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Accuracy (ACC) determines how well a character can overcome opponents' defenses and land successful hits with his or her attacks.

The details of how accuracy influences attacks are explained at Attack Resolution. The accuracy stat itself is derived from a combination of sources:

Base[edit | edit source]

A character's base accuracy is determined from their class and level:

Class Base Accuracy Base Accuracy at level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Fighter, Monk, Ranger, Rogue  30, plus 3 per level-up  30 33 36 39 42 45 48 51 54 57 60 63 66 69 72 75
Barbarian, Chanter, Cipher, Paladin  25, plus 3 per level-up  25 28 31 34 37 40 43 46 49 52 55 58 61 64 67 70
Druid, Priest, Wizard  20, plus 3 per level-up  20 23 26 29 32 35 38 41 44 47 50 53 56 59 62 65

Perception[edit | edit source]

Each point of perception above 10 increases accuracy by 1. Each point below 10 decreases accuracy by 1.

Weapon Attacks[edit | edit source]

Weapon attacks get an inherent bonus/malus (which is added to the attacker's base accuracy) depending on the weapon type:

Weapon type Accuracy modifier
Club, Dagger, Rapier, Spear +5

Battle axe, Flail, Hatchet, Mace, Sabre, Stiletto, Sword, Torch, War hammer
Estoc, Great sword, Morning star, Pike, Pollaxe, Quarterstaff
Rod, Scepter, Wand
Arbalest, Crossbow, Hunting bow, War bow

Arquebus, Pistol -5
Blunderbuss -10

The kind of weapon combo (a.k.a. "fighting style") that is used can further modify the accuracy of attacks made with the equipped weapon(s):

Fighting style Accuracy modifier
wielding a single one-handed weapon, without shield +12
wielding a single two-handed weapon 0
dual-wielding one-handed weapons 0
wielding a one-handed weapon and a shield 0 to -10 (depending on the type of shield)

On top of that, a weapon can carry enchantments which increase the accuracy of attacks made with it. Up to one enchantment of each group is allowed per weapon:

Group Enchantment name Accuracy modifier
Quality Accurate 1 +4
Accurate 2 +8
Fine +4
Exceptional +8
Superb +12
Slaying Slaying (Beast) +5 against Beasts
Slaying (Primordial) +5 against Primordials
Slaying (Spirit) +5 against Spirits
Slaying (Vessel) +5 against Vessels
Slaying (Wilder) +5 against Wilder
Slaying (Kith) +5 against Humans, Elfs, Dwarfs, Godlikes, Aumauas

Spell or Special Attacks[edit | edit source]

Each spell has an inherent accuracy bonus (which is added to the wizard's base accuracy) to hit their targets; you can see the accuracy bonus in the in-game description.

Each non-weapon attack gets an additional +1 accuracy per level. E.g. a first level wizard would get +1 accuracy to all of their spells, and an 11th level wizard would get +11 accuracy to all of their spells.

Modifiers to accuracy from equipped weapons (e.g. Fine or Accuracy 1) do not apply to spells. However, penalties from shields do affect spell accuracy.

Buffs[edit | edit source]

In addition to a character's base accuracy and the modifier from the weapon/spell/ability used for the attack itself, there are various ways to gain further accuracy bonuses for all or some of a character's attacks. Some of those buffs are permanent or can be activated for as long as you want, while others must be actively started and expire after their duration runs out. Some are things that a character can only apply to him- or herself, while others can be applied to allies.

A character's Accuracy score for a given kind of attack can benefit from the following at the same time:

Debuffs[edit | edit source]

The accuracy of characters can be temporarily lowered by their opponents using a variety of spells, abilities, or other actions. Some of them affect accuracy directly (like the 1st-level Wizard spell Kalakoth's Sunless Grasp), while most of them cause an affliction which in turn decreases accuracy (among other things) in the victim:

Affliction Accuracy modifier
Blinded -25
Charmed -25
Terrified -20
Dazed -10
Frightened -10
Stuck -5