Combat & Stats
How attributes, health, damage, crit, and defense actually work on the Rookery Isles ArcheAge 3.0 server, read straight from the live stat formulas and combat source in the game data.
This guide explains the combat math on Rookery Isles, a roleplay-focused ArcheAge private server running the ArcheAge 3.0 "Revelation" client (the AAEmu 3.0.3.0 NL0bP fork). Unlike most ArcheAge stat write-ups, the numbers here are not copied from a public wiki. Every coefficient is pulled from the server's own unit_formulas table, and the damage pipeline is read from the live combat source. Where a popular claim could not be confirmed, it is labeled "(community-reported, not server-confirmed)" rather than stated as fact. No lies: if you act on a sentence here, it should be true on this server.
Table of Contents
- The Five Attributes
- How Attributes Scale by Level
- What Each Point Buys (Verified)
- Health, Mana, and Regeneration
- Damage Output
- Critical Hits
- Accuracy and Avoidance Are Level Scaled
- The Damage Pipeline
- PvP Defense: Toughness and Flexibility
- Armor Types
- Weapon Types
- Aggro and Threat in PvE
- Stat Priority by Role
- On Rookery Isles
The Five Attributes
ArcheAge 3.0 uses five primary attributes. In the server data they are str, dex, sta, int, and spi. The in-game display names map to them like this:
| Attribute | Data key | Primary job |
|---|---|---|
| Strength | str | Melee damage, melee accuracy, parry |
| Dexterity (Agility) | dex | Ranged damage, melee crit, dodge |
| Stamina | sta | Maximum Health, parry |
| Intelligence | int | Magic damage, maximum Mana, spell crit, dodge |
| Spirit | spi | Healing power, Health and Mana regen, magic resist, accuracy |
Every weapon, armor piece, food, buff, and level-up adds points to these five values. The combat engine then runs your totals through fixed formulas (the unit_formulas table) to produce your final combat numbers. There is a sixth attribute, Faith (Fai), present in the data, but it grows on a flat curve and drives nothing in the five-stat combat model, so you can ignore it.
Each allocatable attribute is capped at 10,000 points in the data, far above anything reachable through gear at level 55, so treat the cap as theoretical rather than a build constraint.
How Attributes Scale by Level
Your base attributes, before any gear, grow with character level on a fixed curve. The server uses the same formula for all five:
base = 10 + (level - 1) * 2 for levels 1 to 50
base = 10 + (level - 1) * 2 + (level - 50) * 8 for levels 51 to 55
So your unequipped attributes climb steadily, then accelerate sharply in the final five levels:
| Level | Base value of each attribute |
|---|---|
| 1 | 10 |
| 10 | 28 |
| 50 | 108 |
| 51 | 118 |
| 52 | 126 |
| 55 | 158 |
This is why the last few levels feel like a big power jump: from level 50 to 55 each base attribute gains 50 points, compared to 2 per level earlier. The maximum character level on Rookery Isles is 55; see the Leveling Guide for the zone level bands that take you there. Gear and buffs add to these base numbers, and the same per-point conversions below apply to the total.
Which attribute you push is set by your class, the three of ten skillsets you picked. See Classes Overview for the full list.
What Each Point Buys (Verified)
Here is the core of this guide: the exact, server-confirmed value of one point of each stat. The "flat" effects below are true constants, the same at every level. The crit, accuracy, parry, dodge, and block effects are stat-driven but level-scaled, covered in their own section.
| Stat | Gives | Server formula | Per point |
|---|---|---|---|
| Strength | Melee damage | MeleeDpsInc = str * 200 (applied at 0.001) | +0.2 melee DPS |
| Dexterity | Ranged damage | RangedDpsInc = dex * 200 (applied at 0.001) | +0.2 ranged DPS |
| Intelligence | Spell damage | SpellDpsInc = int * 200 (applied at 0.001) | +0.2 spell DPS |
| Spirit | Healing power | HealDpsInc = spi * 200 (applied at 0.001) | +0.2 heal power |
| Stamina | Maximum Health | MaxHealth = level150 + sta12 + 100 | +12 HP |
| Intelligence | Maximum Mana | MaxMana = level100 + int12 + 100 | +12 Mana |
| Spirit | Health regen | HealthRegen = spi*0.2 + 50 (per tick) | +0.2 HP per tick |
| Spirit | Mana regen | ManaRegen = spi*0.2 + 15 (per tick) | +0.2 Mana per tick |
| Spirit | Magic resist | MagicResist = spi*1 | +1 magic resist |
Two things to read off this table. First, the popular "0.2 damage per point" claim is correct, and it holds for all four damage schools: Strength feeds melee, Dexterity feeds ranged, Intelligence feeds spell, and Spirit feeds healing, each at exactly +0.2 per point. Second, Spirit is the most multi-purpose stat in the game: it adds heal power, both regen channels, magic resist, and (as you will see below) accuracy. It is never fully wasted on any build.
Base Armor from stats alone is 0 on a player, so every point of physical Armor you have comes from gear, not from an attribute.
Health, Mana, and Regeneration
Health and Mana are the cleanest formulas in the game.
Max Health = (level * 150) + (Stamina * 12) + 100
Max Mana = (level * 100) + (Intelligence * 12) + 100
Each point of Stamina is worth exactly 12 Health, and each point of Intelligence is worth 12 Mana on top of its spell damage. A level 55 character with only base Stamina (158) and no gear has about 10,246 Health before any equipment; with only base Intelligence, about 7,496 Mana.
Regeneration scales off Spirit:
Health Regen = (Spirit * 0.2) + 50 per tick
Mana Regen = (Spirit * 0.2) + 15 per tick
Each point of Spirit adds 0.2 to both your Health and Mana regen per tick, over a flat base (50 for Health, 15 for Mana). The exact length of a regen tick is not encoded in the stat data, so the per-second value is community-reported, not server-confirmed. The per-point figure (+0.2) is solid; the seconds-per-tick conversion is not.
Stamina is the universal survival stat: every build wants some, tanks build their identity around it, and casters and healers add it once their primary is covered.
Damage Output
Your raw damage comes from four parallel "DPS increase" formulas, one per school, each attribute * 200 and then applied at a 0.001 scale inside the engine. The practical, confirmed takeaway is the per-point value already in the table above: +0.2 damage per matching point.
Your final hit is the weapon's own DPS, plus your stat-driven DPS contribution, plus a level-based component, run through your skill's multiplier, then reduced by the target's defenses. Exact per-skill multipliers live in the skills data and vary skill by skill, so this guide does not quote specific skill-damage percentages as universal numbers. For build-specific stacking, see Gear Progression.
The rule that matters: stack the one attribute that matches both your weapon and your skills. A melee build wants Strength; an archer wants Dexterity; a mage wants Intelligence; a healer wants Spirit.
Critical Hits
Critical hits are where most online ArcheAge guides go wrong, because they quote crit numbers as flat constants. On this server they are not.
Crit rate is computed per school from your relevant attribute, then divided by a level-scaling factor the engine calls Facets:
Facets = ((level^1.3 + level*3 + 17) * 100) * 100
Facets grows with level, so the percentage you get per point of crit attribute shrinks as you level. Sample Facets values: level 1 is 210,000; level 50 is 3,286,818; level 55 is 3,650,086. Running the crit formulas through that divisor gives these reference values:
| Crit school | Driven by | % per point at level 1 | at level 50 | at level 55 |
|---|---|---|---|---|
| Melee crit | Dexterity | 0.476 | 0.0304 | 0.0274 |
| Spell crit | Intelligence | 0.476 | 0.0304 | 0.0274 |
| Ranged crit | (Dex + Int) / 2 | 0.476 | 0.0304 | 0.0274 |
So at level 55, one point of Dexterity adds roughly 0.027 percent melee crit. This is why crit "thins out" at endgame and why you scale it through gear ratings rather than raw stat. The takeaway: crit is a diminishing, level-dependent investment, not a fixed per-point rate.
Critical damage. When you do crit, the base bonus is +50 percent, so a crit deals 150 percent of a normal hit. No attribute raises crit damage; it goes up only through CriticalBonus modifiers on gear and buffs.
On the so-called caps. Two community claims do not hold up against the server source:
| Claim | Reality on this build |
|---|---|
| "Crit rate is capped at 100 percent" | Not a hard cap in code. The crit roll is a random number from 0 to 99 against your crit rate, so any rate at or above 100 always crits, but there is no clamp that prevents going higher. The attribute limit table sets the crit ceiling at 2 billion. Treat "100 percent cap" as a client or community convention. |
| "Crit damage is capped at 300 percent" | Not enforced anywhere in the server source. Any 300 percent figure is a client display or community number (community-reported, not server-confirmed). |
If you see a hard crit cap quoted on a public ArcheAge wiki, understand that it describes the client display, not what this server actually enforces.
Accuracy and Avoidance Are Level Scaled
Accuracy (anti-miss), parry, dodge, and block all use the same trick as crit: a stat-built raw number divided by the Facets level factor. They are real, but they are level-dependent, not flat. Here are the server formulas and their reference values at level 50 and 55:
| Effect | Driven by | Server formula | % per point at level 1 | at level 50 | at level 55 |
|---|---|---|---|---|---|
| Melee accuracy | (Str + Spi) / 2 | ((str+spi)/2 + 30) * 9 | 0.214 | 0.0137 | 0.0123 |
| Melee parry | (Str + Sta) / 2 | ((str+sta)/2 * 4.5) | 0.107 | 0.00685 | 0.00616 |
| Dodge | (Dex + Int) / 2 | ((dex+int)/2 * 8) | 0.190 | 0.0122 | 0.0110 |
| Block (needs a shield) | Strength | (str * 6) | 0.286 | 0.0183 | 0.0164 |
A few practical notes:
- Accuracy at level 50 is about 0.0137 percent per point of the Strength/Spirit blend. This is the source of the "0.013 percent accuracy per point" figure floating around in old guides: it is the level-50 snapshot, not a constant.
- Spirit feeds accuracy (alongside Strength for melee), which is yet another reason Spirit is never dead weight.
- Block requires a shield. Equipping a shield is the single biggest block source, which is why tanks run sword-and-shield rather than relying on the stat alone.
- Parry blends Strength and Stamina, so it comes naturally to heavy melee and tank builds.
- Dodge blends Dexterity and Intelligence, favoring lighter, evasion-leaning builds.
There is also a level-gap miss floor: attacking a much higher-level target raises your base miss chance, clamped between 10 percent and 20 percent. Back attacks bypass dodge, block, and parry entirely; if you are behind your target, the hit lands.
The honest summary for all of these: each point gives a small percentage that diminishes as you level, and you reach meaningful values through gear ratings, not raw attribute points.
The Damage Pipeline
Here is the order the server actually applies to a single damaging hit, read from the live combat source. Understanding the sequence tells you which defensive stat counters which step.
- Step 1, crit roll. The engine rolls against your crit rate, reduced by the target's Flexibility (Flexibility cuts your effective crit chance).
- Step 2, base damage. Weapon DPS, plus your stat DPS contribution, plus a level component.
- Step 3, Toughness reduction (PvP only). When both attacker and target are players, damage is multiplied by
1, BattleResist / (8000 + BattleResist). This step does nothing in PvE. - Step 4, crit damage. If the hit crit, it is multiplied by
1 + (CriticalBonus, target.Flexibility/100) / 100. Flexibility cuts crit damage here as well as crit rate above. - Step 5, armor or magic resist mitigation. Damage is reduced by
1, armor / (armor + 5300). For physical hits, armor is the target's Armor minus the attacker's Defense Penetration; for magic, it is the target's Magic Resist minus the attacker's Magic Penetration, each floored at 0. - Step 6, incoming-damage multipliers. Per-school multipliers (incoming melee, ranged, or spell) apply last.
The armor mitigation curve in step 5 is the main physical and magic defense layer, and it has built-in diminishing returns. Sample reduction values from the live armor / (armor + 5300) formula:
| Effective armor (or magic resist) | Incoming-damage reduction |
|---|---|
| 1,000 | about 15.9 percent |
| 3,000 | about 36.1 percent |
| 5,300 | about 50.0 percent |
| 8,000 | about 60.2 percent |
| 12,000 | about 69.4 percent |
At 5,300 effective armor you are at exactly 50 percent reduction; doubling it again never doubles the benefit. The lesson the formula enforces: spreading defensive investment beats dumping everything into one number. Note that penetration (Defense Penetration for armor, Magic Penetration for resist) is subtracted before this step, so an attacker stacking penetration shifts you left on this curve.
For where armor and magic resist come from, see Gear Progression and PvP Gear and Stats.
PvP Defense: Toughness and Flexibility
This is the section that corrects the most-repeated mistake in older Rookery combat write-ups. The previous version of this article said Toughness and Resilience were "interface labels only, not wired into combat." That is wrong. The server source shows otherwise.
| Stat | What it really does | Where it acts |
|---|---|---|
Toughness (BattleResist in data) | Active PvP-only flat damage reduction. It is a real gear stat, not a UI label. | Step 3 of the pipeline: 1, BattleResist / (8000 + BattleResist), applied only player versus player. |
| Flexibility | The 3.0 anti-crit stat. It cuts both your chance to be crit and how hard crits land on you. | Step 1 (lowers attacker crit rate) and step 4 (lowers crit damage taken). |
| Bull's Eye | Attacker stat that lowers a target's dodge, block, and parry. | The avoidance dice rolls. |
| Defense Penetration | Attacker stat that ignores target armor. | Subtracted from armor before step 5. |
| Magic Penetration | Attacker stat that ignores target magic resist. | Subtracted from magic resist before step 5. |
The key correction: "Resilience" is a client label, not a server stat on this build. What players think of as Resilience is covered by two real stats here, Toughness (flat PvP reduction) and Flexibility (anti-crit). When you build a PvP set, you are stacking Toughness and Flexibility, not a stat named Resilience. Do not plan around a Resilience number from a public wiki; plan around Toughness and Flexibility, which are the stats that actually exist in this build.
Toughness, Flexibility, Bull's Eye, and both penetration stats are all base 0 from your attributes. They come entirely from gear and buffs. A Toughness value of 8,000, for example, gives a flat 50 percent PvP damage reduction by the step-3 formula, which is why PvP gear that rolls Toughness is so heavily prized.
Because PvE damage skips the Toughness step entirely, a set tuned for arenas and open-world fights is not the same as a set tuned for dungeons. For the gear side of this, see PvP Gear and Stats and PvP and Arenas.
Armor Types
ArcheAge 3.0 has three armor classes. Each is built to support a different stat profile. The armor's own stat weighting leans toward the attributes below.
| Armor | Leans toward | Survival profile | Typical wearers |
|---|---|---|---|
| Cloth | Intelligence, Spirit | High magic defense, low physical, more Mana | Casters and healers (Vitalism, Sorcery, Occultism users) |
| Leather | Dexterity, Strength | Balanced, evasion-leaning | Burst melee and archers (Shadowplay, Archery, Battlerage hybrids) |
| Plate | Strength, Stamina | Highest physical defense, lowest evasion | Tanks and front-line bruisers (Defense, Battlerage) |
Class is not locked to an armor type by the server. You can wear any armor on any class. The pairings above are about which stats the armor supplies versus which stats your skills scale with. A Darkrunner (Battlerage, Auramancy, Shadowplay) usually wants leather for crit and attack speed, but a survival-minded player can run plate at the cost of evasion. For the meta combinations that lean on this stat math, see Power Builds.
Weapon Types
Your weapon is half of your damage equation: it supplies base weapon DPS, and which attribute scales it depends on the weapon family. Match your weapon to the attribute your build stacks.
One-handed and off-hand
| Weapon | Scales with | Used by |
|---|---|---|
| Sword | Strength | Melee DPS, dual-wield melee |
| Axe | Strength | Melee DPS |
| Dagger | Dexterity / Strength | Dual-wield and off-hand melee |
| Club | Spirit | Healers and Vitalism builds |
| Scepter | Intelligence | Casters wanting a free off-hand slot |
| Shield (off-hand) | n/a (defense slot) | Tanks and survival builds |
Two-handed
| Weapon | Scales with | Used by |
|---|---|---|
| Greatsword | Strength | Two-handed melee |
| Greataxe | Strength | Heavy-hit melee |
| Staff | Intelligence | Mages |
| Bow | Dexterity | Archers |
| Lute | Spirit / Intelligence | Songcraft support (weapon swap) |
A shield in the off-hand is the primary source of Block (block requires one, per the avoidance section) and adds Defense and Health, which is why it defines tank builds. The exact stat lines on any given weapon depend on its grade; see Regrade and Gemming.
Aggro and Threat in PvE
Tanks hold enemies by generating threat. Threat comes from three sources:
- Taunt skills from the Defense skillset. The confirmed aggro tool is Mocking Howl, a Defense skill (
ability_id3) that carries a dedicated aggro effect in the skill data. Note: there is no skill named "Provoke" in this build, so do not look for one, and "Battlerage" is a separate skillset, not a taunt. - Damage dealt. Damage generates threat, so a tank that also hits hard holds aggro more easily.
- Healing. Healing converts a portion to threat, which is why healers get pulled when a tank loses control. The exact heal-to-threat ratio is not server-confirmed here (community-reported, not server-confirmed), but the principle holds.
Defense-based tank classes (for example Skullknight, Abolisher, or Paladin) pair Mocking Howl with the highest physical defense and Health pools, which is what lets them hold threat through a damage-heavy fight. For dungeon-specific pulling, see Dungeons and Raids.
Stat Priority by Role
A quick starting framework. Push your primary first, then Stamina for survival, then your role's secondary. Remember that every stat formula on this server has diminishing returns, so balance beats over-stacking once your primary is covered. For how each class ranks once these stats are stacked, see the Class Tier List.
| Role | Primary | Then | Notes |
|---|---|---|---|
| Melee DPS | Strength | Stamina, crit (Dex) | Weapon must scale with Strength |
| Archer | Dexterity | Stamina, crit | Bow scales with Dexterity; Dex also feeds crit and dodge |
| Caster | Intelligence | Stamina, crit | Intelligence doubles as Mana |
| Healer | Spirit | Intelligence (Mana), Stamina | Spirit funds heals, regen, magic resist, and accuracy |
| Tank | Stamina | Strength (parry, block), Defense gear | Shield enables Block; plate armor |
| PvP (any) | role primary | Toughness, Flexibility | These two replace "Resilience"; they are gear stats |
On Rookery Isles
Rookery Isles runs the ArcheAge 3.0 "Revelation" client (the AAEmu 3.0.3.0 NL0bP fork), not the later Erenor patch. A few server-specific points to keep straight:
- The stat formulas above are the live server math, read from the game's
unit_formulastable and the combat source. The confirmed flat coefficients are: +0.2 damage per matching attribute point, +12 Health per Stamina, +12 Mana per Intelligence, +0.2 Health and Mana regen per Spirit per tick, and +1 magic resist per Spirit. - Crit, accuracy, parry, dodge, and block are level-scaled, not flat. At level 55, melee crit is about 0.027 percent per Dexterity; at level 50, accuracy is about 0.0137 percent per Strength/Spirit point. Older guides that quote these as constants are showing a level-50 snapshot.
- There is no server-enforced crit cap. The "100 percent crit" and "300 percent crit damage" ceilings are client display or community conventions, not rules this server enforces. Base crit damage is +50 percent (a 150 percent hit).
- Toughness is a real, active PvP stat from gear, not a UI label, and it is the stat that actually reduces player damage (PvP only). "Resilience" is a client label whose real function is split across Toughness and Flexibility on this build. Build PvP sets around Toughness and Flexibility.
- The confirmed Defense aggro skill is Mocking Howl. There is no "Provoke" skill in this build.
See also
- PvP Gear and Stats
- Gear Progression
- Regrading and Lunagems
- Classes Overview
- Power Builds
- Class Tier List
- PvP and Arenas
- Dungeons and Raids
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