Acheron WorldDocumentation

Formulas

Damage, defense, hit rate, experience and skill cost — the server's real math, in plain text.

11classes with their own formula
400max level
54,828,089EXP up to level 400
level ÷ 10damage floor

This page puts into text what the server actually computes. Every value comes from the same files the game uses in real time — nothing here is an approximation.

Derived stats#

Whenever you equip something, level up or spend points, the server recalculates everything from scratch based on the five attributes, the level, the class and the equipped items. The per-class constants are these:

11 rows
Dark WizardDWstr ÷ 6 to str ÷ 4ene ÷ 9 to ene ÷ 4level × 5 + agi × 3 ÷ 2 + str ÷ 4agi ÷ 4agi ÷ 3agi ÷ 20110%
Dark KnightDKstr ÷ 8 to str ÷ 4ene ÷ 9 to ene ÷ 4level × 5 + agi × 3 ÷ 2 + str ÷ 4agi ÷ 3agi ÷ 3agi ÷ 15110%
Fairy ElfFE(str + agi) ÷ 7 to (str + agi) ÷ 4ene ÷ 9 to ene ÷ 4level × 5 + agi × 3 ÷ 2 + str ÷ 4agi ÷ 10agi ÷ 4agi ÷ 50110%
Magic GladiatorMGstr ÷ 6 + ene ÷ 12 to str ÷ 4 + ene ÷ 8ene ÷ 9 to ene ÷ 4level × 5 + agi × 3 ÷ 2 + str ÷ 4agi ÷ 4agi ÷ 3agi ÷ 15150%
Dark LordDLstr ÷ 7 + ene ÷ 14 to str ÷ 5 + ene ÷ 10ene ÷ 9 to ene ÷ 4level × 5 + agi × 6 ÷ 2 + str ÷ 4 + cmd ÷ 10agi ÷ 7agi ÷ 7agi ÷ 1070%
SummonerSU(str + agi) ÷ 8 to (str + agi) ÷ 4ene ÷ 9 to ene ÷ 4level × 5 + agi × 3 ÷ 2 + str ÷ 4agi ÷ 3agi ÷ 4agi ÷ 2070%
Rage FighterRFstr ÷ 7 + vit ÷ 15 to str ÷ 5 + vit ÷ 12ene ÷ 9 to ene ÷ 4level × 3 + agi × 5 ÷ 4 + str ÷ 6agi ÷ 8agi ÷ 10agi ÷ 1036%
Grow LancerGLstr ÷ 8 to str ÷ 4ene ÷ 9 to ene ÷ 4level × 5 + agi × 5 ÷ 4 + str ÷ 4agi ÷ 7agi ÷ 4agi ÷ 2040%
Rune WizardRWstr ÷ 8 to str ÷ 4ene ÷ 9 to ene ÷ 4level × 5 + agi × 3 ÷ 2 + str ÷ 4agi ÷ 5agi ÷ 3agi ÷ 1260%
SlayerSLstr ÷ 9 to str ÷ 5ene ÷ 9 to ene ÷ 4level × 5 + agi × 3 ÷ 2 + str ÷ 4agi ÷ 5agi ÷ 3agi ÷ 1237%
Gun CrusherGCstr ÷ 8 to str ÷ 5ene ÷ 8 to ene ÷ 4level × 5 + agi × 3 ÷ 2 + str ÷ 4agi ÷ 4agi ÷ 4agi ÷ 20100%

str = strength, agi = agility, vit = vitality, ene = energy, cmd = command. Every division is integer (the remainder is dropped). Weapon damage is added later, with the weapon additional option (+4% per point) already applied.

Health, mana, shield and AG#

11 rows
Dark Wizard60 + (level − 1) × 1 + vit × 260 + (level − 1) × 2 + ene × 2
Dark Knight110 + (level − 1) × 2 + vit × 320 + (level − 1) × 0.5 + ene × 1
Fairy Elf80 + (level − 1) × 1 + vit × 230 + (level − 1) × 1.5 + ene × 1.5
Magic Gladiator110 + (level − 1) × 1 + vit × 260 + (level − 1) × 1 + ene × 2
Dark Lord90 + (level − 1) × 1.5 + vit × 240 + (level − 1) × 1 + ene × 1.5
Summoner70 + (level − 1) × 1 + vit × 240 + (level − 1) × 1.5 + ene × 1.5
Rage Fighter100 + (level − 1) × 1.3 + vit × 240 + (level − 1) × 1 + ene × 1.3
Grow Lancer110 + (level − 1) × 2 + vit × 240 + (level − 1) × 1 + ene × 1
Rune Wizard60 + (level − 1) × 1.2 + vit × 260 + (level − 1) × 1.8 + ene × 1.5
Slayer130 + (level − 1) × 1.2 + vit × 210 + (level − 1) × 1.8 + ene × 1.5
Gun Crusher100 + (level − 1) × 1.5 + vit × 280 + (level − 1) × 1.5 + ene × 2
  • Shield (SD) — (sum of attributes × 12) ÷ 10 + level² ÷ 15 + defense ÷ 2. Dark Lord adds command to the math.
  • AG (BP) — each class has its own weights for strength, agility, vitality, energy and command; Dark Knight and Rage Fighter rely almost only on energy (weight 1.0), while Dark Lord is the only class that uses command.
  • Leveling up grants 5 attribute points and does not refill health: only the maximums are recalculated.

Starting attributes#

11 rows
Dark Wizard18181530—6060
Dark Knight28202510—11020
Fairy Elf22252015—8030
Magic Gladiator26262626—11060
Dark Lord26202015259040
Summoner21211823—7040
Rage Fighter32272520—10040
Grow Lancer30302524—11040
Rune Wizard13181440—6060
Slayer28301510—13010
Gun Crusher20182025—10080

Hit and miss#

Before computing damage, the server decides whether the blow lands. Against monsters the math compares your attack rate with the target defense rate:

  1. If your attack rate is lower than the target defense rate, it misses 95% of the time; in the other 5% the blow grazes and deals 30% of the damage.
  2. Otherwise, a number between 0 and your attack rate is rolled: if it falls below the target defense rate, it misses.

In PvP the math is different: the hit chance is 100 × [pvpAttack ÷ (pvpAttack + pvpDefense)] × 2 × [your level ÷ (your level + target level)], minus 5, 10 or 15 points when the target is 100, 200 or 300 levels above, and always clamped between 2% and 100%.

7 rows
Dark Wizardlevel × 3 + agi × 4level × 2 + agi ÷ 4
Dark Knightlevel × 3 + agi × 4.5level × 2 + agi ÷ 2
Fairy Elflevel × 3 + agi × 0.6level × 2 + agi ÷ 10
Magic Gladiatorlevel × 3 + agi × 3.5level × 2 + agi ÷ 4
Dark Lordlevel × 3 + agi × 4level × 2 + agi ÷ 2
Summonerlevel × 3 + agi × 3.5level × 2 + agi ÷ 2
Rage Fighterlevel × 2.6 + agi × 3.6level × 1.5 + agi ÷ 5

Damage against monsters#

  1. Target defense — reduction buffs (Lesser Defense) and Sword Power pierce lower the monster defense; Greater Ignore Defense Rate has a chance to zero it.
  2. Base — physical or magic damage of the class, depending on the skill. Skill damage is added here.
  3. Critical and excellent — critical uses the full max damage plus the critical damage bonus; excellent uses max damage ×1.2. With neither, a value between min and max is rolled. Critical starts at 5% (+5% per item with Luck) and excellent at 3% (+10% per weapon with the excellent rate bit).
  4. Per-class skill multiplier — Dark Knight on weapon skills: 200 + energy ÷ 10% (capped at 500%); Dark Lord on his skills: 200 + energy ÷ 20% (capped at 500%); other classes on those skills: flat 200%.
  5. Defense is subtracted; a grazing hit becomes 30%.
  6. Floor — damage never falls below your level ÷ 10 (minimum 1).
  7. Class rate — multiplies by DamageRatePvM (110% for Dark Wizard and Fairy Elf, 150% for Magic Gladiator, 70% for Dark Lord and so on; see the table above).
  8. Double and Triple — Double doubles the damage; Triple triples what is left. VIP adds +0.5% per level to the Double chance and +0.25% to the Triple chance.
  9. Combo — chaining three skills turns the damage into damage × 2 + (str + agi + ene) ÷ 2.

Against a player, the target uses half of their defense; then damage goes first into the shield (SD), which absorbs 90%, and only the rest hits health. A Rage Fighter attacker deals much less damage in PvP: the class matrix cuts their damage to 10%–20% depending on the target.

Monster damage on you#

  • A roll between the monster min and max damage, minus half of your defense (minimum 1).
  • Defense stance (the Dark Knight defense skill) cuts 50% of the blow.
  • Mana Shield is pure percentage reduction — it does not drain mana.
  • At night, on open maps, monsters deal +20% and take −10%.
  • The interval between monster blows is between 0.7 s and 2.5 s. Yours is 1 ÷ (0.55 + attack speed ÷ 120), capped at 2.5 attacks per second.

Experience#

The raw experience per monster is detailed on the Monsters page. On top of it, in this order, come the player multipliers:

9 rows
VIP+5% per levelalso +5% zen per level, only on the pile dropped by monsters
Guild+2% per levelmax level 10 = +20%
Night (open map)+20%from 6:30 pm to 6 am on the game clock
Rain+10% day · +30% nightcosts −10% on every item chance
Storm+15% day · +35% nightcosts −10% on every item chance
Snow+15% day · +35% nightno drop penalty
Party+20% on the party poolsplit by level weight among those within 25 tiles
Devil Square / Blood Castle×2 on monster EXPapplied before the bonuses above
Guild tithe2% of your EXPgoes to guild experience without deducting yours

Leveling up grants 5 attribute points — and only that: leveling up gives no Cash and no Season Pass points, and the Reset gives no Cash either. The cap is level 400; from there on experience feeds the Master Level.

17 rows
1115115621 s
5124597623 s
101361,254725 s
20872,398829 s
302603,897934 s
501,32219,4231142 s
703,31966,0721351 s
1008,683243,779171.1 min
15028,1551,084,719221.4 min
20077,9493,598,022271.8 min
250168,4159,660,433332.2 min
300321,28521,491,328382.5 min
330330,33431,269,217422.7 min
350336,58737,941,286442.9 min
380346,21548,187,493473.1 min
399352,51154,828,089493.3 min
400352,81455,180,903——

The table is a time curve: each level costs what the typical player (solo, no VIP, weekday, 900 kills per hour) does at the spot for their level in the time shown in the right column — level 400 takes about 12 hours. See experience and play time.

Skill cost#

Each skill has a fixed mana cost and, for some, an AG cost; both values are in the skills tables. The server charges the full cost on use and refuses the skill if you lack mana — auto-hunt only arms a skill you can pay for. There is no cost reduction per level; what reduces it is the master tree (AG consumption nodes) and socket options.

Auto-sell#

With a full inventory, the Common or Uncommon item you pick up is sold on the spot for the same value as the Sell all button: [(level req. or item level) × 350 + durability × 5] × (1 + item level × 0.5) × (1 + 0.1 Luck + 0.1 Skill + 0.1 × option points) × 0.09, never above 20% of the item's shop price and with no VIP or guild bonus. Jewels, boxes, gems, excellent, ancient, socket, +7 or higher and anything from the Rare tier up are not sold: they stay on the ground.

Note
Wherever the formula says division, the server uses integer division and drops the remainder — that is why gaining 1 attribute point sometimes changes nothing and sometimes changes a full point of damage.

Code reference: server/src/game/stats.ts → calcDerived · server/src/game/combat.ts → missCheck, rollPlayerDamage, rollMonsterDamage, rollPvPDamage, pvpHitRate, playerAttackInterval · server/src/game/world.ts → killMonster, gainExp, gainZen, itemSellValue · shared/src/economia.ts → valorVendaNpc, VENDA_FRACAO, VENDA_TETO_COMPRA · shared/src/daycycle.ts → expEnvBonus