Combat is changing soon. When that happens, this page will be useless.
Combat is a way for players to pit themselves against the creatures of Talibri in pursuit of fame, riches, and experience. To begin, the player must navigate to a Combat Zone, where they will be presented with the Preparation screen. This screen includes a list of enemies that can be encountered in that particular zone, and also the player's loadout bar. The player may assign up to 5 skills and 5 items that will be used during the battle, and use the Start button to proceed.
During combat, the player and enemy will trade blows every 6 seconds. This takes place automatically, with the player's skills being used at random, and any healing item placed in the first slot being used should their HP drop below 40%. If the player chooses, they may manually select skills or items to be used on the next turn while the timer counts down. Some skills have cooldowns that prevent them from being used (automatically or manually) until the required number of turns has passed.
When the enemy is defeated, cooldown timers reset, and the player is rewarded with experience, Leol, and sometimes loot items. A new enemy will immediately be generated and the first round against the new foe will take place in 6 seconds. If the player should be reduced to 0 HP, they are defeated and return to the Combat Zone selection menu with 1 HP. There is no further penalty.
The stats shown on the bottom bar are combat stats, and are listed here from left to right. They currently have no effects outside of combat. Combat stats can be enhanced with equipment, or raised permanently by leveling them up in battle. Stats level up independently from each other based on experience gained from combat. See the Experience section below for details.
|Health||Your current and max health. Reaching zero will result in defeat.|
|Mana||Your current and max mana. Used to fuel Evoker skills.|
|Strength||Determines damage dealt by Strength-based skills.|
|Stamina||Increases maximum health by 10 per point.|
|Dexterity||Determines damage dealt by Dexterity-based skills.|
|Will||Determines damage dealt by Will-based skills.|
|Intellect||Increases maximum mana by 10 per point, and determines damage dealt by Intellect-based skills.|
Affinities are the equivalent of combat classes in Talibri. Players are not required to limit themselves to a single affinity, but are instead able to mix and match abilities from any they choose. Initially, only a few skills from each affinity will be available, but some advanced skills can be unlocked by leveling up the player's affinity level. Some skills unlock new skills at mastery 10. You will have two choices, and learning one will re-lock the other. These new skills are known as "discoveries" and are typically stronger the base skills.
Warrior skills are mostly Strength-based, designed to defeat enemies with overwhelming force.
|Skill Name||Unlock Prerequisite||Description||Base Accuracy||Cooldown|
|Bash||Unlocked at Level 1 Warrior||Deals physical damage||80%||0 rounds|
|Slash||Unlock option at level 10 Bash||Deals initial physical damage and applies a 4-turn DoT||85%||4 rounds|
|Smash||Unlock option at level 10 Bash||Physical damage + reduces defense||80%||4 rounds|
|Shout||Unlocked at level 1 Warrior||Increases physical damage||100%||5 rounds|
|Roar||Unlock option at level 10 Shout||Buff||100%||5 rounds|
|War Cry||Unlock option at level 10 Shout||Buff||100%||5 rounds|
|Fiery Strike||Unlocked at level 1 Warrior||Deals hybrid physical/fire damage||80%||2 rounds|
|Molten Blow||Unlock option at level 10 Fiery Strike||Deals hybrid physical/fire damage||90%||3 rounds|
|Critical Strike||Unlock option at level 10 Fiery Strike||Deals physical damage, can crit||90%||3 rounds|
|Wound||Unlocked at level 50 Warrior||Deals initial physical damage and applies a 4-turn DoT||80%||4 rounds|
|Shield Bash||Unlocked at level 100 Warrior||Deals physical damage and stuns||100%||4 rounds|
Rogue skills are typically Dexterity-based, designed to defeat enemies with skill and speed.
|Skill Name||Unlock Prerequisite||Description||Base Accuracy||Cooldown|
|Stab||Unlocked at level 1 Rogue||Deals physical damage||90%||0 rounds|
|Blade Twist||Unlock option at level 10 Stab||Deals initial physical damage and applies a 4-turn DoT||80%||4 rounds|
|Piercing Strike||Unlock option at level 10 Stab||Deals physical damage, ignoring armor||90%||3 rounds|
|Shock Strike||Unlocked at level 1 Rogue||Deals lightning damage||90%||0 rounds|
|Singing Strike||Unlock option at level 10 Shock Strike||Deals hybrid lightning/fire damage, scales off DEX and INT||90%||3 rounds|
|Lightning Strike||Unlock option at level 10 Shock Strike||Deals lightning damage, scales off DEX and INT||90%||3 rounds|
|Lightning Defense||Unlocked at level 1 Rogue||Increases lightning damage||100%||5 rounds|
|Lightning Shroud||Unlock option at level 10 Lightning Defense||Buff||100%||5 rounds|
|Lightning Reflexes||Unlock option at level 10 Lightning Defense||Buff||100%||5 rounds|
|Dash||Unlocked at level 50 Rogue||Dodges enemy actions this turn, deals physical damage next turn||100% accuracy||4 rounds|
|Blink||Unlock option at level 10 Dash||Dodges and deals lightning damage||100%||4 rounds|
|Bolt||Unlock option at level 10 Dash||Deals lightning damage||90%||5 rounds|
|Vital Strike||Unlocked at level 100 Rogue||Deals physical damage, can crit||80%||2 rounds|
|Vorpal Strike||Unlock option at level 10 Vital Strike||Deals physical damage, can crit||80%||2 rounds|
|Vibrant Strike||Unlock option at level 10 Vital Strike||Deals lightning damage, can crit||80%||2 rounds|
Ranger skills use Arrows, a consumable item, to defeat enemies with precision. Their damage scales off both Strength and Dexterity.
|Skill Name||Unlock Prerequisite||Basic Description||Arrows Used||Base Accuracy||Cooldown|
|Aimed Shot||Unlocked at level 1 Ranger||Deals physical Damage||1||90%||0 rounds|
|Critical Shot||Unlock option at level 10 Aimed Shot||Deals physical damage, can crit||1||100%||1 round|
|Snipe||Unlock option at level 10 Aimed Shot||Deals physical damage||1||70%||5 rounds|
|Wing Clip||Unlocked at level 1 Ranger||Deals physical damage and debuffs enemy physical/poison resist||1||100%||3 rounds|
|Rapid Shot||Unlocked at level 1 Ranger||Fires 2 arrows, dealing physical damage||2||65% each||1 round|
|Multishot||Unlocked at level 1 Ranger||Fires 3 arrows, dealing physical damage||3||65% each||3 rounds|
|Power||Unlocked at level 1 Ranger||Fires 2 arrows, dealing physical/poison damage||2||80% each||5 rounds|
|Cover Fire||Unlocked at level 50 Ranger||Deals physical damage, increases physical resist||3||100%||2 rounds|
|Poison Shot||Unlocked at level 100 Ranger||Deals initial damage and applies a 4-turn Poison DoT||1||100%||3 rounds|
Evoker skills consume mana in order to defeat enemies by harnessing the power of the elements. Their damage scales off both Intellect and Will.
|Skill Name||Unlock Prerequisite||Basic Description||Mana Cost||Base Accuracy||Cooldown|
|Ignite||Unlocked at level 1 Evoker||Deals initial damage and applies a 4-turn Fire DoT||1||80%||1 round|
|Fireball||Unlock option at level 10 Ignite||Deals Fire damage||3||70%||3 rounds|
|Incinerate||Unlock option at level 10 Ignite||Deals initial damage and applies a 4-turn Fire DoT||2||80%||2 rounds|
|Freeze||Unlocked at level 1 Evoker||Deals Ice damage and reduces enemy resist||1||80%||1 round|
|Frost Ray||Unlock option at level 10 Freeze||Deals Ice damage, ignoring armor||2||80%||2 rounds|
|Blizzard||Unlock option at level 10 Freeze||Deals initial damage and applies a 4-turn Ice DoT||2||80%||2 rounds|
|Electrify||Unlocked at level 1 Evoker||Deals lightning damage and stuns||2||100%||3 rounds|
|Lightning Bolt||Unlock option at level 10 Electrify||Deals lightning damage and stuns||4||80%||3 rounds|
|Thunder Storm||Unlock option at level 10 Electrify||Deals initial damage and applies a 4-turn Lightning DoT (DoT only has % chance to hit)||3||100%||4 rounds|
|Earth Eruption||Unlocked at level 1 Evoker||Deals physical damage and stuns||2||80%||3 rounds|
|Earthbind||Unlock option at level 10 Earth Eruption||Deals physical damage and stuns||2||80%||3 rounds|
|Antipode Blast||Unlocked at level 100 Evoker||Deals hybrid Fire/Ice damage||4||80%||4|
|Antipode Explosion||Unlock option at level 10 Antipode Blast||Deals hybrid Fire/Ice damage||4||80%||4|
During battle, players receive Affinity experience for each successful skill use. For example, using the Warrior skill Bash will reward Warrior Affinity experience each turn. Affinity experience gained is .5% of the total Stat XP a monster gives when it dies. Skills also reward 1 Mastery point for that individual skill on every use, successful or not.
Combat experience received after battle is split among attributes depending on the abilities selected before the fight and their associated affinities. Using abilities from multiple affinities will divide these figures equally based on the ratio of skills selected. For example, assigning 1 Warrior skill and 1 Rogue skill would divide the percentages below in half, yielding a split of 35% to Strength, 20% to Stamina, and 45% to Dexterity.
Formulas and Mechanics
Most skills follow the damage formula of: ResistModifier * ((Coefficient * Stats) ^ [(Mastery * 0.05) + 1] + (BonusDamage)) + Stats + Mastery.
See the [Combat Compendium] (external spreadsheet) for exact coefficients and some other info. Note that many of the discoveries are not up to date.
An enemy's resist modifier is 200 / (200 + Resistance). For example, an enemy with 200 Fire resistance takes 200 / (200+200) = 50% damage from Fire attacks. An enemy with 600 resistance takes 200 / (200+600) = 25% damage from Fire attacks.
See the spreadsheet linked above for a table of enemy resistances.