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Combat

Hunting, armour roles, wind-ups, dodging, Tap to Damage, Tavern food, talents and ultimates.

Hunting

You fight with one style at a time: Melee (heavy armour), Archery (medium) or Sorcery (light). Fighting is something you play: a hunt runs while you're on the fight screen, and your gathering and processing carry on meanwhile, so fighting never stops your work. Leave and come back, and it's Resume fight, 3, 2, 1. Choose your loadout before a fight.

Every fight also trains Vitality: your health is 90 + 10 × Vitality + HP from gear. Monsters drop gold, and the shop is your main income. Rest by the campfire between monsters to heal.

Armour roles

  • Heavy (Melee): a tank. +6% HP and 3.5% less damage taken per piece (up to 40% less).
  • Medium (Archery): a skirmisher. +2.5% crit, 5% dodge (up to 25%) and +3% HP per piece.
  • Light (Sorcery): a glass cannon. +8% to everything you do per piece, and no HP or damage cut.
  • Each armour piece matching your style also adds 4% Damage and Accuracy. Shields only count when you fight Melee.

Monsters

Monsters above your level are tougher: per level of the gap, +4% health, +5% damage and +2% defence. A heavy attack never takes more than 75% of your health. Danger labels say how a fight will go: Easy, Bring food, Risky, Deadly. Monsters far below you give little XP. Traits push you toward a style: Armoured, Evasive, Warded, Regenerates, Enrages, Reflects, Venomous. Beat a monster enough times and it evolves.

Wind-ups

Every monster winds something up now and then: bosses and champions every 10–14s with a 2.5s wind-up; ordinary monsters every 12–18s, quicker (2s). A boss or champion's heavy attack lands for 1.9× its max hit.

Wind-upDodge it?Answer
Heavy attackYesDodge or stun!
HealingNoStun to stop it!
Raising a shieldNoStun to stop it!
Venom spitYesDodge or stun!

A stun interrupts any wind-up, and the talents that can stop one light up.

Dodging

Dodge to make nothing land on you for 0.8s; you can dodge every 6s. Time it on a wind-up for a perfect dodge: you counter for 1.5× your max hit. Medium armour also gives a passive chance to dodge any ordinary blow.

Tap to Damage

Halfway through a fight the monster reels for 3 seconds: TAP TO DAMAGE! It doesn't fight back, and every tap lands a quick blow. Tap it fast for a combo of quick hits.

Status effects

Effects stack up to five times. Your crits leave your style's own: Bleed (Melee), Poison (Archery), Burn (Sorcery); Chill comes from ice talents.

Champions

Every 12–18 kills of ordinary monsters, the next is a champion: 3× the health, 30% harder hits and boss-style wind-ups, for 3 loot rolls, 4× the rare odds and 4× the gold.

Food and the Tavern

Pack a food pouch before a hunt: 10 dishes, one more for every 10 Vitality levels (and more with Bigger Pouch). You eat at most one dish every 6s, and eating clears poison. Food comes from the Tavern now: each dish heals more than the last, and opens up as your best fighting style levels up. (Fishing and Cooking are gone for now; food gets its own update later.)

DishHealsOpens atPrice
Bread Roll30level 15 gold
Ploughman's Lunch60level 1015 gold
Hearty Stew100level 2035 gold
Meat Pie150level 3570 gold
Roast Chicken210level 50130 gold
Honey-Glazed Ham280level 70220 gold
Grand Platter365level 85350 gold

Talents

Each style has 15 talents, unlocked by level; slot 4, or 5 once you've raised 12 different kinds of pet. You use them by hand on the fight screen.

Ultimates

Each style has an ultimate: its own button, held for 2s to charge, then a huge burst. Learn it at level 99, or sooner by beating the Ember Drake with that style. It's on a long cooldown that keeps running between hunts.

  • Titan's Fall (Melee) — Hold to charge, then a storm of 24 blows ending in a ground-breaking slam: 18× your Damage in all.
  • Arrow Tempest (Archery) — Hold to charge, then 50 arrows burst out every way and swing back in, each one hitting: 18× your Damage in all.
  • Meteor Storm (Sorcery) — Hold to charge, then a storm of blazing meteors rains down and sets it burning: 18× your Damage in all.

Your hunting pet

One pet can fight beside you: a bite every 3s, and from two hearts its own move every 18s. It gives you a bonus of its own too, different for each kind. See Pets.

When a crate fills

If a drop's crate fills mid-hunt, the hunt carries on at 20% of its pace until there's room.