - 0.12) * 0.5 * 500 / 4500)] * (1 - 0.06 + 0.12) = 45100.5 results from the fact that only half of the armor value is taken into consideration when calculating magic damage.damage = 4500 - 3000 * 0.9 * (1 - 0.12) = 21240.9 represents the absorption efficiency against magical damage.lowevade) and skill effects (active_decevade_per, decevade_per).evade[%] = (220 * (1 - 0.12) - 111) * 20 / 133 [%] - 10 [%] = 2.42 [%]active_decblock_per, active_decblock_per-enemies, decblock_per).dmgred) - Bonus withdrawnresgain) - Bonus withdrawnreddest_per skill effect).heal_per-enemies, critpoison_per).redacdmg_per effect).lowreq attribute that, when used on a non-fleeting equippable item, change its level requirements. Lowering the requirements does not affect the item's attribute value and no additional level bonuses are calculated based on it.undoupg attribute) is used on the item.create_costitem = floor(rarity_cost_factoritem * (2.4 * lvlitem^2 + 10 * lvlitem))create_costitem - the cost of crafting an item in barter, expressed in gold. lvlitem - the level of the item (product).rarity_cost_factor - a cost factor dependent on the item's rarity:floor - function rounding down to two significant digits.lvladjust attribute, which causes the item's level to be set based on he highest allowed, which is lower than the Character's level, when the item is created in the Player's equipment. The allowed levels that can appear on an item vary by 5 and depend on the item's class:cost = lvl_factor * class_factor * rarity_factor * amountlvl_factor - factor dependent on the item's level,lvl_factor = -4000 + 200000 / (1 + 45 * e^(-lvl/45))class_factor - factor dependent on the item's class, which is a single number:rarity_factor - factor dependent on the item's rarity,rarity_factor = 1 + rarerare = 0, 1, 3, 7 (common, unique, heroic&upgraded, legendary)amount - number of uses for the item (applies to stackable items such as neutral items and potions).binds) - the item is not bound to the Player, but becomes bound upon equipping, upgrading or using it.soulbound) - the item has been bound to the Player as a result of equipping, upgrading or using it, but can be unbound by using proper item on it, through an auction or by trading.permbound) - the item is bound to the Player and cannot be unbound.X restores the equipped items and skill set to the state they were in before switching it from set X to another set. ES = 90 + 10 * round(lvl / 30)gold = 5 * (10 * target_max_lvl + 1300) * target_max_lvl * upgrade_rarity_factorgold - cost expressed in gold,target_max_lvl - the upper level of the component's utility,upgrade_rarity_factor - component's rarity factor, currently a constant value of 1000 (a summary of the factor can be found in the table).chance [%] = number_of_armor_ranges / number_of_elites_II / 4chance [%] = number_of_armor_ranges / number_of_heroes / 4gold = 4 * (10 * lvl + 1300) * lvl * upgrade_gold_factorgold - cost expressed in gold,lvl - the level of the item from which the Symbol is being removed,upgrade_gold_factor - the gold factor of the upgraded item (a summary of the factor can be found in the table).expire_duration.lowreq=N stat to it (where N is the number of levels to be lowered), without changing the attribute values.lvladjust attribute.lowreq are not included).item_levelvirtual = item_level + max (0 , enemylvl - playerlvl)item_levelvirtual - the item's apparent levelitem_level - the item's level taken from its original template.playerlvl - the level of the Player holding the item.enemylvl - the enemy's level.itemvirtual, lvl = item_levelvirtual + round( item_levelvirtual * 0.03 ) * enhancement_levelitem_levelvirtual - the item's apparent level.enhancement_level - the item's enhancement level (from 0 to 5).new_lvlvirtual = lvl + round(lvl * 0.03) * Nlvl - the item's level,new_lvlvirtual - the item's apparent level (after enhancement),N - the item's enhancement level (for example: +5).upgrade_pointsitem = 0.1 * upgrade_rarity_factoritem * (180 + lvlitem) * artisanbonupgrade_rarity_factoritem - the rarity factor of the item being upgraded item (a summary of factor can be found in the table).lvlitem- the level of the item item.artisanbon [%]- the value of crafting ingredient expressed as a percentage.essence_pointsitem,N = (lvlitem / 10 + 10) * artisanbon / 100essence_pointsitem,N - the number of salvage points expressed in the appropriate for the item at enhancement level N of rarity.artisanbon [%] - the value of the crafting ingredient.enhancement_add_point) - the number of enhancement points the item gains depends on the quantity of these items.enhancement_add) - the item increases progress toward the next enhancement level by a specified percentage. In this case, the timing of when the item is used matters - a 10% enhancement at enhancement level +1 offers fewer points than a 10% enhancement at enhancement level +4.upgrade_costN,item = upgrade_rarity_factoritem * upgrade_level_factorN * (180 + lvlitem)upgrade_costN,item - the number of enhancement points required to increase the upgrade level of item item from zero to N.lvlitem - the item's level.upgrade_level_factorN - the enhancement level factor for the item's upgrade level N (listed in the table below).upgrade_rarity_factoritem - the rarity factor of the item being enhanced item (listed in the table below).upgrade_cost = upgrade_level_factorN * (150 * lvlitem + 27000)upgrade_level_factorN - he enhancement level factor for the item's upgrade level N (listed in the table below).lvlitem - the item's level.gold_cost = (10 * lvl + 1300) * lvl * upgrade_gold_factoritem gold_cost - the amount of gold deducted from the Player's Character.lvl - the item's level.upgrade_gold_factoritem - the gold factor for the item being upgraded item, which depends on its rarity (listed in the table below).essence_costitem = 3 * essence_pointsitem,0essence_costitem - the number of salvage points, expressed in the currency corresponding to the rarity of the item item, deducted from the Player's Character.item.( upgrade_level_factor) | ||
|---|---|---|
( upgrade_rarity_factor)( upgrade_gold_factor) | ||
( artisanbon) | |
|---|---|
(event) | |
(event) | |
from 150 to 250 | |
p(bonus) = powerbonus / (ΩΣω powerω)p(bonus) - the probability of drawing the bonus bonus.powerbonus - the power of the bonus bonus.powerω - the power of the ω bonus.Ω - the set of all available bonuses in the pool.| • All attributes | • Intellect • Strength • Dexterity • Attack speed | • Critical hit • Armor destruction | • Resistance destruction • Energy destruction • Mana destruction • Absorption destruction |
|---|---|---|---|
| • All attributes | • Intellect • Strength • Dexterity • Armor | • Fire resistance • Frost resistance • Lightning resistance • Poison resistance • Health | • Block • Absorption • Magic Absorption • Evade |
| • All attributes | • Intellect • Strength • Dexterity • Energy | • Mana • Physical critical hit strength • Magic critical hit strength • Opponent's critical hit chance reduction • Healing | • Slow down • Evade reduction |
bonus_reselect).item is an item of the same level as the item (unique, heroic/upgraded or legendary) from which we want to reroll the bonus, but with a rarity one lower. In that case, the cost in salvage points to reroll the bonus is:essence_cost = 3 * essence_pointsitem,0essence_costitem - the number of salvage points, expressed in the currency corresponding to the rarity of the item item, deducted from the Player's Character.item.essence_cost = essence_pointsitem,0essence_costitem - the number of salvage points, expressed in the currency corresponding to the rarity of the item item, deducted from the Player's Character.itemtarget_rarity attribute).extraction_gold_cost = 60 * upgrade_pointsextraction_gold_cost - the cost of extraction in gold.upgrade_points - the number of enhancement points invested in the item.extraction_dt_cost = 0.001 * upgrade_pointsextraction_dt_cost - the cost of extraction in Dracontie.upgrade_points - the number of enhancement points invested in the item.enhancement_refund=N described as Extraction will restore all resources, where N represents the number of extractions that can be performed on the item without losing any resources. The cost of extracting such an item remains unchanged (it is not free).enhancement_refund stat. They increase the stat value by 1. Using this enhancement item always binds the enhanced item with owner.lvlupgs attribute. The attributes of these items include information about the transform cost of the item and the transform amount. Items with reduced level requirements (the lowreq attribute) are also excluded from the reforging system.lvlupgs attribute. lvlupgs attribute).lowreq attribute).upglvl attribute that specifies the set of item classes that can be reforged using it.target_rarity) for the item being reforged: common, unique, heroic, upgraded or legendary.forging_cost = 5 * bonus_amountforging_cost - the cost of forging an item, expressed as an amount of a special currency.bonus_amount - the number of bonuses that can be distributed in an item of a given type and rarity.undoupg attribute) is used on the given item. When reversing a reforge, the default number of reforges - which can be used to increase the item's levle again - is returned, and the item's level is restored to its base level. However, you cannot reverse a reforge if the item's level is flexible (it adjusts to the Character's levle due to the lvladjust attribute).multiplier resistance multiplier resistance multiplier damage multiplier damage multiplier multiplier speed multiplier stats | ||||||||
|---|---|---|---|---|---|---|---|---|
with shield | ||||||||
with poison | poison (dmg): 0.8 | |||||||
pierce: 15 | ||||||||
pierce: 17 | ||||||||
with poison | pierce: 17 poison (slow): lvl poison (dmg): 0.8 | |||||||
evade: 4.0 triple strike: 5 | ||||||||
pierce: 17 ranged absorption: 15 | ||||||||
pierce: 19 armor destruction: lvl * 0.3 | ||||||||
evade: 4.0 triple strike: 10 | ||||||||
armor destruction: lvl * 0.6 | ||||||||
resistance destruction: 1 armor destruction: lvl * 0.3 stun: 10 | ||||||||
resistance destruction: 1 armor destruction: lvl * 0.3 stun: 10 | ||||||||
pierce: 19 ranged absorption: 20 resistance destruction: 1 armor destruction: lvl * 0.3 stun: 10 | ||||||||
pierce: 21 armor destruction: lvl * 0.5 stun: 10 | ||||||||
evade: 4.0 triple strike: 15 armor destruction: lvl * 0.5 stun: 10 | ||||||||
armor destruction: lvl * 0.8 blok: 10 | ||||||||
stun: 10 resistance destruction: 1 armor destruction: lvl * 0.6 | ||||||||
stun: 10 resistance destruction: 1 armor destruction: lvl * 0.2 | ||||||||
pierce: 20 ranged absorption: 25 resistance destruction: 1 armor destruction: lvl * 0.3 stun: 10 | ||||||||
pierce: 20 armor destruction: lvl * 0.5 stun: 5 | ||||||||
evade: 4.0 triple strike: 15 armor destruction: lvl * 0.6 stun: 10 | ||||||||
stun: 22 | ||||||||
resistance destruction: 1 armor destruction: lvl * 0.6 stun: 15 | ||||||||
resistance destruction: 2 armor destruction: lvl * 0.4 stun: 15 | ||||||||
pierce: 21 ranged absorption: 20 resistance destruction: 2 armor destruction: lvl * 0.5 stun: 15 | ||||||||
pierce: 23 armor destruction: lvl * 0.6 stun: 15 | ||||||||
evade: 4.0 triple strike: 20 armor destruction: lvl * 0.6 stun: 15 | ||||||||
stun: 30 | ||||||||
resistance destruction: 2 armor destruction: lvl * 0.7 stun: 20 | ||||||||
resistance destruction: 3 armor destruction: lvl * 0.5 stun: 20 | ||||||||
pierce: 23 ranged absorption: 20 resistance destruction: 2 armor destruction: lvl * 0.7 stun: 20 | ||||||||
pierce: 25 armor destruction: lvl * 0.7 stun: 20 | ||||||||
evade: 4.0 triple strike: 25 armor destruction: lvl * 0.7 stun: 20 | ||||||||
resp)• Sets the monster's respawn time. | • The minimum value is 1 hour. • The spread of NPC respawn time after setting this stat is 25%. |
attack)• Determines the monster's damage type: | ○ fire ( fire) - for professions mage, paladin, tracker.○ frost ( frost, N) - for professions mage, paladin, tracker, also allows to set a fixed slow value N.○ lightning( light) - for professions mage, paladin, tracker.○ poison ( poison,N) - for professions warrior, blade dancer, hunter, also allows to set a fixed slow value N.○ deep wound ( wound,N) - for professions warrior, blade dancer, hunter, also allows to set a fixed chance to inflict deep wound N.• In the absence of this statistic, the monster's damage type is default: ○ physical damage - for professions warrior, blade dancer, if no poison is specified in the monster's definition. Part of the physical damage is always dealt by the paladin profession. ○ ranged damage- for proffesion hunter, if no poison is specified in the monster's definition. Part of the ranged damage is always dealt by the tracker profession. ○ fire - for professions mage, paladin, tracker, if the following equation is fulfilled: lvl % 3 == 0 ○ frost - for professions mage, paladin, tracker, if the following equation is fulfilled: lvl % 3 == 1 ○ lightning - for professions mage, paladin, tracker, if the following equation is fulfilled: lvl % 3 == 2 |
dmg_to_player_per) | • Increases damage from attacks and all monster abilities. • It is expressed as a percentage. • It stacks additively with the effects of the poison_lowdmg_per-enemies, dmg_from_npc_per skills.• It stacks multiplicatively with the Critical Hit effect. |
sa) | • Increases the monster's attack speed. |
crit) | • Increases the chance of a Critical hit occurrence. |
critval) | • Increases physical critical hit strength. |
critmval) | • Increases the magic critical hit strength for all elements. |
acdmg) | • Increases the armor destruction of the monster. |
stun2) | • Determines the chance of the Stun event occurrence. • The event is triggered when a monster performs an attack. • The event's effect stuns the Player for 2 turns, during which Block, Evade, Parry and Arrow Block events cannot occur. • Additional damage is rolled from the main weapon's damage range and is not increased or decreased by skill effects or events (such as a critical hit). • The starting position of the Character who is target of the effect must be 1. |
res) | • These determine the monster's resistance to fire, lightning, frost and poison. |
hp) | • Increases the monster's health pool. |
ac) | • Increases the monster's armor. |
absorb) | • Increases the monster's physical absorption. |
absorbm) | • Increases the monster's magic absorption. |
evade) | • Increases the monster's chance to evade. |
block) | • Increases the monster's chance to block. |
redslow) | • Reduces the value of permanent slow effects applied to the monster. |
redstun) | • Reduces the duration of the attack during which the monster is stunned. |
lowskipturn) | • Reduces the chance of being affected by the Curse and Dazzle effects during combat. |
woundred) | • Increases resistance to deep wounds. |
swing) | • Determines the chance of the Swing event occurring. • The event is triggered when a monster performs a successful attack. • The event's effect causes the monster to attack two additional targets during the attack. • Additional damage is randomly selected from the main weapon's damage range and is not increased or decreased by skill effects or events (such as a critical hit). • The effect can target any Character on the opposing party that the monster can attack without changing its position. • The effect does not occur during a deadly attack. • The effect can be applied to a ranged Character, but only if the opponents (the target of the attack and adjacent Characters) began combat from the first position and changed their position toward the ranged Character at least once. |
rage) | • Triggers the Rage effect with every critical hit landed on a monster, lasting for a set number of turns. • Increases physical damage by 10%. |
rage_3turns) | • Triggers the Rage effect for 3 turns with every critical hit landed on a monster. • Increases physical damage by the value specified by the stat. |
contra) | • Determines the chance of triggering the Counter event after a monster takes a critical hit. • The event is triggered when the monster takes damage. • The event's effect triggers an automatic attack during the monster's same turn. |
parry) | • Determines the chance of triggering the Parry event after taking damage from a melee Character. • The event is triggered when the monster takes damage. • The starting position of the Character that triggers the effect on the monster must be 1. • This event's effect negates incoming damage from the main or auxiliary weapon for one turn, applying the miss effect. |
arrowblock) | • Determines the probability of the Arrow Block event occurring after taking damage from a ranged Character (usin a ranged weapon). • The event is triggered when the monster takes damage. • The starting position of the Character that triggers the effect on the monster must be 3. • This event's effect negates incoming damage from the main weapon for one turn, applying the miss effect. |
injure) | • Determines the chance of an event occurring that inflicts a damage over time effect on the Player, triggering after each opponent's turn. • The event is triggered when a monster performs an attack. • The damage amount is 15% of the damage dealt to the Player. • Damage does not stack. |
( surpass_bonus, suprass_treshold) | • Increases the monster's stats by the value specified in surpass_bonus:○ Damage increase - increases the dmg_to_player_per stat.○ Health - increases the hp stat.○ Armor - increases the ac stat.○ Resistances (to magic and poison) - increases the res stat.○ Attack speed - increases attack speed by a percentage, including a base value of 1, which is added when calculating the attack duration. The attack speed increase has an upper limit. • The value of the stats increases by a part of their base value that depends on the parameter surpass_treshold, which specifies the number of Players below which a penalty to the monster's strength increase begins to be applied. The boost is calculated according to the formula:boost [%]= max(0, (surpass_treshold - players_amount) * surpass_bonus[%])where: boost - increase to the monster's stats.players_amount - the number of Players starting the battle.surpass_treshold - the threshold number of Players below which the monster's strength begins to increase.surpass_bonus - the part of the stats that is boosted for each missing Player. |
verycrit) | • Responsible for changing every critical hit from a monster into a very critical hit, whose power is increased by 75% • Is enabled during individual combat with a hero. • The hero can also randomly trigger a Very Critical Hit during a fight with a party if the level difference is too great (which results in the loss of much of the loot due to the excessive level difference among party members - reducing the amount of loot to one item). |
passives) | • Passive effects can include the same stats and passive ability effects that a Character can have, such as: mana, energy, energy restoration per turn, legendary bonuses, resource destruction, resistance for armor destruction and critical acceleration. |
dmg)Physical damage is dealt to the target. | |
dmgo)Auxiliary damage is dealt to the target. | |
dmgd)Ranged damage is dealt to the target. | |
dmgw)Physical damage is dealt to the target, followed by deep wound damage. | |
dmgp)Physical damage is dealt to the target, followed by poison damage and the accompanying slow effect. | |
dmgf)Fire damage is dealt to the target. | |
dmgc)Frost damage is dealt to the target, followed by a slow effect from that damage. | |
dmgl)Lightning damage is dealt to the target. | |
removeslow)Removes all slow effects applied to the NPC. | |
heal)Heals the monster by a specified amount of health (cannot exceed the health the NPC started the fight with). | |
pierce)Pierce armor event occurs during an attack performed by the NPC. | |
stun)The skill's target is stunned for a specified number of turns. | |
pushback)The skill's target is pushedback a specified number of positions. | |
sunshield)The monster's armor is increased by a specified percentage for 5 turns. With each turn, the bonus armor decreases by 20 percentage points. | |
spec)super)skills_active, skills_mastery)respawn_timelvl = 40 + 10.85 * min(200 , lvl) - 0.02721 * min(200 ,lvl)^2respawn_timelvl - the monster's respawn time in seconds.lvl - the monster's level.min - minimum mathematical function.resp statistic with a 25% spread.resp_boost = min(2 , max(1 , players_amount / 500))resp_boost - acceleration of monster respawn time.players_amount - the number of Player on the World.| Common Monster | |||||
| Elite | |||||
| Elite II | |||||
| Elite III | |||||
| Hero | Standard | ||||
| Colossus | |||||
| Titan | |||||
| Event Elite | |||||
| Event Elite III | |||||
| Event Hero | Special | ||||
| Event Colossus | |||||
| Event Titan | |||||
max_player_lvl = npc_lvl + max(13 , config)max_player_lvl - the maximum level of a Player who can see the monster.npc_lvl - the monster's level.config - the maximum level at which loot from the monster does not break, which is a server setting.max - maximum mathematical function.min_player_lvl = max(npc_lvl - 50 , floor(npc_lvl / 2))min_player_lvl - the minimum level of a Player who can see the monster.npc_lvl - the monster's level.floor - floor mathematical function.max - maximum mathematical function.min_player_lvl = floor(npc_lvl / 2)min_player_lvl - the minimum levle of a Player who can see the monster.npc_lvl - the monster's level.floor - floor mathematical function.max_player_lvl = npc_lvl + max(13 , config)max_player_lvl - the maximum Player level at which loot is not destroyed.npc_lvl - the monster's level.config - the maximum level up to which loot from a monster is not destroyed, which is a World setting.max - maximum mathematical function.nloc attribute. A located monster is randomly selected from the pool of all monsters with this trait that the Player can attack, see and from which the Player does not destroy loot and where the difference between the monster's level and the Player's level does not exceed 13.
+-------------+ +-------------+ +-------------+ +-------------+ +-------------+
| conditions | | initation | | events | | damage | |finalization |
| layer | ---> | layer | ---> | layer | ---> | layer | ---> | layer |
| | | | | | | | | |
+-------------+ +-------------+ +-------------+ +-------------+ +-------------+
↑ ↑ ↑ ↑
Checking the conditions Randomizing Calculating Calculating
for executing an action recurring event damage dealt damage inflicted
reqp) - the profession of the Character using the skill must match the designation.reqw - the Character's weapon must belong to a specific class or set of classes (e.g. swords, lightnings).reqarrows) - the Character must possess a certain number of arrows.melee) - the Character must be in a specific position relative to the opponent (melee range or a range greater than melee).self) - a skill that the Character can only use on themselves.friend) - a skill cast on an ally.spl) - an active ability whose effects are described in the abilities section.sum) - a skill that, in addition to the effects listed in the skills section, also triggers a normal attack. It always appears paired with the spl stat.absagain_per | • Operation: restores some absorption (physical and magic) after a successful attack. • Variable: part of the restored absorption • Trigger: during a damage layer. • A character cannot restore more absorption or magic absorption than the pool they started the fight with. | |
absorb_per | • Operation: strengthens physical absorption by the amount of absorption gained from items. • Variable: the part of the absorption gained that is added to the Character's stats. • Trigger: Character base stats. • Additional absorption is not granted if it would exceed the maximum absorption value the Character can accumulate. | |
absorbd | • Operation: reduction of a part of the ranged damage taken by the Character through physical absorption. • Variable: the maximum part of ranged damage taken by the Character that is reduced. • Trigger: Character base stats. | |
absorbm_per | • Operation: strengthens magic absorption by the amount of absorption gained from items. • Variable: the part of the magic absorption gained that is added to the Character's stats. • Trigger: Character base stats. • Additional magic absorption is not granted if it would exceed the maximum magic absorption value the Character can accumulate. | |
ac | • Operation: increases armor by a fixed amount • Variable: the amount of armor added to the Character's stats. • Trigger: Character base stats. | |
ac_per | • Operation: increases armor by a part of the Character's current stats. • Variable: the part of the Character's current armor that is added to the Character's stats. • Trigger: in the initiation layer. • The duration of the effect may be greater than 1. | |
ac2_per | • Operation: increases armor by a part of the Character's current stats. • Variable: the part of the Character's current armor that is added to the Character's stats. • Trigger: Character base stats. • Armor is assigned after calculating and adding up all sources of fixed armor from abilities and equipment. | |
acdmg | • Operation: adds a fixed amount of armor destruction. • Variable: the number of armor destruction points added to the Character's stats. • Trigger: Character base stats. | |
achpp_per | • Operation: adds 1% armor for each part of missing health. • Variable: the part of missing health for which the Character receives 1% of their armor. • Trigger: Character base stats. • The duration of the effect can be greater than 1. | |
acshield_per | • Operation: increases armor by a fixed value based on the amount of armor on the equipped shield. • Variable: the part of the armor from the equipped shield by which the Character's armor is increased. • Trigger: initiation layer. • The duration of the effect can be greater than 1. | |
act | • Operation: increases poison resistance by a fixed value expressed as a percentage. • Variable: the number of percentage points of poison damage reduction that is added to the Character's stats. • Trigger: Character base stats. | |
actdmg | • Operation: reduces the opponent's poison resistance after a critical hit occurs. • Variable: the number of percentage points of poison resistance by which the opponent's stats are reduced. • Trigger: damage layer. | |
active_absorbdest_per | • Operation: destroys the current part of absorption and the opponent's magic absorption. • Variable: the part of current absorption that is destroyed. • Trigger: initiation layer. • The effect is reduced by the effect of the redabdest_per ability.• Absorption is destroyed before the attack is reduced by all forms of damage reduction. | |
active_acdmg_physical-perw | • Operation: increases the Character's armor destruction by a part of the damage dealt. • Variable: the part of damage dealt that increases the Character's armor destruction. • Trigger: damage layer. | |
active_acdmg_per | • Operation: increases the Character's armor destruction by the amount of armor the opponent possesses. • Variable: the part of the opponent's armor that is reduced. • Trigger: damage layer. | |
active_add_light_cumulaction | • Operation: additionally increases the lightning damage stack level by 1. • Variable: the number of stack levels by the Character's lightning damage is increased. • Trigger: initiation layer. • The lightning damage stack level cannot exceed the limit of 20 stacks. | |
active_block_per | • Operation: increases the target's block chance. • Variable: the number of percentage points by which the Character's block chance increases. • Trigger: initiation layer. • The duration of the effect can be greater than 1. • An ally can also be the target of this skill. • The block chance cannot exceed 50%. • Stacks additively with the effects of the following skills: blok_per, decblock_per, active_decblock_per, active_decblock_per-enemies. | |
active_crit | • Operation: increases the Character's critical hit chance. • Variable: the number of percentage points by which the critical hit chance increases. • Trigger: initiation layer. • The skill's effect affects the chance of auxiliary critical hit. • The skill's effect affects the occurrence of Very Critical Hit and auxiliary Very Critical Hit. • The duration of the effect can be greater than 1. • The effect stacks additively with the effect of the active_crit-allies skill. | |
active_crit-allies | • Operation: increases the critical hit chance of all party members. • Variable: the number of percentage points by which the critical hit chance is increased. • Trigger: initiation layer. • The skill's effect affects the chance of auxiliary critical hit. • The skill's effect affects the occurrence of Very Critical Hit and auxiliary Very Critical Hit. • The duration of the effect can be greater than 1. • The Character casting the skill receives only half of the stat boost from the effect. • The effect stacks up to the two highest sources. • The effect combines additively with the effect of the active_crit skill. | |
active_decblock_per | • Operation: reduces the target's block chance. • Variable: the number of percentage points by which the Character's block chance is reduced. • Trigger: initiation layer. • The duration of the effect can be greater than 1. • The block chance is reduced only during the attack in which the skill was cast. The skill's duration depends on the number of turns completed by the Character casting the effect. • The block chance cannot fall below zero. • Stacks additively with the effects of the following skills: blok_per, decblock_per, active_block_per, active_decblock_per-enemies. | |
active_decblock_per-enemies | • Operation: reduces the block chance of all enemies. • Variable: the number of percentage points by which the block chance of all enemies is reduced. • Trigger: initiation layer. • The duration of the effect can be greater than 1. • The skill's duration depends on the number of turns of the enemies affected by the effect. • The block chance cannot fall below zero. • Stacks additively with the effects of the following skills: blok_per, decblock_per, active_block_per, active_decblock_per. | |
active_decevade_per | • Operation: reduces the opponent's evade chance. • Variable: the number of percentage points by which the opponent's evade chance is reduced. • Trigger: initiation layer. • The duration of the effect can be greater than 1. • The evade chance cannot fall below zero. • First, the evade increase from the evade_per effect, followed by the increase from adrenalin_evade_per, then a reduction by fixed points from lowevade, and finally a reduction by percentage points from the decevade_per and active_decevade_per effects. | |
active_redstun | • Operation: increases the reduction in a Character's stun duration. • Variable: the number of percentage points by which the stun duration reduction increases. • Trigger: initiation layer. • The skill's effect stacks additively with the effect of redstun.• The duration of the effect can be greater than 1. | |
add_attacks | • Operation: more attacks are made during a turn. • Variable: the number of additional attacks made during a turn. • Trigger: initiation layer. • All attacks are treated as a single turn, so any effects that take effect during the turn in which the ability is activated also apply to every attack made. • During additional attacks (other than the last one), events such as counters cannot occur. | |
adddmg_fire-perw | • Operation: increases fire damage by the amount specified in the effect's parameter. • Variable: a part of the fire damage rolled during the attack, by which the attack is increased. • Trigger: damage layer. • Damage stacks additively with other buffs. | |
adddmg_physical-perw | • Operation: increases physical damage by the amount specified in the effect's parameter. • Variable: a part of the physical damage rolled during the attack, by which the attack is increased. • Trigger: damage layer. • Damage stacks additively with other buffs. Therefore, this effect does not further increase damage caused by a critical hit - it is calculated based on the damage before the buff is applied. | |
adrenalin_evade_per | • Operation: increases the chance do evade by a specified number of percentage points when the Character's health percentage is lower than the value specified in the adrenalin_evade_threshold_per effect parameter.• Variable: the number of percentage points by which the Character's evade increases. • Trigger: initiation layer. • The effect ends if the Character's health level exceeds the value specified in the adrenalin_evade_threshold_per parameter again.• The additional evade can be reduced by an opponent. • First, the evade increase from the evade_per effect is applied, followed by the increase from adrenalin_evade_per, then a reduction by a fixed number of points from lowevade, and finally a reduction by a percentage from the decevade_per and active_decevade_per effects. | |
adrenalin_evade_threshold_per | • Operation: sets the health level, expressed as a percentage, below which the adrenalin_evade_per effect is triggered.• Variable: the Character's health percentage. • Trigger: initiation layer. | |
adrenalin_reddest_per_sum | • Operation: reduces the energy and mana destruction by an opponent from their equipment by a specified amount if the Character's percentage of maximum health is lower than the value specified as the effect parameter adrenalin_reddest_threshold_per.• Variable: the part of the value by which energy and mana destruction dealt to the Character is reduced. • Trigger: finalization layer. • The effect deactivates if the Character's health level exceeds the value specified in the adrenalin_reddest_threshold_per parameter again.• The reduction stacks additively with the reddest_per effect. | |
adrenalin_reddest_threshold_per | • Operation: sets the health level, expressed as a percentage, below which the adrenalin_reddest_per_sum effect is triggered.• Variable: the Character's health percentage. • Trigger: initiation layer. | |
adrenalin_sa_per | • Operation: increases the Character's attack speed by a certain percentage if the Character's health pool is below the value specified as the parameter of the adrenalin_sa_threshold_per effect.• Variable: the amount by which the Character's attack speed increases. • Trigger: initiation layer. • The effect turns off if the Character's health level exceeds the value specified in the adrenalin_sa_threshold_per parameter again.• The speed boost stacks additively with the effects of critsa_per, sa_per, sa2_per, aura-sa_per, allslow_per, critslow_per, lightshield_per. | |
adrenalin_sa_threshold_per | • Operation: sets the health level, expressed as a percentage, below which the adrenalin_sa_per is triggered.• Variable: the number of percentage points of the Character's health. • Trigger: initiation layer. | |
agi | • Operation: multiplies the value specified as a parameter by the Character's dexterity and adds the result to the Character's minimum and maximum damage. • Variable: a multiplier that affects the damage points received for each point of dexterity. • Trigger: Character base stats. | |
alllowdmg | • Operation: reduces damage dealt by all Characters on the opposing party by the percentage specified in the parameter. • Variable: the amount by which damage is reduced when opponents attack. • Application: initiation layer. • Trigger: damage layer of the opposing Player. • Damage stacks additively with other buffs and debuffs. • The duration of the effect can be greater than 1. • The effect stacks up to a maximum of two sources from different Players. | |
allslow_per | • Operation: reduces the attack speed of all Character on the opposing party by the percentage specified in the parameter. • Variable: the percentage by which the attack speed of enemy Characters is reduced. • Application: initiation layer. • Trigger: initiation layer. • The slowdown stacks additively with the effects of critsa_per, sa_per, sa2_per, aura-sa_per, adrenalin_sa_per, critslow_per, lightshield_per.• The duration of the effect can be greater than 1. • The effect is applied to the enemy and depends on the number of turns they have taken. • The effect stacks up to a maximum of two sources from different Players. | |
antidote | • Operation: increases the Character's poison resistance. • Variable: the number of percentage points by which poison resistance increases. • Application: initiation layer. • Trigger: initiation layer. • Additional poison resistance points cannot be reduced by an opponent. • The duration of the effect can be greater than 1. • The effect is applied to the caster or an ally and depends on the number of turns they have taken. • The effect stacks up to a maximum of two sources from different Players. | |
arrowrain | • Operation: inflicts physical damage up to 9 times on random targets. If a target is selected for the third time, no damage is dealt. • Variable: amount of physical damage. • Trigger: initiation layer. • If a target takes damage for the second time, the damage is reduced by 33%. • The damage is physical, so it is reduced by armor and the combat log shows the reduced value. • This effect requires the Character to have a ranged weapon. | |
arrowrain_all-perw | • Operation: deals damage up to 9 times to random targets. If a target is selected for the third time, no damage is dealt. • Variable: a part of the Character's average damage, applied as the damage from the first hit. • If the character possesses a bow enchanted with fire, frost or lightning magic, the damage dealt is the corresponding elemental magic damage. Otherwise, it is ranged damage. • Trigger: initiation layer. • If a target takes damage for the second time, the damage is reduced by 33%. • The damage is physical, so it is reduced by armor and the combat log shows the reduced value. • This effect requires the Character to have a ranged weapon. | |
aura-ac_per | • Operation: increases the armor of all party members. • Variable: the part of each party member's current value by which their armor increases. • Application: initiation layer. • Trigger: opponent's damage layer. • Additional armor points cannot be reduced by an opponent. • The effect increases armor by a part of the initial armor value before it is reduced during combat. • The duration of the effect can be greater than 1. • The effect is applied to the casting Character and allies and depends on the number of turns they have taken. • The effect stacks up to a maximum of two sources from different Players. | |
aura-adddmg2_per-meele | • Operation: increases the damage dealt by all party members who are in the front line (melee) at the start of combat. • Variable: the part of physical damage that is increased. • Application: initiation layer. • Trigger: damage layer. • The duration of the effect can be greater than 1. • The effect is applied to the caster and their allies and depends on the number of turns they have taken. • The effects stacks up to a maximum of two sources from different Players. | |
aura-resall | • Operation: increases all party members' magic resistance. • Variable: the number of percentage points by which fire, frost and lightning resistance increases. • Application: initiation layer. • Trigger: opponent's damage layer. • Additional magic resistance points cannot be reduced by an opponent. • The duration of the effect can be greater than 1. • The effect is applied to the caster and their allies and depends on the number of turns they have taken. • The effects stacks up to a maximum of two sources from different Players. | |
aura-sa_per | • Operation: increases the attack speed of all Characters on the party by the value specified in the parameter. • Variable: the value by which the attack speed of Characters on the party increases. • Application: initiation layer. • Trigger: initiation layer. • For the Character casting the effect, the acceleration value is cut in half. • Acceleration stacks additively with the effects critsa_per, sa_per, sa2_per, adrenalin_sa_per, allslow_per, critslow_per, lightshield_per.• The duration of the effect can be greater than 1. • The effect is applied to the caster and their allies and depends on the number of turns they have taken. • The effects stacks up to a maximum of two sources from different Players. | |
bandage_per | • Operation: restores a part of the Character's health pool. • Variable: the part of the health pool that is restored. • Trigger: initiation layer. • The healing effect can be reduced by the lowheal_per-enemies effect.• Each subsequent use of a skill with this effect reduces the amount of health restored by 25% of the base value. • The effect cannot restore more health points than the Character's health level at the start of combat. | |
blok_per | • Operation: increases the Character's block chance. • Variable: the number of percentage points added to the Character's block chance. • Trigger: Character base stats. | |
combo_dmg_hpp-target | • Operation: inflicts unpreventable damage based on the opponent's health pool and the number of accumulated combo points. The number of accumulated combo points used is determined by the value set in the combo-max parameter.• Variable: the part of the opponent's health that is deducted from the damage dealt by the ability. • Trigger: initiation layer. • Damage is reduced by the effects dmg_from_player_per and poison_lowdmg_per-enemies.• Damage only affects Players. Monsters do not take damage. • Damage can be increased by an equipment bonus called Unpreventable damage ( dmgmulcombo). | |
combo_energyrestore_per | • Operation: restores a part of the Character's energy based on the number of accumulated combo points. The number of accumulated combo points used is determined by the value set in the combo-max parameter.• Variable: the part of the Character's energy restored. • Trigger: initiation layer. • The energy restored cannot exceed the number of points the Character had at the start of combat. | |
combo_heal_per | • Operation: restores a part of the Character's health pool based on the number of accumulated combo points. The number of accumulated combo points is determined by the value set in the combo-max parameter.• Variable: the part of the Character's health pool that is restored. • Trigger: initiation layer. • Restored health points cannot exceed the health level the Character had at the start of the fight. • Healing may be reduced by the lowheal_per-enemies effect. | |
combo_lowdmg_enemy | • Operation: reduces the opponent's damage based on the number of accumulated combo points. The number of accumulated combo points used is determined by the value set in the combo-max parameter.• Variable: a part of the reduced damage dealt by the opponent. • Trigger: damage layer. • This effect stacks with up to two of the following effects: combo_lowdmg_enemy, lowdmg_enemy, poison_lowdmg_per-enemies, dmg_from_player_per.• The effect stacks additively with the following effects: combo_lowdmg_enemy, lowdmg_enemy, poison_lowdmg_per-enemies, dmg_from_player_per• The boost stacks multiplicatively with other damage modifiers (including critical hit damage bonuses). • The damage shown in the battle log is already reduced by this effect. | |
combo_perdmg | • Operation: increases attack damage by the value specified in the parameter, based on the number of accumulated combo points. The number of accumulated combo points is determined by the value set in the combo-max parameter.• Variable: the amount by which attack damage is increased. • Trigger: damage layer. • This buff stacks multiplicatively with other damage buffs or debuffs (including critical hits). | |
combo-block | • Operation: generates combo points for each block event that occurs while the Character takes damage from an attack. • Variable: the number of combo points generated during the event. • Trigger: events layer. | |
combo-crit | • Operation: generates combo points for each critical hit or auxiliary critical hit that occurs while the Character is performing an attack. • Variable: the number of combo points generated during the event. • Trigger: events layer. • When both events occur within a single turn (a critical hit and a auxiliary critical hit), twice as many combo points are generated. | |
combo-evade | • Operation: generates combo points for each evade event that occurs while the Character takes damage from an attack. • Variable: the number of combo points generated during the event. • Trigger: events layer. | |
combo-max | • Operation: determines the maximum number of combo points a given ability can accumulate and the number of combo points the Character loses when this effect is triggered by using the ability. • Variable: the maximum number of combo points that can accumulated. • Trigger: initiation layer. | |
combo-pierce | • Operation: generates combo points for each armor destruction event that occurs while the Character is performing an attack. • Variable: the number of combo points generated during the event. • Trigger: events layer. | |
combo-skill | • Operation: generates combo points each time a skill with this effect is used. • Variable: the number of combo points generated when the skill is used. • Trigger: initiation layer. | |
combo-wound | • Operation: generates combo points for each Deep Wound or Auxiliary Deep Wound event that occurs while the Character is performing an attack. • Variable: the number of combo points generated during the event. • Trigger: events layer. • When both events occur in a single turn (a deep wound and an auxiliary deep wound), twice as many combo points are generated. | |
contra | • Operation: increases the chance of a counter occuring. • Variable: the numer of percentage points by which the chance of a counter increases in the Character's stats. • Trigger: Character base stats. • A counter can only occur when the Character takes a critical hit or an auxiliary critical hit. • The counter effect consists of an automatic attack against the opponent, during which the attack duration is zero. | |
| • Operation: specifies the ability's cooldown duration, measured in turns. • Variable: the number of turns after which the ability can be used again. • Trigger: conditions layer. | ||
crit | • Operation: increases the Character's critical hit chance (and auxiliary critical hit chance if the Character equips an item of the auxiliary class). • Variable: the number of percentage points by which the critical hit chance increases in the Character's stats. • Trigger: Character base stats. | |
critmval_c | • Operation: increases the the critical hit strength for the frost element in the Character's stats. • Variable: the number of additional points in critical hit strength for the frost element. • Trigger: Character base stats. | |
critmval_f | • Operation: increases the the critical hit strength for the fire element in the Character's stats. • Variable: the number of additional points in critical hit strength for the fire element. • Trigger: Character base stats. | |
critmval_l | • Operation: increases the the critical hit strength for the lightning element in the Character's stats. • Variable: the number of additional points in critical hit strength for the lightning element. • Trigger: Character base stats. | |
critmval-allies | • Operation: increases the magic critical hit strength for all party members. • Variable: the number of additional points to magic critical hit strength. • Application: initiation layer. • Trigger: damage layer. • Stacks additively with the critmval-enemies effect.• The duration of the effect can be greater than 1. • The effect is applied to the caster and their allies and depends on the number of turns they have taken. • The effects stacks up to a maximum of two sources from different Players. | |
critmval-enemies | • Operation: reduces the magic critical hit strength for all members of the opposing party. • Variable: the number of points by which magic critical hit strength is reduced. • Application: initiation layer. • Trigger: damage layer of the opponent. • Stacks additively with the critmval-allies effect.• The duration of the effect can be greater than 1. • The effect is applied to the opponent and depends on the number of turns they have taken. • The effects stacks up to a maximum of two sources from different Players. | |
critpierce_per | • Operation: if both a critical hit and armor pierce occur during a turn, the Character's armor destruction is increased by a certain amount for 1 turn. • Variable: the amount by which the Character's armor destruction increases. • Application: events layer. • Trigger: damage layer. • Stacks additively with the redacdmg_per effect. | |
critpoison_per | • Operation: if a critical hit or auxiliary critical hit occurs, there is a 25% chance that an event will trigger in which the healing provided by the targeted Player's equipment is reduced by 1 for the opponent's next turn. • Variable: the amount of healing that is reduced after the event occurs. • Application: events layer. • Trigger: finalization layer. • This effect occurs only when the effect's bearer performs an effective attack. • The healing reduction effect applies to the opponent's next healing trigger, which always occurs before the Character's turn. • This effect does not stack. • The healing reduction event is not triggered twice if both a critical hit and auxiliary critical hit occur during the same turn. • It combined additively with the effects heal_per-allies, heal1_per, heal_per-enemies. | |
critrage_perw | • Operation: when the Character's health drops below 25%. • Variable: the part of healing that is reduced when the event occurs. • Application: events layer. • Trigger: damage layer. • The healing reduction event is not triggered twice if both a critical hit and an auxiliary critical hit occurs during the same turn. | |
critsa_per | • Operation: when a critical hit or auxiliary critical hit occurs, there is a 25% chance that a Critical Acceleration event will trigger, during which the Character's attack speed is increased for 3 turns. • Variable: the amount by which the Character's attack speed is increased. • Application: events layer. • Trigger: finalization layer. • The critical acceleration effect is not triggered twice if both a critical hit and an auxiliary critical hit occur during the same turn. • Acceleration does not stack. • Acceleration combines additively with the effects of aura-sa_per, sa_per, sa2_per, adrenalin_sa_per, allslow_per, critslow_per, lightshield_per. | |
critslow_per | • Operation: when a critical hit or auxiliary critical hit occurs, the opponent is slowed by a certain part of their attack speed for 1 turn. • Variable: the part of the opponent's attack speed by which the Character is slowed. • Application: events layer. • Trigger: finalization layer. • The slowdown effect does not stack. • The acceleration effect stacks additively with the effects of aura-sa_per, sa_per, sa2_per, adrenalin_sa_per, allslow_per, critslow_per, lightshield_per. | |
critval | • Operation: increases the physical critical hit strength in the Character's stats. • Variable: the number of additional points added to physical critical hit strength. • Trigger: Character base stats. | |
critval-allies | • Operation: increases physical critical hit strength and auxiliary critical hit strength (if auxiliary weapon is equipped) for all party members. • Variable: the number of additional points added to physical critical hit strength. • Application: initiation layer. • Trigger: damage layer. • Stacks additively with the critval-enemies effect.• The duration of the effect can be greater than 1. • The effect is applied to the caster and their allies and depends on the number of turns they have taken. • The effects stacks up to a maximum of two sources from different Players. | |
critval-enemies | • Operation: reduces physical critical hit strength and auxiliary critical hit strength (if auxiliary weapon is equipped) for all opposing party members. • Variable: the number of points by which physical critical hit strength is reduced. • Application: initiation layer. • Trigger: damage layer of the opponent. • Stacks additively with the critval-allies effect.• The duration of the effect can be greater than 1. • The effect is applied to the opponent and depends on the number of turns they have taken. • The effects stacks up to a maximum of two sources from different Players. | |
critwound | • Operation: if a critical hit or auxiliary critical hit occurs, and the damage dealt to the Player is greater than zero, there is a chance for a Deep Wound event to occur, during which the target takes damage from a deep wound (as a separate instance of damage) equal to 10% of the damage dealt, lasting for 3 turns. • Variable: the chance of a deep wound event occuring after a critical hit event. • Application: events layer. • Trigger: initiation layer of the opponent. • This event can only occur when an attack hits the opponent. • The damage type is deep wound and it is reduced by the woundred effect.• The damage effect does not stack. • Damage effects are overwritten by the most recent value applied to a given opponent. • Damage values are calculated before they are reset by the immunity_to_dmg, and therefore are still applied to the opponent. | |
crush_dmg_per | • Operation: increases outgoing damage by a part of the damage dealt to the opponent if the ratio of damage dealt to damage inflicted exceeds the percentage specified as the parameter of the crush_threshold_per effect.• Variable: the part of damage dealt that is re-inflicted on the opponent. • Trigger: finalization layer. • The effect deactivates if the Character's health level exceeds the value specified in the parameter crush_threshold_per again. | |
crush_threshold_per | • Operation: determines the ratio of damage dealt to damage inflicted, above which the crush_dmg_per effect is triggered.• Variable: the number of percentage points that define the ratio of damage dealt to damage inflicted. • Trigger: initiation layer. | |
decblock_per | • Operation: increases the value of the attribute that reduces the opponent's block. • Variable: the number of percentage points of the opponent's block reduction added to the Character's stats. • Trigger: Character base stats. • The block chance cannot fall below zero. • Block reduction is calculated when all effects that manipulate block are summed, including those originating from items. • Stacks additively with the effects of the following skills: blok_per, decblock_per, active_block_per, active_decblock_per. | |
decevade_per | • Operation: increases the value of the attribute that reduces an opponent's evade. • Variable: the number of percentage points by which the opponent's evade is reduced, added to the Character's stats. • Trigger: Character base stats. • Evade chance cannot fall below zero. • First, the evade increase from the evade_per effect is applied, followed by the increase from adrenalin_evade_per, then the reduction by fixed points from lowevade, and finally the reduction by percentage points from the effects of decevade_per and active_decevade_per. | |
distract | • Operation: When a critical hit or auxiliary critical hit occurs, there is a chance that "Daze" event will trigger, causing the opponent to skip their next turn. • Variable: the chance of the Daze event occuring after a Critical hit event. • Trigger: events layer. • This effect can be overridden by a "Curse" or "Dazzle" event until the turn of the Player on whom it was applied is completed. • The event can only occur during a successful attack against an opponent. • The event is public, the opponent is notified of it in the combat log. • When the effect is triggered, causing the opponent to skip their turn, their action is interrupted. | |
disturb | • Operation: when the attack is executed, ane effect is applied to the opponent that reduces their chance of performing a critical hit, a auxiliary critical hit and armor pierce. • Variable: the number of percentage points that reduce the opponent's chance of performing a critical hit and armor pierce. Armor pierce is reduced by twice the value of the skill's parameter. • Application: initiation layer. • Trigger: initiation layer of the opponent. • The effects stacks up to a maximum of two sources from different Players. • This effect does not require the attack to hit the opponent. • The duration of the effect can be greater than 1. • This effect does not affect the chance of a very critical hit or auxiliary very critical hit occuring. • This effect stacks additively with the effects active_crit, active_crit-allies. | |
disturb_crit | • Operation: when this attack is executed, an effect is applied to the opponent that reduces their chance of performing a critical hit and auxiliary critical hit. • Variable: the number of percentage points by which the opponent's chance of perming a critical hit is reduced. • Application: initiation layer. • Trigger: initiation layer of the opponent. • The effects stacks up to a maximum of two sources from different Players. • This effect does not require the attack to hit the opponent. • The duration of the effect can be greater than 1. • This effect does not affect the chance of a very critical hit or auxiliary very critical hit occuring. • This effect stacks additively with the effects active_crit, active_crit-allies. | |
disturb_pierce | • Operation: when this attack is executed, an effect is applied to the opponent that reduces their chance of pierce armor. • Variable: the number of percentage points by which the chance of armor pierce is reduced. • Application: initiation layer. • Trigger: initiation layer of the opponent. • The effects stacks up to a maximum of two sources from different Players. • This effect does not require the attack to hit the opponent. • The duration of the effect can be greater than 1. | |
dmg_evade_hpp-target_light | • Operation: When an attack hits, the opponent takes lightning damage over time equal to a part of their health pool. • Variable: a part of the opponent's health pool that determines the damage over time. • Application: damage layer. • Trigger: initiation layer of the opponent. • Damage is reduced by lightning resistance. • The duration of the effect can be greater than 1. • Damage only affects Players. Monster do not take damage. | |
dmg_evade-target_fire-perw | • Operation: if the attack hits, the opponent takes fire damage over time equal to a part of the Character's fire damage. • Variable: the part of the Character's fire damage that is triggered as damage over time. • Application: damage layer. • Trigger: initiation layer of the opponent. • Damage is reduced by fire resistance. • The duration of the effect can be greater than 1. | |
dmg_from_npc_per | • Operation: monsters deal less damage to a Character with an ability that has this effect. • Variable: the percentage by which damage from monsters is reduced. • Trigger: damage layer of the opponent. • This effect reduces all damage - including damage from special abilities and charged attacks by monsters. | |
dmg_from_player_per | • Operation: Players deal less damage to a Character with an ability that has this effect. • Variable: the percentage by which damage from Players is reduced. • Trigger: damage layer of the opponent. • This effect reduces all damage - including damage from Player abilities and effects that deal damage over time. • This effect stacks with up to two of the following effects: combo_lowdmg_enemy, lowdmg_enemy, poison_lowdmg_per-enemies, dmg_from_player_per.• This effect stacks additively with the following effects: combo_lowdmg_enemy, lowdmg_enemy, poison_lowdmg_per-enemies, dmg_from_player_per• This buff stacks multiplicatively with other damage modifiers (including critical hit damage bonuses). • The damage shown in the combat log is already reduced by this effect. • This effect stacks multiplicatively with the reduction provided by resistances to effects over time. | |
dmg_hpp-row_fire | • Operation: inflicts fire damage on all Characters in a single row (same current position) equal to a part of their health. • Variable: the part of the health pool that determines the fire damage. • Trigger: initiation layer. • Damage can also be dealt to the Character casting the ability and to allies, provided the Characters are in the same position. • The duration of the effect can be greater than 1. | |
dmg_hpp-target | • Operation: inflicts unpreventable damage over time equal to a part of the opponent's health pool. • Variable: the part of the health pool that determines physical damage. • Application: initiation layer. • Trigger: initiation layer of the opponent. • This effect does not require a successful attack against the enemy. • The duration of the effect can be greater than 1. • Damage can be increased by a equipment bonus called Unpreventable damage ( dmgmulcombo). | |
dmg_hpp-target_frost | • Operation: frost damage dealt over time, equal to a part of the opponent's health pool. • Variable: a part of the health pool that determines the frost damage. • Application: initiation layer. • Trigger: initiation layer of the opponent. • The effect does not require a successful attack on the opponent. • Damage is reduced by frost resistance. • The duration of the effect can be greater than 1. | |
dmg_hpp-target_fire | • Operation: fire damage dealt over time equal to a part of the opponent's health pool. • Variable: a part of the health pool that determines fire damage. • Application: initiation layer. • Trigger: initiation layer of the opponent. • The effect does not require a successful attack on the opponent. • Damage is reduced by fire resistance. • The duration of the effect can be greater than 1. | |
dmg_hpp-target_light | • Operation: lightning damage dealt over time, equal to a part of the opponent's health pool. • Variable: a part of the health pool that determines the lightning damage. • Application: initiation layer. • Trigger: initiation layer of the opponent. • The effect does not require a successful attack on the opponent. • Damage is reduced by lightning resistance. • The duration of the effect can be greater than 1. • Damage only affects Players. Monsters do not take damage. | |
dmg_to_npc_per | • Operation: the Character deals more damage to monsters. • Variable: the percentage by which damage dealt to monsters increases. • Trigger: damage layer. | |
dmg_to_player_per | • Operation: the Character deals more damage to Player Characters. • Variable: the percentage by which damage dealt to Player Characters is increased. • Trigger: damage layer. | |
dmg-force-4_light-perw | • Operation: inflicts lightning damage on the target and three random, non-repeating Characters, equal to a part of the Character's current lightning attack. • Variable: the part of the lightning attack that determines the skill's damage. • Trigger: initiation layer. | |
dmg-row_fire-perw | • Operation: inflicts fire damage on all Characters in a single row (same current positin) equal to a part of the Character's fire attack. • Variable: the part of the fire attack that determines the skill's damage. • Trigger: initiation layer. • Damage can also be dealt to the Character casting the skill and to allies, provided the Characters are in the same position. | |
dmg-swing_physical-perw | • Operation: deals physical damage equal to a part of the Character's current health to up to three random, non-repeating Characters other than the skill's target, which the Character may target without having to change position. • Variable: a part of the Character's total damage, which determines the skill's damage. • Trigger: initiation layer. • Damage is not reduced by armor. • Damage may be increased by an equipment bonus called Physical damage ( dmgmulphysical). | |
dmg-target_fire-perw | • Operation: the opponent takes fire damage over time equal to a part of the Character's fire damage. • Variable: a part of the Character's fire damage that is triggered as damage over time. • Application: damage layer. • Trigger: initiation layer of the opponent. • Damage is reduced by fire resistance. • This effect does not require a successful attack. • The duration of the effect can be greater than 1. | |
dmg-target_physical | • Operation: physical damage of a fixed value is dealt to the opponent. • Variable: the number of damage points dealt to the opponent. • Trigger: initiation layer. • Damage is not reduced by armor. • Damage may be increased by an equipment bonus called Physical damage ( dmgmulphysical). | |
doublecastcost_per | • Operation: using a skill with this effect will increase the cost (energy or mana) of the next use of that skill on the following turn by the amount specified in the parameter. • Variable: the part of the skill's cost by which the resource requirement and its consumption increase on the nex turn. • Trigger: conditions layer. • The effect is disabled if another ability is used on the next turn. • The ability cannot be used if the Player's current energy or mana total is not greater than or equal to the required resource amount increased as a result of this ability's effect. | |
energy | • Operation: specifies the cost of the ability in terms of the energy points required, which the Character loses after using the ability. • Variable: the number of energy points required to use the skill, which the Player loses after using it. • Trigger: conditions layer. • The skill cannot be used if the Character's current energy is less than the effect's parameter. | |
energybon | • Operation: increases the Character's energy pool by the number of points specified in the parameter. • Variable: the number of energy points by which the Character's energy pool increases. • Trigger: Character base stats. | |
energygain | • Operation: restores a number of energy points at the end of the Character's turn. • Variable: the number of energy points restored. • Trigger: finalization layer. • The amount of energy restored cannot exceed the energy pool the Character started the battle with. | |
energyout | • Operation: reduces the opponent's energy by a fixed amount each turn. • Variable: the number of energy points subtracted from the opponent. • Trigger: initiation layer. • The duration of the effect can be greater than 1. | |
energyrestore_per | • Operation: restores a part of the Character's energy pool. • Variable: a part of the restores energy pool. • Trigger: initiation layer. • The amount of energy restored cannot exceed the energy pool the Character started the fight with. • The amount of resources restored during subsequent uses of this ability is 10% lower than the initial value. | |
engback | • Operation: when a critical hit or auxiliary critical hit occurs, restores a part of the Character's energy pool. • Variable: the part of the energy pool restored when a critical hit occurs. • Trigger: events layer. • The amount of energy restored cannot exceed the energy pool the Character started the fight with. | |
en-regen | • Operation: increases the number of energy points restored to the Character with each turn taken. • Variable: the number of energy points by which the restoration increases with each turn taken by the Character. • Application: initiation layer. • Trigger: finalization layer. • The duration of the skill's effect depends on the number of turns the Character on whom it was cast has taken. • The duration of the effect can be greater than 1. • The amount of energy restored cannot exceed the energy pool the Character started the battle with. | |
evade_per | • Operation: increases the evade chance by the number of percentage points specified as a parameter. • Variable: the number of percentage points by which the Character's evade chance is increased. • Trigger: Character base stats. • First, the evade increase from the evade_per effect, followed by the increase from adrenalin_evade_per, then a reduction by fixed points from lowevade, and finally a reduction by percentage points from the effects of decevade_per and active_decevade_per. | |
fastarrow | • Operation: determines the chance of triggering the event (Quick Shot), during which the attack duration is reduced by 75% after accounting for all attack speed modifiers. • Variable: the chance for triggering the Quick Shot event. • Trigger: events layer. • Stacks multiplicatively with other effects that reduce attack duration. | |
firebon | • Operation: multiplies the value specified as a parameter by the Character's intellect and adds the result to the Character's average fire damage (this value is factored into the damage spread calculation). • Variable: a multiplier that affects the damage points received per point of intellect. • Trigger: Character base stats. | |
freeze | • Operation: introduces a chance for an event (Freeze) to occur, which stuns the opponent and causes their turn to be blocked. During a blocked turn, the Player cannot perform any actions. • Variable: the percentage value determining the chance of the Freeze event occuring. • Trigger: events layer. • Requires Frost magic damage. • The effect works similarly to the stun effect ( stun).• A freeze event can only occur during a successful attack in which no block event occured. • When attacking a frozen opponent, block, evade, parry, arrow block and counter events cannot occur. • The duration of the freeze is reduced by the redstun effect. | |
frostbon | • Operation: multiplies the value specified as a parameter by the Character's intellect and adds the result to the Characte's frost damage. • Variable: a multiplier that affects the damage points received per point of intellect. • Trigger: Character base stats. | |
heal_per | • Operation: restores a part of the Character's health pool. • Variable: the part of the health pool that is restored. • Trigger: initiation layer. • The healing effect can be reduced by the lowheal_per-enemies effect.• Each subsequent use of a skill with this effect reduces the amount of health restored by 25% of the base value. • The effect cannot restore more health points than the Character's health level at the start of combat. | |
heal_per-allies | • Operation: increases the healing value from all party members' equipment by the amount specified as the effect's parameter. • Variable: the part of the Character's equipment healing that increases health restoration each turn. • Trigger: initiation layer. • Stacks additively with the effects heal1_per, critpoison_per, heal_per-enemies.• The effect lasts until the end of the battle. | |
heal_per-enemies | • Operation: reduces the healing value from equipment for all members of the opposing party by the amount specified as the effect's parameter. • Variable: the part of healing from an opponent's equipment that reduces health restoration each turn. • Trigger: initiation layer. • Stacks additively with the effects heal1_per, heal_per-allies, critpoison_per.• The effect lasts until the end of the battle. | |
heal1_per | • Operation: increases the healing value from the Character's inventory by the amount specified as the effect's parameter. • Variable: the part of the Character's healing from their inventory by which health restoration increases each turn. • Trigger: initiation layer. • Stacks additively with the effects heal_per-allies, critpoison_per, heal_per-enemies. | |
healall_per | • Operation: restores a part of the health pool of all Character on the party. • Variable: the part of the health pool that is restored. • Trigger: initiation layer. • The skill's effect is weakened by half if the Character has no allies in combat. • The healing effect can be reduced by lowheal_per-enemies effect.• Each subsequent use of a skill with this effect reduces the amount of health restored by 25% of the base value. • The effect cannot restore more health points than the Character's health level at the start of combat. | |
healpower | • Operation: increases healing from consumable items during normal gameplay. • Variable: the part of the health restored by a part by which its healing power is increased. • Trigger: Character base stats. | |
hp | • Operation: increases the Character's health pool by a fixed value. • Variable: the number of health points by which the Character's health pool increases. • Trigger: Character base stats. | |
hp_per-allies | • Operation: increases the health pool of all party members by a part of their current health. • Variable: the part of current health by which the health pool increases. • Trigger: initiation layer. • The effect lasts until the end of the fight. • Dynamically increases the Character's health pool, causing them to start the fight with a different health level than they had before it began. • The additional health points affect effects determined as a percentage of the health pool: healing from abilities, damage, Salvation and Angel's Touch. | |
hpbon | • Operation: multiplies the value specified as a parameter by the Character's strength and adds the result to the Character's health pool. • Variable: a multiplier that affects the health points gained per point of strength. • Trigger: Character base stats. | |
immunity_to_dmg | • Operation: The Character becomes immune to damage. • Variable: none. • Trigger: initiation layer. • The duration of the effect can be greater than 1. • The effect depends on the number of turns performed by the Character who cast the ability.. | |
injure | • Operation: determines the chance of an event (Injury) occurring, during which deep wound damage (as a seperate instance of damage) equal to 15% of the damage dealt is applied to the target over 3 turns. • Variable: the chance for the injury event to occur. • Application: events layer. • Trigger: initiation layer of the opponent. • The event can only occur during a successful attack against the opponent. • The damage type is a deep wound and it is reduced by the woundred effect.• The damage effect does not stack. • The damage effect is overwritten by the most recent value applied to the opponent. • Damage is calculated before it is reset by the immunity_to_dmg effect, therefore, it is still applied to the opponent. | |
lastcrit | • Operation: increases the chance of a critical hit and auxiliary critical hit occurring when the opponent's health is below 20% of their total health pool. • Variable: the number of percentage points by which the chance of a critical hit increases. • Trigger: initiation layer. • Also increases the chance of a very critical hit and auxiliary very critical hit occurring. • The additional percentage points added to the critical hit chance cannot be reduced by enemy effects. • Stacks additively with the active_crit effect. | |
lightbon | • Operation: multiplies the value specified as a parameter by the Character's intellect and adds the result to the Character's maximum lightning damage (and 66% of that value to the minimum damage). • Variable: a multiplier that affects the damage points received per point of intellect. • Trigger: Character base stats. | |
lightshield_per | • Operation: applies an effect to the Character that, when the Character takes an attack, reflects back to the opponent a random amount between 6% and 14% of the damage dealt by the opponent as unpreventable damage and slows the opponent for one turn. • Variable: the part of the attacker's attack speed by which the opponent attacking the Character is slowed. • Aplikacji: initiation layer. • Trigger: finalization layer of the opponent. • The duration of the effect can be greater than 1. • The effect depends on the number of turns performed by the Character on whom the ability was cast. • The effects stacks up to a maximum of two sources from different Players. If the effect is applied twice, damage is reflected back at the opponent twice, however, the second time, the effect is 50% weaker. • The slow effect stacks additively with the effects adrenalin_sa_per, critsa_per, sa_per, sa2_per, aura-sa_per, allslow_per, critslow_per.• Damage in unpreventable, so it can be amplified by an equipment bonus called Unpreventable damage ( dmgmulcombo). | |
lowdmg_enemy | • Operation: if the attack hits, it applies an effect to the opponent that reduces their attack damage by the amount specified in the effect's parameter. • Variable: the amount by which the oponent's damage is reduced. • Application: damage layer. • Trigger: damage layer of the opponent. • The duration of the effect can be greater than 1. • The effect also reduces damage reflected back to the Character, even while the ability is being cast when its duration is 1. • The effect also depends on the number of turns played by the Character on whom the ability was cast. • The effect stacks with up to two of the following effects: combo_lowdmg_enemy, lowdmg_enemy, poison_lowdmg_per-enemies, dmg_from_player_per.• The effect combines additively with the following effects: combo_lowdmg_enemy, lowdmg_enemy, poison_lowdmg_per-enemies, dmg_from_player_per• The boost stacks multiplicatively with other damage modifiers (including critical hit damage bonuses). • The damage shown in the battle log is already reduced by this effect. | |
lowdmg_self | • Operation: reduces the caster's damage by the amount specified in the effect's parameter for one turn. • Variable: the amount by which the Character's damage is reduced. • Application: damage layer. • Trigger: damage layer of the opponent. • The effects stacks multiplicatively with other effects that modify damage (including critical hits). | |
lowheal_per-enemies | • Operation: reduces the healing value from active ability effects of all Characters on the opposing party. • Variable: the percentage by which ability healing effects are reduced. • Application: initiation layer. • Trigger: initiation layer of the opponent. • Reduces healing caused by the effects of healall_per, heal_per, combo_heal_per. | |
mana | • Operation: specifies the cost of the ability in terms of the mana points required, which the Character loses after using the ability. • Variable: the number of mana points required to use the ability, which the Player loses after using it. • Trigger: condtions layer. • The ability cannot be used if the Character's current mana is less than the effect's parameter. | |
manabon | • Operation: increases the Character's mana pool by the number of points specified in the parameter. • Variable: the number of mana points by which the Character's mana pool increases. • Trigger: Character base stats. | |
manaendest | • Operation: reduces the opponent's current energy and mana pools by a fixed amount. • Variable: the number of energy and mana points by which the opponent's resources are reduced. The number of mana points destroyed is equal to the specified parameter, while the number on energy points is on-third of that value. • Trigger: initiation layer. • The opponent's current energy and mana cannot fall below zero. • The value of the resources destroyed is reduced by the effect of reddest_per. | |
managain | • Operation: restores mana points at the end of the Character's turn. • Variable: the number of mana points restored. • Trigger: finalization layer. • The amount of mana restored cannot exceed the mana pool the Character started the battle with. | |
manarestore_per | • Operation: restores a part of the Character's mana pool. • Variable: the part of the mana pool to be restored. • Trigger: initiation layer. • The amount of mana restored cannot exceed the mana pool the Character started the fight with. • The amount of resources restored upon subsequent uses of this ability is 10% lower than the initial value. | |
manastr | • Operation: multiplies the value specified as a parameter by the Character's intellect and adds the result to the Character's mana pool. • Variable: a multiplier that affects the mana gained per point of intellect. • Trigger: Character base stats. | |
mcurse | • Operation: an effect is applied to the opponent that determines the chance of an event occurring, during which the opponent abandons an attempt to perform an action, provided that the Character casting the spell attacks the opponent. If the event (Curse) occurs, the combat log displays a message indicating that the opponent has lost their turn. • Variable: the chance that the opponent will abandon their action in the current turn. • Application: initiation layer. • Trigger: event layer of the opponent. • The application and triggering of the event are explicit and logged in the combat log. • The event can only occur when an attack hits the opponent. • The duration of the effect can be greater than 1. • The effect depends on the number of turns performed by the Character on whom the ability was cast. • The effect stacks additively with the legendary bonus Curse. | |
of-crit | • Operation: increases the Character's chance to perform auxiliary critical hit. • Variable: the number of percentage points by which the chance to perform a auxiliary critical hit increases in the Character's stats. • Trigger: Character base stats. | |
of-critval | • Operation: increases the auxiliary critical hit strength in the Character's stats. • Variable: the number of additional points in auxiliary physical critical hit strength. • Trigger: Character base stats. | |
of-str | • Operation: multiplies the value specified as a parameter by the Character's strength and adds the result to the Character's minimum and maximum auxiliary damage. • Variable: a multiplier that affects the auxiliary damage points received for each point of strength. • Trigger: Character base stats. | |
of-thirdatt | • Operation: determines the chance of an event (Triple Strike) occurring, during which the Character performs an additional auxiliary attack with a value randomly selected between the minimum and maximum damage of the main weapon, increased by the effect of str1h.• Variable: the chance of the Triple Strike occurring. • Trigger: events layer. • Damage from triple strike is reduced by the same effects as auxiliary damage, but is not subject to damage reduction from block, parry or evade events. • When pierce armor event occurs, damage from the triple strike also ignores the opponent's armor. • Damage from the triple strike is never increased as a result of a critical hit. • Damage from the triple strike is not increased by additive damage modifiers. | |
of-wounddmgbon_perw | • Operation: increases the deep wound damage dealt by auxiliary weapon by the amount specified in the effect's parameter. • Variable: the amount by which the deep wound damage of a auxiliary weapon is increased. • Trigger: Character base stats. • The additional damage is factored into the calculation of the maximum possible deep wound damage. | |
parry | • Operation: determines the chance of a parry event occurring, during which damage from melee weapons (item class: one-handed, two-handed, hand-and-a-half, auxiliary) is reduced to zero and the miss effect occurs. • Variable: the chance of a parry event occurring. • Trigger: events layer. • The miss effect prevents effects associated with this weapon from being applied, such as: deep wound, pierce armor, curse, poison, injury, wound, stun. • This event can only occur when a Character with a skill featuring this effect blocks an attack from a melee weapon. • If an opponent attacks with auxiliary weapon, it can be parried as long as the main weapon has not been parried. A seperate roll is then made. If the auxiliary weapon is parried, effects applied by the main weapon may occur (stun, curse, wound, deep wound, main weapon poison, main weapon deep wound), but the auxiliary weapon's effects (auxiliary weapon poison, auxiliary weapon deep wound) cannot be applied. | |
pcontra | • Operation: determines the probability of a (Counter) event occurring, during which if a Parry event occurs, an additional automatic attack is triggered (as described under the contra effect).• Variable: the chance that a Counter event will occur if a Parry event occurs. • Trigger: events layer. • The event can only occur when a Character possessing a skill with this effect takes an attack from a melee weapon (item class: one-handed, two-handed, one-and-a-half, auxiliary). • This effect stacks additively with the contra effect. | |
perdmg | • Operation: increases the damage dealt by the Character by the amount specified in the effect parameter. • Variable: the amount by which the Character's damage is increased. • Application: initiation layer. • Trigger: damage layer. • This buff stacks multiplicatively with other damage modifiers (including damage increases from critical hits). • The duration of the effect can be greater than 1. • The effect depends on the number of turns performed by the Character on whom the ability was cast. | |
perdmg-allies | • Operation: increases the damage dealt by all party members by the amount specified in the effect's parameter. • Variable: the amount by which a Character's damage is increased. • Application: initiation layer. • Trigger: damage layer. • This effect stacks additively with the perdmg effect.• The boost stacks multiplicatively with other damage modifiers (including critical hit damage). • The duration of the effect can be greater than 1. • The effect depends on the number of turns performed by the Character on whom the ability was cast. • The effect is half as effective on the Character casting the ability. • The effect stacks up to the two highest sources from different Players. | |
pierce | • Operation: determines the chance of an event (Pierce armor) occurring, during which the opponent's armor is ignored when calculating the damage dealt by the Character. • Variable: the number of percentage points by which the chance to armor pierce increases. • Trigger: events layer. • The event's effect can be canceled if a block or block pierce armor event occurs. • The event can only occur while attacking an opponent. | |
poison_lowdmg_per-enemies | • Operation: reduces damage from attacks and damage instances (other than effects that deal damage over time) dealt by an enemy when the enemy is affected by poison damage from any source. • Variable: a part of the damage dealt by the enemy that is reduced. • Application: finalization layer. • Trigger: damage layer of the opponent. • This effect stacks with up to two of the following effects: combo_lowdmg_enemy, lowdmg_enemy, poison_lowdmg_per-enemies, dmg_from_player_per.• The effect combines additively with the following effects: combo_lowdmg_enemy, lowdmg_enemy, poison_lowdmg_per-enemies, dmg_from_player_per• The boost stacks multiplicatively with other damage modifiers (including critical hit damage). • The damage shown in the combat log is already reduced by this effect. | |
poisonbon_poison-perw | • Operation: inflicts poison damage on the opponent for 5 turns, with the damage value depending on the Character's poison damage, increased by the amount specified in the effect's parameter. • Variable: tha amount by which poison damage is applied to the opponent. • Application: finalization layer. • The effect requires hitting the opponent and dealing non-zero damage. • Trigger: initiation layer of the opponent. • After 5 turns, the effect expires, also ending the poison damage. • When applying an effect to an opponent, the highest value currently affecting them is taken into account, however, each additional instance of damage from the effect extends the duration of the damage. • Poison damage from a auxiliary weapon is applied separately. If the main weapon misses, only the poison damage from the auxiliary weapon is applied. If the seconday weapon misses (a Parry event), poison damage from both sources is applied. | |
rage | • Operation: when a Character receives a critical hit, their damage is increased by 10%. • Variable: the number of turns for which damage is increased after receiving a critical hit. • Application: events layer. • Trigger: damage layer. • This buff stacks additively with other damage modifiers. • This buff does not stack with the rage3_turns effect. | |
rage_3turns | • Operation: when a Character receives a critical hit, their damage is increased by the amount specified in the effect's parameter for 3 turns. • Variable: the part of damage that is increased after the Character receives a critical hit. • Application: events layer. • Trigger: damage layer. • This buff stacks additively with other damage modifiers. • This buff does not stack with the rage effect. | |
redabdest_per | • Operation: reduces the absorption destruction provided by the opponent's items. • Variable: the part of the opponent's absorption destruction that is reduced. • Trigger: damage layer of the opponent. | |
redacdmg_per | • Operation: reduces armor destruction dealt by the opponent's items and abilities. • Variable: the part of the opponent's armor destruction that is reduced. • Trigger: damage layer of the opponent. | |
reddest_per | • Operation: reduces the energy and mana destruction dealth by the opponent's items and abilities. • Variable: the part of the opponent's energy and mana destruction that is reduced. • Trigger: damage layer of the opponent. | |
red-sa | • Operation: reduces the attack duration by the amount specified in the effect's parameter. • Variable: the part of the attack duration that is reduced. • Trigger: initiation layer. • Stacks multiplicatively with other effects that reduce attack duration. | |
redslow | • Operation: reduces the value of constant slow effects caused by enemy items. • Variable: the amount by which slow effects from enemy items are reduced. • Trigger: Character base stats. • Does not reduce the additional slow caused by increased slow from frost. | |
redstun | • Operation: reduces the duration of turns during which the Character is affected by stun effects (stun, freeze, stun2).• Variable: the part of the attack's duration that is reduced. • Trigger: Character base stats. | |
removeslow-allies | • Operation: removes slow effects that are spread out over time - caused by enemies' equipment and abilities - from all party members. • Variable: none. • Trigger: initiation layer. • If the Character is currently suffering from ongoing poison damage, removes the slow until the poison effect is renewed. | |
removestun-allies | • Operation: removes stun effects from all party members (stun, freeze, stun2).• Variable: none. • Trigger: initiation layer. | |
resdmg | • Operation: increases the destruction of the opponent's resistances in the Character's stats. • Variable: the number of percentage points by which the opponent's resistances are reducted. • Trigger: Character base stats. | |
resfire | • Operation: increases the Character's fire resistance. • Variable: the number of percentage points by which the Character's fire resistance increases. • Trigger: Character base stats. | |
resfire_per | • Operation: increases the fire resistance of the Character on whom the ability is cast. • Variable: the number of percentage points by which the Character's fire resistance increases. • Trigger: initiation layer. • May last longer than 1 turn. • May affect the Character casting the ability or an ally. • May take negative values. | |
resfrost | • Operation: increases the Character's frost resistance. • Variable: the number of percentage points by which the Character's frost resistance increases. • Trigger: Character base stats. | |
resfrost_per | • Operation: increases the frost resistance of the Character on whom the ability is cast. • Variable: the number of percentage points by which the Character's frost resistance increases. • Trigger: initiation layer. • May last longer than 1 turn. • May affect the Character casting the ability or an ally. • May take negative values. | |
reslight | • Operation: increases the Character's lightning resistance. • Variable: the number of percentage points by which the Character's lightning resistance increases. • Trigger: Character base stats. | |
reslight_per | • Operation: increases the lightning resistance of the Character on whom the ability is cast. • Variable: the number of percentage points by which the Character's lightning resistance increases. • Trigger: initiation layer. • May last longer than 1 turn. • May affect the Character casting the ability or an ally. • May take negative values. | |
reusearrows | • Operation: after the battle ends, the Player receives a part of the arrows used during the battle. • Variable: the part of arrows used that the Player recovers after the battle ends. • Trigger: Character base stats. | |
sa_per | • Operation: increases the Character's attack speed by a certain percentage. • Variable: the percentage by which the Character's attack speed increases. • Trigger: initiation layer. • The acceleration stacks additively with the effects of critsa_per, adrenalin_sa_per, sa2_per, aura-sa_per, allslow_per, critslow_per, lightshield_per. | |
sa1 | • Operation: increases the Character's attack speed by a fixed number of points. • Variable: the number of points by which the attack speed increases in the Character's stats. • Trigger: Character base stats. | |
sa2_per | • Operation: increases the Character's attack speed by a certain percentage. • Variable: the percentage by which the Character's attack speed increases. • Trigger: initiation layer. • The acceleration stacks additively with the effects of critsa_per, adrenalin_sa_per, sa_per, aura-sa_per, allslow_per, critslow_per, lightshield_per.• The duration of the effect can be greater than 1. | |
sa-clothes | • Operation: increases attack speed by a part of the attack speed value originating from the Character's equipment. • Variable: the part of attack speed originating from the Character's equipment that increases the Character's stats. • Trigger: Character base stats. | |
shout | • Operation: forces Characters affected by this effect to target the Character who used the ability with this effect. The effect applies to the Player targeted by the ability and at random, to the remaining number of Players specified in the effect's parameter. • Variable: the number of Characters who are forced to target the effect's owner. • Application: initiation layer. • Trigger: initiation layer of the opponent. • The duration of the effect can be greater than 1. • A Character affected by the effect may still use actions cast on themselves (even if, as a result, the effects of the skills they use affect the entire party). • While the effect is active, a Counter event that would require attacking a Character who cannot be attacked cannot occur. • If the Character is not within attack range, the provoked monster performs Step Forward. | |
slowfreeze_per | • Operation: increases the slow effect from frost weapons by a certain amount specified in the effect's parameter. • Variable: the amount by which the Character's weapon slow is increased. • Trigger: damage layer. • The addiitional slow is not reduced by the redslow.• The duration of the effect can be greater than 1. | |
stealmana_per | • Operation: takes a part of the opponent's mana and transfers it to the Player's Character using this ability. • Variable: the amount of mana that is taken from the opponent's Character and transferred to the Player's Character. • Trigger: initiation layer. • This effet is not reduced by any mana destruction reduction effects. | |
stinkbomb | • Operation: applies an effect to the opponent that reduces their chance of performing a critical hit, a auxilairy critical hit and pierce armor. • Variable: the number of percentage points that reduce the opponent's chance of performing a critical hit and the pierce armor. pierce armor is reduced by twice the value of this skill parameter. • Application: initiation layer. • Trigger: initiation layer of the opponent. • The effects stacks up to a maximum of two sources from different Players. • The duration of the effect can be greater than 1. • This effect does not affect the chance of a very critical hit or auxiliary very critical hit occuring. • This effect stacks additively with the effects active_crit, active_crit-allies, disturb.• The opponent's critical hit chance cannot fall below 1%. | |
stinkbomb_crit | • Operation: applies an effect to the opponent that reduces their critical hit chance and auxiliary critical hit chance. • Variable: the number of percentage points by which the opponent's critical chance is reduced. • Application: initiation layer. • Trigger: initiation layer of the opponent. • The effects stacks up to a maximum of two sources from different Players. • The duration of the effect can be greater than 1. • This effect does not affect the chance of a very critical hit or auxiliary very critical hit occuring. • This effect stacks additively with the effects active_crit, active_crit-allies, disturb.• The opponent's critical hit chance cannot fall below 1%. | |
stinkbomb_pierce | • Operation: applies an effect to the opponent that reduces their chance of piercing armor. • Variable: the number of percentage points by which the chance of piercing armor is reduced. • Application: initiation layer. • Trigger: initiation layer of the opponent. • The effects stacks up to a maximum of two sources from different Players. • The duration of the effect can be greater than 1. • The chance to pierce the opponen's armor cannot fall below 1%. | |
str1h | • Operation: multiplies the value specified as a parameter by the Character's strength and adds the result to the Character's minimum and maximum damage if the Character is equipped with a one-handed weapon (or hand-and-a-half worn with a shield). • Variable: a multiplier that affects the damage points gained per point of strength. • Trigger: Character base stats. | |
str2h | • Operation: multiplies the value specified as a parameter by the Character's strength and adds the result to the Character's minimum and maximum damage if the Character is equipped with a two-handed weapon (or hand-and-a-half without a shield). • Variable: a multiplier that affects the damage points gained per point of strength. • Trigger: Character base stats. | |
stun | • Operation: determines the chance of a Stun event occurring, which stuns the opponent and causes their turn to be blocked. During a blocked turn, the Player cannot perform any actions. • Variable: the percentage value determining the chance of a stun event occurring. • Trigger: events layer. • A stun event can only occur during a successful attack in which no block event occurred. • When attacking a stunned opponent, block, evade, parry, arrow block, counter, pierce block and Blazing Purification events cannot occur. • The duration of the stun is reduced by the redstun effect. | |
sunshield_per | • Operation: increases the Character's armor and healing from items by a certain amount specified in the effect's parameter. The additional armor and healing decrease by 20% of their initial value with each turn the Character takes. • Variable: tha amount by which the Character's armor and healing increase. • Application: initiation layer. • Trigger: damage layer. • The duration of the effect can be greater than 1. • The effect depends on the number of turns taken by the Character who cast the ability. • The additional armor cannot be reduced by an opponent. • The additional healing may be modified by the effects of heal_per-allies, critpoison_per, heal_per-enemies. | |
swing | • Operation: determines the chance of triggering an event (swing) that deals additional physical damage, determined by a roll from the (physical) attack of the main weapon, to up to three random, non-repeating enemies that the Character can target without changing position. • Variable: the percentage that determines the chance of swing event occurring. • Trigger: events layer. • The additional damage is not affected by skill bonuses or critical hit events. • This effect requires physical damage and does not apply to ranged damage. • Additional damage is not reduced by effects that lower a Character's attack damage, legendary bonus effects or absorption. • Additional damage is reduced by armor. • The effect does not occur during a deadly attack. | |
taken_dmg_per | • Operation: applies an effect to the opponent that increases the damage dealt to them by a certain percentage. • Variable: the percentage of damage dealt that is increased. • Application: initiation layer. • Trigger: finalization layer. • The skill's effect calculates additional damage based on the damage dealt by the attacking Character before any damage reduction effects are applied. • The duration of the effect can be greater than 1. • The effect is applied to the opponent and depends on the number of turns the opponent has taken. • The effect stacks up to the two highest sources from different Players. • In the case of multiple instances of damage (e.g., physical and magic damage), each is calculated separately and only added together at the very end. | |
taken_dmg_per-all | • Operation: applies an effect to the opponent that increases the damage dealt to them by a certain percentage. • Variable: the percentage of damage dealt that is increased. • Application: initiation layer. • Trigger: finalization layer. • The skill's effect calculates additional damage based on the damage dealt by the attacking Character before any damage reduction effects are applied. • The duration of the effect can be greater than 1. • The effect is applied to the opponent and depends on the number of turns the opponent has taken. • The effect stacks up to the two highest sources from different Players. • In the case of multiple instances of damage (e.g., physical and magic damage), each is calculated separately and only added together at the very end. | |
taken_dmg_per-row | • Operation: applies an effect to all enemies standing in the same row, increasing the damage dealt to them by a certain percentage. • Variable: the percentage of damage dealt that is increased. • Application: initiation layer. • Trigger: finalization layer. • The skill's effect calculates additional damage based on the damage dealt by the attacking Character before any damage reduction effects are applied. • The duration of the effect can be greater than 1. • The effect is applied to the opponent and depends on the number of turns the opponent has taken. • The effect stacks up to the two highest sources from different Players. • In the case of multiple instances of damage (e.g., physical and magic damage), each is calculated separately and only added together at the very end. | |
vamp | • Operation: deals fixed damage from the ability and restores the same amount of health to the Character. • Variable: the amount of damage and healing. • Trigger: initiation layer. • The healing effect is reduced by the lowheal_per-enemies effect.• Damage is reduced by the dmg_from_player_per effect. | |
vamp_time_per | • Operation: applies an effect to the Character that restores a part of the damage dealt to the enemy as health. • Variable: a part of the damage dealt, which determines the Character's restored health points. • Application: initiation layer. • Trigger: finalization layer. • he healing effect is reduced by the lowheal_per-enemies effect.• The duration of the effect can be greater than 1. | |
vulture_perw | • Operation: if the target's health is below 20%, the damage dealt is increased by a part of the damage dealt. • Variable: the part of the damage dealt by which the damage dealt is increased. • Application: events layer. • Trigger: finalization layer. • This effect only increases physical or ranged damage dealt. • The additional damage is added at the very end of the process after all damage reduction effects have been applied - it is therefore reduced only by ability effects that weaken damage sources ( dmg_from_player_per, poison_lowdmg_per-enemies). | |
woundchance | • Operation: increases the chance of triggering an event (deep wound, auxiliary deep wound), during which the target takes deep wound damage spred over 5 turns. • Variable: the number of percentage points by which the chance of a deep wound or auxiliary deep wound event increases (if the Character has a auxiliary weapon that deals deep wound damage). • Application: events layer. • Trigger: damage layer. • This effect requires a primary weapon that deals deep wound damage (in the case of the deep wound event) or auxiliary weapon that deals deep wound damage (in the case of the auxiliary deep wound event). • Damage is applied only when an attack hits the opponent. • The event is calculated separately for the auxiliary and main weapons. | |
wounddmgbon_perw | • Operation: increases deep wound damage from the main weapon by the amount specified in the effect parameter. • Variable: the amount by which deep wound damage increases in the Character's stats. • Trigger: Character base stats. | |
woundred | • Operation: determines the Character's resistance to deep wound damage. • Variable: the amount by which all deep wound damage is reduced. • Trigger: Character base stats. • Resistances cannot be reduced. • The maximum reduction in deep wound damage is 90%. | |