Parry¶
Parry is a defender-side roll that fires only after an attacker's hit chance check has already landed. Pass it and you partially absorb the hit instead of eating it whole. Two requirements:
- The defender has the Parrying skill trained.
- The defender is wielding a shield or a two-handed weapon (one-handed-with-no-shield, bare hands, and bows can't parry).
The formula¶
Parry chance is a flat percentage of skill, scaled by your equipment.
Parry chance
| Equipment | baseRate |
|---|---|
| Shield | 0.50 (50% at GM Parry) |
| Two-handed weapon | 0.35 (35% at GM Parry) |
| One-handed weapon, no shield | n/a - can't parry |
| Fists or ranged weapon | n/a - can't parry |
Why the cap?¶
The 0.60 passive cap keeps always-on scaling honest - a fully-specced shield tank shouldn't approach 100% block from skill and talents alone. Active-window cooldowns (Bulwark) land AFTER the cap, so they can briefly punch past it. That's the entire point of a panic button.
Reference table¶
Parry chance at the indicated Parrying skill, Dex ≥ 80, no Bulwark active:
| Parry | Shield, no Vigilance | Shield + Vigilance 3/3 (+15 pp) | 2H, no Vigilance | 2H + Vigilance 3/3 (+9 pp) |
|---|---|---|---|---|
| 0 | 0% | 15% | 0% | 9% |
| 25 | 12.5% | 27.5% | 8.8% | 17.8% |
| 50 | 25% | 40% | 17.5% | 26.5% |
| 75 | 37.5% | 52.5% | 26.3% | 35.3% |
| 100 (GM) | 50% | 60% (cap) | 35% | 44% |
GM Shield + V3 hits the cap exactly. From there, Bulwark (active +40 pp for 10 s) pushes the effective chance to near-100% for the window.
On a successful parry¶
A parry shaves the hit down - it doesn't stop it cold:
| Equipment | Damage reduction |
|---|---|
| Shield | 75% (you take 25% of the hit) |
| Two-handed weapon | 50% (you take 50% of the hit) |
So a GM Shield + V3 tank mitigates 0.60 × 0.75 = 45% of incoming melee on average from parry alone. A GM 2H + V3 player gets 0.44 × 0.50 = 22%. The gap is deliberate - two-handers trade defensive ceiling for the damage they put out.
Parry-succeeded subscribers¶
A successful parry fires an event other talents can hook into:
- Riposte (Swords T5 active): during the 30 s window, every successful parry triggers a free counter-swing back at the attacker. Sword-only.
Low-Dex penalty¶
If your Dex is below 80, the final chance is scaled by (20 + Dex) / 100. Applied before the cap.
| Dex | Multiplier |
|---|---|
| 20 | 0.40 |
| 40 | 0.60 |
| 60 | 0.80 |
| 79 | 0.99 |
| 80+ | 1.00 |
A 100 Parry / 30 Dex shielded character lands at 0.50 × 0.50 = 25%, not 50%.
Bonus sources¶
| Source | Notes |
|---|---|
| Talent: Vigilance (with shield) | +5 pp per rank, max 3 ranks → +15 pp |
| Talent: Vigilance (without shield) | +3 pp per rank, max 3 ranks → +9 pp |
| Talent: Bulwark (active) | +40 pp for 10 s, bypasses the 0.60 cap |
| Talent: Last Stand (active) | Different layer - flat 75% damage reduction for 8 s, replaces the parry roll entirely while up |
Taunt requirement¶
The Melee Defensive T4 talent Taunt needs 90+ Parry skill on top of a shield or two-handed weapon. The threshold gates it behind real Parry investment, keeping it a tank ability rather than free utility anyone can bolt on.
Parry vs Magic Resist¶
Parry answers weapon swings only - it never engages on a spell hit. Magic Resist is the spell-side equivalent: a linear MR/400 scalar, no roll. The standard tank loadout invests in both because they cover separate damage sources and never double-count on the same hit.
See skills/magic.md for the full Magic Resist breakdown.
See also¶
- Hit chance - parry only runs if
CheckHitalready succeeded. - Damage calculation - what parry reduces (post-armor damage).
- Stats - the Dex < 80 penalty pulls from your character sheet.
- Magic Resist - the spell-side counterpart.
- Defensive talents - Vigilance, Bulwark, Taunt, Last Stand.