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
- Your AC also blocks physical damage: AC / (AC + 20 + 3 x the monster's level), up to 70%. Magic hits count half your AC.
- A monster's AC blocks AC / (AC + 100 + 8 x your level) of your weapon damage, up to 60%.
- Weapon damage is scaled by skill: a weapon deals full damage once your skill in its class reaches its tier x 12, and loses 1% per missing point (never below 25%). A top-tier weapon found early is only a little better than a tier-appropriate one.
- Str adds 2% melee damage per point, Int adds 2% spell and wand damage per point; Dex speeds attacks 1% per point (up to 2x).
- Monsters occasionally land a heavy blow: an 8% chance for 1.75x damage.
- Level gap: monsters above your level hit 6% harder per level, ones below hit 2% softer (capped between 0.8x and 1.6x). One level of grinding makes the next area fair.
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.
| Weapon | Unlocks at skill | Move | Chance | Cooldown | What it does |
|---|---|---|---|---|---|
| Sword | 10 | Bleed | 25% | 2 s | A deep cut that keeps bleeding. |
| Sword | 50 | Flurry | 15% | 4 s | A quick second strike. |
| Sword | 100 | Execute | 100% | 0 s | Finish off the badly wounded. |
| Axe | 10 | Cleave | 30% | 3 s | A wide swing that bites into the monsters beside you. |
| Axe | 50 | Sunder | 20% | 6 s | Splits armour and hide open. |
| Axe | 100 | Whirlwind | 12% | 10 s | Spin and strike everything around you. |
| Blunt | 10 | Stunning Blow | 15% | 6 s | Rings the target's head like a bell. |
| Blunt | 50 | Crushing Blow | 20% | 3 s | A blow with your full weight behind it. |
| Blunt | 100 | Quake | 10% | 12 s | Slam the ground: everything next to you staggers. |
| Polearm | 10 | Reach | 100% | 0 s | Strike from two tiles away (needs line of sight). |
| Polearm | 50 | Impale | 20% | 4 s | Run through the target into the one behind it. |
| Polearm | 100 | Sweep | 15% | 8 s | Knock the target back and off balance. |
| Bow | 10 | Multishot | 25% | 3 s | Loose extra arrows at nearby monsters. |
| Bow | 50 | Pinning Shot | 20% | 5 s | Pins the target's leg: it slows down. |
| Bow | 100 | Aimed Shot | 10% | 6 s | A 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
- About 1 in 50 spawns from a regular spawner is a champion: bigger, outlined, with a name prefix, 3x HP and XP, 1.6x damage and better loot (an extra gear roll and higher magic, rare and legendary odds).
- Tier bosses have one or two telegraphed mechanics (a red or purple warning on the ground before it lands): step out of rifts and pools, walk behind beams, and wear the matching resistance. See the boss list. Bosses cannot be knocked back.
- You can call some bosses yourself at summoning altars.
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