Combat: Difference between revisions
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Combat is the skill for fighting in Kintara, whether hunting mobs in the [[Wilderness]], duelling players, or fighting in the [[PvP Arena]]. It is the skill with real risk attached, since most combat happens in PvP zones. | Combat is the skill for fighting in Kintara, whether hunting mobs in the [[Wilderness]], duelling players, or fighting in the [[PvP Arena]]. It is the skill with real risk attached, since most combat happens in PvP zones. | ||
Armor now reduces incoming damage directly. It no longer increases shield capacity. | |||
== Training == | == Training == | ||
Get a sword from the [[Quartermaster]] on the [[Mainland]], then attack with the Space QTE. A critical slice hits harder; a missed QTE costs you 20 HP. | Get a sword from the [[Quartermaster]] on the [[Mainland]], then attack with the Space QTE. A critical slice hits harder; a missed QTE costs you 20 HP. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Source !! Combat XP | ! Source !! Combat XP | ||
| Line 26: | Line 31: | ||
| [[Wild Dragon]] || 150 | | [[Wild Dragon]] || 150 | ||
|} | |} | ||
A Lvl 2 Sword | |||
A Lvl 2 Sword, smithed at [[Frostmere]], doubles your Combat XP per kill. | |||
== 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. | |||
{| class="wikitable" | |||
! 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: | |||
* [[Giant Scorpion]] | |||
* [[Magma Brute]] | |||
* [[King Scorpia]] | |||
* [[Venomweaver]] | |||
Wearing armor reduces incoming damage and prevents the increased damage penalty associated with being fully unarmoured. | |||
== Potions == | == 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. | 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. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Potion !! Effect !! Cost | ! Potion !! Effect !! Cost | ||
| Line 40: | Line 100: | ||
| [[Poison Potion]] || Thrown at an enemy, adds poison to your next melee hit || Stock-limited, price varies | | [[Poison Potion]] || Thrown at an enemy, adds poison to your next melee hit || Stock-limited, price varies | ||
|} | |} | ||
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. | |||
== Lvl 2 Sword | 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. | |||
== Lvl 2 Sword Efficiency == | |||
The [[Lvl 2 Sword]] is forged at [[Frostmere]] for 700 [[Metal]], 1,000 [[Wood]], and 500 [[Coal]], upgrading from a base [[Sword]]. It doubles both Combat damage and Combat XP earned per kill. | The [[Lvl 2 Sword]] is forged at [[Frostmere]] for 700 [[Metal]], 1,000 [[Wood]], and 500 [[Coal]], upgrading from a base [[Sword]]. It doubles both Combat damage and Combat XP earned per kill. | ||
Total durability is confirmed at '''7,000 uses''', based on multiple | |||
Total durability is confirmed at '''7,000 uses''', based on multiple Marketplace listings showing fresh Lvl 2 Swords at "7,000 uses." Exact durability cost per hit, such as against different mob types, has not been confirmed yet. | |||
For sustained Wilderness grinding, upgrading to a Lvl 2 Sword early is worth it: doubled XP per kill effectively halves the number of kills needed to reach the same Combat level compared to the base Sword. | For sustained Wilderness grinding, upgrading to a Lvl 2 Sword early is worth it: doubled XP per kill effectively halves the number of kills needed to reach the same Combat level compared to the base Sword. | ||
== Where to | |||
The [[Wilderness]] is the main training ground: zombies in the south | == Where to Fight == | ||
The [[Wilderness]] is the main training ground: zombies in the south and dragons in the north. The [[PvP Arena]] handles duels and wagers. | |||
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 == | == 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. | * Heal at the [[Mainland]] Fountain between fights. | ||
* Grind south Wilderness zombies for safe, steady XP. | * Grind south Wilderness zombies for safe, steady XP. | ||
* 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 Lvl 2 Sword for increased damage and Combat XP. | |||
== Related Pages == | |||
{| class="wikitable" | |||
! Page | |||
! Why it matters | |||
|- | |||
| [[Immunity & Protection]] | |||
| Complete armor, shield, and protection mechanics. | |||
|- | |||
| [[Iron Helmet]] | |||
| Iron armor piece providing 2% damage reduction. | |||
|- | |||
| [[Iron Body]] | |||
| Iron armor piece providing 4% damage reduction. | |||
|- | |||
| [[Iron Legs]] | |||
| 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]] | |||
| Silver armor piece providing 6% damage reduction. | |||
|- | |||
| [[Silver Legs]] | |||
| 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. | |||
|- | |||
| [[Lvl 2 Sword]] | |||
| Upgraded weapon that doubles Combat damage and XP. | |||
|- | |||
| [[PvP Arena]] | |||
| Location for duels and wagers. | |||
|- | |||
| [[Wilderness]] | |||
| Main combat and training region. | |||
|- | |||
| [[The Alchemist]] | |||
| Mainland NPC who sells combat potions. | |||
|} | |||
{{Skills (navbox)}} | {{Skills (navbox)}} | ||
[[Category:Skills]] | [[Category:Skills]] | ||
[[Category:Mechanics]] | |||
[[Category:Kintara Wiki]] | |||
Revision as of 09:53, 30 August 2026
| Combat (Skill) | |
|---|---|
| Activity | Fighting monsters and other players |
| Tool required | Sword |
| XP per action | 50 to 150 per kill |
| Max level | 30 |
| Counts to Total Level | Yes |
Combat is the skill for fighting in Kintara, whether hunting mobs in the Wilderness, duelling players, or fighting in the PvP Arena. It is the skill with real risk attached, since most combat happens in PvP zones.
Armor now reduces incoming damage directly. It no longer increases shield capacity.
Training
Get a sword from the Quartermaster on the Mainland, then attack with the Space QTE. A critical slice hits harder; a missed QTE costs you 20 HP.
| Source | Combat XP |
|---|---|
| Whisperwood Chicken | 5 |
| Wild Zombie | 50 |
| PvP kill | 100 |
| Arena win | 100 |
| Wager win | 125 |
| Wild Dragon | 150 |
A Lvl 2 Sword, smithed at Frostmere, doubles your Combat XP per kill.
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 5 times over 10 seconds | 60 Wood |
| Shield Potion | Grants 5 shields usable in the Wilderness | 50 Stone |
| Strength Potion | +1 damage tick for 30 seconds | 40 Coal |
| Poison Potion | Thrown at an enemy, adds poison to your next melee hit | Stock-limited, price varies |
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.
Lvl 2 Sword Efficiency
The Lvl 2 Sword is forged at Frostmere for 700 Metal, 1,000 Wood, and 500 Coal, upgrading from a base Sword. It doubles both Combat damage and Combat XP earned per kill.
Total durability is confirmed at 7,000 uses, based on multiple Marketplace listings showing fresh Lvl 2 Swords at "7,000 uses." Exact durability cost per hit, such as against different mob types, has not been confirmed yet.
For sustained Wilderness grinding, upgrading to a Lvl 2 Sword early is worth it: doubled XP per kill effectively halves the number of kills needed to reach the same Combat level compared to the base Sword.
Where to Fight
The Wilderness is the main training ground: zombies in the south and dragons in the north. The PvP Arena handles duels and wagers.
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 Lvl 2 Sword for increased damage and Combat XP.
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 | Iron armor piece providing 4% damage reduction. |
| Iron Legs | 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 | Silver armor piece providing 6% damage reduction. |
| Silver Legs | 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. |
| Lvl 2 Sword | Upgraded weapon that doubles Combat damage and XP. |
| PvP Arena | Location for duels and wagers. |
| 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 |