Accuracy and Evasion
Game version 2.1.0 · Updated 11/03/2026
The hit chance is the chance each strike lands on its target; every strike rolls on its own. It decides whether an attack deals damage, so it shapes both the damage the party deals and the attacks it takes. What affects it most, in order: the gap between the attacker's Accuracy and the target's Evasion, the skill modifier and the distance modifier.
- Type matchup = 10 × (Strong pairs − Weak pairs)
- Distance modifier = −30 × max (0 when below 0)(0, Attacker's row number + Target's row number − Range)
- Others = Weapon Type Revision + Out-of-Range Accuracy Up + Aerial-Slayer − Anticipation
- Type matchup = 10 × (Strong pairs 1 − Weak pairs 0) = 10
- Distance modifier = −30 × max (0 when below 0)(0, Attacker's row number 0 + Target's row number 1 − Range 0) = −30
- Others = Weapon Type Revision 0 + Out-of-Range Accuracy Up 0 + Aerial-Slayer 0 − Anticipation 0 = 0
- Hit chance = min (The smaller one)(99, max (The larger one)(5, 50 + Attacker's Accuracy 51–52 − Target's Evasion 70 + Skill modifier 25 + Type matchup 10 + Distance modifier (−30) + Others 0)) = 36–37%
Skill modifier #
Every attack has its own Skill modifier. A normal attack has 25; a skill uses its own value instead.
| Skill | Skill modifier |
|---|---|
Decisive Torso Strike | 120–133 (by skill level) |
Precision Strike | 90 |
Wild Strike | 10 |
On a skill's page, the "Accuracy" row of the skill level table is its Skill modifier.
Types #
Strong pairs are the pairs in which the attacker's Type is strong against the target's; Weak pairs, those in which it is weak. What counts is the attacker's own Type, not the Type of the skill or weapon. When the sides have several Types, each of the attacker's Types pairs with each of the target's.
Light against Light and Dark against Dark count as weak; the game's help does not say so. Types affect damage too.
Range #
An attack is out of range when the attacker's row number plus the target's row number exceeds its range.
- The row number counts the front row as 0 and adds 1 for each row behind; when the row in front is empty, the row number is 1 less.
- Range is either Close-Range or Mid-Range, 0 and 1 respectively.
- An attack with no range, such as a bow's normal attack, is always in range.
Attacks out of range also deal less damage; see Damage.
Sure Hit and Perfect Evasion #
In these cases no roll is made and the attack always lands:
- A target that cannot act, for example when petrified.
- A target under Cannot Evade or Opening. A successful guard leaves the attacker in Opening.
- An attack carrying Sure Hit. Every attack spell classes learn carries Sure Hit, so Evasion never stops a spell.
Perfect Evasion makes an attack miss; each strike rolls its chance, which rises with skill level, as in the table below.
| Perfect Evasion | Wearing non-weapon equipment | Weapon only |
|---|---|---|
Concealment | 50%–80% | 55%–85% |
Empty Husk | 8%–20% | 15%–30% |
Damage on Evasion #
Changes in battle #
Accuracy, Evasion or the hit chance change in battle through the sources below; one or two examples of each:
- Passive skills, in effect once learned, such as Adept's Rule of Thumb.
- Buffs and debuffs: MASOLOTUraises the party's Evasion,BATILGREFlowers the enemy's Evasion;Smoke Bomblowers the Accuracy of Close-Range and Mid-Range attacks only.
- Weapon Type Revision: the hit chance rises with a weapon of the named type, as with Eruption Strike.
- Out-of-Range Accuracy Up: the hit chance rises when the target is out of range, as with Presence of Mind.
- Aerial-Slayer: the hit chance rises against flying enemies.
- Anticipation: Evasion rises when the same enemy attacks again.
How buffs and debuffs are worked out is in the Stats.












