Wiki · Combat

Combat Overview

A player-facing overview of attacks, damage types, targeting, PvE XP, ranged combat, and training weapons.

By Definya Team

Combat covers normal attacks, spell hits, damage-over-time effects, PvE rewards, PvP rules, and death handling. Use this page for combat basics; use Items, Spells, and Mobs data for exact equipment, spell, and enemy stats.

Video guide

Watch: Hunts Low LVL shows safe early PvE routes, target selection, and common low-level hunt mistakes before you push into harder areas.

Hunts Low LVL Definya Official low-level hunt options and safety warnings for early PvE combat. Open on YouTube

More combat and exploration guides are available in the Information Center Tutorials tab.

Starting an attack

The game validates attacks before damage is applied. Checks include:

  • the attacker and target are valid and alive
  • the attacker is not exhausted
  • the attacker is not moving during the attack
  • melee targets are within adjacent-tile range
  • ranged targets pass line-of-sight and distance checks
  • PvP restrictions such as non-PvP zones, guild protection, and newbie protection are respected
  • relevant status effects, such as paralysis, invisibility/stealth, and silence, are checked

You cannot keep attacking a target that has already been defeated.

Damage types

Definya separates physical and magic damage.

  • Physical damage uses weapon attack, relevant combat skills, level scaling, defense, shields, class bonuses, and PvP adjustments.
  • Magic damage uses magic-focused calculations, magic resistance, spell or staff/wand scaling, mage bonuses, and PvP spell adjustment.

Critical hits are supported. The current base critical hit chance is 3%, and the critical hit damage multiplier is 1.8x.

Defense and shields

Damage reduction uses character defense, shield defense, and class-specific bonuses. Shields also apply flat absorption after percentage reduction. The system still respects the minimum damage floor of 1.

Warriors are the most shield-focused class, with stronger defensive handling than other classes.

Class combat tendencies

Class-specific combat rules add bonuses and special mechanics:

  • Warrior — melee and shield-focused, with stronger shield effectiveness and warrior execution threshold handling.
  • Hunter — ranged-focused, with ranged damage and critical hit support.
  • Rogue — fast melee style, stealth-related handling, and PvP-specific rogue scaling.
  • Berserker — melee aggression and Bloodthirst healing behavior.
  • Druid and Sorcerer — magic-focused classes with access to mage defensive tools such as Mana Shield.

Exact class numbers may change with balance updates; rely on the current game UI, spell pages, and item data for build planning.

Ranged attacks and ammo

Ranged attacks use distance and line-of-sight checks instead of adjacent-tile melee range. Bows and similar weapons consume ammo from your accessory slot when the shot lands; spears reach up to several tiles away without that ammo flow; staves use mana instead of physical ammo.

Wrong or empty ammo blocks the shot with a clear in-game message. Some specialty ammo also adds area damage or on-hit effects.

See Ranged Weapons and Ammo for weapon pairings, stack prep, and Hunter crafting tips.

Training weapons

Training weapons have special combat rules:

  • they deal only training-level damage
  • they bypass normal damage reduction for training scenarios
  • they help prevent skill-gain exploitation

PvE XP flow

For NPC combat, XP is recorded from damage and released when the NPC dies:

  1. hits and effect damage record XP contribution during battle
  2. the NPC death queue reloads fresh NPC data before post-death work
  3. accumulated XP is released to contributing characters
  4. the NPC’s stored XP-to-release value is cleared

Execution-style spells record the target NPC’s remaining health contribution before NPC death handling, so finishing an NPC with execution can still award the expected NPC XP budget.

PvP damage scaling

PvP has separate scaling rules from PvE. Key player-facing effects include:

  • minimum level required to engage in PvP: 50
  • melee PvP damage ratio: 2.5
  • ranged PvP damage ratio: 2.0
  • PvP spell and physical damage are reduced compared with PvE damage.
  • Level gaps can affect PvP outcomes, including protection for lower-level players.

See PvP, Skulls, and Death before attacking players.