EverlastWiki

How it works

Blocking and parrying

A block stops a share of each hit, up to a cap, for a fifth of your stamina. Start it just before the hit lands to parry: twice the share, no stamina cost.

Blocking

Blocking only works on hits from in front of you: the attacker has to be within 70 degrees of the way you are facing.

Every weapon and shield that can block has two numbers for each damage type:

  • a share, the part of the hit it stops, and
  • a cap, the most it can stop from one hit, in points of damage.

A Copper Sword stops 25% of a physical hit, but never more than 8 points. Against a 20 point hit that is 5; against a 60 point hit it is still 8. Shields have bigger shares and bigger caps. On most weapons and shields magic (Heat, Cold and Energy) is harder to block than physical damage; staves and Morion weapons block every type alike.

The block numbers of everything you hold add together, and the share tops out at 100%. Better quality raises both numbers, by the same multiplier as the item's other stats (see item quality).

ItemSlashPierceBludgeonColdHeatEnergy
Copper Sword25%max 825%max 825%max 810%max 410%max 410%max 4
Copper Spear40%max 840%max 840%max 815%max 415%max 415%max 4
Copper Greatsword40%max 840%max 840%max 815%max 415%max 415%max 4
Copper Square Shield60%max 960%max 960%max 930%max 530%max 520%max 5
Copper Kiteshield80%max 980%max 980%max 940%max 540%max 530%max 5
Iron Kiteshield80%max 1880%max 1880%max 1840%max 940%max 940%max 9
Steel Kiteshield80%max 2780%max 2780%max 2740%max 2740%max 2730%max 27
Poplar Staff50%max 750%max 750%max 750%max 750%max 750%max 7
Morion Sword40%max 2940%max 2940%max 2940%max 2940%max 2940%max 29

Each cell is the share of a hit that is stopped, and the most it can stop from one hit.

What a block costs and gives:

  • Stamina. Every hit you actually block takes 20% of your maximum stamina. A blocked heavy attack also deals three times its normal stamina damage.
  • No stagger. A blocked hit never staggers you or knocks you back.
  • Defense experience. You earn 3 Defense experience per point blocked, halved when you block with a shield.
  • Scraps. If less than 1 point of damage gets through, you take none.

Parrying

Starting a block opens a short parry window. A hit that lands inside it is parried instead of blocked.

  • A parry stops twice your usual share of the hit (up to 100%). The cap stays the same.
  • It costs you no stamina. Instead it knocks 20% of the attacker's maximum stamina out of them.
  • It staggers the attacker: 4 seconds for tiny creatures, 3.5 for small, 3 for medium (other players included) and 2 for large. Giants shrug it off.
  • Only players parry. Creatures block but never parry.

With a Copper Sword a parry stops 50% of a physical hit, still up to 8 points.

The window and what can be parried depend on your weapon. If you carry a shield, the shield's window is the one you get, even with a sword in your main hand.

WeaponParry windowChanceParries
Axe0.3s100%slash (melee), pierce (melee), bludgeon (melee), slash (ranged) and pierce (ranged)
Mace0.3s100%slash (melee), pierce (melee), bludgeon (melee), slash (ranged) and pierce (ranged)
Sword0.3s100%slash (melee), pierce (melee), bludgeon (melee), slash (ranged) and pierce (ranged)
Throwing Axe0.3s100%slash (melee), pierce (melee), bludgeon (melee), slash (ranged) and pierce (ranged)
Greatsword0.2s100%slash (melee), pierce (melee), bludgeon (melee), slash (ranged) and pierce (ranged)
Pickaxe0.2s100%slash (melee), pierce (melee), bludgeon (melee), slash (ranged) and pierce (ranged)
Spear0.2s100%slash (melee), pierce (melee), bludgeon (melee), slash (ranged) and pierce (ranged)
Staff0.2s100%slash (melee), pierce (melee), bludgeon (melee), slash (ranged) and pierce (ranged)
Kite Shield0.1s100%slash (melee), pierce (melee), bludgeon (melee), slash (ranged) and pierce (ranged)
Square Shield0.1s100%slash (melee), pierce (melee), bludgeon (melee), slash (ranged) and pierce (ranged)

No parry settings, so no parry: Crossbow, Bow, Wand and Spiked Shield, and bare hands.

No weapon parries magic. A staff lists Heat, Cold and Energy specifically, at no chance at all.

The off hand is checked first, then the main hand, and a failed roll in the off hand does not pass to the main hand. Every chance above is 100%, so in practice a hit inside the window is parried whenever either hand can parry its damage type.