Combat Prototype
5.23.13 January 19th, 2019
new The Scorched Dungeon has arrived in Pyre Island! You will be able to fight in the normal Scorched Grotto location at level 75, and the dungeon at level 85. There are three new legendary weapons available.
new Ember Robes have arrived! They are the fourth tier sorcerer armor. Like the other robes, stat-wise they are not quite ready for prime time, so use at your own risk.
5.23.9 January 12th, 2019
new The Frozen Dungeon has arrived in Frusen Mountains! You will be able to fight in the normal Frozen location at level 55, and the dungeon at level 65. There are three new legendary weapons available. Lastly, the mobs now have drops, including some rare drops.
new Snowfall Robes have arrived! They are the third tier sorcerer armor. Like the woven seaweed robes, stat-wise they are not quite ready for prime time! So use at your own risk for now.
5.23.8 January 8th, 2019
new The Merfolk Dungeon has arrived in the Silver Lagoon! You will be able to fight in the normal Merfolk location at level 35, and the dungeon at level 45. There are three new legendary weapons available.
new Woven Seaweed Robes have also arrived! They are the second tier sorcerer armor. Use at your own risk for now - the full set of sorcerer abilities have yet to be implemented, so the robes will make it more difficult to survive in dungeons.
5.23.5 January 3rd, 2019
Monsters & Dungeons
This update will be introducing monsters and dungeons! I wanted to try something different this time around to add a new aspect to the game that I hope fits in with the style of the game while also offering something special for the die hard fighters out there.
The first location being re-released is the Graveyard, which can be found in Cadenberge Pasture. It is available as both a normal combat location as well as a dungeon. Read more about dungeons below!
You will now have two options for each monster location - normal monster battles and dungeons. Normal monster battles behave very much like hunting does. Each battle heals you up each round, and you have a chance to get drops each battle. The way dungeons work is a little bit different.

> Your health does not reset in between battles.

> After a set number of battles, you have to defeat a boss.

> If you die before you reach the boss, you start your progression towards the boss all over again at full health. If you defeat the boss, you will start over again at full health.

> Each dungeon will have multiple bosses to choose from. One will be randomly chosen for you to fight. Each boss will have their own set of very rare drops. Boss drops are not affected by double drops.

> The drops you acquire from bosses can be crafted into powerful weapons at the Legendary Forge in Frusen Mountains.
Equipment Slots
The new equipment is still using the old combat slots still. The sooner the old combat is deprecated, the sooner the combat equipment will be updated to all go into the appropriate slots. For now, the spectral weapons will all assume the same stats as the Spectral Cutlass, which is a main hand weapon that closely resembles the Elinvar Scimitar.
Action-Based Effects
For the first time ever, combat will now use action-based effects! It is predictable enough to make sense to use these effects now. Each battle will consume one action, and if it is a double drop, it will consume two effects. The effects affected by this change include Random Drops, Double Drops and Active Mana Regeneration.
Improved Performance
Introduced a small adjustment to the performance of combat. I'm doubtful that anybody would notice, but updates should be a little bit more fluid from the server. The same functionality will probably be used in the action service at a later date in time. If anybody is using version 5.22.x or lower, combat will no longer work for them, but I suspect most of you should have already updated to at least version 5.23.1.
5.22.1 November 18th, 2018
This is a prototype! This means that everything is subject to change, including but not limited to locations, npcs, drop rates, equipment, etc.. If you have any feedback, please post it in the feedback section of the forums. It is also worth mentioning that only hunting is available right now (excluding Rum combat). Monster combat will be coming in phase 2 (and who knows … maybe Gorgons will make their way back).
Mobile / Idle Friendly
This version of combat now runs completely on the server! Now you can play from your mobile devices with the screen turned off without wondering if your battle is running or not. Switching back and forth between devices should be seamless too, just like everything else.
Self Contained Battles
Combat now runs at the battle-level instead of at the mob-level. What this means is that you get your rewards, experience, item breaks, etc. at the end of the battle instead of after each mob kill. This change also comes with a minimum battle timer as well. Each battle will run for at least 15 seconds, and will stop at 30 seconds. Battles taking less than 15 seconds are subject to a wait time and battles that last longer than 30 seconds will drop any materials / experience from killed foes, but not for the still living foes.
Effects & Equipment
Any equipment or effect changes during a battle will take effect in the next battle. It will not affect the current battle.
100% Hit Rate
Gone are the days where you miss every other time! Instead, accuracy and evasion will play a role in the form of critical hits and glancing blows. A critical hit is an attack that deals 50% more base damage. A glancing blow deals 50% less base damage.
No Regeneration
In-battle regeneration is no longer a thing. Now you will start each battle all healed up, and any damage received will stay with you through the rest of the battle.
Attack Order
Who swings first is random. The player does not get any advantage if their swing speed is the same as an enemy's swing speed.
The prototype does not record kills yet. There will also be some adjustment to existing kills because of some name changes of existing mobs and new mobs added.
Much like combat now, warriors have access to main-hand weapons and off-hand weapons. The key difference this time around is that each weapon has its own swing speed, instead of having the swing speeds added up to one final swing speed. So if you have a dagger and a short sword for example, their swing speeds will be 3 seconds and 5 seconds respectively. However, if you forget to equip a weapon, you will have NO swing speed at all, and will never deal any damage.
Combat Class Slots
On the same topic of equipment, each of the three combat classes now have their own equipment slots. They are toggled when you equip the appropriate armor. For now, the equipment itself won't be updated to use the new slots until after the prototype replaces the old combat implementation.
Equipment Stats
On the topic of stats, it is somewhat likely that existing equipment stats will be changing once the prototype replaces the old combat implementation. This work has not been done yet since the old implementation is still using those values.
Unfortunately, classes have not been introduced in the prototype quite yet. To give a sneak peak for what they will do, the current plan is that they will grant additional bonuses to either drops, experience or both. More details will come later on.
Spell-Casting Integration
The enhanced spell-casting feature will automatically restart your battles!
At the end of each battle, you will get all of your rewards, which include experience and drops. Should you die in the middle of your battle, this brings us to …
The big question everybody always asks … what happens when you die? Well, when you die in combat, any potential drops and experience from the battle in which you died will be forfeited. So even if you kill half of the mobs, you will get nothing. In other words, the penalty for death is mostly just wasted time, so come prepared!
Food Changes
In order to bring combat foods up to date with the most appropriate levels, experience and effects, they have been updated as part of the prototype.
Old FoodNew Food
2 Snake Jerky (Level 32 - 15 XP)

- 2 Snake Meat
- 2 Salt
+2% DD for 20 Minutes
+8% RD for 20 Minutes
3 Snake Jerky (Level 23 - 40 XP)

- 3 Snake Meat
- 2 Salt
+2% DD for 30 Minutes
+8% RD for 30 Minutes
3 Smoked Salmon (Level 40 - 25 XP)

- 3 Salmon Fillets
- 2 Salt
+5% DD for 15 Minutes

3 Smoked Salmon (Level 38 - 44 XP)

- 3 Salmon
- 2 Salt
+3% DD for 30 Minutes
+12% RD for 30 Minutes
5 Toad Jerky (Level 52 - 45 XP)

- 5 Toad Meat
- 3 Salt
+4% DD for 20 Minutes
+16% RD for 20 Minutes
3 Toad Jerky (Level 53 - 62 XP)

- 3 Toad Meat
- 2 Salt
+2% DD for 60 Minutes
+8% RD for 60 Minutes
1 Feseekh (Level 68 - 45 XP)

- 1 Red Mullet
- 1 Salt
+5% DD for 20 Minutes
+20% RD for 20 Minutes
3 Feseekh (Level 68 - 63 XP)

- 3 Red Mullets
- 2 Salt
+3% DD for 60 Minutes
+12% RD for 60 Minutes