Game Mechanics

# Action Options

**Attack**: ((ATTACK x atk.buffs - DEF x def.debuffs) / 2) x faction.multiplier x element.multiplier

Note: ATTACK, MAGIC, DEF, and RES refer to characters' status page listed values. Attacks and Skills (not Spells) with no element will gain any element of equipped weapon (Alchemists can add an element) and thus may gain the faction buff multiplier.

Note: Critical strikes cause double damage but many multi-hit skills and most spells have a 0% chance of critically striking. Buffs to critical strike chance only apply to the Attack option.

**Skills**: (ATTACK x [*fixed multiplier*] - DEF x def.debuffs / 2) x [*random number inside a fixed range*] x atk.buffs x faction.multiplier x element.multiplier x number of hits. These have a sword icon in upper right corner.

**Spells**: (MAGIC x [*fixed multiplier*] - RES x res.debuffs / 2) x [*random number inside a fixed range*] x mag.buffs x faction.multiplier x element.multiplier x number of hits. These have a staff icon in upper right corner.

Note: Some skills/spells may add other multipliers and their descriptions allude to this. Critical chance is static for each skill/spell. Skills use atk.buffs differently than the Attack option, gaining an effective damage multiplier, but not helping to overcome enemies' defense.

Note: A hidden game *fixed multiplier* for each skill helps ignore a certain percentage of an enemies defenses which is generally larger for higher tier single hit skills/spells. A different multiplier, which is a *random number inside a fixed range* for each skill, is used to fluctuate damage of unstable magic and each hit of spells/skills with multiple hits.

**Defend**: Increases all stats by 20% for one turn, which can be a significant damage reducer. It also gives two turns of ward (25% absorb is baseline). Since one turn of Ward expires at the end of each of your turns this effectively gives you one turn to act with Ward. Maximum Ward = (HP/2 + Mana/2) x ward.increase1 x ward.increase2 x ward.increase3.... Where each item with ward +X% gives a increase multiplier of (1+X%).

**Item**: Allows the use of an item and is not stopped by any condition including petrify and sleep.

**Flee**: Pauses current battle and returns to previous screen. On the World Map, 5 minute must elapse before restarting a fight. For Raids, 1 hour must elapse. In PvP, fleeing counts as a loss. Dungeons/Gauntlets may be re-entered at any time before they refresh, but only if still near the world instance for Dungeons (there is a current display bug when re-entering kingdom gauntlets that will show full ward and hp but no buffs).

## Buffs & Debuffs

All buffs with one up arrow give a 1.25 multiplier.

All buffs with two up arrows give a 1.5 multiplier.

All buffs with three up arrows give a 2.0 multiplier.

All debuffs with one down arrow give a 0.8 multiplier.

All debuffs with two down arrows give a 0.2 multiplier (this is not offset by even triple up arrow buffs).

Note: Different buffs and debuffs (be it different numbers of arrows, temporary vs non-temporary, or "All" up vs "Dex" up) stack multiplicative. For example Attack ^ and Attack ^^ together give a 1.875 multiplier bonus.

Note: mag.(de)buffs & atk.(de)buffs only affect damage done, not base stats, when using Skills or Spells as seen in their equations. So Beaststrikes as a Beowulf would get 50% more dmg using Gait of Gunnr.

### Static Buffs

Being in an area you control gives a 5% bonus to all stats.

Being in your origin town (inherent control) improves the bonus to 10%.

Being proficient with your weapon give a 5% bonus to ATTACK and MAGIC.

Having a party member nearby gives a 10% bonus to all stats.

## Faction & Elemental Multipliers

A players faction element spells, skills, and attacks with faction element weapon will do +25% damage.

Players receive 20% less damage from their faction element.

Elemental vulnerability causes damage from that element to be doubled.

Elemental resistance gives 50% damage reduction to that element.

Elemental immunity gives 100% damage reduction to that element.

Note: If a multiple sources (such as buff, class passive, and/or gear) apply different effects to an element, the games takes the most damage limiting option for the element.

### Omnimancy Combinations

Note: If either of the two elements match a faction, the faction bonuses apply as normal. This allows a faction bonus to be combined with a different elemental vulnerability.

Note: This tables shows that immune only provides a 0.25 multiplier, not a zero multiplier, to omnimancy spells (which can be easily tested on Finfolk with FrostFire or one of the rare mimics).