Fight monsters for XP, coins, and drops. Combat style determined by equipped weapon.
Combat Skills
7 subskills: Stamina (HP), Intelligence (MP/Ability slots), Attack (acc/speed), Defense (evasion/armor), Melee, Ranged, Magic.
XP Distribution: 30% primary training (weapon), 70% focus training (charm) or split equally.
Combat Styles
| Weapon | Style | Damage Type | Primary Skill |
|---|---|---|---|
| Sword | Slash | Physical | Melee |
| Spear | Stab | Physical | Attack |
| Mace | Smash | Physical | Melee |
| Bulwark | Smash | Physical | Defense |
| Crossbow | Ranged | Physical | Ranged |
| Bow | Ranged | Physical | Ranged |
| Water Staff | Magic (Water) | Water | Magic |
| Nature Staff | Magic (Nature) | Nature | Magic |
| Fire Staff | Magic (Fire) | Fire | Magic |
Damage Mitigation
- Evasion Layer:
Hit = acc^1.4 / (acc^1.4 + eva^1.4) - Armor/Resistance Layer:
Damage Taken = 100 / (100 + Penetrated Defense). If penetration > defense:(100 - Penetrated Defense) / 100
Crowd Control
Stun (all actions), Blind (no auto attack), Silence (no abilities). CC Chance = Base × 100 / (100 + Tenacity)
Special Modifiers
Offensive: Pierce, Mayhem, Blaze/Bloom/Ripple (elemental procs after abilities) Defensive: Parry (negate + counter), Thorns, Retaliation Sustain: Life Steal, Mana Leech
Elemental Procs
| Proc | Effect |
|---|---|
| Blaze (Fire staff) | AoE fire, 30% max dmg |
| Bloom (Nature staff) | Heal lowest HP ally, 10 + 15% max dmg |
| Ripple (Water staff) | Restore 10 mana, reduce CDs by 2s |
All proc independently per ability cast, additive from equipment.
Speed & Haste
Attack Speed reduces auto interval. Cast Speed reduces cast time (+Attack/2000). Ability Haste: CD = Base × 100 / (100 + Haste).
Threat (Party)
Base 100. Taunt (2.5×) / Provoke (5×). Higher threat = higher chance to be targeted.
Parry
Base 8% (Regal Sword). Single check per enemy ability cast. If successful: single-target dmg negated for target, AoE dmg negated for entire party.
Critical Hits
Ranged: 30% base crit chance of hit chance. Others: 0%. Crit = max damage × (1 + crit damage bonus).
Enrage
Monsters gain +10% acc/dmg per 60s, max 10 stacks.
Level Malus
Party member 20%+ below highest combat level: Penalty = min(90%, 3 × (ratio - 1.2)). Applies to XP and drops.
Combat Level Formula
Combat Level = 0.1 × (Stamina + Int + Attack + Defense + MAX(Melee, Ranged, Magic))
+ 0.5 × MAX(Attack, Defense, Melee, Ranged, Magic)
Combat Houses
Dining Room (+Stamina), Library (+Int, ability scrolls), Dojo (+Attack, +speed), Gym (+Melee), Armory (+Defense), Archery Range (+Ranged), Mystical Study (+Magic). All provide +0.05% Wisdom and +0.2% Rare Find per level.