Mechanic
Evasion
Evasion Rating grants an entropy-based chance to Evade enemy Hits completely. The actual chance compares the defender's Evasion Rating with the Accuracy Rating of the attacker.Catalog version 0.5.4d
No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.
What Evasion does
Current rulesAgainst monsters, Evasion can avoid most Hits, including Spell Hits, except boss skills signalled by a red flash. An Evaded Hit deals no damage and applies no Hit effects. Evasion is not independent random luck: its shared entropy counter spaces successful enemy Hits over time.
- Accuracy and Evasion determine the chance
- Uncapped chance to Hit equals Accuracy times 1.25, divided by Accuracy plus 0.3 times Evasion, then expressed as a percentage. The exact result therefore changes with the specific attacker.
- Chance is capped from 5% to 95%
- Chance to Hit cannot fall below 5%, so chance to Evade cannot exceed 95%. Effects that Always Hit, Cannot Evade, or state that a Hit cannot be Evaded bypass the normal calculation.
- Player Evasion works against most monster Hits
- Since 0.3.0, player Evasion applies to most monster Hits without separating Attacks from Spells. Boss skills with a red flash bypass Evasion.
- Players and monsters use different offensive rules
- Monsters can Evade player Attack Hits through Accuracy, but monsters cannot Evade player Spell Hits. This offensive distinction does not restrict a player's Evasion against ordinary monster Spell Hits.
- Evasion uses entropy
- Enemy Hit attempts add their chance to Hit to one shared entropy counter. A result at or above 100 Hits and subtracts 100; a lower result Evades. The counter is randomised for the first attempt or after 100 server ticks without an attempted Hit.
- Critical Hits get a second Evasion check
- If the first Evasion check fails and the Hit would be Critical, Evasion is checked again independently. Passing the second check downgrades the Critical Hit to a non-Critical Hit. This second check does not change entropy.
- Projectile collision is prevented
- Evading a Projectile Hit prevents its collision with the target as well as its damage and other Hit-related effects.
- Pinned and Parried targets cannot Evade Attacks
- Pinned targets cannot Evade Attacks, and the Parried debuff from Parry negates Evasion. Blind and Maim instead reduce Evasion Rating rather than automatically setting the chance to zero.
What happens during an Evasion check
8 casesBypasses player Evasion. Move out of the attack or use another applicable defence.
After the ordinary check fails, Evasion is tested again independently. Success downgrades the Critical Hit to a non-Critical Hit.
Related: Critical Hit, AccuracyThe player's Accuracy is checked against monster Evasion. Distance can reduce player Accuracy for faraway Attacks.
Related: Attack, Accuracy, ProjectileIron Reflexes converts all Evasion Rating to Armour, so that rating no longer supplies its ordinary avoidance.
Related: Armour, Iron Reflexes passiveRare monster modifiers
1 linked100% increased Evasion Rating.
Limits and exceptions
7 rules- Evasion does not reduce the damage of a Hit that gets through.
- Effects that Always Hit or cannot be Evaded bypass the normal Accuracy-versus-Evasion check.
- Pinned targets cannot Evade Attacks.
- Red-flash boss Hits bypass player Evasion.
- The character-sheet estimate uses a reference monster Accuracy and is not the exact chance against every attacker.
- Entropy prevents long purely random streaks but does not guarantee that every attacker has the same chance to Hit.
- A monster cannot Evade a player Spell Hit, but it can Evade a player Attack Hit.







































