Skip to main content

Skill Bonuses

Overview

Skill Bonuses are specialized combat abilities that unlock as players level up their weapon and armor skills. Each weapon type (swords, axes, bows, crossbows, tridents, hoes, maces, spears) and armor have their own distinct set of bonuses that enhance gameplay with unique mechanics -- from bleeding effects and AoE sweeps to conditional execute damage and death prevention.

Players earn skill XP by using specific weapon types in combat. As their skill level increases, new bonus tiers become available. Players can select up to 3 active bonuses per weapon/armor type at any time, allowing them to customize their playstyle.

Where the numbers come from

Each skill bonus has a YAML file in EliteMobs/skillbonuses/. Those files own presentation (name, description, displayMaterial, customModelData, loreTemplates, formattedBonusTemplate, unlockTier, bonusType, isEnabled) and part of the balance:

KeyRead byFormula the plugin applies
baseValue, scalingPerLevelskills that call calculateValuemin(10, baseValue + level * scalingPerLevel)
procChanceevery PROC skillmin(1, procChance + level * 0.002) — i.e. +0.2% per skill level, no per-skill cap
cooldownSecondsevery COOLDOWN skillmax(cooldownSeconds * 0.5, cooldownSeconds * (1 - level * 0.005))halves by level 100
maxStacksFortify, Returning Hasteused when greater than 0, otherwise the plugin's own stack count. Every other stacking skill has a hardcoded cap
stackBonusLegion's Discipline onlyadded to scalingPerLevel * level, then clamped by the approved curve

Anything not listed as config-driven in the tables below is a hardcoded constant in the plugin and cannot be retuned from YAML. Some skills also clamp what config can do: Harvester, Legion's Discipline and Depth Charge take min(configured, approved curve), so a config edit can only nerf them; every defensive reduction is clamped to 80%.

Each table's Key Scaling column gives the shipped defaults. If you edit a skillbonuses file, your numbers replace them.

The values below are quoted as base + per-level scaling, where the level is the player's skill level in that weapon. Where a skill's numbers are worth a concrete reference point, the level 50 value is given in brackets.

Weapon-to-Skill Mapping

SkillWeapon Items
SwordsWooden/Stone/Iron/Gold/Diamond/Netherite Sword
AxesWooden/Stone/Iron/Gold/Diamond/Netherite Axe
BowsBow
CrossbowsCrossbow
TridentsTrident
Hoes (Scythes)Wooden/Stone/Iron/Gold/Diamond/Netherite Hoe
MacesMace (1.21+)
SpearsCustom item (1.21.11+, requires resource pack)
ArmorAll armor pieces (leveled passively at 1/3 rate)

Hoes are called Scythes in the skill bonus system for thematic reasons.

How It Works

Unlock Tiers

Skill bonuses are organized into four tiers, each unlocking at a specific skill level:

TierRequired Skill LevelDescription
1Level 10Basic bonuses -- foundational combat enhancements
2Level 25Intermediate bonuses -- stronger effects and new mechanics
3Level 50Advanced bonuses -- powerful abilities with higher impact
4Level 75Master bonuses -- devastating effects and ultimate abilities

Selection Limit

Players can have a maximum of 3 active bonuses per weapon type at any time. This means players must choose which bonuses to equip, creating meaningful build decisions. Selections are saved to the database and persist across sessions.

Selection Menu

Players can manage their skill bonus selections through the in-game Skill Bonus Menu. The menu displays all available bonuses for each weapon type, organized by tier. Bonuses that the player has not yet unlocked (due to insufficient skill level) are shown but cannot be selected. Active bonuses can be toggled on and off through the menu.

How Bonuses Are Applied

  • On login: All active bonuses are applied to the player automatically.
  • On weapon switch: Passive effects (like movement speed, knockback resistance, and reach) are toggled based on the weapon currently held.
  • In combat: Proc, conditional, stacking, and cooldown bonuses are processed when dealing or receiving damage from elite mobs.
  • On logout: All bonuses are removed and selections are saved.

How offensive bonuses stack

Damage bonuses from weapon skills combine additively, for every weapon type. Each active bonus contributes only its bonus fraction, and those fractions are summed:

totalMultiplier = 1.0 + (m1 - 1.0) + (m2 - 1.0) + (m3 - 1.0) + ...

Three bonuses at 1.2x each therefore give 1.6x, not the 1.73x that multiplicative compounding would produce. Cross-skill debuffs read off the target -- Hunter's Mark, Death Mark, Judgment, Expose Weakness, and a ready Riposte -- fold into the same sum.

Critical strikes are not part of this sum. They are applied as a separate 1.5x step before the skill layer runs, so a large skill bonus can never absorb a crit. (Axes previously used a max-wins rule here, which meant only the single largest bonus applied and any axe hit where a skill beat 1.5x silently discarded the critical strike.)

Bonus Types

Every skill bonus belongs to one of five types that determine how it triggers:

TypeHow It WorksExample
PROCChance-based trigger on specific events (attacks, being hit). Each hit rolls against the proc chance."15% chance to cause bleeding on hit"
PASSIVEAlways active when selected and the correct weapon is equipped. No trigger needed."Increased movement speed while wielding a sword"
CONDITIONALActive only when specific conditions are met. The bonus applies automatically when the condition is true."Bonus damage when target is below 30% HP"
STACKINGBuilds up over repeated actions. Stacks accumulate and decay over time if the action stops."Consecutive hits increase attack speed, up to 5 stacks"
COOLDOWNPowerful effect that triggers once and then has an internal cooldown before it can activate again."Survive fatal damage (60s cooldown)"

Swords

Swords bonuses focus on finesse, speed, and precision combat with a mix of offensive and defensive options.

NameTypeTierDescriptionKey Scaling
LacerateProc1Attacks can cause bleeding. Bleed deals a share of the triggering hit once per second for 5 seconds.Proc: +0.2%/lvl (procChance is unset in swords_lacerate.yml, so it starts at 0 and reaches 10% at lvl 50). Bleed: 8% of the hit per tick, +0.1%/lvl (40% total at lvl 0).
PoisePassive1Reduces knockback taken while wielding a sword. Applied as an attribute modifier.Hardcoded: 20% base, +0.3%/lvl (max 50%).
Swift StrikesPassive1Increases movement speed while wielding a sword. Walk speed is increased directly.Hardcoded: +0.05 walk speed base, +0.001/lvl (max +0.15). Vanilla walk speed is 0.2, so this is a +25% to +75% relative increase.
FlurryStacking2Consecutive hits increase attack speed via attribute modifier. One stack falls off every 3 seconds of not attacking.Hardcoded: 5 max stacks, +0.065 attack speed per stack, +0.001/lvl. Vanilla attack speed is 4.0, so 5 stacks at lvl 50 is about +14%.
RiposteCooldown2After blocking an attack, your next attack (within 3s) deals bonus damage.Damage hardcoded: 1.83x base, +1%/lvl (max 3.0x). Cooldown from config: 10s, -0.5%/lvl (floor 5s).
Expose WeaknessProc2Chance to debuff the target, reducing its defense for 5 seconds. Future hits deal bonus damage to debuffed targets.Proc from config: 20% + 0.2%/lvl. Defense reduction hardcoded: 10% base, +0.2%/lvl.
DuelistConditional3Deal bonus damage when fighting a single enemy (no other elite mobs within 10 blocks).Hardcoded: 45% base, +0.6%/lvl (no cap). [+75% at lvl 50]
Finishing FlourishConditional3Deal bonus damage to enemies below 30% health (execute effect).Hardcoded: 50% base, +1%/lvl.
ParryConditional3Reduces damage taken while blocking with a sword. Provides extra damage reduction on top of normal blocking.Hardcoded: 30% base, +0.5%/lvl (max 60%).
Vorpal StrikeCooldown4Critical hits deal bonus damage. Only triggers on critical strikes, and messages you when it comes off cooldown.Damage hardcoded: 1.45x base, +0.006x/lvl (max 2.5x). Cooldown from config: 30s, -0.5%/lvl (floor 15s).

Axes

Axes bonuses emphasize raw power, heavy hits, and breaking through enemy defenses.

NameTypeTierDescriptionKey Scaling
Devastating BlowProc1Chance to deal bonus damage on hit. Creates an explosion visual effect. Has a 1.5s internal proc cooldown to defeat autoclickers.Proc from config: 8% + 0.2%/lvl. Multiplier hardcoded: 1.5x base, +0.01x/lvl (no cap).
WoundProc1Chance to inflict a deep wound that bleeds once per second over 4 seconds.Proc from config: 12% + 0.2%/lvl. Bleed hardcoded: 10% of the hit per tick, +0.15%/lvl (40% total at lvl 0).
ExecutionerConditional2Deal bonus damage to enemies below 40% health.Hardcoded: 40% base, +0.8%/lvl.
StaggerProc2Chance to stagger enemies, applying Slowness and Weakness.Proc from config: 10% + 0.2%/lvl. Duration: 2s, +1 tick per 10 lvls. Slowness scales to III by lvl 60; Weakness stays at I until lvl 50, then II.
MomentumStacking3Consecutive hits build damage stacks. One stack falls off every 2 seconds of not attacking.Hardcoded: 8 max stacks, 3% damage/stack, +0.04%/lvl (max 8%/stack). [5%/stack, +40% at a full bar, at lvl 50]
TimberPassive4Passively increases axe damage and improves shield-breaking capability.Hardcoded: damage 10% base, +0.2%/lvl. Shield disable 30% base, +0.3%/lvl. Neither is capped.

Bows

Bows bonuses reward ranged precision with debuffs, multi-target effects, and scaling damage for focused play.

NameTypeTierDescriptionKey Scaling
FrostbiteProc1Chance to slow and fatigue enemies on arrow hit for 3 seconds. Also carries an always-on damage bonus.Proc from config: 15% + 0.2%/lvl. Damage hardcoded: 40% base, +0.8%/lvl. Slowness II-IV and Mining Fatigue I-III (min(2, lvl/30)).
Pack HunterConditional1Deal bonus damage for each nearby ally (other players within 10 blocks). Capped at 3 allies.Hardcoded: 20%/ally base, +0.4%/lvl. Max bonus: 60% at 3 allies [120% at lvl 50].
MultishotProc2Chance to fire additional arrows on hit. Extra arrows deal 50% damage.Proc from config: 20% + 0.2%/lvl. Extra arrows: 2 + (level/40), so 2-4 arrows.
OverdrawConditional2Bonus damage for holding bow longer than 1.5 seconds. Bonus scales with overdraw time, capped at 2x base.Hardcoded: 10% base, +0.3%/lvl. Max potential: 3x the base bonus with full overdraw.
Hunter's MarkProc2Chance to mark enemies, causing them to glow and take bonus damage from you for 10 seconds.Proc from config: 25% + 0.2%/lvl. Mark bonus hardcoded: 11% base, +0.2%/lvl.
RicochetProc3Chance for arrows to bounce to the nearest enemy within 5 blocks. Bounce deals a percentage of original damage.Proc from config: 15% + 0.2%/lvl. Ricochet damage hardcoded: 55% base, +0.5%/lvl.
Wind RunnerPassive3Successful hits grant a Speed potion effect for 5 seconds.Hardcoded: Speed I to III (min(2, lvl/30), so II at lvl 30, III at lvl 60).
BarrageStacking3Consecutive hits increase damage. Stacks reset after 2.5 seconds without a hit.Hardcoded: 5 max stacks, 5% damage/stack, +0.06%/lvl.
Ranger's FocusStacking4Hitting the same target repeatedly increases damage. Switching targets or 3 seconds without a hit resets stacks.Hardcoded: 8 max stacks, 3%/stack, +0.04%/lvl. [5%/stack, +40% at a full bar, at lvl 50]
Dead EyeCooldown4Critical shots deal massive bonus damage with particle effects. Only fires on a critical strike.Damage hardcoded: 3.3x base (+230%), +0.05x/lvl. Cooldown from config: 45s, -0.5%/lvl (floor 23s).

Crossbows

Crossbow bonuses favor tactical play with positioning mechanics, explosive effects, and opening-shot advantages.

NameTypeTierDescriptionKey Scaling
Steady AimConditional1Bonus damage when standing still for at least 1.5 seconds. Bonus increases the longer you stand still, maxing out at 4.5s total.Hardcoded: 25% base, +0.3%/lvl. Max potential: 3x the base bonus.
Quick ReloadPassive1Successful hits grant a temporary movement speed boost via attribute modifier for 3 seconds.Hardcoded: +0.03 movement speed base, +0.001/lvl.
Explosive TipProc2Chance for bolts to explode on impact, dealing AoE damage to nearby enemies.Proc from config: 15% + 0.2%/lvl. AoE damage hardcoded: 55% base, +0.5%/lvl. Radius: 4.0 + 0.02/lvl.
Hunter's PreyConditional2Deal bonus damage to targets below 50% health.Hardcoded: 45% base, +0.6%/lvl.
Heavy BoltsPassive3Bolts deal bonus damage and apply knockback to targets.Hardcoded: damage 10% base, +0.2%/lvl. Knockback: 1.2 base, +0.01/lvl.
Suppressing FireProc3Chance to apply Weakness and Slowness II for 4 seconds on hit.Proc from config: 20% + 0.2%/lvl. Weakness scales I to III (min(2, lvl/30)); Slowness is fixed at II.
Arrow RainCooldown4Rain 15 arrows (5 waves of 3) on the target location. Arrows deal a percentage of weapon damage.Arrow damage hardcoded: 12% base, +0.18%/lvl (capped at 30%). Cooldown from config: 30s, -0.5%/lvl (floor 15s).
First BloodConditional4Massive bonus damage on first hit to targets at full health (99%+ HP).Hardcoded: 83% base, +1%/lvl.

Tridents

Trident bonuses embrace aquatic themes with lightning, water surges, and environment-dependent mechanics.

NameTypeTierDescriptionKey Scaling
ImpaleProc1Chance for trident attacks to deal massively increased damage.Proc from config: 20% + 0.2%/lvl. Multiplier: 1.29 + calculateValue (config 0.50 + 0.01/lvl) -- 1.79x at lvl 0, 2.29x at lvl 50.
SnareProc1Chance to heavily slow and ground targets for 3 seconds.Proc from config: 25% + 0.2%/lvl. Slowness amplifier: floor(1.0 + 0.02 * lvl) -- Slowness II at lvl 0, III at lvl 50, IV at lvl 100.
Tidal SurgeCooldown2Creates a water surge that knocks back and damages nearby enemies within 5 blocks. Splash particle effect.AoE damage hardcoded: 30% of the hit, +0.6%/lvl [60% at lvl 50]. Knockback: 1.5 base, +0.02/lvl. Cooldown from config: 20s, -0.5%/lvl (floor 10s).
Storm CallerProc2Chance to strike lightning at the target, dealing additional lightning damage.Proc from config: 15% + 0.2%/lvl. Lightning damage hardcoded: 50% base, +1%/lvl.
Poseidon's FavorPassive2On hit, grants Water Breathing, Dolphin's Grace, and Conduit Power for 10 seconds. Also provides a passive damage bonus.Damage: 0.10 * calculateValue -- 10% at lvl 0, +0.2%/lvl. Dolphin's Grace amplifier: floor(1.0 + 0.02 * lvl) -- level II at lvl 0, III at lvl 50, IV at lvl 100. Water Breathing and Conduit Power are always level I.
Riptide MasteryConditional3Bonus damage when in water or rain. If both conditions are met, the bonus is multiplied by 1.5x.0.16 + calculateValue (config 0.35 + 0.007/lvl) -- 51% at lvl 0, 86% at lvl 50. Both conditions: bonus x1.5 [129% at lvl 50].
Returning HasteStacking3Consecutive thrown-trident hits build damage stacks. Melee trident hits do not stack. Stacks decay after 3 seconds without a throw.5 max stacks (config maxStacks is unset). Per stack: 0.05 + calculateValue * 0.01 -- about 5.06%/stack, growing only 0.0012%/lvl.
UndertowProc3Chance to pull targets toward the player on trident hit.Proc from config: 20% + 0.2%/lvl. Pull strength: 1.0 + calculateValue (config 1.0 + 0.02/lvl) -- 2.0 at lvl 0, 3.0 at lvl 50.
Depth ChargeConditional4When the target is standing in water, deal increased damage plus a 4-block AoE hit.min(configured, approved) -- both curves are 30% base, +0.25%/lvl, so 42.5% at lvl 50. AoE splash: 10% base, +0.1%/lvl.
Leviathan's WrathCooldown4Massive AoE water attack with three lightning strikes. Damages all nearby enemies within 6 blocks.Damage hardcoded: 3.0x base, +0.04x/lvl [5.0x at lvl 50]. Cooldown from config: 60s, -0.5%/lvl (floor 30s).

Hoes (Scythes)

Hoe bonuses lean into a dark reaper fantasy with life drain, death marks, and risk-reward mechanics.

NameTypeTierDescriptionKey Scaling
Soul DrainProc1Chance to drain health from enemies, healing you for a share of the damage dealt.Proc from config: 20% + 0.2%/lvl. Drain fraction is min(1, calculateValue), and the shipped config (1.0 base) already sits at that ceiling, so a proc heals for 100% of the hit -- hard-capped at 10% of your max HP per proc.
Reaper's HarvestConditional1Deal massive bonus damage to enemies below 25% health (execute effect).From config: 100% base, +2%/lvl (calculateValue ceiling is 10.0, i.e. +1000%).
Grim ReachPassive1Extended interaction range via attribute modifier while holding a hoe. Also provides a passive damage bonus.Damage from config: 50% base, +1%/lvl. Reach hardcoded: 1.0 + 0.013/lvl blocks (max 2.0).
Soul SiphonStacking2Each elite killed with a hoe grants a stacking damage bonus. Stacks decay after 12 seconds without a kill.10 max stacks. Per stack: calculateValue / 10 -- 0.3%/stack, +0.006%/lvl (3% at a full bar at lvl 0, 3.6% at lvl 100).
Death MarkProc2Chance to mark enemies for death. Marked enemies glow and take increased damage for 15 seconds.Proc from config: 25% + 0.2%/lvl. Mark bonus from config: 50% base, +1%/lvl.
HarvesterPassive2Always-on passive damage bonus that also increases Elite Coin rewards.min(configured, approved) -- both are 10% base, +0.1%/lvl. The loot bonus reuses the same value, capped at 20%.
Scythe SweepProc3Chance to sweep hit nearby enemies within 3 blocks, dealing AoE damage.Proc from config: 30% + 0.2%/lvl. Sweep damage hardcoded: 45% of the hit, +0.6%/lvl [75% at lvl 50].
Reap What You SowConditional3Deal more damage while below 50% health.From config: 50% base, +1%/lvl [+100% at lvl 50]. Flat bonus -- it does not scale further with how low your health is.
Spectral ScytheCooldown4Launch a spectral projectile that pierces through enemies over 10 blocks, damaging each enemy in its path once.Damage hardcoded: 2.0x weapon damage base, +0.04x/lvl [4.0x at lvl 50]. Cooldown from config: 25s, -0.5%/lvl (floor 13s).
Death's EmbraceCooldown4Cheat death -- when you would take fatal damage while holding a hoe, instead heal to 20% HP. Also provides a passive damage bonus.Passive damage from config: 100% base, +2%/lvl. Cooldown from config: 60s, -0.5%/lvl (floor 30s).

Maces

Mace bonuses channel a paladin-like theme with holy damage, crowd control, and divine protection.

NameTypeTierDescriptionKey Scaling
ConcussionProc1Chance to daze enemies, applying Weakness for 3 seconds.Proc from config: 15% + 0.2%/lvl. Weakness I to III (min(2, lvl/25)), maxed from lvl 50.
Crushing BlowProc1Chance to land a crushing hit for heavily increased damage.Proc from config: 12% + 0.2%/lvl. Crushing hit hardcoded: 1.34x base, +0.8%/lvl [1.74x at lvl 50].
Righteous FuryStacking1Build fury stacks on hit, increasing your damage with each consecutive attack.Hardcoded: 5 max stacks, 3%/stack, +0.1%/lvl [8%/stack, +40% at a full bar, at lvl 50]. Decay: 2.5s without a hit.
JudgmentProc2Mark enemies for judgment, causing them to take increased damage from subsequent attacks.Proc from config: 20% + 0.2%/lvl. Judgment bonus from config: 40% base, +0.5%/lvl [65% at lvl 50]. Duration: 10s. Judged enemies glow.
ShatterCooldown2Slam the ground, dealing AoE damage and slowing nearby enemies.Damage hardcoded: 70% base, +1.5%/lvl [145% at lvl 50]. Radius: 5 blocks. Slowness II for 3s. Cooldown from config: 15s, -0.5%/lvl (floor 8s).
Divine ShieldCooldown2When taking fatal damage while holding a mace, become invulnerable briefly and be set to 2 hearts instead of dying.Invulnerable for 2s, health set to 4 HP. Cooldown from config: 120s, -0.5%/lvl (floor 60s).
ConsecrationCooldown3Create holy ground that continuously damages enemies standing within it.Damage hardcoded: 1.4 HP/second base, +0.02 HP/lvl [2.4 HP/s at lvl 50]. Radius: 4 blocks. Duration: 5s (5 ticks). Cooldown from config: 25s, -0.5%/lvl (floor 13s).
Stunning ForcePassive3Increased knockback on mace attacks with a chance to root enemies in place.Hardcoded: knockback 1.5x base, +0.02/lvl. Root chance 15% base, +0.3%/lvl (max 35%). Root duration: 2s.
Hammer of WrathCooldown4Deal massive damage to enemies below 30% health. Execute-style ability on cooldown.Damage from config: 3.0x base, +0.05x/lvl (ceiling 10.0x). Threshold: below 30% HP. Cooldown from config: 30s, -0.5%/lvl (floor 15s).
Avatar of JudgmentCooldown4Become an avatar of divine wrath for 10 seconds, gaining a large damage boost plus Glowing and Speed I.Damage boost from config: 2.0x base, +0.03x/lvl [3.5x at lvl 50, ceiling 10.0x]. Duration: 10s. Cooldown from config: 90s, -0.5%/lvl (floor 45s).

Spears

Spear bonuses emphasize reach, formation fighting, and disciplined combat tactics.

NameTypeTierDescriptionKey Scaling
First StrikePassive1Deal bonus damage to full-health enemies. Rewards opening attacks.From config: 30% base, +0.5%/lvl [55% at lvl 50].
Long ReachPassive1Increases attack range via the entity interaction range attribute modifier. Applied when holding a spear.From config: +0.5 blocks base, +0.01/lvl [+1.0 at lvl 50].
Precision ThrustProc1Chance to deal critical damage on spear attacks.Proc from config: 10% + 0.2%/lvl. Crit multiplier from config: 1.5x base, +0.01x/lvl, capped at 3.0x.
PhalanxPassive2Reduced damage taken from frontal attacks (within a ~90 degree arc) while holding a spear.From config: 15% base, +0.2%/lvl, clamped by the shared 80% defensive ceiling.
Impaling StrikeProc2Chance to cause bleed damage over time on spear attacks.Proc from config: 15% + 0.2%/lvl. Bleed hardcoded: 8% of the hit per tick, +0.14%/lvl, hard-capped at 15%/tick. 5 ticks over 5s.
Vortex ThrustCooldown2Pull nearby enemies within 5 blocks toward your target, grouping them up for AoE attacks.Pull velocity hardcoded: 0.8. Slowness II for 2s. Cooldown from config: 18s, -0.5%/lvl (floor 9s).
Legion's DisciplineStacking3Consecutive hits increase damage. Stacks drop after 2.5 seconds without landing a hit.10 max stacks. min(configured, approved) -- both are 2.5%/stack, +0.015%/lvl.
VanguardCooldown3Charge 10 blocks forward, damaging all enemies in a 2-block-wide path.Damage hardcoded: 100% base, +3.3%/lvl [265% at lvl 50]. Cooldown from config: 20s, -0.5%/lvl (floor 10s).
Polearm MasteryPassive4Attack speed and damage increase. Attack speed is applied via attribute modifier when holding a spear.Damage from config: 20% base, +0.3%/lvl [35% at lvl 50]. Attack speed hardcoded: 40% base, +0.5%/lvl [65% at lvl 50].
ImpalerCooldown4Pin an enemy in place for 3 seconds, dealing massive damage. Will not re-trigger on an already-pinned target.Damage from config: 4.0x base, +0.05x/lvl (ceiling 10.0x). Cooldown from config: 45s, -0.5%/lvl (floor 23s).

Armor

Armor bonuses are defensive skills that activate when receiving damage from elite mobs. They focus on survivability, damage reduction, and counter-attacks.

Armor bonuses scale with your Armor skill level

Every armor bonus reads baseValue / scalingPerLevel / procChance / cooldownSeconds from its skillbonuses/armor_*.yml file, so a higher Armor skill means stronger reductions, higher dodge chance and shorter cooldowns. Reductions are still clamped to 80% per skill and 85% in aggregate.

NameTypeTierDescriptionKey Scaling
EvasionProc1Chance to completely dodge incoming attacks, taking zero damage.Proc: 10% base, +0.2%/lvl [20% at lvl 50]. Full dodge on proc.
Iron StanceConditional1Gain damage reduction when standing still for at least 1 second. Rewards stationary positioning.30% base, +0.6%/lvl [60% at lvl 50], clamped at 80% (reached around lvl 84).
Battle HardenedPassive1Passive damage reduction from all sources. Always active when selected.20% base, +0.4%/lvl [40% at lvl 50], clamped at 80%.
RetaliationProc2Chance to reflect damage back to attackers when hit.Proc: 25% base, +0.2%/lvl [35% at lvl 50]. Reflect is a hardcoded 50% of the incoming hit.
Adrenaline SurgeCooldown2When health drops below 30%, gain Speed and Strength plus a flat damage reduction window.Buff amplifier: floor(1.0 + 0.02 * lvl) -- Speed/Strength II at lvl 0, III at lvl 50, IV at lvl 100. Duration: 100 + calculateValue * 40 ticks (9s at lvl 50). Damage reduction: hardcoded flat 20% while the surge runs. Cooldown: 45s, -0.5%/lvl (floor 23s).
FortifyStacking3Build damage reduction stacks when taking damage. Stacks decay after 10 seconds without being hit.5 max stacks. Per stack: 0.05 * calculateValue, capped at 80%/5 = 16% -- 5%/stack at lvl 0, 10%/stack at lvl 50 (50% at a full bar).
Second WindCooldown3Automatically heal when health drops below 25%. Triggers once per cooldown.Heal: 0.20 + calculateValue * 0.10 -- 30% at lvl 0, 40% at lvl 50, 50% at lvl 100. Cooldown: 60s, -0.5%/lvl (floor 30s).
GritConditional3Gain increased damage reduction when below 50% health. The lower your health, the more reduction.Ceiling: 0.5 * calculateValue -- 25% at lvl 0, 50% at lvl 50, 75% at lvl 100, clamped at 80%. Reduction ramps linearly from 0% at 50% post-hit HP to that ceiling at 0 HP.
Last StandCooldown4Survive a fatal blow once per cooldown, being saved at 1 heart instead of dying.Prevents death, restores to 1 heart (2 HP). Cooldown: 120s, -0.5%/lvl (floor 60s).
Reactive ShieldingCooldown4When taking a big hit (10%+ of max HP), activate a temporary damage reduction shield.Shield: 0.50 + calculateValue * 0.25, clamped at 80% -- reached from Armor level 20, so effectively always 80% (tier 4 unlocks at level 75). Duration: 5s. Cooldown: 30s, -0.5%/lvl (floor 15s). Triggers on hits of 10%+ max HP.

How defensive bonuses combine

Damage reductions from armor bonuses compose multiplicatively -- each one runs against the already-reduced damage. Two ceilings keep that from reaching immunity:

  • Per-skill clamp: 80%. No single bonus may reduce a hit by more than this. Reactive Shielding reaches it at Armor level 20 and therefore always sits on it; Iron Stance, Battle Hardened, Grit and Phalanx all climb toward it with skill level and are cut off there.
  • Aggregate ceiling: 85%. Every skill source combined can never take a hit below 15% of what it would have been. Without it, three sources at the per-skill clamp would multiply out to 99.2% total reduction.

Full negation is a separate mechanic and sits outside the aggregate ceiling: Evasion, Last Stand and Divine Shield (maces) cancel the damage event entirely rather than reducing it, so they take you to zero damage regardless.

See Skill Bonuses in the Damage Pipeline for how this interacts with the rest of the damage formula.