Difference between revisions of "Combat"
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| − | [[File:Combat UI | + | [[File:Combat UI (2025-04-20).png|480px|thumb|right|Combat UI]] |
| − | + | '''Combat''' is a game-play mechanic in which you fight enemies located within increasingly more difficult zones. A beginner's guide on combat can be found on the wiki page [[Combat Guide]] (outdated). | |
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| − | + | = Skills = | |
| − | + | There are six skills to level in combat: '''Constitution''', '''Attack''', '''Strength''', '''Defense''', '''Magic''' and '''Range'''. | |
| − | + | == {{Img|Constitution|35|word=1|nolink=1}} == | |
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| − | + | '''Constitution''' is the skill that determines your maximum hit points. At level 1 you have a maximum of 30 hit points. | |
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| − | + | You gain Constitution experience when an enemy damages them. How much experience you receive is determined with the following formula: | |
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| − | + | <math>\max(1, \lfloor \frac{{\text{damage}}}{50} + \frac{{\text{mitigated}}}{25} \rfloor)</math> | |
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| − | + | == {{Img|Attack|35|word=1|nolink=1}} == | |
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| − | |Attack | ||
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| − | + | '''Attack''' determines your accuracy and your overall effectiveness when dealing damage. Attack experience is gained by dealing any form of damage. | |
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| − | + | == {{Img|Defense|35|word=1|nolink=1}} == | |
| − | + | '''Defense''' determines your defenses and your overall effectiveness at mitigating and dodging damage. Defense experience is gained by mitigating damage from enemies. How much experience is gained is determined with the following forumula: | |
| − | + | <math>\max(1, \lfloor \frac{{\text{damage}}}{25} + \frac{{\text{mitigated}}}{10} \rfloor)</math> | |
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| − | + | If you dodge an attack, the enemy's attack level is used as mitigated damage, with damage dealt as 0. | |
| − | + | == {{Img|Strength|35|word=1|nolink=1}} == | |
| − | + | '''Strength''' determines your effectiveness when using melee skills. Strength experience is obtained when dealing damage with the associated skills. | |
| − | + | == {{Img|Magic|35|word=1|nolink=1}} == | |
| − | + | '''Magic''' determines your effectiveness when using magic skills. Magic experience is obtained when dealing damage with the associated skills. | |
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| − | + | == {{Img|Range|35|word=1|nolink=1}} == | |
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| − | + | '''Range''' determines your effectiveness when using range skills. Ranged experience is obtained when dealing damage with the associated skills. | |
| − | + | = Equipment Statistics = | |
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| − | + | [[File:Equipment UI.png|480px|thumb|right|Equipment UI]] | |
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| + | Not only do your skills determine how effective you are in combat, your equipment does too. In order to make effective loadouts, you need to know how your equipment's statistics work. | ||
| − | + | == Offensive Statistics == | |
| − | + | === Strength === | |
| + | ('''''STR''''') Your melee offense stat. This directly translates to your melee damage output. | ||
| − | + | === Dexterity === | |
| − | + | ('''''DEX''''') Your ranged offense stat. This directly translates to your ranged damage output. | |
| + | === Intellect === | ||
| − | ''' | + | ('''''INT''''') Your magic offense stat. This directly translates to your magic damage output. |
| − | = | + | === Critical Hit Chance === |
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| − | + | ('''''Crit Chance''''') This is the chance that your attack hits critically every time you land a hit on your enemy. | |
| − | + | === Critical Hit Multiplier === | |
| − | + | ('''''Crit Mult''''') This is the value that your damage will be increased by if you land a critical hit on your enemy. | |
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| − | + | Example: Having a Crit Chance of 30% and a Crit Mult of 50% means that your maximum damage is increased 30% of the time by 50%. | |
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| − | + | === Accuracy === | |
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| − | + | ('''''ACC''''') Your accuracy is what decides your hit chance against the enemy. There are several different types of accuracy, where the types of abilities you use will be affected by those. | |
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| − | + | Example: Using the ability '[[Fire Ball]]' will make use of Magic Accuracy and Fire Accuracy. | |
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| − | + | == Defensive Statistics == | |
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| − | + | === Protection === | |
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| − | + | ('''''PROTECTION''''') This is your physical damage reduction. Any melee or ranged damage that an enemy hits you with will be reduced using this value. | |
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| − | + | === Resistance === | |
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| − | + | ('''''RESISTANCE''''') This is your magic damage reduction. Any magic damage that an enemy hits you with will be reduced using this value. | |
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| − | + | === Agility === | |
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| − | + | ('''''AGILITY''''') This value is used to calculate your dodge chance. The higher this value is, the less likely it is that an enemy will be able to hit you. | |
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| − | + | === Stamina === | |
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| − | + | ('''''STAMINA''''') This value determines a bonus to your maximum hit points. | |
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| − | + | == Affinities == | |
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| − | + | There are four combat styles you can choose from: | |
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| − | + | * '''Melee:''' Make use of melee weapons, such as scimitars and daggers. | |
| − | + | * '''Magic:''' Make use of magic weapons, such as staffs and wands. | |
| − | + | * '''Ranged:''' Makes use of ranged weapons, such as longbows and crossbows. | |
| − | + | * '''Hybrid:''' Make use of two or more of the above skills with weapons that provide hybrid statistics, such as [[Shapeless Scythe]], providing both STR and INT. | |
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| − | + | Affinities are used in calculating your effectiveness for each subclass of combat, both for offense and defense. Affinities are added together from item to item. | |
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| − | + | For example, an [[Ancient Fire Amulet]] provides +15% Fire affinity, which would be added with the +35% fire affinity given by the [[Mantle of Flame]] to give a total fire affinity of +50%. | |
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| − | + | There are twelve affinities: | |
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| − | | | + | * [[File:Melee splash.png|20px]] Melee |
| − | | | + | * [[File:Magic splash.png|20px]] Magic |
| − | | | + | * [[File:Range splash.png|20px]] Range |
| − | | | + | * [[File:Stab splash.png|20px]] Piercing |
| − | | | + | * [[File:Crush splash.png|20px]] Blunt |
| + | * [[File:Slash splash.png|20px]] Slashing | ||
| + | * [[File:Fire_splash.png|20px]] Fire | ||
| + | * [[File:Ice_splash.png|20px]] Ice | ||
| + | * [[File:Nature_splash.png|20px]] Nature | ||
| + | * [[File:Chaos_splash.png|20px]] Chaos | ||
| + | * [[File:Poison_splash.png|20px]] Poison | ||
| + | * [[File:Lightning_splash.png|20px]] Lightning | ||
| − | + | == Enchantments == | |
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| − | | | + | There are various [[Enchanting|enchantments]] available to customize your [[equipment]] in a way that helps you in combat. Here's a list of enchantments you might find useful. |
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| − | + | {{Enchantments|Combat}} | |
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| − | + | = Abilities = | |
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| − | + | Abilities are special skills used to attack, defend, heal, or cause other effects in battle. | |
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| − | + | While on the combat screen before entering combat, there is a box filled with abilities that can be selected. Only one auto-style ability that has no cooldown can be chosen and it must be the last ability listed in the ability rotation. Other abilities may be picked, preferably with consideration to the type of weapon and equipment loadout worn. | |
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| − | + | These abilities can be item-specific or they can be universal abilities. Item specific abilities are temporary abilities, only accessible while wearing the affected gear. For example, equipping a {{img|Defender's Pendant|25|word=1}} gives the [[Bulwark (Ability)|Bulwark]] ability. | |
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| − | + | Universal abilities are permanent abilities that can always be used. Some abilities are innate, as in they existed upon character creation. Other abilities are learned by acquiring and consuming [[Ability Book]]s. For example, obtaining and consuming the {{img|Smoke and Mirrors|25|word=1}} ability book, will make this ability always available. | |
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| − | + | == Ability Rotation == | |
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| − | + | Despite the name, abilities are not necessarily performed in the specified order. Instead it is treated as a priority list. The first ability that is not on cooldown will be used. The rotation allows for heavy customization of the combat experience, with millions of different ability loadout possibilities. The maximum number of abilities available in an ability rotation can be increased by leveling combat skills. | |
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| − | + | = Healing and Death = | |
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| − | | | + | [[File:Combat food inventory nearly full.png|frame|Combat Food UI]] |
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| − | + | == Healing == | |
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| − | + | While in combat, being hit and receiving damage from enemies is inevitable. Health is recovered by the following: | |
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| − | + | * Eating food is a common and immediate way to heal. Although many raw and prepared ingredients are edible, it is preferable to consume [[Cooking#All Recipes Table|cooked dishes]] for their higher hit point recovery. | |
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| − | + | * Food can be stored in a special '''Combat Food''' inventory found under the '''Equipment''' tab. With a maximum of 28 slots, each slot holds one food item (not a stack of food items). If using the AutoEat function during battle, food is eaten in order from top left to bottom right. | |
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| − | + | * Another strategy is to engage in battle during periods of global buffs (purchased in the [[Shrine of Toucan]]) conducive to healing such as [[Messy Eater]] which increases the amount of health received by food by 3%. | |
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| − | + | * Enchanting gear with [[Healing]], [[Overhealing]], or [[Soul Stealing]] also promotes healing. | |
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| − | + | * Certain abilities allow self healing such as the [[Forest's Embrace]] found on the [[Sylvan Staff]]. By wearing the associated pieces of armor (ie. those with Forest's Embrace) as a set, this activates the set bonus for improved buff amounts. | |
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| − | + | * Having a team member with the [[Bandage Friendly]] or resurrection abilities active during battle will also heals you and other allies present. | |
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| − | + | When you finish or leave a zone, elite challenge or dungeon, your health is fully restored. | |
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| − | + | == Death == | |
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| − | + | Should your remaining hit points reach 0, death occurs and a respawn timer starts. Then you cannot continue to battle before this timer runs out. During solo combat in a normal (non-dungeon and non-elite challenge) zone, this means the difficulty of the area you're in will be reset to 0 or the minimum starting difficulty set before entering the zone. | |
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| − | + | If you are in a dungeon or elite challenge, hopefully the remaining party members can continue towards the final confrontation, otherwise the dungeon run ends uncompleted and no dungeon victory loot is awarded. | |
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| − | + | = Locations = | |
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| − | + | You can fight enemies in combat zones, dungeons, or during elite challenges. | |
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| − | + | == Difficulty == | |
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| − | + | Each combat area has a difficulty setting, the default starting difficulty is 0 for every area. The maximum difficulty is the highest possible difficulty level, the enemies can reach during battle (this can be manually set for Combat Zones only). | |
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| − | + | A higher difficulty means a greater challenge to survival, but also a better opportunity to receive more rewarding loot. The starting difficulty setting can be increased prior to battle by: | |
| − | + | *manual adjustment in the pre-combat screen (for Combat Zones only), | |
| − | + | *[[augmenting]] the [[#Dungeon|dungeon key]] (for Dungeons) or | |
| − | + | *augmenting the [[Elite Scroll|elite scroll]] (for Elite Zones). | |
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| − | + | == Zones == | |
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| − | + | Combat zones are areas that provide an endless stream of enemies. Enemies are fought in waves where a wave can consist of a single enemy or a group of them. After every 50 waves, the difficulty of the area goes up by 1 level which equates to enemies also rising in difficulty level. At the same time, the character loadout associated to that area is reloaded, which means that food supplies in the Combat Inventory are replenished (provided that there is food remaining of identical type and level in the normal Inventory). | |
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| − | + | {| class="wikitable" | |
| − | + | ! Zone | |
| − | + | ! Lowest Recommended<br>Combat Levels | |
| − | + | ! Recommended<br>Combat Style | |
|- | |- | ||
| − | + | | [[Farm]] | |
| − | | | + | | style="text-align:center" | 1–5 |
| − | + | | Any Skill | |
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|- | |- | ||
| − | + | | [[Caves]] | |
| − | | | + | | style="text-align:center" | 5–10 |
| − | + | | Any Skill | |
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|- | |- | ||
| − | + | | [[City]] | |
| − | | | + | | style="text-align:center" | 10–20 |
| − | + | | Magic | |
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|- | |- | ||
| − | + | | [[Fallen Academy]] | |
| − | | | + | | style="text-align:center" | 25–50 |
| − | + | | Range or Melee | |
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|- | |- | ||
| − | + | | [[Lava Maze]] | |
| − | | | + | | style="text-align:center" | 20–40 |
| − | + | | Range | |
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| − | + | | [[Corrupted Lands]] | |
| − | | | + | | style="text-align:center" | 40–60 |
| − | + | | Melee | |
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| − | + | | [[Valley of Giants]] | |
| − | | | + | | style="text-align:center" | 60–90 |
| − | + | | Melee | |
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| − | + | | [[Overgrown Woods]] (Duo Zone) | |
| − | | | + | | style="text-align:center" | 25–50 |
| − | + | | Range | |
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| − | + | | [[Enchanted Armory]] (Duo Zone) | |
| − | | | + | | style="text-align:center" | 40–70 |
| − | + | | Magic | |
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| − | + | | [[Elven Encampment]] (Duo Zone) | |
| − | | | + | | style="text-align:center" | 50–75 |
| − | + | | Range | |
| − | | | ||
| − | | | ||
|- | |- | ||
| + | | [[Chaos Wastes]] (Duo Zone) | ||
| + | | style="text-align:center" | 90+ | ||
| + | | Magic | ||
| + | |} | ||
| − | + | == Dungeons == | |
| − | |||
| − | |||
| − | |||
| − | |||
| − | + | Dungeons are instances in which a group of players can band together to defeat the monsters within. After battling waves of enemies, a final boss awaits with the promise of treasure and accolades. Unlike regular Combat areas, death in a dungeon results in leaving the dungeon and not a resetting of the area. Dungeons are not associated with a particular Combat Zone, in that they do not affect the starting or maximum difficulty levels of a Combat Zone as an Elite Challenge does. | |
| − | |||
| − | |||
| − | |||
| − | |||
| − | | | + | To enter a dungeon, a key is required. These keys can be [[Crafting|crafted]] and then upgraded through [[Augmenting|augmentation]] to make the dungeon more challenging and the riches more enticing. |
| − | |||
| − | | | ||
| − | |||
| − | |||
| − | + | {| class="wikitable" | |
| − | + | ! Dungeon | |
| − | + | ! Key | |
| − | + | ! Lowest Recommended<br>Combat Levels | |
| − | + | ! Recommended<br>Combat Style | |
| − | + | ! Max Group Size | |
| − | |||
| − | |||
| − | |||
| − | |||
|- | |- | ||
| − | + | | [[Goblin Settlement]] | |
| − | |{{img| | + | | {{img|Torn Goblin Settlement Map|35|35|word=1}} |
| − | | | + | | style="text-align:center" | 30+ |
| − | | | + | | Any Style |
| − | | | + | | style="text-align:center" | 3 |
|- | |- | ||
| − | + | | [[Dark Fortress]] | |
| − | |{{img| | + | | {{img|Dark Fortress Key|35|35|word=1}} |
| − | | | + | | style="text-align:center" | 50+ |
| − | | | + | | Any Style |
| − | | | + | | style="text-align:center" | 3 |
|- | |- | ||
| − | + | | [[Ancient Barrows]] | |
| − | |{{img| | + | | {{img|Cursed Spade|35|35|word=1}} |
| − | | | + | | style="text-align:center" | 50+ |
| − | | | + | | Melee/Ranged |
| − | | | + | | style="text-align:center" | 2 |
|- | |- | ||
| − | + | | [[Overgrown Castle]] | |
| − | |{{img| | + | | {{img|Castle Map|35|35|word=1}} |
| − | | | + | | style="text-align:center" | 50+ |
| − | | | + | | Any Style |
| − | | | + | | style="text-align:center" | 4 |
|- | |- | ||
| − | + | | [[Palace of Flame]] | |
| − | |{{img| | + | | {{img|Burning Feather|35|35|word=1}} |
| − | | | + | | style="text-align:center" | 60+ |
| − | | | + | | Range/Magic |
| − | | | + | | style="text-align:center" | 2 |
|- | |- | ||
| − | + | | [[Giant's Keep]] | |
| − | |{{img| | + | | {{img|Giant's Keep Key|35|35|word=1}} |
| − | | | + | | style="text-align:center" | 75+ |
| − | | | + | | Any Style |
| − | | | + | | style="text-align:center" | 5 |
|- | |- | ||
| − | + | | [[Eye of the Storm]] | |
| − | |{{img| | + | | {{img|Ancient Pyramid|35|35|word=1}} |
| − | | | + | | style="text-align:center" | 75+ |
| − | | | + | | Range |
| − | | | + | | style="text-align:center" | 5 |
|- | |- | ||
| − | + | | [[Elder Ruins]] | |
| − | |{{img| | + | | {{img|Elder Lockstone|35|35|word=1}} |
| − | | | + | | style="text-align:center" | 75+ |
| − | | | + | | Range |
| − | | | + | | style="text-align:center" | 5 |
|- | |- | ||
| − | + | | [[The Maelstrom]] | |
| − | |{{img| | + | | {{img|Ancient Maelstrom Orb|35|35|word=1}} |
| − | | | + | | style="text-align:center" | 90+ |
| − | | | + | | Any Style |
| − | | | + | | style="text-align:center" | 5 |
|- | |- | ||
| − | + | | [[RISE OF INFO]] | |
| − | |{{img| | + | | {{img|RISE OF INFO|35|35|word=1}} |
| − | | | + | | style="text-align:center" | 99+ |
| − | | | + | | Any Style |
| − | | | + | | style="text-align:center" | 50 |
|- | |- | ||
| − | + | | [[Dwarven Research Station]] | |
| − | |{{img| | + | | {{img|Dwarven Research Key|35|35|word=1}} |
| − | | | + | | style="text-align:center" | Master/Legendary Gathering Gear |
| − | | | + | | Master Miner |
| − | | | + | | style="text-align:center" | 1 |
|- | |- | ||
| − | + | | [[Nature Atheneum]] | |
| − | |{{img| | + | | {{img|Heart of the Oak|35|35|word=1}} |
| − | | | + | | style="text-align:center" | Master/Legendary Gathering Gear |
| − | | | + | | Master Forager |
| − | | | + | | style="text-align:center" | 1 |
|- | |- | ||
| − | + | | [[Abandoned Academy Base]] | |
| − | + | | {{img|Abandoned Academy Scroll|35|35|word=1}} | |
| − | + | | style="text-align:center" | Master/Legendary Gathering Gear | |
| − | + | | Master Fisherman | |
| − | |[[ | + | | style="text-align:center" | 1 |
| − | |||
| − | |||
| − | |{{img| | ||
| − | | | ||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | | | ||
| − | | | ||
| − | |||
| − | | | ||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
|- | |- | ||
| + | | [[Master Chicken's Kitchen]] | ||
| + | | {{img|Prismatic Pudding|35|35|word=1}} | ||
| + | | style="text-align:center" | Master/Legendary Gathering Gear | ||
| + | | Master Chef | ||
| + | | style="text-align:center" | 1 | ||
| + | |} | ||
| − | + | == Elite Challenges == | |
| − | |||
| − | |||
| − | |||
| − | |||
| − | + | Elite challenges are elevated instances of their respective combat zone. Unlike combat zones, the number of monsters encountered is fewer and finite. The enemies are more powerful and death results in leaving the area instead of resetting the zone. Elite challenges are strictly a solo experience unlike dungeons which allow solo and/or group excursions. | |
| − | |||
| − | |||
| − | |||
| − | |||
| − | + | To enter a challenge, an [[Elite Scroll]] must be acquired. These scrolls drop during combat in regular zones and can be found in [[chests]]. | |
| − | |||
| − | |||
| − | |||
| − | |||
| − | + | [[Augmenting]] scrolls will increase the challenge and the amount of loot gained from it. The highest completed elite scroll will increase the starting difficulty in the related zone by half the augmentation level (rounded down) and the maximum difficulty by the full augmentation level. | |
| − | |||
| − | |||
| − | |||
| − | |||
| − | + | A common misconception is that completing elite scrolls rewards a passive [[Treasure Hunter]] buff in the corresponding zone. This was the case before [[Refactor]], but was removed with the introduction of difficulties. | |
| − | |||
| − | |||
| − | |||
| − | |||
| − | + | {| class="wikitable sortable" | |
| − | + | ! Scroll | |
| − | + | ! Source | |
| − | + | ! Recommended Level/Style (Scroll+0) | |
| + | ! Encounter During Challenge | ||
| + | ! Related combat zone | ||
|- | |- | ||
| − | + | | {{img|Cluster-Cluck|45|word=1}} | |
| − | |{{img| | + | | [[Chicken]] in [[Farm]] |
| − | | | + | | 75+, Any |
| − | | | + | | [[Ot_to's Prized Hen]] |
| − | |[[ | + | | [[Farm]] |
|- | |- | ||
| − | + | | {{img|Stew Stained Page|45|word=1}} | |
| − | |{{img| | + | | [[Goblin]] in [[Farm]], [[Caves]], or [[Goblin Settlement]] |
| − | | | + | | 75+, Any |
| − | | | + | | [[Big Gobbo]] |
| − | | | + | | [[Caves]] |
|- | |- | ||
| − | + | | {{img|Black Knight's Trial|45|word=1}} | |
| − | |{{img| | + | | [[Black Knight]] in the [[City]] |
| − | | | + | | 75+, Magic |
| − | | | + | | Elite Black Knight |
| − | | | + | | [[City]] |
|- | |- | ||
| − | + | | {{img|Taproot Scroll|45|word=1}} | |
| − | |{{img| | + | | [[Spriggan]] in [[Living Forest]] or [[Nature Atheneum]] |
| − | | | + | | 75+, Range/Magic |
| − | | | + | | [[Elder Spriggan]] |
| − | | | + | | [[Sacred Grove]] |
|- | |- | ||
| − | + | | {{img|Demonic Trial|45|word=1}} | |
| − | |{{img| | + | | [[Greater Imp]]/[[Lesser Demon]]/[[Greater Demon]] in<br>[[Caves]]/[[Lava Maze]]/[[Deep Pit]] |
| − | |< | + | | 75+, Range |
| − | | | + | | Elite Lesser/Greater Demon |
| − | | | + | | [[Lava Maze]] |
|- | |- | ||
| − | + | | {{img|Stormy Sea Scroll|45|word=1}} | |
| − | |{{img| | + | | [[Sunken Treasure]]/[[Ancient Treasure]], Combat in [[Stormier Seas]] |
| − | | | + | | 75+, Any |
| − | | | + | | Elite Swordfish |
| − | |[[ | + | | [[Stormier Seas]] |
|- | |- | ||
| − | + | | {{img|Corroded Scroll|45|word=1}} | |
| − | |{{img| | + | | [[Infected Naga]]/[[Bone Giant]] in [[Corrupted Lands]] |
| − | | | + | | 75+, Melee |
| − | | | + | | Elite Infected Naga/Bone Giant |
| − | |[[ | + | | [[Corrupted Lands]] |
|- | |- | ||
| − | + | | {{img|Giant Scroll|45|word=1}} | |
| − | |{{img| | + | | Giants in [[Valley of Giants]] |
| − | | | + | | 75+, Melee |
| − | | | + | | Elite Giant <br>''33% chance between Fire/Ice/Moss'' |
| − | |[[ | + | | [[Valley of Giants]] |
|- | |- | ||
| − | + | | {{img|Shapeless Scroll|45|word=1}} | |
| − | |{{img| | + | | [[Chaos Giant]]s and [[Chaotic Abomination]]s in [[Chaos Wastes]] |
| − | + | | 90+, Magic | |
| − | + | | Elite Chaos Giant | |
| − | |[[ | + | | [[Chaos Wastes]] |
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | | | ||
| − | |||
| − | |||
| − | | | ||
| − | |[[ | ||
|- | |- | ||
| − | + | | {{img|Enchanted Armory Scroll|45|word=1}} | |
| − | |{{img| | + | | Glass Knights, Rangers and Mages in the [[Enchanted Armory]] |
| − | | | + | | 75+, Any |
| − | | | + | | {{?}} |
| − | |[[ | + | | [[Enchanted Armory]] |
|- | |- | ||
| − | + | | {{img|Fallen Academy Scroll|45|word=1}} | |
| − | |{{img| | + | | Corpse Eaters and Dark Mages in the [[Fallen Academy]] |
| − | | | + | | 75+, Melee/Range |
| − | | | + | | {{?}} |
| − | |[[ | + | | [[Fallen Academy]] |
|- | |- | ||
| − | + | | {{img|Overgrown Woods Scroll|45|word=1}} | |
| − | |{{img| | + | | Wild Boars and Wolves in the [[Overgrown Woods]] |
| − | | | + | | 75+, Melee |
| − | + | | {{?}} | |
| − | + | | [[Overgrown Woods]] | |
|- | |- | ||
| + | | {{img|Elven Encampment Scroll|45|word=1}} | ||
| + | | Elven Knights, Warriors, Mages and Rangers in the [[Elven Encampment]] | ||
| + | | 75+, Any | ||
| + | | {{?}} | ||
| + | | [[Elven Encampment]] | ||
|} | |} | ||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | --- | + | --- |
| + | {{Navbar Skills}} | ||
Latest revision as of 07:28, 11 May 2025
Combat is a game-play mechanic in which you fight enemies located within increasingly more difficult zones. A beginner's guide on combat can be found on the wiki page Combat Guide (outdated).
Skills
There are six skills to level in combat: Constitution, Attack, Strength, Defense, Magic and Range.
Constitution
Constitution is the skill that determines your maximum hit points. At level 1 you have a maximum of 30 hit points.
You gain Constitution experience when an enemy damages them. How much experience you receive is determined with the following formula:
Attack
Attack determines your accuracy and your overall effectiveness when dealing damage. Attack experience is gained by dealing any form of damage.
Defense
Defense determines your defenses and your overall effectiveness at mitigating and dodging damage. Defense experience is gained by mitigating damage from enemies. How much experience is gained is determined with the following forumula:
If you dodge an attack, the enemy's attack level is used as mitigated damage, with damage dealt as 0.
Strength
Strength determines your effectiveness when using melee skills. Strength experience is obtained when dealing damage with the associated skills.
Magic
Magic determines your effectiveness when using magic skills. Magic experience is obtained when dealing damage with the associated skills.
Range
Range determines your effectiveness when using range skills. Ranged experience is obtained when dealing damage with the associated skills.
Equipment Statistics
Not only do your skills determine how effective you are in combat, your equipment does too. In order to make effective loadouts, you need to know how your equipment's statistics work.
Offensive Statistics
Strength
(STR) Your melee offense stat. This directly translates to your melee damage output.
Dexterity
(DEX) Your ranged offense stat. This directly translates to your ranged damage output.
Intellect
(INT) Your magic offense stat. This directly translates to your magic damage output.
Critical Hit Chance
(Crit Chance) This is the chance that your attack hits critically every time you land a hit on your enemy.
Critical Hit Multiplier
(Crit Mult) This is the value that your damage will be increased by if you land a critical hit on your enemy.
Example: Having a Crit Chance of 30% and a Crit Mult of 50% means that your maximum damage is increased 30% of the time by 50%.
Accuracy
(ACC) Your accuracy is what decides your hit chance against the enemy. There are several different types of accuracy, where the types of abilities you use will be affected by those.
Example: Using the ability 'Fire Ball' will make use of Magic Accuracy and Fire Accuracy.
Defensive Statistics
Protection
(PROTECTION) This is your physical damage reduction. Any melee or ranged damage that an enemy hits you with will be reduced using this value.
Resistance
(RESISTANCE) This is your magic damage reduction. Any magic damage that an enemy hits you with will be reduced using this value.
Agility
(AGILITY) This value is used to calculate your dodge chance. The higher this value is, the less likely it is that an enemy will be able to hit you.
Stamina
(STAMINA) This value determines a bonus to your maximum hit points.
Affinities
There are four combat styles you can choose from:
- Melee: Make use of melee weapons, such as scimitars and daggers.
- Magic: Make use of magic weapons, such as staffs and wands.
- Ranged: Makes use of ranged weapons, such as longbows and crossbows.
- Hybrid: Make use of two or more of the above skills with weapons that provide hybrid statistics, such as Shapeless Scythe, providing both STR and INT.
Affinities are used in calculating your effectiveness for each subclass of combat, both for offense and defense. Affinities are added together from item to item.
For example, an Ancient Fire Amulet provides +15% Fire affinity, which would be added with the +35% fire affinity given by the Mantle of Flame to give a total fire affinity of +50%.
There are twelve affinities:
Enchantments
There are various enchantments available to customize your equipment in a way that helps you in combat. Here's a list of enchantments you might find useful.
Scroll |
Slot | Level | Silver Amount | Rune Amount | Runes | Effect per scroll |
|---|---|---|---|---|---|---|
Scroll of Weakening |
Helm, Body, Legs, Shield, Weapon | 4 | 100 | 20 | Air, Fire, Mind | Decreases the level requirements of the item by 1. |
Scroll of Healing |
Shield, Combat-Amulet | 10 | 200 | 30 | Blood, Nature, Cosmic | Passive heal per tick increased by 20%. Increases health received from consumables by 10%. |
Scroll of Fortitude |
Shield, Combat-Amulet | 68 | 800 | 70 | Blood, Chaos, Nature | Increases stamina by 10. |
Scroll of Force |
Shield | 79 | 900 | 80 | Blood, Death, Chaos | Gain 1% of your protection as strength. |
Scroll of Overhealing |
Weapon | 11 | 200 | 30 | Air, Water, Death | Heal for 1% of overkill damage on a target. |
Scroll of Accuracy |
Weapon | 28 | 400 | 40 | Blood, Death, Mind | Increases accuracy for all three combat styles by 3% multiplicatively. |
Scroll of Critical Strike |
Weapon | 52 | 600 | 60 | Blood, Death, Chaos, Cosmic | Increases critical chance and damage multiplier by 2.5%. |
Scroll of Endless Ammo |
Cape, Weapon | 29 | 400 | 40 | Chaos, Nature, Mind | Gain a 17% chance to not consume ammo (resulting in 20% more uses from each ammo piece on average). Works on ranged projectiles, melee whetstones, and magic charms. |
Scroll of Rune Reserves |
Cape, Weapon | 35 | 500 | 50 | Water, Chaos, Mind | Gain a 33% chance to not consume runes when using abilities (resulting in 50% more ability uses for the same rune cost). |
Scroll of Reinforcement |
Helm, Body, Legs | 13 | 200 | 30 | Death, Chaos, Mind | Increases agility by 12. |
Scroll of Protection |
Helm, Body, Legs | 31 | 400 | 40 | Air, Earth, Cosmic | Increases protection by 10. |
Scroll of Resistance |
Helm, Body, Legs | 32 | 400 | 40 | Air, Fire, Cosmic | Increases resistance by 10. |
Scroll of Recklessness |
Helm, Body, Legs | 80 | 1000 | 80 | Blood, Death, Chaos | Additively increases offensive magic, range, and melee affinity by 2.0% but reduces the respective defensive affinities by the same amount. |
Scroll of False Equilibrium |
Helm, Body, Legs | 81 | 1000 | 80 | Blood, Death, Chaos | Increases maximum damage and decreases minimum damage by 1.5%. |
Scroll of Patience |
Body, Legs | 82 | 1000 | 80 | Air, Water, Death | Slower abilities and attacks receive a maximum damage bonus scaling on attack speed. Scales off of ability speed, capping at 50% increase or decrease. |
Scroll of the Treasure Hunter |
Gloves, Boots | 85 | 1200 | 100 | Chaos, Nature, Cosmic | Increases your chance of finding items from slain enemies by 3%. |
Scroll of Prolonging |
Gloves, Boots | 58 | 700 | 60 | Nature, Mind | Gain a 20% chance to not consume a buff stack (resulting in 25% more uses from a buff on average). |
Scroll of Enlightenment |
Gloves, Boots | 73 | 900 | 70 | Air, Water, Chaos, Mind | Gain 1 more essence per action where essence is acquired. |
Abilities
Abilities are special skills used to attack, defend, heal, or cause other effects in battle.
While on the combat screen before entering combat, there is a box filled with abilities that can be selected. Only one auto-style ability that has no cooldown can be chosen and it must be the last ability listed in the ability rotation. Other abilities may be picked, preferably with consideration to the type of weapon and equipment loadout worn.
These abilities can be item-specific or they can be universal abilities. Item specific abilities are temporary abilities, only accessible while wearing the affected gear. For example, equipping a
Defender's Pendant gives the Bulwark ability.
Universal abilities are permanent abilities that can always be used. Some abilities are innate, as in they existed upon character creation. Other abilities are learned by acquiring and consuming Ability Books. For example, obtaining and consuming the
Smoke and Mirrors ability book, will make this ability always available.
Ability Rotation
Despite the name, abilities are not necessarily performed in the specified order. Instead it is treated as a priority list. The first ability that is not on cooldown will be used. The rotation allows for heavy customization of the combat experience, with millions of different ability loadout possibilities. The maximum number of abilities available in an ability rotation can be increased by leveling combat skills.
Healing and Death
Healing
While in combat, being hit and receiving damage from enemies is inevitable. Health is recovered by the following:
- Eating food is a common and immediate way to heal. Although many raw and prepared ingredients are edible, it is preferable to consume cooked dishes for their higher hit point recovery.
- Food can be stored in a special Combat Food inventory found under the Equipment tab. With a maximum of 28 slots, each slot holds one food item (not a stack of food items). If using the AutoEat function during battle, food is eaten in order from top left to bottom right.
- Another strategy is to engage in battle during periods of global buffs (purchased in the Shrine of Toucan) conducive to healing such as Messy Eater which increases the amount of health received by food by 3%.
- Enchanting gear with Healing, Overhealing, or Soul Stealing also promotes healing.
- Certain abilities allow self healing such as the Forest's Embrace found on the Sylvan Staff. By wearing the associated pieces of armor (ie. those with Forest's Embrace) as a set, this activates the set bonus for improved buff amounts.
- Having a team member with the Bandage Friendly or resurrection abilities active during battle will also heals you and other allies present.
When you finish or leave a zone, elite challenge or dungeon, your health is fully restored.
Death
Should your remaining hit points reach 0, death occurs and a respawn timer starts. Then you cannot continue to battle before this timer runs out. During solo combat in a normal (non-dungeon and non-elite challenge) zone, this means the difficulty of the area you're in will be reset to 0 or the minimum starting difficulty set before entering the zone.
If you are in a dungeon or elite challenge, hopefully the remaining party members can continue towards the final confrontation, otherwise the dungeon run ends uncompleted and no dungeon victory loot is awarded.
Locations
You can fight enemies in combat zones, dungeons, or during elite challenges.
Difficulty
Each combat area has a difficulty setting, the default starting difficulty is 0 for every area. The maximum difficulty is the highest possible difficulty level, the enemies can reach during battle (this can be manually set for Combat Zones only).
A higher difficulty means a greater challenge to survival, but also a better opportunity to receive more rewarding loot. The starting difficulty setting can be increased prior to battle by:
- manual adjustment in the pre-combat screen (for Combat Zones only),
- augmenting the dungeon key (for Dungeons) or
- augmenting the elite scroll (for Elite Zones).
Zones
Combat zones are areas that provide an endless stream of enemies. Enemies are fought in waves where a wave can consist of a single enemy or a group of them. After every 50 waves, the difficulty of the area goes up by 1 level which equates to enemies also rising in difficulty level. At the same time, the character loadout associated to that area is reloaded, which means that food supplies in the Combat Inventory are replenished (provided that there is food remaining of identical type and level in the normal Inventory).
| Zone | Lowest Recommended Combat Levels |
Recommended Combat Style |
|---|---|---|
| Farm | 1–5 | Any Skill |
| Caves | 5–10 | Any Skill |
| City | 10–20 | Magic |
| Fallen Academy | 25–50 | Range or Melee |
| Lava Maze | 20–40 | Range |
| Corrupted Lands | 40–60 | Melee |
| Valley of Giants | 60–90 | Melee |
| Overgrown Woods (Duo Zone) | 25–50 | Range |
| Enchanted Armory (Duo Zone) | 40–70 | Magic |
| Elven Encampment (Duo Zone) | 50–75 | Range |
| Chaos Wastes (Duo Zone) | 90+ | Magic |
Dungeons
Dungeons are instances in which a group of players can band together to defeat the monsters within. After battling waves of enemies, a final boss awaits with the promise of treasure and accolades. Unlike regular Combat areas, death in a dungeon results in leaving the dungeon and not a resetting of the area. Dungeons are not associated with a particular Combat Zone, in that they do not affect the starting or maximum difficulty levels of a Combat Zone as an Elite Challenge does.
To enter a dungeon, a key is required. These keys can be crafted and then upgraded through augmentation to make the dungeon more challenging and the riches more enticing.
| Dungeon | Key | Lowest Recommended Combat Levels |
Recommended Combat Style |
Max Group Size |
|---|---|---|---|---|
| Goblin Settlement | Torn Goblin Settlement Map
|
30+ | Any Style | 3 |
| Dark Fortress | Dark Fortress Key
|
50+ | Any Style | 3 |
| Ancient Barrows | Cursed Spade
|
50+ | Melee/Ranged | 2 |
| Overgrown Castle | Castle Map
|
50+ | Any Style | 4 |
| Palace of Flame | Burning Feather
|
60+ | Range/Magic | 2 |
| Giant's Keep | Giant's Keep Key
|
75+ | Any Style | 5 |
| Eye of the Storm | Ancient Pyramid
|
75+ | Range | 5 |
| Elder Ruins | Elder Lockstone
|
75+ | Range | 5 |
| The Maelstrom | Ancient Maelstrom Orb
|
90+ | Any Style | 5 |
| RISE OF INFO | Rise of Info
|
99+ | Any Style | 50 |
| Dwarven Research Station | Dwarven Research Key | Master/Legendary Gathering Gear | Master Miner | 1 |
| Nature Atheneum | Heart of the Oak
|
Master/Legendary Gathering Gear | Master Forager | 1 |
| Abandoned Academy Base | Abandoned Academy Scroll | Master/Legendary Gathering Gear | Master Fisherman | 1 |
| Master Chicken's Kitchen | Prismatic Pudding
|
Master/Legendary Gathering Gear | Master Chef | 1 |
Elite Challenges
Elite challenges are elevated instances of their respective combat zone. Unlike combat zones, the number of monsters encountered is fewer and finite. The enemies are more powerful and death results in leaving the area instead of resetting the zone. Elite challenges are strictly a solo experience unlike dungeons which allow solo and/or group excursions.
To enter a challenge, an Elite Scroll must be acquired. These scrolls drop during combat in regular zones and can be found in chests.
Augmenting scrolls will increase the challenge and the amount of loot gained from it. The highest completed elite scroll will increase the starting difficulty in the related zone by half the augmentation level (rounded down) and the maximum difficulty by the full augmentation level.
A common misconception is that completing elite scrolls rewards a passive Treasure Hunter buff in the corresponding zone. This was the case before Refactor, but was removed with the introduction of difficulties.
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| Skills (Experience Table) | |
|---|---|
| Gathering | |
| Production | |
| Magic | |
| Combat |
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Scroll of Weakening
Scroll of Healing
Scroll of Fortitude
Scroll of Force
Scroll of Overhealing
Scroll of Accuracy
Scroll of Critical Strike
Scroll of Endless Ammo
Scroll of Reinforcement
Scroll of Protection
Scroll of Recklessness
Scroll of False Equilibrium
Scroll of Patience
Scroll of the Treasure Hunter
Scroll of Prolonging
Scroll of Enlightenment
Torn Goblin Settlement Map
Dark Fortress Key
Cursed Spade
Castle Map
Burning Feather
Giant's Keep Key
Ancient Pyramid
Elder Lockstone
Ancient Maelstrom Orb
Rise of Info
Heart of the Oak
Prismatic Pudding
Cluster-Cluck
Stew Stained Page
Black Knight's Trial
Taproot Scroll
Demonic Trial
Stormy Sea Scroll
Corroded Scroll
Giant Scroll
Shapeless Scroll
Enchanted Armory Scroll
Fallen Academy Scroll
Overgrown Woods Scroll
Elven Encampment Scroll
Mining
Fishing
Enchanting