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Combat

Hit chance, armor class, damage, level gap, weapon skills and special moves, champions, difficulty.

Attacking

Left-click (or tap) a monster to target it. You attack automatically: in melee when it is next to you, and with a bow, wand or Magic Arrow when you stand still with it in range, on screen and in line of sight. Tab and Shift+Tab cycle targets (nearest first).

Hit chance and Armor Class (AC)

Your chance to hit is your weapon-class skill (Sword, Axe, Blunt, Polearm or Bow) set against the monster's AC: 78% + 1.2% per point of skill above its AC, never below 8% or above 95%. It is the same for every weapon of that class; Str, Dex, level and the item itself do not matter.

A monster's chance to hit you is 80% + 1% per point its accuracy is above your AC, between 10% and 95%. Hover a monster to see its AC, your hit chance, its hit chance and how much your AC blocks.

Spells always hit and ignore AC; your Sorcery or Restoration skill scales their power instead.

Damage and mitigation

Weapon skills and special moves

Sword, Axe, Blunt, Polearm, Bow and the two magic schools start at 0 and train with every use (half as much on a miss). Each point gives +0.5% damage and +0.25% attack speed.

Each weapon skill unlocks three passive special moves at skill 10, 50 and 100. They fire on their own when you land a hit (a proc chance plus a cooldown). Bosses are stunned half as long, champions 75%, and a stun within 12 s of the last one lasts half as long.

WeaponUnlocks at skillMoveChanceCooldownWhat it does
Sword10Bleed25%2 sA deep cut that keeps bleeding.
Sword50Flurry15%4 sA quick second strike.
Sword100Execute100%0 sFinish off the badly wounded.
Axe10Cleave30%3 sA wide swing that bites into the monsters beside you.
Axe50Sunder20%6 sSplits armour and hide open.
Axe100Whirlwind12%10 sSpin and strike everything around you.
Blunt10Stunning Blow15%6 sRings the target's head like a bell.
Blunt50Crushing Blow20%3 sA blow with your full weight behind it.
Blunt100Quake10%12 sSlam the ground: everything next to you staggers.
Polearm10Reach100%0 sStrike from two tiles away (needs line of sight).
Polearm50Impale20%4 sRun through the target into the one behind it.
Polearm100Sweep15%8 sKnock the target back and off balance.
Bow10Multishot25%3 sLoose extra arrows at nearby monsters.
Bow50Pinning Shot20%5 sPins the target's leg: it slows down.
Bow100Aimed Shot10%6 sA perfect shot to a weak spot.

Casting and attacking

Casting and attacking are exclusive: auto-attack pauses while a cast bar runs and resumes on the same target when the cast completes. A spell cast in the middle of a weapon swing waits for the swing to end. Potions do not lock your weapon; they share a 10 s cooldown (healing) or 8 s (mana).

Champions and bosses

Difficulty setting

Esc menu, 0.5x to 10x (0.5, 0.75, 1, 1.5, 2, 3, 5, 7.5, 10; default 1x), saved per character and changeable any time. Higher difficulty makes monsters have more HP (x D), hit harder (x D^0.8) and gain a little accuracy and AC (+3 per doubling), and in return XP (x D^0.6), gold (x D^0.6), drop chances (x D^0.4, capped at 90%) and magic/rare/legendary odds (x D^0.5) go up. Below 1x everything is easier and rewards are lower. Monsters never scale with party size.

Mob numbers

Every monster page lists its level, HP, damage, AC, element, abilities and drops. All of these are derived from its base stats, its level and its tier. See Mobs and Bosses.

Source: game data and scripts (v1.0.38). All guides