Combat & Attack Speed
Attack Speed (Fist)
Fist Fighting now increases the attack speed of your equipped main weapon. Every skill level shortens the delay between attacks, allowing higher-skilled players to attack more frequently.
Fist Fighting acts as an attack-speed skill even while you are using a sword, axe, club, distance weapon, or another supported main weapon. It changes how often the equipped weapon attacks; it does not replace that weapon's damage skill.
How It Works
| Rule | Effect |
|---|---|
| Fist Fighting 1-50 | Reduces attack delay by 5 milliseconds per level |
| Each additional 50-level band | Provides 75% of the reduction per level of the previous band |
| Minimum attack delay | 334 milliseconds (approximately 3 attacks per second) |
| Equipment | Applies to your equipped main weapon |
Formula:
Attack delay = max(334 ms, base weapon delay - accumulated band reductions)
The reductions are rounded to whole milliseconds by the server. The base delay is the effective server weapon delay, not necessarily the raw item value: a configured weapon attack-speed value is halved before this calculation; otherwise the vocation delay is used. A weapon whose effective base delay is already below 334 ms keeps that faster base delay rather than being slowed to 334 ms. With no equipped main weapon, the vocation delay is unchanged.
Example
The following example uses a weapon with a base attack delay of 1,000 milliseconds.
| Fist Fighting | Attack Delay | Attacks per Second |
|---|---|---|
| 0 | 1,000 ms | 1.00 |
| 25 | 875 ms | 1.14 |
| 50 | 750 ms | 1.33 |
| 100 | 562 ms | 1.78 |
| 160 | 401 ms | 2.49 |
| 192+ | 334 ms | 2.99 |
What Changes in Combat
- Higher Fist Fighting reduces the wait between normal weapon attacks.
- The equipped weapon keeps its normal attack, damage type, and damage-per-hit behavior.
- Each 50-level band provides 75% as much delay reduction per level as the band before it.
- Changing the main weapon immediately recalculates the delay from that weapon's base speed.
Important Notes
- The bonus is applied automatically while a main weapon is equipped.
- Faster attack speed does not change the weapon's damage per hit.
- Attack delay cannot be reduced below 334 milliseconds by this system.
- Weapons with different base attack delays reach the minimum at different skill levels.
See Vocations & Spells for vocation-specific combat progression.
Critical & Dodge Gems
Critical Gems and Dodge Gems permanently raise their respective character gem levels. Each successful use consumes one gem and adds one level, up to 100 levels per stat. Both gems share a one-second use cooldown. A gem is not consumed when that stat is already at its maximum.
| Gem | Progression | Contribution Before Combat Limits |
|---|---|---|
| Critical Gem | +1 Critical level per gem; maximum 100 | +0.3 percentage points of critical chance per level; a positive gem level also contributes +20% critical bonus damage |
| Dodge Gem | +1 Dodge level per gem; maximum 100 | +0.3 percentage points of dodge chance per level |
Use !critical or !dodge to check your gem levels. Their gem-chance readout is the raw contribution, not your final combat chance. Equipment and other bonuses are combined by the combat system, then the limits below apply.
Combat Limits
| Combined Stat | Against Monsters | Against Players |
|---|---|---|
| Critical chance | 15% | 10% |
| Dodge chance | 15% | 8% |
| Critical bonus damage | +50% | +50% |
Gem levels are not a separate extra roll that bypasses these limits. Improving a stat already at its effective limit does not increase that combat chance further. Dodge avoids a qualifying damage hit; it is not a promise of immunity to every effect or mechanic.
For other upgrade paths, see Weapon Upgrade, Tiers & Upgrades, and Elixirs & Potions.

