Combat and attributes

Hit chance, damage, critical hits, defenses and what happens when the crew falls.

Hitting

Each swing is a try. The base hit chance is 55%, plus 1.5% for every level of the weapon skill above 10, plus bonuses from gear, talents and dishes, minus the monster's evasion. It never goes below 5% or above 95%.

A hit deals damage between the weapon's minimum and maximum (bare hands: 10), raised by your % damage bonuses. Missing some monsters hurts: their page shows how much of your max life a miss costs.

Critical hits

Everyone starts with 3% critical chance (up to 50%). A critical hit deals 150% of the hit's damage; critical damage from gear and talents adds on top.

Defenses

AttributeWhat it doesCap
ProtectionLess damage from every attack75%
Physical protectionEven less from physical attacks (after protection)40%
BlockChance to block an attack50%
ResistancesLess damage from fire, toxic, ice and death spells (each element on its own)60%
LifestealPart of the damage you deal comes back as life30%

Each hunt hits with its own elements: resistance to the element of your hunt is worth much more than a bit of everything.

Life

A character has 100 life at level 1 and 15 more per level, plus bonuses. They regenerate 1 life per second, plus regeneration from gear, the Regeneration talent and Stamina dishes.

When someone falls

  • Experience from the waves and the boss piles up during the round and is shared among the living when the boss falls.
  • Whoever falls is out until the next round; the others keep going.
  • If the whole crew falls, each one keeps 20% of the round's experience, the account pays the highest level in the crew × 1,000 doubloons (only what it has), and after 8 s everyone starts again from wave 1.
  • Doubloons from monsters come in at once and are never lost.