Combat & Attributes

Every Hunter and monster carries the same attribute sheet. Understanding it explains why a build can shred monsters yet feel fair against players.

One attribute sheet for everyone

Adventurers and monsters share a single combat attribute set. Damage and survivability are computed from the same stats on both sides, so reading the sheet tells you exactly which levers a piece of gear or a buff is pulling.

The sheet splits cleanly into offence, defence, sustain, resources and utility. The defining design choices below all fall out of how those stats are structured.

Physical and magical are separate damage channels

Outgoing and incoming damage are tracked independently for physical and magical sources. Physical Increase / Physical Reduction govern weapons and arrows; Magical Increase / Magical Reduction govern spells. A set built to resist one channel does little against the other, so itemising defence means knowing what's hitting you.

PvP and PvE damage scale separately

This is the most important balance fact in the game. Damage dealt to players and damage dealt to monsters run through different multipliers — PvP Damage Increase/Reduction and PvE Damage Increase/Reduction. Weapons reinforce this with separate PvP and PvE coefficients.

Consequence: gear can be tuned to melt monsters while staying balanced against other Hunters. A high-PvE build clears the map fast but isn't automatically a threat in a duel.

Penetration, toughness-break and blocking

Defence Penetration
Ignores a slice of the target's Defence — your answer to heavily armoured monsters and tanky players.
Toughness-Break Rate
How fast your hits drain enemy poise to stagger them. A poise/stagger layer sits on top of raw HP.
Block Rate
How much a guarded hit absorbs, paired with Block Cost Reduction to lower the stamina you spend holding guard — an active-block system, not passive armour.
Final Damage Increase / Reduction
A last multiplier applied after everything else, so it compounds with the rest of your offence or defence.

Why utility stats matter in an extraction game

Interaction Speed isn't a throwaway stat here. Looting and reviving are timed channels, so faster interaction means less time exposed while you're vulnerable. Move Speed and Cast Speed feed the same logic: survival is often about how briefly you're a target.

Combat Value (gear score)

An aggregate Combat Value rolls your sheet into a single gear score. It feeds matchmaking, so over-gearing a low-tier raid can place you against tougher lobbies — see Raids & Match Rules.

Player tips

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  • Weak Point CritsHitting weak points triggers Critical Hits for increased damage and impact. The head is a weak point for both Gyldhunters and most monsters.
  • Effective RangeRanged attacks each have their own effective ranges. Exceeding these ranges will cause damage and Impact to both diminish.
  • Super Armor ClashWhen a melee attack hits and both parties have Super Armor, a Super Armor Clash occurs, interrupting both parties and causing them to lose equal amounts of Energy.
  • Hammer TechniqueWhen using a Hammer as Mercenary, hold Minor Action to charge up an attack. Upon successfully charging, release to perform a long-range rush attack and gain Super Armor while attacking.
  • Differences between Ranged and MeleeMelee classes' attacks have stronger capabilities to reduce Poise, making it easier to stagger monsters.

From the in-game codex

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Frequently asked questions

Does the same gear perform differently against players and monsters?

Yes. PvP and PvE damage are governed by separate increase/reduction multipliers, and weapons carry distinct PvP and PvE coefficients, so a build can be far stronger against monsters than against players.

Is there a poise or stagger system?

Yes. Toughness-Break Rate depletes an enemy's toughness to stagger them, a layer that sits on top of their health pool.

Put it to use

How this system behaves is based on Mistfall Hunter's own game data. Exact tuning numbers — stat values, drop rates and prices — are confirmed with the full release on July 29, 2026.