Combat Model

How fights are decided.

A faithful Knight-Online-style damage model. Every number here is live from the server.

Five Stats

What every point does.

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STR

Strength

Physical Attack Power for melee fighters — sword & mace damage. Every point over 150 adds bonus power. Best for the Warrior.

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STA

Stamina

Maximum HP for every class, and bonus Armor for each point above 100. The front-liner's stat.

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DEX

Dexterity

Attack Power for Archers & Assassins — bow & dagger damage — plus attack speed and dodge chance. Best for the Rogue.

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INT

Intelligence

Maximum Mana — your spell fuel. Vital for Mage and Templar; it does little for Warrior or Rogue.

MAG

Magic Power

Spell Power — the damage and healing of every magic skill. Does nothing for Warrior or Rogue. Best for Mage; also powers the Templar.

Two Schools

Physical vs Magic.

Physical damage

Reduced by Armor.

base = AP × 200 ÷ (AC + 240)

Magic damage

Reduced by Resistance, ignores armor.

base = 230 × power ÷ (resist + 250)

Health & Mana

Max HP grows with Stamina and level.

Hit & Dodge

Both scale with Dexterity and level.

Fair Fights

The level-gap rule.

Applied symmetrically to players and monsters.

⚖️

Free band ±4

No penalty within four levels.

⬆️

Punching up

−8% damage per level, floor 5%.

⬇️

Punching down

Bonus caps at +60%.

Elements

Resistance & elemental weapons.

Creatures carry elemental resistance. Elemental uniques add an on-hit effect:

Player vs Player

PvP is tuned separately.

Physical hits deal half and spells one-third against other players.

Physical ÷2Magic ÷3
See how classes use it