How combat works

The exact maths the game runs, pulled straight from its source — so the bestiary and gear numbers add up.

Mob stats by level

A mob's stats scale linearly from its template, per level L:

Health = round((hpBase + hpPerLevel·(L−1)) × eliteMult)
Damage = (dmgBase + dmgPerLevel·(L−1)) × eliteMult   (swing 0.8×–1.25×)
Armor  = round(armorPerLevel·(L−1))

Elite mobs use a multiplier of 2.3× health and 1.5× damage (and double XP). Normal mobs are 1×.

Armor & physical mitigation

Armor reduces physical damage only (spells ignore it). Against an attacker of level L:

damage reduction = min(0.75, armor / (armor + 85·L + 400))

So mitigation is capped at 75%, and the same armor is worth less against higher-level attackers. This is the "% mitigation" shown in the bestiary.

Health from Stamina

Stamina on gear adds to your health pool: the first 20 points give +1 HP each, and every point beyond 20 gives +10 HP:

bonusHP = min(sta, 20) + max(0, sta − 20) × 10

Experience curve

XP needed to clear each level (level cap is 20):

Level XP to next Cumulative
1 400 400
2 900 1,300
3 1,400 2,700
4 2,100 4,800
5 2,800 7,600
6 3,600 11,200
7 4,500 15,700
8 5,400 21,100
9 6,500 27,600
10 7,600 35,200
11 8,800 44,000
12 10,100 54,100
13 11,400 65,500
14 12,900 78,400
15 14,400 92,800
16 16,000 108,800
17 17,700 126,500
18 19,400 145,900
19 21,300 167,200
20 23,200 190,400

Group XP

Killing in a party splits XP but adds a bonus that makes grouping efficient. Multiplier by party size:

Players XP multiplier
1
2
3 1.166×
4 1.3×
5 1.43×

Party members must be within ~80 yards to share a kill's XP and credit.