Your damage depends on your weapon, stats, and attack type. STR boosts melee damage, DEX boosts accuracy. Armor absorbs a percentage of incoming damage. Critical hits and combo attacks can multiply your output dramatically.
All physical damage in Helbreath is based on your weapon type and stats. Here's how each attack style calculates damage.
Damage scales with your Strength — roughly STR / 12Minimum damage: 1
5 damage per hit. With 120 STR, that's 120 / 12 = 10 damage per hit.
Your weapon rolls its base damage, then gets boosted by +1% per 5 STR points.Example: With 100 STR, your melee hits deal +20% bonus damage.
3d8 = 14 base damage. With 75 STR, bonus = 75 / 5 = +15%. Final = 14 × 1.15 = 16 damage. With 100 STR the same roll becomes 14 × 1.20 = 17 damage.
Your weapon rolls its base damage, plus a small STR bonus (up to STR / 20).Example: With 80 STR, you add up to 4 extra ranged damage per shot.
Whether your attack lands depends on your accuracy compared to the target's defense. The higher your accuracy relative to theirs, the more likely you are to hit.
Hit Chance = (Your Accuracy / Target's Defense) × 50%Clamped between 15% (minimum) and 99% (maximum)
75%. If your accuracy were only 60 vs defense 100: (60 / 100) × 50% = 30% → clamped to minimum 15%. With a Super Attack (+100 accuracy): (250 / 100) × 50% = 99% (cap).
| Modifier | Effect |
|---|---|
| High DEX | +(DEX - 50) bonus if your DEX is above 50 |
| Weather: Rain (ranged) | -5% |
| Weather: Snow (ranged) | -10% |
| Weather: Storm (ranged) | -25% |
| Super Attack | +100 accuracy |
| Dash Attack | +30 accuracy |
| Equipment bonuses | Varies by gear equipped |
2d6 means roll two 6-sided dice (result: 2-12). 1d4+3 means roll one 4-sided die and add 3 (result: 4-7).
| Modifier | Effect |
|---|---|
| Base defense from gear | Determined by equipped armor and accessories |
| Protection Magic (level 3) | +40 defense |
| Protection Magic (level 4) | +100 defense |
| Equipment bonuses | Varies by gear equipped |
| Back Attack | Target's defense is halved |
When a hit connects, your armor and shield reduce the incoming damage based on which body part was struck.
| Body Part | Chance |
|---|---|
| Body | 50% |
| Pants | 25% |
| Arms | 15% |
| Head | 10% |
Absorption is capped at 80% of incoming damage.Damage Absorbed = Your armor's absorption % × Raw Damage
Your shield has a chance to block based on your Shield Mastery skill level.When it procs, it absorbs up to 80% of the remaining damage.
10 damage. At Shield Mastery 40, the proc chance is lower but the absorption is still 80% when it triggers.
| Context | How Absorption Works |
|---|---|
| PvP | Armor absorption is halved; shield absorption applies in full |
| PvE | Both armor and shield absorption apply in full |
100 × (1 - 0.40) = 60 actual damage. Higher-tier armor = more absorption = more survivability!
Various conditions apply multiplicative or additive bonuses to your final damage.
| Condition | Effect |
|---|---|
| Berserk | x2 damage |
| Sleeping target | x2 damage |
| Death Match | x2 damage |
| Close-range attack | Damage halved |
| Back Attack | Target's defense halved |
| Safe Mode | Damage halved |
| Hero status | +5 damage, +100 accuracy |
Super attacks are powerful weapon-specific abilities that activate when your weapon skill reaches a high enough level. They add bonus damage that scales with your character level.
| Weapon | Bonus |
|---|---|
| Sword | x2 damage |
| Dagger | +10% damage, +30 accuracy |
| Axe | +10% damage, +30 accuracy |
| Bow | +20% damage |
| Shield | +20% damage, +20 accuracy |
| Staff | +20% damage, +50 accuracy |
Landing consecutive hits on the same target grants increasing bonus damage based on your weapon type and combo count.
| Weapon | Hit 3 Bonus | Hit 4 Bonus | Hit 5 Bonus |
|---|---|---|---|
| Bare Hand | 0 | 1 | 2 |
| Dagger | 0 | 0 | 0 |
| Sword | 1 | 2 | 3 |
| Axe | 1 | 3 | 5 |
| Spear | 2 | 4 | 8 |
| Bow | 1 | 2 | 3 |
| Staff | 1 | 2 | 3 |
Hammers are unique weapons that can destroy the opponent's equipped armor on hit. Every time a hammer connects, it deals durability damage to the target's armor. If the armor's durability reaches zero, it is permanently destroyed and unequipped.
Different hammer types deal different durability damage per hit and have different break multipliers.
| Weapon | Durability / Hit | Break Multiplier |
|---|---|---|
| Giant Battle Hammer | 40 | 100% |
| Barbarian Hammer | 30 | 50% |
| Battle Hammer | 25 | 40% |
| One-handed Hammer | 20 | 25% |
Every hammer hit, the game checks if the armor breaks. The key idea: the more worn the armor is, the easier it breaks.
Wear = Max Durability - Current DurabilityNormal armor: roll 6d(Wear) → range 6 to 6×Wear, average ≈ 3×WearHigh-tier armor (max durability ≥ 2000): roll 4d(Wear) → average ≈ 2×WearThis table shows how strip chance increases as a Giant Battle Hammer (40 dur/hit, 100% multiplier) wears down a typical Plate Mail (1500 max durability).
| Hits | Current Dur. | Wear | Avg Roll | Approx Strip % |
|---|---|---|---|---|
| 5 | 1300 | 200 | ~600 | ~15% |
| 10 | 1100 | 400 | ~1200 | ~55% |
| 15 | 900 | 600 | ~1800 | ~80% |
| 20 | 700 | 800 | ~2400 | ~95% |
Each stat contributes to your combat effectiveness in specific ways.
| Stat | Combat Effect |
|---|---|
| STR | +1% melee damage per 5 STR. Also boosts unarmed damage (roughly STR / 12) and adds a small ranged bonus (up to STR / 20). |
| DEX | Accuracy bonus when DEX exceeds 50. Each point above 50 adds +1 to your hit chance. |
| VIT | Flat damage reduction on every hit taken, scaling with your VIT (roughly VIT / 10). |
| INT | Magic resistance bonus when INT exceeds 50. Each 2 points above 50 adds +1 magic resistance. |
| MAG | +1% spell damage per ~3.3 MAG. Also grants magic resistance when MAG exceeds 50. |
Attacks in Helbreath are governed by strict timing windows that determine how fast you can act.
| Action | Duration |
|---|---|
| Physical Attack | 448 ms |
| Magic Cast | 700 ms |
| Cast-to-Magic Delay | 528 ms |
| Max Frequency | 50 attacks max per cycle |
During Crusade warfare, players receive damage bonuses scaled by level. Guild ranks also grant permanent combat advantages.
| Level Range | Physical Bonus | Magic Bonus |
|---|---|---|
| <= 80 | +100% | +70% |
| 81 - 100 | +70% | +50% |
| > 100 | +33% | +50% |
| Rank | Effect |
|---|---|
| Raid Master | +5% bonus damage per rank |
| Hunt Master | +10% bonus damage per rank vs monsters |