Combat System
Combat is turn-based and triggered by random encounters as you move, by attacking dungeon monsters, roaming World Bosses, or rival kingdoms. Every fight is you versus one monster (or, for kingdom warfare, army versus army — see Armies & Warfare).
Damage
Each side's hit is resolved the same way:
Your damage
max(1, your ATK − monster DEF + random(−2, 2))
Monster's damage
raw = max(1, monster ATK + random(−2, 2))
damage = max(1, round(raw × (1 − reduction)))
The two sides are not symmetrical. Your hits still subtract the monster’s Defense point-for-point, but incoming damage no longer subtracts yours — your DEF now buys a percentage reduction on a diminishing-returns curve. See Defense & Damage Reduction below.
A fight ends when one side's HP reaches 0, or you flee. There is no accuracy/miss roll outside of Critical Hits and class control abilities — every attack that isn't dodged by an ability effect connects.
Defense & Damage Reduction
Defense used to be subtracted straight off each incoming hit. That made it all-or-nothing: one point of DEF above a monster’s Attack and you took the minimum 1 damage forever, while a single point below and your DEF did almost nothing. It has been replaced by a smooth curve:
Reduction
min(0.80, DEF ÷ (DEF + K))
K (the curve’s pivot)
10 + 3.5 × the attacker’s level
Two things follow from this. First, every point of DEF is worth slightly less than the last — there is no breakpoint to chase and no way to make a fight cost nothing. Second, because K is keyed to the monster’s level rather than yours, a given DEF value is worth less against tougher foes: gear that carried you through one zone does not keep the same edge in the next. Keeping your reduction steady means upgrading armor as you climb.
| Your DEF | vs. Lvl 10 | vs. Lvl 25 | vs. Lvl 50 | vs. Lvl 75 | vs. Lvl 100 |
|---|---|---|---|---|---|
| 50 | 53% | 34% | 21% | 16% | 12% |
| 100 | 69% | 51% | 35% | 27% | 22% |
| 200 | 80% | 67% | 52% | 42% | 36% |
| 400 | 80% | 80% | 68% | 59% | 53% |
| 800 | 80% | 80% | 80% | 75% | 69% |
Mitigation is applied before Defending and before ability shields, so choosing to Defend still halves whatever is left after the curve, and absorbs stack on top of that.
Monster Tiers
Every monster belongs to one of three tiers, which multiply its base HP/ATK/DEF (computed from its level):
| Tier | HP × | ATK × | DEF × |
|---|---|---|---|
| Mob | 1.00 | 1.00 | 1.00 |
| Elite | 1.15 | 1.10 | 1.30 |
| Boss | 1.45 | 1.20 | 1.30 |
Your Resource Bar
Once you've chosen a class, you fight with a resource bar that fuels your abilities: Mana (Cleric, Mage, Necromancer), Focus (Ranger), Energy (Rogue), or a bar that builds as you fight rather than regenerating — Rage (Warrior) and Holy Power (Paladin). Abilities cost 1–50 resource and unlock at specific levels — see each class's ability list in Classes.
Mana works differently from every other resource. Rage, Energy, Focus, and Holy Power start each fight empty and build or regenerate during it — but Mana persists between fights: you enter combat with whatever you actually have left, and it only comes back from kills (each victory restores 10% of your maximum), potions, or resting at an Inn. In exchange, the three Mana classes get Magic Bolt — a basic attack costing just 1 Mana that strikes with your Magic stat instead of your Attack, so a caster is never reduced to feeble weapon swings.
Fleeing and Defeat
You can attempt to flee most fights. If your HP reaches 0, you're returned to your zone's capital with your HP restored to half of max and lose a portion of your carried gold — a setback, not a full loot-drop.