Combat
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 A beginner's guide on combat can be found on the wiki page Combat Guide (outdated).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.
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
(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.
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Slot | Level | Silver Amount | Rune Amount | Runes | Effect per scroll |
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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. |
Abilities
You can use abilities to attack, defend, heal, or cause other effects in battle.
When on the combat screen before entering combat, there is a box filled with abilities that you can choose to use. You must have an auto-style ability that has no cooldown. You can then add other abilities.
These abilities can be item-specific or they can be universal abilities. Item specific abilities come with items you may have equipped. For example, epuipping Defender's Pendant gives the Bulwark ability.
Universal abilities are abilities you can always use, no matter what. You can learn universal abilities by obtaining and consuming Ability Books, which drop in dungeons. For example, obtaining and consuming the Invisibility ability book, will make this ability always available.
The maximum number of abilities you can have in your ability rotation can be increased by increasing your total number of combat levels.
Ability Rotation
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. The rotation allows you to heavily customize your combat experience, with millions of different ability loadouts you can create.
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 |
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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 |
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Goblin Settlement | ![]() |
30+ | Any Style | 3 |
Dark Fortress | ![]() |
50+ | Any Style | 3 |
Ancient Barrows | ![]() |
50+ | Melee/Ranged | 2 |
Overgrown Castle | ![]() |
50+ | Any Style | 4 |
Palace of Flame | ![]() |
60+ | Range/Magic | 2 |
Giant's Keep | ![]() |
75+ | Any Style | 5 |
Eye of the Storm | ![]() |
75+ | Range | 5 |
Elder Ruins | ![]() |
75+ | Range | 5 |
The Maelstrom | ![]() |
90+ | Any Style | 5 |
RISE OF INFO | ![]() |
99+ | Any Style | 50 |
Dwarven Research Station | ![]() |
Master/Legendary Gathering Gear | Master Miner | 1 |
Nature Atheneum | ![]() |
Master/Legendary Gathering Gear | Master Forager | 1 |
Abandoned Academy Base | ![]() |
Master/Legendary Gathering Gear | Master Fisherman | 1 |
Master Chicken's Kitchen | ![]() |
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) | |
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Gathering | |
Production | |
Magic | |
Combat |
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