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Weapons & Melee

Everything that happens when you swing a weapon: speed, hit chance, damage, armor, parry and durability.

Note

Numbers marked default come from in-game balance controllers and can be changed by staff. For the short version of hit chance and damage scaling, see Combat Formulas.

PvP or PvM?

Many numbers on this page are different in PvP. You count as being in PvP when any of these is true:

  • You are in a duel pit or deathmatch arena.
  • You are in a MOBA match.
  • You are fighting a Duelist NPC.
  • You (or your pet) are actively fighting another player.

Fighting a staff member never counts as PvP. Everything else is PvM.

Weapon damage and speed

Each weapon's base damage range and speed are set by staff in the Weapon Damage controller. They can be different for PvP and PvM. Check a weapon in game to see its current values. Higher speed means faster swings.

Swing speed

delay (seconds) = 15000 / ((speed stat + 100) × weapon speed)

The speed stat depends on what you're holding and where you are:

Situation Speed stat
Normal weapons (Stamina + Dexterity) / 2
Mage staves, PvM (Mana + Intelligence) / 2
Mage staves, PvP Mana
Battle Lute its own bard stat

Example: 100 Stamina, 100 Dexterity and a weapon with speed 50: 15000 / (200 × 50) = 1.5 s.

PvM speed bonuses

In PvM, these bonuses add together and shorten the delay:

Source Bonus
Aero mastery scales with mastery level
Quicksilver +15%
Savagery +15%
Divine Fury (Chivalry) spell bonus
Magic food (Attack Speed) +7.5%
Warrior Feast +10%
Artifact weapon speed +5% per point
Attack Speed item property + Weapon Speed runes max 50% combined
Lunar armor set set bonus
Druid stances Crab/Worm when active; Peacock 5% + 1% per Nature level (max 25%)
Weapon codexes (Swords, Macing, Fencing, Archery) see Weapon Codex
Slowed −15%
  • Total bonus is capped at 60%.
  • Fastest possible swing in PvM: 0.6 s.
  • Fastest possible swing in PvP: 1.25 s (default). PvM bonuses don't apply in PvP.

Creature swing speed

Monsters and pets use 35% Dexterity + 65% Stamina as their speed stat.

Modifier Effect
Quicksilver +25%
Berserk (Berserker codex) +15%
Aero mastery (owner) up to +15% for pets and summons
Slowed −15%
Casting debuffs / Disoriented slower

Fastest swing: 0.85 s for pets in PvM, 1.0 s for pets in PvP (default), 1.0 s for monsters.

Hit chance

The basic formula is on the Combat Formulas page. These extra rules apply on top of it.

Player attacking a monster (PvM)

All these bonuses add together, are capped at +75%, and then multiply your hit chance:

Source Bonus
Focus skill 0% at 0, up to +20% at 120
Weapon Accuracy property (weapon, clothing, jewelry) +1% per point
Artifact weapon accuracy +10% per point
Consecrate Weapon (Chivalry) spell bonus
Magic food (Concentration) +15%
Aero mastery scales with level
Artisan mastery, player-crafted weapon +0.1% per point of the crafting skill (Fletching for bows, Carpentry for staves, Blacksmithing for the rest) + mastery level
Sphere players with 100+ Tactics +25%
Bard aura (Peacemaking) party bonus
Tiger stance (Druid) stance bonus
Weapon codexes see Weapon Codex
  • Miss streak: if your total bonus is under 15%, each miss in a row adds +5% to your next swing. A hit resets it.
  • Mage staves: +0.1% per point of Focus and Meditation (PvM only).
  • Hit Chance Increase on your weapon (Accurate to Supremely: +2% to +10%) counts double against monsters.

Monster attacking a player (PvM)

Your defensive bonuses add together, are capped at 75%, and lower the monster's chance to hit you:

Source Bonus
Evasion armor property −1% per point
Evasion spell enhancement spell bonus
Monster is blinded −25%
You are evading −25%
Archery/Fencing/Macing codex footwork see Weapon Codex

Monsters get a flat accuracy bonus from their difficulty tier. Legendary monsters gain +5% per attacker within 12 tiles. Hard-tier or stronger monsters get +25% against pets.

Always hit / always miss

  • Always hit: Stealth attacks, concentrating monsters attacking a player, Legendary monsters attacking pets.
  • Always miss: a blind player. Players also always miss monsters that are evading (invasions).

Final chance is always between 10% and 100%.

Damage

1. Base roll

You roll the weapon's damage range.

  • Two-handed weapons in PvM roll toward the high end of the range (square-root distribution).
  • Magic weapons add a flat bonus: Ruin +1, Might +3, Force +5, Power +7, Vanquishing +9.

2. Skill and stat scaling

Tactics, Anatomy, Strength, crafting skills and weapon quality are applied next. See the full table in Combat Formulas.

Damage is then halved if the target is a player. Creature damage is always halved.

3. Armor

See Armor below.

4. PvM bonus damage

When a player hits a monster with a weapon, every bonus below is added together and applied to the damage left after armor. The total is capped at +500%.

Source Bonus
Weapon skills +1% per 10 total points of Swords + Macing + Fencing + Archery (max +20%)
Tracking skill up to +20% at 120 Tracking. Another +35% at 120 against a creature you are tracking
Slayer +20% against the matching creature type
Weapon Damage property (weapon, armor, clothing, jewelry, runes) +1% per point, max 75% combined
Critical hit Critical Damage property + Critical Chance runes = % chance (max 30%) for +25% (more with Critical Damage runes, max +30%)
Boss damage property + runes +1% per point, max 50% (Mini-boss tier and above)
Mage Killer property + runes +1% per point, max 50% against spellcasting monsters
Creature-type runes (Undead, Arachnid, Daemonic, Draconic, Elemental, Giant, Vermin, Infidel) max 25% each
Armor Penetration runes chance (max 30%) to add half the monster's armor as extra damage
Backstab runes bonus when hitting a monster from behind
Knives from behind +20%
Stealth attack (Hiding + Stealth) × 0.75–1.0 %, doubled if the target is tracked, +20% from behind, + Shadow mastery and Rogue set bonus
Savagery 15% damage while active. Trigger chance from weapon, armor, clothing, runes and Ankh necklace (max 10%)
Bulwark mastery +3.5% per aggressor (max +35%)
Berserker codex +1% per 2% HP missing (max +30%)
Maniac +30%, but each hit costs you 2–5 HP
Enemy of One (Chivalry) bonus against the chosen creature type
Holy curse +10% + Holy mastery level
Lyrical mastery +10% + level against peaced or provoked monsters
Shadow mastery bonus against isolated monsters
Hiryu mount +15% + 2% per stage (max +30%)
Cartography up to +30% against Chest Guardians (25+ Cartography)
Ankh necklace (Friendship) +10% with a party or guild member nearby
Guild boss buff +5% per buff level against bosses
Danger zones region bonus, max +50%
Artisan mastery (player-crafted weapon) bonus from the matching crafting skill + mastery level
Artifact clothing Hunter's Headdress (bows) or Spirit of Totem (axes): +5% per tier
Doom armor sets Nightmare, Daemon Bone (2% proc per piece) and Bloodstained (heals)
Masteries (Energy, Oblivion, Death, Earth, Druid stances) see Masteries
Weapon codexes see Weapon Codex

Life leech

The Weapon Lifeleech property (plus runes) is a % chance, max 30%, to heal for part of the damage dealt. Slower weapons can heal more per hit. Ranged weapons heal 25% as much.

5. Final caps

Situation Damage
Minimum weapon hit 2–5
Player vs player max 55 per hit
Monster vs player max 35 per hit
Pet vs player max 15 per hit (default)

Followers lower your weapon damage

When you have more than 3 control slots of pets out (default), every extra slot lowers your weapon damage by 15% (default). This does not apply while you hold a Shepherd's Crook.

Armor

Your armor rating (AR) lowers incoming melee damage by a random amount between 0.45% and 0.75% per AR point.

Max AR
Players set by staff
Creatures 150
  • PvM armor bonuses (virtual armor) are removed in PvP.
  • Mage staves ignore creature armor. The monster's Magic Resistance lowers staff damage by 2.5% per 10 points instead (default).
  • Monsters with Parry have a Parry/100 chance to block 20–25% of a hit.

Which armor piece gets hit

Slot Chance
Chest 35%
Legs 22%
Head 15%
Arms 14%
Gloves 7%
Neck 7%

Parrying

  • With a shield: Parry × 0.2% + shield AR × 0.25% (max 20%), plus a failed-parry streak, up to 65%. A successful parry blocks 65% of the hit.
  • With a two-handed weapon (against monsters): (Parry − 50)%, blocking 25% (15% with a bow).

See Parrying & Shields for the full rules, shield AR, Shield Taunt and casting with a shield.

Durability

Each hit has a 2% chance (default) to cost your weapon 1 durability point, at most once per minute (default).

  • Arms Lore gives a chance to skip the loss: 2% per 10 points (20% at 100).
  • Danger-zone fortification adds up to 15% more.
  • Below 10% durability you get a warning.
  • With the StoreBeforeDestroy account option on, a weapon at 1 durability is moved to your backpack before it breaks.

Magic properties on non-artifact weapons can also slowly fade with use: 0.25% chance per hit (default).

Hit spell properties

Against monsters, weapon properties can cast a free spell on hit. The number is the % chance per hit:

Hit Magic Arrow, Hit Harm, Hit Fireball, Hit Lightning, Hit Curse, Hit Explosion.

Area Damage (Felucca only) has a % chance to hit every monster around the target.

Chivalry in PvP

Every 10 points of Chivalry add +1% weapon damage against players (max +10%). This does not apply to fists or mage staves.