Combat

Combat is real-time and resolved on the server, so what you see is what actually happens — no client-side trickery.

Stats

Every class defines five combat stats and two vitals, all growing linearly each level:

Stat What it does
Attack Melee damage; also scales attack-scaling spells
Ability power Magic damage; scales most spells
Defense Reduces incoming melee damage
Magic resist Reduces incoming magic damage
Speed Your dodge rate — the bigger the gap, the harder you are to hit

Vitals are HP (health) and MP (mana).

How a hit is resolved

Damage is reduced by the target's matching resistance (defense for melee, magic resist for magic), then a dodge roll based on the speed gap and a critical roll can change the outcome. Land the killing blow and the loot and XP are yours.

Spells

Spells cost mana and share cooldowns measured in ticks (20 ticks = 1 second). A spell's power scales with a stat:

final_power = spell.power + scaling_stat * scaling / 100
  • Damage spells hit enemies; heal spells restore ally HP; buff/debuff spells apply timed stat changes.
  • DoT / HoT effects tick each turn — damage over time or healing over time — and show a live countdown on your buff bar.
  • Lifesteal returns a share of the damage you deal as HP.

Gear

Equipment feeds straight into these stats. Per-instance gear rolls random affixes and a rarity tier on drop, refines from +1 to +10 at the blacksmith (with real success and break odds), and takes gems in its sockets. Better gear, bigger numbers.

See also