Combat
Every swing and every spell resolves through the same two questions: did it hit? andhow much got through? This page walks the physical and magical paths, the mitigation that stands between a hit and your health bar, and the regeneration that keeps you in the fight.
Physical vs magical damage
A physical attack (melee or archery) first rolls to hit — your hit ratio measured against the target’s defense ratio — and, on a hit, rolls damage from your weapon and Strength, which the target’s armour then absorbs. A magicalattack instead contests the target’s magic resistance; damage that lands is reduced by the target’s Vitality rather than by armour absorption.
Hit ratio vs defense ratio
Whether a physical blow connects is a probability built from your hit ratio and the target’s defense ratio. The server computes it roughly as:
hit% = (hit_ratio / defense_ratio) × 62The result is clamped to a 15%–99% window — even a perfect setup can miss, and even a badly outmatched attacker lands sometimes.
Factors that move your hit ratio:
- Dexterity above 50 adds hit ratio for every point over the threshold.
- Attacking from behind (facing the same way as the target) halves the target’s defense ratio.
- Weapon skill adds a flat hit-ratio bonus that varies by weapon type (bows, daggers and wands get the largest bonuses).
- Weather penalises bows — rain and storms cut a bow’s hit ratio.
Magic resistance
Offensive spells are contested by the target’s magic resistance, built from their Magic Resistance skill, a bonus for Magic above 50, and any gear that adds resistance. A successful resist can reduce or negate the spell — the higher your resistance, the more often hostile magic fizzles.
Mitigation: absorption & Vitality
Two different things stand between a landed hit and your HP, depending on the damage type:
- Armour absorption (physical). Each physical hit lands on a body location, and the armour covering it absorbs a percentage of the damage. That absorption iscapped at 80% — armour can blunt a blow but never negate it entirely.
- Vitality reduction. High Vitality subtracts a flat amount from incoming damage. The reduction against magic is roughly
(Vit − 10) ^ 0.6707 / 2.5, and the reduction against physicaldamage is half of that — so Vitality is your main defence against spells.
Crush
Crush is Evolution’s Luck-driven damage spike. Each point ofLuck grants about 0.33% crush chance; on a crush, the blow’s damage is amplified by your crush-damage bonus and the client paints the number red. Crush applies to both physical hits and offensive magic.
Regeneration
Out of the swing, you recover HP, MP and SP over time. Each pool regenerates between afloor and a ceiling, with a variance term that shows diminishing returns as the driving attribute climbs. These are the exact formulas from our game data:
| Term | Formula | Meaning |
|---|---|---|
| Ceiling | vit | HP regen dice ceiling |
| Floor | vit / 2 | HP regen hard floor clamp |
| Variance | 30 * vit / (vit + 60) | HP regen bonus variance (diminishing returns) |
Health regen scales with Vitality.
| Term | Formula | Meaning |
|---|---|---|
| Ceiling | mag + angelic_mag | MP regen dice ceiling |
| Floor | (mag + angelic_mag) / 3 | MP regen hard floor clamp |
| Variance | 30 * (mag + angelic_mag) / (mag + angelic_mag + 60) | MP regen bonus variance (diminishing returns) |
Mana regen scales with Magic (plus the Angelic Magic bonus).
| Term | Formula | Meaning |
|---|---|---|
| Ceiling | floor(vit * 0.35) + 10 | SP regen dice ceiling |
| Floor | floor(vit * 0.12) + 3 | SP regen hard floor clamp |
| Variance | 30 * vit / (vit + 250) | SP regen bonus variance (diminishing returns) |
Stamina regen scales with Vitality.
