Accuracy (abbreviated ACC) is the derived stat that decides whether a physical attack lands. Before any damage is rolled, the game weighs your accuracy against the target's avoidability and the level gap between you and the monster. Too little accuracy, or a target well above your level, and attacks miss for zero damage. Raising accuracy never increases damage; it only turns misses into hits.
Contents
How accuracy is calculated
Accuracy comes from two stats, and the relationship is the same for every class and every weapon:
base ACC = floor(DEX / 3) + floor(LUK / 6) + 5 total ACC = base ACC + gear ACC + skill ACC
DEX is the larger contributor, which is why bowmen and thieves, who lean on hit rate the most, keep DEX as a primary or secondary stat. Warriors carry enough DEX in a standard build to hit reliably, and magicians never roll to hit at all (see magic attacks below). Accuracy from equipment and from skills such as Nimble Body and Focus adds directly on top of the base value, and no class computes its base accuracy any differently.
Hit rate
Whether a physical attack connects is a single random roll, weighted by how far your accuracy sits above the target's avoidability and by the level gap. Writing avoid for the monster's avoidability:
L = max(0, monsterLevel - characterLevel) A = ACC x 100 / ((L + 51) x 5) f = 0.3 / (1 + exp((A - avoid) / 12)) roll = uniform random number in [0.95 - f, 1.05 + f] hit = roll x A >= avoid
Here exp is the natural exponential function (e raised to a power). In plain terms: A is your accuracy scaled down as the monster out-levels you (through the L term), f widens the random window when your accuracy and the target's avoidability are close, and the attack lands only when the roll clears the target's avoidability. When your accuracy sits far above the monster's avoidability the roll almost always clears it, so hits are near-certain; as the two values converge, misses climb quickly.
Why the level gap matters
The L term is what makes fighting above your level so punishing. It is not a minor adjustment: it can turn a fight that looks winnable on paper into a slog of missed swings.
A level 50 Assassin with 89 total accuracy attacking a Red Drake (level 60, avoidability 34) lands only about 14% of swings. A level-free reading of the same numbers would suggest that roughly half should hit; the ten-level gap is what collapses the real rate. Training against monsters several levels above your character therefore needs a large accuracy surplus to stay efficient, far more than the monster's raw avoidability alone implies. The same gap also reduces the damage of the hits that do land, so see Damage for that side of the penalty.
Magic attacks
Magician spells do not roll to hit. The magic attack tab shows a flat 100% hit rate, and a monster's avoidability is never checked against a spell. There is no separate magic accuracy formula and no accuracy stat for INT classes to build for hitting: a spell that reaches its target always connects.
Confidence
The base accuracy relationship, DEX and LUK into ACC, is confirmed across every class from full stat-window breakdowns with gear accounted for. The physical hit-rate formula above reflects current in-game testing and is the best model available today; the exact bounds of the random roll may be refined as more data is gathered. The magic "never miss" behavior was confirmed in pre-launch testing.
See also
- Damage: what happens once an attack lands
- Avoidability: the same roll seen from the defender's side
- Stats: how DEX and LUK are allocated
- DEX and LUK: the stats behind accuracy
- Nimble Body and Focus: skills that grant accuracy