Combat is an important part of playing the game. Combat is turn based.
- 1 Entering Combat
- 2 Turns
- 3 End conditions
- 4 Combat Strategy
Starting a Fight: PvM
In order to initiate combat with a monster you must simply click on the monster's avatar on the screen.
Joining a Fight: PvM
In order to join a fight that has already been started, within 30 seconds of the beginning of combat you must click the sword icon appearing next to the monster's new avatar, and then click Join on the drop-down menu that appears. You can also shift+click the sword to join in one click.
Starting a Fight: PvP (Friendly)
In order to initiate a friendly fight with a player click their avatar, then on the drop-down menu select "Challenge". This will initiate a challenge in which no experience is gained or lost, no honor gained or lost, and no items are gained or lost.
Joining a Fight: PvP (Friendly)
In order to join a friendly fight with other players, you must click the sword of which team you would like to join, and click Join on the drop-down menu.
Starting a Fight: PvP (Aggressive)
In order to initiate an aggressive fight with another player of the opposite faction, or of neutral faction you must click their avatar, then on the drop-down menu select "Push and Shove". See pvp for a more detailed description.
Joining a Fight: PvP (Aggressive)
See Joining a Fight: PvP (Friendly).
Turns are indicated by the turn indicator in the lower right hand corner of the screen. The selected player is given a certain amount of time (30 seconds) to complete their turn.
Each monster has a different set number of movement points based upon their race.
Many spells cause a player or monster to lose movement points. Certain spells cause players or monsters to gain extra movement points.
The movement counter is reset at the end of their turn.
A character starts with six action points which they can spend to perform as many actions (casting a spell or attacking in melee) as they can within the given timeframe.
Like movement points, action points can be increased or decreased depending on the character's equipment, or through abilities like Stimulating Word, Devotion, or Smell. (Characters that reach level 100 gain an additional base action point, bringing their base to seven.)
The action point counter is reset at the end of their turn.
Each character is given about thirty (30) seconds to execute their movements; if they take longer than that, their movement points and action points are forfeited and play goes to the next player in the turn indicator.
A battle can end as a victory, a loss, or a surrender.
You win a battle when all of the enemies on the field have their health points reduced to zero. You will receive a certain amount of experience, kamas, and items, which will be divided among party members based upon their level and prospecting.
Each team member's prospecting is used to test for each item, however the total prospecting level of all team members determines which items are tested for after the battle. Each item has a prospecting value that must be met before it is tested for, and rare items generally have a higher prospecting value than one character alone can meet (generally >400).
You lose a battle when all of your teammates have all of their health points reduced to zero. You will restart the game at the zaap point where you last save with only 1 health point. Or if you don't have a saved zaap point, you will be instantly transported to your class statue (this mainly applies for F2P's because there is only one zaap they can go to).
If you are in a hopeless battle and do not want to waste time, you can surrender by clicking the white flag underneath your character's icon. Surrendering has mostly the same effect as losing a battle, but has an impact on alignment honor gains.
Now that you know the mechanics of battle you can learn the strategy!
The Three Class Types
All twelve classes can be broken down into three very general types: Tanks, Mid-Rangers, and Fragiles.
Note: Feca is now considered Fragiles by some people due to the armor nerfs in 1.20.0
|Tanks||Sacriers, Iops||Classes that can both deal and take a lot of damage (at the expense of range). Basically, melee fighters.|
|Mid-Rangers||Ecaflips, Enutrofs, Fecas, Osamodas, Sadidas, Srams, Xelor, Pandawa||The most balanced group, these classes usually have one area of expertise (i.e. damage, protection, summoning) and only mediocre skills in most other things. That isn't to say that this group can't be very powerful. Basically, classes that can attack from just about any range if needed.|
|Fragiles||Cras, Eniripsas||These classes are not experts in dealing or suffering damage. They make up for this with another skill. Basically, these classes should never enter close-combat.|
With these classes it is inevitable that you will be hit, but high HP and damage make up for it. Because you will be hit you should always be hitting your opponent (or at least moving into position).
Because both your range and movement are rather limited you should consider carefully how you plan dodge rolls (specifically, whether you should run and let your enemy do so as well). Although you will be hit and can take a hit it is always better to avoid losing HP when possible, keep this in mind when deciding if you should run. If you are fighting a very fast opponent who does not deal much damage, always keep them in your tackle zone, they may still get away but at least now you have a chance at keeping them put (for instance, in the case of a Prespic or Tofu if they get out of your range you will have to corner them and in the process they will do more damage then if you kept them in your tackle zone in the first place). Versus a powerful, slow monster you should always move away. They will follow you and depending on the situation they will be able to hit you about 50% of turns (rather then 100% if you stayed still or moved towards them). However, note that you should move towards your opponent to attack next turn if necessary, then move away again if possible. For a basic rule of thumb, stay still or move towards faster enemies (generally, stay still for one that will come forward to attack you and move forward towards ones that will run away; however, to further complicate things you should move back if you will not be able to get a fast opponent into your tackle zone.) and move away from enemies slower then you; however, they will, of course, be situations where this general rule does not hold true, use your best judgment.
When choosing a starting position always choose the one closest to the greatest number of enemies, leave those distant spaces for Fragiles.
Lastly, because the key to your power is in being able to take many hits in a battle always heal between battles (either by sitting or by eating), if you enter a battle with your HP already diminished you will be doing a disservice both to yourself and your team.
In certain situations and with the right spells, Fecas (armor) and Eniripsas (Regenerating, Preventing, and self-healing) can take a tank-like role.
The name Mid-Rangers does not refer to the common RPG class of Ranger (or something similar) but rather because they are midway between tanks and fragile (and they generally attack from mid-range).
Unlike Tanks, damage is not imminent for Mid-Rangers, so base your choice whether to attack or not based on your own situation (i.e. you actually have to think).
Movement is the same as that for Tanks; basically, move away from powerful, slow monsters, move towards fast opponents only if you can attack and/or get them into your tackle zone (otherwise move away).
Choosing your starting will, once again, require thought. Evaluate your range, your MP and how you think your enemy will act.
Healing is least important for Mid-Rangers, if you are not able to heal before a battle simply err more on the side of caution, trading less damage dealt for less damage taken.
Mid-Rangers also have the largest pantheon of special skills (and are generally the most flexible classes), use these to further increase your power.
Fragiles are like delicate little flowers, not much damage dealt, not much should be taken.
Not taking damage should be your top priority; because you won't be dealing much damage, it isn't a big deal to skip attacking one turn if it means not being killed. (However, obviously, when you will kill your opponent don't hold off for fear of retaliation from the corpse).
Fragiles should always be running. Especially in the case of Cras, your range will allow you to attack, even after that Tofu split in the other direction. Eniripsas should not be on the front lines anyway, but rather behind the attacking line to take care of injured comrades.
In all cases, you should choose the starting spot farthest from the action. Cras should choose one that is unobstructed by rocks and trees, Eniripsas would do well to give themselves extra cover as they will not be attacking much and therefore a line of sight is not necessary.
Because your HP will often be low to start you should not further endanger yourself by not healing between battles. Although the team (almost) always suffers when a member goes down, Fragiles fill a crucial support position and will be even more missed.