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Combat Mechanics | Spell & Ability Basics | Monster Basics | Duels | Player vs. Player Combat | Surviving PvP

Resistances/Monster Level
Monsters have a chance to resist your spells. If they resist a spell you will see "resist" displayed.

Lower level monsters will resist your spells less often than higher level monsters do. If you attack

a very high level monster you will find that they will resist spell effects almost every time. If you

attack a low level monster you will find the monster rarely resists your spells. If you are having

problems with resists, try attacking lower level monsters, getting some help, or using other

abilities that are less likely to be resisted.

Check out the Resistances page also.

Autocast Spell
Some spells and abilities do not need to be manually activated by the player. They are called

Autocast spells and you can set them to be automatically cast by the player when needed. Some pets

also have Autocast spells. Spells like these will have a border around the spell icon that flashes,

letting you know when it is active.

Getting New Spells or Abilities
Most abilities can be found by visiting trainers. Other abilities can be found in books, which are

items dropped by monsters, found through quests, or sold by other players. Use your mouse to right-

click on a book to learn a new ability. A new button that depicts this ability will now appear in

your spells or abilities menu.

Tracking
Tracking of all types works until canceled, but you can only have one type of tracking working at a

time (Herb Finding, Mineral Finding, Sense Undead, etc)

Spell Stacking
Spell effects that stack multiple times on a character will display a number in the bottom corner

indicating how many times the effect has stacked. For example, if a player has had the Sunder Armor

ability used on them three times, the Sunder Armor effect icon will display a 3 in the corner.

Items: +Spell Hit Chance
+1% spell hit chance increases the base chance for a spell to land against a target by 1%

If your target is the same level as you, a spell has a base chance to hit of 96%.

If the target is +1 level compared to you: 95%

+2 levels: 94%
+3 levels: 83% if the target is a monster, 87% if the target is a player.
+4 levels: monster: 72% player: 80%
+5 levels: monster: 61% player: 73%
Etc...

If you wear a +1% spell hit chance item, the above percentages will increase by 1. +2% gives +2.
Etc...

For binary spells only, there is an additional modifier for the resistance of the victim to your

particular spell school: fire, frost, shadow, nature, arcane. That modifier is multiplied by your hit

chance to get your actual chance to land. This is done with binary spells only, because they never do

partial damage.

Example:

Eyonix the Mage (level 60) fires a frost bolt at Yeti of Doom (level 63). Eyonix is also wearing a

total of +6% spell hit gear. Yeti of Doom has frost resistance such that he takes 50% from level 60

frost attacks. So, here's the hit calculation:

0.83 (83% for +3 levels monster) + 0.06 (+6% spell hit) = 0.89
0.89*0.5 (50% damage from frost) = 0.445.

The game will roll a number between 0 and 1, and if it's less than 0.445, the frost bolt will hit for

full damage. Otherwise, a resist message will appear.

2nd Example:

After the resist, Eyonix decides to fire a fireball at Yeti of Doom. Eyonix still has +6% spell hit.

Fireball is not a binary spell. Here's the calculation:

0.83+0.06= 0.89

The game will roll a number between 0 and 1, and if its less than 0.89, the fireball will hit.

Otherwise, a resist message will appear. After the fireball lands, the game will then apply spell

resistance to determine a partial resist, if any. Assuming the yeti also has 50% fire resistance, on

average, 50% of the damage will be resisted.

I hope that illuminates the impact of +spell hit gear on magical combat.

Additional Information

Mana regeneration is disrupted when a spell has completed casting rather than at the start of

casting. It will resume normally five seconds after the last spell cast.
Elixirs will not stack with player spells that improve the same attribute.
Water walking won't work on lava or slime.
Casting Dispel Magic on a friend under the influence of charm will dispel the charm.
Abilities that activate off critical hits work off critical hits from abilities as well (Blood Craze,

Enrage).

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