Combat Mechanics


Introduction

The following terms are used in this document:
            • Player – the part of the definition of Player that refers to the service available after logging into any Margonem Game World.
            • Character – the part of the definition of Character that refers to participation in the Game, specifically to movement, combat and the usa of other actions made available through the Game interface.
            • Hero – the part of a Character that referes to their combat stats and battlesets, which consist of abilities and items.
            • NPC – an independent entity that may optionally engage in combat and/or dialogue and has combat statistics.

If you find any differences between the document’s content and the actual state of the Game, please report this information via the Contact Panel.
This document is currently undergoing revision, so some of the terminology may be inconsistent.


Table of Contents

1. Combat System
            1.1. Combat Module
            1.2. Initiating fights between Players
            1.3. Initiating fights with NPC
            1.4. The Player's Actions in combat
            1.5. Character Unconsciousness
            1.6. Experience
            1.7. Glory Points
            1.8. Loots
            1.9. Items used in combat
            1.10. Stamina
            1.11. Wanted lists
2. Turn system
            2.1. Order of performing turns
            2.2. Waiting time for the Player's action
            2.3. Skills
            2.4. Battle strategy
3. Character stats in combat
            3.1. Player's statistics
            3.2. Equipment structure
            3.3. System of sockets & symbols and creating legendary armors
            3.4. Item enhancement system
            3.5. Item reforging system
            3.6. NPC stats
            3.7. Skill effects
4. Combat-based Attractions
            4.1. Abyss
            4.2. Bloodbath
            4.3. Mine of Blood
            4.4. Battles against monsters
            4.5. Nuances related to the elites II
            4.6. Karka-han Necropolis



1. Combat System

1.1. Combat Module


Combat Module is a Game element triggered when an action to attack a Character is performed. It consists of a frame that fully occupies the entire Game World module (including the map and its objects).

The following is a list of the components of the combat module and related elements:
            1. Field of combat, where Characters and NPCs are located.
            2. Combat log window, always located in the center of the combat module.
            3. The turn prediction list, located on the right side of the combat log window.
            4. The turn duration timer with a progress bar, located at the top of the combat log window.
            5. The total turn count timer, located on the left side of the combat log window.
            6. The surrender button located in the upper-left corner of the combat log window.
            7. A set of buttons located in the upper-right corner of the combat log window, used to resize the combat log window and open separate combat log or prediction windows.
            8. The target-switch button, located in the lower-left corner of the combat log window.
            9. The quick-combat toggle button, located in the lower-right corner of the combat log window, and the button that appears in its place to close the combat frame after the battle ends.
            10. A red circle in the main interface representing the Character’s health bar, whose percentage value changes during combat.
            11. The secondary (top) skill bar, located at the bottom of the combat log window, which can be unlocked by first assigning active skills in the skill module.
            12. The main (bottom) skill bar, part of the main interface, appears in place of the quick-access bar.
            13. Skills pinned to skill bars. Grayed-out skills cannot be used due to cooldown (indicated by a number showing the remaining turns until the skill is available again), lack of resources (energy or mana), failure to meet requirements (incorrect damage type for the weapon), or the Character’s incorrect position relative to the target.
            14. An additional combat log window that can be customized in size and position.
            15. An animation of crossed swords above a Character’s portrait, indicating which Character is currently performing an action.
            16. A tooltip that appears when you hover your mouse over a Character, displaying key information about their status.
            17. Tombstones of defeated Characters. Tombstones cannot be targeted by attacks or abilities.
            18. Health bars (for all Characters), energy and mana bars (for allies), ultimate ability charge bars (for monsters), and icons indicating effects affecting a Character (such as slow) above the Character portraits.
            19. The Character's inventory, which is part of the main interface. It contains all the items that make up the current stats with which the Character began the battle.
            20. The number of the selected battleset, which is part of the main interface. It containts information about which battleset the Character began the battle with (a battleset consists of equipment and skills).
            21. The Character's stats list, which is part of the main interface. The stats show the Character's condition at the start of the battle and do not change as the Character's condition changes during the battle.
            22. Bag with items located within the main interface. During combat, you can use certain rare items that alter the course of the battle.



Some elements in the Game's main interface can be unpinned, allowing you to customize the layout of the battle window. You can do this by clicking on the corresponding pin icon located in the right corner of the battle log window. The elements supported by this feature include:
            • Window displaying a list of turn predictions.
            • Window displaying the battle log.

Two types of combat are supported:
            • Plaver vs Non-Player Character (NPC) combat.
            • Player vs Player combat.

The following combat modes are supported:
            • Turn-based combat, in which the Player makes their own move. It is initiated by left-clicking on an NPC or by using the Attack action on the Player. You can switch from turn-based combat to quick combat at any time.
            • Quick combat, during which a Character's actions are performed automatically (attack and Step Forward). The Player can influence the type and order of actions performed through the Battle strategy system located in the skills module. This mode is activated when the Auto option is enabled during combat. If more than one Player is participating in combat, one Player's selection of the Auto option will not affect other Players in any way. Non-Player Characters always perform actions automatically. You can switch from quick combat to turn-based combat at any time.
            • Automatic combat, which works identically to quick combat, but is calculated sequentially by the Game Engine without waiting for any of the Players involed in the combat to take an action. Enabling this mode means that Players are notified of the outcome after a short delay. Automatic combat is triggered by right-clicking on an NPC (by a single Player or a party leader) or by the party leader enabling the Auto for Party option, but only when fighting NPCs.
In the case of a battle against a group of enemies, the target selection priority during auto-battle is as follows:
            • priority from the Player's perspective:
                        1. An opponent who was attacked at the start of combat, even if it requires a postiion change.
                        2. An opponent with the lowest level who can be attacked by the attacker without the attacker having to change position. If it is necessary to change position to attack any opponent, a Step Forward is performed.
                        3. The Character whose template was added to the Game World most recently (with the highest ID).
                        4. The Character who was added to the Game World most recently (with the highest ID).
            • priority from the monster's perspective:
                        0. A list of fighting Players is created based on the order in which Characters were added to the party. The Character who originally created the party is first on the list and the Character added last is last on the list. Changing the leader does not alter the order of the list. When the monter attacks, the Character attacking it swaps places on the list the the party leader.
                        1. An opponent with the lowest level who can be attacked by the attacker without requiring a change in position.
                        2. An opponent who initiated the fight, if there is no need to change position.
                        3. The Character at the bottom of the list of fighting Players who can be attacked without changing position. If no Character can be attacked without changing position, the Step Forward is performed.

After a battle has ended and the log has been closed, you can review the battle log again by using special keyboard shortcut (by default H) or by entering the command show battle in the console (keyboard shortcut ~).



1.2. Initiating fights between Players


Whether Players can egage in combat depends on the map type and the PvP Consent setting chosen by the Player. Combat begins when one Player attacks another (using a button in the interface or a keyboard shortcut), the condition of PvP consent is met (if the map type allows attacking Players without consent, this condition is not checked), the distance condition from the Player (the radius of the rectangular area is 2 grid squares) and the shortest path condition (the shortest path between the Characters, after including collisions, must be sufficiently short).

PvP Consent is a special option represented by a shield (or crossed swords) located below the Character's inventory. It is taken into consideration when performing an Attack action against Players located on the Yellow (conditional PvP) or Orange (arena). Setting the shield indicates that the Character does not consent to Player vs Player combat, consequently, none of the other Players will be able to attack that Character. Setting the crossed swords indicates consent to the Character being attacked.

Map types:
            • Green - Players cannot fight each other on this map.
            • Yellow - Players can initiate combat with Player with PvP Consent.
            • Red - Players can initiate combat with anyone, PvP Consent does not affect the ability to initiate combat.
            • Orange - arena, Players can initiate combat with Players with PvP Consent and the respawn time in the arena is 10 seconds.

Additional map mechanics:
            • There is map setting (unconditional PvP mode) that causes the map to be red regardless of World settings and time of day (used in the Blood bath and Mines of Blood).
            • Joining the Abyss system queque means that combat can occur regardless of the type of map the Character is currently on.
            • There is an option applied to certain maps that disables the level advantage between the Player and the opponent (another Player or a independent monster). On such maps, legendary bonuses for Characters with a level higher than 300 function as if the Character were level 300. Additionally, battles on these maps do not result in the accumulation of points withing the wanted list system.

Additional restrictions on initiating combat:
            • Players cannot initiate combat with a Character currently engaged in combat.
            • Player cannot attack a member of their own party.
            • When a Character first enters the red map, all Players are prevented from attacking it for 5 seconds or until the Character performs an action in the Game. This protection resets after 1 minute.
            • Logging into the Game prevents Players from attacking from attacking the Character for 5 seconds or until an in-game action is performed. This also applies on the red map.
            • When a Character is talking to an NPC, other Players are temporarily unable to attack that Character - the duration depends on the length of the dialogue. There is a special setting for certain NPCs where talking to them completely prevents other Players from attacking the Character.
            • When a Character uses the Flee from Combat action, they cannot attack another Character for 5 seconds.
            • When a Player enters inactivity mode or solves a captcha, it does not affect eheir ability to engage in combat.
            • Characters with the ranks GM, SGM and Admin can attack other Characters regardless of the map type.



1.3. Initiating fights with NPC


Start of combat:
Combat begins immediately if there is only one Player or several Players from the same party near the NPC being attacked. Players from the party participate in combat if they are withing a radius o 22 squares (including diagonal distances).
If, within 7 squares of an NPC of rank higher than Elite, there are at least two Players from different parties who are not participating in combat and are not in an inactive state, the start of combat is delayed by approximately 4 seconds due to a random draw. This time is counted from the moment the first Player clicks the attack button. During this period, other Players have the opportunity to participate in the random selection for the battle with the NPC - a sword icon with a question mark then appears above Players who wish to start the battle.
Details of the drawing:
            • Every Player has an equal chance of initiating an attack, the drawing does not favor anyone.
            • The speed of your click and the number of clicks on the attack start button have no impact on the drawing.
            • If multiple Players from the same team perform an attack action, this does not increase their chances of initiating combat - the entire party is treated as a single unit in the random draw.
            • If an NPC group is being attacked, the random draw mode is activated if there are at least two Players from different parties near any member of the NPC group.
            • The random draw mode is activated only when other Players from a different party are located right next to the NPC or NPC group being attacked. Elite-ranked monsters are exempt from this rule, for them, the radius within which another Player must be present to trigger the random draw is 7 squares.
            • The random draw mode was introduced so that every Player, regardless of their internet connection speed or clicking speed, has an equal chance to initiate an attack.
            • The Player who starts the draw cannot be added to the party.



1.4. The Player's Actions in combat


In battle, a Player is assigned to one of two teams fighting against each other. A team is formed before the battle by the commander, who is the Player who invites all other Players to join their party. The commander can disband the party (remove all members) and transfer command to another Player. A party consists of up to 10 Players. Ultimately, up to 20 Players can participate in the fight, with 10 Players on each team.

The battle is divided into turns, which are the Players' actions. A turn consists of a 15-second wait for a Player to take an action. If a Player does not take any action, an automatic move is performed.

The Player can perform the following actions:
            • Default action - a basic attack and a step forward
            • Skill cast - actions that the Player must learn through the skill module

Each action requires selecting the appropriate target by clicking on the relevant object with the mouse or using the TAB key. The Player can select the following targets:
            • Themselves - to move (Step Forward) or use a skill that triggers an effecton the Character or all party members.
            • An ally - to buff one or more allies.
            • An opponent - to attack an enemy or use offensive skills that apply an effect to one or more enemies.

Actions may have conditions that must be met in order to be performed. The following requirements are available:
            • Position - eg. a step forward can only be performed while in the first position, while ranged skills can only be performed while in the second or third position.
            • Item type - eg. some skills can only be used while wielding a two-handed weapon, ranged profession skills require arrows.
            • Damage type - eg. some skills can only be used while wielding a weapon that deals Deep Wound damage.
            • Resource - skills may require a specific pool of energy or mana points.
            • Combat phase - skills may have a cooldown period between uses, expressed in turns.
            • Target - some skills have a taunt effect (shout) that forces affected Characters to attack a specific target. A Character under the influence of this effect may target themselves.

At the start of combat, each Player is assigned to one of three available positions. The position depends on the Character's profession:
            • First position - Characters wielding melee weapons (also known as bladed weapons) or those not equipped with any weapons. In the default inventory, the professions are: warrior, blade dancer, paladin.
            • Second position - Characters wielding a rods. In the default invetory, this is the Mage.
            • Third position - Character wielding ranged weapons and arrows. In the default inventory, the professions are: tracker, hunter.

The second and third positions are ranged positions. Characters in these positions, if they have a weapon equipped, may perform any action without having to meet the position's requirements.
Characters in the first position must close the distance to a target in order to perform actions on it, such as an attack. The distance is closed by taking a number of steps forward equal to:
            • 1 step forward to attack Player in the third position (approach to the second position)
            • 2 steps forward to attack Players in the third position (approach to the third position)
            • 0 steps forward to attack Players in the first position, including those who previously took a step forward

A Player can move up to the third position. However, there is no limit on the number of steps forward a Player can take due to the pushback mechanic, which pushes the Player away from the position of the character performing this effect (this effect is triggered by monsters' special attacks).

The battle ends when all members of one of the parties are defeated. A Character dies when their health points drop below 1. In the event of victory, the Player returns to the Game World with the health points they had at the end of the battle. If the Player is defeated, they respawn at a location determined by the settings of the map where the Character died (the nearest city, the entrace to a map with a colossus or a quest-related location) with one health point. Until they respawn, the Character remains unconscious.



1.5. Character Unconsciousness


The Character remains unconscious until respawn for a duration of:
∀ lvl <= 20 { Tresp [s] = 10 + lvl }
∀ lvl > 20 { Tresp [s] = 30 + 10 * (lvl - 20) }
            where:
            lvl - the Player's level (or operational level for Characters with a lever higher than 300).
            Tresp - respawn time.
            min - the mathematical function minimum.

The duration of the unconsciousness state is affected by:
            • Map settings - a map may have a special option called Reduced Character respawn time, which reduces the Character's recovery time to 15 seconds or it may be an Arena, where the recovery time is 10 seconds.
            • Talisman - items of the Talisman class may have the 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%.
            • Scrolls of Refreshments - consumable items with the 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.
            • World Settings
            • Character killing by the GM - Accounts with the appropriate permissions can kill a Character for an indefinite period.

The Accelerated Recovery (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.
The value of 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))) / 10
            where:
            respred - recovery time reduction.
            target_resp_time - desired time of unconsciousness, given in seconds, depending on the item's rarity.
            arctan - arctanget function.

The respawn time can be calculated using the following formula:
Tresp_final [s] = Tresp * (100% - respred[%])
            where:
            Tresp_final - final respawn time.
            Tresp - recovery time without a talisman.
            respred - recovery time reduction.

The desired duration of the unconscious state is set by the designers as the expected time it takes for a Character to recover, depending on the talisman they possess that has a level equal to that Character's level. Due to the linear nature of the recovery time function, the expected revieval time may significantly exceed the actual time spent in the unconscious state. This is therefore a fairly general threshold for higher-level Characters, for whom the revival time is longer than the set target value.
Assuming the talisman's level is equal to the Character's level, the desired duration of the unconsciousness status is:
            • 420 seconds - for an active common talisman
            • 340 seconds - for an active unique talisman
            • 250 seconds - for an active heroic talisman
            • 210 seconds - for an active upgraded talisman
            • 170 seconds - for an active legendary talisman



1.6. Experience


Defeating a monster or a group of monsters and ending the battle rewards each surviving Character with experience points. Experience is used to level up a Character. A newly created Character starts at level 1 and can reach a maximum level of 500.

Character Level

To level up, you must have a certain amount of experience points. The number of experience points required to reach a specific level is calculated using the following formula:
exp_amountlvl = (lvl - 1)^4 + 10
            where:
            exp_amountlvl - the number of experience points required to advance to level lvl.
            lvl - the level to which the Character is to advance.

Character's level affects:
            • The availability of quests that can be completed.
            • The ability to access and remain on certain level-restricted maps.
            • The ability to use items and equip it on the Character.
            • The visibility of certain monsters (heroes).
            • The level of enemies, which adjusts to the level of the Character they are fighting.
            • The level of items, which adjusts to the level of the Character who obtained them.
            • The ability to destroy an item looted from an NPC.
            • The ability to reduce the number of loot draws after defeating an NPC in a group.
            • The number of skill points available to distribute.
            • Certain Character statistics, such as base attributes (dexterity, strength, intellect), critical hit and health.
            • Additional increases to certain attributes (critical hit, critical hit strength, dodge, dodge reduction, block) when fighting Characters and monsters, when there is a significant level difference between opponents.
            • Receiving penealty points for killing Players of a much lower level, which may result in a Wanted List being issued for that Character.
            • Experience gains from potions that grant experience points and from quests with rewards based on the Character's level.
            • Access to certain interface modules.
            • The ability to perform certain actions during gameplay (kissing, sending private messages, buying out a deposit).


Character level above 300
Characters with a level higher than 300 are treated the same as characters with a level of 300 with regard to the following mechanics:
            • Increases in base stats and attributes per level - strength, dexterity, intellect, health and critical hit change (not to be confused with the increase in critihal hit chance resulting from a level advantage) do not increase above level 300.
            • Calculating statistics based on the opponent's level (block, dodge) - if the opponent's level is higher than 300, the chance for the Character taking the hit to block or dodge is calculated relative to level 300.
            • Possibility to find a hero - heroes above level 250 do not have an upper level limit for the Characters to whom they are visible.
            • Number of available skills - skill points do not increase beyond level 300, so the maximum number of skill points is 276.
            • Character Strength during Abyss battles - Characters with a level higher than 300 are treated as if they were level 300 in the search queque and during combat.
            • Increasing the number of loot draws after defeating a monster - when calculating the number of loot draws, Characters with a level higher than 300 are treated as if they were level 300.
            • Counting progress toward quest completion - when calculating quest progress awarded after a group battle against a monster, Characters with a level higher than 300 are treated as if they were level 300.
            • Gaining experience after defeating a monster - in the hypothetical case of a level 500 monster, when calculating the amount of experience points gained after defeating it, Characters with a level higher than 300 are treated as if they were level 300.
            • Setting the blessing level after use - a blessing cannot assume a level higher than 300.
            • Setting the level of equipable items with the lvladjust stat - items that adjust their level based on the Character's level cannot assume a level higher than 300.
            • Gaining experience from items with the 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.
            • Determining monster level with the autolvl stat - monsters whose level adjusts to the Character's level cannot assume a level higher than 300.

Level advantage
When the level of the character performing the attack (Player or NPC) is 5 levels higher than the level of the character receiving the attack (Player or NPC), a level advantage is triggered, which affects the following statistics:
            • Increases or decreases the attacking Character's chance of dealing critical hit by:
            critgain [%] = sign(lvlattack - lvldefence) * max(abs(lvlattack - lvldefence) - 5, 0) * 3
                        where:
                        critgain - 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.
            • Increases or decreases the physical and magical critical hit strength of the character dealing damage by:
            critvalgain [%] = min(300 , sign(lvlattack - lvldefence) * max(abs(lvlattack - lvldefence) - 5, 0) * 10)
                        where:
                        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.
There are maps that have the "disable level advantage" setting enabled. This prevents the level advantage bonus from activating during combat.




Gaining experience

Experience can be earned as a reward for completing a quest (predefined value) or for defeating a monster.

Experience gained as a reward for completing a quest has a value defined by the designer, but it can be increased by:
            • World Settings (multiplier from 1.0 to 5.0).
            • Blessings that increase experience from quests (an item with the quest_expbon attribute).
            •A bonus from guild skills.
Experience can have the following value:
            • Constant.
            • Dependent on the Character's level.

Experience gained as a reward for completing a quest is calculated in the following order:
1. Getting the experience value for completing the quest.
2. Multiplying by the World multiplier.
3. Multiplying by the guild bonus.
4. Multiplying by the blessing bonus.

Experience gained for winning a combat is calculated in the following order:
1. Calculate the experience value for killing each monster of a given level using the formula:
experience = npc_lvl^1.80276 * (1 - 0.04 * max(0 , (player_lvl - npc_lvl))
            where:
            experience - experience gained from the monster.
            npc_lvl - the monster's level.
            player_lvl - the Player's levle.
            max - the maximum mathematical function.
2. Calculation of the bonus for significant loss of the Character's health pool:
            -15% for a loss of less than 5% of the health pool.
            -10% for a loss of less than 10% of the health pool.
            -5% for a loss of less than 15% of the health pool.
            +0% for a loss of less than 70% of the health pool.
            +10% for a loss of less than 80% of the health pool.
            +20% for a loss of less than 90% of the health pool.
            +30% for a loss of less than 99% of the health pool.
3. Calculate the total experience for all defeated monsters, taking into account all of the above bonuses.
4. Inclusion of the additive experience bonus for fighting in a party of Players.
5. Inclusion of the additive experience bonus for fighting in a party of NPCs.
6. Inclusion of the multiplicative bonus from World settings or seasonal events.
7. Inclusion of the multiplicative "fair" coeffficient bonus, which is a reduction in experience points when there are significant level differences among Players withing a party.
8. Inclusion of the multiplicative from guild rank.
9. Inclusion of the additive bonus for killing a Player wanted via a wanted list.
10. Inclusion of the multiplicative experience bonus from equipable items and blessings (bonuses are summed together in this step).
11. Dividing the experience by the number of members in the party.
12. Verifying that the Player's Stamina points are greater than zero, if not, the Character ddoes not receive experience.
13. Awarding experience to the Character.



Party experience bonus compensates Players for the division of experience awarded to them based on the party size. It is calculated using the following formula:
experience_bonus [%] = 100% + GΣn=1(9 + n)[%]
where:
            experience_bonus - bonus to experience gained from combat.
            G - number of party members.



Experience penalty for level advantage over an NPC:
experience_penalty [%] = max(0 , 4% * (lvlplayer - lvlNPC))
where:
            experience_penalty - the percentage by which the experience gained by the Player is reducted.
            lvlplayer - the Player's level.
            lvlNPC - the monster's level.



The highest Player level in the party that allows for gaining experience from fights.
To gain experience from fights, the difference between the lowest and the highest level Players in the group must be 40% of the lowest level Character's level plus a fixed value of 4 (but no less than 14 levels):
lvlally_max = max( round( (1 + server_factor) * lvlally_min) + 4, lvlally_min + 14)
            where:
            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 World



The highest Player level in the Party that completed stages in the quests.
To count progress on quests (such as killing a monster) while grouped with another Player, the difference between the lowest-level and highest-level Characters in the party can be up to 20% of the lowest-level Character's level (but no less than 10 levels). For a party to be counted as having killed a monster, the Character performing the quest must survive the battle.
lvlally_max = max( round( (1 + server_factor) * lvlally_min) + 4, lvlally_min + 14)
            where:
            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.



The highest Player level in the Party that completes stages in the quests.
To count progress on quests (such as killing a monster) while grouped with another Player, the difference between the lowest-level and highest-level Characters in the party can be up to 20% of the lowest-level Character's level (but no less than 10 levels). For a party to be counted as having killed a monster, the person completing the quest must survive the battle.
lvlally_max = max( round( (1 + server_factor) * lvlally_min) + 4, lvlally_min + 14)
            where:
            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.



Items adding experience can be obtained:
            • from chests that are daily reward for participating in the Abyss.
            • by claiming them from an NPC that appears on the Elite III event map after defeating it, as long as it was level 300.
            • from a chest for completing 7 runs of the Karka-han Necropolis.
            • from additional activities related to cyclical events.


Types of items that add experience:
            • Additional experience equal to the monster killed ignores any additional multipliers that apply during combat (number of monsters in the group, remaining health after the battle ends).
            • Consumable items with the constant attribute expadd=N, which grant N-times the experience for killing a monster at the level of the Player using the potion.
            • Consumable items with the variable attribute 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.

Properties of items that add experience:
            • They scale up to level 300. A Player whose level surpasses 300 receives as much experience as if they were at level 300 when using the item.
            • Individual World settings affect the amount of experience gained from items.
            • Blessings and equipable items with the expbon attribute, which increase experience gained from killing monsters, do not affect experience gained from items.
            • Items can only be used on maps where PvP mode is disabled (green maps).
            • Items grant experience even if you have no stamina points.



Reversing experience

Resetting experience for a given level involves setting the Character's experience pool to the amount required to advance to the level they currently hold, with no excess. After reversing the experience, the experience pool required to advance to the next level is 0%.
You can reset experience by selecting the appropriate dialogue option from the NPC offering this service - Sir Graunsheim at the Order of the White Rose' Seat (Karka-han Town Hall). The fee for reseting experience can be paid in gold or Draconites.
The cost of resetting experience in Draconites is 375D and increases by 75D for each subsequent experience reset (up to a maximum of 750D), it resets to 375D if the Character levels up to a level divisible by 50.
The cost of resetting experience in gold depends on the Character's experience level and increases in the same way as the cost of resetting in Draconites.



1.7. Glory Points


Unlike battles against NPCs, a Character can earn Glory Points for defeating another Player. These points serve as an indicator of the number of successful 1v1 duels the Player has fought and act as an additional currency that can be exchanged for items in special shops. A defeated Player loses Glory Points from their pool equal to the number of points gained by the winner (the total number of Glory Points cannot fall below zero). Glory Points can be earned from the following sources:
            • Attacking and defeating a Player whose level is up to 10 higher or up to 2 lower than your own.
            • Being attacked and defeating a Player whose level is up to 10 lower or up to 2 higher than your own.
            • Completing a quest or a part of a quest for which Glory Points are awarded as a reward.

The battle for Glory Points takes place when:
            • The IP addresses of both Players are different.
            • The Players do not belong to the same guild.
            • Both Players are above level 20.
            • The level advantage between the Players is not too great. The attacking Player can be a maximum of 2 levels higher and a maximum of 10 levels lower than the Player being attacked.
                        lvlplayer1 - lvlplayer2 > 2
                        lvlplayer2 - lvlplayer1 > 10
            • The Player's health at the start of the battle is greater than or equal to 85% of their base health pool.
                        hpcurrent / hpbase < 0.85
            • The Players have never fought each other for Glory Points.
            • Since their last Glory Points battle, each Player has fought in more than N duels with other Players.
            where N is a parameter equal to:
                        20, if the Player's level is less than or equal to 70
                        15, if the Player's level is less than or equal to 100
                        10, if the Player's level is greater than 100

Order of calculating Glory Points for a battle:
            1. Calculate the base Glory Points by taking the arithmetic mean of the Player's levels:
                        GPbase (lvlplayer1, lvlplayer2) = (lvlplayer1 + lvlplayer2) / 2
            2. Applying a 33% penalty for different roles if the combat roles of both Players do not belong to the same category:
                        GP = GPbase * 0.66
                        (warrior/blade dancer/paladin - position 1, mage - position 2, tracker/hunter - position 3)
            3. Applying a 50% penalty for lack of Glory Points if the losing Player has fewer Glory Points than they should lose for losing the battle:
                        GPfinal = GP * 0.5
            4. Award the winner GPfinal and deduct from the loser max(GPfinal , 0).



1.8. Loots


Completing a battle against an NPC may result in the award of an item. This mechanism consists of two parts: the random selection of loot from the monster's item pool and the distribution of loot among the Players.
If at least one item of loot has been drawn, a loot window appears for all participants in the battle who did not close the battle window before it ended. You can use the ESC key to reject all loot items in the window.

Loot drawing mechanism

1. Checking whether loot has been destroyed
If no Player survived the battle, no loot is drawn.
Additionally, a randomly drawn item is destroyed if a Character exceeds the following levels:
            • 13 levels higher than the monster's level in the case of playing on a Normal World
            • 13 to 50 levels higher than the monster's level, depending on the World's settings

An item if not destroyed if the template has the "Indstructible" parameter, which applies to event monsters, some regular monsters (mainly if they possess an item needed to complete a quest), event heroes, event colossi and NPCs with dialogue.
Monsters with a level of 250 or higher always have an indestructible loot template.

2. Checking the monster type
            • If the loot draw is for a template that has "Personal Loot" enabled (for example the Colossus loot template), every party member (regardless of whether they survived the battle) participates in a private, guaranteed draw. The loot goes exclusively to the Player entitled to the draw. You cannot accept loot from a draw that belongs to another Player. You cannot reject your own loot. Items that do not meet the Character's profession requirements (stat reqp) are removed from the loot pool.
            • If the draw if for loot from the Elite II or Hero template, proceed to step three.
            • If the draw if for loot from the Titan template, proceed to steep four.
            • In all other cases, only one draw takes place.

3. Checking whether the level difference between Players is too high
If the levels of any two Players differ too much, the number of draws - regardless of the group size - is 1. Otherwise, proceed to step four.

The lowest level of a Player in the party:
lvlmin = max( min( ceil( (min( lvlmax, 300) - 4) / (1 + server_factor) ), lvlmax - 14), 1 )
            where:
            lvlmax - the highest Player level in the party.
            server_factor - server factor: 0.2 for Normal World

The highest level of a Player in the party:
lvlally_max = max( round( (1 + server_factor) * lvlally_min) + 4, lvlally_min + 14)
            where:
            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 World

4. Calculating the number of draws
The number of draws depends on the number of party members who survived until the end of the battle.
drops = min( 10, max( 1, 1 + floor((looters - 1) * 0.5 + rng)))
            where:
            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).

Examples:
For a full party of Players, the loot count is 5 and there is a 50% chance of drawing a sixth piece of loot.
If a Player fights alone, the loot count is always 1.
For a party of two Players, the loot count is 1 and there is a 50% chance of drawing a second piece of loot.
The mechanism allows for up to 10 loot items to be drawn (if the party consists of at least 18 Players).


5. Calculating the chance of an empty loot
For each draw, the chance of an empty loot is calculated based on the weight of the NOTHING element specified in the loot template.
The chance of an empty loot is the ratio of the weight of NOTHING to the sum of the weights of all items in the loot template (common items have a correspondingly higher weight in the designed loot template than unique items and unique items have a higher weight than heroic items, and so on). The weight of each item depends on its rarity (lower for higher quality) and on the number of items of that rarity - the value is adjusted so that the final chance of obtaining an item of that rarity is equal to the standarized chance for that monster type.
Most loot templates are standarized and their combined weight totals 100_000_000.

Order of mechanics affecting an empty loot:
            a. Increase the chance of an empty loot if the number of occurrences of the same loot template is high (for example on the gathering).
                        The weight of an empty loot then increases according to the formula:
                        new_empty = floor(0.5 + empty * (1.0 + 0.8 * ln(max(1, usage))))
                                    where:
                                    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.
            b. Reduction of the weight of empty loot based on World settings.
                        The weight of an empty loot then reduces according to the formula:
                        new_empty = empty / server_stat
                                    where:
                                    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).
                        However, the chance of an empty loot in a loot template with a total weight of 100_000_000 decreases according to the following formula:
                        new_empty_chance [%] = 100% * empty / X / (100_000_000 - empty + empty / server_stat)
                                    where:
                                    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).
            c. Reduction of the chance of an empty loot drop from a blessing for a Player fighting alone (with the statistic lootbon).
                        The chance of an empty loot drop then decreases according to the following formula:
                        new_empty_chance [%] = empty_chance [%] * (100% - lootbon [%])
                                    where:
                                    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.
                        However, the weight of empty loot in a loot template with a total weight of 100_000_000 decreases according to the following formula:
                        new_empty = empty * (100% - lootbon [%]) * (100_000_000 - empty) / [100_000_000 - (100% - lootbon [%]) * empty]
                                    where:
                                    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.


Examples:
Example 1: Assuming the total weight of the set is 100_000_000, the weight of an empty loot for normal monsters is 65_500_000, because the chance of empty loot is 65.5%.
Example 2: Assuming the total weight of the set is 100_000_000, the weight of an empty loot for Elite II monsters is 50_000_000, because the chance of empty loot is 50%.
Example 3: When attacking Elite II with a 50% chance of empty loot drop while equipped with a blessing that reduces the chance of an empty loot by 50%, we reduce the chance of empty loot to 25%.
Example 4: When attacking Elite II with an empty loot weight of 50,000,000 while equipped with a blessing that reduces the chance of an empty loot by 50%, we reduce the chance of empty loot weight to 16,666,667.
Example 5: When attacking Elite II with an empty loot weight of 50,000,000 on a World with a stat that reduces the empty loot weight by a factor of 2, we reduce the empty loot weight to 25,000,000.
Example 6: When attacking Elite II with a 50% chance of empty loot on a World with a statistic that reduces the weight of empty loot by a factor of 2, we reduce the chance of empty loot to 33%.
Example 7: When attacking Elite II with a 50% chance of empty loot on a World with a stat that reduces the weight of empty loot by a factor of X=3, and while equipped with a blessing that reduces the chance of an empty loot by B=67%, we reduce the chance of empty loot to:
            a) first, we apply the World's stats, reducing the chance of empty loot from 50% to 25% (formula from Example 5),
            b) then, we apply the blessing's stats, reducing the chance of empty loot from 25% to 8.25% (formula from Example 3).



The probability of drawing a specific item 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))
where:
            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.

Example:
From the table of drop chances for items of a given rarity it was noted that the probability of obtaining a legendary item from an event hero is 1%, and the probability of empty loot is 29%. If you equip a blessing that reduces the chance of empty loot by 60% as long as you win a solo battlem the chance of obtaining any legendary item will be:
plegendary = 100% * 0.01 * (1 + 0.29 * 0.6 / (1 - 0.29)) = 1.25%

Below is an example of the increase in the chance to obtain a legendary item from Elite II, where the chance to obtain that item is 0.06% and the chance of an empty loot is 50%, when you have a blessing with a stat that reduces the chance of empty loot.

Impact of the blessing that reduces the chance of empty loot on the chance to obtain a legendary item
Reduction in the chance of empty loot Chance of a legendary itemHow 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


Loot distribution mechanism

There are two methods for granting loot to party - randomly assigned loot and personal loot.

Drawn loot
Loot is drawn after defeating monsters of the following types: Common Monster, Elite, Elite II, Elite III, Hero, Titan, Event Hero and Event Titan. This involves sharing the loot window among Players and allows all party members to choose one of three options for each item:
            • Don't want - Player will not receive the item.
            • Want - Player will participate in the random draw to assign the item.
            • Really want - Player will participate in the item drawing with higher priority than Characters selecting "Want" (available only if the Character's profession meets the item's requirements).

Description of the item distribution mechanism:
            a. Each Player initially receives 20 chance points.
            b. After receiving one item, a Player loses 15 chance points.
            c. A Player cannot have fewer than 1 chance point.
            d. If the item distribution fails, the item is removed.
            e. A random draw is conducted based on the Players chance points. First among Players who selected "Really want", and then among those who selected "Want", if the first draw did not occur.
            f. Regardless of the decision made, a Player's chance points are reducted after receiving an item.
            g. Items created first in the Game (meaning those on the far left in the loot window) are drawn first.

Personal loot
Personal loot applies to the following monster types: Colossus, Event Colossus and Event Elite III. Each Player receives a randomly selected item from a pool of items for which their Character meets the profession requirements. Each Player receives an item for themselves and cannot reject it or decide on the loot for other party members.



Loot rarity and their quantity in the monster template

There are 6 different item rarity types, which differ in power and the number of attributes (hereinafter reffered to as bonuses). Items can therefore have the following rarities:
            • Common.
            • Unique.
            • Heroic.
            • Upgraded (available exclusively through the Premium option).
            • Legendary.
            • Artifact (available exclusively as unequippable items from quests).

It is established that heroic and upgraded items have the same quality level due to their identical base attribute values.

Each monster type has a predetermined approximate number of items of a given rarity that appear in its loot template. This summary is presented in the table below.


Number of items of a given rarity in the template
Monster type
Empty loot
Common
Unique
Heroic
Legendary
Common monster
Yes
1-10
0-6
0
0
Elite
Yes
1-4
2-6
1-4
0
Elite II
Yes
1-8
6-12
6-12
3-4
Elite III
Yes
0
3-6
3-6
1-2
Hero
Yes
1
14-22
14-22
5
Colossus*
No
0
20-30
15-25
6-8
Titan
Yes
0
18-24
18-24
7
Wandering Elite
No
0-2
1-6
1-6
0-3
Event Elite III*
No
2-6
8-20
8-20
1-3
Event Hero
Yes
0
6-8
6-8
2-4
Event Colossus*
No
0
22
22
2-7
Event Titan
No
0
22
22
2-7
* NPC type with personal loot



Chances of obtaining an item of a given rarity in the template
Monster type
Empty loot
Common
Unique
Heroic
Legendary
Common monster
66.5%
33%
0.5%
0%
0%
Elite
50%
45%
4%
1%
0%
Elite II
50%
39.44%
8.5%
2%
0.06%
Elite II (specjalna)
50%
36.925%
10.5%
2.5%
0.075%
Elite III
0.001%
0%
69.999%
25%
5%
Hero***
0.001%
28.56%
50.319%
20.41%
0.71%
Colossus*
0%
0%
70%
29.7%
0.3%
Titan
0.001%
0%
54.099%
45%
0.9%
Wandering Elite**
0%
0%
82.5%
17.36%
0.14%
Event Elite III (normal)*
0%
15%
65%
19.8%
0.2%
Event Elite III (hard)*
0%
5%
65%
29.7%
0.3%
Event Elite III (master)*
0%
0%
60%
39.6%
0.4%
Event Hero
29%
0%
50%
20%
1%
Event Colossus (normal)*
0%
0%
65%
34.5%
0.5%
Event Colossus (hard)*
0%
0%
47.5%
51.75%
0.75%
Event Colossus (master)*
0%
0%
30%
69%
1%
Event Titan
0%
0%
54%
45%
1%
Common Chest from the Abyss
0%
75%
25%
0%
0%
Unique Chest from the Abyss
0%
0%
75%
24%
1%
Heroic Chest from the Abyss
0%
0%
0%
96%
4%
Dragonsmith's Chest
0%
0%
89%
10%
1%
Perfect Dragonsmith's Chest
0%
0%
0%
98%
2%
* NPC type with personal loot
** Applies to chests representing a monster template
*** Applies to NPCs after standarization and reworks


The following rules for designing loot templates have been established:
• The vast majority of items of the same rarity have the same chance of being drawn. To calculate the chance of obtaining a specific item, divide the chance of obtaining an item of the same quality by the number of items of that quality. The most common exceptions are Runic Shards, caches (chests containing Components) or other non-equipable items.
• Elites II, Heroes, Colossi, Titans, Event Heroes and Event Titans have a standarized loot template - monsters of the same type have the same chance of dropping an item of a specific rarity (and the same chance of dropping empty loot).
• Event Colossi and Event Elites III have a standarized loot template within the same difficulty level.
• Elites have a standarized loot template if their number of appearances does not exceed 10 (gatherings of monsters consisting of a large number of elites have a significantly increased chance of an empty loot).
• The chance of an empty loot from the Elite and Elite II template is 50%.
• Along with an increase in the number of appearances of the same loot template assigned to a monster, the chance of receiving empty loot increases (this also applies to Elite II monsters that share a loot template, such as Choukker).
• The chance for chests (containing Components) to appear in Tier II Elite and Hero loot templates depends on the number of Heroes, Tier II Elite and the level ranges of legendary armor (20-100, 101-200, 201-300) within which the monster's level lies.
• Elite II monsters on maps where grouping is disabled have a 25% higher chance of dropping unique, heroic and legendary items without affecting the chance of an empty loot drop.

There are NPCs that trigger a loot drawing mechanism provided the Character possesses the appropriate key. When the loot drawing mechanism is activated, one key is taken from the Character's bags. Examples of such mechanisms include:
Shakkru activated by the Blessed Demon-Piercer.
Knight with a Short Sword searched with the Spike of Spider Mother.
Altar of the Spider Queen activated by the Heart of Goddess Altar.

The drop rates for these mechanisms are set to that the probability of obtaining an item of a given rarity while also obtaining a key is identical to that of the corresponding monster type using the standard item acquisition method. Therefore, the drop rates for unique, heroic and legendary items from Elite II - Lord of the Rivers are the same as those from the Altar of the Spider Queen, after including the acquisition of the Heart of Goddess Altar.



1.9. Items used in combat


There are consumable items whose effects can be activated at any time during combat without losing a turn. They are divided into three types:
• Escape items.
• Special potions.
• Chants.



Escape items cause a system-wide interruption of combat for all participants, preserving their health and position as they were at the moment the item was used. These are consumable items with the attribute action=flee.



Special potions are consumable items with the attribute 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.



Chants are consumable items with battlestats, that trigger an immediate effect handled by the skill system. The main features of these items:
• A statistic can be selected from the pool of all active skill effects.
• Items can only be used during battles against NPCs.
• A given effect can be used by a single Player only once per battle. The same effect can only be triggered by another Player. A Player can activate multiple effects simultaneously using chants.
• The duration of the effect is expressed in the number of turns.



Stamina is an attribute that determines a Character's ability to gain experience for killing monsters. Every day at 5:25 AM (CEST), the Character receives a periodic stamina reset that brings the stamina count back to 360, and it decreases by 1 point every minute. A Player cannot exceed 360 stamina points by gaining them solely through the morning reset, but can accumulate excess points if they have increased their stamina from other sources - in this case, stamina is the sum of the periodic stamina and stamina gained in other wasy. Stamina can be increased or decreased by:
            • Purchasing an increase or decrease in stamina in the Premium module.
            • Using a special consumable item that increases or decreases stamina.
            • Using a guild skill that decreases or increases a Character's stamina.

The minimum number of stamina points for a Character is zero, while the maximum value is not set.
Stamina does not affect experience gain from other sources (items, quests).

1.11. Wanted lists


Wanted lists are a mechanism for penalizing Players who kill Characters several levels lower than themselves too often. If a Character kills too many Players with a significant level advantage:
            • The Character is placed on the wanted list.
            • The Character is highlighted in red neon.
            • The Character can be attacked by other Players on the yellow and orange maps, regardless of their PvP settings.
            • Below the Character name, a message appears indicating that the Player is wanted.
            • The Character respawns three times slower (does not apply to battles on Arena maps).
            • After losing a battle, a Character loses 1% of the gold they are carrying. This gold is divided equally among all winners (doest not apply to battles on Arena maps). If a wanted Player is in a party, all members of their party lose 1% of their gold after the battle is lost.
            • The Character loses any stat bonuses resulting from a level advantage.

The list of wanted Players is available in the Wanted module, which can be accessed by clicking on the icon representing the map's color or via the Wanted tab in the Community module.
The module displays all Players who are currently active and are wanted under a wanted list.

For a Character to be wanted with a wanted list, they must have 30 penalty points. The penalty point system works as follows:
            • A Character receives a penalty point if they attack and win a fight against an opponent whose level is at least:
            min_lvl_difference = 16 + max(0 , (lvl_player - 100) / 5)
                        where:
                        min_lvl_difference - level difference.
                        lvl_player - the level of the attacking Player's Character.
                        max - maximum mathematical function.
            • All Players in the party receive a penalty point if they defeat a group of opponents whose Character levels fulfill the following inequality:
            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 )
                        where:
                        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.
            • Defeating a Player's party results in one penalty point, regardless of the size of the defeated party.
            • Penalty points are awarded only to the attacking Character.
            • Penalty points are not awarded if the attacked Character is wanter with a wanted list.
            • Penalty points are not awarded if the guilds of the attacking and attacked Players are engaged in a mutual war that has lasted at least 3 hours.
            • Penalty points are not awarded if the battle took place on a map where the "Wanted points accumulation" setting is disabled.
            • Penalty points are not awarded if the battle took place in the Abyss.
            • The number of penalty points decreases by 2 at 5:25 AM.
            • There are special consumable items with the wanted_change stat, the use of which may add or subtract penalty points from your wanted level.



2. Turn system

2.1. Order of performing turns


A turn in the turn-based systemis a numbered action (starting from 1) that a Character can perform automatically (in the case of NPCs or Players who select the automatic combat option) or manually (in which case the Player is given time to make a move). A turn is an action that is granted and only one Character at a time can be granted the opportunity to take a turn. Once the maximum number of turns in a battle is reached, the battle is interrupted.
The maximum number of turns in a battle is the sum of the number of turns for all Players participating in the battle and is calculated as follows:
max_moves = 75 * players_amount
            where:
            players_amount - the number of Players
            max_moves - the maximum number of turns
Example:
A battle involving a hunter, tracker and warrior ended in a draw. The hunter and tracker fought against the warrior. The hunter took 90 turns and the warrior took 55 turns, so we know that the tracker must have taken the following number of turns:
output = 75 * 3 - (90 + 55) = 80

There is also a separate turn count for each Player during combat, which is used to calculate effects that last over time.
The number of turns is not affected by additional turns resulting from the add_attacks, which appears, for example in the Double Shot ability.



Each character has its own duration counter for all attacks it has performed, denoted as v. Each turn has its own (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 ATn
Examples:
            Player starts the battle and the estimated time for their first turn is calculated:
            v0 = 0Σn ATn = 0.2
            Player performs their first turn, which lasts 0.2:
            v1 = 1Σn ATn = 0.4
            Player performs their fifth turn, which lasts 0.1:
            v5 = 5Σn ATn = 4Σn ATn + 0.1
The time it takes the Player to perform an action (the server's wait time for a move) does not affect the turn duration counter.



Turn duration vs Attack duration
            Turn duration is the time a Player has to take an action - if the system grants a Character the opportunity to take a turn, a timer starts, when it reaches zero, the system automatically performs the action for the Player. The term "Total turn duration" refers to the time, measured in seconds, that a Player has to perform all actions before the system activates a special mode that sets the turn duration to a minimum value (usually 0 or 1 second). This mechanic is described in section 2.2. Waiting time for the Player's action.
            Attack duration (attack 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.



Priority in taking a turn goes to the Player whose predicted attack duration counter will be the lowest at the end of their next turn. The engine therefore calculates the predicted attack duration for each Player and adds it to their attack duration counter. The turn will be awarded to the Player whose predicted attack duration counter value is the lowest.
The estimated duration of the next attack is calculated based on the effects affecting the Player's attack speed. The estimated attack duration is calculated simultaneously for all Players and for multiple subsequent (future) turns after each turn that has already been played, based on which a queque of Players moving in sequence is created and placed inside the Turn prediction list
vpredicted(N) = vN - 1 + ATN = NΣn ATn
            where:
            vpredicted(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.
Upon granting a turn to a Player, the value of their cumulative attack duration (or that of any other Player) does not change. The increment occurs only after they have taken their turn, because the estimated attack duration does not necessarily equal the actual attack duration after the turn is taken (due to attack speed modifiers):
vpredicted(N) ≠ vN

If more than one Player has the lowest cumulative estimated duration of the next attack, the tie is broken by awarding the turn to the Player with the highest priority, in the following order (from highest to lowest priority):
            1. Participant in combat who initiated it with an attack action.
            2. A party member of the Player who initiated the battle.
            3. Character with the lowest ID.



Rule for calculating attack time:
1. Inclusion of additive modifiers relative to SA:
SA_additive_modified = SA * (1 + additive_modifiers_sum[1])
            where:
            SA_additive_modified - the sum of additive SA modifiers

2. Inclusion of constant modifiers along with boosts and debuffs:
SA_constant_modifiers = SA_additive_modified -
[weapon_modifier * (1 + modifier_boost - slow_reduction) + eq_constant_modifiers_sum * (1 - slow_reduction)][2]

            where:
            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 weapons
            eq_constant_modifiers_sum - the sum of the bonuses to the opponent's SA reduction from the opponent's inventory
            slow_reduction - the reduction applied to the character's SA

3. Calculating the attack time while checking the 33% SA slowdown limit for the slowed Player:
AT = min(1 / SA_constant_modifiers , 3 / SA )

4. Inclusion of multiplicative modifiers:
AT_final = multiplied_modifiers_product[3] * AT
            where:
            multiplied_modifiers_product - the product of the multiplicative AT modifiers

5. Summing the attack time with the resultant duration of all attack:
vN = NΣn ATn = N-1Σn ATn + AT_final = vN-1 + AT_final

________________________
[1] For example: Critical slow down (-10%) with Hoarfrost (-14%) with Rapid Strike (+40%) will result in the following value:
SA_additive_modified = (-0.1 - 0.14 + 0.4) = +0.16
[2] Only the higher weapon slowdown value is included, SA reductions from equipment have no stacking limits. All of these modifiers are slowdowns, so in this formula we use their absolute values. For example: Slowdown from frost weapons (0.75) with Frozen Sword (100%) and SA reduction from equipment (0.5) against slow reduction (25%) will result in the following value:
SA_constant_modifiers = [(0.75 * ( 1 + 1 - 0.25) + 0.5 * (1 - 0.25)] = 1.6875
[3] For example: Rapid Shot (26%) with Quick Arrow (75%) will result in the following value:
multiplied_modifiers_product = [(1 - 0.26) * (1 - 0.75)] = 0.185



Example of calculating attack duration:
A battle is taking place between blade dancer and mage.
Counters before the attack is executed:
ATblade dancer = 0.2000
ATmage = 0.2200

Let's assume that the Blade Dancer's predicted AT is lower than the Mage's predicted AT after the next move, so the Blade Dancer gets the chance to take a turn.
The Blade Dancer with SA 30.0 attacks the Mage using the ability Rapid Strike (40%), during which the Critical hit event occurs, which in turn triggers the effects of Rush (20%). Additionally, the Fluidity of Movements skill (80%) reduces the slow effects applied to him.
The mage with SA 22.0 had previously used a skill that slowed the aggressor's attack speed - Magical Barrier (15%) and Ice Lance (+65%). In addition, his frost-based weapon slows the opponent by 6.0 AS for 2 turns and he has an item that further reduces the opponent's SA by 3.5.

Calculating a Blade Dancer's AT after their turn:
            1. SA_additive_modified = (30.0 + 1) * (1 + 0.4 + 0.2) = 49.6
            2. SA_constant_modified = 49.6 - [6.0 * (1 + 0.65 - 0.8) + 3.5 * (1 - 0.8)] = 43.8
            3. AT = min(1 / 43.8 , 3 / (30.0 + 1)) = 0.02283
            4. AT_final = (1 - 0) * 0.02283 = 0.02283
            5. vN = 0.2000 + 0.02283 = 0.2228

Counters after the blade dancer's turn:
ATblade dancer = 0.2228
ATmage = 0.2200
Next, the predicted AT is calculated (in the same manner with the exception of step five and skill uses during the turn) and based on the result, the character who will take the next turn is determined.




2.2. Waiting time for the Player's action


The server waits a specified amount of time for the Player to take an action, after which it performs the action automatically and passes the turn to the next Player in the queque.
The time during which a Player can perform an action is determined by two counters:
            1. Turn time - a counter that resets when a Character receives a turn (the opportunity to perform an action). It decreases by 1 every second. The initial value depends on the map settings, combat mode (World or Abyss), enemy type (PvE or PvP) and penalties (the number of times that Player has skipped a turn):
                        • 16 seconds, if this is the Player's first turn.
                        • 16 seconds, if the Player took an action on the previous turn before the waiting time expired.
                        • 11 seconds, if the Player did not take an action on the previous turn and the waiting time for a move waiting time expired after 15 seconds.
                        • 6 seconds, if the Player did not take an action on the previous turn for the second time in a row and the move waiting time expired after 10 seconds.
                        • 4 seconds (always), if the Player is fighting in the Abyss.
                        • Each map can have a manually set time limit for a Player's turn (3 levels of time limit, depending on whether the Player failed to perform an action before the time limit expired). This applies primarily to maps defined as Mines of Blood, on which a Player always has 4 seconds to complete their turn.
            2. Total turn time - a counter that is paused after the Player performs an action and resumes when the Player receives their turn. If the counter reaches zero, the duration of a (single) turn is set to the minimum time. Withholding the time to perform an action may further reduce the total turn-time counter. Each location may have parameters different from the global ones, which can be viewed in the "World" window under the "Map Parameters" tab. This counter has the following parameters:
                        • Initial time - the time given to each Player participating in combat during which free mode is active. The time granted to take a turn is determined by the turn timer settings. Once this time has elapsed, accelerated mode begins, during which the time to take a turn is always equal to the minimum time. Globally, the initial time value is 120 seconds, but there are locations where the time is set to 60 seconds.
                        • Minimum turn time - specifies the value, expressed in seconds, below which the turn time cannot fall. If the total turn duration counter reaches zero, accelerated mode takes effect, during which the Player is always given the minimum time to take a turn (instead of the standard 15 seconds). Globally, this calue is 2 seconds, while for the Mines of Blood it is 0 seconds (Character turns are taken automatically).
                        • Penalty for not attacking - specifies the time in seconds by which the total turn duration counter is reducted if the Player chooses not to take an action. Globally, this value is 5.



2.3. Skills


Each Player has two basic default actions available at the start:
            • Normal attack - triggers a drawing of an attack value and deals damage to the opponent, including all events and attributes that are applied along with the attack.
            • One step - action to move one position forward, which once the conditions are met is performed regardless of any effects affecting the Character.

Skills module

Using the skills module, a Player with level 25 or higher can teach the Character specific skills. Skills consist of multiple effects that are interpreted by the Game engine and alter the Character accordingly during gameplay or combat.
Classification of skills based on their effects:
            • Passive - the skill has only passive effects, which increase the Character's attributes and provide parameters that trigger events during or after combat.
            • Active - the skill has at least one active effect (requiring and lasting a specific number of turns) and any number of passive effects. Each active skill grants the Player one new action that can be performed during combat.

Some active skills prevent the Player from performing an attack along with them (only the skill's effect is triggered). Skills can be used on both yourself and other Players and monsters participating in combat.
Classification of active skills by usage type:
            • Skill combined with an attack (Sum with attack) - the effect occurs before the attack is executed after using the skill on an opponent.
            • Skill imposed 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.
            • Skill imposed on casting Player (Only self) - the skill effects are applied only after using the skill on themselves. The Player is unable to attack this turn.
            • Skill imposed on an ally (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.
Some active effects conflict with one another, so applying one of them may force a specific type of skill usage (such as using it on an ally) or prevent the effect from triggering.



Skills may have additional requirements regarding the Player's position (melee or ranged).
Classification of active skills based on position requirements:
            • Melee (Melee) - a skill that can only be used if the position difference between Players is less than or equal to 1.
            • Ranged (Only distance) - a skill that can only be used if the position difference betwen Players is greater than 1.



Presentation in the Game window takes the form of a grid of skills arranged in the correct order. Each skill has its own required level, ID and position in the grid.
            • The skill ID is used to select graphics, audiovisual effects and tooltips.
            • Skill level determines where the skill is placed in the appropriate row of the table in the Skills module. A Player can only learn a skill if they meet its level requirements.
            • Table position referd to the column in which the skill appears.

Skill mechanics involve comparing the calculated number of skill points the Player has spent with the number of skill points assigned to each level bar (row), which the Player must exceed in order to learn a skill from that specific bar.
Skill bars and their corresponding point requirements:
            1. Level: 25, Points spent: 0
            2. Level: 35, Points spent: 10
            3. Level: 50, Points spent: 25
            4. Level: 80, Points spent: 55
            5. Level: 120, Points spent: 95
            6. Level: 170, Points spent: 145
            7. Level: 230, Points spent: 205

To spend skill points, the Player is charged the following amount of gold:
gold_costlvl = floor(lvl^1.9)
            where:
            gold_costlvl - the cost of distributing a skill point to a Character at level lvl, calculated in gold
            lvl - the Character's level.
            floor - floor mathematical function.
Without the required amount of gold, learning a skill will fail.
There are special consumable items with the freeskills attribute, shich make learning skills free for a certain period of time.



Skill sets

Each equipment set has a skill set assigned to it. Switching equipment sets always involves switching the skill set assigned to it as well. You can reset a skill set using a special button in the skills module (cost: 75D) or by selecting the appropriate option in a conversation with an NPC that resets skill sets (may require a gold fee).



2.4. Battle strategy


Battle strategy is an option available in the skills module that allows you to queque up skill usage during automatic combat. The list contains twenty numbered slots, which the Player must unlock individually using gold or Draconites. You can assign a skill or a default action (Normal Attack, Advance) to each slot.
The algorithm for the Battle strategy during automatic combat is as follows:
1. Load the first entry from the list and attempt to execute the action.
2. If the action cannot be executed, the next entry is loaded
3. The algorithm stops at the first entry that can be executed.
4. If the algorithm reaches the end of the list, it returns to the beginning of the list.
5. If none of the actions on the list can be performed and the algorithm reaches the action it checked first, it attempts to perform the default Attack. If the attack also cannot be performed, the Character takes a Step Forward.
6. The target of a skill cast on an opponent is always the Character with the lowest level that can be attacked without having to change the Character's position (the exception is when the Character must attack an opponent who has cast a effect on the Character). If it is necessary to change position, the Character takes a Step Forward.
7. If a skill used by a Player can be cast on the Character or an ally, the Character always uses it on themselves.



3. Character stats in combat

General information
Many functions for all attributes available in the Game may contain a set of values within the real numbers domain. Due to the limited representation of all parameters, both when transmitting information from the server to the client and when displaying these parameters to Players, values are rounded. If the rounding method has not been clearly specified, it is assumed that mathematical rounding occured before the value was sent to the client.
If there is any variation in the values, the random selection is always determined by a uniform discrete distribution (each value has an equal chance of being selected).

3.1. Player's statistics


Character statistics consist of attributes that may change as a result of:
            • changes to equipment
            • leveling up
            • changes to skills

During combat, the Player's attributes are mapped out, consequently they may temporarily change their values within the scope of a given fight. They change as a result of:
            • Use of a Character's ability.
            • Use of ability by an opponent.
            • Use of ability by an ally.
            • Taking damage from an opponent.
            • Use of chants of the battlestat type or items with the fightperheal stat.

Below is the list of the Character's attributes, along with their shortened names used by the Game client.


Damage types

Physical damage (a1, a2)
• In the combat log, they are colored gray.
• Available only as an attribute for melee weapons (one-handed, two-handed, Hand-and-a-half).
• The damage value is randomly determined between the weapon's minimum and maximum value and then increased by the ability's effect, which boosts damage for each point of Strength. The spread in weapons is 10% relative to the average value.
• They are reduced by armor according to the following formula:
dmgout = dmgin - ac * (1.13 - 0.31 * ac / dmgin)
            where:
            dmgout - damage reduced by armor.
            dmgin - damage before armor reduction.
            ac - armor of the attacked character.
• Absorption reduces physical damage by up to 75% after it has been initially reduced by armor.
• Damage can also be spread out over time as a result of certain ability effects.
• Damage can be dealt when certain skills are used (this is related to the dmg-target_physical effect appearing in the skills Orb of Light, Blackout, Treacherous Arrowhead).
• It can be increased by Strength after learning a special effect. Strength then increases the minimum and maximum damage by a constant value.
• They are increased by item bonuses: All damage, Physical damage. Damage increases affect base damage and stack multiplicatively with other buffs.

Ranged damage (a1, a2)
• In the combat log, they are colored green.
• Available only as an attribute of ranged weapons.
• The damage value is randomly determined between the weapon's minimum and maximum values and then increased by the ability's effect, which boosts damage for each point of Dexterity. The spread in weapons is 10% relative to the average value.
• They are reduced by armor according to the following formula:
dmgout = dmgin - ac * (1.13 - 0.31 * ac / dmgin)
            where:
            dmgout - damage reduced by armor.
            dmgin - damage before armor reduction.
            ac - armor of the attacked character.
• Absorption does not reduce ranged damage, but its effectiveness can be increased by the absorbd effect.
• They can be increased by Dexterity after learning a special effect. Dexterity then increases the minimum and maximum damage by a constant value.
• They are increased by item bonuses: All damage, Physical damage. Damage increases affect base damage and stack multiplicatively with other buffs.

Auxiliary weapon damage (of_a1, of_a2)
• In the combat log, they are colored brown.
• Available only as an attribute of auxiliary weapons.
• The damage value is randomly determined between the weapon's minimum and maximum values and then increased by the ability's effect, which boosts damage for each point of Dexterity. The spread in weapons is 10% relative to the average value.
• They are reduced by armor according to the following formula:
dmgout = dmgin - ac * (1.13 - 0.31 * ac / dmgin)
            where:
            dmgout - damage reduced by armor.
            dmgin - damage before armor reduction.
            ac - armor of the attacked character.
• Absorption does not reduce auxiliary damage.
• They can be increased by Strength after learning a special effect. Dexterity then increases the minimum and maximum damage by a constant value.
• They are increased by item bonuses: All damage, Physical damage. Damage increases affect base damage and stack multiplicatively with other buffs.

Fire damage (fire)
• In the combat log, they are colored red.
• Available only as an attribute of one-handed, two-handed, hand-and-a-half, ranged weapons, rods, magical orbs, arrows.
• Damage variance is 20% of the average value.
• They are reduced by armor according to the following formula:
dmgout = dmgin - 0.5 * ac * (1.13 - 0.31 * 0.5 * ac / dmgin)
            where:
            dmgout - damage reduced by armor.
            dmgin - damage before armor reduction.
            ac - armor of the attacked character.
• Magic Absorption reduces fire damage by up to 90% after it has been initially reduced by armor.
• This damage is reduced by fire resistance.
• Damage may also be spread out over time due to certain ability effects.
• Damage may be dealt when certain abilities are used.
• They can be increased by Intelligence after learning a special effect. Intelligence then increases average fire damage, meaning it it included when calculating damage spread.
• These are increased by item bonuses: All damage, Fire damage. Damage increases affect base damage and stack multiplicatively with other buffs.

Frost damage (frost1)
• In the combat log, they are colored blue.
• Available only as an attribute of one-handed, two-handed, hand-and-a-half, ranged weapons, rods, magical orbs, arrows.
• Damage spread is 0% relative to the average value.
• They always slow the opponent for 3 turns, with the duration depending on the weapon type and the item's level.
• They are reduced by armor according to the following formula:
dmgout = dmgin - 0.5 * ac * (1.13 - 0.31 * 0.5 * ac / dmgin)
            where:
            dmgout - damage reduced by armor.
            dmgin - damage before armor reduction.
            ac - armor of the attacked character.
• Magic Absorption reduces frost damage by up to 90% after it has been initially reduced by armor.
• This damage is reduced by frost resistance.
• Damage may also be spread out over time due to certain ability effects.
• Damage may be dealt when certain abilities are used.
• They can be increased by Intellect after learning a special effect. Intellect then increases average frost damage.
• These are increased by item bonuses: All damage, Fire damage. Damage increases affect base damage and stack multiplicatively with other buffs.

Lightning damage (light)
• In the combat log, they are colored yelow.
• Available only as an attribute of one-handed, two-handed, hand-and-a-half, ranged weapons, rods, magical orbs, arrows.
• Damage increases by 2.5% of the base damage up to 50% with each attack dealt to the enemy. The weapon's damage spread is 20%.
• hey are reduced by armor according to the following formula:
dmgout = dmgin - 0.5 * ac * (1.13 - 0.31 * 0.5 * ac / dmgin)
            where:
            dmgout - damage reduced by armor.
            dmgin - damage before armor reduction.
            ac - armor of the attacked character.
• Magic Absorption reduces lightning damage by up to 90% after it has been initially reduced by armor.
• This damage is reduced by lightning resistance.
• Damage may also be spread out over time due to certain ability effects.
• Damage may be dealt when certain abilities are used.
• They can be increased by Intellect after learning a special effect. Intellect then increases the maximum lightning damage by the full value (the product of Intellect and the damage growth factor) and the minimum damage by 67% of that value.
• These are increased by item bonuses: All damage, Fire damage. Damage increases affect base damage and stack multiplicatively with other buffs.

Poison damage (poison1, of_poison1)
• In the combat log, these always appear in the damage over time section.
• Available only as an attribute of one-handed, two-handed, hand-and-a-half, ranged, auxiliary weapons and arrows.
• They are applied over 5 turns after dealing non-zero damage to an opponent.
• They trigger before the turn of the opponent they were applied to.
• Damage from the main and auxiliary weapons (including ranged weapons and arrows) stacks. A auxiliary weapon that deals poison damage applies its poison effect separately from a main weapon that deals poison damage - the poison from that weapon will not be applied if the damage dealt by it is zero.
• Damage does not stack - during group combat, the opponent always takes the highest amount of poison damage.
• They always cause an slow effect on the opponent, the duration of which depends on the weapon type and the item's level, which lasts until the damage effect expires.
• This damage is reduced by poison resistance.
• These are increased by item bonuses: All damage, Poison damage. Damage increases affect base damage and stack multiplicatively with other buffs.

Deep wound damage (wound1, of_wound1)
• In the combat log, these always appear in the damage over time section.
• Available only as an attribute of one-handed, two-handed, hand-and-a-half, ranged and auxiliary weapons.
• They are applied over 5 turns after dealing non-zero damage to an opponent when the Deep wound event occurs.
• They trigger before the turn of the opponent they were applied to.
• If applied, each occurrence of the Deep wound event upon a successful hit extends the effect of deep wound damage by 2 turns (up to a maximum of 5 turns) and increases its damage by 50% of the applied damage value (up to a maximum of 100%).
• Damage from the main weapon and the auxiliary weapon is added together, but is subject to separate events (Deep wound and Auxiliary deep wound).
• Damage is cumulative - the damage value from a deep wound increases up to the maximum calculated value. The maximum damage value from a deep wound is determined at the moment the event occurs:
            ○ Deep wound: sets the maximum value to twice the damage from a deep wound dealt by the attacking Player's main weapon.
            ○ Auxiliary deep wound: sets the maximum value to twice the damage from a deep wound dealt by the attacking Player's auxiliary weapon.
            ○ Deep wound and Auxiliary deep wound (simultaneously): sets the maximum value to twice the sum of the damage from deep wound dealt by the attacking Player's main and auxiliary weapons.
If a deep wound has already been applied, the maximum value of the deep wound is overwritten only if it is greater than the current highest value of that effect. Each Player applying the deep wound effect increases the damage value only relative to their own weapon, but the maximum damage value is shared by all Players in the party.
• If both poison and a deep wound are applied simultaneously as part of a single attack, the damage dealt by the deep wound during that application is divied by 2. This damage reduction does not apply when inflicting a deep wound on a target that has already been poisoned, provided that no poison is applied during the attack.
• This damage is reduced by deep wound resistance.
• They also appear in the effects Heavy wound (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.
• These are increased by item bonuses: All damage, Poison damage. Damage increases affect base damage and stack multiplicatively with other buffs.

Unpreventable damage
• In the combat log, they can appear in multiple sections - attack section, skills section and damage over time section.
• They are dealt by:
            ○ a skill effect that deals damage based on accumulated combo points, found, among others, in the skill Wrath of Gods (combo_dmg_hpp-target),
            ○ a skill effect that reflects damage back at the enemy, found, among others, in the skill Shocking Shield (lightshield_per),
            ○ a legendary bonus stat for Bloody Torment (anguish).
• They are reduced only by effects that weaken all sources of damage, such as Fear (dmg_from_player_per) or Toxic Shock/Toxic Fumes (poison_lowdmg_per-enemies).
• They are increased by item bonuses: All damage, Unpreventable damage (dmgmulcombo). Damage increases affect base damage and stack multiplicatively with other buffs.


Types of damage over time


Behavior of damage over time
Damage typeń
Overwriting
Stacking
Buff
Source
Reduction
Fire
YES
NO
NO
Ability requiring fire damage
Fire resistance
Lightning
YES
NO
NO
Ability requiring lightning damage
Lightning resistance
Poison
NO
NO
YES
Weapons and abilities applying poison
Poison resistance
Deep wound
NO
YES
NO
Event deep wound and auxiliary deep wound
Deep wound resistance
Injure
YES
NO
NO
Event injury and deep wound
Deep wound resistance


Overwriting
If damage of the same type that is applied over time has already been dealt, that damage is overwritten. Without this mechanic, only the highest damage value counts and subsequent applications of damage simply extend its duration.

Stacking
When an event occurs, the maximum value of damage that a given effect can reach is determiend, which is twice the engine damage. The maximum value is overwritten only if the new value, calculated as twice the engine damage from the events occuring in a given strike, is higher. If both a deep wound and auxiliary deep wound event occur during a single strike, the maximum value is twice the sum of the base damage from the deep wound and the auxiliary deep wound. Otherwise, the maximum damage value is determined only by the damage for which the events occurred.
The duration of this class of damage after it is applied is not equal to the duration of its extension. In the case of a deep wound, the duration after application is 5 turns and each event extends the duration by 2 turns.

Buff
Damage dealt via this mechanic overrides the higher-value mechanic. Once enhanced damage (such as enhanced poison) has been applied, subsequent successful hits that would apply poison do not extend its duration. This means that the enhanced damage is dealt until its duration ends, at which point it expires unless another ability that increases its damage has been applied by that time.

Deep wound and injury events
The damage from both events is determined after all defensive modifiers have been applied. They require non-zero damage to be dealt to the opponent in order to be applied.



Basic attributes

Character profession
• This is the name and one-letter abbreviation of the character's profession. Character can assume one of the following professions:
            o Blade dancer (b)
            o Warrior (w)
            o Paladin (p)
            o Mage (m)
            o Tracker (t)
            o Hunter (h)
• It is visible right next to the level in every tip or character information section.
• It shows the list of skills the Character can learn.
• Allows you to carry items for which the designer has specified profession-related requirements.
• Affects the number of Glory Points you can gain (or lose) for winning (or losing) a fight.
• Affects certain NPC dialogues. Some dialogues, quests or random events may vary depending on the Character's profession.
• It can be changed at the NPC Dalhar (Karka-han -> Karka-han Town Hall -> Order of the White Rose' Seat) for Draconites, as long as the Character's level is higher than 19.
• It can be changed by resetting Character at the NPC Sir Graunsheim (Karka-han -> Karka-han Town Hall -> Order of the White Rose' Seat).

Character level (lvl)
• It is a public attribute displayed next to the character in the Game and on the Account profile.
• It changes only as result of leveling up, which is achieved by exceeding the required amount of experience points.
• It affects the Character's Health according to the following formula:
            hp (lvl) = floor( 20 * min(lvl , 300)^1.375 )
                        where:
                        hp - the Character's base health pool.
                        lvl - the Character's level.
                        min - minimum function.
                        floor - floor function.
• Permanently affects a Character's chance to deal a Critical hit according to the formula:
            crit (lvl) [%] = 1 + 0.02 * lvl
                        where:
                        crit - base critical hit chance.
                        lvl - the Character's level (Characters with a level higher than 300 are treated as if they were level 300).
• Affects a Character's chance to deal Critical hit during combat, according to the formula:
            critgain [%] = sign(lvlplayer - lvlenemy) * max(abs(lvlplayer - lvlenemy) - 5, 0) * 3
                        where:
                        critgain - 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.
• Affects the Critical hit strength (both physical and magic) of the Player's Character during combat, according to the formula:
            critvalgain [%] = min(300 , sign(lvlplayer - lvlenemy) * max(abs(lvlplayer - lvlenemy) - 5, 0) * 10)
                        where:
                        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.
• Affects a Character's strength, dexterity and intellect depending on their profession. Each level-up (below level 301) increases the following base attributes:
            warrior:
                        by 4 points of strength and 1 point of dexterity - before reaching level 21
                        by 5 points of strength - after reaching level 21
            paladin:
                        by 2 points of strength, 2 points of intellect and 1 point of dexterity - when leveling up to an even level, before reaching level 21
                        by 3 points of strength, 2 points of intellect - when leveling up to an odd level
                        by 2 points of strength, 3 points of intellect - when leveling up to an even level, after reaching level 21
            mage:
                        by 3 points of intellect, 1 point of strength, 1 point of dexterity - before reaching level 21
                        by 5 points of intellect - after reaching level 21
            tracker:
                        by 1 point of strength, 2 points of intellect and 2 points of dexterity - before reaching level 21
                        by 2 points of intellect and 3 points of dexterity - when leveling up to an odd level, after reaching level 21
                        by 3 points of intellect and 2 points of dexterity - when leveling up to an even level, after reaching level 21
            hunter:
                        by 1 point of strength and 4 points of dexterity - before reaching level 21
                        by 5 points of dexterity - after reaching level 21
            blade dancer:
                        by 3 points of strength and 2 points of dexterity - when leveling up to an odd level or before
                        by 2 points of strength and 3 points of dexterity - when leveling up to an even level and after reaching level 21

Strength (st)
• Changes as a result of leveling up and changing equipment.
• Each Characters receives 4 base strength points.
• Permanently affects the Health pool acording to the formula:
            hpgain = ds * 5
                        where:
                        hpgain - increase in the Character's health points.
                        ds - the Character's strength points.
• Additionally affects the Health pool, if the Player equips armor available only to the Warrior and Paladin professions, which has a native attribute that grants additional health points for each accumulated point of strength. The value of the additional health points is calculated using the following formula:
            hpgain = ds * max( 0.1 , round( lvlitem / 10 ) / 10 )
                        where:
                        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).
• Additionaly affects the Health pool, if the Player learns a skill with the hpbon effect, which grants additional health points for each accumulated strength point.
• Permanently affects Physical critical hit strength above Character level 20 according to the formula:
            critvalgain = ds / (0.5 * min( lvl , 300))
                        where:
                        critvalgain - increace in physical critical hit strength.
                        ds - the Character's strength points.
                        lvl - the Character's level.
                        min - minimum mathematical function.
• Affects damage on a permanent basis if the Player learns skills with the effects 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.

Intellect (it)
• Changes as a result of leveling up and changing equipment.
• Each Characters receives 3 base intellect points.
• Permanently affects the cap on the number of Absorption and Magic Absorption points that can be obtained, according to the formula:
            absorblimit = di * 7
                        where:
                        absorblimit - the limit on the pool of absorption and magic absorption points.
                        di - the Character's intellect points.
• Permanently affects Magic critical hit strength above Character level 20 according to the formula:
            critmvalgain = di / (0.5 * min( lvl , 300))
                        where:
                        critmvalgain - increace in magic critical hit strength.
                        di - the Character's intellect points.
                        lvl - the Character's level.
                        min - minimum mathematical function.
• Permanently affects the Mana point pool, if the Player learns a skill with the manastr effect, which grants additional mana points for each point of intellect accumulated.
• Permanently affects damage if the Player learns skills with the effects 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.

Dexterity (ag)
• Changes as a result of leveling up and changing equipment.
• Each Characters receives 3 base dexterity points.
• Permanently affects Attack Speed according to the following formula:
            sa = min(2, 0.02 * dz) + max( 0 , 0.002 * (dz - 100) )
                        where:
                        sa - the Character's attack speed.
                        dz - the Character's dexterity points.
• Permanently affects the Evade of the Character according to the formula:
            evadegain = round( dz / 30 )
                        where:
                        evadegain - increase in the Character's evade points.
                        dz - the Character's dexterity points.
                        round - mathematical rounding.
• Affects damage on a permanent basis if the Player learns a skill with the 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.

Health (hp)
• Changes as a result of leveling up, changing equipment, passive skills, active skills and indirectly leveling up.
• Indicates the character's health level. When health drops below 1 point during combat, character dies.
• Health points at the start of combat are no less than the Character's current health level during normal gameplay, while health points upon returning from combat to normal gameplay are equal in value to the health points the Character had at the end of combat (no less than 1). Healing talismans are responsible for any changes to health points after the battle ends.
            ○ talismans healing after combat (with the afterheal stat) have a chance to heal the Character by:
            hprestored = min(afterheal , hpstart - hpcurrent)
                        where:
                        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.
            ○ If a Character has multiple active healing talismans in their bag, the talisman that will take effect is the one with the highest average healing (the other talismans are ignored), calculated using the following formula:
            restoreavg = chancerestore * healrestore
                        where:
                        restoreavg - the talisman's average healing.
                        chancerestore - the chance to restore health after combat.
                        healrestore - number of health points restored by the talisman.
• During combat, both the current health points and the maximum health pool are used to calculate the strength of ability effects.
• Any sources of healing during combat cannot raise a Character's health pool above the level at which they began combat.
Example: If a Character has 800/1000 health points during non-combat, they start combat with 80% of their health pool. After using the Healing Touch skill on the first turn, which restores 300 health points, the Character's health pool will still be at 80%.
• Health during combat can increase through:
            ○ health restoration before each character's turn. The value of health restored is determined by the sum of the 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.
            ○ healing of characters resulting from the active effects of Players' skillsbandage_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.
            ○ regenerate resulting from the activation of the OSalvation and Angel Touch.
            ○ use a special item: chant or an item with the fightperheal stat.

Attack Speed (sa)
• It changes as a result of changing equipment, passive skills, active skills and indirectly leveling up.
• It determines the order of turns and gives advantage in the number of turns over the opponent. It is used to calculate the duration of a Character's attack - the shorter the attack duration, the more actions the Character will perform before the other Players take their turns. The mechanics of attack speed are described in detail in the section on order of performing turns. The attack duration can be expressed using a simplified formula:
            at = 1 / sa            (before the change on 24.03.2026 the formula was: at = 1 / (1 + sa)
                        where:
                        at - the character's attack duration.
                        sa - the character's attack speed.
• This attribute is typically represented as a real number rounded to 2 decimal places.
• Each Character initially receives an attack speed of 2.0.
• Attack speed is influenced by:
            ○ Percentage-based acceleration (np: Rapid Strike).
            ○ Percentage-based slowdowns (such as: Hoarfrost, Critical slowdown).
            ○ Fixed-value slowdowns (such as: slowdowns from poison and frost magic).
            ○ Attack speed reduction from the opponent's equipment by a constant value.
            ○ Slow reduction by a constant value from the redslow (for example: Thick Skull).
• Based on attack speed, the duration of the red-sa effect is also reduced (for example: Rapid Shot).
• In cases where all Characters participating in combat have the same attack speed, the Character who initiates the combat receives the first turn.

Attack speed reduction (slow)
• It changes as a result of changing equipment.
• Responsible for reducing the opponent's attack speed. A Character's current attack speed during combat cannot fall below 33% of its base value.
• This attribute stacks from any number of item's.
• During a group battle, a character is affected by an attack speed reduction from only one Character - the one that applied the highest reduction value to the target.
• The effect lasts for the entire battle, from the moment the opponent is hit until the value is overwritten by another Player's attack (if the attack speed reduction value is higher) or until the slow is removed by Blazing Purification, skills with the removeslow-allies or an NPC ability that removes slow effects removeslow.
• It is reduced by the effect of the redslow ability.

Slowdown (poison0, of_poison0, frost0)
• Occurs exclusively and always in combination with poison or frost damage.
• It changes as a result of changing equipment or active skills.
• Responsible for reducing the opponent's attack speed. A Character's current attack speed during combat cannot fall below 33% of its base value.
• The attribute's source is the item with the highest slowdown effect.
• The slowdown effect, caused by frost magic, last for three turns from the moment the opponent is hit. It is applied to the opponent upon a successful hit, even if the damage is zero.
• A slowdown effect caused by poison lasts for the entire duration of the poison and required the poison to be applied to the character. There are effects that remove only the slowdown from the character - in such cases, the poison will still deal damage but will lose its ability to slow the character.
• The effect stacks up to 2 instances from 2 different sources and lasts until the value is overwritten by an attack from a third Characted (if the slow value is higher) or until the slow is removed by Blazing Purification, skills with the removeslow-allies effect or an NPC ability that removes slow effects removeslow.
• Can be enhanced by ability effects.
• Is reduced by the redslow ability effect. The slowdown resulting from the enhancement itself is not reduced.

Health restoration (heal)
• It changes as a result of changing equipment and skills.
• Consist of applying a time-based effect to the Character that lasts for the entire fight or until the effect's value is reduced to zero.
• The effect restores the Character's health points by an amount equal to the current healing value.
• Condition for triggering the effect is having less health in the current turn than the health level the Character started the fight with.
• The value of the effect decreases by 5% of the initial value of health restoration each time it is triggered.
            healn+1 = healn - 0.05 * healinit = healinit * (1 - 0.05 * n)
                        where:
                        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.
                        n - the number of turns performed.
• The effect cannot restore more health than the level the Character started the battle with - the value of health restored is reduced accordingly, but the decrease after triggering is still 5%.
• The effect triggers only before the Player to whom it is assigned performs an action and only if the trigger condition is met.
• The effect's value may be reduced by fixed modifiers(from the opponent's equipment, such as the lowhealenemy attribute) or percentage-based modifiers (from the opponent's abilities, such as heal_per-enemies, critpoison_per effects).
• The effect's value can be enhanced by percentage modifiers originating from the Player's or an ally's skills (the heal_per-allies effect).
• There is a bonus on the item (adest), that reduces health restoration. However, the cumulative value of health restoration cannot fall below zero.

Energy (energy)
• It changes as a result of changing equipment and skills.
• It is a resource used by some abilities that include the energy effect.
• During combat, the current energy points may vary from the initial value with which the Character began the fight to zero.
• Each Character receives 50 base energy points.
• Can be generated each Player's turn by the energygain effect.
• Can be restored by a constant amount by the en-regen effect.
• Can be restored by a certain amount through certain ability effects (efects energyrestore_per, engback).
• Can be reduced by energy destruction effects from the opponent's equipment (attribute enfatig, endest) or the opponent's abilities (effect manaendest).

Mana (mana)
• It changes as a result of changing equipment and skills.
• It is a resource used by some abilities that include the mana effect.
• During combat, the current mana points may vary from the initial value with which the Character began the fight to zero.
• Can be generated each Player's turn by the managain effect.
• Can be increased by one point for every point of intellect the Character possesses through a skill with the manastr effect.
• Can be restored by a certain amount through a skill with the manarestore_per effect.
• Can be reduced by mana destruction effects from the opponent's equipment (attribute manafatig, manadest) or the opponent's abilities (effects manaendest, stealmana_per).

Physical/Magic/Auxiliary Critical Hit strength (critval, critmval, critmval2, of-critval)
• It changes as a result of changing equipment, skills, level or the level difference between the fighting Characters.
• This attribute is typically represented as a real number rounded to 2 decimal places.
• Each Character receives the base value of 1.20 for both physical and magic critical hit strength.
• This attribute increases the power of a hit when a critical hit occurs during combat. Physical critical hit strength increases physical and ranged damage, while magic critical hit strength boosts the correspoding elemental damage (fire, frost, lightning).
• There are effects that increase the critical hit strength of only a specific element, so their critical hit strength is divided based on the attack type (critmval2).
• Critical hit strength, which is a bonus on auxiliary weapons, increases critical hit strength only for the Auxiliary critical hit event.



Types of damage reduction

Armor (ac)
• It changes as a result of changing equipment and skills.
• Reduces damage from enemy weapons (physical, auxiliary, ranged, fire, frost, lightning). Magic damage (fire, frost, lightning) is reduced by a smaller extent.
• During combat, it can be increased by skill effects (for example: Shield Cover).
• During combat, it may be reduced as a result of an opponent's armor destruction, but only up to half of its initial value.
• Damage reduction occurs after the armor destruction from the incoming attack has been calculated.

Resistances to the elements: fire, frost, lightning (resfire, resfrost, reslight)
• It changes as a result of changing equipment and skills.
• Reduces damage from the corresponding magic - fire, frost or lightning
• During combat, these resistances can be increased by skill effects (for example: Magic Protection Aura).
• During combat, they can be reduced as a result of an opponent's resistance destruction, but only down to zero at most. If a Character's resistance is greater than 90%, it is reduced without rounding down (a 1% resistance destruction from 101% results in 100%).
• The minimum resistance value is 0%.
• The maximum magic damage reduction is 90%, but there is possibility to accumulate this stat to any level.
• Damage reduction occurs after calculating resistance destruction within the scope of the incoming attack.

Poison resistance (act)
• It changes as a result of changing equipment and skills.
• Reduces damage from poison.
• During combat, it can be increased by skill effects.
• During combat, they can be reduced as a result of an opponent's poison resistance destruction from a skill effect (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%).
• The minimum resistance value is 0%.
• The maximum damage reduction is 90%, but there is possibility to accumulate this stat to any level.

Deep wounds resistance (woundred)
• It changes as a result of changing skills.
• Reduces damage from deep wounds and damage dealt over time resulting from the Injury and Deep wound events.
• Resistance cannot be reduced during combat.
• The minimum resistance value is 0%.
• The maximum damage reduction is 90%, but there is possibility to accumulate this stat to any level.

Absorption (absorb)
• It changes as a result of changing equipment, skills and indirectly level.
• Reduces up to 75% of the physical damage taken by the Player at the moment of reduction. If the Player does not have enough absorption to reduce 75% of the physical damage, the damage is reduced by the remaining absorption the Character possesses. The amount of damage reduced is then subtracted from the absorption pool available during combat.
• The maximum amount of absorption that can be accumulated is seven times the amount of intellect possessed.
• Absorption can be reduced by an opponent having an item with the absorption destruction attribute(abdest), but it cannot be reduced below 0.
• Absorption can be generated with every hit dealt with a certain portion of the absorption pool due to the effect of the ability (absagain_per), but it cannot exceed the initial value. Absorption destruction occurs before damage reduction due to absorption.
• Absorption can also be used to reduced ranged damage if the Player learns a skill that increases the effectiveness of absorption against ranged weapons (absorbd).

Magic Absorption (absorbm)
• It changes as a result of changing equipment, skills and indirectly level.
• Reduces up to 90% of the fire, frost and lightning magic damage that the Player has taken at the moment of reduction. If there is not enough absorption to reduce 90% of the damage, it is reduced by the remaining magic absorption. The amount of damage reduced is then subtracted from the pool of magic absorption available during combat.
• The maximum amount of magic absorption that can be accumulated is seven times the amount of intellect possessed.
• Magic absorption can be reduced by an opponent having an item with the absorption destruction attribute(abdest), but it cannot be reduced below 0.
• Absorption can be generated with every hit dealt with a certain portion of the absorption pool due to the effect of the ability (absagain_per), but it cannot exceed the initial value. Absorption destruction occurs before damage reduction due to magic absorption.


Order of damage reduction per hit
1. Ability effects that reduce damage sources (for example: abilities Fear or Toxic Fumes) - the result of these calculations appears in the combat log as damage dealt by the attacker.
2. Regular events that negate damage (Evade, Parry, Arrow block).
3. Block.
4. Armor.
5. Absorption and Magic absorption.
6. Elemental resistances.
7. Legendary bonus resistances (Facade of Care, Critical Ward).
8. Other effects that nullify damage (for example, the 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.


Order of damage reduction for effects spread over time
1. Ability effects that reduce damage sources (for example: abilities Fear or Toxic Fumes) - stacked with each other additively.
2. Resistances to elements, poison and deep wound.



Reducing opponent's stats

Armor destruction (acdmg)
• It changes as a result of changing equipment and skills.
• Reduces targeted enemy's armor by a fixed amount.
• During a hit, armor is reduced before damage reduction begins.
• Enemy armor cannot fall below 50% of their total accumulated armor.
• Armor destruction is reduced by the effect of the ability (redacdmg_per).

Resistance destruction (resdmg)
• It changes as a result of changing equipment and skills.
• Reduces the resistance to fire, frost and lightning of the attacked enemy by a fixed percentage. All resistances are reduced simultaneously.
• During an attack, resistance values are reduced before damage reduction begins.
• If the opponent has excess resistance, the excess magic resistance is reduced first.
• Enemy magic resistance cannot be reduced below 0%.

Absorption destruction (abdest)
• It changes as a result of changing equipment.
• Reduces absorption and magic absorption of the attacked enemy by a fixed amount before calculating absorption damage reduction. Both types of absorption are reduced at the same time.
• Absorption restoration from the absagain_per skill effect occurs before absorption destruction.
• Enemy absorption cannot be reduced below 0.
• Absorption destruction can be reduced by the effect of the skill (redabdest_per).

Evade reduction (lowevade)
• It changes as a result of changing equipment and skills.
• Reduces the evade of the attacked enemy by a fixed number of points.
• Enemy evade cannot be reduced below 0.

Opponent's critical hit chance reduction (lowcrit)
• It changes as a result of changing equipment.
• Reduces the critical hit and auxiliary critical hit chances of an attacking opponent by a fixed number of percentage points.
• Does not affect the chance of Very Critical Hit occuring.
• Enemy critical hit chance cannot be reduced below 1%.

Chance to destroy the opponent's energy (enfatig)
• It changes as a result of changing equipment.
• During the opponent's turn, randomly draw an event that decreases the opponent's energy by a fixed amount.
• The amount of destroyed energy does not decrease with subsequent occurrences of the event.
• Chance of an event occurrence cannot exceed 100%.
• The amount of destroyed energy is always taken from the item with the highest value for this stat.
• If the attack misses, the effect of this stat is not triggered.
• The opponent's energy points cannot fall below 0.
• The amount of destroyed energy may be reduced by the cursed stat (resmanaendest) and the ability effect (reddest_per).

Chance to destroy the opponent's mana (manafatig)
• It changes as a result of changing equipment.
• During the opponent's turn, randomly draw an event that decreases the opponent's mana by a fixed amount.
• The amount of destroyed mana does not decrease with subsequent occurrences of the event.
• Chance of an event occurrence cannot exceed 100%.
• The amount of destroyed mana is always taken from the item with the highest value for this stat.
• If the attack misses, the effect of this stat is not triggered.
• The opponent's mana points cannot fall below 0.
• The amount of destroyed mana may be reduced by the cursed stat (resmanaendest) and the ability effect (reddest_per).

Decreasing opponent's energy destruction (endest)
• This bonus has been withdrawn from the Game.
• It changes as a result of changing equipment.
• With the opponent's turn, it removes a fixed number of energy points from the opponent.
• The value of destroyed energy decreases by 5% of the cumulative initial value each turn. Mathematical rounding applies, so the effect may end sooner than after 20 turns.
            endestn+1 = endestn - 0.05 * endestinit = endestinit * (1 - 0.05 * n)
                        where:
                        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.
                        n - the amount of turns performed.
• If the attack misses, the effect of this stat is not triggered, but the opponent's energy is still reduced at the end of the turn.
• The opponent's energy points cannot fall below 0.
• The amount of destroyed energy may be reduced by the cursed stat (resmanaendest) and the ability effect (reddest_per).

Decreasing opponent's mana destruction (manadest)
• This bonus has been withdrawn from the Game.
• It changes as a result of changing equipment.
• With the opponent's turn, it removes a fixed number of mana points from the opponent.
• The value of destroyed mana decreases by 5% of the cumulative initial value each turn. Mathematical rounding applies, so the effect may end sooner than after 20 turns.
            manadestn+1 = manadestn - 0.05 * manadestinit = manadestinit * (1 - 0.05 * n)
                        where:
                        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.
                        n - the amount of turns performed.
• If the attack misses, the effect of this stat is not triggered, but the opponent's energy is still reduced at the end of the turn.
• The opponent's mana points cannot fall below 0.
• The amount of destroyed mana may be reduced by the cursed stat (resmanaendest) and the ability effect (reddest_per).



Regular random events

Critical hit (crit, of-crit)
• It changes as a result of changing equipment, skills, level and the level difference during combat.
• It occurs during an attack.
• Defines the chance to trigger an enhanced weapon attack, the value of which is multiplied by the physical critical hit strength (for physical and ranged damage) or the magic critical hit strength (for fire, frost or lightning damage)
• Auxiliary weapon has its own event - an auxiliary critical hit - which boosts auxiliary damage accordingly based on the weapon's physical critical hit strength (calculated separately from the physical critical hit strength).
• It is always presented as a probability of event occurrence, where each modifier is represented as an increase or decrease in percentage points of this statistic.
• The chance may be increased by using a skill with an active or passive conditional effect that boosts the chance of a critical hit active_crit, lastcrit).
• The chance may be reduced by the 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).
• The minimal chance of a critical hit is 1% and cannot be reduced below this value. If the chance exceeds 100%, reductions to the critical hit chance caused by an opponent also reduce the excess.

Pierce armor (pierce)
• It changes as a result of changing equipment and skills.
• It occurs during an attack.
• This effect causes damage to bypass armor within the strike's range.
• Auxiliary weapon is counted as a separate instance of damage, so damage from it does not ignore armor even if a pierce event occurs.
• The chance may be increased by using a skill that actively boosts the chance to pierce armor.
• It is always presented as a probability of event occurrence, where each modifier is represented as an increase or decrease in percentage points of this statistic.
• The chance may be reduced by abilities with effects that lower the chance to pierce armor (disturb).
• The event can be disabled if simultaneous events such as Pierce block, Block or hit Miss (events such as Evade, Parry, Arrow block).

Deep wound (wound0, of_wound0)
• It changes as a result of changing equipment and skills.
• It occurs during an attack.
• This event triggers an attempt to inflict damage from a deep wound for 5 turns.
• If a deep wound was applied before an event occurred, the next occurrence of that event triggers an attempt to extend the previous effect by 2 turns and increase the damage if it has not yet reached its maximum value.
• It is always presented as a probability of event occurrence, where each modifier is represented as an increase or decrease in percentage points of this statistic.
• The event's effect can be disabled in the efent of a miss (events such as Evade, Parry, Block arrow) or when zero damage is dealt - damage will not be applied and the effect will not be extended.

Evade (evade)
• It changes as a result of changing equipment, indirectly level and level differences during combat.
• The event occurs during a defense.
• It is represented as a point value that affects the chance of an event occurring as follows:
            evade [%] = evadepoints * 20 / min(lvlenemy, 300)
                        where:
                        evade - the chance of an evade occurring.
                        evadepoints - the number of evade points.
                        lvlenemy - the enemy's level.
                        min - minimum mathematical function.
• The evade presented in percentage form (for example, as part of skill effects) always indicates an increase or decrese in the attribute's percentage value.
• The event causes the damage from the oponent's main weapon, within the scope of the attack, to be reduced to zero.
• Event leads to the miss effect, which prevents the following events from occurring: Stun, Daze, Curse, Dazzle, Block, Pierce block, Parry, Injury, Deep wound and certain ability effects.
• Event disables the effects of the following events: Deep wound, Pierce armor.
• Damage from auxiliary weapons cannot be evaded - the attack never misses. This means that the events Auxiliary deep wound, Auxiliary critical hit cannot be negated by a successful evade.
• Damage from mage profession attacks cannot be evaded - the attack never misses.
• The maximum evade chance during combat is 50%, but it is possible to accumulate evade points beyond this value. Effects that reduce the evade chance affect the excess points first.
• The chance may be increased if the Player possesses with effects that grant additional evade percentage points upon meeting specific conditions (effect adrenalin_evade_per).
• The chance may be reduced by the 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).

Block (blok)
• It changes as a result of changing equipment, skills and level differences during combat.
• The event occurs during a defense.
• The block will never occur if Character is not equipped with a shield.
• It is represented as a point value that affects the chance of an event occurring as follows:
            block [%] = blockpoints * 20 / min(lvlenemy, 300)
                        where:
                        block - the probability of block event occurrence.
                        blockpoints - the number of block points.
                        lvlenemy - the opponent's level.
• Block presented as a percentage (for example, as part of skill effects) always indicates an increase or decrease in the attribute's percentage value.
• The event reduces damage from the opponent's main weapon (both magic and physical damage) by 30% during a received attack.
• Damage from auxiliary weapons cannot be reduced by block - the attack is never blocked.
• Damage reduction during a block occurs before damage reduction from absorption, armor and resistances
• Event prevents the following events from occurring: Stun, Parry.
• Event negates the effects of the following events: Pierce armor.
• The maximum chance to block during combat is 50%, but it is possible to accumulate block points beyond this value.
• There are skill effects that reduce the chance to block (decblock_per, active_decblock_per, active_decblock_per-enemies).

Pierce block (pierceb)
• It changes as a result of changing equipment (shield).
• The event occurs during a defense.
• It is always represented as the probability of an event occurring.
• The event occurs only after the Pierce armor event has occurred and it disables the effects triggered by that event.
• The chance to pierce block cannot be reduced by any skills or attributes.

Counter (contra)
• It changes as a result of changing equipment and skills.
• The event occurs during a defense.
• It is always presented as a probability of event occurrence, where each modifier is represented as an increase or decrease in percentage points of this statistic.
• The event occurs only after a Critical hit or Auxiliary critical hit has occurred and forces the attacked Character to take their next turn automatically. No skills may be used during this forced turn.
• The chance of a counter cannot be directly reduced by any skills or attributes.

Stun (stun)
• Event requiring possession of the appropriate skill.
• Also appears under the following terms: Freeze, Power stun, Power Pierce, Power Shock, Power Freeze, Power Burn.
• Applies a stun status to the opponent, which automatically prevents Character from taking their next turn. The duration of the blocked turn depends on the Player's current attack speed.
• The duration of the stun can be reduced by up to 90% due to the effect of a skill that reduces the duration of the stunned state (redstun).
• Effects prefixed with "Power" that originate from monster attacks stun Players for 2 turns.
• Stun cannot occur if the opponent's attack missed or if a Block event occurred. These events therefore reduce the chance of stun.
• Stunned opponent before the end of the stuns state (by performing the next valid turn that has not been interrupted) cannot draw an event for Counter, Block, Evade, Parry and Arrow block.



Cursed statistics

Destruction reduction of the opponent's energy and mana (resmanaendest)
• It changes as a result of changing equipment.
• Reduces energy and mana destruction value from the attacking opponent's equipment anb abilities by a fixed amount.
• Reduction occurs before the reduction from the ability's effect (reddest_per).

Critical damage reduction of the opponent (lowcritallval)
• It changes as a result of changing equipment.
• Reduces the physical, auxiliary and magic critical hit strength of the opponent attacking the stats holder by a fixed value.

Healing reduction of the opponent (lowheal2turns)
• It changes as a result of changing equipment.
• Reduces the value of the attacked opponent's healing by a fixed amount for 2 turns.
• Takes effect each time the opponent's healing is triggered.



3.2. Equipment structure



The Character's inventory consist of two main types of items:
• Eqipable items placed in the appropriate slots, which provide stats that benefit the Character in combat. The Character has 9 slots for equipable items:
            ○ Main weapon (One-handed, Two-handed, Hand-and-a-half, Ranged, Rods),
            ○ Auxiliary weapon (Auxiliary, Shields, Magical Orbs, Quivers, Arrows),
            ○ Armor,
            ○ Helmet,
            ○ Boots,
            ○ Gloves,
            ○ Ring,
            ○ Necklace,
            ○ Blessing (expires with time).
• Non-eqipable items, used during normal gameplay by consuming them (teleports or potions), servig as talismans activated immediately after combat (healing or accelerating recovery) and neutral items. The Character has 3 bag slots available, each holding up to 42 items and one slot for a special bag, also holding up to 42 items, which can be: bag for keys, bag for currency or bag for teleports
The following categories of non-equipable items are available:
            ○ Usable,
            ○ Neutral,
            ○ Currencies,
            ○ Gold,
            ○ Talismans,
            ○ Upgrades,
            ○ Quest,
            ○ Books,
            ○ Keys,
            ○ Recipes,
            ○ Outfits,
            ○ Pets,
            ○ Teleports,
            ○ Bags.


Equippable item categories

Equippable items are divided into classes. Each class has different properties - they differ in type, native attribute values and the number of bonuses the designer can assign to them. Some attributes may be native to certain item classes, but they can also be assigned as bonuses.
Item attributes are divided into:
• Native attributes - statistics that are always present in an item of a given class, profession requirements and rarity. These include: physical damage, ranged damage, auxiliary damage, magic damage, poison damage, deep wound damage, chance of a deep wound occurring , resistances, absorption, magic absorption, armor, slow down, armor destruction, resistance destruction, deep wound, poison, block.
• Granted bonuses - statistics that have been manually assigned to an item. These include: additional damage, additional defence, additional armor, additional resistances (fire, frost, lightning, poison), additional absorption, additional magic absorption, absorption destruction, critical hit, physical critical hit strength, magic critical hit strength, attack speed, all attributes, intellect, strength, dexterity, health, healing, injuring the wearer, evade, block, pierce block, counter, armor pierce, armor destruction, resistances destruction, evade reduction, energy destruction, mana destruction, opponent's critical hit chance reduction.
• Cursed bonuses - statistics that appear only on cursed items, which have a set quantity and are used up by one unit at the end of each battle. These include: healing reduction of the opponent, armor destruction reduction of the opponent, destruction reduction of the opponent's energy and mana, critical damage reduction of the opponent.

Each item has a specific number of bonuses that can be manually assigned to it. Some stats can take on negative values (for example: health, evade), so there may be negative bonuses. For every negative bonus, there is an additional standard bonus in the item. The table below lists the number of bonuses for a specific item class and rarity.


Number of bonuses in items
Item class
Rarity
CommonUniqueHeroicUpgradedLegendary
One-handed
1
3
6
7
9
Two-handed
1
3
6
7
9
Hand-and-a-half
1
3
6
7
9
Ranged
1
3
6
7
9
Auxiliary
1
3
6
7
9
Rods
1
3
6
7
9
Magical Orbs
1
3
6
7
9
Armors
1
3
6
7
9
Helemts
1
4
8
8
12
Boots
1
4
8
8
12
Gloves
1
4
8
8
12
Rings
5
9
13
13
17
Necklaces
6
10
14
14
18
Shields
1
3
6
7
9
Quivers
1
3
6
7
9
Blessings
2
3
4
4
4



The item can be given an reward-type bonus if:
            • it is a reward for completing a quest, if the reward is access to a store, all items receive the bonus.
            • it is a the result of crafting the item from ingredients using barter or crafting.
            • it comes from a Titan.
            • it comes from limited auctions and grand auction events.
            • it is a blessing available during a limited-time event.




Main functions describing attribute values

Item level power
The increase in certain attributes for items follows a polynomial pattern. As the level increases, their value changes according to the following function:
            level_power = 0.02 * lvl ^ 2 + 2.6 * lvl
                        where:
                        level_power - the item's power, which depends on its level.
                        lvl - the item's level.



Item class power
There are bonuses whose power depends on the item's class:
            • Health.
            • Healing.
            • Absorption and magic absorption.
            • Armor.
The value of these bonuses is influenced by the item's class power class_power, which is summarized in the table below.


Item class power (class_power)
Item class
Item class power
(class_power)
One-handed
1.00
Two-handed
1.00
Hand-and-a-half
1.00
Ranged
1.00
Auxiliary
1.00
Rods
1.00
Magical Orbs
1.00
Armors
1.00
Helmets
0.33
Boots
0.30
Gloves
0.25
Rings
1.00
Necklaces
1.00
Shields
0.75
Quivers
1.00
Blessings
1.00



Item rarity power
The increase in an item's rarity affects its base attributes, such as:
            • damage.
            • armor.
            • absorption.
            • magic absorption.
            • magic resistance.
            • poison resistance.
            • absorption destruction.
Item's rarity power is calculated using the following formula:
rarity_power = 0.02 * lvl * ceil(10 * rarity_factor / 3) + sign(rarity_factor) * (7.8 * rarity_factor + 2.6)
            where:
            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:
                        ○ 0 - common
                        ○ 1 - unique
                        ○ 2 - heroic and upgraded
                        ○ 3 - legendary
                        ○ 4 - artefacts



Weapon damage

The damage value of main weapons, auxiliary weapons, orbs and quivers depends on:
            • Item class
            • Item level
            • Item rarity
            • Damage type
            • Profession requirements
            • Additional damage bonuses
            • Additional item enhancements

The damage value for a given type is calculated using the following formula:
damageitem = 8 * weapon_factoritem * (rarity_poweritem + level_poweritem)
            where:
            damage - the damage value for the item item.
            weapon_factoritem - the damage factor for the item item
            rarity_poweritem - the rarity power for the item item.
            level_poweritem - the level power for the item item.


Weapon factor (weapon_factor) for weapons of
selected attack types
Item class
Damage type
Damage factors
(weapon_factor)
Damages spreads
One-handed
Normal
0.3378
10%
Normal
Deep wound
0.2646
0.0876
10%
100%
Normal
Poison
0.2646
0.0797
10%
0%
Normal
Fire
0.2869
0.1594
10%
20%
Normal
Frost
0.2869
0.1435
10%
0%
Normal
Lightning
0.2869
0.1594
10%
20%
Two-handed
Normal
0.5578
10%
Normal
Deep wound
0.4606
0.1530
10%
100%
Normal
Poison
0.4606
0.0797
10%
0%
Normal
Fire
0.4876
0.2390
10%
20%
Normal
Frost
0.4876
0.2152
10%
0%
Normal
Lightning
0.4876
0.2391
10%
20%
Hand-and-a-half
Normal
0.3984
10%
Normal
Deep wound
0.3267
0.1084
10%
100%
Normal
Poison
0.3267
0.0797
10%
0%
Normal
Fire
0.4016
0.2072
10%
20%
Normal
Frost
0.4016
0.1865
10%
0%
Normal
Lightning
0.4016
0.2072
10%
20%
Ranges
Normal
0.4303
10%
Normal
Deep wound
0.2901
0.1036
10%
100%
Normal
Poison
0.2901
0.1116
10%
0%
Normal
Fire
0.2231
0.2263
10%
20%
Normal
Frost
0.2231
0.2040
10%
0%
Normal
Lightning
0.2231
0.2258
10%
20%
Auxiliary
Normal
0.2406
10%
Normal
Deep wound
0.1897
0.0367
10%
100%
Normal
Poison
0.1897
0.0335
10%
0%
Rods
Fire
0.3188
20%
Frost
0.2709
0%
Lightning
0.3652
20%
Orbs
Fire
0.1514
20%
Frost
0.1355
0%
Lightning
0.1528
20%
Quivers
Normal
0.0303
10%
Poison
0.0271
0%
Fire
0.0478
20%
Frost
0.0430
0%
Lightning
0.0478
20%


The average damage of one-and-a-half-handed weapons increases by 22% while maintaining a 10% spread if the Character is not equipped with a shield.

Weapons and auxiliary weapons that deal frost and poison damage have an additional native bonus to slow down.
Slow down value depends on the item type and its level, according to the formula:
            slowitem = slow_factoritem * lvlitem
                        where:
                        slowitem - slow for the weapon item.
                        slow_factoritem - slown factor for the item item.
                        lvlitem - the level of the item item.
The slowdown factor slow_factor is listed in the table below.

Slowdown in frost and poison weapons
Item class
Damage type
Slow factor
(slow_factor)
One-handed
Frost
0.009566
Poison
0.008925
Two-handed
Frost
0.010000
Poison
0.008925
Hand-and-a-half
Frost
0.010000
Poison
0.008925
Ranged
Frost
0.0073529
Poison
0.0044625
Auxiliary
Poison
0.006375
Rods
Frost
0.010000
Magic orbs
Frost
0.0073529
Quivers
Frost
0.0073529
Poison
0.0044625



Some weapon classes have natice armor or resistance destruction. The values are listed in the table below.
Legend:
val - searched value.
lvl - item level.

Native armor destruction in weapons
Item class
Combination
Attribute value
armor destruction
attribute value
resistances destruction
One-handed
Paladin
-
val = 1
Hand-and-a-half
Paladin
-
val = 1
Two-handed
Paladin
-
val = 1
Quiver
Tracker
-
val = 1
Other
val = 0.04 * level_poweritem
-


Defence in armors

The armor value of armor, helmets, gloves, boots and shields depends on:
            • The item type.
            • The item level.
            • The item quality.
            • Available professions.
            • Additional armor or defence bonuses.
            • Additional item enhancements (apparent item level).

Armor value is calculated using the following formula:
acitem = 8 * armor_factoritem * class_poweritem * (rarity_poweritem + level_poweritem)
            where:
            armor_factoritem - the armor power factor depending on the profession classification for the item 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.
The value of resistances to magic is calculated automatically and depends strictly on the combination of items, regardless of the item type.
The type of magic resistance can be set manually (fire, frost, light) within the autores attribute. By default, resistances are assigned automatically according to the following rule:
            • lvl % 3 == 0: fire resistance
            • lvl % 3 == 1: frost resistance
            • lvl % 3 == 2: lightning resistance
If an item has any magical resistance, it receives the following additional bonuses for each quality level:
            +2% magical resistance if the magical proffesion distribution applies: m, t, pm, mt, pmt.
            +1% magical resistance otherwise.

Absorption is applied to armor items that follow the magical professions distribution: m, t, pm, mt, pmt.
Absorption value is calculated using the following formula:
absorbitem = 8 * absorb_factoritem * class_poweritem * (rarity_poweritem + level_poweritem)
The magic absorption value, however, is calculated using the following formula:
absorb_magitem = 4 * absorb_factoritem * class_poweritem * (rarity_poweritem + level_poweritem)
where:
            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.




Factor of armor, absorption and
native bonuses in armor elements
Combination
armor_factor
Resistance value
absorb_factor
Native bonuses in armor
Blade dancer
0.11250
magic: 2%
poison: 8%
-
+lvl/3 evade
Warrior
0.13500
poison: 1%
-
+max( 0.1 , round( lvl/10 )/10 ) health for 1 strength point
Paladin
0.12500
magic: 6%
-
+lvl/100 health for 1 strength point
Mage
0.06250
magic: 10%
0.3750
+lvl/3 mana
(from level 21)
Tracker
0.08750
magic: 8%
poison: 12%
0.2500
+lvl/6 mana
(from level 21)
+lvl/400 attack speed
Hunter
0.10000
magic: 4%
poison: 16%
-
+lvl/200 attack speed
Blade dancer & Warrior
0.12375
magic: 1%
poison: 5%
-
+lvl/200 health for 1 strength point
Blade dancer & Paladin
0.11875
magic: 4%
poison: 4%
-
+lvl/200 health for 1 strength point
Blade dancer & Tracker
0.10000
magic: 5%
poison: 10%
-
+lvl/550 attack speed
+lvl/6 evade
Blade dancer & Hunter
0.10625
magic: 3%
poison: 12%
-
+lvl/400 attack speed
+lvl/6 evade
Warrior & Paladin
0.13000
magic: 3%
poison: 1%
-
+lvl/100 health for 1 strength point
Paladin & Mage
0.09375
magic: 8%
0.1875
-
Paladin & Tracker
0.11500
magic: 7%
poison: 6%
0.0750
-
Mage & Tracker
0.07500
magic: 9%
poison: 6%
0.3125
+lvl/6 mana
(from level 21)
Tracker & Hunter
0.09375
magic: 6%
poison: 14%
-
+lvl/300 attack speed
Blade dancer & Warrior & Paladin
0.12000
magic: 2%
poison: 3%
-
+lvl/167 health for 1 strength point
Blade dancer & Warrior & Hunter
0.11625
magic: 2%
poison: 8%
-
-
Blade dancer & Tracker & Hunter
0.10000
magic: 5%
poison: 12%
-
+lvl/400 attack speed
+lvl/7 evade
Paladin & Mage & Tracker
0.09375
magic: 8%
poison: 4%
0.2100
+lvl/6 mana
(from level 21)
Blade dancer & Warrior& Paladin & Hunter
0.12000
magic: 3%
poison: 6%
-
-
Blade dancer & Warrior
& Paladin & Mage
& Tracker & Hunter
0.11250
-
-
negative armor:
ac = -max( 1 , 0.25 * level_power )
Remaining combinations
0.12500
-
-
-


Shields always have a native assigned block value. The values for this stat are listed in the table below.
Legend:
block - the searched value of the block attribute.
lvl - the item's level.


Block attribute value
Combination
Block attribute value
Paladin
block = 1.2 * lvl
Warrior & Paladin
block = 1.1 * lvl
Other
block = 1.0 * lvl


Values of assigned bonuses

Legend:
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).


Attribute values granted by items
Attributes available in all items with the bonus
Attribute
(engine name)
Attribute value
Range of bonus values
of a given type in the item
All attributes (da)
val = 0.25 * lvl * amt + 8
[0 ; 6]
Strength(ds)
val = 5 * lvl * amt / 9 + 4
[-2 ; 6]
Dexterity (dz)
val = 5 * lvl * amt / 9 + 4
[-2 ; 6]
Intellect (di)
val = 5 * lvl * amt / 9 + 4
[-2 ; 6]
Attack speed (sa)
val = 0.01 * round(8 + amt * 0.25 * lvl)
[-2 ; 5]
Health (hp)
val = amt * 3.08 * round(8 + lvl + 0.2 * level_power * class_power)
[-2 ; 6]
Healing (heal)
val = 8 + amt * (0.8 * lvl + 0.2 * level_power * class_power)
[0 ; 5]
Armor (ac)
val = amt * 0.15 * level_power * class_power
[-2 ; 5]
Magic Armor (acm)
val = 0
[-2 ; 5]
Poison resistance (act)
val = 5 * amt
[-2 ; 5]
Block (blok)
val = amt * lvl * 3 / 20
[-1 ; 5]
Evade (evade)
val = amt * lvl / 10
[-2 ; 5]
Armor destruction (acdmg)
val = 1 + amt * level_power / 50 [weapons]
val = 1 + amt * 0.75 * level_power / 50 [other]
[0 ; 5]
Resistance destruction (resdmg)
val = amt
[0 ; 5]
Injuring the wearer(adest)
val = 4 + amt * (0.5 * lvl + 0.1 * level_power * class_power)
[0 ; 5]
Absorption (absorb)
val = amt * 0.6 * level_power * class_power
[0 ; 5]
Magic absorption (abrorbm)
val = amt * 0.6 * level_power * class_power
[0 ; 5]
Mana (manabon)
val = 5 + amt * lvl / 4
[-2 ; 5]
Energy (energybon)
val = amt * (10 + lvl / 15)
[-2 ; 5]
Speed reduction
of the opponent (slow)
val = 0.01 * round(8 + amt * 2 * lvl / 7)
[0 ; 5]
Critical hit (crit)
val = amt
[0 ; 5]
Physical critical hit strength (critval)
val = amt * 6
[-2 ; 5]
Magic critical hit strength (critmval)
val = amt * 6
[-2 ; 5]
Critical hit chance
reduction of opponent(lowcrit)
val = amt * 2
[0 ; 5]
Random energy destruction (enfatig)
chance [%] = min(100, 40% * amt)
val = 2 + 0.04 * lvl
[0 ; 3]
Random mana destruction (manafatig)
chance [%] = min(100, 40% * amt)
val = 6 + 0.08 * lvl
[0 ; 3]
Energy destruction (endest)
val = amt * (2 + 0.02 * lvl)
[0 ; 2]
Mana destruction (manadest)
val = amt * (5 + 0.04 * lvl)
[0 ; 2]
Evade reduction (lowevade)
val = amt * lvl / 10
[0 ; 5]
All damage (dmgmul)
val [%] = amt * 3
[0 ; 5]
Physical damage (dmgmulphysical)
val [%] = amt * 3
[0 ; 5]
Poison damage (dmgmulpoison)
val [%] = amt * 5
[0 ; 5]
Deep wound damage (dmgmulwound)
val [%] = amt * 5
[0 ; 5]
Fire damage (dmgmulfire)
val [%] = amt * 4
[0 ; 5]
Frost damage (dmgmulfrost)
val [%] = amt * 4
[0 ; 5]
Lightning damage (dmgmullight)
val [%] = amt * 4
[0 ; 5]
Unpreventable damage (dmgmulcombo)
val [%] = amt * 4
[0 ; 5]
Cursed bonuses
Decreasing energy and mana destruction(resmanaendest)
val = amt * (2 + 0.0133 * lvl) [energy]
val = amt * 0.75 * (5 + 0.04 * lvl) [mana]
[0 ; 5]
Critical damage reduction (lowcritallval)
val = amt * 0.75 * (5 + ceil(0.02 * lvl))
[0 ; 5]
Healing reduction for 2 turns (lowheal2turns)
val = 0.75 * (8 + amt * (0.8 * lvl + 0.2 * level_power * class_power))
[0 ; 5]
Bonuses for specific armor elements
Defence (armor)
The armor value corresponds to an item quality that is 1 higher
[1 ; 3]
Fire resistance (resfire)
val = amt * 3
[-3 ; 10]
Frost resistance (resfrost)
val = amt * 3
[-3 ; 10]
Lightning resistance (reslight)
val = amt * 3
[-3 ; 10]
Bonuses for main and auxiliary weapons
Attack (-)
The damage value is one level higher than the item's quality
[1 ; 3]
Armor pierce
[ranged] (pierce)
Value set manually
[0 ; 2]
Pierce block
[shields] (pierceb)
Value set manually
[0 ; 1]
Counter [one-handed]
(contra)
Value set manually
[0 ; 2]
Absorption destruction
[any weapons]
(abdest)
val = 0.33 * (rarity_power + level_power) [blade dancer's one-handed]
val = 0.33 * (rarity_power + level_power) [hand-and-a-half]
val = 0.36 * (rarity_power + level_power) [two-handed]
val = 0.24 * (rarity_power + level_power) [auxiliary]
val = 0.21 * (rarity_power + level_power) [orbs]
val = 0.12 * (rarity_power + level_power) [arrows]
val = 0.3 * (rarity_power + level_power) [other]
[0 ; 1]


Values of manually set bonuses

Some bonuses can take on various value ranging from zero to one hundred. A system has been adopted to standarize the values of these bonuses based on the item's origin. The table below lists the bonus values according to the item's origin class.


Value of manually set bonuses
based on the item's origin class
Bonus
Number of bonuses
Class I
Class II
Class III
Counter
1
40%
50%
50%
2
60%
60%
60%
Pierce armor
1
15%
20%
20%
2
25%
25%
25%
Pierce block
1
40%
50%
60%
Deep wound
0
20%
23%
25%


Item origin class I:
            • items sourced from common monsters.
            • items sourced from elites.
            • items sourced from elites II.
            • shop offers.
Item origin class II:
            • items sourced from elites III.
            • items sourced from heroes.
            • items sourced from colossi.
            • items sourced from event elites, event elites III, event colossi and event titans.
            • items that are rewards for completing a quest or are indirectly related to its completion.
            • items crafter through barter or crafting.
Item origin class III:
            • items sourced from titans.
            • items sourced from event heroes.
            • items sourced from limited auctions and grand auctions.



Legendary bonuses

Legendary items have an additional bonus unique to them, called a legendary bonus, which offers special effects that can occur during combat. The following bonuses are available:
            • Very Critical Hit
            • Angel Touch
            • Curse
            • Dazzle
            • Salvation
            • Critival Ward
            • Facade of Care
            • Blazing Purification
            • Bloody Torment
            • Piercing Efficiency

Each bonus has an initial value associated with it, which may determine the probability of triggering a given effect or a specific percentage of the effect's strength. Equipping another item with the same legendary bonus causes the value associated with the effect to increase by only half of the previous effect's value. Consequently, the value of an effect associated with a legendary bonus, depending on the number of items you have with that bonus, can be calculated using the following formula:
valuen,effect = value0,effect + NΣn=1round(valuen - 1,effect * 0.5)
            where:
            valuen,effect - the effect value for n instances of the bonus in the equipment.
            value0,effect - the initial value of the legendary bonus effect.

In the case of having multiple items with the same legendary bonus that are weakened due to the Character's level advantage over the item, the least weakened value of the variable statistic is always the first instance of the legendary bonus. The next least weakened value is the next instance - the most weakened value is the last instance of the bonus and suffers the greatest reduction.

Very Critical Hit (verycrit)
• Functionality: during combat, there is a probability of this event occurring, based on the Character's critical hit chance. When it occurs, the Character's physical and magic critical hit strength increases by 75% of their current value and a critical hit event is triggered for one turn.
Example: the chance of the event occurring is 17%, Player has a 10% chance of dealing a critical hit and 1.4 physical critical hit strength. Therefore, there is 17% * 10% = 1.7% chance that an event will occur in which a critical hit is triggered, the physical critical hit strength will be 2.45 (the weapon's damage will thus be multiplied by this value).
• This event can only occur during an attack performed by the bonus holder.
• Variable parameter: chance of event occurrence.
• Initial value: 17%.
• Ability effects that increase a Character's critical hit chance affect the occurrence of a very critical hit.
• Enemy ability effects that reduce a Character's critical hit chance do not affect the occurence of a very critical hit.
• The reduction of the opponent's critical hit chance caused by the lowcrit bonus from an equipped item does not affect the occurrence of a very critical hit.
• This bonus is offensive-oriented and leads to shortening the battle.
• The bonus only increases the base damage dealt, which is then reduced by event effects (including damage negation from the miss effect and damage reduction).
• Auxiliary weapons, which have a separate event for a critical (auxiliary) hit, also have a separate event for a very critical auxiliary hit, which inreases the damage of the critical auxiliary hit by 75%.

Angel Touch (holytouch)
• Functionality: during combat, there is a chance that an event will occur in which the Character applies a 3-turn effect to themselves, each time it triggers healing the Character for 6% of their total health points.
• This event can only occur during an attack performed by the bonus holder.
• Healing cannot exceed the health level the Character had at the start of the battle.
• Variable parameter: chance of event occurrence.
• Initial value: 7%.
• This event can occur when an attack is performed without necessarily hitting the opponent.
• This bonus is defensive-oriented and leads to prolonging the battle.
• Healing reduction effects do not affect the health restored by Angel Touch.
• Healing effects do not stack. The next occurrence of Angel Touch refreshes the effect's duration.

Curse (curse)
• Functionality: during combat, there is a chance that an event will occur in which the Character applies an effect to an opponent that causes the opponnent to abandon their next action. An opponent affected by this effect is notified that they must abandon their turn when it is their turn to act.
• This event can only occur when the bonus holder performs an attack and hits the opponent (the miss event does not occur).
• The turn of an opponent under the Curse is resolved automatically and cannot be shortened by any effect.
• Variable parameter: chance of event occurrence.
• Initial value: 9%.
• The bonus is both defensive and offensive, depending on the professions participating in the battle.
• The bonus effect does not stack. Even if multiple bonuses are applied to the same opponent, only one is triggered during the next turn.
• The bonus effect is the same as that of Dazzle (glare) and Daze (distract). Only one of these effects can be applied to a Character at any given time.
• If a Character is simultaneously affected by Stun (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.

Dazzle (glare)
• Functionality: during combat, there is a chance that an event will occur in which the Character applies an effect to an opponent that causes the opponnent to abandon their next action. An opponent affected by this effect is notified that they must abandon their turn when it is their turn to act.
• This effect can only occur when the bonus holder is hit by an attack (the miss effect does not occur).
• An opponent affected by the Curse takes their turn automatically and it cannot be shortened by any effect.
• Variable parameter: chance of event occurrence.
• Initial value: 9%.
• The bonus is both defensive and offensive, depending on the professions participating in the battle.
• The bonus effect does not stack. Even if multiple bonuses are applied to the same opponent, only one is triggered during the next turn.
• The bonus effect is the same as that of Curse (curse, mcurse) and Daze (distract). Only one of these effects can be applied to a Character at any given time.

Salvation (lastheal)
• Functionality: if the Character takes damage that reduces their health to less than 18% of their total health pool, they are healed once by a random amount within a certain range.
• This effect can occur only once per battle and activates when the health level is below 18%, provided the Character has not taken deadly damage at the same time. It can occur when the bonus holder deals damage (as a result of reflecting some of the damage back to the attacker), when the bonus holder takes damage or when damage that is dealt over time and inflicts damage on the bonus holder is triggered.
• This effect cannot restore more health than the Character's health level at the start of combat.
• Variable parameter: the amount of health restored and the range of health restoration.
• Initial range: 36% - 44%
• This bonus is defensive-oriented and leads to prolonging the battle.
• Healing reduction effects do not affect the health restored by the salvation.

Critical Ward (critred)
• Functionality: if a Character takes a critical hit (or auxiliary critical hit), all damage from the opponent's weapon is reduced by a certain amount.
• Damage reduction from critical ward occurs at the same time as damage reduction from resistances.
• The effect activates only when the bonus holder takes damage.
• Variable parameter: part of the damage reduced from the opponent's weapon.
• Initial value: 25%.
• In the event of taking damage from auxiliary weapon and a critical hit or auxiliary critical hit occuring, damage from both the main and auxiliary weapons is reduced.
• This bonus is defensive-oriented and leads to prolonging the battle.


Facade of Care (facade)
• Functionality: if a Character takes non-zero damage from an attack, a certain part of that damage is reduced. Physical, auxiliary, ranged and magical damage - including fire, lightning and frost magic - are reduced.
• Damage reduction from facade of care occurs at the same time as damage reduction from resistances.
• This effect activates only when the bonus holder takes non-zero damage during an attack.
• Variable parameter: part of the reduced hit damage.
• Initial value: 13% (subsequent stacking values: 20%, 23%, 25%, 26%, 26%).
• This bonus is defensive-oriented and leads to prolonging the battle.
• The bonus is visible in the combat log only when damage is take for the first time.
• The bonus does not reduce damage over time.

Blazing Purification (cleanse)
• Functionality: during combat, there is a chance that an event will occur in which all ongoing damage over time effects, slow effects and stun effects are removed from the Character for the current turn.
• This event can only occur when the bonus holder takes a hit and only if they are currently affected by any stun, slow or damage over time effect.
• Variable parameter: the probability of the event occuring.
• Initial value: 12% (subsequent stacking values: 18%, 21%, 23%, 24%, 24%).
• This bonus is defensive-oriented and leads to prolonging the battle.


Bloody Torment (anguish)
• Functionality: during combat, there is a chance that an event will occur in which the target takes bleeding damage spread over five turns.
• This event can only occur if the attack was not dodged, the arrow was not blocked (arrowblock) and the attack was not parried (parry).
• Variable parameter: the probability of the event occuring.
• Initial value: 8% (subsequent stacking values: 12%, 14%, 15%, 16%, 16%).
• This bonus is offensive-oriented and leads to shortening the battle.
• Bleeding damage is unpreventable damage, reduced only by the effects of skills such as Fear (dmg_from_player_per) and Toxic Fumes (poison_lowdmg_per-enemies).
• The bleeding effect can be removed if Blazing Purification occurs during the attack.
• Damage does not stack, only the duration is extended. Only one instance of bloody torment can be active on a Character at a time.
• Upgrading this item increases bleeding damage only if the apparent level does not exceed 300.
• The damage value depends on the item's apparent level and on the base attributes (strength, dexterity, intellect) according to the following formula:
anguish_damage = (0.0025 * lvl + 0.3) * (str + int + 0.8 * agi)
            where:
            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.
Example 1: Character with 200 strength points, 400 intellect points and 555 dexterity points and with Bloody Torment at level 80 deals damage equal to the result of the following calculation:
damage = (0.0025 * 80 + 0.3) * (200 + 400 + 0.8 * 555) = 522
Example2: after upgrading this item to +5 its apparent level will be 95, so the damage from Bloody Torment (excluding attribute increases) will increase to:
damage = (0.0025 * 95 + 0.3) * (200 + 400 + 0.8 * 555) = 561.15 = 561
• Damage can be increased by the bonus found in items: Unpreventable damage.


Piercing Efficiency (puncture)
• Functionality: during combat, the wearer's attacks ignore the target's defensive stats - armor, magic resistance, absorption, magic absorption, evade points and block points.
• Variable parameter: part of the ignored defense.
• Initial value: 12% (subsequent stacking values: 18%, 21%, 23%, 24%, 24%).
• This bonus is offensive-oriented and leads to shortening the battle.
• The bonus appears in the battle log only when the attack is performed for the first time.
• This bonus causes part of the target's defensive stats to be ignored during an attack. This debuff applies only to a single attack and does not increase the damage dealt by allies against the same opponent. It also does not reduce the target's resistance immediately after the attack (such as resistance to poison or deep wounds).
• The method of reducing defense depends on the stat - each defensive stat is reduced using a different method.
• During the calculation of damage reduction resulting from armor, the current armor value is reduced. This reduction occurs after the armor has been destroyed by the 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.
Example: warrior has a Piercing Efficiency bonus of 12% and attacks a paladin with 7500 physical damage against an opponent with 2500 armor. The warrior's attack reduced the opponent's armor by 700. The paladin had the Magic Protection Aura ability active, increasing his armor by 10%. The damage dealt will be:
damage = 7500 - [(1 - 0.12) * (1.1 * 2500 - 700) * (1.13 - 0.31 * ((1 - 0.12) * 1.1 * 2500 - 700) / 7500)] = 5589.73 = 5590
            *The constant parameters 1.13 and 0.31 are derive from the formula for physical damage reduction by armor.
• During the calculation of damage reduction resulting from resistance, the current resistance value, expressed as a percentage is reduced. After this redution, resistance may become negative, which increases damage instead of reducing it.
Example: a mage with 12% Piercing Efficiency deals 4500 fire damage to a hunter with 6% fire resistance and 500 armor. The damage will be:
damage = [4500 - (1 - 0.12) * 0.5 * 500 * (1.13 - 0.31 * (1 - 0.12) * 0.5 * 500 / 4500)] * (1 - 0.06 + 0.12) = 4510
            *The constant multiplier 0.5 results from the fact that only half of the armor value is taken into consideration when calculating magic damage.
• When calculating damage reduction from absorption and magic absorption, the reduced current value is considered. This means that the bonus's effect is noticeable only when the attack's damage exceeds the reduced absorption pool (limited by absorption effectiveness against that damage type) and it merely delays the destruction of the remaining points.
Example: a mage with 12% Piercing Efficiency attacks a tracker with 5000 damage, which has been reduced by armor to 4500 damage. The tracker's magic absorption is 3000 points. We ignore magic resistances. The mage's damage will be:
damage = 4500 - 3000 * 0.9 * (1 - 0.12) = 2124
            The tracker's magic absorption pool will be reduced by 4500 - 2124 = 2376 points.
            *The constant multiplier 0.9 represents the absorption efficiency against magical damage.
• During the evade event roll, the number of points is first reduced by the Piercing Efficiency value and then reduced by the number of evade reduction points from equipment (lowevade) and skill effects (active_decevade_per, decevade_per).
Example: warrior with level 133, possessing 12% Piercing Efficiency, 111 evade reduction from equipment and 10% evade reduction from the Precise Strike skill, attacks a hunter with level 144 who has 220 evade points. The hunter's chance to evade will be:
evade[%] = (220 * (1 - 0.12) - 111) * 20 / 133 [%] - 10 [%] = 2.42 [%]
            *Note that during the calculation of the evasion chance, the attacking Player's level is taken into consideration.
• During a block's event draw, the number of points is first reduced by the Piercing Efficiency value and then further reduced by skill effects (active_decblock_per, active_decblock_per-enemies, decblock_per).

Physical Ward (dmgred) - Bonus withdrawn
• Functionality: if a Character receives physical damage (including ranged damage and damage from auxiliary weapon), a certain part of that damage is reduced.
• Damage reduction from the physical ward occurs at the same time as damage reduction from resistances.
• The effect activates only when the bonus holder takes a successful physical, ranged or auxiliary attack.
• Variable parameter: a part of the reduced physical damage.
• Initial value: 16%.
• This bonus is defensive-oriented and leads to prolonging the battle.
• The bonus is visible in the battle log only when damage is taken for the first time.

Elemental Ward (resgain) - Bonus withdrawn
• Functionality: during combat, there is a chance that an event will occur in which the Character's magic resistances (resistance to fire, frost or lightning) increase to 90% for one turn.
• The event can only occur when the bonus holder receives a successful attack dealing magical damage (from fire, frost or lightning).
• Elemental resistances are increased only after they have been reduced by the resistance destruction attribute, therefore, they are always 90%.
• Variable parameter: the probability of the event occuring.
• Initial value: 16%.
• This bonus is defensive-oriented and leads to prolonging the battle.



Weakening of legendary bonuses

As a Character's level exceeds the level of a legendary item, the stats provided by variable legendary bonuses begin to weaken. Starting at a certain level, their value begins to decrease to zero. The decrease in value is linear over 50 levels - after 25 levels of weakening (that is, halfway through the weakening range), the bonus value is reduced by half. For bonuses whose value is represented as integer, the bonus strength is always mathematically rounded. This weakening also applies to blessings.
For Characters with a level exceeding 300, the values of variable stats are calculated based on operational level.
If a Character is on a map where the level advantage bonus is disabled and their level exceeds 300, the weakening of legendary bonuses is calculated as if they were level 300. This rule also applies to the calculation of the weakening of legendary bonuses in the equipment of Characters fighting in the Abyss.
Below is a summary of how to calculate the level at which the legendary bonus begins to weaken and the level at which it completely expires.


Weakening of legendary bonuses on legendary-quality items
First level of item weakening
Level at which the bonus expires
<120 lvl
>=120lvl
<120lvl
>=120lvl
30 + lvlitem
1.25 * lvlitem
80 + lvlitem
50 + 1.25 * lvlitem


Blessings

Blessings are items that, when applied to a Character, last only for a certain amount of time efore disappearing. A blessing can be removed from a Character at any time, but doing so will permanently remove it. They may have specific level or scale with the Character's level (though they never exceed level 300).




Equippable items

Changes in status resulting from upgrading, lowering requirements or reforging can only be applies to non-fleeting equippable items. These are items of the following classes: one-handed, two-handed, hand-and-a-half, ranged, auxiliary, rods, magical orbs, armor, helmets, boots, gloves, rings, necklaces, shields, arrows.




Cursed items

Cursed items are special equippable items, that have a quantity and decrease by 1 after each battle fought. If the quantity drops to zero, the item does not disappear, but it cannot be equipped.
Cursed items have one additional bonus, which is one of their exclusive attributes:
• Destruction reduction of the energy and mana - reduces the destruction of energy and mana from the opponent's equipment (this reduction occurs before the reduction from the reddest_per skill effect).
• Healing reduction - reduces healing from the opponent's equipment for 2 turns starting from the moment a successful attack is made (this reduction occurs before the reduction from the effects of heal_per-enemies, critpoison_per).
• Armor destruction reduction - reduces armor destruction from the opponent's equipment (this reduction occurs before the reduction from the redacdmg_per effect).
• Critical damage reduction - reduces the power of the opponent's physical (including auxiliary) and magical critical hits.



Lowering item requirements

There are special enhancement items (upgrades) with the 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.
The number of levels by which the level requirement is reduced depends on the item's rarity:
            • 3 levels - for common items.
            • 2 levels - for unique items.
            • 1 level - for heroic and upgraded items.
            • Cannot be reduced - for legendary items and artifacts.

The level reduction can be removed if a special Purification Scroll (an item with the undoupg attribute) is used on the item.
You cannot lower the level requirements of items that have been reforged.
You cannot lower the level requirements of items enhanced with a symbol that would lose its effect due to the enhanced item's permitted level range.



Crafting items

There are special barters, where you can exchange items (ingredients) for other items (products). For most crafted items, this required gold and specific ingredients. Some offers may have a daily, weekly or monthly limit on the number of items a Character can craft.

Barter includes the following fields:
            • List of products categorized by item class, along with a filter field by name.
            • Product preview showing the number of items that will be created in the Player's bag upon successful completion of the operation.
            • Slider allowing you to specify how many products will be created as part of the operation.
            • List of ingredients required to craft the item, including the currency (gold, Draconites, Glory Points or an item) and the quantity of each item.
            • Time limit on item crafting (daily limit, weekly limit or monthly limit).

Significant part of the items require a fee in gold to craft. The cost to craft an item in gold is:
create_costitem = floor(rarity_cost_factoritem * (2.4 * lvlitem^2 + 10 * lvlitem))
            where:
            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:
                        2.5 for common items.
                        5 for unique items.
                        10 for heroic items.
                        50 for legendary items.
            floor - function rounding down to two significant digits.

Crafted items have an additional bonus as a reward.




Item level

To equip an item, the Player's Character level must be at least equal to the item's level.
Items may have the 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:
            • For the weapons set (one-handed, two-handed, one-and-a-half, auxiliary, ranged, rod, magical orb, quiver, shield) permitted levels end in 5 or 0 (for example: 55, 60, 65, 70).
            • For the armor set (armor, helmet, gloves, boots) permitted levels end in 2 or 7 (for example: 52, 57, 62, 67).
            • For the jewelry set (ring, necklace) permitted levels end in 1 or 6 (for example: 51, 56, 61, 66).
An item's level cannot be lower than 40 or higher than 300.





Item's value in gold

The formula for an item's value expressed in gold is:
cost = lvl_factor * class_factor * rarity_factor * amount
            where:
            lvl_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:
                        • 1.5 for weapons (one-handed, hand-and-a-half, two-handed, ranges, rods, magical orbs, arrows, auxiliary),
                        • 0.4 for neutral items,
                        • 1.0 for all other items,
            rarity_factor - factor dependent on the item's rarity,
                        rarity_factor = 1 + rare
                        rare = 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).




Item binding

Equippable items can be in one of four states of binding to the Player:
            • No mention of binding - the item is not bound to the Player and does not become bound upon equipping.
            • Binds upon equipping (binds) - the item is not bound to the Player, but becomes bound upon equipping, upgrading or using it.
            • Bound with owner (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.
            • Permanently bound with owner (permbound) - the item is bound to the Player and cannot be unbound.
Changing the item's binding status results in the loss of the ability to perform certain actions on it. The table below lists the permitted actions.


Actions that can be performed on items
Action performed on an item
Is the action allowed on a bound item
Is the action allowed on a permanently bound item
Equipping
Yes
Yes
Moving within the bag
Yes
Yes
Destroying
Yes
Yes
Dropping
No
No
List for auction
Yes
No
Storage in the deposit
Yes
Yes
Storage in a guild deposit
No
No
Send by mail
No
No
Selling to a merchant
Yes
Yes
Transfer in a trade
No
No
Upgrade
Yes
Yes
Extraction
Yes
Yes
Salvage
Yes
Yes
Forging
Yes
Yes
Lowering requirements
Yes
Yes
Displaying in trade
Yes
Yes
Displaying on Chat
Yes
Yes
Unbinding
Yes
No


Every item that can be upgraded or is a component of an upgrade is bound upon equipping or is bound with owner.

Items that are permanently bound with owner:
            • Items sourced from titans.
            • Items sourced from any monsters with personal loot (colossi, event colossi, event elites III).
            • Equippable items that are reward for completing quests.



Battlesets (equipment set)

In the user interface, in the upper-right corner of the Character's equipment section, there is a button to change the battleset. It dermines the current state of the Character's equipment. The equipment state saves the current arrangement of items in the Character's equipment and the selected skill set. Changing the equipment state to set X restores the equipped items and skill set to the state they were in before switching it from set X to another set.
Additional properties of battlesets:
            • Each Character can use three battlesets, but can purchase six additional sets with gold or Draconite.
            • If an item belonging to an equipment set is not in any of the Character's bags, the equipment slot for that item class remains empty.
            • If, when changing a set, items are to be taken off, but there is not enough space in the bag, the attempt to remove the item fails and it remains in its current slot, however, the equipment set is not overwritten.
            • Moving an item that is in a given set to the deposit does not remove it from the sets. Moving an item that was previously assigned to any set back to the Character's equipment preserves that assignment.
            • Unbinding an item removes it from all sets. Only items that are bound to a Character can be assigned to sets (marked with Bound with owner or Permanently bound with owner.
            • Battlesets can only be modified after selecting them on a Character. You cannot modify a battleset that is not currently active on a Character.




Item retrieval

Items of rarity higher than unique that have been destroyed or sold to a merchant can be retrieved by using the Recover items button located in the shop window of any merchant (NPC). This operation deducts Draconite from Account and reduced the item's base value to 1. Items destroyed due to lack of inventory space or burned using the crafting window (by upgrading another item or breaking it down into components) cannot be recovered.
If, during a group battle, the Character selected to receive loot does not have any free space in their bag, the draw is repeated without that Character participating.
Destroying an expired item (regardless of its rank) does not place it in the retrieval window.




3.3. System of sockets & symbols and creating legendary armors



The socket and symbol system is one of the methods for modyfying certain equipable items. Linked to this mechanic is the process of creating and customizing one of the most important pieces of equipment for every Character - legendar armor. These mechanics will be described in detail below.



Crafting legendary armor

Legendary armor is a special type of craftable item that follows specific crafting rules. Legendary armor can be crafted through barter with the NPCs Melio, Drohi, Drimi and Vasar who are located in the Giriel's Forge - Work Place in the city of Mirvenis-Adur.
Changes implemented on December 1, 2025, reduced the number of legendary armor variants from three to one, altered the requirements for crafting the armor and made it possible to change the legendary bonus using a special statistic – Socket.

Each profession has its own craftable legendary armor at the following levels: 40, 58, 70, 83, 93, 100, 111, 120, 144, 163, 180, 190, 210, 227, 244, 271, 300.

1. Legendary armor for levels 40-271 is crafted in exchange for the following ingredients:
            • Platinum Bar (1 Platinum Bar can be obtained in exchange for 100 milion gold from the NPC Vasar) in the following quantitites:
                        ○ 5 pieces – armor for levels 40, 58, 70,
                        ○ 6 pieces – armor for levels 83, 93, 100,
                        ○ 7 pieces – armor for levels 111, 120, 144,
                        ○ 8 pieces – armor for levels 163, 180, 190,
                        ○ 9 pieces – armor for levels 210, 227,
                        ○ 10 pieces – armor for levels 244, 271.
            • Bonus Gold: 1 million gold.
            • Essence of Sacrifice (which is produced in the Salvage process in the Crafting Module) in the following quantities:
                        ES = 90 + 10 * round(lvl / 30)
                        Example: Legendary armor for level 40 costs 100 Essence of Sacrifice, while legendary armor for level 271 costs 180 Essence of Sacrifice.

2. Legendary armor at level 300 can be crafted in two different ways using the ingredients listed below:
                        ○ First method: Three different legendary ingredients from the Frost Lords (Furion, Zorin, Artenius) – Everfrost Crystal, Crystal of Piercing Cold, Chillwind Crystal.
                        ○ Second method: Any two different legendary ingredients from the list above (no duplicates allowed), 150 platinum bars and 200 Essence of Sacrifice.

Once created, legendary armor has the following parameters:
            • they are permanently bound,
            • they have 2 additional assigned bonuses (armor at level 300 has 4 additional bonuses), one of which is 3% to All damage,
            • they have a Sockets stat, allowing you to place a Symbol (an enhancer containing a legendary bonus),
            • they may have an increased crafting value (as a temporary stat, facilitating operations on armor during the migration to the new system).



Exchanging legendary armor

Legendary armor can be exchanged for a permit for another legendary armor at Tharin's Character and for a permit for another legendary armor that is the same level as the original armor at Kazdrin's Character. The conditions for receiving a permit are as follows:
            • Legendary armor and 8000 D - armor level from 40 to 100.
            • Legendary armor and 10000 D - armor level from 120 to 190.
            • Legendary armor and 12000 D - armor level from 210 to 300.

Exchanging legendary armor through barter, just as with other items, results in its permanent destruction, including the loss of any upgrade information associated with the item.



Creating Symbols

Symbol is a special enhancement item that possesses a set of combat attributes, such as attack speed, strength or a legendary bonus. These stats are added to the item that is enhanced with a given symbol. Symbols are always bound to a Character. Symbols containing legendary bonuses can be crafted using the Fusion operation in the Crafting Module.
In addition to combat attributes, a Symbol may also include additional requirements that the item being upgraded must meet:
            • minimum level,
            • maximum level,
            • dedicated item class (boots, gloves, weapons),
            • rarity (unique, legendary).
Most importantly, the item being upgraded must always have a Socket, which is a special attribute in the item that indicated it can hold a symbol.

An item can have only one socket and only one symbol can be placed in a single socket.
A symbol can be recovered from an item, which explains why it is so difficult to obtain.

The Fusion operation requires placing three specific Components with the same level range and its result is a Symbol featuring one of the legendary bonuses available in the pool.
The pool consists of 10 symbols - each corresponds to a single legendary bonus (Very Critical Hit, Critical Ward, Angel Touch, Salvation, Curse, Dazzle, Facade of Care, Blazing Purification, Bloody Torment, Piercing Efficiency).
Each Symbol offers exactly one legendary bonus. There are three level ranges, each with its own set of symbols with legendary bonuses and its own five components:
            • levels 20-100 have five different Weak components (A1, B1, C1, D1, E1) and 10 symbols,
            • levels 101-200 have five different Stable components (A2, B2, C2, D2, E2) and 10 symbols,
            • levels 201-300 have five different Emanating components (A3, B3, C3, D3, E3) and 10 symbols.
You cannot create Symbols by merging Components intended for different level ranges. The exact list of Recipes - that is the combinations that create a specific Symbol with a legendary bonus, can be viewed in the Crafting Module under the Fusion operation by clicking the help button.
Example: There is a recipe that creates a Very Critical Hit Symbol, which can be socketed into items with a Socket between levels 20 and 100, by combining two A1 components and one B1 component.

The cost of a Fusion operation is:
gold = 5 * (10 * target_max_lvl + 1300) * target_max_lvl * upgrade_rarity_factor
where:
            gold - 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).

Three components that are not covered by any recipe create a random symbol.
Example: The combination of components A1, C1 and E1 is not covered by any recipe, so combining them will create a random symbol from the pool.

Components can be obtained from special legendary Caches found in elite II and hero loot templates (excluding templates available as part of the Hero Hunters event). The chance to obatin a Cache is similiar to the chance of obtaining a specific equipable legendary item, it comes at the expense of the chance to obtain a common item and depends on the number of elite II and heroes in a given level range - it may therefore chance as the Game progresses.:
            • The chance to obtain Cache from elite II is:
                        chance [%] = number_of_armor_ranges / number_of_elites_II / 4
                        Example: The chance of Cache from elite II in the 20-100 range (32 occurrences) is 0.047%.
            • The chance to obtain Cache from hero is:
                        chance [%] = number_of_armor_ranges / number_of_heroes / 4
                        Example: The chance of Cache from hero in the 20-100 range (7 occurrences) is 0.21%.
Monsters with increased chance for legendary items also have a higher chance of dropping a Cache. Each occurrence of elite II is factored into the formula, even if there are two occurrences (as in the case of the monster Choukker).

Opening a Cache will result in the random selection of one of five Components. However, the chances of obtaining each Component are not equal - some elites II may have a higher chance of yielding a specific Component, which is intended to increase variety and introduce an element of planning during the Symbol creation phase:
            • Universal Power Cache has an equal chance of obatining all Components (20%).
            • Steel Power Cache has a 33% chance of obtaining a Steel Component and a 16.5% chance for each other type.
            • Fire Power Cache has a 33% chance of obtaining a Fire Component and a 16.5% chance for each other type.
            • Ice Power Cachce has a 33% chance of obtaining a Ice Component and a 16.5% chance for each other type..
            • Electric Power Cache has a 33% chance of obtaining a Electric Component and a 16.5% chance for each other type.
            • Venom Power Cache has a 33% chance of obtaining a Venom Component and a 16.5% chance for each other type.
Component's level range corresponds to elite II level, from which you can obtain a Cache. Components will be permanently bound with owner, but the caches themselves can be traded - just like the chests that allow you to create hero outfits.
The number of sources for obtaining Components may increase in the future.
Example: Kambion is level 101, so you can obtain a Cache from him containing Components for the 101-200 range.
Example: Gothardus the Head Collector is level 204, so you can obtain a Cache from him containing Components for the 201-300 range.




Placing Symbols in the Socket

The Enchantment operation involes combining a Symbol with an item that has a Socket. The Symbol disappears from inventory and becomes part of the item being upgraded. An item can have only one Socket and only one Symbol can be placed in a single Socket. The result of this operation is that the item's stats are enhanced by the stats offered by the Symbol - currently, this is the legendary bonus assigned to the Symbol.

The Enchantment operation always binds an item to the Player. An enchanted item (with a Socket occupied by a Symbol) cannot be unbound, sold or used in a barter, it also cannot be used as an ingredient in an Enhancement or Salvage operation.
These restrictions can only be removed by first removing the Symbol from the Socket (operation Disenchantment).

The legendary bonus given by a Symbol takes on the apparent level of the item in which it was placed. This is important when calculating the level at which the bonus begins to weaken or expires completely.
Example: Symbol from range 20-100 used to enhance a level 93 armor enhanced to +5 (apparent level equal to 93 + 5 * 3 = 108), grants a legendary bonus equal in strength to level 108, which begins to weakens at level 138 and expires completely at level 188.




Removing a Symbol from a Socket

The Symbol can be removed from a Socket at any time through the Disenchantment operation, provided that payment is made in gold or Draconite. It can then be placed in the Socket of another item.

The cost of the Disenchantment operation is:
gold = 4 * (10 * lvl + 1300) * lvl * upgrade_gold_factor
where:
            gold - 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).



Items with a Socket

Currently, the following items have Socket stats:
            • all legendary armor crafter in Mirvenis-Adur,
            • certain items crafted from legendary ingredients obtained in the Mines of Blood:
                        ○ legendary necklaces for level 38 from Vengeance's Blood Mine,
                        ○ legendary boots for level 60 from Bloodmadness Mine,
                        ○ legendary gloves for level 80 from Bloodbound Mine,
                        ○ legendary helmets for level 110 from Mine of Bloody Arrogance,
                        ○ legendary auxiliary weapons for level 300 from Bloodpride Mine.

Based on the list above, in addition to legendary armor, Sockets can also be found in certain items from Mines of Blood.

Not every legendary bonus can be found in items with a Socket - only certain Symbols have an item class other than Armor listed in their requirements. Therefore, you should pay attention to which item classes can be enhanced by a given Symbol within a specific level range.
Example: The Angel's Touch Symbol in the level range 20-100 lists Armor and Necklaces in its requirements, while the Curse Symbol lists only Armor, Boots and Gloves.




3.4. Item enhancement system


The enhancement system allows you to sacrifice items to increase the attribute values of another item. You can use the enhancement system via the Crafting module, which becomes available at Character level 20.

The following items are excluded from the enhancement system:
            • Non-equipable items (usable, neutral, currencies, upgrades, bags).
            • Cursed.
            • with the stat expire_duration.
            • Arrows.
            • Blessings.

Every item that is upgradeable has a value expressed in Upgrade Points and in the currency Salvage Points and can be used as an upgrade ingredient.
• When an item (product) is upgraded, the component is permanently removed from the Character's inventory and its upgrade points are transferred to the product, indicating its upgrade level. Once a specific threshold expressed in upgrade points is exceeded, the item gains an upgrade level. This process can be repeated 5 times - the maximum upgrade level is 5. Each upgrade level increases the item's apparent level, which affects the value of its attributes.
• When an item is salvaged, the component is permanently removed from the Character's inventory and the Player receives currency equivalent to the item's salvage points. Each item rarity level (except for artifacts) has its own currency, which is used to:
            ○ Increase the enhancement level of an item of the same rarity from 4 to 5.
            ○ Redraw an additional bonus for an item of a rarity that is 1 level higher (for unique, heroic, upgraded and legendary rarities) or the same (for common rarity).
            ○ Create special items through barter (applies only to the legendary Essence of Sacrifice).

Item level and apparent level

Item level is the level required to equip the item. The following factors influence the level:
            • The item's declared level in the database.
            • Lowering the item's requirements by applying the lowreq=N stat to it (where N is the number of levels to be lowered), without changing the attribute values.
            • Reforging the item by a certain level, which also increases its attribute values.
            • The Character's level when obtaining items with a flexible level, which is determined by the lvladjust attribute.

Apparent item level is the level against which an item's attributes (bonus values) are calculated. The apparent level is calculated in the following order:
1. Taking the item level from the item level (variable stats such as lowreq are not included).
2. Inclusion of any increase in the item's level resulting from reforging.
3. Calculation of an item's apparent level as a result of combat power balancing in the Abyss (1vs1 duels). If a Player's level is lower, the apparent level of their items increases by the difference in levels between the Players).
item_levelvirtual = item_level + max (0 , enemylvl - playerlvl)
            where:
            item_levelvirtual - the item's apparent level
            item_level - the item's level taken from its original template.
            playerlvl - the level of the Player holding the item.
            enemylvl - the enemy's level.
4. Item enhancement according to the following formula:
itemvirtual, lvl = item_levelvirtual + round( item_levelvirtual * 0.03 ) * enhancement_level
            where:
            item_levelvirtual - the item's apparent level.
            enhancement_level - the item's enhancement level (from 0 to 5).


Simply enhancing an item with a level of lvl increases its apparent level to:
new_lvlvirtual = lvl + round(lvl * 0.03) * N
            where:
            lvl - the item's level,
            new_lvlvirtual - the item's apparent level (after enhancement),
            N - the item's enhancement level (for example: +5).

The apparent level also affects when the stats of cariable legendary bonuses begin to decrease and when they expire completely. Both thresholds are calculated based on the item's apparent level.

Value of ingredients in the enhancement system

Every item included in the enhancement system whose crafting value is not zero has a value expressed in enhancement points (which becomes apparent when the item is used as an enhancement ingredient for another item) and a value expressed in salvage points (which is revealed when the item is salvaged and you receive currency corresponding to its rarity).

The value of an item in enhancement points is calculated using the following formula:
upgrade_pointsitem = 0.1 * upgrade_rarity_factoritem * (180 + lvlitem) * artisanbon
            where:
            upgrade_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.

The value of an item in salvage points is described by the following formula:
essence_pointsitem,N = (lvlitem / 10 + 10) * artisanbon / 100
            where:
            essence_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.

Salvage points are expressed in the currency corresponding to the item's rarity:
            • Fragments of Mediocrity (currency for salvaging commons items).
            • Extract of Uniqueness (currency for salvaging unique items).
            • Prism of Heroic Magic (currency for salvaging heroic items).
            • Upgraded Chaimnyk (currency for salvaging upgraded items).
            • Essence of Sacrifice (currency for salvaging legendary items).

Item enhancement

An item (product) can be enhanced with other items (ingredients) using the enhancement operation in the Crafting module. During this operation, a number of enhancement points equal to the value of the ingredients is transferred to the product. Only items with a required level of 20 or higher can be used as either the product or the ingredients in the enhancement process.
During an enhancement, a single item can contribute a higher number of enhancement points to a product if certain conditions are met:
            • If the item class of the product and the ingredient are the same, the number of enhancement points increases by 25% of the initial value.
            • If the rarity of the product and the ingredient are the same, the number of enhancement points increases by 200% of the initial value.
            • If both the class and rarity of the product and the ingredient are the same, the number of enhancement points increases by 225% of the initial value.
            • If the product and the ingredient are the same item (a duplicate), the number of enhancement points inreases by 300% of the initial value.
The maximum increase in value in enhancements points is therefore 300% in total - during the transfer, four times the number of enhancement points from the item is transfered.

There are additional enhancement items that you can simply use on an item being enhanced to increase its enhancement points. These belong to the Upgrades class and are divided into:
            • One-point enhancement items (enhancement_add_point) - the number of enhancement points the item gains depends on the quantity of these items.
            • Percentage-based enhancement 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.
Enhancing an item binds its with owner.

Item enhancement cost

The cost of enhancing an item, expressed in enhancement points, for rarities other than upgraded, can be calculated using the following formula:
upgrade_costN,item = upgrade_rarity_factoritem * upgrade_level_factorN * (180 + lvlitem)
            where:
            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).

The cost of enhancing an item with an upgraded rarity is:
upgrade_cost = upgrade_level_factorN * (150 * lvlitem + 27000)
            where:
            upgrade_level_factorN - he enhancement level factor for the item's upgrade level N (listed in the table below).
            lvlitem - the item's level.

Enhancing an item to level 5 also requires paying a fee in gold and salvage points, but only when the required enhancement points are applied.
The amount of gold needed to upgrade an item to level 5 is:
gold_cost = (10 * lvl + 1300) * lvl * upgrade_gold_factoritem
            where:
            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).

The number of salvage points, expressed in the currency corresponding to the item's rarity, required to enhance it to level 5 is:
essence_costitem = 3 * essence_pointsitem,0
            where:
            essence_costitem - the number of salvage points, expressed in the currency corresponding to the rarity of the item item, deducted from the Player's Character.
            essence_pointsitem,0 - the amount of currency received after salvaging an unenchanted item item.


Item enhancement level factor summary
Item enhancement level
Enhancement level factor
(upgrade_level_factor)
0
0.0
1
1.0
2
2.1
3
3.4
4
5.0
5
7.0
Summary of factors based on item rarity
Item rarity
Rarity factor of enhanced item
(upgrade_rarity_factor)
Gold factor of enhanced item
(upgrade_gold_factor)
Common
1
1
Unique
10
10
Heroic
100
30
Upgraded
-
40
Legendary
1000
60



Additional crafting value

Some items have an additional, manually set statistic value artisanbon, which increases the item's value in terms of enhancement points and salvage points. This value should be interpreted as a percentage of the item's value, where 100 represents 100$ of the value (the default value), while 200 represents 200% of the value (a 100% increase).
The crafting value of special event items (which already exist in Players' inventories) can increase by up to 50 percentage points, the crafting value of items already in the Game remains unchanged, while a new set of identical (or similiar) items is added.


Artisanbon bonus based on the item's origin
Origin
Crafting multiplier
(artisanbon)
Item traders for gold
0
Spring colossus
(event)
250
Autumn colossus
(event)
250
Event Elites III
150
Chest from the Abyss
250
Dragonsmith's Chest
random
from 150 to 250
Other
100



Additional bonus to the item resulting from the enhancement

Upgrading an item to level 5 allows the Player to choose one of three bonuses randomly selected from a specific pool (depending on the item's class), which will be added to the item's attribute list. Selecting a bonus is free. Selecting or rerolling a bonus always binds the item with owner.
Item classes have been divided into three sets, each with its own separate pool of bonuses drawn in this system.
• The weapons set includes the following classes: one-handed, two-handed, hand-and-a-half, auxiliary, ranged, rod, magical orb, quiver.
• The armor set includes the following classes: armor, helmet, gloves, boots, shield.
• The jewelry set includes the following classes: ring, necklace.

Bonuses, however, belong to one of three groups, which differ in terms of the probability of drawing any bonus from the group. This probability is determined by the bonus power and is calculated as the quotient of the bonus power and the sum of the powers of all available bonuses from all groups in a given set:
p(bonus) = powerbonus / (ΩΣω powerω)
            where:
            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.
When drawing three available bonuses, no duplicates are allowed, therefore, the presence of a single bonus removes it from the pool of bonuses available for drawing.

The summary of bonus power and pool for specific sets and groups is presented in the table below.


Summary of bonus power, sets and groups
Classifier
Group I
Group II
Group III
Power of single bonus
10
5
1
Weapons set
• All attributes
• Intellect
• Strength
• Dexterity
• Attack speed
• Critical hit
• Armor destruction
• Resistance destruction
• Energy destruction
• Mana destruction
• Absorption destruction
Armor set
• All attributes
• Intellect
• Strength
• Dexterity
• Armor
• Fire resistance
• Frost resistance
• Lightning resistance
• Poison resistance
• Health
• Block
• Absorption
• Magic Absorption
• Evade
Jewelry set
• 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 redraw involves exchanging the additional bonus resulting from an enhancement for another bonus that is also available for that item group. The reroll involves offering the Player a choice of 3 bonuses from the pool. The first bonus is the one the Player selected during the previous reroll (including during the first upgrade to +5), while the other two are drawn from the pool using the "no repeats" method. This means that the total power of the set varies depending on which bonus the Player currently has on the item. If you're aiming to draw a specific bonus, it's best to have the bonus with the highest power assigned to the item, as it "thins out" the set the most.

Additional bonus can be re-rolled by:
            • Using a special consumable item that changes the bonus roll (with the attribute bonus_reselect).
            • Selecting a special dialog option at the blacksmith:
                        ○ Blacksmith Alric (Torneg)
                        ○ Blacksmith Unil (Ithan)
                        ○ Blacksmith Jackie (Mirvenis-Adur)
                        ○ Blacksmith Frasson (Mythar)
                        ○ Blacksmith Kendal (Tuzmer)
                        ○ Blacksmith Granihotems (Gateway to the North)
                        ○ Blacksmith Drowin (Thuzal)
                        ○ Blacksmith Thorgrim (Karka-han)
                        ○ Blacksmith Grisha (Nithal)

Rerolling a bonus with traders requires a corresponding fee in salvage points. Let's assume that 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,0
            where:
            essence_costitem - the number of salvage points, expressed in the currency corresponding to the rarity of the item item, deducted from the Player's Character.
            essence_pointsitem,0 - the amount of currency received after salvaging an unenchanted item item.
Rerolling a bonus on a common item requires exceptionally common salvage points (Fragments of Mediocrity). For items of higher rarity, the currency required to reroll the bonus is one rarity level lower.
Example: Rerolling a bonus on a heroic item requires an Extract of Uniqueness.
To re-roll a bonus on a common item, however, you need the following amount of Fragments of Mediocrity:
essence_cost = essence_pointsitem,0
            where:
            essence_costitem - the number of salvage points, expressed in the currency corresponding to the rarity of the item item, deducted from the Player's Character.
            essence_pointsitem,0 - the amount of currency received after salvaging an unenhanced item item



Extraction

Extraction is an option available in the Crafting module that allows you to recover some of the resources used to enhance an item, in the form of:
            • Enhancement points represented by a Crystal Ball, separate for each item rarity level, which allows enhancement points to be transferred exclusively to items of the same rarity (due to to the presence of the target_rarity attribute).
                        ○ Crystal Ball of Common Magic (for extracting common items).
                        ○ Crystal Ball of Unique Magic (for extracting unique items).
                        ○ Crystal Ball of Heroic Magic (for extracting heroic items).
                        ○ Crystal Ball of Upgraded Magic (for extracting upgraded items).
                        ○ Crystal Ball of Legendary Magic (for extracting legendary items).
            • Salvage points (when upgrading an item to level 5) expressed in the corresponding currency:
                        ○ Fragments of Mediocrity (for extracting common items).
                        ○ Extract of Uniqueness (for extracting unique items).
                        ○ Prism of Heroic Magic (for extracting heroic items).
                        ○ Upgraded Chaimnyk (for extracting upgraded items).
                        ○ Essence of Sacrifice (for extracting legendary items).

Using the Crystal Ball binds the enhanced item with owner.

The part of the resources that is returned as a result of extraction is 75% of the enhancement points and salvage points invested in the item.

The extraction operation can be performed by paying in gold or Draconite.
The cost of the extraction operation, expressed in gold is:
extraction_gold_cost = 60 * upgrade_points
            where:
            extraction_gold_cost - the cost of extraction in gold.
            upgrade_points - the number of enhancement points invested in the item.
The cost of the extraction operation, expressed in Draconite is:
extraction_dt_cost = 0.001 * upgrade_points
            where:
            extraction_dt_cost - the cost of extraction in Dracontie.
            upgrade_points - the number of enhancement points invested in the item.

There are items on which you can perform a limited number of extractions that return all the resources that were invested in the item. These items have a special statistic marked as 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).
An item has the specified number of extractions that restore its full resources only if that number is greater than 1.
Unbinding such an item (using another item, an auction or a trade) results in the complete loss of this statistic.
There are enhancement items that apply the enhancement_refund stat. They increase the stat value by 1. Using this enhancement item always binds the enhanced item with owner.




3.5. Item reforging system


The reforging system applies only to items with the 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.

Reforge items

Reforging an item increases its level by 1 each time the operation is performed. It therefore affects the item's attribute values and its requirements. Increasing the level results in:
            • Preventing the item's level requirements from being lowered.
            • Increase in the level required to equip the item.
            • Increase the item's attribute values to the new level after reforging.
            • Increase the required number of enhancement points and salvage points to upgrade the item in the crafting module.
            • Increase in the weapon level used to calculate the item's apparent levle (base on upgrades and unequal combat in the Abyss).
The maximum number of time this operation is allowed is specified by the lvlupgs attribute.

The following items are excluded from the reforging mechanism:
            • Items without a specified number of reforges (without the lvlupgs attribute).
            • Items with a lowered level requirement (aith the lowreq attribute).
            • Items with level 300.
            • Non-equipable items.
            • Items enhanced with a symbol that would cease to function due to the permitted level range of the enhanced item.

This operation requires the use of a special Upgrades class material on the item, which has the upglvl attribute that specifies the set of item classes that can be reforged using it.
The allowed sets are:
            • The weapons (weapon) set, which includes the following classes: one-handed, two-handed, hand-and-a-half, auxiliary, ranged, rod, magical orb, quiver and shield.
            • The armor (armor) set, which includes the following classes: armor, helmet, gloves, boots.
            • The jewelry (jewels) set, which includes the following classes: ring, necklace.

Additionally, upgrade items may require a specific rarity (target_rarity) for the item being reforged: common, unique, heroic, upgraded or legendary.


Reforging cost

The forging cost depends on the item's class and rarity and is calculated using the following formula:
forging_cost = 5 * bonus_amount
            where:
            forging_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.
A list of the number of bonuses in items can be found in the table.

Additionall bonuses and the cost of reforge:
            • Additional reward-type bonuses affect the cost of reforge.
            • Additional bonuses resulting from upgrading to level 5 do not affect the cost of reforge.
            • Additional cursed bonuses on cursed items affect the cost of reforge.


Reversing a reforge

A reforge can be reversed if a special Scroll of Purification (an item with the 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).



3.6. NPC stats


Native stats

Each monster type has a different set of stat multipliers compared to a classless monster, whose strength depends solely on its level.
The following monster types are available:
            • Common Monster
            • Elite
            • Elite II
            • Elite III
            • Hero
            • Titan

There is an additional, separately displayed monster type - Colossus, which is the equivalent of Titan for Trial of Strength maps. Colossi follow the same stat template, but differ from Titans in terms of loot distribution, item template, map settings and respawn time.
The following table summarizes the monster types and their strength.


Monster statistics summary
Profession
Armor
multiplier
Magic
resistance
multiplier
Poison
resistance
multiplier
Physical
damage
multiplier
Magic
damage
multiplier
Health
multiplier
Attack
speed
multiplier
Additional
stats
Common Monster
Warrior
2.0
0.0
0.2
3.0
0.0
0.7
1.0
-
Warrior
with shield
2.5
0.0
0.5
2.3
0.0
1.0
0.8
-
Warrior
with poison
2.0
0.0
0.3
2.3
0.0
0.7
1.0
poison (slow): lvl
poison (dmg): 0.8
Paladin
2.0
0.0
0.3
2.6
2.0
0.6
1.0
blok: 15
Mage
1.5
0.0
0.1
0.0
3.0
0.6
1.0
-
Tracker
1.5
0.0
0.3
2.0
2.5
0.6
1.1
evade: 2.0
pierce: 15
Hunter
1.5
0.0
0.5
2.3
0.0
0.6
1.3
evade: 3.0
pierce: 17
Hunter
with poison
1.5
0.0
0.7
2.0
0.0
0.6
1.3
evade: 3.0
pierce: 17
poison (slow): lvl
poison (dmg): 0.8
Blade dancer
1.5
0.0
0.2
2.3
0.0
0.6
1.2
auxiliary damage
evade: 4.0
triple strike: 5
Elite
Warrior
2.4
1.0
0.6
3.6
0.0
3.0
1.0
-
Paladin
2.4
1.0
0.4
3.2
2.3
2.4
1.0
blok: 17
Mage
1.8
1.0
0.2
0.0
3.6
2.4
1.0
ranged absorption: 20
Tracker
1.8
1.0
0.4
2.3
3.0
2.4
1.1
evade: 2.0
pierce: 17
ranged absorption: 15
Hunter
1.8
1.0
0.7
2.7
0.0
2.4
1.3
evade: 3.0
pierce: 19
armor destruction: lvl * 0.3
Blade dancer
1.8
1.0
0.4
2.7
0.0
2.4
1.2
auxiliary damage
evade: 4.0
triple strike: 10
Elite II
Warrior
2.8
2.0
1.0
4.2
0.0
6.0
1.0
stun: 15
armor destruction: lvl * 0.6
Paladin
2.8
2.0
0.5
3.7
2.7
4.8
1.0
blok: 19
resistance destruction: 1
armor destruction: lvl * 0.3
stun: 10
Mage
2.1
2.0
0.5
0.0
4.2
4.8
1.0
ranged absorption: 25
resistance destruction: 1
armor destruction: lvl * 0.3
stun: 10
Tracker
2.1
2.0
0.5
2.5
3.4
4.8
1.1
evade: 2.0
pierce: 19
ranged absorption: 20
resistance destruction: 1
armor destruction: lvl * 0.3
stun: 10
Hunter
2.1
2.0
1.0
3.2
0.0
4.8
1.3
evade: 3.0
pierce: 21
armor destruction: lvl * 0.5
stun: 10
Blade dancer
2.1
2.0
0.7
3.2
0.0
4.8
1.2
auxiliary damage
evade: 4.0
triple strike: 15
armor destruction: lvl * 0.5
stun: 10
Elite III
Warrior
3.2
3.0
0.5
5.2
0.0
24.0
1.0
stun: 20
armor destruction: lvl * 0.8
blok: 10
Paladin
3.4
3.0
0.4
4.4
3.4
22.0
1.0
blok: 20
stun: 10
resistance destruction: 1
armor destruction: lvl * 0.6
Mage
2.2
3.0
0.4
0.0
5.2
18.0
1.0
ranged absorption: 25
stun: 10
resistance destruction: 1
armor destruction: lvl * 0.2
Tracker
2.2
3.0
0.6
3.3
3.8
18.0
1.1
evade: 2.0
pierce: 20
ranged absorption: 25
resistance destruction: 1
armor destruction: lvl * 0.3
stun: 10
Hunter
2.4
3.0
0.8
4.0
0.0
18.0
1.3
evade: 3.0
pierce: 20
armor destruction: lvl * 0.5
stun: 5
Blade dancer
2.6
3.0
0.6
4.4
0.0
18.0
1.1
auxiliary damage
evade: 4.0
triple strike: 15
armor destruction: lvl * 0.6
stun: 10
Hero
Warrior
3.2
3.0
1.0
4.8
0.0
18.0
1.0
armor destruction: lvl * 0.7
stun: 22
Paladin
3.2
3.0
0.6
4.0
3.0
14.4
1.0
blok: 21
resistance destruction: 1
armor destruction: lvl * 0.6
stun: 15
Mage
2.4
3.0
0.6
0.0
4.8
14.4
1.0
ranged absorption: 30
resistance destruction: 2
armor destruction: lvl * 0.4
stun: 15
Tracker
2.4
3.0
0.9
2.8
3.8
14.4
1.1
evade: 2.0
pierce: 21
ranged absorption: 20
resistance destruction: 2
armor destruction: lvl * 0.5
stun: 15
Hunter
2.4
3.0
0.9
3.6
0.0
14.4
1.3
evade: 3.0
pierce: 23
armor destruction: lvl * 0.6
stun: 15
Blade dancer
2.4
3.0
0.6
3.6
0.0
14.4
1.2
auxiliary damage
evade: 4.0
triple strike: 20
armor destruction: lvl * 0.6
stun: 15
Titan
Warrior
3.6
2.0
1.0
12.0
0.0
75.0
1.0
armor destruction: lvl * 0.8
stun: 30
Paladin
3.6
2.0
1.0
10.0
8.0
60.0
1.0
blok: 23
resistance destruction: 2
armor destruction: lvl * 0.7
stun: 20
Mage
2.7
2.0
0.5
0.0
12.0
60.0
1.0
ranged absorption: 35
resistance destruction: 3
armor destruction: lvl * 0.5
stun: 20
Tracker
2.7
2.0
1.0
8.0
10.0
60.0
1.1
evade: 2.0
pierce: 23
ranged absorption: 20
resistance destruction: 2
armor destruction: lvl * 0.7
stun: 20
Hunter
2.7
2.0
1.0
9.0
0.0
60.0
1.3
evade: 3.0
pierce: 25
armor destruction: lvl * 0.7
stun: 20
Blade dancer
2.7
2.0
1.0
9.0
0.0
60.0
1.2
auxiliary damage
evade: 4.0
triple strike: 25
armor destruction: lvl * 0.7
stun: 20


The exact values for damage, health, armor, resistances, evade and absorption are not disclosed. The sections above describe only the proportions by which these stats differ among specific monster types.

Manually assigned stats

Some of a monster's stats can be assigned or changed manually. All the stats that can be assigned to monsters are described below.


Monster stats
Statistic
Properties
Respawn time
(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 (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
Damage increase (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.
Attack speed (sa)

• Increases the monster's attack speed.
Critical hit (crit)

• Increases the chance of a Critical hit occurrence.
Physical critical hit strength (critval)

• Increases physical critical hit strength.
Magic critical hit strength (critmval)

• Increases the magic critical hit strength for all elements.
Armor destruction (acdmg)

• Increases the armor destruction of the monster.
Stun (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.
Resistances (res)

• These determine the monster's resistance to fire, lightning, frost and poison.
Health (hp)

• Increases the monster's health pool.
Armor (ac)

• Increases the monster's armor.
Absorption (absorb)

• Increases the monster's physical absorption.
Magic absorption (absorbm)

• Increases the monster's magic absorption.
Evade (evade)

• Increases the monster's chance to evade.
Block (block)

• Increases the monster's chance to block.
Slow reduction (redslow)

• Reduces the value of permanent slow effects applied to the monster.
Stun duration reduction (redstun)

• Reduces the duration of the attack during which the monster is stunned.
Reduce the chance to abandon an action (lowskipturn)

• Reduces the chance of being affected by the Curse and Dazzle effects during combat.
Deep wound resistance (woundred)

• Increases resistance to deep wounds.
Swing (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 (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 for 3 turns (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.
Counter (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 (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.
Arrow Block (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.
Zranienie (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.
Monster strength increase for a small party
(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.
Very Critical Hit (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).
Passive effects (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.


Monster special abilities and charged abilities

Special ability target
Abilities cast by a monster can be used on the following targets:
• Monster - The NPC casts the ability on itself (healing, removing slow effects).
• Targeted Player - The NPC casts the skill on the Player who is currently being attacked by the monster.
• Random Player - The NPC casts the skill on a random Player on the party.
• Line - The NPC casts the skill in a line with the targeted Player (all Characters in the same position).
• Random line - The NPC casts the ability along the line where a randomly selected Player is standing (all Characters in the same position).
• All Players - The NPC casts the ability on all Players in the party.

In addition, all skills can also be used in conjunction with the monster's default attack. If a skill deals damage, once its trigger timing is set to coincide with the attack, that damage is added to the monster's attack.

Effects of special and charged monster skills
Each skill is composed of effects. Special skills consist of a single effect, while charged skills consist of any number of effects. Listed below are all the effects that can appear in monster skills.

Monster ability effects
Ability effect
Action
Physical damage (dmg)
Physical damage is dealt to the target.
Auxiliary damage (dmgo)
Auxiliary damage is dealt to the target.
Ranged damage (dmgd)
Ranged damage is dealt to the target.
Deep wound damage (dmgw)
Physical damage is dealt to the target, followed by deep wound damage.
Poison damage (dmgp)
Physical damage is dealt to the target, followed by poison damage and the accompanying slow effect.
Fire damage (dmgf)
Fire damage is dealt to the target.
Frost damage (dmgc)
Frost damage is dealt to the target, followed by a slow effect from that damage.
Lightning damage (dmgl)
Lightning damage is dealt to the target.
Remove slow effects from monster (removeslow)
Removes all slow effects applied to the NPC.
Heal (heal)
Heals the monster by a specified amount of health (cannot exceed the health the NPC started the fight with).
Pierce armor (pierce)
Pierce armor event occurs during an attack performed by the NPC.
Stun (stun)
The skill's target is stunned for a specified number of turns.
Pushback (pushback)
The skill's target is pushedback a specified number of positions.
Sun Shield (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.



Special abilities (spec)
• Special ability has a certain chance of triggering one of its effects.
• During combat, all special abilities are randomly selected. If none are selected or if a charging ability is scheduled for a specific turn, a normal attack is performed.

Ultimate abilities (super)
• A charged ability always triggers on a specific turn and repeats every specified number of turns.
• The ability charges over a specified number of turns (called charge turns). Until the ability is 100% charged, it can be interrupted if the monster is affected by the following effects: Stun/Freeze, Curse, Dazzle, Daze. The charge time may also be zero turns (the ability is immediately 100% charged).
• It can trigger more than one skill effect at the same time.
• Initiating a skill that takes longer than 0 turns to charge always goes hand in hand with the NPC performing a normal attack or special skill that precedes the first charging turn.

Skills (skills_active, skills_mastery)
• Monsters can have skills (active and passive) composed of effects describes in section 3.7. Skill effects in PvP combat.
• Monsters can use the same skills that were created for Players, provided they meet the conditions and requirements defined in the skill (level, profession, damage type, Character position, mana, energy).
• Monsters can use skills that are hidden from Players. These do not require the monster to have a specific profession.
• Each monster can have its own defined Battle strategy - a sequence of abilities shared with the Players. If a Charged Abilitiy or Special Ability is triggered while Battle strategy is active, it delays the execution of the ability shared with the Players that was scheduled for that turn.

Order of monster skill execution
• Battle strategy has the highest priority. If a skill has been queued for a specific turn, it will always be executed provided that the resource requirements (mana and energy), position and cooldown are met.
• Ultimate abilities and special abilities can only be executed if Battle strategy has a normal attack scheduled or has not been activated.
• Ultimate abilities have higher priority than Special abilities and are always executed once the Ultimate abilitiy turn counter is exceeded. The counter starts at 1 and increases by 1 after each Special ability or normal attack. The counter does not increase by 1 when:
            ○ loading of the Ultimate ability begins, the action preceding this is not counted,
            ○ the subsequent steps of loading the Ultimate ability take place,
            ○ the Ultimate ability is cast,
            ○ a Battle strategy ability is used.


Monster respawn time

Each monster has a default expected respawn time and a range around that value.
Respawn time:
respawn_timelvl = 40 + 10.85 * min(200 , lvl) - 0.02721 * min(200 ,lvl)^2
            where:
            respawn_timelvl - the monster's respawn time in seconds.
            lvl - the monster's level.
            min - minimum mathematical function.
The spread for monsters with an native respawn time is always 10%.

The respawn time can be modified by:
• Changing the base respawn time by adjusting the monster's level.
• Setting the respawn time at specific coordinates with a 50% spread.
• The resp statistic with a 25% spread.
• Changing the monster respawn rate in the server settings (adjusting the multiplier value between 1.0 and 3.0).
• Increase in the number of Players on the World, which shortens the respawn time according to the following formula:
resp_boost = min(2 , max(1 , players_amount / 500))
            where:
            resp_boost - acceleration of monster respawn time.
            players_amount - the number of Player on the World.
Comment: multipliers are combined multiplicatively.

Monster stats based on Character level


Monster behavior based on Character level
Monster type
Limited visibility
Attack limit
Very Critical Hit
Loot destruction
Multiple draws
Common Monster
No
No
No
Yes
No
Elite
No
Yes
No
Yes
No
Elite II
No
Yes
No
Yes
Yes
Elite III
No
Yes
No
Yes
No
Hero
Yes
Standard
Yes
Yes
Yes
Yes
Colossus
No
No
No
Yes
No
Titan
No
No
No
Yes
Yes
Event Elite
No
No
No
No
No
Event Elite III
No
No
No
No
No
Event Hero
Yes
Special
No
Yes
No
Yes
Event Colossus
No
No
No
No
No
Event Titan
No
No
No
No
Yes



Limited visibility
Only Characters whose level falls within a specific range can see a monster with this restriction.
Upper visibility restriction refers to the restriction being applied to Characters whose level exceeds a specific level.
Lower visibility restriction refers to the restriction being applied if a Character is below a certain level.
Additionally, the monster is only displayed within 12 squares of the NPC's position (including diagonals).

The level for limited upper visibility is calculated using the following formula:
max_player_lvl = npc_lvl + max(13 , config)
            where:
            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.

The level for limited lower visibility is calculated using the following formula:
min_player_lvl = max(npc_lvl - 50 , floor(npc_lvl / 2))
            where:
            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.

Event heroes do not have an upper visibility limit and the hero's minimum visibility level is calculated using the following formula:
min_player_lvl = floor(npc_lvl / 2)
            where:
            min_player_lvl - the minimum levle of a Player who can see the monster.
            npc_lvl - the monster's level.
            floor - floor mathematical function.

Attack limit
This is an NPC attack limit that applies when a Character's level exceeds the maximum level at which loot does not break. The limit is disabled for monsters with a level greater than or equal to 250.
If the Player's party includes a Character that would limit attacks on a monster, that Character does not participate in combat.

Very Critical Hit
All of a monster's critical hits are converted to very critical hits if the Player attacked an NPC alone or if the level difference between party members is too great and the number of draws has been reduced to one.

Loot destruction
Loot from a monster is destroyed if its level is lower than 250 and the Player's level exceeds:
max_player_lvl = npc_lvl + max(13 , config)
            where:
            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.

Multiple draws
After defeating a monster, there is a chance to receive more than one loot item, provided there are multiple Players on the party. Multiple loot drops always depend on the level difference between the Players on the party - too large level difference will always reduce the number of loot items to one. Details are described in the loots section.

Additional monster traits

There are additional traits that some monsters may possess.

Aggressiveness
Aggressiveness means that a monster will attack the Player on its own if the Player approaches it to within:
• 1 square - if the monster is a warrior, paladin or blade dancer.
• 2 squares - if the monster is a mage.
• 3 squares - if the monster is a hunter or tracker.
When a monster attacks the Player on its own, whether the combat is automatic or turn-based depends on the selected option When monster attacks, allow to choose combat mode in the Character settings.
A monster does not attack the Player if the Player is more than 1 level higher than the monster.
In the configuration, you can adjust the aggressiveness toward monsters, taking into account the minimum and maximum acceptable levels of opponents.

Dialogue
A monster may have a dialogue set up that performs certain actions before combat begins. Monsters with a dialogue set up cannot be attacked with the right mouse button and may be displayed in the Game like other Non-Player Characters. When a monster with a set dialogue initiates combat, it begins as if the monster had Aggressiveness enabled - as a result, the option When monster attacks, allow to choose combat mode from the Character settings is taken into account.

Random coordinates
An Elite II monster, along with its guards, respawns at random coordinates between 4 and 10 squares away from its starting location. The monster returns to its original coordinates after a break at 5:25 AM.

Ability to detect
Monsters possible to be searched are located using the Hero Detector - a consumable item with the 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.


3.7. Skill effects



Triggering and applying effects

The operation of effects within the skill system can be described using the following block diagram:

+-------------+       +-------------+       +-------------+       +-------------+       +-------------+
| 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



Conditions layer aggregates the effects responsible for determining whether a skill can be used. It requires information such as the Character's profession, the Character's position, the position and type of the Player who is the skill's target, the Character's resources and the Character's equipment. The condition layer is processed within the user interface, at the moment when the Player is notified via an appropriate visual effect that they cannot use a given skill. Immediately after the condition layer, the system checks the conditions for the Player to perform the action (the Character may be under the effects of Dazzle, Curse, Daze).
Example: The ability One step, available to every Character, requires the Character to be in melee combat (with a position of 1). If this condition is not met, the ability cannot be used.

Initiation layer aggregates effects that trigger a skill's behavior even before the calculation of events and attack values begins during a Character's action. These may include effects related to dealing damage upon triggering combo points, effects that buff a Character for multiple turns or effects that debuff an opponent during the same action. It requires information about the status of the Player's Character and the target of the skill (an ally or an opponent).
Example: The effect of increasing the chance for a critical hit from the skill Critical Empowerment occurs even before the chance for a critical hit is calculated.

Events layer aggregates effects associated with events that occur during combat. Skill effect events are resolved after regular events (such as critical hit, pierce armor), which are resolved in strict order (the pierce block event is not resolved before the pierce armor event). These are most often passive skill effects. This layer requires information about the status of the Player's Character and the opponent's Character.
Example: The skill effect Daze is resolved after checking whether any events related to the opponent missing have occurred and after checking whether the critical hit event has occurred.

Damage layer aggregates the effects applied to the Character or an opponent's Character between the moment the damage dealt by the Player Character is calculated and the moment the reduction of that damage begins. Immediately after the damage layer, damage reduction from immunity effects, armor, etc. is calculated. This requires information about the Player Character's status, the opponent's status and all events that occurred during the turn.
Example: The effect that reduces the opponent's damage from the ability Poison Arrow is applied when the opponent is hit. If a evade event occurs during the atttack, the ability's effect will not be applied to the opponent.

Finalization layer aggregates effects applied to the Character or an opponent's Character between the moment damage reduction ends (when damage dealt is calculated) and the moment the opponent loses health as a result of that damage. It requires information about the Player's Character's status, the opponent's Character's status and all events that occurred during the turn.
Example: The Crush effect is applied when the damage dealt constitutes a certain portion of the total damage inflicted, which is calculated only after damage reduction effects have been resolved.



Skill structure

Skills are composed of the following components:
• List of requirements of the following components:
            ○ Profession requirement (reqp) - the profession of the Character using the skill must match the designation.
            ○ Weapon requirement (reqw - the Character's weapon must belong to a specific class or set of classes (e.g. swords, lightnings).
            ○ Arrow requirement (reqarrows) - the Character must possess a certain number of arrows.
            ○ Position requirement (melee) - the Character must be in a specific position relative to the opponent (melee range or a range greater than melee).
• Skill target:
            ○ Enemy (default) - a skill cast only on an enemy.
            ○ Player casting the skill (self) - a skill that the Character can only use on themselves.
            ○ Ally (friend) - a skill cast on an ally.
• Way of use:
            ○ Spell (spl) - an active ability whose effects are described in the abilities section.
            ○ Spell cast with an attack (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.
• A list of triggered effects and how they change, along with the number of points allocated to the skill - detailed in the table below. If a skill has at least one active effect, the Player can use it during combat. The strength of the effects may depend on the Character's level.
• The skill's position in the skill module.
• Level requirements to unlock the skill: 25, 35, 50, 80, 120, 170, 230.
• Skill name.
• Description.
• The skill's audiovisual effect that occurs when it is used during combat.

At thePublic Skills API there is a list of the effects that make up the skills currently available on the development server.
Details on how these effects work are summarized in the table below.


Skill effect descriptions
Effect
Properties
Status
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.
passive
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.
passive
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.
passive
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.
passive
ac
• Operation: increases armor by a fixed amount
• Variable: the amount of armor added to the Character's stats.
• Trigger: Character base stats.
passive
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.
active
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.
passive
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.
passive
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.
active
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.
active
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.
passive
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.
passive
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
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
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
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
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
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
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
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
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
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
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.
active
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.
active
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.
active
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.
active
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.
passive
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.
passive
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.
passive
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.
passive
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.
passive
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.
passive
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.
passive
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.
active
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.
active
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.
active
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.
active
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.
active
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.
active
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.
active
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.
active
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.
active
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.
active
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.
passive
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).
active
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.
active
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.
active
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.
active
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).
active
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.
passive
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.
passive
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.
passive
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.
passive
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.
passive
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.
active
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.
passive
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.
passive
cooldown
• 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.
passive
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.
passive
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.
passive
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.
passive
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.
passive
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.
active
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.
active
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.
passive
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.
passive
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.
passive
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.
passive
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.
passive
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.
passive
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.
active
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.
active
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.
passive
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.
passive
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.
passive
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.
passive
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.
passive


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.
passive
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.
active
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.
active
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.
active
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.
active
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.
active
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.
passive
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.
passive
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.
active
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).
active
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.
active
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.
active
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.
active
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.
passive
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.
passive
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.
active


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.
active
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).
active
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.
active
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).
active
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.
active
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.
active
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.
passive
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.
passive
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.
passive
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.
active
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.
passive
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.
active
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.
passive
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.
passive
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.
passive
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.
active


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.
passive
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.
active
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.
passive
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.
passive
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.
passive
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.
active
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.
passive
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.
passive
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.
passive
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.
passive
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..
active
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.
passive


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.
passive
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.
passive


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).
active
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.
active
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).
active
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.
active
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.
active
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.
passive
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.
passive
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.
passive
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.
active
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.
passive
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.
active
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.
passive
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.
passive
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.
passive
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.
passive
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.
passive
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.
passive
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.
passive
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.
active
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.
active
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.
passive
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.
passive
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.
active
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.
passive
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.
passive
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.
passive
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.
passive
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.
passive
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.
active
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.
passive
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.
passive
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.
active
removestun-allies
• Operation: removes stun effects from all party members (stun, freeze, stun2).
• Variable: none.
• Trigger: initiation layer.
active
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.
passive
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.
passive
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.
active
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.
passive
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.
active
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.
passive
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.
active
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.
passive
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.
active
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.
passive
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.
active
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.
passive
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.
active
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.
active
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.
active
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%.
active
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%.
active
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%.
active
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.
passive
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.
passive
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.
active
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.
active
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.
active
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.
active
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.
active
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.
active
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.
active
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.
active
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).
active
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.
passive
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.
passive
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%.
passive





4. Combat-based Attractions

4.1. Abyss

Abyss is an attraction based on solo duels between Players. It appears irregularly and the event details (duration, days and times) are provided along with its announcement.


Terms of participation

To participate in the activity when the event begins, you must use the Abyss module. Access to the module requires a level of 40 or higher. The interface features a special button that activates the Abyss module, which is divided into the following sections:
• Progress - where Players can claim rewards for participating in the Abyss on the Character, browse the Champion's Shop, end-of-season rewards, check their battle history, Character stats or winrate for a specific profession.
• Battle Search - a button that adds a Character to the queue, where the system searches for an opponent. The matchmakingu system is responsible for finding a match, searching through the Characters in the queue and takin into account factors such as:
            ○ waiting time in the queue
            ○ Character level
            ○ Character equipment
            ○ ranking position
Once an opponent is found, the duel begins. The Character temporarily disappears from the map, the fight takes place and then the Character returns to the location they were at befoer finding the opponent.
• Rankings - a list of Players' rankings within the World, as well as lists of the Character's friends or guild members.

Requirements for joining the queue:
• The Character is not on an Arena-type map and is not participating in the Bloodbath.
• The Character is not blocked from joining the queue due to exceeding a certain Warning Points threshold.



Searching for an opponent

• The maximum level of a Player you can fight is 110% of the Character's level (rounded mathematically), but the difference between levels (the range) is no less than 5 levels and no more than 15 levels.
            Examples:
            For a Player at level 40, the maximum level of matched opponent is 45.
            For a Player at level 75, the maximum level of matched opponent is 83.
            For a Player at level 100, the maximum level of matched opponent is 110.
            For a Player at level 250, the maximum level of matched opponent is 265.
• All Characters with a level higher than 300 are treated as if they were level 300.
• The longer a Player waits in the queue, the greater their chances of being matched with a higher-level opponent and the higher their priority for finding an opponent.
• The maximum difference in Ranking Points between Characters who can be matched against each other is 400.
• Players in the top 10% by Ranking Points (Group of Death) may be matched against an opponent with a point difference greater than 400, provided they wait at least 40 seconds for a match.
• Players in the bottom 10% in terms of Ranking Points (Group of Losers) may be matched against an opponent with a point difference greater than 400, provided they wait at least 40 seconds for a match.
• A Character must be able to find at least 2 active opponents for a fight to begin.
• The minimum wait time for a fight is 20 seconds.
• Declining a fight with an opponent results in Warning Points, which lead to a ban from the queue:
            ○ 3 Warning Points – 3-minute ban
            ○ 6 Warning Points – 15-minute ban
            ○ 9 Warning Points – 60-minute ban



Conducting a duel

• The Character always starts the fight with full health.
• The level advantage bonus is disabled.
• Items (including blessings) belonging to a lower-level Player receive a boost. Each item is boosted individually - their stats are increased as if their level had been raised by the smallest value among the following:
            ○ 100% of the level difference between items that are equipped in the same equipment slots. Gloves are compared to gloves, rings to rings, weapons to weapons, and auxiliary weapons to auxiliary weapons (or to two-hendade weapon if the opponent has one).
            ○ 100% of the level difference between the Characters - an item cannot receive an apparent level increase greater than the level difference between the Characters fighting each other.
                        Example:
                        Player A, who is level 76, has level 63 gloves, level 76 boots and a level 76 necklace.
                        Player B, who is level 83, has level 82 gloves, level 70 boots and a level 80 necklace.
                        Player A's gloves will be upgraded by 7 levels to level 70 (the difference in levels between the Players is the upper limit for upgrading).
                        Player A's boots will not be upgraded. Player B's boots will also not be upgraded (because they are of a higher level).
                        Player A's necklace will be upgraded by 4 levels to level 80 (the difference in levels between the items).
• First, the item level resulting from the level difference (between Players or items) is calculated, and only then is the item's enhancement calculated relative to that level.
Example: A level 80 Player wearing level 80 armor upgraded to +5 who is fghting a level 90 Player wearing level 88 armor first receives a bonus to their armor based on the 8-level difference between the armor sets (as if it were level 88), and then, after calculating the stats following the enhancement (a single enhancement of a level 88 item increases its apparent level by 3), its stats are increased relative to level 88 to level 103.
• Legendary bonuses for Characters whose level exceeds 300 are calculated as if the Character's level were 300. Blessings are also included in this rule.
• The waiting time for a Player's action is 5 seconds.
• During duels, the Character appearing on the in-game map is protected from all interactions.
• During duels, you cannot use items that interrupt combat.
• During duels, you cannot use healing items during combat.
• When a Character dies in combat in the Abyss, they do not become unconscious or get teleported to the nearest location with a designated respawn point.



Scoring

• The Abyss attraction features two types of scoring:
            ○ Ranking Points, which determine your position in the ranking and determine end-of-season rewards.
            ○ Progress Points, which, when collected, allow you to unlock the next Chest and stage as part of the Character's daily progress.
• Each Character starts the Abyss season with 1400 Ranking Points.
• Before a Character can be placed in the ranking, they must complete 10 qualifying matches, during which their Ranking Points are adjusted accordingly.
• Winning a match results in the opponent losing Ranking Points, while losing results in those points being transferred to the opponent. A draw does not result in any changes to the score.
• For a completed match, a Character can gain or lose:
            ○ 28 Ranking Points when the maximum difference in criteria is reached: difference in Ranking Points, difference in Character levels.
            ○ 15 Ranking Points when a very small difference is achieved in the following criteria: difference in Ranking Points, difference in Character levels.
• The number of Ranking Points gained or lost depends on:
            ○ The opponent's ranking position (100% weight).
• Points earned from a battle against a Character whose level exceeds 300 are calculated as if the Character were level 300.
• A Player receives 2 Progress Points for a victory, 1 Progress Point for a loss and 0 for a draw.
• A draw results in Warning Points being awarded to both Characters involved in the battle.
• Surrendering a match results in an immediate loss, the transfer of Ranking Points to your opponent, and no Progress Points.
• The end-of-season prize pool is increased by 1 for each tie in the ranking table when the Abyss ranking is finalized.
Example I: If two Players are tied for #1, they both receive the same prize for finishing the season in first place.
Example II: If there are 10 outfits available on the World at the end of the season, but the number of Characters in positions 1-10 is 12 due to ties, then all 12 Characters receive a outfit.
• Players share a ranking position (for example, two Players are tied for #1) if the following conditions are met in order:
            1. The Players have the same number of Ranking Points - the Player with the higher number of points is considered the better Player.
            2. The Players have the same number of matches played (total wins, losses and draws) - the Player with the higher number of matches is considered the better Player.
            3. The Players have the same win percentage - the Player with the higher win percentage is considered the better Player.
Example I: Player A has 1400 points, 20 wins and 10 losses. Player B has 1400 points, 20 wins and 5 losses. Player A ranks higher than Player B because he has fought more matches.
Example II: Player A has 1400 points, 20 wins and 10 losses. Player B has 1400 points, 10 wins and 20 losses. Player A ranks higher than Player B because Player A has a better win ratio despite having the same number of matches played.





Rewards

• Each Character has its own progress track consisting of four stages, during which it can claim chests in exchange for accumulated Progress Points. The progress track, along with all stages, resets every day at 5:25 AM (CET). The reset restores the progress track to its initial stage, meaning the ability to claim previously unclocked chests is lost.
• Progress is divided into 4 stages. Every 3 Progress Points you gather allow to claim a chest within a specific stage. Completing a stage allows you to claim a unique chest, and completing all stages allows you to claim a heroic chest.
• The contents of the chests depend on the Character's profession and level. Chests from the Abyss cannot be transferred via the deposit system or traded. Upon opening a chest, the Character is awarded one random item, which is permanently bound but can be transferred via the deposit system.
• Chests from the Abyss can be exchanged between professions at Gverkoz the Materialist, located in the Theologians Guild in the city Thuzal.
• Contents of an Abyss Chest (can be viewed via Item Preview):
            ○ 7 common items: 75% chance
            ○ 13 unique items: 25% chance
• Contents from the Decorated Abyss Chest (can be viewed via Item Preview):
            ○ 13 unique items: 75% chance
            ○ 12 heroic items: 24% chance
            ○ 2 legendary items (3 during the Final Season): 1% chance
• Contents from Bloody Abyss Chest (can be viewed via Item Preview):
            ○ 12 heroic items: 96% chance
            ○ 2 legendary items (3 during the Final Season): 4% chance
• Characters ranked in the top 10 of the current Abyss ranking are marked with special cosmetic elements until the start of the next season:
            ○ A trophy icon in the Character's bubble.
            ○ A gold border around the Character's bubble (Characters with a Wanted List are excluded from this mechanic).
            ○ A golden neon sign beneath the Character (Characters with a Wanted List are excluded from this mechanic).
• Once the Abyss season ends, the ranking are finalized and prizes are awarded to the winners:
            ○ Place 1: 100 (150 during the Final Season) Champion Crystals, Grandmaster's Chest, Legendary souvenir (Teleportation stone or Mascot)
            ○ Places 2-3: 100 (130 during the Final Season) Champion Crystals, Grandmaster's Chest
            ○ Places 4-10: 80 (100 during the Final Season) Champion Crystals, Master's Chest
            ○ Places 11-20: 50 (65 during the Final Season) Champion Crystals, Challenger's Chest
            ○ Places 21-50: 25 (35 during the Final Season) Champion Crystals
            ○ Places 51-100: 15 (20 during the Final Season) Champion Crystals
            ○ Places 101-180: 10 (15 during the Final Season) Champion Crystals
            ○ Places 181-300: 0 (10 during the Final Season) Champion Crystals
• Champion Crystals are used to purchase rewards from the Champion's Shop, which is accessible through the Abyss module.
• Champion Crystals have no expiration date - they can be used in future Abyss seasons.
• During the final season, legendary outfits are added to the prize pool for every 50 Characters participating in the Abyss. The minimum number of outfits is 1 and the maximum is 10. Outfits are awarded to the top-ranked Characters in the Abyss - in the event of a tie, all Players tied for that position receive an outfit.
Example: 201 Characters are participating in the Abyss, so there are 5 outfits available in the pool. The top 5 Characters in the ranking receive an item when the rankings are finalized, regardless of the number of ties in those positions.



4.2. Bloodbath


Bloodbath is a recurring event that involves entering a closed location with PvP mode forced on (on every World, regardless of settings). Players have only one option once they enter the map - teleporting out of it or dying, which sends them back to the nearest city. The event ends when only one Player remains on the map and the Player spawning period ends - in this case, the Player should speak with the NPC who lets Players exit the map and claim their reward for defeating their opponents. The reward can be claimed no earlier than 6 minutes after the end of the Player spawning period.

Map parameters

• Grouping between Players is disabled.
• Unconditional PvP is enabled.
• The level advantage bonus is disabled.

Spis Krwawych Łaźni

Verbin
• Level range: 30-40
• NPC leading to the map: Invader Harib (5,63)
• Battle times: wednesday, 08:00-08:30 PM (CET)
• Rewards:
            ○ 500 Glory Points
            ○ 500k of Gold
            ○ blessing (Butcher's Blessing)
            ○ trophy (Butcher from Verbin)

Torneg
• Level range: 41-59
• NPC leading to the map: Invader Badur (93,23)
• Battle times: tuesday, 08:00-08:30 PM (CET)
• Rewards:
            ○ 700 Glory Points
            ○ 700k of Gold
            ○ blessing (Butcher's Blessing)
            ○ trophy (Butcher from Torneg)

Thuzal
• Level range: 70-85
• NPC leading to the map: Invader Zekos (26,20)
• Battle times: friday, 09:00-09:30 PM (CET)
• Rewards:
            ○ 1000 Glory Points
            ○ 1m of Gold
            ○ blessing (Butcher's Blessing)
            ○ trophy (Butcher from Thuzal)

Mythar
• Level range: 100-120
• NPC leading to the map: Invader Tristen (34,38)
• Battle times: saturday, 07:00-07:30 PM (CET)
• Rewards:
            ○ 1300 Glory Points
            ○ 2m of Gold
            ○ blessing (Butcher's Blessing)
            ○ trophy (Butcher from Mythar)

Eder
• Level range: 130-150
• NPC leading to the map: Invader Silvius (1,60)
• Battle times: monday, 07:00-07:30 PM (CET)
• Rewards:
            ○ 1600 Glory Points
            ○ 3m of Gold
            ○ blessing (Butcher's Blessing)
            ○ trophy (Butcher from Eder)

Karka-han
• Level range: 160-180
• NPC leading to the map: Invader Evril (71,53)
• Battle times: thursday, 06:00-06:30 PM (CET)
• Rewards:
            ○ 1900 Glory Points
            ○ 4m of Gold
            ○ blessing (Butcher's Blessing)
            ○ trophy (Butcher from Karka-han)

Nithal
• Level range: 190-210
• NPC leading to the map: Invader Korim (52,9)
• Battle times: tuesday, 06:00-06:30 PM (CET)
• Rewards:
            ○ 2400 Glory Points
            ○ 5m of Gold
            ○ blessing (Butcher's Blessing)
            ○ trophy (Butcher from Nithal)

Tuzmer
• Level range: 215-245
• NPC leading to the map: Invader Nivelan (73,30)
• Battle times: saturday, 08:00-08:30 PM (CET)
• Rewards:
            ○ 2800 Glory Points
            ○ 6m of Gold
            ○ blessing (Butcher's Blessing)
            ○ trophy (Butcher from Tuzmer)

Port Tuzmer
• Level range: 250-280
• NPC leading to the map: Invader Zlatko (6,43)
• Battle times: sunday, 06:00-06:30 PM (CET)
• Rewards:
            ○ 3200 Glory Points
            ○ 7m of Gold
            ○ blessing (Butcher's Blessing)
            ○ trophy (Butcher from Tuzmer Harbor)



4.3. Mine of Blood


The Mine of Blood is a reccuring event that involves entering a closed location with PvP mode forced on (on every World, regardless of paramaters). Players have multiple ways to enter the map. The event begins and ends at specific times - only during theses times can the appropriate NPC admit Players to the map. Once the event ends, Players are teleported out of the map. During the event, Players can mine deposists, which are used to craft items through the appropriate barter system.

Attraction description

On a closed map with unconditional PvP, there are ore deposists that Players can mine using a special item that regenerates on the map (such as a pickaxe). The ore from these deposists can be used to craft exclusive items through barter with the NPC who introduced Players to the map. The pickaxe is destroyed after use. Characters exploring the map may encounter random events that affect their status. Additionally, the location features an Elite III monster - a creature with powerful stats - from which Players can obtain exclusive items.

Map parameters

• Grouping among Players is disabled.
• Unconditional PvP is enabled.
• The wait time for a Player's turn is reduced to 3 seconds (1 second on the trap map).
• Players are teleported off the map upon first contact with objects outside of the attraction's operating hours or when their Character does not have the required level.
• The time limit for performing all turns is 60 seconds (instead of 120 seconds).
• The minimum turn duration in accelerated mode is 0 seconds (instead of 2 seconds).
• The respawn time of objects depends on the World settings.

Additional notes

• The Mines of Blood may be closed during the Abyss event. The Mines of Blood are disabled starting at the beginning of the week in which the Abyss season begins (for example, during a season that starts on Thursday, the Blood Mines are disabled as early as Monday). For a period equal to the duration of the Mines of Blood inactivity, the chance to obatin a unique, heroic or legendary item is doubled (at the expense of the chance to obtain a common item) after the Abyss season ends.
• After the Mines of Blood are introduced to the Game, the drop rate for unique, heroic and legendary items is doubled for 2 weeks (2 event occurrences).
• Special items - keys, chests and pickaxes - are removed upon first entry into the Mines that week.
• Information on the possibility to participate in the event can be found in the Activity Panel available in the World module.

List of Mines of Blood


Vengeance's Blood Mine
• Access to the map:
            ○ Character: Smuggler Wilgrim (Wolf's Burrow - 1st Chamber).
            ○ Opening hours: 08:00 - 09:00 PM (CET).
            ○ Day of the week: saturday.
            ○ Required Character experience level: 36-43.
            ○ Cooldown time before re-entering the map: 10 minutes.
            ○ Number of random location points for introducing Characters to the map: 20.
            ○ The number of pickaxes in the Character's inventory upon first entering the map: 5.
• Objects:
            ○ 15 randomly respawn in 3 spots with a respawn time of 1.5–4.5 minutes. Type: elite.
            ○ 15 randomly respawned in 2 spots with a respawn time of 1.5–4.5 minutes. Type: renewable.
            ○ 11 objects triggering events within a radius of 12 event squares (teleportation, immobilization, injury, key, map information) at random every 3 minutes. Type: Independent character.
            ○ 1 object triggering an event across the entire map once every 4 minutes, bringing a pair of Players into the trap map (if there are more than 5 Players on the map). A lone Player inside the trap can claim an item that grants 5 draws from the deposit loot template. Inactivity inside the trap for 138 seconds results in the Character’s death. Inside the trap, the Player’s turn wait time is 1 second, and teleportation is disabled.
            ○ 2 chests that randomly respawn in 3 spots with a respawn time of 2–6 minutes. The chests can be opened with a key obtained from events. Type: Independent character.
            ○ 1 randomly respawning stone blocking the path in 6 spots, which disappears automatically after 30 seconds. Type: static object.
            ○ monsters with a normal item template. Type: monster.
            ○ Tarmus Wuden with a 43 level, randomly respawns in 10 spots with a respawn time of 6-18 minutes. Typ: elite III.
            ○ 7 individual pairs of teleportation tunnels for the Player, each connecting to the other every 3 minutes. Type: Independent character.
            ○ A tunnel randomly teleporting the Character to the central part of the map or immobilizing the Character. Type: Independent character.
            ○ Exit from the map located in its center (34,19). Type: Independent character.
• Items:
            ○ Mined resources are not bound to the owner, they can be traded, put up for auction, and stored in a deposit.
            ○ Pickaxes are permanently bound to their owner and cannot be stored in the deposit. They are collected from the Character before the first entry into a location on a given day.
            ○ Keys are permanently bound to their owner and cannot be stored in the deposit. They are collected from the Character before the first entry into a location on a given day.
            ○ Large Bag with Tools is permanently bound to its owner. It offers 6 to 8 draws: pickaxes, common crystals, unique crystals, and heroic crystals. It cannot be stored in the deposit. It is taken from the Character before their first entry into a location on a given day. After 5 days, the chest loses its power and cannot be opened.
            ○ Large Deposit template includes:
                        ▪ empty loot: 15%,
                        ▪ 1 common resource: 49.5%,
                        ▪ 1 unique resource: 25%,
                        ▪ 1 heroic resource: 10%,
                        ▪ 1 legendary resource: 0.5%.
            ○ Smuggler Wilgrim's barter includes: 1 common teleport, 6 unique pieces of armor, 6 heroic weapons and 4 legendary necklaces.
            ○ Tarmusa Wuden's template includes:
                        ▪ 4 unique items: 70%,
                        ▪ 3 heroic items: 25%,
                        ▪ 2 legendary items: 5%.
• Additional information:
            ○ The level advantage bonus is enabled.
            ○ After losing a battle, the Player respawns in Eder.
            ○ Smuggler Beniamin (Eder 13,55) transports Characters with the required level to Wolf's Burrow - 1st Chamber, between 07:50 and 09:00 PM (CET).


Bloodmadness Mine
• Access to the map:
            ○ Character: Dirakos (Mroczna Pieczara p.0 10,4).
            ○ Opening hours: 08:00 - 09:00 PM (CET).
            ○ Day of the week: friday.
            ○ Required Character experience level: 57-64.
            ○ Cooldown time before re-entering the map: 10 minutes.
            ○ Number of random location points for introducing Characters to the map: 20.
            ○ The number of pickaxes in the Character's inventory upon first entering the map: 5.
• Objects:
            ○ 15 randomly respawn in 3 spots with a respawn time of 1.5–4.5 minutes. Type: elite.
            ○ 15 randomly respawned in 2 spots with a respawn time of 1.5–4.5 minutes. Type: renewable.
            ○ 10 objects triggering events within a 12-square radius (teleportation, immobilization, injury, key, map information) at random every 1–2 minutes. Type: Independent character.
            ○ 1 object triggering an event across the entire map once every 4 minutes, bringing a pair of Players into the trap map (if there are more than 5 Players on the map). A lone Player inside the trap can claim an item that grants 5 draws from the deposit loot template. Inactivity inside the trap for 138 seconds results in the Character’s death. Inside the trap, the Player’s turn wait time is 1 second, and teleportation is disabled.
            ○ 2 chests that randomly respawn in 3 spots with a respawn time of 2–6 minutes. The chests can be opened with a key obtained from events. Type: Independent character.
            ○ 1 randomly respawning stone blocking the path in 6 spots, which disappears automatically after 30 seconds. Type: static object.
            ○ 10 monsters with a custom item template. Type: monster.
            ○ Vonaros with a 64 level, randomly respawns in 10 spots with a respawn time of 6-18 minutes. Typ: elite III.
            ○ 6 individual pairs of teleportation tunnels for the Player, each connecting to the other every 3 minutes. Type: Independent character.
            ○ A tunnel that randomly teleports to 3 coordinates, with a shared cooldown of 15 seconds for all Players. Type: Independent character.
            ○ Exit from the map located in its center (37,26). Type: Independent character.
• Items:
            ○ Mined resources are not bound to the owner, they can be traded, put up for auction, and stored in a deposit.
            ○ Pickaxes are permanently bound to their owner and cannot be stored in the deposit. They are collected from the Character before the first entry into a location on a given day.
            ○ Keys are permanently bound to their owner and cannot be stored in the deposit. They are collected from the Character before the first entry into a location on a given day.
            ○ Trecherous Chest is permanently bound to its owner. It offers 6 to 8 draws: pickaxes, common crystals, unique crystals, and heroic crystals. It cannot be stored in the deposit. It is taken from the Character before their first entry into a location on a given day. After 5 days, the chest loses its power and cannot be opened.
            ○ Charged Crystal template includes:
                        ▪ empty loot: 15%,
                        ▪ 1 common resource: 49.5%,
                        ▪ 1 unique resource: 25%,
                        ▪ 1 heroic resource: 10%,
                        ▪ 1 legendary resource: 0.5%.
            ○ Dirakos's barter includes: 1 common teleport, 6 unique pieces of necklaces, 6 heroic auxiliary weapons, 1 heroic ring, 6 legendary pairs of boots, 1 legendary necklace.
            ○ Vonaros's template includes:
                        ▪ 5 unique items: 70%,
                        ▪ 5 heroic items: 25%,
                        ▪ 2 legendary items: 5%.
• Additional information:
            ○ The level advantage bonus is disabled.
            ○ After losing a battle, the Player respawns in Ithan
            ○ Charged Rattlesnake attacks always kill the Character.
            ○ taying inside a trap map for an extended period of time will kill the Character.
            ○ There is a chance that only one Player will be placed in the trap map.
            ○ Adept Ceranir (Ithan 54,55) transports Characters with the required level to Dark Cavern - 2nd Level - 3rd Chamber, between 07:50 and 09:00 PM (CET).


Bloodbound Mine
• Access to the map:
            ○ Character leading into the vestibule: Toppled Books (Andarum Temple - Library 21,3).
            ○ Character teleporting to the vestibule and offering a barter: Monk Damien (Ithan -> Prancing Halfling Tavern 7,7).
            ○ Opening hours: 08:00 - 09:00 PM (CET).
            ○ Day of the week: wednesday.
            ○ Required Character experience level: 76-83.
            ○ Cooldown time before re-entering the map: 10 minutes.
            ○ Number of random location points for introducing Characters to the map: 20.
            ○ The number of pickaxes in the Character's inventory upon first entering the map: 5.
• Objects:
            ○ 15 randomly respawn in 3 spots with a respawn time of 1.5–4.5 minutes. Type: elite.
            ○ 15 randomly respawned in 2 spots with a respawn time of 1.5–4.5 minutes. Type: renewable.
            ○ 10 objects triggering events within a 12-square radius (teleportation, immobilization, injury, key, map information) at random every 1–2 minutes. Type: Independent character.
            ○ 1 object triggering an event across the entire map once every 4 minutes, bringing a pair of Players into the trap map (if there are more than 5 Players on the map). A lone Player inside the trap can claim an item that grants 5 draws from the deposit loot template. Inactivity inside the trap for 138 seconds results in the Character’s death. Inside the trap, the Player’s turn wait time is 1 second, and teleportation is disabled.
            ○ 2 chests that randomly respawn in 3 spots with a respawn time of 2–6 minutes. The chests can be opened with a key obtained from events. Type: Independent character.
            ○ 1 randomly respawning stone blocking the path in 6 spots, which disappears automatically after 30 seconds. Type: static object.
            ○ 10 monsters with a custom item template. Type: monster.
            ○ Follower Of Dark Powers with a 83 level, randomly respawns in 10 spots with a respawn time of 6-18 minutes. Typ: elite III.
            ○ 7 individual pairs of teleportation tunnels for the Player, each connecting to the other every 3 minutes. Type: Independent character.
            ○ Exit from the map located in its center (34,21). Type: Independent character.
• Items:
            ○ Mined resources are not bound to the owner, they can be traded, put up for auction, and stored in a deposit.
            ○ Pickaxes are permanently bound to their owner and cannot be stored in the deposit. They are collected from the Character before the first entry into a location on a given day.
            ○ Keys are permanently bound to their owner and cannot be stored in the deposit. They are collected from the Character before the first entry into a location on a given day.
            ○ Temple Chest is permanently bound to its owner. It offers 6 to 8 draws: pickaxes, common crystals, unique crystals, and heroic crystals. It cannot be stored in the deposit. It is taken from the Character before their first entry into a location on a given day. After 5 days, the chest loses its power and cannot be opened.
            ○ Azure Vein template includes:
                        ▪ empty loot: 15%,
                        ▪ 1 common resource: 49.5%,
                        ▪ 1 unique resource: 25%,
                        ▪ 1 heroic resource: 10%,
                        ▪ 1 legendary resource: 0.5%.
            ○ Monk Damien's barter inclueds: 1 common teleport, 6 unique weapons, 6 heroic auxiliary weapons, 1 heroic ring, 6 legendary pairs of gloves.
            ○ Follower Of Dark Powers's template includes:
                        ▪ 4 unique items: 70%,
                        ▪ 3 heroic items: 25%,
                        ▪ 3 legendary items: 5%.
• Additional information:
            ○ The level advantage bonus is disabled.
            ○ After losing a battle, the Player respawns in Ithan.
            ○ Attacks from Possessed Monks always kill the Character.


Mine of Bloody Arrogance
• Access to the map:
            ○ Character leading into the vestibule: Tomb of Forgotten (Arpan Plateau 83,48).
            ○ Character teleporting to the vestibule and offering a barter: Archaeologist Bunar (Tuzmer 67,3).
            ○ Opening hours: 08:00 - 09:00 PM (CET).
            ○ Day of the week: thursday.
            ○ Required Character experience level: 107-114.
            ○ Cooldown time before re-entering the map: 10 minutes.
            ○ Number of random location points for introducing Characters to the map: 20.
            ○ The number of pickaxes in the Character's inventory upon first entering the map: 5.
• Objects:
            ○ 15 randomly respawn in 3 spots with a respawn time of 1.5–4.5 minutes. Type: elite.
            ○ 15 randomly respawned in 2 spots with a respawn time of 1.5–4.5 minutes. Type: renewable.
            ○ 10 objects triggering events within a 12-square radius (teleportation, immobilization, injury, key, map information) at random every 1–2 minutes. Type: Independent character.
            ○ 1 object triggering an event across the entire map once every 4 minutes, bringing a pair of Players into the trap map (if there are more than 5 Players on the map). A lone Player inside the trap can claim an item that grants 5 draws from the deposit loot template. Inactivity inside the trap for 138 seconds results in the Character’s death. Inside the trap, the Player’s turn wait time is 1 second, and teleportation is disabled.
            ○ 2 chests that randomly respawn in 3 spots with a respawn time of 2–6 minutes. The chests can be opened with a key obtained from events. Type: Independent character.
            ○ 1 randomly respawning stone blocking the path in 6 spots, which disappears automatically after 30 seconds. Type: static object.
            ○ 10 monsters with a custom item template. Type: monster.
            ○ Skeleton of the Elemental Lord with a 83 level, randomly respawns in 10 spots with a respawn time of 6-18 minutes. Typ: elite III.
            ○ 8 pairs of teleportation tunnels shared among the Players, each teleporting between them every 30 seconds. Type: Independent character.
            ○ A tunnel randomly teleporting the Character to the central part of the map or immobilizing the Character. Type: Independent character.
            ○ Exit from the map located in its west part (17,25). Type: Independent character.
• Items:
            ○ Mined resources are not bound to the owner, they can be traded, put up for auction, and stored in a deposit.
            ○ Pickaxes are permanently bound to their owner and cannot be stored in the deposit. They are collected from the Character before the first entry into a location on a given day.
            ○ Keys are permanently bound to their owner and cannot be stored in the deposit. They are collected from the Character before the first entry into a location on a given day.
            ○ Temple Chest is permanently bound to its owner. It offers 6 to 8 draws: pickaxes, common crystals, unique crystals, and heroic crystals. It cannot be stored in the deposit. It is taken from the Character before their first entry into a location on a given day. After 5 days, the chest loses its power and cannot be opened.
            ○ Unmined Mineral and Pile of Bones templates includes:
                        ▪ empty loot: 15%,
                        ▪ 1 common resource: 49.5%,
                        ▪ 1 unique resource: 25%,
                        ▪ 1 heroic resource: 10%,
                        ▪ 1 legendary resource: 0.5%.
            ○ Archaeologist Bunar's barter includes: 1 common teleport, 6 unique weapons, 6 heroic auxiliary weapons, 1 heroic pair of boots, 6 legendary helmets.
            ○ Skeleton of the Elemental Lord's template includes:
                        ▪ 5 unique items: 70%,
                        ▪ 5 heroic items: 25%,
                        ▪ 3 legendary items: 5%.
• Additional information:
            ○ The level advantage bonus is disabled.
            ○ After losing a battle, the Player respawns in Tuzmer.
            ○ Burried soldiers' attacks always kill the Character.


Bloodpride Mine
• Access to the map:
            ○ Character: Desa Florentyna (Thuzal 88,7).
            ○ Opening hours: 08:00 - 09:00 PM (CET).
            ○ Day of the week: sunday.
            ○ Required Character experience level: 300-500.
            ○ Cooldown time before re-entering the map: 10 minutes.
            ○ Number of random location points for introducing Characters to the map: 20.
            ○ The number of pickaxes in the Character's inventory upon first entering the map: 5.
• Objects:
            ○ 12 randomly respawn in 3 spots with a respawn time of 1.5–4.5 minutes. Type: elite.
            ○ 12 randomly respawned in 2 spots with a respawn time of 1.5–4.5 minutes. Type: renewable.
            ○ 10 objects triggering events within a 12-square radius (teleportation, immobilization, injury, key, map information) at random every 1–2 minutes. Type: Independent character.
            ○ 1 object triggering an event across the entire map once every 4 minutes, bringing a pair of Players into the trap map (if there are more than 5 Players on the map). A lone Player inside the trap can claim an item that grants 5 draws from the deposit loot template. Inactivity inside the trap for 138 seconds results in the Character’s death. Inside the trap, the Player’s turn wait time is 1 second, and teleportation is disabled.
            ○ 2 chests that randomly respawn in 3 spots with a respawn time of 2–6 minutes. The chests can be opened with a key obtained from events. Type: Independent character.
            ○ 1 randomly respawning stone blocking the path in 6 spots, which disappears automatically after 30 seconds. Type: static object.
            ○ 11 monsters with a custom item template. Type: monster.
            ○ Erktos with a 300 level, randomly respawns in 10 spots with a respawn time of 6-18 minutes. Typ: elite III.
            ○ 7 individual pairs of teleportation tunnels for the Player, each connecting to the other every 3 minutes. Type: Independent character.
            ○ A tunnel randomly teleporting the Character to the central part of the map or immobilizing the Character. Type: Independent character.
            ○ Exit from the map located in its upper part (32,15). Type: Independent character.
• Items:
            ○ Mined resources are not bound to the owner, they can be traded, put up for auction, and stored in a deposit.
            ○ Pickaxes are permanently bound to their owner and cannot be stored in the deposit. They are collected from the Character before the first entry into a location on a given day.
            ○ Keys are permanently bound to their owner and cannot be stored in the deposit. They are collected from the Character before the first entry into a location on a given day.
            ○ Trembling Chest is permanently bound to its owner. It offers 6 to 8 draws: pickaxes, common crystals, unique crystals, and heroic crystals. It cannot be stored in the deposit. It is taken from the Character before their first entry into a location on a given day. After 5 days, the chest loses its power and cannot be opened.
            ○ Frozen Wizard's template includes:
                        ▪ empty loot: 15%,
                        ▪ 1 common resource: 49.6%,
                        ▪ 1 unique resource: 25%,
                        ▪ 1 heroic resource: 10%,
                        ▪ 1 legendary resource: 0.4%.
            ○ Desa Florentyna's barter includes: 1 common teleport, 6 unique armor, 6 heroic weapons, 6 legendary auxiliary weapons.
            ○ Erktos's template include:
                        ▪ 4 unique items: 70%,
                        ▪ 4 heroic items: 25%,
                        ▪ 3 legendary items: 5%.
• Additional information:
            ○ The level advantage bonus is disabled.
            ○ After losing a battle, the Player respawns in Thuzal.
            ○ Attacks from Freezing Myconids always kill the Character.



4.4. Battles against monsters


Some monsters are specifically designed to challenge Players. These include:
            • Colossi - powerful monsters found on Trial of Strength maps, intended for group battles.
            • Titans - the strongest monsters, with the longest respawn times and the most powerful items, designed for group battles.
            • Elites III - strong monsters found in special attractions (instances or Mines of Blood), designed for solo combat.

Each profession has skills designed for group combat that are used to buff allies or debuff enemies. These skills are used in both group battles against powerful monsters and large-scale group battles between full parties of Players.


Additional special monster types include Elite II, which are restricted to a map where it is impossible to group with other Players. Duels fought in this location always take place between Players fighting alone.

Elites III

Elites III are enhanced monsters designed for individual combat. This attraction has the following properties:
• Only one loot item can ever be randomly obtained from Elite III.
• During certain events, you can participate in battles against elites III, which have one of three difficulty levels - normal, hard, master. The difficulty level of such Elite III is adjusted to the Character's level.
            ○ Elite III at the hard difficulty level have a loot template with a 50% higher chance of dropping heroic and legendary items compared to elite at the normal difficulty level.
            ○ Elite III at the master difficulty level has a loot template with a 100% higher chance of dropping heroic and legendary items compared to elite at the normal difficulty level.
            ○ Elites III appearing in the Game's non-regular content always have personalized loot distribution.

Colossi

Colossi are monsters that become stronger depending on how small the group of Players participating in the battles is. They are available on a map of the Trial of Strength type. This attraction has the following properties:
• The map is an instance assigned to the party leader.
• Defeating a colossus prevents you from participating in any other colossus instance (from the Game's regular content) for the rest of the day. However, you can obtain special items that allow you to retry the Trial of Strength (reset the instance).
• The instance resets at 5:25 AM (CET) every day.
• When a party is disbanded, all Players in that party leave the map.
• Any Player whose level is within the attraction's participation range can generate their own colossus or take part in a shared Trial of Strength by joining another Player's party.
• Loot from Colossi is distributed individually.
• PvP mode is disabled in the antechambers before Colossus maps.
• Map settings:
            ○ Accessible by Characters with a level no more than 14 lower than the Colossus and no more than 25 higher than the Colossus.
            ○ PvP combat disabled.
            ○ Teleportation disabled.
            ○ Upon death, a Character respawns in the antechamber outside the colossus map.
• During certain events, you can participate in battles against colossi with one of three difficulty levels - normal, hard, master.
            ○ Colossus with a hard difficulty level has a loot template with a 50% higher chance of dropping heroic and legendary items compared to a colossus with a normal difficulty level.
            ○ Colossus with master difficulty level has a loot template with 100% higher chance of dropping heroic and legendary items compared to a colossus with a normal difficulty level.
• Information on the possibility of deafeating a colossus on a given day can be found in the Activity Panel available in the World module.

Titans

Titans are enhanced monsters designed for full-party battles. This feature has the following properties:
• The titan's respawn time depends on its level and is longer than one day on Worlds without a reduced NPC respawn time.
• Items obtained from a titan have an additional reward bonus.
• Titan always have multiple loot drops enabled, regardless of the level difference among party members. This means that after defeating a monster, the number of items obtained can be as high as 6, even if there is a very large level difference among the Players.
• Map settings:
            ○ Accessible by Characters with a level no more than 13 lower than the titan (applies to all titans) and no more than 13 higher than the titan (applies only to titans with a level lower than 285).
            ○ Unconditional PvP combat.
            ○ Upon death, a Character respawns in the antechamber outside the titan's map.
            ○ The time limit for performing all turns is 100 seconds (instead of 120).
• Before the titan maps, there are antechambers with special map settings.
            ○ The antechambers before the maps of titans with a level lower than 285 are level-restricted to a level 13 higher than the titan's level.
            ○ The antechambers before the maps of titan with a level lower than 150 have PvP mode disabled.



4.5. Nuances related to the elites II


Below is a summary of the mechanics that characterize the elite II monster.
• Elites II always have a coordinate spread ranging from 2 to 10 tiles from their default location. The spread is limited by map collisions and should never generate a spot that is separated from the initial coordinates by a wall.
• If there are more than two groups of Players within 8 squares of an Elite II (solo Players count as group of 1), a monster is a monster draw. Unlike a hero or titan, a Character's position does not have to be adjacent to the monster's position.
• Elite II cannot be attacked if your level allows you to destroy the loot from it.
• Characters whose level allows them to destroy Elite II loot can pass through it as if it were not a collision object.
• If there is a Player on the party whose level would allow them to destroy Elite II loot, they do not participate in the battle. When attempting to attack Elite II, a message explaining this mechanic will appear.
• Elites II can appear on a "closed" map, which means there is an upper level limit for Character that can enter it through a door or via teleport. An example of such an Elite II is Furruk Kozug (66lvl).
• Elites II may appear on the map with the option to grouping Characters disabled. On this map, Players always fight each other alone and the chance to obtain unique, heroic and legendary items from monsters is increased by 25% at the expense of the chance to obtain a common item (the chance of empty loot remains unchanged). An example of such an elite is Morthen (89lvl).
• Similiar to other monsters - Elite II monsters with a level higher than 249 can always be attacked, regardless of the Character's level.



4.6. Karka-han Necropolis


• Requirements: a Character with at least experience level 250.
• Entry: Astral Portal in the Karka-han Necropolis (24,26).
• Limit: 7 times per week per Character.
• Time restrictions: none.
• Attraction reset: at 5:25 AM (CET) every monday.
• Completion of attraction: the activity will be marked as completed in the Character's activity panel after 7 runs. The portal will turn red once the activity is completed.
• Reward per run: experience points, item upgrade points.
• Reward for completing 7 runs: a chest containing two or three random items useful for general gameplay.
• Estimated time per run: approximately 5 minutes.
• Experience points earned for completing missions in the portal are affected by bonuses from blessings and guild upgrades.
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