Deadly Blow

Deadly Blow

Active · Physical · 37 levels · ID 263

Attacks the target's vital points with 5479 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.

MP
68
Cast
1.08 s
Reuse
3 s
Range
40

The description and the numbers are those of level 37, the last one.

Mechanics

«Deadly Blow» Deadly Blow is a head-on dagger blow: if the blow lands, it is always critical and hits hard, if not - there is no damage at all. The chance to land depends on «DEX», position and height, the damage - on «P. Atk.», critical power and the target's «P. Def.». Each use has about a 10% chance of a half-kill: a player's CP drops to 1.

On this page
  1. How it works
  2. Chance to land the blow
  3. Damage
  4. Half-kill
  5. What protects
  6. Tested on the server
  7. Specifics of our server

# How it works

«Deadly Blow» Deadly Blow is a melee attack skill, only with a dagger or dual daggers. Range 40, use time 1.08 seconds at «Atk. Spd.» 300 (faster as «Atk. Spd.» grows) plus another 0.72 seconds after the blow, cooldown 3 seconds, MP cost from 33 to 68.

At the start of the use a roll is made for the blow to land. If it fails or the target evades the physical skill, there is no damage, but MP, the cooldown and the soulshot are still spent. If it lands, the damage is calculated by the dagger blow formula, and the blow is always critical: there is no separate crit roll, critical power is already part of the formula.

A blow that lands can interrupt the target's spellcasting: a 10% chance multiplied by the target's cast interruption resistance; physical skills, dances and songs are not interrupted, and neither are raid bosses and invulnerable targets.

After the blow - whether it landed or not - a roll is made for a half-kill. An overhit on monsters is possible.

Who learns it

Class Skill levels
«Treasure Hunter» → «Adventurer» 1-37, from level 40 to 74
«Plains Walker» → «Wind Rider» 1-37, from level 40 to 74
«Abyss Walker» → «Ghost Hunter» 1-37, from level 40 to 74
«Bounty Hunter» → «Fortune Seeker» 1-37, from level 40 to 74
Skill levels
Skill lv. Char. lv. Power MP Magic level
1 40 1 107 33 38
2 40 1 176 34 39
3 40 1 249 35 40
4 43 1 325 35 41
5 43 1 405 36 42
6 43 1 488 37 43
7 46 1 574 38 44
8 46 1 664 39 45
9 46 1 757 40 46
10 49 1 853 41 47
11 49 1 953 42 48
12 49 2 057 43 49
13 52 2 164 45 50
14 52 2 274 45 51
15 52 2 388 46 52
16 55 2 505 47 53
17 55 2 625 48 54
18 55 2 748 49 55
19 58 2 875 50 56
20 58 3 004 52 57
21 58 3 136 53 58
22 60 3 271 54 59
23 60 3 408 55 60
24 62 3 548 55 61
25 62 3 690 56 62
26 64 3 834 57 63
27 64 3 980 58 64
28 66 4 127 59 65
29 66 4 275 60 66
30 68 4 425 61 67
31 68 4 575 62 68
32 70 4 726 63 69
33 70 4 878 64 70
34 72 5 029 65 71
35 72 5 180 66 72
36 74 5 330 67 73
37 74 5 479 68 74

Enchant (from level 76, 30 steps each)

Route Power at +1 Power at +30 MP Special
Power 5 536 7 192 68 -
Cost 5 504 6 231 67 - 32 -
Fire, Water, Wind, Earth Attack 5 504 6 231 68 the blow's attribute power from 2 to 50
Duel 5 504, against players 5 608 6 231, against players 9 350 68 increased power only against players

# Chance to land the blow

chance = 30% × «DEX» bonus × height bonus × 1.6 × skill and position multipliers

- height bonus: 1.1 at the same height; target higher than the attacker by 25 or more - × 1.3, lower by 25 or more - × 0.9, smoothly in between; - from the side × 1.1, from behind × 1.3; - target not in combat × 1.1; - skills that raise the chance of dagger blows: «Focus Death» Focus Death × 1.6, «Critical Blow» Critical Blow from × 1.1 to × 1.3, «Mortal Strike» Mortal Strike from × 1.1 to × 1.2, with enchant up to × 1.3; - enchant of «Focus Death» Focus Death: chance up to × 1.7; - the dagger users' own buffs: «Exciting Adventure» Exciting Adventure × 1.3, «Wind Riding» Wind Riding × 1.2, «Ghost Walking» Ghost Walking × 1.4.

The chance is never below 30% or above 80%.

Example: «DEX» 40 (bonus 1.20), face to face, at the same height: 30 × 1.20 × 1.1 × 1.6 = 63.4%. From behind: 63.4 × 1.3 = 82.4%, capped at 80%.

Chance by DEX, target in combat, at the same height

«DEX» Bonus From the front From the side From behind From the front under «Focus Death» Focus Death From the front under «Exciting Adventure» Exciting Adventure / «Wind Riding» Wind Riding / «Ghost Walking» Ghost Walking
30 1.10 58.1% 63.9% 75.5% 80% 75.5% / 69.7% / 80%
32 1.12 59.1% 65.0% 76.9% 80% 76.9% / 71.0% / 80%
36 1.16 61.2% 67.4% 79.6% 80% 79.6% / 73.5% / 80%
40 1.20 63.4% 69.7% 80.0% 80% 80% / 76.0% / 80%
44 1.25 66.0% 72.6% 80.0% 80% 80% / 79.2% / 80%
45 1.26 66.5% 73.2% 80.0% 80% 80% / 79.8% / 80%

Effect of height, «DEX» 40

Height From the front From the side From behind
target lower by 25 or more 51.8% 57.0% 67.4%
at the same height 63.4% 69.7% 80.0%
target higher by 25 or more 74.9% 80.0% 80.0%

# Damage

damage = 77.08 × (power + «P. Atk.» × soulshot) / «P. Def.» × critical power × position × vulnerability to critical hits × attribute × PvP bonus + extra critical damage × 470.2 / «P. Def.»

- 77.08 = 70 × 1.10113 - the constant coefficient of physical skills; - the soulshot multiplies only «P. Atk.», not the power: × 2.04; - critical power is the same stat as for ordinary crits (buffs, sets, «Focus Death» Focus Death: from the front × 0.7, from behind × 1.9); the cap is 15 with a dagger and dual daggers, 5 at the Olympiad; - «Focus Death» Focus Death changes critical power by the position at the moment of the blow, while the damage position multiplier is taken at the moment of the roll; with enchant, critical power from behind goes up to × 1.95; - position: from the front × 1.1, from the side × 1.0, from behind × 1.2; the position is taken at the moment of the roll at the start of the use; - extra critical damage is the bonus from «Vicious Stance» Vicious Stance, «Critical Power» Critical Power, sets and weapon special abilities; 470.2 = 6.1 × 77.08; - in PvP: the attacker's PvP skill damage bonus multiplies only the main part of the damage, the target's PvP skill defense bonus multiplies «P. Def.» in both parts; - the enchant route's attribute and the target's vulnerability to critical hits multiply only the main part, they do not change the bonus from extra critical damage; vulnerability to daggers multiplies all the damage; weapon damage spread is usually ±5% (for most daggers), for some ±10%; - shield: on a block the shield's defense is added to «P. Def.», on a perfect block the damage is 1.

Example (numbers from real fights: «P. Atk.» 2 000, target's «P. Def.» 2 400, critical power 3.4, extra damage 706, skill lv. 37, power 5 479, soulshot, from the side): 77.08 × (5 479 + 2 000 × 2.04) / 2 400 = 307; 307 × 3.4 = 1 044; 706 × 470.2 / 2 400 = 138; total 1 182. From the front 1 286, from behind 1 391.

Damage from the side: «P. Atk.» 2 000, extra critical damage 706, soulshot

Target's «P. Def.» Critical power lv. 37 Duel +30 against a player lv. 37 without a soulshot
1 500 × 1.3 860 1 118 721
1 500 × 3.4 1 891 2 568 1 528
1 500 × 6.7 3 512 4 845 2 796
2 400 × 1.3 537 699 451
2 400 × 3.4 1 182 1 605 955
2 400 × 6.7 2 195 3 028 1 748
3 500 × 1.3 369 479 309
3 500 × 3.4 811 1 100 655
3 500 × 6.7 1 505 2 076 1 198

# Half-kill

After each use - both when the blow landed and when it did not - a roll is made for a half-kill:

chance = 10% × (1 + (skill magic level - target level) / 100)

- player: CP drops to 1, HP does not change; - monster: loses half of its current HP; - pet, servitor: half of its current HP; - other targets (guards and other NPCs that are not monsters): nothing.

The server rolls an integer from 0 to 99, so a fractional chance is rounded up: 9.4% is actually 10%, 10.5% - 11%.

It does not trigger on raid bosses and their minions, on doors, on targets protected from lethal strikes, on an invulnerable target and on a target more than 5 levels above the attacker. The skill has no instant kill.

Half-kill chance (calculated → actual)

Skill Target lv. 76 lvl 80 lvl 85 lv. 90
lv. 37 (magic level 74) 9.8% → 10% 9.4% → 10% 8.9% → 9% 8.4% → 9%
+28 - +30 enchant (magic level 85) 10.9% → 11% 10.5% → 11% 10.0% → 10% 9.5% → 10%

# What protects

Resistance What it does
«P. Def.», shield
  • divides the damage
  • a shield block adds the shield's defense, a perfect block - damage 1
  • main part of the damage × 0.7 each
  • the bonus from extra critical damage is not reduced
Dagger damage resistance the damage is multiplied by it
  • chance to evade a physical skill: 25% or 40% (by level), 90%, 40%, 75%, 60%
  • for a dagger user the same buffs also raise the chance of their own blow
PvP skill defense bonus divides the damage
Height stand 25 or more lower than the dagger user: their chance from the front drops from 63% to 52% at «DEX» 40
Level a target more than 5 levels above the attacker does not get a half-kill

# Tested on the server

Checked against the PvP combat log from 05.10 to 16.10.2026: 1 279 landed blows from 22 characters, 1 117 of them with a full set of stats. The damage was recalculated by the formula above with the real «P. Atk.», «P. Def.», critical power and PvP bonuses of each blow.

Damage: formula and fights

Blows How many Matched the formula
Without a shield block 958 944 (98.5%) - within the weapon damage spread for one of the three positions
Perfect shield block 22 21 - damage 1
Shield block 137
  • not checked: shield defense is not written to the log
  • damage is on average a third lower than without a shield

What the fights show

Indicator Value
Critical power
  • gathered from 1.0 to 18.8, middle 3.4
  • everything above the cap is cut down to the cap
Hit the critical power cap
  • before 07.10 (cap 10): 11 out of 248
  • from 07.10 (cap 15): 3 out of 717
  • at the Olympiad (cap 5): 0 out of 152
Damage without a shield middle 1 230, top 10% - from 2 378
«DEX» of dagger users 32-45

# Specifics of our server

The skill's logic is close to the official High Five servers; the skill's numbers - power, the 30% chance, the 10% half-kill - are taken from their data. Nobody knows for certain how exactly the official server calculates a dagger blow inside, so on our server the rules are set explicitly:

  1. The critical power cap with a dagger and dual daggers is 15 since 07.10.2026, before that 10; for most weapons it is 10, at the Olympiad 5 for everyone.
  2. The roll for a half-kill is made on every use, even if the blow did not land.
  3. Position for damage: from the front × 1.1, from the side no bonus, from behind × 1.2.

Updated:

Enchant tree 7

The skill is enchanted from level 37 along one of the routes. Pick a step of a route to see what the skill becomes.

Deadly Blow lvl 37
  1. Power

    +30

    Enchant Power: Increases Power.

    +30 Power Increases Power by 57.

    Attacks the target's vital points with 7192 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible. Enchant Power: Increases Power.

  2. Cost

    +30

    Enchant Cost: Decreases MP consumption.

    +30 Cost Decreases MP consumption by 1.

    Attacks the target's vital points with 6231 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible. Enchant Cost: Decreases MP consumption.

  3. Fire Attack

    +30

    Enchant Fire Attack: Increases Fire damage by 2.

    +30 Fire Attack Increases Power by 25 and Fire damage by 2.

    Attacks the target's vital points with 6231 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible. Enchant Fire Attack: Increases Fire damage by 50.

  4. Water Attack

    +30

    Enchant Water Attack: Increases Water damage by 2.

    +30 Water Attack Increases Power by 25 and Water damage by 2.

    Attacks the target's vital points with 6231 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible. Enchant Water Attack: Increases Water damage by 50.

  5. Wind Attack

    +30

    Enchant Wind Attack: Increases Wind damage by 2.

    +30 Wind Attack Increases Power by 25 and Wind damage by 2.

    Attacks the target's vital points with 6231 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible. Enchant Wind Attack: Increases Wind damage by 50.

  6. Earth Attack

    +30

    Enchant Earth Attack: Increases Earth damage by 2.

    +30 Earth Attack Increases Power by 25 and Earth damage by 2.

    Attacks the target's vital points with 6231 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible. Enchant Earth Attack: Increases Earth damage by 50.

  7. Duel

    +30

    Enchant duel: Attacks with 5608 Power during PvP.

    +30 Duel Increases Power by 25 during PvE and by 129 during PvP.

    Attacks the target's vital points with 6231 Power added to P. Atk. Requires a dagger. Over-hit is possible. Enchant duel: Attacks with 9350 Power during PvP.

Who learns it 4

Description by level

LevelDescription
1Attacks the target's vital points with 1107 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
2Attacks the target's vital points with 1176 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
3Attacks the target's vital points with 1249 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
4Attacks the target's vital points with 1325 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
5Attacks the target's vital points with 1405 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
6Attacks the target's vital points with 1488 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
7Attacks the target's vital points with 1574 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
8Attacks the target's vital points with 1664 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
9Attacks the target's vital points with 1757 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
10Attacks the target's vital points with 1853 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
11Attacks the target's vital points with 1953 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
12Attacks the target's vital points with 2057 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
13Attacks the target's vital points with 2164 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
14Attacks the target's vital points with 2274 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
15Attacks the target's vital points with 2388 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
16Attacks the target's vital points with 2505 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
17Attacks the target's vital points with 2625 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
18Attacks the target's vital points with 2748 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
19Attacks the target's vital points with 2875 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
20Attacks the target's vital points with 3004 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
21Attacks the target's vital points with 3136 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
22Attacks the target's vital points with 3271 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
23Attacks the target's vital points with 3408 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
24Attacks the target's vital points with 3548 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
25Attacks the target's vital points with 3690 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
26Attacks the target's vital points with 3834 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
27Attacks the target's vital points with 3980 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
28Attacks the target's vital points with 4127 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
29Attacks the target's vital points with 4275 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
30Attacks the target's vital points with 4425 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
31Attacks the target's vital points with 4575 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
32Attacks the target's vital points with 4726 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
33Attacks the target's vital points with 4878 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
34Attacks the target's vital points with 5029 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
35Attacks the target's vital points with 5180 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
36Attacks the target's vital points with 5330 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.
37Attacks the target's vital points with 5479 Power added to P. Atk. Requires a dagger. Over-hit and Half-kill are possible.

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