The rules
The rules
The numbers every fight and every drop runs on, as the server has them right now. All of them are the book's.
Combat
| Rule | What it does | Now |
|---|---|---|
| Crit multiplier | Damage multiplier of a critical hit. | ×1.75 |
| Damage variance | Each blow's damage varies by up to this share either way. | ±15% |
| Crit chance cap | The highest crit chance a hero reaches. Worn gear adds at most 30% of it (gems, runes and set bonuses included), one piece at most 10% (12% with its dodge). | 60 % |
| Dodge chance cap | The highest dodge chance a hero reaches. Dodge avoids basic attacks and physical skills; a spell's hits (skills dealing magic damage) can't be dodged. Worn gear adds at most 20% of it (gems, runes and set bonuses included), one piece at most 10% (12% with its crit). | 30 % |
| Defence cap | As combat.max_magic_mitigation, for defence against physical hits. | 80% |
| Magic defence cap | The most magic defence takes off a magic hit: it deals attack² / (attack + magic defence) × its power, but never less than (1 − this) × attack × its power, so a spell never does next to nothing. | 80% |
| Heal crit | A critical heal restores this many times as much. | ×1.5 |
| Block reduction | A shield's block takes this share off a physical hit. | 60% |
| Block chance cap | The highest block chance an actor reaches. | 50 % |
Elements
| Rule | What it does | Now |
|---|---|---|
| Weak | The damage an enemy weak to a hit's element takes (and a tick of it). | ×1.5 |
| Resist | The damage an enemy resisting a hit's element takes (and a tick of it). | ×0.6 |
| Burn | What each stack of a Fire skill's Burn deals at the start of each of its bearer's actions, as Fire: this × the caster's attack (and skill power). | ×0.12 |
| Burn stacks | The most stacks of Burn one bearer takes; each new one renews its length. | 3 stacks |
| Burn lasts | How many of its bearer's actions a Burn lasts since its last stack. | 3 actions |
| Chill | The speed each stack of a Frost skill's Chill takes off its bearer. | 0 speed share a stack |
| Chill lasts | How many of its bearer's actions a Chill lasts since its last stack. | 3 actions |
| Freeze at | The Chill stack that turns into a Freeze (and the Chill clears). Bosses never freeze: their Chill stops one stack short. | 3 chill stacks |
| Undertow | How far a Water skill's Undertow pushes its target's turn gauge back, as a share of a full gauge (never below empty). It also puts out a Burn. | 0 gauge share |
| Shock | The extra damage the next hit landing on a Lightning skill's Shock bearer deals; that hit ends the Shock. | ×0.2 |
| Shock lasts | How many of its bearer's actions a Shock waits for its hit. | 2 actions |
| Windswept | The share of their work a Wind skill's Windswept bearer's guard and shield still do (0.5: half the guard, half of each hit absorbed). | 1 share of guard |
| Blight | The healing a poisoned bearer doesn't take (Poison's Blight, the counter to enemy heals). | 0 healing share |
| Mercy | The share of each landed hit of a Mercy (Holy) skill that heals its caster's weakest ally. | 0 damage share |
| Doom | What a Shadow skill's Doom bursts for, as Shadow: this × the caster's attack (and skill power). | ×0.8 |
| Doom bursts after | How many of its bearer's actions a Doom waits; it bursts as the next one starts. Another Doom doesn't stack or wait longer. | 3 actions |
| Rider poison | A Nature rider's Poison (a support that leaves a hit's element status, e.g. Lingering): this × the caster's attack each turn. Skills' own poisons keep their content numbers. | ×0.3 |
| Rider poison lasts | How many of its bearer's actions a Nature rider's Poison lasts. | 3 actions |
Loot and levelling
| Rule | What it does | Now |
|---|---|---|
| Loot chance multiplier | Multiplies every loot table entry's chance (enemies, dungeons, raids), before events and key bonuses. | ×1 |
| Dropped gold multiplier | Multiplies gold rolled on gold steps, from enemies, pockets, dungeon chests, the tower and raids (before gold find). | ×1 |
| Combat xp multiplier | Multiplies combat xp from steps, fights, expeditions, stories, dungeons, the tower and raids. | ×1 |
| Skill xp multiplier | Multiplies the xp of every non-combat skill but Adventuring. | ×1 |
| Adventuring xp multiplier | Multiplies Adventuring xp (it opens zones). | ×1 |
| Gem drop, normal | The chance a normal enemy of a won battle drops a gem (one at most its item level, rarer ones rarely). | 1.2% |
| Gem drop, veteran | The chance a veteran (high-ranked) enemy drops a gem. | 4% |
| Gem drop, elite | The chance an elite drops a gem. | 8% |
| Gem drop, boss | The chance a boss (a zone or dungeon boss) drops a gem. | 10% |
| Champion chance | The chance each regular or veteran of a step's pack turns up as a Champion (a lone enemy at exactly this; a pack meets one promoted member as if each rolled it, the double and triple aside). | 5% |
| Elite chance | The chance each regular or veteran of a step's pack turns up as a promoted Elite, alike. | 1% |
| Slayer task spawn weight | A Slayer task's enemy's spawn weight is multiplied by this among the zone's enemies, wherever it is met. An enemy's or a zone's hunt multiplier (drop and zone editors) replaces it there. | ×3 |
| Quest spawn weight | A current quest kill step's enemy's spawn weight is multiplied by this among the zone's enemies (the larger of the two where it is also the Slayer task's). An enemy's or a zone's hunt multiplier replaces it there. | ×3 |
| Market tax | Share of a market sale kept as tax. | 5 % |
Weather
| Rule | What it does | Now |
|---|---|---|
| Weather frequency | Multiplies the weight of every kind but Clear, in every zone: 2 brings weather twice as often against clear skies, 0 leaves only clear skies. Takes effect at once: every zone's weather is redrawn from the tuning, the current spell included. | ×1 |
| Shortest spell | Every spell lasts at least this long: a kind whose range starts lower starts here (at 5 none does). Each zone must keep a kind that comes in every phase whose range spans its longest minimum. Takes effect at once: every zone's weather is redrawn from the tuning, the current spell included. | 5 min |
| Longest spell | No spell lasts longer: a kind whose range ends higher ends here (at 240 none does). Each zone must keep a kind that comes in every phase whose range spans its longest minimum. Takes effect at once: every zone's weather is redrawn from the tuning, the current spell included. | 240 min |