Hit-chance calculator
Release 1.0.5. Reviewed November 12, 2026.
Weapon attacks subtract the target’s evasion. Damage spells skip the hit roll; their status effects still have separate chances.
Against Wrathclaw
100 + 0 − 25 − 0 = 75.
7 × 10 + 10 − 25 − 0 = 55.
No weapon hit roll. Resistance, immunity and status rolls are separate.
Formula and limits
Melee: 100 + melee bonus − general Evasion − melee-only evasion − Blind. Ranged: 10 × Dexterity + ranged bonus − general Evasion − ranged-only evasion − Blind. Blind is 50 points when active.
Chance at or below zero cannot hit; at or above 100 cannot miss. The display limits the probability to 0–100%. It does not promise damage: a landed physical attack can still be blocked by Armor.
The helmet’s ranged second roll gives 1 − (1 − p)² when both attempts have the same hit chance. At a 55% first-roll chance, that is 79.75%. The checkbox also adds the helmet’s +20 ranged hit points before the reroll. It does not double damage or grant another action.
These chances assume a legal target in range. A rear-row melee attacker still needs Reach. Enemy presets supply accuracy defenses only. Custom inputs allow a different target or changed modifiers. This tool does not simulate target selection, damage, status resistance or a complete battle.
Worked comparison
The prefilled Ranger has 7 Dexterity and +10 ranged hit points. Against Wrathclaw’s 25 Evasion, ranged accuracy is 55%. Melee with no bonus is 75%; a damage spell skips the roll. With Blind, those physical results become 5% and 25% respectively. Equipping the checked helmet without Blind changes ranged accuracy from 55% to a 75% first roll, then 93.75% after the second chance.
Related rules
Ranged accuracy
Enemy-specific defenses, Raven penalties and the difference between melee and spells.
Armor & Sharpness
Why a successful hit can deal zero damage before its bonuses are added.
