Combat

**Combat** is a skill used to fight against Monsters that can be found in many areas. Fighting monsters provides the player with Combat XP and various types of loot, including coins, seeds, logs, ores and many unique items including Weapons, Armour, Jewelry, and Crafting Moulds. In addition, all monsters will drop Loot Bags which have a chance of dropping additional items. With the Combat Research Level 5, players have a 5% chance of encountering "shiny monsters", which provide 3 rolls on that monster's drop table, including 3 Loot Bags.

Though combat is turn-based and relatively simple, higher level monsters, including Boss monsters, can require more advanced techniques and specific gear set-ups. More information can be found at Combat\Strategies.

Player-vs-Player (PVP) Combat is currently not implemented in the game.

## Equipment

### Weapons

Main article: Weapons
Weapons are combat equipment used to deal damage to the opponent. Weapons can be equipped in the on-hand or sometimes off-hand equipment slot and will give  Attack,  Accuracy, and  Speed stats.

### Armour

Main article: Armours
Armour are pieces of combat equipment used to protect against damage from the attacker. Armour pieces can be equipped in the head, body, legs, glove, boots, and off-hand equipment slots and will give  Defence stats.

### Jewelry

Jewelry are pieces of combat equipment that can be worn in the Neck equipment slot and can give various effects. Additionally, there are Rings which can also give affects to combat.

### Switching

It is often useful or necessary to switch combat equipment during a fight. The player can do so by exiting out of combat, navigating to the combat tab, and equipping the desired weapon or armour. The player can then return to combat with the newly equipped items. This process can take several rounds of fighting to complete and so is not a very efficient method for switching items.

### Presets

**Combat Presets** are defined sets of equipment which can include weapons, armour, jewelry, and ammo, which are unlocked with the Combat Research 3. You can define up to five different presets to easily switch between during combat, by either clicking on the colored square preset buttons in the combat tab, or by using the 1-5 number keys (note, the Num Pad number keys do not work). In addition to making item switching much easier during combat, multiple pieces of equipment can be switched at the same time, allowing for greater effects.

There are currently five different "pages" of preset sets, each of which have five presets, to allow for a greater variety of gear sets. However, only one preset page can easily be accessed from the combat screen, so the desired preset page should be selected before initiating combat.

## Areas

Main article: Combat Areas
Combat Areas are the locations in which combat can be initiated. Each area has a different set of Monsters that can be fought at random, and have different Energy and Fight Points requirements.

#### Castle

Main article: Castle
The Castle is a unique Combat Zone that does not require Energy to initiate a fight and has a Cooldown of 12 hours. During a fight in the castle, you fight five different Knights in subsequent waves. You will be awarded Castle Points upon fainting or beating the final knight, which can be used to obtain rewards from the Castle Chest, including materials to make Promethium Armour.

### Energy

Main article: Energy
**Energy** (  ) is required to initiate combat in every combat zone (excluding the Castle). Energy can be acquired from consuming food made with the Cooking skill. With Combat Research 4, you will receive a 5% chance of refunding the energy cost of any zone (including the Castle, which appears to be a bug). The Energy costs can also be permanently reduced for all combat zones by crafting the three Energy Rings, which give 1%, 4%, 10%, and 15% reduced Energy use, for a total of 30% reduced Energy use.

### Fight Points

Main article: Fight Points

**Fight Points** () is a resource needed to start a fight. Each Combat Area requires a different amount of Fight Points which will be consumed as soon as the Fight is initiated.

Fight Points can be generated twice as fast with the Fight Points Potion. Additionally, with Combat Research 2, you can fully fill the Fight Points once every 24 hours. The amount of time before the next Reset can be used is shown in the Researcher Interface in the Home Tab. Fight Points cost can also be permanently reduced for all Combat Areas by crafting the Cooldown Rings, which give 1%, 4%, 10% and 15% reduced Fight Points Cost, for a total of 30%.

## Calculations

### Stats

Main article: Combat Stats
Combat Stats are the set of bonuses given by weapons and armour used to calculate Damage during combat. All monsters have five different combat stats:  Attack,  Accuracy,  Speed,  Defence, and Health. In addition to these five, the player has one additional combat stat:  Magic Bonus.

### Attack Styles

Main article: Attack Styles
Each weapon uses one of three Attack Styles to inflict damage: Stab, Slash, or  Crush. Which attack style is used does not normally make a difference during fights, however if an opponent is weak to a certain attack style, attacks with that style will do double damage. Ranged weapons, such as the bow, use one of the same three attack styles as melee weapons, however monsters can also be weak against ranged weapons specifically.

In addition to the above styles, some weapons can also have one of four different Elemental Attack Styles: Fire Water, Ice, and Lightning. Monsters can also be weak or immune to one of these elements.

### Hit Chance

**Hit Chance** is the probability that an attack hits successfully, and depends on both the  Accuracy of the attacker and the total  Defence of the opponent. The formula for hit chance when defence is an even number is:

# Hit Chance

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{\displaystyle {\color{white}\text{Hit Chance}=\frac{1}{\frac{Defence}{2}-Accuracy+1} }}

For odd defence, it is the average of the hit rates when defence is 1 higher and 1 lower. A hit rate calculator is provided below.

Hit Chance: 100.00%
### Damage

**Damage** is the amount of Health subtracted from the opponent due to an attack. If an attack does not successfully hit, no damage will be dealt. If an attack does successfully hit, damage is calculated by random chance from 0 to the Maximum Hit. If the opponent has a Weakness to the Attack Style being used, the damage dealt is doubled. Doubling seems to be applied after rolling the initial damage, because all damage dealt against a weakness is even.

### Maximum Hit

The **Maximum Hit** is the maximum amount of damage that can be dealt during combat and is equal to the total Attack stat of the attacker, but does not depend on the opponent's Defence.

## Research

Main article: Research § Combat
Various upgrades and perks can be unlocked for the Combat skill through Research.

 Tier 2
 Tier 3
 Tier 4
 Tier 5

## References

1. ↑ {{#vardefine:1https://old.reddit.com/r/DiamondHunt/comments/hnls62/combat\_strategy\_masterpost\_magnus/|Magnus. Combat Strategy Masterpost (English).**Expression error: Unexpected < operator.**}}

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