Combat Guide
From your first zombie to the seven bosses: how to level up, which class to pick, how to use skills, how to upgrade gear, and the rules of boss fights.
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Adventure Level & Monster Level
Adventure Level (1 ~ 60)
- Adventure Level goes from 1 to 60. Earn XP by killing monsters that fight (Zombies, wolves, animals that fight back). It only goes up, and dying won't lower it.
- Each level takes 100 × level^1.5 XP (1 → 2 takes 100, 30 → 31 takes 16,432).
- Each kill gives monster level × 10 XP. Monsters 10+ levels below you give only 10%.
- This is separate from the XP level you use for enchanting: XP level is still spent on enchanting and upgrades, and resets to zero when you die.
Monster Level
- The farther from the world center and the deeper you dig, the stronger the monsters: +1 level every 40 blocks on the surface, +1 level every 12 blocks underground.
- Aim at a monster to see "Lv 23". If it's 10+ levels above you, it turns red: you deal only half damage, so level up first.
- Monsters gain +15% HP and +8% attack per level.
How Damage Works
Weapon damage (including tier, upgrades and affixes) is then multiplied by these.
| Factor | Multiplier | Notes |
|---|---|---|
| Variance | ±12% | Every hit varies a bit |
| Crit | 5% chance, ×1.5 | Affixes can raise it: crit rate up to 40%, crit damage up to ×2.5 |
| Backstab | ×1.3 | Get behind the monster |
| Class weapon | ×1.15 | Swordsman / Guard use swords, Archer uses bows, Acolyte uses staves (healing too) |
| Level gap | ×0.5 | Monster is 10+ levels above you |
- Hits show damage numbers: white is normal, yellow is a critical hit, red is damage you take.
- No misses: if your crosshair is on it, you hit it.
Classes & Advancements
Pick a class at Lv 10, 2nd advancement at Lv 30, 3rd advancement at Lv 50.
| Base (Lv 10) | 2nd Advancement (Lv 30) | 3rd Advancement (Lv 50) | Role | Class weapon |
|---|---|---|---|---|
| Swordsman | Sword Master | Sword Saint | Melee DPS | Sword |
| Guard | Paladin | Guardian | Tank | Sword |
| Archer | Ranger | Sharpshooter | Ranged (arrows aren't used up) | Bow |
| Acolyte | Priest | Archbishop | Healer | Staff |
- At Adventure Level 10, press J near a campfire (within 6 blocks) to open the class panel, then press 1 ~ 4 to pick.
- 2nd advancement at Lv 30, 3rd at Lv 50 (same way: press J by a campfire, then 5). After advancing, skill effects ×1.25; after the 3rd, ×1.5.
- Switching class costs 10 XP levels and needs two presses to confirm. Your old class keeps its advancement progress, so switching back doesn't mean advancing again.
- Any class can use any weapon, but your class weapon deals 15% more damage (and healing).
Skills: Combat Mode 1 ~ 4
Each class has 4 skills. Press ~ to switch to combat mode and use 1 ~ 4 (Q E C X work too). Numbers below are for base classes; after the 2nd advancement effects are ×1.25, after the 3rd ×1.5.
- Same key layout as Valorant. When you're holding building materials or anything else, E C X work as usual (E use, C building tool, X scale axis); dropping items is always G, whatever you're holding.
- There's no mana, only cooldowns; the skill bar at the bottom right shows the cooldown in seconds.
- Ultimates run on charge: dealing damage, healing others and taking hits all fill it, and you can only cast it when it's full (100%).
- Skill 1 has its own slot in the settings that you can rebind. If you rebind the Use / Building Tool / Scale Axis keys, skills 2–4 change along with them.
Swordsman
- QHeavy SlashCooldown 8sYour next hit within 5s deals ×2 damage
- EWhirlwindCooldown 12sMonsters within 3 cells around you take weapon damage ×1.2
- CDashCooldown 10sDash forward about 5 cells; the first monster you hit takes weapon damage
- XBerserkCooldown ChargeDouble attack speed and +20% damage for 10s
Guard
- QTauntCooldown 15sMonsters within 6 cells attack only you for 6s
- EShield WallCooldown 20s-50% damage taken for 6s
- CChargeCooldown 10sMonsters within 3 cells in front take weapon damage ×0.8 and are knocked back
- XFortressCooldown ChargeFor 10s, teammates within 8 cells take -40% damage, and you take -30%
Archer
- QVolleyCooldown 8sFires 3 fully drawn arrows at once
- EPiercing ArrowCooldown 12sPierces up to 5 monsters in a straight line, damage ×1.5, up to 40 cells (stops when terrain blocks it)
- CLeap BackCooldown 10sLeap back about 4 cells
- XArrow RainCooldown ChargeHits everything within 4 cells of where your crosshair points with arrow damage ×0.6 every second for 5s
Acolyte
- QHealCooldown 6sHeals the teammate under your crosshair (or yourself if there's none) for 30 HP
- EPurifyCooldown 15sRemoves negative effects; you and teammates within 6 cells take -30% damage for 4s
- CShieldCooldown 12sShields the teammate under your crosshair (or yourself if there's none) from 40 damage for 10s
- XRenewalCooldown ChargeFully heals all teammates within 10 cells and instantly revives anyone downed
Gear: Level Bracket × Tier
A new bracket every 10 levels, each split into five tiers from Common to Legendary.
Five Gear Brackets
| Required Level | Name | Materials (monster drops) | Sword Damage | Bow Damage |
|---|---|---|---|---|
| Lv 10 | Wolf Fang Sword / Bow / Staff / Armor | Wolf Fang | 42 | ×1.25 |
| Lv 20 | Bone Sword / Bow / Staff / Armor | Bone | 52 | ×1.50 |
| Lv 30 | Frost Iron Sword / Bow / Staff / Armor | Frost Iron Ore | 64 | ×1.75 |
| Lv 40 | Obsidian Sword / Bow / Staff / Armor | Obsidian Shard | 78 | ×2.00 |
| Lv 50 | Dragon Scale Sword / Bow / Staff / Armor | Dragon Scale | 95 | ×2.25 |
- Gear comes in bands of 10 levels. Each band has a sword, bow, staff and a full set of armor, crafted at a Crafting Table from that band's materials. Gear above your Adventure Level won't take effect (weapons only deal bare-hand damage).
- Materials only drop from monsters in that band's level range: for example, Lv 20–29 monsters drop Bone.
- Everything you craft starts out Common; tier it up at the Upgrade Table. Your original wood / stone / iron / diamond tools and armor count as basic gear for the first band: they can be upgraded but not tiered up.
- A staff's melee damage is 70% of the same band's sword; it's for Acolytes to heal with (class weapon +15%).
| Gear | Materials (Crafting Table) |
|---|---|
| Sword | 6 materials + 1 Stick |
| Bow | 5 materials + 3 Sticks + 2 Wool |
| Staff | 5 materials + 2 Sticks |
| Helmet / Chestplate / Leggings / Boots | 5 / 8 / 7 / 4 materials |
| Basic Staff (Lv 1) | 3 Sticks + 2 Gold Ingots |
Tiers T1 ~ T5 (tier up at the Upgrade Table, always succeeds)
| Tier | Damage / Defense | Affixes | To Tier Up |
|---|---|---|---|
| Common | ×1.00 | None | Straight from the Crafting Table |
| Uncommon | ×1.08 | None | 8 materials, 2 XP levels |
| Rare | ×1.16 | 1 affixes | 10 materials, 2 Essence, 4 XP levels |
| Epic | ×1.25 | 2 affixes | 12 materials, 4 Essence, 1 Sigil, 6 XP levels |
| Legendary | ×1.35 | 3 affixes | 16 materials, 6 Essence, 2 Sigils, 1 boss core, 10 XP levels |
Affixes (Every Plus Has a Minus)
- Onslaught+15% attack, +10% damage taken
- Bulwark-15% damage taken, -5% attack
- Hawkeye+8% critical rate, -5% attack
- LifestealHeal for 4% of damage dealt, -8% attack
- Frenzy+30% critical damage, +8% damage taken
- Tenacity-50% durability loss, -4% attack
What Monsters Drop
| Item | Chance (per kill) |
|---|---|
| Band material (1–2) | 60% |
| Essence | 8% |
| Sigil | 1.5% |
| Upgrade Stone | 6% |
- Lv 1–9 monsters only drop Basic Upgrade Stones (for upgrading your original iron / diamond gear).
- Boss cores only drop from bosses (see Boss Fights below).
Upgrade Table: Upgrade to +10
+1 ~ +4 always succeed. From +5 on there's a chance to fail, and a failure destroys the item.
| Stage | Upgrade | Success Rate | On Fail |
|---|---|---|---|
| Stage 1 | +1, +2 | 100% | Never fails |
| Stage 2 | +3, +4 | 100% | Never fails |
| Stage 3 | +5, +6 | 80%, 70% | Item destroyed |
| Stage 4 | +7, +8 | 55%, 45% | Item destroyed |
| Stage 5 | +9, +10 | 30%, 20% | Item destroyed |
- Upgrade Table: craft it at a Crafting Table from 4 Iron Ingots + 8 Cobblestone + 1 Diamond. Place it, then hold the weapon or armor you want to upgrade and right-click the Upgrade Table.
- Three buttons on the right: Upgrade, Tier Up and Reroll Affixes (only Rare and above have affixes). Each button shows the success rate and the materials needed; anything you're short on is marked in red.
- Each +1 adds +4% attack / defense (+10 = +40%). Each attempt costs 1 + (current upgrade ÷ 2) of that band's Upgrade Stones, plus a few XP levels.
- Upgrades that can destroy the item need two clicks to go through, so you can't do it by accident.
Boss Fights
Seven bosses live in lairs across the world. Defeat one and it drops the boss core you need for Legendary gear.
| Boss | Level | Location | Attacks |
|---|---|---|---|
| Moonlit Wolf King | Lv 15 | About 560 cells from the world center | Pounces on the player with the lowest HP (a red circle appears on the ground first); summons 6 wolves when the fight starts and 4 more at half HP |
| Rotmire Corpse King | Lv 25 | About 960 cells from the world center | Summons 4 Zombies every 20s; poison fog (green circle, stays on the ground for 6s and drains HP every second while you stand in it) |
| Tundra Great Bear | Lv 35 | About 1,360 cells from the world center | Ground slam (red circle, hits after 1s); enrages below 40% HP, moving and attacking faster |
| Sandstorm Scorpion King | Lv 45 | About 1,760 cells from the world center | Stings one player every 9s (red circle, hits after 1s), leaving a poison pool on the ground for 5s; summons 3 Giant Spiders every 25s |
| Magma Colossus | Lv 50 | About 1,960 cells from the world center | Erupts every 11s (red circle, hits after 1.4s, large area), leaving lava on the ground for 6s; erupts twice as often below half HP |
| Great Tree Guardian | Lv 55 | About 2,160 cells from the world center | Every 8s, roots burst out of the ground (red circle, hits after 1.2s); summons 3 Lizardmen at 70% and again at 35% HP; heals 15% HP once below 30% HP |
| Ancient Dragon | Lv 60 | About 2,360 cells from the world center | Breathes fire every 10s (red circle, hits after 1.6s, largest area), leaving fire on the ground for 5s; summons 2 Wyverns at 70% and again at 35% HP; enrages below 25% HP and breathes fire every 6s |
Combat Zones & Leaving Combat
- Bosses live in lairs, all seven spread out in different directions. Each one's distance from the world center matches the ring of its level (monsters in the Wolf King's ring are around Lv 15). They only appear when you get close, and respawn 2 hours after being defeated.
- Each boss has a combat area (the red circle on the ground, radius 24 cells): from outside the circle you can't hit it, arrows and skills included, and the boss won't chase you outside the circle either.
- If nobody in the circle hits it for 8s, the boss walks back to its spot and regains 20% HP per second.
- More players means a tougher boss: HP = base × (1 + 0.6 × (players in the circle − 1)). You can still take one down solo, just slowly.
- Every boss attack is telegraphed with a circle on the ground first: when you see a red / green circle, get out of it.
Loot: Everyone Gets Their Own
- During a boss fight, deal damage, heal others or block damage: reach 3% of the boss's HP in any one of these and you get a share.
- Everyone with a share gets their own drop: 1 core (needed for Legendary gear), 5–10 materials, 2–4 Essence, 3–5 Upgrade Stones, plus a 30% chance of an extra Sigil.
- For 60s after it drops, only you can pick up your loot, so there's no need to rush; you can toss anything you don't want to a teammate.
Downed & Revive
- If a monster kills you during a boss fight, you don't die right away. You're downed for 30s first: you can't move or attack, but you won't lose any more HP.
- A teammate standing next to you (within 2 cells) for 5s revives you (with 30 HP); the Acolyte's ultimate, Renewal, revives you instantly.
- When the boss is defeated, everyone who is downed gets back up. You only truly die if no one revives you within 30s.
What Happens When You Die
- The armor you're wearing and the weapons and tools in your inventory aren't dropped; they lose 25% of their max durability (dying never breaks them outright).
- Everything else (materials, blocks, food) drops where you died and disappears after 5 minutes.
- Your Adventure Level never drops; the XP level used for mining / enchanting resets to zero.
FAQ
At what level can I pick a class?
Adventure Level 10. Within 6 cells of a campfire, press J, then press 1–4 to pick Swordsman, Guard, Archer or Acolyte. 2nd advancement at Lv 30, 3rd advancement at Lv 50.
Which keys use skills?
First press ~ to switch to combat mode; your hotbar turns into the skill bar. 1–4 use skills (Q, E, C, X work too): 1 and 2 unlock at Lv 10, 3 at Lv 20, and 4 is the ultimate at Lv 30. 5 drinks a healing potion, 6 eats food. In build mode (digging, building) you won't cast skills, even with a weapon in hand.
Is there mana?
No, skills only have cooldowns. Ultimates run on charge: dealing damage, healing and taking hits all fill it, and you can only cast it when it's full.
What happens if an upgrade fails?
+1 to +4 always succeed. From +5 on there's a chance to fail (+5 80% … +10 20%), and a failure destroys the whole item. Upgrades that can destroy the item need two clicks to go through.
Can I wear gear above my level?
You can, but it won't take effect: weapons only deal bare-hand damage, and armor defense doesn't count. Your inventory shows the required level in red.
How is boss loot split?
Everyone who contributed (reaching 3% of the boss's HP in damage, healing or blocked damage) gets their own drop, and for 60s only they can pick it up, so there's no need to rush.
What happens if I die in a boss fight?
You're downed for 30s first. A teammate standing next to you for 5s, or an Acolyte's ultimate, can revive you; you only really die if no one does.
Do I lose my gear when I die?
No. Your armor, weapons and tools stay with you and lose 25% durability; materials and similar items drop where you died.