Accuracy and damage do different jobs
A sword swing misses. More Tactics would not turn that missed swing into a hit; Swordsmanship affects that part. When a swing lands, Tactics can increase its damage.

Combat · Skill guide
Raises physical weapon damage and supports every Martial PvM path.
Recommended activities for Tactics at each skill range.
View the training tableHelp weapon attacks deal more damage after they hit. Your weapon skill handles accuracy; Tactics helps the damage calculation.
Maximum skill: 120 with a matching Power Scroll. It starts with a 100 cap. Scrolls unlock 105, 110, 115 or 120; you still train the points and keep the same shared total of 720.
Which value counts? These numbers use the effective skill: the value after applicable skill bonuses or penalties. This can differ from your trained base value. Bless changes your stats; it does not directly add trained skill points. Custom PvM supporting-skill calculations use base Tactics, capped at their 100 target.
If a step says to use a skill, open your character window, choose Skills and use the button beside that skill. If it says to use a tool, double-click the tool in your backpack. Passive benefits work automatically.
Read the conditions above each table. A percentage may describe a chance, a damage component or a multiplier: those are different things. The other values stay fixed unless the table says otherwise.
What the skill affects: These numbers use the effective skill: the value after applicable skill bonuses or penalties. This can differ from your trained base value. Bless changes your stats; it does not directly add trained skill points. Custom PvM supporting-skill calculations use base Tactics, capped at their 100 target.
Added to the other ordinary damage components before target defence and later effects.
| Effective Tactics | Damage component |
|---|---|
| 80 | +50% |
| 90 | +56.25% |
| 100 | +68.75% |
The extra jump at 100 comes from a +6.25 percentage-point bonus. This is not the chance to hit.
Only the skill in the first column changes unless the table says otherwise. Each extra trained point still uses one point from your shared total of 720.
In the combat calculations described here, progress above 100 counts at half strength against another player: 110 contributes as 105, and 120 as 110. Your trained skill stays unchanged. The same rule covers these calculations when fighting another player’s pet or helping a participant in player combat.
Only Tactics changes. This component adds to Strength, Anatomy and other applicable bonuses before target defence.
| Tactics | PvM component | PvP component |
|---|---|---|
| 100 | 68.75% | 68.75% |
| 110 | 75% | 71.88% |
| 120 | 81.25% | 75% |
For a non-axe attack with Strength 100, Anatomy 100 and no other damage bonuses, 100→120 Tactics gives about 4.83% more damage before defence in PvM, or 2.42% in PvP. It does not add 12.5% to every final hit.
A sword swing misses. More Tactics would not turn that missed swing into a hit; Swordsmanship affects that part. When a swing lands, Tactics can increase its damage.
One recommended activity for each skill range, with a short note on what you need.
Before you start: set Tactics to Up and leave room under the shared 720-point total. Set an unwanted skill to Down if the total is full.
NPC training: when the trainer listed for this skill offers a lesson, the fixed price is 300 gold and the lesson can reach 50.0 if both the individual and total caps have room.
Training area: supported Academy actions receive 5× normal gain through 80.0. An action still needs to run a real skill check; the Academy bonus cannot make an automatic or blocked action train.
Beyond 100: consume the matching 105, 110, 115 or 120 Power Scroll first. A scroll raises only the individual cap; it grants no trained points and does not increase the shared 720-point total.
Repeat the single activity listed for your level. These are practical training choices; the ranges are recommendations, not new unlock requirements.
| Your skill | What to repeat | Quick note |
|---|---|---|
| 0.0–50.0 | Combat trainer lesson | Optional NPC lesson; 300 gold when offered and room under your caps. |
| 50.0–80.0 | Land weapon hits in the Academy | Land qualifying weapon hits. |
| 80.0–100.0 | Land qualifying weapon hits | Land qualifying weapon hits. |
| 100.0–120.0 | Land qualifying weapon hits | Land qualifying weapon hits. |
Weapon-damage component is 0.625% per skill point plus 6.25% at 100 or higher.
| Skill or situation | What it means |
|---|---|
| 50.0 | 31.25% |
| 80.0 | 50% |
| 100.0 | 68.75% |
Listed amounts describe the stated conditions. Equipment, target rules, damage, healing limits and other effects can change the final result. An example of a chance is never a promise of the same outcome on every attempt.