Spell Shield is a worn item stat that reduces direct spell damage (non-DoT) before any spell runes or absorptions apply. It functions as flat percentage mitigation against incoming harmful spellcasts—nukes, AE spells, and direct magical attacks.
This effect stacks with other forms of mitigation such as Mitigate Spell Rune and Absorb Magic, but is applied first, helping preserve rune-based defenses. It does not reduce DoT (damage-over-time) effects—DoT Shielding handles that separately.
Shielding (also shown as Melee Mitigation on items) reduces the flat damage bonus that NPCs add to their melee attacks. This bonus is separate from the damage that comes from the normal DI (damage interval) roll (also called base damage) and is commonly referred to as the mob’s minimum hit or bonus damage.
When an enemy makes a melee attack, the game calculates a damage roll between two values:
The Shielding stat reduces only the bonus damage portion, not the base damage roll.
Reduced Bonus = Bonus Damage × (1 − Shielding %)
Example: A mob has a hit range of 110–310 (DI 10 + 100 bonus). With 5 % Shielding, the bonus damage becomes 95, so the new range is 105–305.
The actual mitigation depends entirely on the mob’s bonus damage. If an NPC has no bonus damage, Shielding has no effect.
ItemShieldingCap = 35 %
.The Damage Shield worn item stat causes attackers to take non-melee damage when they land a melee hit on the wearer. This triggers passively; the player need not act.
Unlike spell-based damage shields (negative values interpreted as outgoing damage), item Damage Shield bonuses are added on top of existing spell shields. On their own, item bonuses cause no damage unless the player already has a spell- or AA-granted shield active.
Once a shield is active, item bonuses increase its total damage. That final value is then reduced by the attacker’s mitigation before applying damage.
The DoT Shielding worn item stat reduces damage taken from damage-over-time (DoT) effects—poisons, diseases, curses, and magical DoTs that tick over time.
When affected by a DoT, the server calculates total mitigation as:
total_DoTShielding =
item_DoTShielding +
spell_MitigateDotRune% +
AA_MitigateDotRune%
(Only the item portion is visible in item stats.)
Each tick uses:
reduced_damage = damage − (damage × total_DoTShielding ÷ 100)
Example: A 100-damage tick with 20 % DoT Shielding becomes 80 damage.
Damage Shield Mitigation reduces the damage you take when striking an enemy that has an active damage shield. It only matters when you are the attacker receiving reactive DS damage.
The item stat works in two parts:
Flat and percentage values stack but are applied sequentially. Off-hand swings use their own mitigation values, letting dual-wield builds specialize.
Avoidance is a worn item stat that passively improves your chance to avoid incoming melee attacks by lowering the attacker’s chance to hit.
Implemented as a “Mod2” item stat, it adds directly to the defender’s avoidance roll:
PCAccuracyAvoidanceMod2Scale
. On THJ, 1 point = −1 to enemy hit chance (before other modifiers such as the attacker’s Accuracy).Roll order example: Riposte → Dodge → … → final hit/miss check (where Avoidance vs. Accuracy applies). Very high attacker Accuracy can soft-cap the benefit of Avoidance.
The Accuracy worn item stat increases your chance to land melee attacks, directly opposing the target’s Avoidance after active defenses (Riposte, Block, Parry, Dodge) have failed.
Accuracy adds a flat bonus to your final to-hit roll:
The Stun Resist worn item stat increases a character’s chance to resist melee-based stun effects, such as those triggered by Bash, Kick (Warriors), or stun-triggering procs and abilities. This stat provides a passive percentage-based chance to avoid being stunned once a stun effect has successfully landed.
Stun Resist is applied after the stun attempt has bypassed all other requirements—valid attack angle, stun-immunity flags, skill prerequisites, and the base stun chance. It does not prevent interrupts or other secondary effects, but it directly negates the stun state itself if the resistance check succeeds.
The Strikethrough worn item stat gives a player the ability to bypass defensive avoidance checks (Riposte, Parry, Block, Dodge). When an opponent successfully performs one of these maneuvers, Strikethrough provides a chance for the attack to still land, partially negating that avoidance.
This effect applies to melee or physical skill-based attacks—not spells, damage shields, or procs. It is an offensive stat that enhances consistency against evasive targets with high Avoidance or Heroic Agility.
The Heal Amount worn item stat increases the base healing of your direct heal spells (and, in some scenarios, runes). It allows healers—and hybrids who heal—to scale output beyond the raw spell value, which is crucial in high-throughput or group-healing situations.
The intuitive idea is that Heal Amount simply adds to a spell’s base heal, but in code it actually scales by the spell’s mana cost, level, and other conditions. The exact formula is complex, yet the bottom-line effect is more healing per cast as your Heal Amount rises.
The Spell Damage stat increases the amount of damage dealt by your offensive spells. This bonus is additive and is especially effective for frequent, lower-damage spells such as DoTs, procs, and quick nukes.
At face value, it looks like 100 % inheritance to direct-damage spells and ~50 % to DoTs, yet these figures can shift depending on how developers fine-tune class features. Always review patch notes or the change-log to see if inheritance values have been adjusted for your class.
The Clairvoyance worn item stat provides a chance to recover mana after casting a spell. It doesn’t lower the upfront cost; instead, it refunds a portion afterward, effectively reducing net mana spent.
When casting any spell within 5 levels of your current level:
Example: You have 200 Clairvoyance and cast a 100-mana spell. The roll is 30 ⇒ 30 % of 200 = 60 mana refunded ⇒ final cost = 40.