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Combat skills determine how much damage you deal, how often you land critical hits, and how effectively you block incoming attacks. Two skills — Tactics and Anatomy — apply to every form of combat regardless of weapon choice.

Weapon skills

Each weapon type has a dedicated skill. You raise the skill by dealing damage with that weapon, whether the attack hits or misses.

Weapon-to-skill mapping

Support skills

Tactics

Tactics is the primary damage multiplier — every attack you land uses it.
At Tactics 0 you deal only 10 % of your potential damage. Tactics must be raised alongside your weapon skill — without it even the best sword will hit weakly.
Tactics raises when an attack lands (hit, not miss). Combat difficulty for gain checks is based on the target mob’s strength.

Anatomy

Anatomy adds a flat damage bonus and provides critical hit chance.
Anatomy raises when you kill an enemy.

Parrying

Parrying gives a probability-based block that reduces incoming damage by 50 % when triggered. It also reduces enemy accuracy against you. When a block triggers, the hit deals 50 % of its normal damage. Parrying raises when a block succeeds. Parrying also lowers enemy hit chance against you in PvP:

Focus

Focus improves your stamina pool, reduces sprint consumption, and speeds up recovery.
Focus raises every 5 seconds while you are sprinting.
When stamina reaches 0 you enter an exhausted state: walk speed drops 50 %, jumping is disabled, and a panting effect plays. Normal movement resumes only after recovering 50 stamina.

Damage calculation

All combat damage follows this formula:
After weapon damage is computed, armor reduces it:
  • Against mobs: target_defense comes from the mob’s configured physical_defense.
  • Against players: target_defense is the target’s Parrying skill.
  • Capped at 5 % minimum, 95 % maximum.

Wrestling specifics

Unarmed combat applies Wrestling’s own damage multiplier on top of the standard formula.
Wrestling also grants a stun chance:
  • Stun duration: 1 second (Slowness 255 + Jump Boost −128)
  • Stun cooldown: The same target cannot be stunned again for 5 seconds.
  • Works against mobs and players alike.

Archery distance and movement penalties

Bow and crossbow deal full damage at short range but lose effectiveness at distance and while moving.

Base weapon damage

Distance falloff

Movement penalty

For maximum ranged damage: stop moving before you release, and engage targets within 15 blocks. Archery is still competitive at range — the falloff exists to balance it against magic, which requires mana and reagents.