Combat: Difference between revisions
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Bring potions before entering the [[Wilderness]] or fighting bosses — going in without them is a common way new players lose fights they could otherwise win. | Bring potions before entering the [[Wilderness]] or fighting bosses — going in without them is a common way new players lose fights they could otherwise win. | ||
== | == Iron Sword Efficiency == | ||
The [[ | The [[Iron Sword]] — the iron tier of the sword ladder — is forged from scratch at [[Frostmere]] or [[Dunes West]] for 55 Iron Ingots and 1,300 [[Wood]] (Smithing 13); no base Sword is consumed. It hits for '''26''' damage against the starter Sword's 5 — roughly five times harder. Combat XP per kill is unchanged by your weapon. | ||
Total durability is '''4,000''' for every forged tool (rebalanced from the earlier 7,000), with 1 durability spent per hit. | Total durability is '''4,000''' for every forged tool (rebalanced from the earlier 7,000), with 1 durability spent per hit. | ||
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* Bank loot before risky fights. | * Bank loot before risky fights. | ||
* Carry Health and Shield Potions before entering the [[Wilderness]] or fighting bosses. | * Carry Health and Shield Potions before entering the [[Wilderness]] or fighting bosses. | ||
* Upgrade to a | * Upgrade to a Iron Sword for increased damage. | ||
== Related Pages == | == Related Pages == | ||
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| Starter combat weapon. | | Starter combat weapon. | ||
|- | |- | ||
| [[ | | [[Iron Sword]] | ||
| Iron-tier weapon hitting 26 damage against the starter's 5. | | Iron-tier weapon hitting 26 damage against the starter's 5. | ||
|- | |- | ||
Latest revision as of 16:35, 12 September 2026
| Combat (Skill) | |
|---|---|
| Activity | Fighting monsters and other players |
| Tool required | Sword |
| XP per action | 5 to 1,300 per kill, varies by mob |
| Max level | 40 |
| Counts to Total Level | Yes |
Combat is the skill for fighting in Kintara, whether hunting mobs in the Wilderness or duelling players. It is the skill with real risk attached, since most combat happens in PvP zones. Public arena duels were retired and replaced by the Minigame Hub, though private wagers between players remain.
Armor now reduces incoming damage directly. It no longer increases shield capacity.
Hitsplats
As of Server Update v5.8, every hit shows a splat with the damage number — red for ordinary damage, grey for a 0, and gold or violet when a relic fires.
- Damage you deal appears over the mob's head.
- Damage you take appears over your own head.
- Killing blows show a skull and bones on the corpse for about 2.5 seconds.
Splats are private — you only see your own dealt/taken numbers. A 0 splat is a real graze or miss.
Player HP no longer snaps to multiples of 20.
Mob damage ranges
| Mob | Damage per hit |
|---|---|
| Chicken | 0–1 |
| Zombie | 2–10 |
| Dragon | 3–12 |
| Wolf | 3–12 |
| Magma Brute | 8–19 |
| Giant Scorpion | 9–20 |
| Mini Venomweaver | 15–22 |
| King Scorpia | 23–36 |
Eldergrove chickens can peck for 0–1 but cannot kill you.
Training
Get a sword from the Quartermaster on the Mainland and start fighting. Every sword lands exactly one damage tick per hit — there is no critical hit. Swings are paced at one landed hit every 1.5 seconds against anything you fight, so a higher sword tier kills faster only because each swing lands more damage. Taking a hit staggers you for about half a second — you cannot move or swing through it, and in PvP the server enforces that stagger rather than trusting your client. The old timed-keypress system was retired: damage now comes from your swings, the mob's own bites, and a player's sword in PvP.
| Source | Combat XP |
|---|---|
| Whisperwood Chicken | 5 |
| Wild Wolf | 5 |
| Wild Zombie | 50 |
| PvP kill (open-PvP realms) | 50 |
| Wild Dragon | 75 |
| Magma Brute | 100 |
| Glade mini-spider (killing blow only) | 100 |
| Giant Scorpion | 110 |
| Venomweaver (every damage-dealing participant) | 750 |
| King Scorpia (every damage-dealing participant still standing) | 1,300 |
No sword tier changes your Combat XP per kill — higher tiers hit harder instead (see below). Wager duels and Minigame Hub matches pay no Combat XP.
Armor and Damage Reduction
Armor reduces the damage received from incoming attacks. The reduction applies to every hit rather than adding extra shield capacity.
The shield value is fixed at 100. Wearing armor does not increase the shield value.
| Armor set | Helmet | Body | Legs | Boots | Full set |
|---|---|---|---|---|---|
| Iron | 2% damage reduction | 4% damage reduction | 3% damage reduction | 1% damage reduction | 10% damage reduction |
| Silver | 3% damage reduction | 6% damage reduction | 4.5% damage reduction | 1.5% damage reduction | 15% damage reduction |
The full-set values are:
- Iron armor: 10% damage reduction
- Silver armor: 15% damage reduction
Armor reduction applies to incoming combat damage from mobs and other players.
See Immunity & Protection for the complete protection system and the individual armor pages for each piece.
Unarmoured Damage
Players without armor take increased damage from certain dangerous mobs.
The specified mobs deal 50% more damage to fully unarmoured players:
Wearing armor reduces incoming damage and prevents the increased damage penalty associated with being fully unarmoured.
Potions
Potions can be used in battle mode to improve survival and damage output during combat. All are sold by The Alchemist on the Mainland, equipped in a hotbar slot, and used by double-tapping.
| Potion | Effect | Cost |
|---|---|---|
| Health Potion | Heals 30 HP over about 3 seconds (3 ticks of 10 HP; the Health Potion+ heals 5 ticks) | 60 Wood |
| Shield Potion | Grants 50 shield (5 ticks of 10 shield over 5 seconds) usable in the Wilderness | 50 Stone |
| Strength Potion | +10 damage on every hit for 35 seconds | 40 Coal |
| Poison Potion | Thrown at an enemy, adds poison to your next melee hit | Currently sold out |
Multiple potions can be stacked and used back-to-back with no cooldown, once the previous potion's effect has fully worn off.
Bring potions before entering the Wilderness or fighting bosses — going in without them is a common way new players lose fights they could otherwise win.
Iron Sword Efficiency
The Iron Sword — the iron tier of the sword ladder — is forged from scratch at Frostmere or Dunes West for 55 Iron Ingots and 1,300 Wood (Smithing 13); no base Sword is consumed. It hits for 26 damage against the starter Sword's 5 — roughly five times harder. Combat XP per kill is unchanged by your weapon.
Total durability is 4,000 for every forged tool (rebalanced from the earlier 7,000), with 1 durability spent per hit.
For sustained Wilderness grinding, upgrading early is still worth it: hitting for 26 instead of 5 means far fewer hits per kill and far less damage taken in return.
Where to Fight
The Wilderness is the main training ground: zombies in the south and dragons in the north. The public PvP Arena that once handled duels has been retired — its duels moved to the Minigame Hub, though private wagers between players remain.
Most of these areas are open PvP, so watch for other players.
Dangerous combat areas and boss encounters include:
- The Dunes — home to dangerous scorpion enemies.
- Emberstone — home to the Magma Brute.
- King Scorpia's encounter area.
- Venomweaver's encounter area.
Tips
- Wear armor before fighting dangerous mobs.
- A full Iron set provides 10% damage reduction.
- A full Silver set provides 15% damage reduction.
- Do not enter dangerous mob areas fully unarmoured.
- Heal at the Mainland Fountain between fights.
- Grind south Wilderness zombies for safe, steady XP.
- Bank loot before risky fights.
- Carry Health and Shield Potions before entering the Wilderness or fighting bosses.
- Upgrade to a Iron Sword for increased damage.
Related Pages
| Page | Why it matters |
|---|---|
| Immunity & Protection | Complete armor, shield, and protection mechanics. |
| Iron Helmet | Iron armor piece providing 2% damage reduction. |
| Iron Body Armor | Iron armor piece providing 4% damage reduction. |
| Iron Legguards | Iron armor piece providing 3% damage reduction. |
| Iron Boots | Iron armor piece providing 1% damage reduction. |
| Silver Helmet | Silver armor piece providing 3% damage reduction. |
| Silver Body Armor | Silver armor piece providing 6% damage reduction. |
| Silver Legguards | Silver armor piece providing 4.5% damage reduction. |
| Silver Boots | Silver armor piece providing 1.5% damage reduction. |
| Giant Scorpion | Dangerous mob that deals increased damage to fully unarmoured players. |
| Magma Brute | Emberstone mob affected by the unarmoured damage penalty. |
| King Scorpia | Boss affected by the unarmoured damage penalty and retuned loot. |
| Venomweaver | Boss affected by the unarmoured damage penalty and retuned loot. |
| Sword | Starter combat weapon. |
| Iron Sword | Iron-tier weapon hitting 26 damage against the starter's 5. |
| Wilderness | Main combat and training region. |
| The Alchemist | Mainland NPC who sells combat potions. |
| Skills of Kintara | |
| Gathering | Woodcutting · Mining · Fishing |
| Production | Cooking · Smithing |
| Combat | Combat |