Combat System

Aetheria uses a Canary-faithful combat system with detailed damage formulas, defense calculations, hit chance tables, and death penalties.

Attack Speed

AttackerBase SpeedNotes
Player (all vocations)2000msFrom vocations.xml, divided by RATE_ATTACK_SPEED
Creature1500ms defaultUses monster's first melee attack interval_ms, or 1500ms fallback

Damage Formula

Melee

maxDamage = round(0.085 * attackFactor * attackValue * attackSkill) + level/5

Distance

maxDamage = round(0.09 * attackFactor * attackSkill * attackValue) + level/5

StanceattackFactor
Offensive1.0
Balanced0.75
Defensive0.5

Final damage: normal_random(minDamage, maxDamage * vocation.damageMultiplier)

Min damage: level/5 (melee), level/5 (distance, halved for PvP targets)

Defense Formula

defense = ((shielding_skill / 4.0 + 2.23) * defenseValue * defenseFactor * scalingFactor) * vocation.defenseMultiplier

StancedefenseFactor
Offensive0.5
Balanced0.75
Defensive1.0
Weapon TypescalingFactor
Shield0.16
Weapon0.146
Fist0.15

Armor Formula

armor = sum(equipment armor values) * vocation.armorMultiplier

No stance modifier — stance only affects defense, not armor.

Block Sequence

When a creature attacks a player, defense is checked in order:

  1. Defense (shield) checkdamage -= uniform_random(defense/2, defense). If damage ≤ 0 → BLOCK_DEFENSE (POFF effect), skip armor.
  2. Armor checkdamage -= uniform_random(armor/2, armor - armor%2 + 1) (if armor > 3), or damage -= 1 (if armor 1-3). If damage ≤ 0 → BLOCK_ARMOR (BLOCKHIT effect).
  3. Absorb %damage -= round(damage * absorbPercent / 100) from equipment abilities.
  4. Minimum 1 damage if no block occurred.

Hit Chance

Weapon TypeHit ChanceNotes
Melee / Wand100%Always hit
DistanceSkill-based3 max hit chance tiers (75/90/100) × 7 distance ranges. Item hitchance overrides if non-zero.

Skill Tries

SkillTries on HitTries on BlockTries on Immune
Melee100
Distance210
Shielding010

Death Penalty

Level ≥ 24

lossPercent = ((tmpLevel + 50) * 50 * (tmpLevel² - 5*tmpLevel + 8)) / experience

Where tmpLevel = level + levelPercent/100

Level < 24

Flat 10% XP loss. Blessings cap at 50% reduction.

Blessings

Each blessing reduces loss by 8% (up to 5 blessings = 40% reduction).

Final: lostXP = experience * lossPercent * (1 - blessingReduction) / 100

Combat Stances

StanceAttackDefenseBest For
Offensive+50%-50%Maximizing damage output
BalancedNormalNormalGeneral gameplay
Defensive-50%+100%Tanking, surviving

Set via SetStance client action. Persists across sessions.

Monster Tiers

Monsters are classified into tiers based on their XP value. Higher tiers are tougher and drop better loot. Tiers T9-T15 are reserved for future endgame content.

TierXP RangeNotes
T1< 20 XPRats, spiders, low-level trash
T220-79 XPEarly-game monsters
T380-299 XPLow-mid game
T4300-999 XPMid game
T51,000-4,999 XPFirst tier with notable loot
T65,000-19,999 XPVoid Outpost content (Emberwatch)
T720,000-49,999 XPVoid Knight, high-tier undead
T850,000+ XPVoid Outpost content (Vanguard)
T9-T15futureReserved for future content

Tier is calculated from XP at runtime. Higher tiers drop more gold and better loot — the exact scaling is left for players to discover.

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