IRONVEILULTIMA ONLINEA DIFFERENT PATH
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LEARN THE FIGHT

How Combat Works

Start with the global flow, then open the focused guide for weapon timing, casting, bandages or potion hand rules.

Last verified against server Pre-Alpha 0.1 + Base Stat 150 ·

FOCUSED GUIDES

Choose the combat question you need

GLOBAL FLOW

From an attack to its result

  1. Attack

    Use a weapon, spell or eligible ability against a valid target.

  2. Hit check

    Accuracy-based attacks compare offence with the target’s defence.

  3. Base value

    The weapon, spell or technique supplies its starting damage or effect.

  4. Modifiers

    Skills, equipment, active effects and context change eligible components.

  5. Defence

    Armor, resistance, penetration and mitigation resolve for that attack path.

  6. Final result

    The server applies target-specific rules, caps and rounding.

This is a reading guide rather than one universal formula. Weapons, spells and special techniques follow different live paths.

PvP combat

Use the dedicated player-combat rules and one Combat Destiny. Creature-only Codex bonuses do not carry across.

PvP, Destinies and rewards →
Character stats · Strength, Dexterity and Intelligence

CHARACTER FOUNDATION

Base and effective stats

Trained points and temporary or equipment bonuses have separate caps.

ValueCurrent rule
Combined base statsStrength + Dexterity + Intelligence share a fixed 250-point cap.
Minimum base statEach base stat must remain at least 10.
Maximum base statEach base stat can train to 150.
Maximum effective statValid bonuses can raise one effective stat to 175; they do not raise the base or shared total cap.

STRENGTH

Damage per weapon hit

Strength contributes to weapon damage before target defence. It is one component of the calculation, not the final number removed from every target.

Below 100 STR, the component is STR × 0.3%. At 100 STR or more, it is STR × 0.3% + 5 percentage points. The live formula continues to the effective-stat maximum of 175; 150 STR gives +50%, while 175 gives +57.5%.

STR 80–125Damage 80–125STR 130–175Damage 130–175
80+24%130+44%
85+25.5%135+45.5%
90+27%140+47%
95+28.5%145+48.5%
100+35%150+50%
105+36.5%155+51.5%
110+38%160+53%
115+39.5%165+54.5%
120+41%170+56%
125+42.5%175+57.5%

Tactics, Anatomy, equipment, weapon material and eligible abilities add their own components. Ironveil then applies its global melee scale to qualifying melee weapons; fists and ranged weapons do not use that melee-only scale. Mitigation, special rules, caps and rounding still resolve afterwards.

DEXTERITY

Stamina and attack speed

Dexterity does not increase the damage of one hit. It normally raises maximum Stamina, while weapon timing reads the Stamina you have left at that moment.

At full Stamina, the important steps from 80 to 175 are shown below. Each tick is 0.25 seconds removed from the weapon’s pre-bonus timing calculation. The weapon’s own Speed and Swing Speed Increase still matter, and the ordinary final floor is one attack every 1.25 seconds.

Current StaminaStamina stepsTime represented before other speed rules
80–8920.50 seconds
90–11930.75 seconds
120–14941.00 second
150–17551.25 seconds

Losing Stamina can move the character back below a breakpoint and slow the next attacks. PvP bandages reach their fastest four-second timing at 100 DEX, while shield Parrying stops gaining from DEX at 80; those are separate systems.

INTELLIGENCE

Mana pool and regeneration

Intelligence normally gives one point of base Mana per point. It does not directly increase ordinary Magery damage.

The recovery example below uses Meditation 100, Focus 0, no armour penalty, no Mana Regeneration equipment, no faction bonus and no active meditation. Different equipment, Focus, Meditation and active effects change the result.

INT 80–125Mana 80–125Recovery 80–125INT 130–175Mana 130–175Recovery 130–175
8080~0.83 sec130130~0.77 sec
8585~0.83 sec135135~0.77 sec
9090~0.83 sec140140~0.71 sec
9595~0.83 sec145145~0.71 sec
100100~0.77 sec150150~0.71 sec
105105~0.77 sec155155~0.71 sec
110110~0.77 sec160160~0.71 sec
115115~0.77 sec165165~0.71 sec
120120~0.77 sec170170~0.71 sec
125125~0.77 sec175175~0.67 sec

At Meditation 100, the passive calculation starts from (INT + 3 × Meditation) × 0.0275, then applies armour, Focus, active meditation, equipment and other supported modifiers. The resulting regeneration points are rounded down before the interval is calculated. Magery and Evaluating Intelligence determine supported spell damage; INT mainly supplies the Mana pool and contributes to Mana recovery.