Each battle will spawn up to 10 monsters to fight. In Random Encounters low-levelled players will face fewer monsters.
The player always acts first.
The difficulty setting may be adjusted at any time outside of battle.
The player may flee from battle to prevent defeat.
Terms
A "turn" refers to a single action taken by the player (attacking, using spells, using items, etc.).
A "round" refers to a fight with monsters that ends once they are defeated (or the player flees/dies).
A "battle series" refers to a set of rounds that last until completed (or the player flees/dies).
e.g. The "First Blood" Arena challenge is a battle series with 5 rounds. Random Encounters and Ring of Blood challenges consist of only 1 round.
Combat
When it is the player's turn they may choose from 7 different actions:
Action
Description
Hotkey
|
Basic physical attack, applies the physical attack stats against the target's physical defense stats.
Q
Prompts the player to select a skill / spell to use.
Pressing the hotkey R will recast the previously used spell/skill on the previously selected target (or on the player if a supportive/curative spell was cast).
If the previous target is dead it will open the Skillbook menu and select the previously used spell/skill, but not cast it.
Recast works even if the player performs other actions in between.
If no spell/skill has been cast at all during the round hitting R will have same effect as selecting Skillbook.
Any skill/spell on cooldown will have its name and quickcast icon grayed/faded out.
Players can put spells/skills they constantly use in one of the quick-cast slots. Spells/skills can be selected via clicking and can be selected using the hotkeys Alt + 1 through Alt + 0 (corresponding to the quickslot placement). These slots are linked to the player's Persona and will be blank when switching to a new persona for the first time.
W
|
Prompts the player to use one of their Battle Items. To use that action, players must move items from their Inventory to one of the Battle Item slot beforehand. By default every player has five Battle Items slots; this amount may be increased via Training. Using items is a free action; monsters cannot attack for that turn. Items have various cooldowns once consumed.
E
|
Toggles Spirit Stance. Can be toggled once a player has at least 50 units of Overcharge and consumes one SP and 10% Overcharge per round.
On the current turn:
Physical damage is boosted by +100%.
Mana cost is reduced by 25%.
On the following turn:
Same as above, until the player runs out of Overcharge or toggles off Spirit Stance.
S
|
Use Defend command. Has no cooldown.
On the current turn:
Physical and magical mitigations are boosted by +25%.
25% Overcharge (one whole yellow pip) is consumed to recover 10% base health (requires 10%+ overcharge).
On the following turn:
Physical and magical mitigations are boosted by +25%.
D
|
Use Focus command. Has no cooldown.
On the current turn:
Evade, Block, Parry and Resist? reduced to 0% (-100% penalty). Monsters can still miss.
25% Overcharge is consumed to recover 5% base mana (requires 25%+ overcharge).
On the following turn:
Magic Hit Chance/Spell Hit Chance is boosted by 100%?.
Counter-resist is boosted by 50%.
F
After selecting and executing a command each living monster may perform an attack, spell, or spirit attack. Most of the time this will result in the end of a turn, though sometimes certain abilities take longer to perform than others. In these cases some monsters may act a second time before the player can respond.
Targeting
Enemies can be targeted by mouse clicking or keyboard's hotkeys 1 through 0 (either on the home row or number pad); 1 corresponds to the through to 0 for .
Criticals
Physical and Magical attacks have a chance to perform a critical attack (crit) for both monsters and players, which deals bonus damage, as well as having a 100% chance to execute a weapon's or spell's innate procs. Does not affect procs granted by equipment suffixes or fighting style.
Critical hits have the following properties:
Player's damage (physical & magical) is boosted by +50%. This extra damage may be increased further by:
Having Interference above 0 reduces any critical magical attack bonuses, completely removing them at 50 Interference.
Monsters have a base 20% crit damage bonus and crit rate, increased by their STR and DEX (for physical attacks) and WIS and INT (for magical attacks).
Day of the Week
During each day of the week damage done by a damage type is temporarily increased (both for the player and for monsters). Mitigation for the element is reduced by 10 points except for Friday's which is 5.
Day
Damage Type
Sunday
Holy
Monday
Dark
Tuesday
Fire
Wednesday
Cold
Thursday
Wind
Friday
All (see note)
Saturday
Elec
Note: Friday's 'all' damage bonus includes Void damage, as well as Slashing, Crushing, Piercing, and all elements listed on the table.
End of Round
Rounds end in these cases:
Player win (victorious) - after which the player may enter the next round in the battle series, until the final round where they will be ejected from the battle upon victory.
Player defeat (dies) - after which the player will be ejected from the battle series with armor durability loss.
Player flees - after which the player will be ejected from battle series, and if successful will have no penalties. Players may still be killed, unless they have the Yakety Sax Hath Perk
Victory
Player won current round.
Players are victorious when every spawned monster has been defeated (their health is reduced to 0).
The player will be given a message to indicate their victory with the text:
"You are victories! You Gain [Amount] EXP Continue [Battle mode]"
Clicking on Continue [Battle mode] or pressing Spacebar will move the player onto the next round.
Rewards for winning a round are:
Note: Stamina is slightly consumed at the end of every successfully cleared round; the amount consumed depends on player's existing amount of stamina (player with great stamina will lose stamina at double the normal rate).
Losing
Player lose current round.
The player will lose the current round when his HP is reduced to 0 and Spark of Life does not proc.
The player will be given a message to indicate their losing with next text:
"You have been defeated!
The [Battle mode] has ended"
Penalties for losing current rounds are:
Any progress made in a round will be lost. No credits, EXP, or drops are given for the incomplete round.
The player will keep any proficiency points gained during the round.
The player will lose a set percentage of condition on all equipment currently worn (depends on player's level). The loss of durability can be reduced to half with the Repair Bear Mk.4 Hath Perk.
User-created monsters (besides the player's own) will gain a "Battle Won" during the round in which the player was killed and a "Killing Blow" if they were the monster that dealt the final hit that defeated the player.
Fleeing
Player run away from current round.
At any time the player may flee from the current round and leave the battle behind.
To escape from battle the player should open his and select "Flee" from list.
The player will be given a message to indicate that they have successfully fled:
"You have run away!
You escape from the [Battle mode]"
Penalties for fleeing current rounds are:
Any progress made in a round will be lost. No credits, EXP, or drops are given for the incomplete round.
The player will keep any proficiency points gained during the round.
User-created monsters (besides the player's own) will gain a "Battle Won" during the round in which the player was fled.
Note: Leaving a battle takes one tick (roughly 1-2 monster turns); in that time monsters can kill the player. The Yakety Sax Hath Perk allows players to leave the battle immediately.
Recovering
While out of combat MP, SP and health are fully recovered instantaneously.
Battle Window
The Battle window.
Player Side
Status Effects: All of the effects (mostly from supportive spells or items) currently on the player. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left after auto-cast spells. Effects due to expire in 1 turn will blink. Hovering the cursor over any icons provides information about the effect.
Health Points: If this is reduced to 0 the player loses. Health can be restored in battle via restorative items or healing spells. Will turn silver if Spark of Life is active and has sufficient Spirit Points to proc. Will flash red at 35%.
A log of all the events during the battle. Only shows the last 100 lines.
When a battle starts, the system prints information about the battle, which includes the type of battle, the current round (if in a multi-round battle series such as the Arena), and monsters' spawn information.
Monsters' spawn information contains the following:
MID: The monster's ID number. The monster's name is also listed in parentheses.
Monster HP: If reduced to 0 the monster is dead and can no longer take any action. If all monsters' health are reduced to 0 the player is victorious in the battle round.
Monster MP: Monsters can potentially use their magic attacks when they have at least 50% mana.
Monster SP: Only monsters with a PL of 400+ or Boss-class or higher monsters have these. Monsters can potentially use their spirit attack when they have 100% spirit.
Status Effects: The status effects (usually from deprecating spells) with which the monster is afflicted. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left. Effects that are due to expire in 1 turn will blink. Hovering the cursor over an icon provides information on the effect. Up to 6 effects can be shown although more can be active.
See here for a list of known beneficial status effects.
Any given custom monster won't appear more than once every ten rounds (roughly).
Monsters of the same class (species) will tend to appear together. It is not possible to face more than 4 different classes of monsters in a single round.