Article

How damage and defense work

Guide
In short: your stats and weapon make a damage range. Each hit rolls inside it, then the target's defense comes off, then wings and pets multiply what is left. Every number below is what our server computes, worked through with real characters.

This guide gives the real rules, in plain words first. Each section has the rule and then a worked example. The examples are computed from the server's own settings, so they stay true when the server changes. See also Monster levels explained for how dangerous each monster is.

One hit, step by step

1Hit or miss2Roll the damage3Critical or excellent?4Take off defense5Never below the floor6Wings and pets multiply7Skill multiplier

Every hit in the game goes through these seven steps, in this order. The sections below take them one at a time.

Attack damage from your stats

Your attack damage is a range, for example 147-206. The character window (C) shows it. Each hit picks a number inside the range, and then a weapon adds its own damage on top.

Class Lowest damage Highest damage
Dark Knight Strength / 6 Strength / 4
Dark Wizard Strength / 8 Strength / 4
Fairy Elf with a bow Agility / 7 + Strength / 14 Agility / 4 + Strength / 8
Fairy Elf without a bow (Strength + Agility) / 7 (Strength + Agility) / 4
Magic Gladiator Strength / 6 + Energy / 12 Strength / 4 + Energy / 8
Dark Lord Strength / 7 + Energy / 14 Strength / 5 + Energy / 10

The server drops fractions. A weapon adds its damage, shown on its page, and each +level adds more.

Example: a level 150 Dark Knight with 400 Strength has 66-100 with bare hands. A +7 Giant Sword adds 81-106, so his window shows 147-206.
Other classes at level 150: an Elf with 520 Agility and 80 Strength gets 80-140 with a bow, before the bow's own damage. A Magic Gladiator with 330 Strength and 200 Energy gets 71-107. A Dark Lord with 300 Strength and 200 Energy gets 57-80.

Two weapons. A knight or a gladiator with a weapon in each hand swings both at once, and each weapon's damage counts in every hit. Moo Classic: a gladiator can also hold a staff in his second hand, and it counts for both his swings and his spells.

Two-handed weapons add their damage like any other weapon. Seasons 0 to 2 have no extra bonus for holding one.

Wizardry damage

A wizard's or gladiator's spells use wizardry damage, from Energy:

  • lowest: Energy / 9
  • highest: Energy / 4

Each spell adds its own damage, from its listed value up to half as much again. Then the staff's rise multiplies everything. A staff with 29 % rise makes every spell hit 1.29 times as hard.

Example: a Soul Master with 413 Energy has wizardry damage 45-103. Evil Spirit adds 45-67. With no staff his Evil Spirit hits 90-170. A +0 Legendary Staff has 29.5 % rise (the game shows it rounded down), which makes it 116-220. At +9 the staff's rise is 61.5 %, and Evil Spirit hits 145-274.
A Soul Master's spell lands. The number over the monster is the damage that got past its defense.
A Soul Master's spell lands. The number over the monster is the damage that got past its defense.

Items with "Additional wizardry damage" add to both ends of the wizardry range before the staff multiplies it. We measured this on a test Soul Master: all 102 of his normal spell hits landed inside the range the rule gives.

Moo Classic: Evil Spirit catches a wider ring of monsters around you than the original's spirits do, and each monster in it takes one hit per cast.

Skill damage

Knight skills (Twisting Slash, Death Stab, Rageful Blow and the rest) work in two parts:

  1. Your attack damage plus the skill's own damage makes a range.
  2. After defense comes off, the result is multiplied by 2 + Energy / 1000.

A Dark Lord's skills are multiplied by 2 + Energy / 2000.

Example: the knight above has 60 Energy, so his skills are multiplied by 2.06. Death Stab adds 70. On a Balrog (defense 160) it hits 117-311, while his plain swing on the same Balrog does only 15-46.
A Dark Knight's skill, with the Imp's buff on the bar
A Dark Knight's skill, with the Imp's buff on the bar

Spells work as in the wizardry section above. The spell's own damage joins your wizardry damage before the staff multiplies them.

Defense, and the damage floor

A target's defense comes off every hit. If what is left is very low, the hit still does a minimum: your level / 10 (at least 1).

Example: the Soul Master's Evil Spirit (116-220) on a Balrog with 160 defense deals 15-60. On a Kentauros with 370 defense, nothing is left after defense, so every hit is the level 150 floor: 15. That is why Kanturu feels like hitting a wall at level 150.

Your own defense comes from Agility and your armour.

Class Defense from Agility
Dark Knight Agility / 3
Dark Wizard Agility / 4
Magic Gladiator Agility / 5
Dark Lord Agility / 7
Fairy Elf Agility / 10

Every piece of armour, the shield and the wings add their defense, which also rises with each +level.

In the original game, half of your defense comes off each hit you take. Moo Classic: your defense stops more of every hit than in the original. The character window shows your whole defense.

Example: the knight has 250 Agility (83 defense) and a +7 Dragon set (221), so his window shows 304 defense. A Kentauros swings for 470-505. On the original rule it would hit him for 318-353. In Moo Classic it hits him for 267-302.

Hit or miss

Before any damage, the game checks if the hit lands. Your attack rate fights the target's defense rate:

  • chance to hit = 1 - defense rate / attack rate
  • never less than 3 %
Class Attack rate against monsters Defense rate
Dark Knight, Dark Wizard, Magic Gladiator 5 x level + 1.5 x Agility + Strength / 4 Agility / 3
Fairy Elf 5 x level + 1.5 x Agility + Strength / 4 Agility / 4
Dark Lord 5 x level + 2.5 x Agility + Strength / 6 + Command / 10 Agility / 7

A shield adds its own defense rate.

Example: the knight's attack rate is 1,225. A Balrog's defense rate is 99, so he hits 92 % of his swings. The Soul Master's attack rate is 1,002 against a Kentauros's 220: 78 %.

Out-ranked. If a monster's defense rate is higher than your attack rate, your hits on it also deal only 30 % of their damage. This works the other way too: a monster whose attack rate is below your defense rate hits you for 30 %.

Between players, a separate PvP attack rate and defense rate decide hits. Level counts more there and Agility less.

Critical, excellent and ignore-defense hits

Some hits skip the random roll:

Hit What happens Where the chance comes from
Critical Your highest damage, every time Luck on a weapon: 5 %
Excellent 1.2 x your highest damage The excellent option "Excellent damage rate +10 %"
Ignore defense The target's defense counts as 0 Second wings and the Cape of Lord: 3 %

Defense still comes off a critical or excellent hit, unless it also ignores defense.

Example: the knight's critical swing on a Balrog deals 46 and his excellent swing deals 87, where his normal swings run 15-46.

Excellent spells: an excellent spell hit is 1.2 x the spell's highest damage, less defense. The Soul Master's excellent Evil Spirit on a Balrog deals 104.

Double damage hits come from items of later seasons. No Season 0 to 2 item gives them.

Wings, the Imp, the Angel and the Dinorant

These multiply the damage that is left after defense.

Item Your hits Hits you take
First wings (Elf, Heaven, Satan) +12 %, +2 % each +level -12 %, -2 % each +level
Second wings +32 %, +1 % each +level -25 %, -2 % each +level
Cape of Lord +20 %, +2 % each +level -10 %, -2 % each +level
Imp +30 % -
Guardian Angel - -20 % (and +50 health)
Horn of Dinorant +15 %, and plain swings x 1.3 on top -10 %
Example: Wings of Satan at +0 add 12 % to the knight's hits and take 12 % off the hits he takes. At +9 that is 30 % and 30 %: his swings on a Balrog go from 15-46 to 19-59. With a Guardian Angel, the Kentauros's hardest hit drops from 302 to 241.

Buffs from an Elf

The Elf's Greater Damage and Greater Defense add a fixed amount. Greater Damage joins your hit after the target's defense comes off, and Greater Defense joins your defense.

  • Greater Damage: 3 + the Elf's Energy / 7
  • Greater Defense: 2 + the Elf's Energy / 8
Example: an Elf with 350 Energy gives +53 damage to every hit and +45 defense.

Players against players

Damage between players follows the same steps. Only two things differ:

  • Hit or miss uses the PvP attack and defense rates.
  • Defense: works the same as against monsters. Moo Classic: player hits land softer than in the original.
Example: a hit of 300 against a player with 200 defense does 166 here, where the original rule gives 200.

In Chaos Castle damage between players is halved. In a duel, every hit deals 60 %.

How pets wear down

A pet loses durability on every hit that damages you, in proportion to the damage you actually took. A hit you take no damage from costs the pet nothing.

Pet Durability lost per 100 damage taken
Guardian Angel 3
Imp 2
Horn of Uniria 1
Horn of Dinorant 0.5

A pet starts with 255 durability and breaks at 0.

Example: the knight with a Guardian Angel takes 302 from a Kentauros's hardest hit. On the original rule the Angel loses 9.1 durability. In Moo Classic it lasts about twice as long: about 56 such hits. A Horn of Dinorant loses 1.51 a hit and lasts about 168.

Moo Classic: the Guardian Angel lasts about twice as long as in the original.

Until the next server update, pets on our server wear down faster than this table says.