New to fighting? Start with Combat basics. This page explains the rules behind it.
Damage
Each hit rolls a number between your minimum and maximum damage (shown in your character window). Your weapon gives most of it; your stats add more depending on your class:
| Warrior | STR ÷ 3 | AGI ÷ 3 | AGI ÷ 5 | CON ÷ 4 |
| Rogue | STR ÷ 5 | AGI ÷ 3 | AGI ÷ 3 | CON ÷ 4 |
| Priest, Magician (and other casters) | INT ÷ 3 | WIS ÷ 3 | AGI ÷ 4 | CON ÷ 5 |
| Archer | STR ÷ 6 | AGI ÷ 5 | AGI ÷ 4 | CON ÷ 5 |
| Peasant | none | none | none | none |
Hit chance
Your chance to hit is your accuracy compared with the target's evade. It is never lower than 50 % and never higher than 80 %. Exception: a sitting target is always hit.
Critical hits
A hit is critical and does 1.5 × damage when:
- it comes from behind or the side of the target, or
- (your attacks only) the target still has full health.
Armour
If a hit is at least twice the target's armour, it does its full damage. Weaker hits are reduced a lot (by the square of how far below that line they are), but every hit does at least 1 damage.
Ranged weapons
Most weapons hit the tile in front of you. Bows reach up to 5 tiles and need arrows; one special weapon reaches 10 tiles without arrows. You cannot attack while carrying more than your maximum weight.
Monsters
- Passive monsters fight back once attacked; aggressive ones attack on sight.
- A monster that is chasing you gives up if you get far enough away or after a while without fighting.
- When a monster is defeated, its experience goes to the player who defeated it (or is shared with their party on the same map; see Parties).
- Its drop appears on the ground, reserved for the killer for 30 seconds. One kill gives at most one regular drop; see How drops work.
Player versus player
Players can only fight each other in the arenas (the Arena and the Combat Rooms of the Imperial Castle) and in special player-versus-player areas. Everywhere else other players cannot hurt you.