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)2000msVocation base attack speed
Creature1500ms defaultEach monster has its own attack interval; 1500ms when unspecified

Damage Formula

Melee

max damage = round(0.085 × stance factor × weapon attack × skill) + level ÷ 5

Distance

max damage = round(0.09 × stance factor × skill × weapon attack) + level ÷ 5

StanceStance Factor
Offensive1.0
Balanced0.75
Defensive0.5

Final damage: a roll between min damage and max damage × vocation damage multiplier

Min damage: level ÷ 5 (melee and distance; halved against players)

Defense Formula

defense = ((shielding skill ÷ 4 + 2.23) × defense value × stance factor × weapon scaling) × vocation defense multiplier

StanceStance Factor
Offensive0.5
Balanced0.75
Defensive1.0
Weapon TypeScaling
Shield0.16
Weapon0.146
Fist0.15

Armor Formula

armor = total equipment armor × vocation armor multiplier

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) check — damage is reduced by a random roll between half and full defense. If it reaches 0, the hit is fully blocked (puff effect) and armor is skipped.
  2. Armor check — damage is reduced by a random roll between half and full armor (armor above 3), or by 1 (armor 1-3). If it reaches 0, the hit is absorbed (block effect).
  3. Absorb % — remaining damage is reduced by your equipment's absorb percentage.
  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

loss % = ((effective level + 50) × 50 × (effective level² − 5×effective level + 8)) ÷ total experience

Where effective level = level + progress toward next level

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: XP lost = total experience × loss % × (1 − blessing reduction)

Death Recap

The death window recaps the damage taken before death — every attacker with their dominant element, total damage, and share of the whole — plus the killing blow. Bound items (such as the starter kit) are never dropped on death. See Spectating & Replays for killcam playback.

Combat Stances

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

Set with the combat controls next to your inventory. 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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