Combat
Combat is a game-play mechanic where players fight enemies located within increasingly more difficult zones. A beginner's guide on combat can be found on the wiki page combat guide (outdated).
There are 6 skills to level in combat; constitution, attack, strength, and defense, magic and range.
Contents
Zones
Locations
Zone | Lowest Recommended Combat Levels | Recommendations |
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Farm | 0 - 20 | Any Skill |
Caves | 10 - 30 | Any Skill |
City | 20 - 40 | Magic |
Fallen Academy | 30 - 60 before diff11, 90+ at diff11+ | 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 | Melee |
Enchanted Armory (Duo Zone) | 40 - 70 | Magic |
Elven Encampment (Duo Zone) | 50 - 75 | Range |
Chaos Wastes (Duo Zone) | 90+ | Magic |
Dungeons
Key Name | Lowest Recommended Combat Levels | Location Name | Recommended Style/Gear | Max Group Size |
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30+ | Goblin Settlement | Any Style | 3 |
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50+ | Dark Fortress | Any Style | 3 |
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50+ | Ancient Barrows | Melee/Ranged | 2 |
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50+ | Overgrown Castle | Any Style | 4 |
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60+ | Palace of Flames | Range/Magic | 2 |
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75+ | Giant's Keep | Any Style | 5 |
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75+ | Eye of the Storm | Range | 5 |
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75+ | Elder Ruins | Range | 5 |
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90+ | The Maelstrom | Any Style | 5 |
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99+ | RISE OF INFO | Any Style | 50 |
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Master/Legendary Gathering Gear | Dwarven Research Station | Master Miner | 1 |
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Master/Legendary Gathering Gear | Nature Atheneum | Master Forager | 1 |
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Master/Legendary Gathering Gear | Abandoned Academy Base | Master Fisherman | 1 |
Elite Challenges
There are eleven types of Elite Scrolls, each one dropping from a specific area. These can be augmented, and then completed to increase certain aspects of combat. For more information, you can read the Elite Scroll Article.
Difficulties
Difficulties are the different levels in every combat zone. Every 50 waves, your difficulty will increase by 1. Increasing difficulty results in increased stats from enemies, as well as new monsters that can spawn at high difficulties. In every zone, there are Elite versions of each monster that can spawn, rewarding much more loot but being much harder to defeat.
The difficulty stops increasing once you either reach your maximum (which by default is 10, but can be increased by completing Elite Challenges) or you reach a value that you preset before entering the zone.
Every 50 waves in a zone, the loadout that is associated with the zone is reloaded, which means your food will refill, every time difficulty increases, or if you have set/reached your maximum difficulty, if your loadout contains food.
More information about which monsters you might encounter in each zone is found here.
Combat Experience
Skill | Experience gained when | Exp formula |
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Constitution experience is gained when being damaged by enemies. | |
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Defense experience is gained by mitigating damage from enemies. | |
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Attack experience is gained by dealing any form of damage. | - |
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Strength, Magic and Ranged experience are obtained when dealing damage with the associated skills. | - |
If a player dodges an attack, they receive the enemy's attack level as mitigated damage, with damage dealt as 0. For example, if you dodge a base difficulty Royal Elven Hunter, you will receive a flat 12 defense experience, since it has a level 125 attack: .
Death
Death occurs when a player's health reaches zero. The respawn timer will begin and the player must either wait for it to finish (where they will be returned to their starting difficulty with full health), or, in the case of dungeons, must hope their teammates can survive to completion.
There are no punishments for dying, other than your difficulty being reset or your dungeon ending uncompleted.
Skills
Combat skills | ||
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Constitution | Constitution, in addition to the Scroll of Fortitude, is the skill that determines a player's maximum hitpoints (HP). The amount of health left can be seen next to the heart icon in the combat page.
Food can restore health inside of battle, and can provide buffs to combat for a short time. Default auto-eat will only trigger when the missing HP is less than 3/2 the food healing amount. Change auto-eat to percent of HP remaining in settings for high healing food if max HP is too low to trigger the default setting. |
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Attack | Attack partially determines a player's accuracy and their overall effectiveness when dealing damage. |
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Defense | Defense partially determines a player's defenses and their overall effectiveness at mitigating and dodging damage. |
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Strength | Strength determines a player's effectiveness when using melee skills. |
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Range | Range determines a player's effectiveness when using range skills. |
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Magic | Magic determines a player's effectiveness when using magic skills. |
Mastery levels have a slight effect on combat.
Combat Statistics
There are four styles of combat that you can choose to do: melee, ranged, magic, or hybrid. Melee makes use of melee weapons (such as scimitars and daggers).
Ranged makes use of ranged weapons (such as longbows and crossbows).
Magic makes use of magic weapons (such as staffs and wands).
Hybrid utilizes 2 or more of the above skills with weapons that provide hybrid statistics (such as Shapeless Scythe, providing both STR and INT).
Player and Equipment Stats
Both your equipment and your skill levels decide how effective you are in combat. You must know how they work in order to make effective loadouts.
Offensive Stats
- 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.
- Intelligence (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: 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 ‘fireball’ will make use of Magic Accuracy and Fire Accuracy.
Defensive Stats
- 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: This is your magic damage reduction. Any magic damage that an enemy hits you with will be reduced using this value.
- 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.
Affinities
Affinities are used in calculating your effectiveness for each subclass of combat, both for offense and defense. The best example of this is the Stygian Chestplate, which gives lots of negative offensive affinities, but lots of positive defensive affinities. This makes it very effective at tanking (absorbing lots of damage without being dealt it), but not good at DPS (damage per second). Affinities are added together from item to item (ex. a 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%).
Offensive Affinities: These values are expressed in + or - percents, increasing or decreasing your effectiveness when using a certain subclass of combat.
Example: Having a positive fire affinity of +50% means you are 50% more effective at dealing fire damage.
Defensive Affinities: These values are expressed in + or - percents, increasing or decreasing your effectiveness when fighting against a certain subclass of combat.
Example: Having a negative blunt affinity of -6% means you are 6% less effective at reducing/dodging any blunt attacks towards you.
Effectiveness of Affinities: Affinities increase or decrease your total effectiveness in combat. Each ability used takes an average of all styles used in an ability. For a more in-depth guide on how combat is calculated, you can view the main article here: In-Depth View of Combat.
Ability Rotation
The ability rotation is where the different types of attacks come from. The rotation allows you to heavily customize your combat experience, with millions of different ability loadouts you can create.
Despite the name you will not actually rotate through the chosen abilities in order. Instead it is treated as a priority list. The first ability that's not on cooldown will be used.
When on the combat screen before entering combat, there is a box filled with abilities that you can choose to do. You must have an auto-style ability that has no cooldowns. You can then add other abilities. The maximum number of abilities you can have in your ability rotation can be increased by increasing your total number of combat levels. These abilities can be item-specific (meaning you must have a certain item equipped to use them), or they can be universal abilities (meaning you can always use them, no matter what). Universal abilities can be obtained by consuming skill books, which drop from dungeons.
Book Icon/Name | Style | Description | Drop Location |
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Splash an enemy with acid, heavily reducing their defenses. | Ability Book | |
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Splash your enemies with acid, heavily reducing their defenses. | Ability Book | |
Annihilating *Snap* | All it would take is a snap of your fingers to annihilate your targets. | Awakened World Shaper | |
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Release a hellish wave of sulfuric flames to destroy nearly everything in its wake. Magic of this scale may destroy the entire enemy party, but the incredibly long incantation time leaves the caster wide open to counter attacks. | Ability Book | |
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Tear at the enemy armor, reducing its effectiveness. | Ability Book | |
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Fire a barrage of explosive projectiles into the midst of your enemies, allowing you to deal an extreme amount of damage to multiple targets. | Ability Book | |
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Bandage the lowest HP member of your party to heal them for 300 health over 15 seconds. | Ability Book | |
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Blend into your surroundings like the predators of the forest. | Empowered Bestial Defender | |
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Stab at your enemy and cause them to bleed. | Default From Equipped Weapon | |
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Unleash some of the souls trapped in your weapon to blind your enemy. | Chorus of Souls | |
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Ready yourself to defend against the next attack! | Defender's Pendant | |
Summons two friendly guards to aid you in battle. | Monster's Ability | ||
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Wait, where did you go? Makes you harder to hit but does not inherently decrease your threat generation. | Ability Book | |
Use yourself as the catalyst for resurrection, sacrificing your own life force and strength to save your allies. Takes some time to fully cast. | Mantle of Flame | ||
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Channel your inner chef to become the most feared thing on the battlefield! | Searing Ladle | |
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Cleanse an ally of some debuffs. | Monster's Ability | |
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Let loose a mighty swing to strike up to two enemies at once! Due to having to cleave through two enemies, this attack deals slightly less damage than a single target attack. | Default From Equipped Weapon, Ability Book | |
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Leach the very essence of your enemies to rejuvenate yourself while infecting them with a minor amount of corruption. | Chorus of Souls | |
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Use the weight of your weapon to crush your target. | Default From Equipped Weapon, Ability Book | |
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Harness the strength of chaotic crystals to fracture your foes with an impressive crushing strike. | Crystal Mace | |
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Strike your enemy and stun them momentarily to decrease their attack speed. | Default From Equipped Weapon | |
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Focus your entire being into striking true; massively decreases your ability to dodge attacks but increases your range damage output. Drains quickly. | Ability Book | |
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One shot, one kill. Fire a well-placed arrow at an enemy's weak spot. | Hunter's Band | |
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Increase the defenses of an ally at the expense of your own. | Ability Book | |
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A slow but incredibly heavy hitting blunt attack. | Dwarven Hammer Necklace | |
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... and strike like a wave! | Razorfin | |
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What do your elven eyes see? | Elven King's Longbow | |
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Launch an enhanced version of a magically hardened ice into your opponent to deal an impressive amount of piercing and ice damage. | Ancient Water Amulet, Shard of Kalanahmatti | |
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Harness the power of ice to temporarily add an incredibly sharp edge to your blade. | Shard of Kalanahmatti | |
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Command the staff to manifest nature's power to entangle your enemies with roots bristling with thorns. These roots are much more fragile than their unthorned counterparts. | Sylvan Staff | |
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Command the staff to manifest nature's power to entangle your enemies with roots. | Sylvan Staff | |
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All things eventually come to an end. | Signet Ring | |
Erasing *Snap* | All it would take is a snap of your fingers to erase your targets. | Awakened World Shaper | |
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Executes the enemy! Deals up to 33% more damage based on the enemy's missing health, beginning at 50% target health. | Slayer's Pendant | |
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Harness a ball of fire to throw at your enemies. Not a good idea to play catch with. | Mantle of Flame, Fire Orb, Ability Book | |
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Fire an intense gout of flame! | Mantle of Flame, Fire Orb, Ability Book | |
Flaming Fist: Chop | Throw a powerful chopping attack wreathed in flames. | Hands of Khaast | |
Flaming Fist: Haymaker | Throw a powerful punch wreathed in flames. | Hands of Khaast | |
Flaming Fist: Jab | Throw a piercing punch wreathed in flames. | Hands of Khaast | |
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Flow like water... | Razorfin | |
Command the staff to manifest nature's power to heal yourself and your allies. | Sylvan Staff | ||
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A greater chaos melee attack. | Shapeless Scythe | |
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Use nature magic to heal the lowest HP member of your party for 500 health over 30 seconds. | Sylvan Staff | |
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Channel ancient powers to cast a nearly pure bolt of ice magic. | Ancient Ring | |
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Temporarily encase yourself in a shell of magical ice, increasing protection, resistance, and defensive ice affinity at the cost of agility. Melts very very quickly! | Ancient Pendant | |
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Channel ancient powers to cast a nearly pure bolt of nature magic. | Sylvan Staff, Ancient Nature Amulet | |
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Command the staff to manifest nature's power to defend yourself and your allies. | Sylvan Staff | |
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Leach the very essence of your enemies to rejuvenate yourself. | Forgotten Soul | |
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Learn from the woodland beasts to slash your enemies with a wild and uncontrolled slash! | Empowered Bestial Dagger | |
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Send a stream of hail at your enemies! | Ancient Trident, Ancient Ring, Ancient Pendant | |
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Use heavy ammo to deal additional blunt damage at the expense of lower base damage. | Default from Equipped Weapon | |
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Launch a magically hardened ice into your opponent to deal an impressive amount of piercing and ice damage. | Ability Book | |
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Throw a magical trident of ice! | Ancient Trident | |
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Temporarily encase yourself in a shell of magical ice, increasing protection, resistance, and defensive ice affinity at the cost of agility. Melts very quickly! | Ability Book | |
An impaling attack that can hit up to 2 enemies at once. | Default from Equipped Weapon | ||
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An enhanced cleave attack that can hit up to 3 enemies at once. | Infernal Lance | |
An enhanced impaling attack that can hit up to 2 enemies at once. | Infernal Lance | ||
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Did you know you won't survive this? | Monster's Ability | |
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Actually, you're probably closer to just a little translucent, but if you claim to be invisible to sound cooler, that's okay too. | Ability Book | |
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Kra-ka-to-ahhhh! Let loose a magical blast of fire from your head. This is definitely safe! | Ability Book | |
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Attune your magic to air to deal additional slashing damage at the expense of lower base damage. | Default from Equipped Weapon | |
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Though an imperfect copy of an attack known only to the Giant King, it is far from weak. Tear forth a new rend in reality and hope nothing is on the other side. | Shapeless Scythe | |
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Attune your magic to earth to deal additional blunt damage at the expense of lower base damage. | Default from Equipped Weapon | |
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Use the power of the earth to enhance your crushing attacks. BONK! | Moss Maul | |
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Attune your magic to fire to deal additional fire damage at the expense of lower base damage. | Default from Equipped Weapon | |
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Attune your magic to ice to deal additional ice damage at the expense of lower base damage. | Default from Equipped Weapon | |
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Attune your magic to nature to deal additional nature damage at the expense of lower base damage. | Default from Equipped Weapon | |
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Use your focus to conjure a low-strength temporary ward, increasing protection and resistance but decreasing intellect. | Monster's Ability | |
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Cast a bolt of lightning at your enemy! | Zero Edge | |
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Strike as quick as lightning! | Zero Edge | |
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Surely this is an anomaly? | Zero Edge | |
Channel the near infinite potential of lightning to empower yourself and reach incredible speeds, if only for a short while. | Zero Edge | ||
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An unattuned magical attack that draws from the magical abilities of its caster or their equipment without favoring any elemental affinity. | Default ability. | |
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A completely standard melee attack that benefits from no particular style or skill. It is the most basic of attacks. | Default ability. | |
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Manifest some of nature's power to defend yourself and deal minor nature damage to your opponent. | Sylvan Staff, Ancient Nature Amulet | |
Obliterating *Snap* | All it would take is a snap of your fingers to obliterate your targets. | Awakened World Shaper | |
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Unleash the wrath of the ocean upon your enemies! | Ancient Trident | |
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Ready yourself to attempt to parry the next attack! | Monster's Ability | |
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The flames of the phoenix burn brightly, if only for a short while. | Monster's Ability | |
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Use piercing ammo to deal additional piercing damage at the expense of lower base damage. | Default from Equipped Weapon | |
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Poison! | Monster's Ability | |
Use the latent power of the Phoenix to prepare yourself for resurrection. Takes some time to fully cast but may singe any enemy who gets close during the process. | Mantle of Flame | ||
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Fire off a quick shot. | Ancient Air Amulet | |
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Fire a basic, unspecialized projectile. This projectile is fully mundane and can be fired infinitely without needing to restock. | Default | |
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Harness your regal power to summon a small magical ice storm to deal minor ice damage and increase your defenses somewhat. | King's Crown | |
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Fire a distraction shot and retreat from the frontline temporarily, significantly reducing your threat. | Ability Book | |
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Use serrated ammo to deal additional slashing damage at the expense of lower base damage. | Default from Equipped Weapon | |
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Sets a trap that significantly reduces agility of an enemy if they are hit by it. | Ability Book | |
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Target a weak point and cut open an artery, does 75 damage every 2 seconds 10 times. | Ancient Blood Amulet | |
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An enhanced cleave attack that can hit up to 3 enemies at once. | Shapeless Scythe | |
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Put your might into a single heavy hitting crushing attack at the expense of speed and accuracy. | Crystal Mace | |
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Spray poison mist at up to 3 enemies, doing 750 damage over 15 seconds to each on top of your base damage. | Shrimp Scepter | |
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Throw the Shrimp Stinger at a target to poison them and deal 1500 damage over 15 seconds on top of your base damage. | Shrimp Stinger | |
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Whip a target to poison them and deal 1500 damage over 15 seconds on top of your base damage. | Shrimp Tail | |
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Enter a skirmish stance, increases your ability to dodge attacks but limits your range damage output. Drains quickly. | Default from Equipped Weapon | |
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Use the blade of your weapon to slash at your target. | Default from Equipped Weapon | |
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Enter a sniper stance, decreases your ability to dodge attacks but increases your range damage output. Drains quickly. | Default from Equipped Weapon | |
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Use the tip of your weapon to stab your target. | Default from Equipped Weapon | |
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Fire off a shot enhanced by the wind! | Ancient Air Amulet | |
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An enhanced taunt. Significantly increases your threat and armor. | Chestplate | |
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Taunts the enemy, significantly increasing your threat level. | Ability Book, Chestplate | |
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WHERE'S THE LIMPE SAUCE?! | Searing Ladle | |
The Ol' One-Two : 1st | Hit 'em with the ol' one-two! | Modified Diving Gloves | |
The Ol' One-Two : 2nd | Hit 'em with the ol' one-two! | Modified Diving Gloves | |
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A slow but incredibly heavy hitting blunt attack. | Black Knight Titan's Helm | |
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Quickly fire up to three arrows at the enemy party! Inherently incredibly inaccurate. | Ability Book | |
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Unleash some of the souls trapped in your weapon to demoralize your enemy. | Chorus of Souls | |
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Learn from the woodland beasts to slash your enemies with a wild and uncontrolled slash! | Bestial Defender, Empowered Bestial Defender, Bestial Dagger, Empowered Bestial Dagger |
Enchantments
List of useful Enchantments.
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Slot | Level | Silver Amount | Rune Amount | Runes | Effect per scroll |
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Ring, Necklace, Weapon, Shield, Helm, Body, Legs, Gloves, Boots, Cape, Arrows, Pickaxe, Hatchet, Hoe, Tacklebox, Tongs, Tome, Ladle, Combat-Amulet, Chisel | 48 | 600 | 60 | Chaos, Mind, Cosmic | ONLY APPLIES TO THE ITEM THIS ENCHANTMENT IS ON. Increases soulbound item XP gain by 6%. |
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Helm, Body, Legs, Shield, Weapon | 4 | 100 | 20 | Air, Fire, Mind | Decreases the level requirements of the item by 1. |
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Shield, Combat-Amulet | 10 | 200 | 30 | Blood, Nature, Cosmic | Passive heal per tick increased by 20%. Increases health received from consumables by 10%. |
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Shield, Combat-Amulet | 68 | 800 | 70 | Blood, Chaos, Nature | Increases stamina by 10. |
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Shield | 79 | 900 | 80 | Blood, Death, Chaos | Gain 1% of your protection as strength. |
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Weapon | 11 | 200 | 30 | Air, Water, Death | Heal for 1% of overkill damage on a target. |
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Weapon | 28 | 400 | 40 | Blood, Death, Mind | Increases accuracy for all three combat styles by 3% multiplicatively. |
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Weapon | 52 | 600 | 60 | Blood, Death, Chaos, Cosmic | Increases critical chance and damage multiplier by 2.5%. |
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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. |
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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). |
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Helm, Body, Legs | 13 | 200 | 30 | Death, Chaos, Mind | Increases agility by 12. |
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Helm, Body, Legs | 31 | 400 | 40 | Air, Earth, Cosmic | Increases protection by 10. |
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Helm, Body, Legs | 32 | 400 | 40 | Air, Fire, Cosmic | Increases resistance by 10. |
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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. |
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Helm, Body, Legs | 81 | 1000 | 80 | Blood, Death, Chaos | Increases maximum damage and decreases minimum damage by 1.5%. |
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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. |
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Gloves, Boots | 85 | 1200 | 100 | Chaos, Nature, Cosmic | Increases your chance of finding items from slain enemies by 3%. |
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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). |
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Gloves, Boots | 73 | 900 | 70 | Air, Water, Chaos, Mind | Gain 1 more essence per action where essence is acquired. |
See also
Skills (Experience Table) | |
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Gathering | |
Production | |
Magic | |
Combat |
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