PvP combat
Use the dedicated player-combat rules and one Combat Destiny. Creature-only Codex bonuses do not carry across.
PvP, Destinies and rewards →LEARN THE FIGHT
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
Exact family progression, Exceptional quality, Reinforced, durability, penetration and armor penalties.
Open guide →WEAPONSFull delay, Stamina breakpoints, weapon changes, ranged recovery and legendary interactions.
Open guide →CASTINGMagery, Arcanism, shields, target sequencing, full post-cast delay and weapon switching.
Open guide →HEALINGReady swings, self and other targets, slip thresholds, spells, melee and ranged attacks.
Open guide →POTIONSFree-hand matrix for 1H, shield, 2H, Bow, Crossbow, Balanced, Explosion and Web.
Open guide →CHARACTER STATSExact combat contribution and progression from trained and effective stats.
Open values →GLOBAL FLOW
Use a weapon, spell or eligible ability against a valid target.
Accuracy-based attacks compare offence with the target’s defence.
The weapon, spell or technique supplies its starting damage or effect.
Skills, equipment, active effects and context change eligible components.
Armor, resistance, penetration and mitigation resolve for that attack path.
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.
Use the dedicated player-combat rules and one Combat Destiny. Creature-only Codex bonuses do not carry across.
PvP, Destinies and rewards →Codex, role, rank and support template can matter together against eligible creatures.
Compare creature-combat roles →CHARACTER FOUNDATION
Trained points and temporary or equipment bonuses have separate caps.
| Value | Current rule |
|---|---|
| Combined base stats | Strength + Dexterity + Intelligence share a fixed 250-point cap. |
| Minimum base stat | Each base stat must remain at least 10. |
| Maximum base stat | Each base stat can train to 150. |
| Maximum effective stat | Valid bonuses can raise one effective stat to 175; they do not raise the base or shared total cap. |
STRENGTH
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 80–125 | Damage 80–125 | STR 130–175 | Damage 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
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 Stamina | Stamina steps | Time represented before other speed rules |
|---|---|---|
| 80–89 | 2 | 0.50 seconds |
| 90–119 | 3 | 0.75 seconds |
| 120–149 | 4 | 1.00 second |
| 150–175 | 5 | 1.25 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
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 80–125 | Mana 80–125 | Recovery 80–125 | INT 130–175 | Mana 130–175 | Recovery 130–175 |
|---|---|---|---|---|---|
| 80 | 80 | ~0.83 sec | 130 | 130 | ~0.77 sec |
| 85 | 85 | ~0.83 sec | 135 | 135 | ~0.77 sec |
| 90 | 90 | ~0.83 sec | 140 | 140 | ~0.71 sec |
| 95 | 95 | ~0.83 sec | 145 | 145 | ~0.71 sec |
| 100 | 100 | ~0.77 sec | 150 | 150 | ~0.71 sec |
| 105 | 105 | ~0.77 sec | 155 | 155 | ~0.71 sec |
| 110 | 110 | ~0.77 sec | 160 | 160 | ~0.71 sec |
| 115 | 115 | ~0.77 sec | 165 | 165 | ~0.71 sec |
| 120 | 120 | ~0.77 sec | 170 | 170 | ~0.71 sec |
| 125 | 125 | ~0.77 sec | 175 | 175 | ~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.