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Combat

How the game works out hits, defense, healing, effects, speed and threat.

Targets and casting

Who your skills can reach and what a cast needs.

Valid targets

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Players can attack living monsters and NPCs. Other players and Bard-charmed monsters are protected from player attacks. A targeted attack without a valid target selects the nearest non-hidden, attackable monster within 10 yd if one exists.

The Protect NPCs setting, on by default, stops you, your companions and your mercenaries from attacking friendly NPCs. An NPC without a faction always counts as friendly. A faction's NPC counts as friendly while your reputation is high enough that it would not attack you on sight. You can always fight an NPC that targets you, a party member, or a mercenary, companion or familiar belonging to either.

  • A targeted heal can reach yourself, another player, or a mercenary, companion or familiar when the skill permits it. Self-only heals target you.
  • With a monster selected, a targeted heal can go to the player, mercenary, companion or familiar the monster is attacking.
  • Resurrection targets only player remains or a dead mercenary.

Casting requirements

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You can use a skill once you have learned it and it is ready. You need enough Mana or Rage to pay its cost, the equipment it requires, and ammunition if it uses any.

When the target is out of range or out of sight, your character moves closer and then casts.

A skill with a cast time lands on the target you had when the cast began. Selecting another target during the cast does not redirect it.

Fear and stun block skill use, except dismissing an active Reaper Form or Fearless Stance.

Bard songs can continue while you move or use combat skills.

See also Bard Songs

Follow-up auto attacks

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Non-spell weapon or shield skills that damage one target, directly or with a debuff, resume your chosen auto attack if your weapon supports it. An already queued auto attack is kept.

Casting an invisibility buff cancels your queued skill and follow-up auto attack.

Damage

How the game turns an attack into damage.

Damage steps

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Direct hits use these steps in order.

Before avoidance

  1. Calculate the skill's starting damage.
  2. Apply the moving-player damage bonus.

Avoidance

  1. Roll to block, miss or resist, adjusted by Combat Advantage. A blocked, missed or resisted hit stops here.

Damage modifiers

  1. Multiply damage by a random 90% to 110%, .
  2. Apply the from-behind damage bonus.
  3. Add 2% damage per level above the target, or subtract 2% per level below it, limiting the adjustment to −20% through +20% and rounding it up.
  4. From 10% Slayer mastery, bosses and elites deal 0.1% less damage to you and your mercenaries, companions and familiars per 1% mastery, up to 10% less at 100%. Round the damage prevented up. Your mercenaries, companions and familiars use your mastery.
  5. A monster or NPC with Rampage adds a random 50% to 75% damage to its non-spell hits while below 10% of its maximum Hit Points, rounded up.

Damage reduction and critical hits

  1. Subtract damage prevented by damage reduction.
  2. Roll for a critical hit and apply its bonus.

On-hit effects and Hit Points

  1. A non-spell melee hit on a target affected by Root heals the attacker for Root's Heal on Hit percentage of the damage, . Then the target's damage shields hurt the attacker. Neither changes this hit's damage.
  2. Warriors and Rogues gain Rage from hits. A Wizard's Mystic Spark restores Mana equal to 35% of its damage, counting at most the target's current Hit Points, rounded down.
  3. Subtract Ward, then Mana Shield absorption.
  4. Calculate lifetap from the remaining positive damage.
  5. Reduce Hit Points by the remaining damage, or let an eligible active Parry block it and counterattack.

Example ,201 starting damage,a moving player hit from behind,a successful hit and a 105% variance roll,attacker 2 levels higher,100 target Armor Class,a critical hit with 20% Critical Resist,20 Ward left and Mana Shield active with 10 Mana,no Slayer reduction, Rampage, on-hit effects or Parry

326 Hit Points lost

Moving-player damage: 201 + 20 = 221

Variance: 221 × 105% = 232,

From-behind damage: 232 + 24 + 1 = 257

Level adjustment: 257 × 4% = 11, rounded up

Damage after level adjustment: 257 + 11 = 268

Reduced damage: 268 − 14 = 254

Critical extra percentage: 50% × (100% − 20%) = 40%

Critical damage: 254 × 140% = 356,

Damage after shields: 356 − 20 − 10 = 326

Rageblow and Mana Burn bypass avoidance and damage reduction. They still receive random variance, Combat Advantage, level adjustment and eligible critical hits. Ward and Mana Shield still absorb their damage.

Starting damage

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For most attacks, take the starting stat in the table below, using Attack Power and Spell Power from your character window. Subtract any weapon deduction, then add the skill's listed damage. If the skill lists a Damage %, multiply that total by it, .

Final Cadence, ground-marking skills, Rageblow and Mana Burn use the whole formula in their row instead. Scrolls use only their own listed damage. Each skill page has a calculator for its damage before defenses.

Starting damage by damage type
AttackStarts from
Physical
Physical attacks, including monster attacksAttack Power
Player targeted and mercenary bow attacksAttack Power + 150% of Dexterity,
Poison
Rogue and Rogue mercenary targeted attacks, and player Rogue projectile and frontal attacksAttack Power + 250% of Dexterity,
Other classes' targeted, projectile and frontal-projectile attacks, such as Poison SpraySpell Power, except Ranger frontal projectiles below
Monster targeted and projectile attacksSpell Power
Area attacksAttack Power
Magic, fire, cold and disease
Spells, including monster spellsSpell Power, except Ranger frontal projectiles below
Magic weapon attacksSpell Power + Attack Power
Player Final CadenceListed damage × song power, , then × (100% + Melody bonus),
Mercenary Final CadenceListed damage × song power,
Any damage type
Ranger frontal projectiles, such as Forest Guardians AidAttack Power + 150% of Dexterity,
Ground-marking skillsListed skill damage only
Resource-based attacks
Rageblow200% of current Rage, spending all Rage
Mana Burn300% of current Mana, spending all Mana

A magic weapon attack is one magic hit, so Magic Resist reduces all of its damage and Armor Class does not apply. An auto attack empowered by a Ranger's Wild Strike deals magic damage but keeps its own starting damage.

Weapon deductions

Weapon damage deducted from starting damage
AttackDeduction
Player Ranger targeted and frontal damage skills, such as Swift SlashBow's Base Damage
Player Rogue targeted damage skills of any damage type50% of off-hand weapon's Base Damage, rounded up
Player targeted bow attacksMain-hand weapon's Base Damage
Ranger frontal projectiles, such as Forest Guardians Aid, and every mercenary attackNone. Weapon damage stays in Attack Power, including a Rogue mercenary's full off-hand damage

Character window Attack Power and Spell Power

Flat Attack Power
Strength above 0 + flat Attack Power from working equipment, learned skills and buffs
Flat Spell Power
150% of Intelligence above 0, , + flat Spell Power from working equipment, learned skills and buffs
Percentage bonus
Sum of percentage bonuses from your learned passive skills whose conditions you meet and your buffs. Razor of Wrath scales with current Rage ÷ maximum Rage, and Arcane Edge with current Mana ÷ maximum Mana
Extra amount
Flat Attack Power or flat Spell Power × percentage bonus,
Character window stat
Flat Attack Power or flat Spell Power + extra amount, at least 0

Example ,201 flat Attack Power,50% total Attack Power bonus

301 Attack Power in the character window

Extra amount: 201 × 50% = 100,

Character window stat: 201 + 100 = 301

Critical hits

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A critical hit adds 50% damage after damage reduction. Multiply that extra damage by 100% minus the target's Critical Resist, limited to 0% through 100%.

The final critical damage is .

  • The chance is the attacker's Critical Strike, up to 70%.
  • Critical checks require more than 3 damage after reduction.
  • Monster area damage skills skip the critical check.

A hit that interrupts fishing, gathering, mining, digging or opening adds 75% to the critical chance after the 70% cap.

Carrying Radiant Aether in your first 24 inventory slots gives each critical hit from a skill other than an auto attack a 15% chance to consume one. That hit adds 200% extra damage instead of 50%, before Critical Resist reduces the bonus.

Damage from a hit or a damage shield that would kill you has a 15% chance to consume one Radiant Aether from those slots and restore your Hit Points to full instead.

Combat Advantage

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Single-target attacks, including targeted skills, targeted projectiles and auto attacks, gain from-behind advantage when attacker and target face the same direction. Hits on a moving player also gain an advantage.

From-behind avoidance
Avoidance chance × 80%
Moving-player avoidance
Avoidance chance after the from-behind adjustment, if attacking from behind, − 25 percentage points, at least 0%
Moving-player extra damage
10% of starting damage, before variance, rounded down
Damage after variance
(Starting damage + any moving-player extra damage) × variance,
From-behind extra damage
10% of damage after variance, or 25% for Improved Backstab and Rogue mercenaries, rounded up
From-behind damage
Damage after variance + from-behind extra damage + 1

Attacking from behind means a single-target attack with attacker and target facing the same direction. Moving-player bonuses apply when the target is a moving player.

Example ,50% initial avoidance,201 starting damage,a moving player hit from behind,100% variance,no Improved Backstab

245 damage before level adjustment and damage reduction, with 15% avoidance

From-behind avoidance: 50% × 80% = 40%

Moving-player avoidance: 40% − 25 percentage points = 15%

Moving-player extra damage: 201 × 10% = 20, rounded down

Damage after variance: (201 + 20) × 100% = 221,

From-behind extra damage: 221 × 10% = 23, rounded up

From-behind damage: 221 + 23 + 1 = 245

While you move, physical hits from attackers above level 5 add 10% to their stun chance, minus 1% for each level you are above the attacker, but at least 1%. The total chance cannot exceed 100%, and the stun lasts at least 0.5 seconds.

A hit on a player who is fishing, gathering, mining, digging or opening something cancels that action and adds the from-behind damage bonus. It also gains 75% critical chance. Avoidance still follows the attack's position and the target's movement.

Weapon on-hit effects

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Each melee or bow auto attack rolls the weapon's listed on-hit chance, even when the attack then misses.

  • A broken weapon never triggers its effect.
  • A Rogue's off-hand weapon triggers its effect at half the listed chance.
  • A main-hand weapon with a spell-cast effect rolls its chance once when you finish a damaging spell or the last pulse of a channel, and never on auto attacks.

Ground area damage

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Skills that mark a danger zone before dealing damage hit mercenaries, companions and familiars for half their listed damage, . Players take the listed damage.

Defense

What avoids, reduces and absorbs incoming damage.

Defense by damage type

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Armor Class and Block Chance defend against physical damage. Each other damage type has a resist: Magic Resist against magic, Fire Resist against fire, and so on.

Defense against each damage type
DefensePhysicalMagic, fire, cold, poison and disease
Avoiding a hitBlock ChanceMatching resist
Reducing a hitArmor ClassMatching resist
Resisting a debuffArmor ClassMatching resist
Reducing damage over timeArmor ClassMatching resist

Debuffs without a damage type cannot be resisted, and their damage over time is reduced by Magic Resist.

See also Block, Miss and Resist · Damage Reduction · Landing a Debuff

Block, miss and resist

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Block Chance lets you block or avoid physical hits. Magic Resist, Fire Resist and the other resists let you avoid hits of their damage type. Each hit gets one roll. Avoiding it also prevents its stun, fear and knockback.

Block Chance
Your character window's Block Chance
Level contribution
0.5% per level the target is above the attacker, or −0.5% per level below, between −10% and +10%
Block or miss chance
Block Chance + level contribution − attacker Accuracy, between 0% and 90%

Example ,8% Block Chance,target 4 levels higher,3% attacker Accuracy

7% chance to block or miss

Block Chance: 8%

Level contribution: 4 × 0.5% = 2%

Block or miss chance: 8% + 2% − 3% = 7%

Your hits roll against the monster's Block Chance and resists, listed on its page.

Combat Advantage then lowers the chance for attacks from behind and for hits on a moving player.

A monster returning home after a chase avoids every hit.

See also Chase limits and resets

Damage reduction

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Armor Class reduces physical damage by 0.05% per point, and each resist does the same for its damage type. 400 Fire Resist cuts fire damage by 20%, and 499 cuts it by 24.95%. The reduction stops at 90%, which takes 1 800 points.

Reduction
Your Armor Class × 0.05%, between 0% and 90%
Damage prevented
Incoming damage × reduction, rounded up
Damage taken
Incoming damage − damage prevented

Example ,201 incoming damage,100 Armor Class

You take 190 of 201 damage

Reduction: 100 × 0.05% = 5%

Damage prevented: 201 × 5% = 11, rounded up

Damage taken: 201 − 11 = 190

See also Block, Miss and Resist, for the chance to avoid the hit

Ward and Mana Shield

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Damage that gets past avoidance and reduction is absorbed by a ward first, then by Mana Shield. Only the rest reduces Hit Points.

  • A ward absorbs hits and damage-over-time ticks until its pool is empty. Damage beyond what is left passes through.
  • Mana Shield spends 1 Mana per point of the remaining hit. When the hit is larger than your Mana, the shield ends and the rest reaches your Hit Points. Ticks pass through Mana Shield.

See also Buff Strength for ward capacity · Damage steps

Damage shields

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Your damage shields hurt attackers who hit you with a non-spell, single-target skill whose base range is below 1.5 yd. Weapon on-hit effects and scrolls do not trigger them.

  • The attacker's Armor Class or resist reduces each shield's damage, as in Damage Reduction. Shields without a damage type deal full damage.
  • The shields' combined damage varies randomly by up to 10% either way. The variation limit rounds up: a 95-damage total deals 85 to 105.
  • Damage shield damage passes through Mana Shield.

Healing

How much a heal restores and when it is critical.

Wisdom heal bonus

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Players and mercenaries add a Wisdom bonus to a heal's listed healing. Player Rangers use triple Wisdom, while Ranger mercenaries use the ordinary bonus. Healing over time from buffs scales differently, as shown in Buff Strength.

Wisdom bonus
0.4% per point of Wisdom above 0, at most 500%
Extra healing
Listed healing × Wisdom bonus,
Healing
Listed healing + extra healing

Example ,100 listed healing,100 Wisdom

Heals 140 Hit Points before a critical heal

Wisdom bonus: 100 × 0.4% = 40%

Extra healing: 100 × 40% = 40,

Healing: 100 + 40 = 140

  • Monsters, NPCs, companions and familiars add no Wisdom bonus to their heals.
  • Death Bloom adds no Wisdom bonus. Its healing instead grows by 0.1% of the Hit Points spent per point of Intelligence above 0.
  • Runed Scroll of Restoration (Major Restoration) heals your mercenary using your Wisdom bonus, tripled for a player Ranger, and can be critical. Ordinary scroll heals omit Wisdom.
  • Final Cadence ignores Wisdom.

See also Final Cadence song power and Melody

Critical heals

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A heal's critical chance is the caster's Critical Strike.

  • A targeted heal can be critical only if the skill can heal other characters, even when you cast it on yourself.
  • Area heals can be critical without that targeting requirement.
  • On a critical heal, 90% of rolls double the healing and 10% triple it.
  • Final Cadence uses one roll based on the Bard's Critical Strike for all recipients.
  • A critical healing-over-time tick heals 150% of the normal tick, . The chance is the caster's Critical Strike when the buff starts.
  • Only buffs with a base duration below 30 seconds and more than 3 healing each second can tick critically.

Lifetap

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Lifetap restores Hit Points without reducing the hit's damage. Overkill damage counts toward the healing.

Healing multiplier
100% + Lich Shroud's lifetap healing bonus
Lifetap healing
Lifetap percentage × damage remaining after Ward and Mana Shield × healing multiplier, rounded down

Example ,201 remaining damage,20% lifetap,25% healing bonus

Heals 50 Hit Points, up to your maximum Hit Points

Healing multiplier: 100% + 25% = 125%

Lifetap healing: 20% × 201 × 125% = 50, rounded down

Buffs and debuffs

How long effects last, how strong they are and how they are removed.

Duration and stacking

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A buff or debuff lasts its listed duration unless something removes it. Reapplying the same effect replaces it and restarts its duration.

The Bard passive Lingering Melody lengthens your Bard songs by 4% per rank, and Tavern Spirit lengthens your food and drink buffs by 10% per rank.

Buffs and debuffs in the same group replace each other, even when the new effect is weaker. Divine Shield and Shield of Faith share a group, so each replaces the other.

  • Effects in different groups, or without a group, stack.
  • Area buffs from mercenaries, companions and familiars do not replace existing buffs in the same group. Player casts do.
  • Different damage-over-time skills stack their layers separately.

See also Bard songs

Buff strength

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Non-song buffs add part of an attribute from their caster to each effect. The tables below show which attribute each caster uses and how much it adds.

Buff attribute by caster
Caster or buffBuff attribute
Players and mercenariesWisdom, or Intelligence for buffs that scale with it
A player Ranger's targeted buffsTriple Wisdom or Intelligence
A player's area buffs for mercenaries, such as Blessing of the Zealot(Wisdom + Constitution) ÷ 2,
Leadership(Wisdom + Constitution + Charisma) ÷ 2,
Relic area buffs, such as Staff of Flowers10 × your level
Monsters, NPCs, companions and familiarsNone
What the buff attribute adds to each effect
EffectValue received
Maximum Hit Points bonusListed bonus + 200% of buff attribute
Ward capacityListed capacity + 200% of buff attribute
Armor Class and each resistListed bonus + 15% of buff attribute,
Damage ShieldListed damage + 75% of buff attribute,
Attack Power and Spell Power from LeadershipListed bonus + 100% of buff attribute
Healing each second, base duration below 1mListed healing + listed healing × 0.4% per buff attribute point above 0, at most +500%, with the extra healing
Healing each second, base duration at least 1mListed healing + 30% of buff attribute above 0,
Buff attribute
The buff attribute from the table above, for the buff source you choose
Attribute addition
15% of buff attribute,
Buff received
Listed value + attribute addition

Example ,100 listed value,100 Wisdom

You receive +115 Armor Class or matching resist

Buff attribute: 100

Attribute addition: 100 × 15% = 15,

Buff received: 100 + 15 = 115

Song strength

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Both beneficial and harmful Bard songs grow stronger with the singer's Charisma. This applies to Bard mercenaries too.

Song power
100% + 0.1% per point of Charisma above 0, at most 300%
Whole-number effect
Listed value × song power,
Percentage effect
Listed percentage × song power, not

Example ,100 listed whole-number value,100 Charisma,5% listed percentage effect

110 whole-number effect or 5.5% percentage effect

Song power: 100% + 100 × 0.1% = 110%

Whole-number effect: 100 × 110% = 110,

Percentage effect: 5% × 110% = 5.5%

What song power changes
EffectExamples
Whole numbers, Ward, Armor Class, resists, flat Attack Power and Spell Power, flat Mana Regeneration and Rage Regeneration
PercentagesAttack Power, Spell Power, Accuracy, Critical Strike, Haste, Spell Casting Haste, percentage Mana Regeneration and Rage Regeneration
Not changedMovement Speed, primary attributes
  • Fear Resist from Ballad of Courage stops at the song's listed limit.
  • Cacophony deals its listed damage each second plus 75% of Charisma above 0, .

Landing a debuff

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A debuff or dispel with a damage type lands only if the target fails the resist roll for that type. Defense by Damage Type shows which stat resists each type.

Malosi, Spellrend, Withering Hex, Crippling Refrain and Refrain of Frailty subtract 30% from the target's chance to resist them, to at least 0%. Other debuffs that lower resists get no such bonus.

Monsters whose pages list Immune to Debuffs ignore debuffs, with these exceptions:

  • The five skills above and debuffs that grant positive Health Regeneration still affect such a monster unless it is a boss.
  • Debuffs whose only effects are damage over time and optionally a slow still affect such a monster.

Bosses and monsters with Immune to Debuffs ignore the slow.

See also Root, for bosses and slowing debuffs

Debuff strength

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Your Strength, Dexterity or Intelligence strengthens your debuffs, depending on their damage type. Bard debuff songs use song power.

Debuff attribute by debuff type
Debuff typeDebuff attribute
Physical, such as Hurt and RuptureStrength
Poison and disease that scale with IntelligenceIntelligence
Other poison and diseaseDexterity
Magic, fire, cold and no damage typeIntelligence
Bard debuff songsSong power instead

Players and mercenaries use their own attributes. Debuffs from monsters, NPCs, companions and familiars add nothing.

What the debuff attribute adds to each effect
EffectValue applied
Reductions
Armor ClassListed reduction + 50% of debuff attribute for physical debuffs, or 40% for others,
Each resistListed reduction + 40% of debuff attribute,
Attack Power and Spell PowerListed reduction + 50% of debuff attribute,
Damage each second
PhysicalListed damage + 50% of Strength,
Poison and disease that scale with DexterityListed damage + 150% of Dexterity,
Every other typeListed damage + 125% of Intelligence, . Ensnare adds 115%

Damage over time

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Defense by Damage Type shows which stat reduces damage-over-time ticks.

Flat tick
Listed damage each second + the attribute addition from Debuff strength
Reduced tick
Flat tick − damage prevented by Armor Class for physical damage, or by Magic, Fire, Cold, Disease or Poison Resist for its damage type, as in Damage reduction
Tick after Cleanse
Reduced tick × 100% with 3 layers, 85% with 2, or 70% with 1, rounded up
Reaper Form tick
Tick after Cleanse × (100% + caster's active Reaper Form Spell Power bonus),
Deathly Focus tick
Reaper Form tick × (100% + caster's Deathly Focus bonus), only while the target is below 30% of its maximum Hit Points,
Critical tick
On a critical tick: Deathly Focus tick × (100% + 50% × (100% − target's Critical Resist)). Critical Resist is limited to 0% through 100%,
Final tick
Critical tick + the debuff's percentage of the target's maximum Hit Points,

The example uses an Intelligence-scaled magic debuff applied by an online player.

Example ,100 listed magic damage each second,100 caster Intelligence, with 125% of Intelligence added to the listed tick,100 target Magic Resist,2 remaining layers,50% active Reaper Form bonus,10% Deathly Focus bonus and target below 30% of its maximum Hit Points,a non-critical tick,no damage from a percentage of maximum Hit Points,no Ward on the target

300 damage each second

Flat tick: 100 + round(100 × 125%) = 225

Reduced tick: 225 − 12 = 213

Tick after Cleanse: 213 × 85% = 182, rounded up

Reaper Form tick: 182 × 150% = 273,

Deathly Focus tick: 273 × 110% = 300,

  • Reaper Form and Deathly Focus add their bonuses only to ticks of a debuff a player applied, and only while that player is online.
  • The chance of a critical tick is the caster's Critical Strike when the debuff starts.
  • Only debuffs with a base duration below 30 seconds can tick critically, and only for more than 3 damage after reduction, layers and bonuses.
  • Damage based on a percentage of the target's maximum Hit Points gets neither bonus and is never critical.
  • Ward absorbs the final tick before the target loses Hit Points.

Cleanse

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A cleanse removes layers from debuffs of the types it lists: disease, poison, cold, fire or magic. Physical debuffs, which Armor Class resists, cannot be cleansed. Each debuff starts with three layers and ends when the last one is removed.

A debuff deals 85% of its damage over time with two layers left and 70% with one, rounded up.

  • Cleanse (Cleric), Purify (Druid), Purifying Winds (Ranger) and Nullify Magic (Wizard) affect you and every visible player, mercenary, companion and familiar within 10 yd, in your party or not.
  • The Druid's Remedy is cast on yourself or an ally.
  • A limited-use cleanse item works only on a target with a matching debuff it can remove. A cleanse skill can be cast without one.
Extra-layer chance
(100% − debuff Cleanse Resist) × (100% + caster Accuracy), between 0% and 100%
Layers removed
Below 100% Cleanse Resist, one layer is always removed and two separate rolls at the extra-layer chance can each remove one more. At 0% Cleanse Resist, all three layers are removed. At 100% Cleanse Resist, none are

Example ,50% debuff Cleanse Resist,20% caster Accuracy

1 guaranteed layer removed, with 60% chance for each of 2 extra layers

Extra-layer chance: (100% − 50%) × (100% + 20%) = 60%

A debuff's skill page shows its Cleanse Resist and whether one cast removes it.

Dispel

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Dispels remove beneficial buffs unless the target resists them. Bard songs cannot be dispelled.

What a dispel removes
TargetBuffs removed
PlayerEvery targeted and area buff except Rest
Mercenary, companion or familiarEvery targeted and area buff, including Rest
MonsterEach targeted and area buff that passes its own removal roll
Cleanse Resist reduction
50% of caster Accuracy for a single-target spell, 1% per scroll rank for a single-target scroll, or 0 for an area dispel
Buff removal chance
100% − the monster buff's Cleanse Resist + Cleanse Resist reduction, between 0% and 100%

Example ,a single-target dispel spell,20% caster Accuracy,50% Cleanse Resist on the monster buff

60% chance to remove that buff after the spell lands

Cleanse Resist reduction: 20% × 50% = 10%

Buff removal chance: 100% − 50% + 10% = 60%

A single-target dispel scroll uses the rank set by Scroll Mastery.

Crowd control

Stun, fear, knockback, root and sleep.

Crowd control effects compared
EffectCaused byEffect on a monsterEndsStopped by
StunA hit's stun chanceCannot move or actAfter its durationFear, Bear Mount (90%)
FearA hit's fear chance, then a failed Fear Resist rollRuns around and cannot actAfter half to all of its listed durationBosses, Immune to Fear, 100% Fear Resist
KnockbackA hit's knockback chance, when its stun and fear rolls failPushed back, then stunned for 0.25 secondsAt onceTargets 15 or more levels above the attacker
RootMovement Speed −10 or lowerCannot move, still attacks in rangeWhen the debuff ends or the target breaks freeBosses and elites
SleepMovement Speed −50 or lowerCannot move or actOn damage, or when the target breaks freeBosses and elites

Stun

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  • A feared target cannot be stunned.
  • A new stun can extend an existing one, but their durations do not add up.
  • Bear Mount resists 90% of stuns. If the mount resists a stun, the same hit cannot fear or knock you back. If the stun lands, it dismounts you.

Fear

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  • After a failed stun roll, a hit can fear its target. Fear Resist gives the target a second chance to avoid the fear.
  • Fear lasts a random time between half and all of the skill's listed fear duration.
  • Monsters and companions whose pages list Immune to Fear cannot be feared. Every boss is immune, and so are the Necromancer's undead companions.
  • Equipment and skills add Fear Resist up to 100%, which makes you immune. Fear dismounts a player.
  • A monster or NPC feared by a Necromancer player runs at half its Movement Speed.

Knockback

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  • A hit can knock its target back only after failing both its stun and fear rolls. Already-stunned targets cannot be knocked back.
  • It pushes the target the distance listed on the skill and stuns it for 0.25 seconds.
  • A target pushed into an obstacle takes 1.25% of the hit's damage, rounded up, at least 1.
  • It fails against a target 15 or more levels above the attacker, unless a boss monster casts it.

Root

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A debuff that brings Movement Speed to −10 or lower, such as Root or Immobilize, roots the target. Damage does not end it.

Chance for a rooted target to break free
Rooted targetBreak-free roll
MonsterEvery 2 seconds, each point of Magic Resist adds 0.1% to the chance to break free, between 5% and 95%. 100 Magic Resist gives 10%.
NPC, mercenary, companion or familiarEvery second, 10%

Bosses and elite monsters automatically resist debuffs with a base Movement Speed bonus below −10, except damage over time with no other effect besides a slow.

Bosses and monsters with Immune to Debuffs ignore every slow. Elite monsters ignore Movement Speed bonuses of −10 or lower.

Sleep

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A debuff that brings Movement Speed to −50 or lower puts the target to sleep instead of rooting it.

  • Any hit or damage-over-time tick ends it at once. The drain of Reaper Form does not.
  • Every 6 seconds, a sleeping monster makes the same Magic Resist roll to break free as a rooted one.

Attack and cast speed

What Haste and Spell Casting Haste change.

What Haste affects

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Haste changes weapon waits or non-spell cooldowns, depending on the attacker. Spell Casting Haste changes player and mercenary spell casts.

Attack intervals and the effects of Haste and Spell Casting Haste
AttackTime between usesWhat Haste doesWhat Spell Casting Haste does
Player weapon auto attackCast time + weapon waitShortens weapon waitNo effect
Player spell auto attack, such as Mystic SparkShortened cast + 0.75sNo effectShortens cast
Player skills other than auto attacksCast time + cooldownNo effectShortens spell casts
Companion's first skill, if it is not a spellCast time + cooldown × (100% − Haste)Shortens cooldownNo effect
Other companion and familiar skillsCast time + cooldownNo effectNo effect
Mercenary auto attackCast time + cooldown × (100% − Haste)Shortens cooldownNo effect
Mercenary spellShortened cast + cooldownNo effectShortens cast
Monster and NPC non-spell attacksCast time + cooldown × (100% − Haste)Shortens cooldownNo effect
Monster and NPC spellsCast time + cooldownNo effectNo effect

Auto-attack speed

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Every skill you finish starts a wait before your next auto attack: 0.75 seconds after a spell or a skill that needs no weapon, or the weapon wait below after a weapon skill.

Haste shortens the weapon wait. Haste above 80% counts as 80%, and below −80% as −80%.

Weapon wait
(Attack Delay − Attack Delay × Haste) ÷ 25, between 0.25s and 2s
Attack interval
Base cast time + weapon wait

Example ,1s base cast time,30 Attack Delay,20% Haste

1.96s attack interval

Weapon wait: (30 − 30 × 20%) ÷ 25 = 0.96s

Attack interval: 1s + 0.96s = 1.96s

The wait delays only the next auto attack. Other ready skills can be used right away.

Spell Casting Haste

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Spell Casting Haste shortens player and mercenary spell casts without changing cooldowns.

Spell Casting Haste above 50% counts as 50%, and below −50% as −50%.

Cast time
Base cast time − base cast time × Spell Casting Haste
Auto-attack interval
Cast time + 0.75s

Example ,1s base cast time,20% Spell Casting Haste

1.55s spell auto-attack interval

Cast time: 1s − 1s × 20% = 0.8s

Auto-attack interval: 0.8s + 0.75s = 1.55s

Threat

How much threat each hit adds.

A hit adds threat from the skill's threat, starting damage, stun and fear, up to the target's current Hit Points.

Blocked, missed and resisted hits generate just as much threat as hits that land.

Skill threat
Single-target or area damage skills without projectiles also add one third of the caster's maximum Hit Points, , when they add extra threat
Stun threat
Stun chance × stun duration × 10,
Fear threat
Fear chance × fear duration × 10,
Control threat
Stun threat + fear threat
Threat gained
Skill threat + starting damage + control threat, at most the target's current Hit Points

Example ,10 extra threat from a single-target skill,2 000 attacker maximum Hit Points,201 starting damage,50% stun chance for 3s,10% fear chance for 5s,5 000 target current Hit Points

898 threat gained

Skill threat: 10 + 2 000 ÷ 3 = 10 + 667 = 677, with the Hit Points share

Stun threat: 50% × 3s × 10 = 15,

Fear threat: 10% × 5s × 10 = 5,

Control threat: 15 + 5 = 20

Threat gained: 677 + 201 + 20 = 898

A skill with negative listed threat lowers the attacker's threat on the monster, to no less than 1.

Class mechanics

Rules that belong to one class.

Rage generation

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Warriors and Rogues gain Rage by dealing auto attacks and receiving targeted physical melee hits.

Charge, Frenzied Vigor and Prowess also restore their listed percentages of maximum Rage each second.

Dealing an auto attack

Damage counted
Auto attack damage after the target's damage reduction and critical hits, before Ward and Mana Shield, at most the target's current Hit Points
Rage gained
Damage counted × 25%, rounded down

Example ,201 auto attack damage before shields,150 target current Hit Points

37 Rage gained

Damage counted: smaller of 201 and 150 = 150

Rage gained: 150 × 25% = 37, rounded down

Receiving a targeted physical melee hit

Damage counted
Damage of the targeted physical melee hit after damage reduction and critical hits, before Ward and Mana Shield
Rage gained
Square root of damage counted × 35%, rounded down, between 1 and 25 when the hit deals damage, otherwise 0

Example ,101 damage from a targeted physical melee hit, after damage reduction and critical hits but before Ward and Mana Shield

3 Rage gained

Damage counted: 101

Rage gained: floor(√101 × 35%) = 3

Projectiles and area attacks give no received-hit Rage. Warrior and Rogue mercenaries follow the same Rage rules.

Wild Strike

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The Ranger's Wild Strike empowers the next melee auto attack (Swift Slash) or bow auto attack (Archer Shot).

Wild Strike multiplies the auto attack's starting damage by 100% + 10% per rank, , so rank 5 deals 150%. It adds no flat Attack Power.

The whole hit deals magic damage.

See also Defense by Damage Type

Parry

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A Warrior can cast Parry, a veteran skill, while targeting the attacker. During the cast, Parry blocks a single-target physical melee hit from that attacker.

Your Ward and Mana Shield still absorb the hit first. Parry blocks the rest and returns half of it to the attacker, , at least 1 and at most 5 000. For example, 101 remaining damage returns 50.

Assassination

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The Rogue's Assassination requires the target's current Hit Points to be at most 25% of its maximum Hit Points, .

Reaper Form

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Reaper Form drains its listed percentage of your maximum Hit Points each second, .

The drain ignores Armor Class, resists and Ward, is never critical and gets no Deathly Focus bonus.