Attributes & Combat

Attributes

Attributes, Health and Regeneration

Attributes, sometimes also called statistics, are the basic characteristics that define each being’s capacities – in and out of combat. Attributes generally range from 1 to 100, 1 being very weak, and 100 being very powerful. It is possible to gain additional bonuses to attributes and further increase these from 100 to 150 – though typically these figures are only acquired through magic items or elite training. All players start with 5-25 in each attribute (15 is standard) which are then increased based on level (1 point / level), race (1 point /2 levels), and class (1.5 points / level, plus 3 bonus points per 5 levels). At any time after level 40 the player can train in any one attribute (including luck) if an appropriate trainer is found and increase that attribute by 10 points, at a rate of 1 point per week.

Choosing a compatible race and class for a good spread of attributes is wise. Min/Maxing at least one attribute is also wise

Strength gives bonuses to damage in melee combat, and indicates not only muscular strength but skill and willpower with physical activities. Strength also provides resistance to movement debuffs.

Intellect is your raw mental power and adds bonuses to spells, logical thinking and learning capacity. Applying it intelligently is up to you! Intellect provides resistance to mental attacks.

Vitality is your physical hardiness, health and well-being, your stamina for long term exertion, and provides resistance to poison and disease.

Agility is your grace and dexterity with all movement; the ability to dodge and be accurate with all motor skills.

Charisma is the abundance of your personality, your dynamic willpower and life force, and affects skill-learning with intuition versus knowledge. Charisma provides resistance to leeching effects.

Luck affects all skills, particularly chance activities, gambling and critical hits.

Strength (STR)

  • +1% Base Weapon Damage (melee/strength weapons only) per 1.5 STR
  • +1% Accuracy per 4 STR
  • +1% Knockdown, Interrupt, Entangle and Slow Resistance (KIR) per 4 STR
  • +/- 20% Carry Capacity / size
  • Bonus to Strength Skills
  • Warriors can choose Strength or Agility as a starting statistic
  • Barbarians and Knights can choose Vitality or Strength as a starting statistic
  • Monks can choose any statistic other than Luck on startup

Intellect (INT)

  • +20 Mana per 1 INT
  • +1% Spell Accuracy per 2 INT
  • +1% Elemental Damage per 4 INT
  • +1% Mental Resistance per 4 INT
  • +1% Faster Learning Rate on All Skills over 75, per point of CHA over 50
  • Bonus to Intellect Skills
  • Priests and Mages can choose Intellect or Charisma as a starting statistic
  • Monks can choose any statistic other than Luck on startup

Agility (AGI)

  • +1% Accuracy per 2 AGI
  • +1% Dodge per 2 AGI
  • +1% Base Weapon Damage (agility weapons only) per 4 AGI
  • +1% Movement Speed per 10 Agility
  • Bonus to Agility Skills
  • Warriors can choose Strength or Agility as a starting statistic
  • Rogues can choose Agility or Luck as a starting statistic
  • Monks can choose any statistic other than Luck on startup

Vitality (VIT)

  • +20 Health per 1 VIT
  • +10 Stamina per 1 VIT
  • +1% Poison and Disease resistance per 4 VIT
  • Bonus to Athletics and Survival Skills
  • Barbarians and Knights can choose Vitality or Strength as a starting statistic
  • Monks can choose any statistic other than Luck on startup

Charisma (CHA)

  • +.5 Mana Renewal per 1 CHA per round (3 seconds)
  • +1% Spell Duration per 4 CHA
  • +1% Leech Resistance per 4 CHA
  • +1% Faster Learning Rate on All Skills over 75, per point of CHA over 50
  • Bonus to Social Skills
  • Priests and Mages can choose Intellect or Charisma as a starting statistic
  • Monks can choose any statistic other than Luck on startup

Luck (LCK)

  • 1% Critical Hit Chance per 10 LCK
  • 1% per 10 LCK over 50+ Bonus to all skills which require a “roll”
  • 1% per 10 LCK over 50+ Reduced Critical Hits Received
  • 1% per LCK over 100+ Bonus to Specific Resistance Caps
  • Bonus to Gambling and Rogue Skills, Small Bonus to All Skills
  • Rogues can choose Agility or Luck as a starting statistic

Note: Luck cannot be increased through skill or intellectual application – it is derived from random activities, which may or may not include gambling, appealing to the Divines, taking adverse risks, and putting oneself in harms way (i.e. general adventuring). Taking large or small consistent risks while adventuring will gradually increase the LCK statistic.

Health, Regeneration and Sources

Note: there are no standard potions in A World Called Memory. Potions cannot be used directly in combat. Health indicates your physical well being, Mana indicates your energy levels and spell power, Stamina indicates your fitness and endurance. Each one is increased and regenerated from the following sources:

Health: Vitality, Spells and Food / Res

Mana: Intellect, Charisma and Breath / Rest

Stamina: Vitality, Athletics and Water / Rest

Health / Life is calculated from Vitality

20 points per 1 VIT

Mana is calculated from Intellect

20 points per 1 INT

Stamina is calculated from Vitality

10 points per 1 VIT

10 points per 1 ATH

Health renews from Vitality

25 per round per VIT over 50

Base Health Renewal:

2 x VIT per hour when out of combat, up to maximum of 50% of the

acquired damage

5 x VIT per hour when full bed rest, up to full maximum, not including Status

Effects

10 x VIT per hour when cared by a nurse / healer, includes most Status

Effects

Mana renews from Charisma

.5 per round per 1 CHA

+100% out of combat

+200% when resting

Stamina renews from the Athletics skill

.25 per round per 1 ATH

+100% out of combat

+200% when resting

Thus Mana renews the fastest, Stamina renews at a medium pace and

Health very slowly.

Armour Values, Weapon Values & Combat

Different types of armour give different ‘armour bonuses’ based on the armour type and skill of the wearer.

Implicit Armour Bonuses

Can include:
Attribute (Att),
Damage Resistance (DR)
Elemental Resistance (ER)
Mental Resistance (MR)
Knockback & Interrupt Resistance (KIR)
Movement Speed (MS)
Deflection (Df)
Critical Hit Resistance (CHR).

Magic Items

Common / Grey

Uncommon / Orange

Rare/ Green

Elite / Blue

Legendary / Purple

Armour and Weapon Quality
Monk and Mage Armour

Homespun, Cotton, Woven, Silk, Spell-Thread

Medium and Heavy Armour and Metal Weapons

Bronze, Iron, Steel, Mithril, Adamantite

Light Armour

Fur, Leather, Reinforced, Albino, Shadow-Leather

Wooden Weapons

Oak, Ashe, Hickory, Iron-Wood, Ghost-Wood

Other types include:

Copper, Silver-Steel, Blood-Steel, Blood-Thread, Blood-Wood, Heart-Wood

Exotic Beast-Skin, Dark-Steel, Dragon Skin (young and adult), Dragon Mail

(mature, elder and ancient)

Armour Type and Damage Resistance

Monk: AGI, 0% DR, 0% ER, 1% MR, 2% ISR, 3% MS

Mage: INT, 0% DR, 2% ER, 2% MR, 0% ISR, 2% MS

Light: AGI, 1% DR, 3% ER, 0% MR, 0% ISR, 2% MS

Medi: STR, 2% DR, 1% ER, 0% MR, 1% ISR, -1% MS

Heavy: STR, 3% DR, 1% ER, 0% MR, 2% ISR, -2% MS

Armour Pieces

Head, Shoulders, Chest, Hands, Legs, Feet

Monk “Armour” is simple clothing designed for the greatest freedom of

movement.

Mage Armour is cloth with an underlay of thin reinforced straps and woven

metal.

Light Armour includes leather, fur, metal studs with thick but flexible

reinfocement.

Medium Armour includes chain mail, leaf mail and some specialised exotic

armour.

Heavy Armour includes plate mail, breastplates and splint mail.

Note: Any Class (Mage, Priest, Warrior, Rogue) can wear any armour

desired, and will just need training in its use.

Armour Quality

Increases / Decreases the base percentages as follows:

Lesser (Bronze, Fur, Homespun) -10%

Normal (Iron, Leather, Cotton) 0%

Journeyman (Steel, Reinforced, Woven) +10%

Master (Mithril, Albino, Silk) +20%

Grandmaster (Adamantite, Shadow-Leather, Spell-Thread) +30%

Note: Journeyman armour can only be worn at Level 5, Master armour at

Level 25 and Grandmaster at Level 50.

The ‘Armour Type’ percentages apply per piece of that armour. For example,

a full set of ‘heavy’ iron plate-mail (6 pieces), would potentially give 18% DR,

6% ER, 12% ISR, -12% MS

However all armour starts off at minimum base 25% effectiveness with 0 Skill<.p>

Points. For every point in armour skill, the value increases up to the base

effectiveness by 1% per point. At 50 skill = -50% effectiveness, and at 150

(maximum) skill) = +50% bonus. A matching set (of the same armour type

and quality) adds 20% bonus value to the total, and specific armour quality

adds -10%/0%/+10/20/30% to the total.

For example, a full set of ‘heavy’ iron armour with 25 skill, would grant 18% /4

= 5% DR, plus 1% for the full set equals 6% total damage resistance

(rounded up in each case). 50 skill would be 9% +2% bonus for the full set =

11% total. If the skill was at 150 = 18 + 9 (for skill) = 27% + 3.6 (for full set) =

31% total damage resistance.

If 150 skill is worn with an adamantite full set, the base 18 would be increased by 50% for the skill, +30% for armour quality, +20% for matching set, or +100% total, equaling 36% damage resistance. This would not include any shield bonuses or other magical enchantment bonuses.

Damage resistance is capped at 75%, although some specific abilities and items can exceed this cap.

All Medium Armour Reduces Dodge Chance by 3% per piece worn
All Heavy Armour Reduces Dodge Chance by 8% per piece worn

Mithril Chain: +1% Movement Speed for each piece worn, supersedes the normal -1%
Shadow Leather: +1% Reduced Aggro, +1% Reduced Critical Hit Chance from Elemental Damage
Adamantite: -3% Movement Speed p.p., supersededs the normal -2% for heavy armour, and grants +1% Critical Hit Chance reduction from physical damage and +1% Deflection
Spell-Thread: +1% Reduced Critical Hit Chance from Alteration and Illusion Spells, +1% Reduced Chance for Scrying Effectiveness

Deflection and Shields
Deflection: Base 5% Chance for all Weapons, 10% with Staff and One-Handed Swords, 15% with Dual Wield Sai (10% with one), 10-24% with Shields. Deflection is applied at the following rates: Maximum 2/3/4/5 attacks per round (based on size of the shield/weapon), plus 1 extra attack per level of deflection (maximum 8)

Arrow Deflection: Base Deflection at -25% and -1% reduction in deflection per 10 Accuracy: +200% accuracy grants 20% reduction in deflection chance. Thus a ranger with +200% Accuracy, will ignore up to 45% deflection chance, thus hitting more often than not, unless the opponent has specialized in Arrow Deflection.

Arrow Deflection Passive: Removes the base penalty (25%) of both dodging and deflecting arrows, and adds 5/10/15/20% bonus chance per level of the ability, Level 4: Gain 200 Stamina per arrow deflected

The same ranger as above, firing an arrow at a monk with Level 4 Arrow Deflection – with 30% base deflection with a staff = 50% chance to deflect arrows – has a bonus 20% reduction to the monks deflection chance, thus the monk has only a 30% chance of deflecting, not including dodge or damage resistance.

Arrow Dodge Chance: -75/50/25% at short / medium / long range, with extra penalties for line of sight, difficult terrain, or debuff effects. If target is invisible: add +50 to +100% Dodge chance, of arrow is invisible, -25 to -50% Dodge chance

Shield Size: small (buckler), medium (round), large (kite), huge (tower)

Shield Skill: 1% per point, adds base 10/12/14/16% Deflection per size of shield, +2% Deflection bonus per level of specialisation, +5/6/7/8% Base Damage Resistance (stacks with Armour Damage Resistance)

For example a Level 3 Buckler Specialistion, grants 5% DR and 16% Df bonus. If the buckler is Adamantite quality, with 100 skill, equals 7% DR and 21% Df bonus.

A Level 3 Tower Shield Specialistion, with 100 skill and Ghostwood quality, equals 10% DR and 29% Df bonus.

NOTE! If an accurate strike (a critical hit) gets past a shield’s defence it bypasses both Deflection and Damage Resistance of the shield (based on difference between attack and defence rolls).

Also, shield protection is limited to its size: 30/60/90/120 degree arc

Decreases movement speed by 10/20/30% and dodge by 20/40/60% from Medium size and up (-30% / -60% for tower shield)

/ Grimstar / Round Tower Shield of Flame Immunity / Legendary Bronze, Gold, Garnet & Ruby

[ +10 Vitality, +10% Maximum Vitality, +50% Fire Resistance, +10% Fire Resistance Cap, +20% Damage Resistance, +20% Deflection, Can Protect 1-3 Teammates in an Arc behind, -25% Movement Speed ] (3x Size of Round Shield, Requires 90 Strength and 75 Vitality, cannot be carried for more than 10 minutes per 10 Strength and Vitality combined without the wielder becoming fatigued)

The huge round shield wielded by Ligan Gondarsbatt [ Grimstar ] with 75 shield skill and level 3 specialisation, granted Ligan the following:

8 x1.2 quality = 10 x.8 shield skill = 8% DR
22 x1.2 quality = 26 x.8 shield skill = 21% Df

However the legendary item also grants +20% bonus to both DR and Df:
= +28% DR total
= +41% Df total
Including stacking with Ligan’s other equipment
+23% DR from armour
+10% Df from Items
= 51% DR total
= 51% Df total

And
85% Fire Resistance (exceeding the FR Cap) from a combination of shield and rings.
The deflection from the shield applies to a maximum of 8 opponents in a forward 120 degree arc from the shield’s facing. This shield also reduces Movement Speed and Dodge chance by a base 25% and 50% respectively – these debuffs are based on the shield’s weight and size, so theoretically if wielded by a giant they would not apply… and finally -20% Movement Speed and -40% Dodge chance from wearing a combination of medium armour and heavy armour.

This means Ligan has a total of:
-45% Movement Speed
= -11.25% Attack Speed, and
-90% Dodge Chance

Weapons Speed, Attack Speed and Movement Speed

Weapon Speed:
Dagger: +20%
Short Sword / Rapier: 15%
Small Axe / Katana / Staff: +10%
Long Sword / Long Spear: +5%
War Axe / Bastard Sword: 0%
One Handed Hammer: -5%
Two Handed Sword: -10%
Two Handed Axe/Halberd: -15%
Two Handed Hammer: -20%

For each of the bottom four ranks, the Negative Weapon Speed imposes a cap:
-20/40/60/80% Maximum Attack Speed. e.g. a Two Handed Hammer, after bonuses has a maximum attack speed of +20% (ie max 40% increase from -20%). Exceeding the latter cap imposes the same debuff as exceeding the normal 100% cap as below.

Attack Speed is capped at 200%
0-100%: no change
101-125%: -15% Accuracy and -10% Less Damage
126-150%: -30% Accuracy, -20% Less Damage, +5% Critical Miss
151-200%: -60% Accuracy, -30% Less Damage, +10% Critical Miss

Note: Attack Speed is voluntary; you can slow down to any speed you prefer.
Attack Speed is derived from: Weapon Skill /4, Base Weapon Speed, Movement Speed /4, Magic Item Bonuses, Frenzy Ability, Cascade Ability, Haste Spells, with final Base Weapon Speed Cap.

Attack Speed is Capped by Weapon Speed as follows:

Very Fast: 150% (unarmed, dagger, shortsword, katana, nunchaku etc)

Fast: 100% (long sword, hand-axe, staff etc)

Average: 75% (war axe, club, greatsword, spear, bow, hand crossbow etc)

Slow: 50% (halberd, two handed axe, recurve bow, crossbow etc)

Very Slow: 25% (two handed hammer, ballista, large crossbow etc)

Attacks per Round

1 round = 3 seconds
Fast Attacks or
Normal Attacks or
Power Attack

Fast Attack: -15% Critical Hit Chance and -10% Less Damage, -20% Dodge (antagonist)
Normal Attack: +10% Accuracy
Power Attack: +30% More Damage, +30% Chance to Dodge (antagonist)

Attack speed increases the base number of attacks by the relevant percentage, rounded up.

For Example, a single handed weapon, with +50% Attack Speed
= 1 Power Attack + 1 Normal Attack
= 3 Normal Attacks
= 5 Fast Attacks

Dual Wielding adds 50% to the potential number of attacks, but with -30% Accuracy and -20% Less Damage unless the Dual Wield Ability is taken.
= 1 Power Attack (with both weapons!)
= 3 Normal Attacks
= 5 Fast Attacks.

Dual Wielding at 100% Attack Speed
= 2 Power Attacks (both weapons)
= 6 Normal Attacks (3 for each weapon)
= 10 Fast Attacks (Maximum 10 per round)

Movement Speed
Movement Speed is capped at 150%
0-75%: no change
76-100%: -15% Accuracy and -10% Agility
101-125%: -30% Accuracy, -20% Agility, 5% chance of falling damage
126-150%: -60% TOTAL Accuracy, -30% Agility, 10% chance of falling damage

Note: Movement Speed is voluntary; you can slow down to any speed you prefer.
Movement Speed is derived from: Racial Abilities, Fleetness Ability, Armour Bonus Ability, Burst of Speed Ability, Haste Spells, and Magic Item Bonuses, all of which can stack. It is also influenced by Terrain, Fatigue and Status Effects.
25% of Movement Speed is applied to Attack Speed.

Other Caps
General Resistances are all capped at 75%
Critical Hits are capped at 50%, but can be exceeded by Status effects like Entangle, Slow and Stun, and by the Rogue Ability Precision Strike

Accuracy and Dodge
Weapon Accuracy is Increased by Weapon Skill /2, Strength /4, Agility /2 and bonuses from some weapons and items.

10% of accuracy gives 1% Bonus to Critical Hit, 150% Accuracy = 15% Critical Hit Bonus, Status effects like Entangle and Slow grants +25% to the pre-existing Critical Hit Chance, Stun grants +50%. Critical Hit Chance is normally capped at 50%, other than during the latter status effects.
Spell Accuracy is Increased by Intellect / point, plus bonuses from some items and Special Abilities (such as Luck), Spell Penetration, and Combat Casting. Spell Penetration (Passive) and high Intellect (over 100) lower the basic resistance to the Spell type being cast.

Dodge Chance is base 25%, Increased by Agility /2 and Movement Speed /2 and reduced and increased by creature size: +40% for Tiny, +20% for Small, 0% for Average, -20% for Large, -40% for Giant, -60% Leviathan. Also affected by visibility, ground, status effects, area of affect.

Under normal chances a person has 20% base chance to dodge up to 3 melee attacks per round. This is reduced by 20% per extra attack over 3. A character with Level 3 Dodge Ability can dodge an extra 3 attacks per round with no penalty. Arrows can be dodged or deflected at -20% per arrow, and +/- 10% per rank of archer ability used. If a character cannot see an arrow coming (blind, confused, invisible arrow) it cannot be dodged, unless there is some esp available. The Monk Arrow Deflection ability allows a magic tapping into the fade, giving increased chance to deflect any physical ranged attack, seen or unseen.

Weapon and Damage Modifiers

Weapon Skill Grants: Accuracy /2, Damage /2, Attack Speed /4
50 skill = +25% acc, +25% dmg, +13% AS

Note: there are 8 weapon classes and 4+ variations in each class
Axe, Bow, Dagger, Halberd, Hammer, Staff/Spear, Sword, Thrown

Martial Weapons: Strength Based Damage
All Melee Weapons fall into this category

Ranged Weapons: Agility Based Damage + Distance Damage
List: Ballistae, Bow, Crossbow, Thrown

Exception: Thrown weapons do Agility Damage /4 and Strength Damage /4 modified by Range

Rogue Weapons: Agility Based Damage
List: Broadsword, Club, Dagger, Hand Crossbow, Rapier, Shortsword, Throwing Knife, Whip

Monk Weapons: Agility Damage
List: Cane, Chain, Nunchaku, Sai, Staff, Spear, Sword, Whip

Axe: Wild Swings grants -3% Dodge Debuff per Successful Swing
Dagger: Crippling Strike does +20% More Damage and +20% Accuracy
Halberd: Slam does +10% More Damage and 1 Second Stun
Hammer: Might Blow does +20% More Damage and +10% Chance for Crushing
Spear: Charge does +30% More Damage
Sword: Whirlwind grants +10% More Damage and +25% Chance for Bleeding
Thrown: Quick Draw grants +50% Greater Range

Melee Weapon Damage Range
Dagger 4-45
Short Sword: 5-50
Small Axe: 8-55
Long Sword: 10-60
War Axe: 12-65
War Hammer: 15-70
Great Sword: 18-75
Two Handed Axe: 20-80
Two Handed Hammer: 22-85

Bow Damage Range
Bow Attack Speed, Damage and Armour Piercing Values
Hand Crossbow: +10% AS, 4-40, 5% AP
Short Bow/Hunting Bow +5% AS, 6-50, 10% AP
Warbow/Recurve: -5% AS, 10-60, 15% AP
Longbow: -10% AS, 15-75, 20% AP
Crosssbow: 0% AS 20-80, 25% AP, 2-3 second loading
Large Crossbow 0% AS, 30-90, 30% AP, 4-6 second loading
Ballista 0% AS, 100-500, 50% AP, 10-15 second loading

Note I: Crossbow attack speed cannot be increased.
Crossbow Attack Speed is based on the Rate of Fire (ROF) not the actual Weapon Speed: if a quarrel is pre-oaded, then the attack speed for all crossbows applies automatic Quick Draw bonuses to initiative, accuracy and speed – for that first shot only. If an arrow from a bow is knocked and aimed, also applies the same Quick Draw bonuses.

Note II: Arrow / Bow Base Weapon Damage applies at Medium Range.

Long Range Applies +20% More Damage and -20% Accuracy
Medium Range Applies no bonuses or penalties
Short Range Applies -10% Less Damage and +20% Accuracy
Melee Range Applies -50% Less Damage and -20% Accuracy

Crossbows have the same Accuracy and Damage at Melee, Short and Medium Range, at Long Range apply -40% Accuracy and -20% Less Damage

Each grade of weapon changes the base damage:
Bronze (-10%) Iron (0) Steel (+10%) Mithril (+20%) Adamantite (+30%)

For example:
Bronze Longsword: 9-54
Iron Longsword: 10-60
Steel Longsword: 11-66
Silver Longsword: 12-72
Mithril Longsword: 13-78
Adamantite Longsword: 14-84

Furthermore if the weapon is damaged it looses 20/40/60% damage based on the amount of wear and tear. Further damage to a weapon at -60% will break it.

Status Effects

Weapon Damage Types:
Slashing / Bleeding: Sword, Dagger, Axe, Spear, Halberd
Cleaving / Deep Wounds: Axe, Halberd
Puncturing / Deep Wounds: Bow, Spear, Dagger, Sword, Halberd
Crushing / Broken Bones: Hammer, Club, Staff, Hand to Hand, Chain

(Cleaving and Puncturing are the same essential damage type, granting deep wounds status effects)

Note:
Curved Sword: Slashing 80% / Puncturing 10% / Bleeding 10%
Straight Sword: Slashing 70% / Puncturing 30%
Short Sword: Slashing 40% / Puncturing 60%
Dagger: Slashing 30% / Puncturing 70%
Spear: Slashing 20% / Puncturing 80%
Staff-Spear: Slashing 10% / Puncturing 60% / Crushing 30%
Halberd: Slashing 30% / Cleaving 40% / Crushing 30%
Axe: Slashing 30% / Cleaving 70%
Pick Axe: Slashing 20% / Cleaving 70% / Armour Piercing 10%
Hammer and Mace: Crushing 100%
Pick Hammer: Puncturing 40% / Crushing 60%
Arrow: Puncturing 90% / Armour Piercing 10%
Bolt: Puncturing 80% / Armour Piercing 20%
Ballista Bolt: Puncturing 70% / Armour Piercing 30%
Catapult Boulder: Crushing 50% / Falling Damage 50%

The various damage types of each weapon are flexible. The higher the skill level gives the percentage that the user can choose that particular damage type. This makes the Staff-Spear and Halberd class weapons the most flexible, and most Hammer class weapons inflexible (though weight for weight the latter do the most damage).

Spell and Poison Damage Types:
Elemental: Cold, Fire, Shock, Physical (typically crushing)
Poison: Health, Stamina, Mana, Statistic
Other: Sonic, Life Leech

Status Effect List
Elemental: Burning, Freezing, Palsy / Electrocute
Health: Sickness, Illness, Fatigue, Mana Burn, Statistic Damage,
Mental: Taunt, Charm, Stun, Fear, Confuse, Enrage, Forget, Dominate, Maze
Movement: Interrupt, Knockdown, Slow, Entangle
Physical: Bleeding, Broken Bones, Deep Wounds
Other: Blindness, Deafness, Senseless, Sonic Stun, Ability Nullifier

Status affects are applied on critical hits or near max damage (90-100%) with the same % as the original critical hit chance, with the following two caveats: for every % less than 5% of the antagonists total health, this chance is reduced by 10%, for every % over 10% this chance is increased by 1%. Therefore if a critical hit (after mitigation) does less than 1% damage to the antagonists total health, it will not apply a status affect. If a critical hit does 60% or more of the creatures total it will apply automatically. Creatures that are immune to critical hits cannot be affected by status ailments.

Crushing Damage: all blunt weapons can apply, on either critical hits, or near max damage rolls (90-100%) the Broken Bones status. Broken bones cause 10% reduction in strength and reduces movement speed by 10%. If the damage is greater than 10% of the creature’s total health, then the reduction is by the same percentage. Lasts until healed from rest. Creatures who have no bones are immune. (Creatures who are all bones – skeletons – have a 50% increased chance to proc this effect.)

Cleaving / Puncturing Damage: Deep Wounds on critical or near max damage. Causes 10% reduction in agility and attack speed. If the damage is greater than 10% of the creature’s total health, then the reduction is by the same percentage. Lasts until healed. Creatures who have no internal organs are immune. (Trees, Golems, Mountain Giants, Slimes, Elementals, Ghosts, Mummies)

Slashing Damage: Bleeding Status on critical or near max damage (90-100%). Causes an extra 1% damage (of the original total) per round until 50% more damage is done unless healed or staunched. If the original damage is greater than 10% of the creature’s total health, then the extra bleed increases by 1% per round per 10 point increase. Creatures who have no blood/fluid are immune. (Golems, Mountain Giants, Ghosts, Skeletons)

Fire Damage: Burning causes extra damage while the creature is on fire, as per bleeding damage. Accuracy is reduced by 20% / level of burn until the fire is put out.
Cold Damage: Freezing reduces movement and attack speed as per cleaving status.
Shock Damage: Electrocute / Palsy reduces intellect and interrupts active abilities by 10% / level of damage.
Poison Damage: Sickness reduces stamina or mana in addition to DoT effect, 10% / level of damage.
Disease: catching a disease is an automatioc status affect: Illness varies based on time, vulnerability and general health
Life Leech: Wilt – a critical hit also reduces charisma and luck by 10% / level of damage.
Movement Debuff: Knockdown / Entangle: +/- 20% / size class difference

Stun causes complete immobility, which also results in greater Critical Hit Chance: +50%.
Entanglement, Web, Slow (greater than 30%), Blindness and Fear affect movement significantly, and also result in increased Critical Hit Chance: +20%.

Note: the Critical Hit Chance Cap (50%) is exceeded by status effect modifiers.
In some cases a particularly nasty blow from a weapon can cause damage across more than one table: an arrow can cause bleed, or break bones, a hammer can cause internal bleeding etc. True combat is fluid and painful in more ways than one.

Example:
An adamantite two-handed hammer (+30% damage) wielded with 150 Strength (+100% damage) and 150 Skill (+75% damage) would do 22-85 + 205% = 67-259 base damage, not including any other item or ability bonuses.

/ Janghis Wind-Hammer / Legendary Adamantite Two-Handed Hammer

[ +20% More Damage as Lightning, +25% Attack Speed, +10% Crushing Status, +10 Two Handed Hammer, 10% Chance of Knockback each strike, 100% on Critical Hit, 5% Chance Lightning Chain II per hit, Hits adjacent foes only ] (Knockback can be turned off at will) (90 Strength and 60 Agility Required)

The Legendary Wind-Hammer, Janghis’ personal weapon, when wielded by the example above with Level 4 Two Handed Specialisation (+20% More) and Level 4 Hammer Specialisation Damage Bonus (+30% More) activating Level 4 Mighty Blow (+50% More and +20% More with Hammer) would do:

67-259 x 2.2 (120%)
= 147 – 570
+ 30 – 124 Bonus Lightning Damage
And if a critical hit landed (approx 30% chance)
x2 for a critical hit at 80% minimum damage
= 912 – 1140 Physical Damage
+ 205 – 248 Lightning Damage
Plus approx 50% chance for Broken Bones Status

The latter would be enough to kill most players below level 25. Of course the weapon still has to hit, despite the increase of attack speed of Wind-Hammer (+5% vs the usual -20% modifier), this weapon is still relatively slow and easier to dodge, particularly with the wind-up from Mighty Blow.

If the Wind-Hammer (at the above rates) were to hit Cordaen at level 40 (with just over 1800 health) and a critical hit landed, it would reduce his health by approx 1000 (after mitigation) in one blow. His shoulder (based on random roll and % of damage) would be completely broken, reduction to strength and movement is 45% – he would be down to 14 Strength and unable to wield his weapon or armour effectively. The fight would be over, as even if he applied heal-over-time his bones would still be broken. (Less than 15 Strength, Agility or Vitality and most heavy – two handed – weapons and armour cannot be wielded effectively, -25/50/75% effectiveness depending on the weight and size of the weapon and armour, with an extra -10% per ability point loss below 15).

A critical hit does 80-100% of the damage range, extra damage modifiers are then added, and the total increased by 100%. Rogues gain critical multipliers every 20 levels, see the Precision Strike ability. A similar but smaller critical multiplier occurs for players charging – standing or horseback – with a spear or lance class weapon. The multiplier from horseback is based on the horsemanship skill vs weapon skill.

Example
Cordaen Charges Elabrille the Necromancer
Staff-Spear of Shevh: 10-60 base damage +65% from agility and weapon skill +45% weapon damage bonus = 21-126 + Holy Smite Bonus + Charge Bonus 90% = 40-240 + Critical Hit with Holy Smite (x2.50) = 480 – 600 damage (critical hits always do 80-100% of the possible damage.)

As a tier 2 undead (old) Elabrille – and at his maximum level 45, has two times (50% increase per tier) the normal health of a Level 45 Necromancer (49 Vitality) = 980 x2 x 5% (mage) = 2058 health. He also has a natural 5% Physical Damage Resistance per tier (10% total) granted to Immortal Spirits, and 10% Damage Resistance from Armour.

So after the first charge the necromancer takes 432 damage (almost 25%) plus after being hit with three vials of holy water – max 3 per round – equals 80 per vial or 240 per round x2 rounds = 480 damage. Thus in the first two rounds Elabrille was brought down to almost half health. Note: Elabrille can also do critical hits with his absorb health spell leeching 210-370 points over 2 rounds normally, but on a critical hit 420-740 damage over 2 rounds.

Note: Ghost and Lich class undead are immune to holy water due to the lack of flesh of the former, and the great power of the latter.

Critical Hit Modifiers
(weapon and spell)
Base 5% chance

Accuracy: for every 10 points +1% to Critical Hit Chance
Luck: see below (Luck/10 for each point over 25)

Luck 25: +3%
Luck 50: +5%
Luck 100: +10%
Luck 150: +15%

Accuracy 10: +1%
Accuracy 50: +5%
Accuracy 100: +10%
Accuracy 200: +20%

Critical Miss Modifiers
Base 2% chance

Luck 100+: -4%
Luck 76-100: -2%
Luck 50-75: 0%
Luck 25-49: +1%
Luck 15-24: +2%
Luck 5-14: +6%
Luck 1-4: +10%

Agility 20+: 0%
Agility 10-19: +2%
Agility 5-9: +6%
Agility 1-4: +10%

(For Spell Critical Miss replace Agility with Intellect)

A Critical Miss has three options: 50% no effect other than missing, 25% damaging the weapon (into the floor, wall etc) causing entangled status, 25% hitting a friend or self (own foot is the most common). The extra negative effects are also reduced by luck. (Your hammer attack misses, rebounds off the antagonists shield, and down onto your foot, causing 1/2 the total damage of your original attack – critical hits and status effects are possible with this result!)

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