Accuracy

 is part of the combat game mechanics in. It is counted against the target's appropriate defenses and determines the likeliness of Hits and Crits or Grazes and Misses, thus influencing the success of an attack. For details about the underlying calculations, see Attack Resolution.

A character's actual depends on a number of factors: primarily on their class and level, but also their Perception, Abilities and Talents, the weapon and other equipment, the situation, and more.

Class & level
A character's base is determined by their class and level.

Perception
Each point in Perception above 10 increases by 1, each point below 10 decreases it by 1.

Weapon type
When attacking with weapons, a character's gets modified by an inherent bonus or malus, depending on the weapon type.

Fighting style
The fighting style, i.e. which and how many weapons are equipped, can further modify the of attacks.

Enchantments
Additionally, a weapon can be enchanted with an increasing effect. One enchantment of each of the following two groups is possible per weapon.

Weapons
The following unique weapons have enchantments that affect their accuracy. Weapons with the Fine (Weapon), Exceptional (Weapon) or Superb (Weapon) enchantments are not included.

Attacks without weapons
When attacking without the use of a weapon or fists, modifiers to from equipped ones (e.g. Fine enchanted or with Accuracy 1) do not apply. Penalties, however, from equipped shields do affect the.

Wizard spells
Each Wizard spell has an inherent bonus, which is added to the wizard's ; the exact bonus is shown in the spell's description.

Abilities
A level-dependent bonus is added to a character's when attacking with an Ability or spell without the use of a weapon: an additional +1 per level. A first level wizard, for example, would get +1 to all of their spells, while a wizard of 11th level would get +11  to all spells.

Buffs
In addition to a character's base, along with the modifiers from weapons, spells and Abilities used for the attack itself, there are various ways to gain further bonuses for all or certain character's attacks. Some of these buffs are permanent or can be activated for as long as desired, while others must be enabled and then expire after their duration runs out. Some can only applied to the character themselves, while others apply to allies. Some buffs stack, others are mutually exclusive.

A character's score for a certain attack can benefit from the given number of bonuses from each of the following tables at the same time.

Passive Abilities and Talents
Unlimited – Permanently active once learned

Equipment
One only – While equipped

Resting
One only – Duration: see table

Modal Abilities
One, mutually exclusive with both tables below – While turned on

Active Abilities
One, mutually exclusive with the tables above and below – Temporary when used

Consumables
One, mutually exclusive with both tables above – Temporary when used

Debuffs
The of characters can be temporarily lowered by their opponents using a variety of spells, Abilities or other actions. Some of those affect directly (like the 1st level Wizard spell Kalakoth's Sunless Grasp), while the most of them cause an affliction, which in turn – among other things – decreases the  of the victim.

Unlimited – For given Ability duration or until affliction cured