Hit Rate

From Welcome to Elderfield Wiki
Jump to navigation Jump to search

Hit Rate (HIT) is an additive accuracy rate. The player's base Hit Rate is 90%, before equipment and states. A +5% Hit Rate bonus adds five percentage points, taking 90% to 95%.

How it works

Ordinary physical actions multiply their listed success chance by the user's Hit Rate; ordinary magical actions use their listed success chance without that physical HIT multiplier. Evasion is a separate check. Certain-hit actions bypass ordinary evasion. Individual action sequences can perform their own hit check or force a hit, so the displayed rate is not a universal final success percentage for every action. See accuracy calculations.

Permanent changes

Character levels and Flasks of the Gods do not directly increase this rate. The equipment below applies while worn; forge changes remain on the equipment. States and consumables are listed separately with their duration.

Equipment

Only equipment that directly changes this stat or rate is listed here. Values are the item’s normal values at its named item level, before additional forge upgrades. Flat bonuses add; percentage core-stat and special-rate traits multiply. Hit, Critical, Counter and Reflect bonuses add percentage points. Click an item for its other effects and acquisition methods.

Within each slot, matching modifiers are grouped from highest to lowest. Equipment within each group is ordered by the +level in its name, lowest to highest; items without a +level come first. Flat and percentage modifiers are listed separately.

Weapon (85)
Modifier ↓ Equipment · level ↑
+50% Golden Gun +7
+25% Seeing Sword +7
+20% Crystal Dagger +7; Silver Scimitar +7; Dagger of Valtris +8; Tainted Spear +8; Vile Spear +10
+15% Iron Cestus +7; Nunchaku +7; Whip of Delvek +8; Tentacle Blade +10
+10% Brass Knuckles; Ornate Dagger; Syringe; Royal Dagger +1; Crescent Bladestaff +3; Light Bladestaff +3; Rapier of the Dead God +3; Icicle Spear +4; Dagger of Hope +5; Poisoned Cutlass +5; Smile Carver +5; Stiletto +5; Steel Quickblade +6; Blacksteel Quickblade +7; Cat's-Eye Spear +8; Encrusted Blade +10; Forbidden Lorebook +10; Vile Quickblade +10
+8% Brutal Knife +3
+5% Rusty Scissors; Wooden Stick; Stone Shortsword +1; Wooden Staff +1; Iron Shortsword +3; Ritual Blade +3; Sacrificial Blade +3; Staff of Darkness +3; Royal Staff +4; Verdite Quickblade +4; Holy Bludgeon +5; Icicle Sword +5; Improvised Sickle +5; Platinum Quickblade +5
-5% Gnawed Bone Club +3; Brutal Maul of Kaal +8
-10% Fire Extinguisher; Pumpkin-Carver +3; Blackblade +5; Jailer's Blade +5; Jester's Staff +5; Kaal's Executioner +5; Crystal Battleshield +7; Ornate Greataxe +8; Vile Greataxe +10
-15% Wooden Club; Bone Chopper +2; Metal Bat +2
-20% Iron Halberd +2; Spiked Bat +2; Bloody Cleaver +3; Poison Greatsword +3; Verdite Greatsword +4; Axe of Misfortune +5; Bonecrusher +5; Bonesplitter +5; Crystal Greatstaff +5; Harvester +5; Heathen's Flail +5; Oldwood Greatstaff +5; Platinum Greatsword +5; Steel Greatsword +6; Blacksteel Greatsword +7; Hungry Battleshield +7; Icicle Greatword +7; Divine Mageblade +10; Vile Greatsword +10
-25% Giant Club +5; Pumpkin-Smasher +5
-30% Triangle Greatsword +4; The Decimator +10
-35% Greatsword of the Dead God +5; Lead Greataxe +7; Executioner's Greataxe +8
-50% Gargantuan Greatsword +10
Offhand (3)
Modifier ↓ Equipment · level ↑
+10% Seeker's Orb; Lamp of Light +5
-5% Wanderer's Orb

Equipment without a confirmed current source

These entries are kept separate from obtainable equipment.

Weapon (2)
Modifier ↓ Equipment · level ↑
+25% Ritual Spear +5 — No confirmed acquisition method
-30% Blade of the Hopeless +10 — No confirmed acquisition method

Forge upgrades

These change the equipment permanently, including eligible items that start with no bonus to this stat. The benefit applies while the item is equipped. The level range is checked before the upgrade. Clear Gem removes the most recent upgrade and its changes.

Gem Change per upgrade Eligible equipment Current item level Notes
Perfect Focus Gem +4 percentage points to the equipment trait Weapons 10–15 —
Riptide Gem +2 percentage points to the equipment trait Weapons 10–15 —
Insensate Gem +4 percentage points to the equipment trait Weapons 0–10 —
Greater Focus Gem +4 percentage points to the equipment trait Weapons 0–10 —
Lesser Focus Gem +4 percentage points to the equipment trait Weapons 0–5 —
Chipped Focus Gem +2 percentage points to the equipment trait Weapons 0–5 —

Food, cookies and potions

Only the stat effect is shown; ordinary HP/MP restoration has been omitted. Reapplying the same one-stack food or cookie state does not add another copy of its percentage bonus.

Item Relevant effect Duration / limitation
Blessing Potion of Panic Applies Panic if absent; maximum one stack. Persistent blessing
Greater Potion of Panic
Fickle Potion of Panic
Adds one Panic stack, up to five. The Fickle Potion also has a 50% chance of a random curse. Persistent blessing / possible curse
Restore Potion of Fear Removes Fear and its stacks, reversing that penalty. Curse removal
Mystery Sandwich +20 percentage points Three-turn battle state; the food description says four turns
Cup of Tea +10 percentage points Persistent blessing; not a permanent base-stat gain
Ghost Egg +10 percentage points Persistent blessing; not a permanent base-stat gain
Sweet Cookie +15 percentage points Until midnight

Random common blessings from Lesser Holy Water, Greater Holy Water, Blood of the Gods, Aged Rum, Soul Stew can also select Panic. Spoiled Rations, Blood of the Gods and the adverse effects of Fickle Potions can select Fear. God Shrines, Mysteries and Sleep Events can likewise award random common blessings or curses. These change the active modifier, not the permanent base stat.

Lemonade also rolls for random common effects: a 6 grants two blessings, a 5 grants one blessing, and a 3 or 4 grants one curse.

Blessings, curses and other states

Effect Modifier Source / duration
Panic +10 to 50 percentage points Persistent, up to five stacks. Removed by Bathing and effects that clear the blessing.
Fear −10 to 50 percentage points Persistent, up to five stacks. Removed by Bathing or the matching Restore Potion.
Battle Panic / Fear ±20 percentage points Separate battle states; three-turn duration, also removed at battle end.
Greater battle Panic / Fear ±40 percentage points Separate greater battle states; three-turn duration, also removed at battle end.
Mind Rot -10 percentage points After five or more sleepless nights.
Darkness -10 percentage points Darkness; lowers Hit Rate while active.

See also