Combat & Abilities
Combat is fully automated — the system simulates each fight round by round, taking into account stats, equipment, abilities, elements, and a bit of luck. Here is how it all works.
How Combat Works
When you encounter a monster (through /rpg explore or /rpg battle), the system runs an automated fight. Each round, both you and the monster take turns attacking. The fight continues until one side runs out of HP.
Each round involves several checks:
- The attacker picks an ability from their loadout (or uses a basic attack if all abilities are on cooldown)
- The defender rolls a dodge check — if they dodge, the attack misses entirely
- If the attack lands, damage is calculated using the formula below
- The attacker rolls a crit check — crits deal double damage
- Any ability effects (burn, stun, heal, etc.) are applied
- Status effects from previous rounds tick (poison damage, buff expiration, etc.)
The battle results are displayed as an embed showing each round's action, the final outcome, and any rewards earned.
Damage Formula
Damage is calculated in several steps. In plain terms: your base damage is multiplied by your ability's power, adjusted for elemental advantages, reduced by the target's defense, and given a small random variance.
| Step | What Happens |
|---|---|
| 1. Base Damage | Your STR (physical) or INT (magical) determines your base damage output |
| 2. Ability Multiplier | The ability used multiplies the base damage (e.g., a 1.5x ability hits 50% harder than a basic attack) |
| 3. Element Advantage | Hitting a weakness deals 50% more damage; hitting a resistance deals 50% less |
| 4. Defense Reduction | The target's defense stat reduces incoming damage |
| 5. RNG Variance | ±15% random variance makes every hit slightly different |
Critical Hits
Elements
Abilities, monsters, and zones each have an element. Using an element that is strong against the target deals bonus damage, while using one it resists deals reduced damage.
| Element | Strong Against | Weak Against |
|---|---|---|
| Fire | Ice | Earth |
| Ice | Lightning | Fire |
| Lightning | Earth | Ice |
| Earth | Fire | Lightning |
| Neutral | None | None |
Zone Elements Matter
Status Effects
Abilities and traps can apply status effects during combat. These last for a set number of rounds and can dramatically change the outcome of a fight.
| Effect | What It Does |
|---|---|
| Poison | Deals damage at the end of each round for a set duration |
| Burn | Similar to poison but deals fire-element damage each round |
| Stun | Prevents the target from acting for one round |
| Buff | Temporarily increases a stat (e.g., +30% STR for 3 rounds) |
| Debuff | Temporarily decreases a target's stat |
| Shield | Absorbs a set amount of incoming damage before breaking |
| Heal | Restores HP over time or in a single burst |
Abilities
Abilities are special attacks or skills that your character uses during combat. Each ability has a damage multiplier (how much harder it hits compared to a basic attack), a cooldown (how many rounds before you can use it again), and optional effects (like applying burn or healing yourself).
You can equip up to 4 abilities in your loadout. During auto-combat, the system uses your highest-priority available ability each round. If all abilities are on cooldown, a basic attack is used instead.
New abilities are unlocked as you level up your class, or through skill tree nodes on the Deep stat tier. Use /rpg loadout view and /rpg loadout set to manage your loadout.
Equipment Enhancement
Equipped gear can be enhanced from +0 up to +10. Each enhancement level increases the item's stat bonuses. Enhancement requires materials and gets progressively harder as the level increases.
| Enhancement | Success Rate | Materials | On Failure |
|---|---|---|---|
| +0 to +3 | High (90%+) | Low material cost | Materials consumed, level stays |
| +4 to +6 | Moderate (60-80%) | More materials needed | Materials consumed, level stays |
| +7 to +9 | Low (30-50%) | Materials + catalysts | Materials consumed, may drop a level |
| +10 (Max) | Very low (20%) | Many materials + catalysts | Materials consumed, may drop a level |
Enhancement Risk
/rpg loadout enhance command shows the exact success rate and cost before you confirm.Boss Events
Boss events are community challenges where all server members work together to defeat a powerful enemy. Unlike regular combat, boss fights use a turn-by-turn system where each member attacks individually and all damage contributes to the same HP pool.
Key mechanics:
- Community HP pool — everyone's damage chips away at the same health bar
- Per-player attack cooldown (default 30 minutes between attacks)
- Time limit — bosses expire if not defeated in time
- Rewards proportional to your damage contribution
- Top contributor bonuses: #1 gets 50% extra, #2 gets 25% extra, #3 gets 10% extra
- Partial rewards if the boss expires with at least 10% HP removed
Admins can create boss events from the dashboard or use /rpg boss create. The dashboard also has a Spawn Random Boss button for quick events.
Commands
| Command | Description |
|---|---|
/rpg battle | Fight a random monster appropriate for your level |
/rpg loadout enhance | Enhance an equipped item to boost its stats |
/rpg boss attack | Attack the currently active boss event |
/rpg boss create | Create a new boss event (admin-only) |