Accuracy and evasion are the very first layer of combat: until a blow lands, neither defense, shield, nor resistance matter. Moreover, both values are not stored anywhere—the game calculates them on the fly from agility and level.
Below we will discuss what can actually miss, what formula is used to calculate the chance of hitting, where both indicators come from and why. The weapon type affects hits more than any buff.
Only a normal hit can miss.
The miss check is called in exactly four places in the code, and all four are auto attacks: a normal strike, a bow shot, and two dual wield throws.
Skills don't miss at all. Neither physical nor magical—they have their own math: debuffs have a chance to apply, dagger strikes have a chance to trigger, but there's no such thing as "missing." Damage from a skill always happens, if the skill is used at all.
Dual wielding weapons roll the dice twice. —separately for each of the two strikes, and they are independent. Therefore, a "half-miss" with double-wielding weapons seems normal, but with one-handed weapons this does not happen.
Hitting formula
chance to hit = 88 + 2 × (attacker's accuracy − target's evasion)
All things being equal, this is 88%Each unit of difference is worth 2%The result is constrained within the boundaries of 28% until 98%: it is impossible to completely dodge, as well as to hit accurately.
The boundaries are converging faster than it seems. Already five units the benefits are definitely pushing you up against the ceiling, and thirty units of lag - to the floor. Anything gained beyond this is wasted.
Where do both indicators come from?
Accuracy and evasion are considered the same formula - this is not a typo, they are indeed constructed the same way:
√DEX × 6 + character level
Plus bonuses for higher levels: +1 for each level above 69, +2 after 77, +1 after 80, and +1 after 85. No class has its own bonus—the starting difference between characters comes solely from Dexterity.

Because of the root the return on agility is diminishingFive points from 20 to 25 yield 3,2 units, while the same five from 55 to 60 yield only 2,0. Investing in agility is more beneficial for those with low agility to begin with.
The level weighs the same as dexterity
The level is included in the formula directly, unit by unit. This means Each level of difference between you and the enemy increases your chance of hitting by 2%. - in both directions.
A five-level difference is already a 10% hit rate, and a fifteen-level difference is a 30% hit rate. This is why monsters much taller than you are are constantly missed, and no buffs can compensate: a four-level bonus pales in comparison to the level gap.
Weapons: The Most Underrated Multiplier
This is almost never written about, but it weighs more than anything else. The accuracy is specified in the item itself., and it varies for different types of weapons:
| Type of weapon | Accuracy | Chance to hit |
|---|---|---|
| Cudgel | + 4.75 | 97,5% |
| Two-handed club | + 4.75 | 97,5% |
| Brass knuckles | + 4.75 | 97,5% |
| Sword | 0 | 88,0% |
| Claymore | 0 | 88,0% |
| Twin Blades | 0 | 88,0% |
| Fists | 0 | 88,0% |
| Cutlass | -3.75 | 80,5% |
| Bow | -3.75 | 80,5% |
| A spear | -3.75 | 80,5% |
The values are given for the vast majority of samples of each type; some rare items may have different numbers.

The gap between the club and the dagger is 8,5 units, that is, 17% of hitsFor comparison, the best accuracy buff gives 4 units, and the Hawk Eye skill gives 10, and only for a short time.
This has practical implications. Daggers, archers, and spearmen initially miss more often than others—they need accuracy more. But the club, all other stats being equal, almost always hits: it has a +4,75 bonus simply for its type.
The shield pays with evasion
Any shield in the game takes away 8 units of evasion — This increases the opponent's chance to hit you by 16%. In exchange, a block is applied. The tradeoff is deliberate: the shield turns some missed attacks into blocked ones.
Accuracy skills
| Skill | Type | What gives | Who teaches? |
|---|---|---|---|
| switchable | accuracy +3 | Assassin, Elven Scout, Orc Raider, Rogue, Warrior | |
| passive | accuracy +3 | Orc Monk, Tyrant | |
| active | accuracy +6 | Paladin | |
| active | Accuracy +4; Evasion +4 | Spectral Master | |
| active | accuracy +6 | Tyrant | |
| active | accuracy +4 | Warcryer | |
| active | accuracy +4 | Doomcryer | |
| active | accuracy +4 | Bladedancer | |
| active | accuracy +3 | Phantom Ranger | |
| active | accuracy +4 | Arcana Lord, Elemental Master, Spectral Master | |
| active | accuracy +5 | Warlord | |
| active | accuracy +4 | Destroyer, Orc Raider | |
| active | accuracy +4 | Prophet, Shillien Elder | |
| active | accuracy +10 | Hawkeye | |
| active | accuracy +6 | Tyrant | |
| switchable | accuracy +4 | Bounty Hunter, Destroyer, Warlord, Warsmith | |
| active | accuracy +4 | Hierophant | |
| active | Accuracy +4; Evasion +4 | Shillien Saint | |
| active | accuracy +6 | Tyrant | |
| active | Accuracy -9; Evasion +12 | Tyrant | |
| active | Evasion -3; Accuracy +4 | Destroyer, Orc Raider | |
| passive | accuracy +3 | Dark Fighter | |
| active | accuracy +6 | Hawkeye | |
| active | accuracy +4 | Overlord | |
| passive | accuracy +3 | Destroyer, Orc Raider | |
| active | accuracy +4 | Dominator | |
| active | accuracy +4 | Arcana Lord | |
| active | accuracy +3 | Orc Monk | |
| active | accuracy +6 | Destroyer, Tyrant |
Evasion skills
| Skill | Type | What gives | Who teaches? |
|---|---|---|---|
| passive | Evasion +6 | Abyss Walker, Assassin, Elven Scout, Hawkeye, Phantom Ranger, Plains Walker, Rogue, Silver Ranger, Treasure Hunter | |
| active | Evasion +4 | Elder, Oracle | |
| passive | Evasion +3 | Dark Fighter, Dwarven Fighter, Elven Fighter, Fighter, Orc Fighter | |
| passive | Evasion +4 | Abyss Walker, Assassin, Elven Scout, Plains Walker, Rogue, Treasure Hunter | |
| active | Evasion +4 | Warcryer | |
| active | Physical skill evasion +90 | Windrider | |
| active | Evasion +6 | Ghost Sentinel, Moonlight Sentinel | |
| passive | Evasion +6 | Artisan, Bounty Hunter, Destroyer, Gladiator, Orc Raider, Scavenger, Warlord, Warrior, Warsmith | |
| passive | Evasion +7 | Abyss Walker, Assassin, Elven Scout, Hawkeye, Orc Monk, Phantom Ranger, Plains Walker, Rogue, Silver Ranger, Treasure Hunter, Tyrant | |
| active | Evasion +3 | Swordsinger | |
| active | Evasion +4 | Overlord | |
| active | Evasion +25 | Abyss Walker, Assassin, Elven Scout, Plains Walker, Rogue, Treasure Hunter |
Ultimate Evasion provides the most, but it only lasts for a few seconds. Only passives—Light Armor Mastery, Acrobatics, and others—provide a permanent bonus.
The skills that these indicators take away
Some combat buffs are paid for by accuracy or evasion—something people forget when they're just loading up on everything:
| Skill | Type | What gives | Who teaches? |
|---|---|---|---|
| active | evasion -4 | Cleric, Prophet | |
| active | evasion -6 | Dark Avenger, Knight, Paladin | |
| active | evasion -9 | Tyrant | |
| switchable | accuracy -4 | Dreadnought, Fortune Seeker, Maestro, Titan | |
| switchable | accuracy -4 | Duelist, Fortune Seeker, Grand Khavatari, Maestro | |
| active | Accuracy -12; Evasion -4 | Treasure Hunter | |
| active | evasion -4 | Overlord | |
| passive | accuracy -9 | Orc Mage, Orc Shaman, Overlord, Warcryer |
Debuffs: Reduce enemy accuracy
A separate tactic is not to increase your evasion, but to destroy someone else's accuracy:
| Skill | Type | What gives | Who teaches? |
|---|---|---|---|
| active | accuracy -12 | Dark Wizard, Necromancer, Spellhowler, Wizard | |
| active | evasion -6 | Soultaker | |
| active | accuracy -6 | Soultaker, Storm Screamer | |
| active | accuracy -6 | Mystic Muse | |
| active | accuracy -12 | Abyss Walker, Plains Walker, Treasure Hunter | |
| active | accuracy -12 | Orc Shaman, Overlord | |
| active | accuracy -6 | Dominator |
Reducing accuracy by 12 means a 24% miss rate for the enemy. This debuff is comparable in strength to a six-level difference.
Items, sets and consumables
| Source | What gives | Whence |
|---|---|---|
| accuracy +3 | Set bonus: Majestic Plate Armor chest piece | |
| Evasion +4 | Set bonus: Mithril Shirt chest armor | |
| Evasion +4 | Set bonus: Zubei's Leather Shirt chest armor | |
| Light Armor Set, +6 Sharpening | Evasion +2 | any grade |
| accuracy +4 | special property of a weapon | |
| accuracy +5,41 | special property of a weapon | |
| Evasion +6,8 | special property of a weapon | |
| accuracy +2 | epic decoration | |
| accuracy +1 | epic decoration | |
| accuracy +2 | epic decoration |
This list is compiled from the game files and is not exhaustive: stats also come from augmentations, and on some servers, from added items. Sets are labeled by their chestplate—this is how the set is identified.
Dagger Strikes: Dodging doesn't work here
Skills like Mortal Strike have their own trigger formula, and Dodging the target is not included in it at allThe chance is determined by your weapon's criticality, your agility bonus, the altitude adjustment, and the base chance of the skill itself.
But the situation decides. For skills marked "from behind," the chance from behind becomes exactly 100%, on the side - 50%No amount of target agility will change that.
The only way to dodge the skill
Regular dodge is useless against skills, but there is a separate stat—dodge against physical skills. The check is ongoing. after after the damage has already been calculated: if it passes, the damage is completely reset and both sides see a miss message.
It only works against physical abilities and only when the damage dealt is greater than one. There's no magical equivalent at all.
Position bonuses don't work in hit chance.
The game files contain bonuses to hitting based on the environment:
| Condition | Specified in files |
|---|---|
| Strike from behind | + 10% |
| Side kick | + 5% |
| The target is below you | + 3% |
| The goal is higher than you | −3% |
| Night | −10% |
| Rain | −3% |
The problem is that when calculating the chance of hitting, these percentages are divided by 100, and the contribution drops to hundredths of a percent. In practice, the bonuses don't work: hitting someone in the back is useless.
In this case, in damage calculation the same values are applied correctlyThat is, going behind someone's back is still beneficial, but for a different reason—damage, not accuracy.
Fascia Massage:
- Only normal attacks miss; skills and magic never do.
- Dual wielding weapons roll the miss die twice.
- Chance of hitting = 88 + 2 × difference, boundaries 28…98%.
- Accuracy and evasion are calculated the same: √DEX × 6 + level.
- The return from agility decreases: five points from 20 give 3,2, from 55 - only 2,0.
- Each level of difference is worth 2% of hits.
- A club and brass knuckles give +4,75 accuracy, a dagger, bow and spear - minus 3,75.
- The difference between a club and a dagger is 17% hit rate.
- Any shield takes away 8 evasion.
- Dagger strikes have their own formula, and the target's dodge is not involved in it.
- Position bonuses apply to damage, but not to chance to hit.
Healthy!
The 28 and 98 percent limits, as well as the weapon type adjustments, are determined by server settings and are not adjusted uniformly everywhere—it's worth checking the build description before starting: L2 servers with build descriptions.
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