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Steven Phung edited this page Jul 4, 2026 · 10 revisions

Combat

Combat in Quest is fully automatic. Your hero attacks enemies, takes damage, and collects loot without any input needed. This page explains how the combat system works under the hood.

How Combat Works

Combat is turn-based on a timer:

  • Your hero attacks every 1.5 seconds
  • Enemies attack at intervals that depend on their type (see table below)
  • After killing an enemy, your hero regenerates HP for 2.5 seconds before the next enemy appears

Enemy Attack Speeds

Enemy Type Attack Interval
Normal mob 2.0 seconds
Subzone boss 1.8 seconds
Zone boss 1.5 seconds
Dungeon elite 1.6 seconds
Dungeon boss 1.4 seconds

Bosses and elites hit harder and faster than regular enemies.

Boss Enrage Timer

All bosses have a 60-second enrage timer. If you can't defeat a boss within 60 seconds, it enrages and instantly kills your hero. This prevents infinite stalemate fights where neither side can kill the other. The remaining time is displayed during boss fights.

The Damage Pipeline

When your hero attacks an enemy, damage is calculated in this order:

  1. Base damage from your attributes (STR gives physical damage, INT gives magic damage, plus equipment bonuses)
  2. Giant's Might (Megingjord god item) multiplies damage by +150% if equipped
  3. Haven Armory bonus (if you have one) adds a percentage multiplier
  4. Prestige flat damage is added (a flat bonus based on your prestige rank)
  5. Ascension multiplier scales damage by your Ascension level (2x at I, up to 324x at X)
  6. Enemy defense is subtracted (minimum 1 damage)
  7. Critical hit check -- if the hit crits, damage is doubled (2x base multiplier, increased by equipment affixes)
  8. Double Strike (from Haven War Room or Storm Sigils) -- chance to immediately attack again

Windborne (Sleipnir god item) doubles your attack speed, letting you attack twice as fast. It also reduces HP regen delay, dungeon travel time, and fishing timers by 50%.

Divine Bulwark (Asprika god item) reduces incoming enemy damage by 30% (applied after defense on enemy attacks).

Damage always deals at least 1, even against heavily armored enemies.

When enemies hit you, damage reflection (from equipment affixes) bounces a percentage of the damage back to the attacker.

Your Damage Stats

Stat Base Attribute Scaling
Physical Damage 5 +2 per STR modifier
Magic Damage 5 +2 per INT modifier
Total Damage Sum of physical + magic --

Your total damage per hit is physical + magic damage, before multipliers and defense.

Defense and Crit

Stat Base Scaling
Defense 0 +1 per DEX modifier
Crit Chance 5% +1% per DEX modifier
Crit Multiplier 2.0x Increased by equipment affixes

DEX is the dual-purpose defensive/offensive stat -- it increases both your ability to reduce incoming damage and your chance to land critical hits.

Enemy Scaling

Enemies don't scale based on your level or HP. Instead, each zone has fixed base stats that increase with subzone depth:

  • Zone 1 (Meadow): Base 55 HP, 7 damage, 0 defense
  • Zone 5 (Volcanic Wastes): Base 305 HP, 42 damage, 16 defense
  • Zone 10 (Storm Citadel): Base 810 HP, 109 damage, 52 defense
  • Zone 11 (The Expanse): Base 5,000 HP, 500 damage, 250 defense

Each subzone adds incremental stats on top of the base. For example, in Zone 1, each subzone depth adds +9 HP, +2 damage.

Fracture zones (12-30) scale at 1.6x stats per zone from Zone 11's base. Loom zones (31-50) scale at 1.25x stats per zone from Zone 30's base.

Enemy stats also have a small random variance of +/- 10% to keep fights from feeling identical.

Boss Multipliers

Bosses are significantly stronger than regular enemies in the same area:

Boss Type HP Multiplier Damage Multiplier Defense Multiplier
Subzone boss 3.0x 1.5x 1.8x
Zone boss 5.0x 1.8x 2.5x
Dungeon elite 2.2x 1.5x 1.6x
Dungeon boss 3.5x 1.8x 2.0x

Zone bosses are the toughest fights in each zone -- expect them to have 5x the HP and 2.5x the defense of a regular mob in that area.

Prestige Combat Bonuses

Higher prestige ranks give flat combat bonuses that are applied every fight. These bonuses use power-law scaling with diminishing returns:

Bonus Formula P1 P5 P10 P20 P30
Flat Damage 5.0 x rank^0.7 +5 +15 +25 +40 +54
Flat Defense 3.0 x rank^0.6 +3 +7 +11 +18 +23
Crit Chance +0.5% per rank (cap 15%) +0.5% +2.5% +5% +10% +15%
Flat HP 15.0 x rank^0.6 +15 +39 +59 +90 +115

These bonuses are huge at higher prestige ranks and are a major reason why prestige is so powerful. The flat damage bypasses enemy defense scaling and the flat HP lets you survive hits that would otherwise one-shot you.

XP and Leveling

XP is earned from defeating enemies. Each kill grants between 200-400 ticks worth of XP (the exact amount is random).

The XP required for each level follows the curve: 100 x level^1.5

Level XP to Next Level
1 100
5 1,118
10 3,162
25 12,500
50 35,355
100 100,000

XP Multipliers

Your effective XP gain is modified by several sources:

  • Prestige multiplier: 1.0 + 0.5 x rank^0.7 (P1 = 1.5x, P10 = 3.5x, P20 = 5.1x)
  • Wisdom modifier: +5% XP per WIS modifier point
  • Charisma modifier: +10% prestige multiplier per CHA modifier point
  • Equipment affixes: Items with +XP% affix stack multiplicatively
  • Haven Training Yard: Provides a bonus to kill XP

These all stack, so at high prestige with good WIS/CHA and Haven bonuses, you can earn XP many times faster than a fresh character.

Death

When your hero dies:

  • To a regular enemy: You respawn and continue fighting. After 3 consecutive deaths to regular mobs, you're automatically retreated to the last safe zone (the highest zone where you've defeated a boss). A 30-second mob fight timeout also triggers an auto-retreat if a single fight takes too long.
  • To any boss (subzone or zone): You are immediately retreated to the last safe zone -- the highest zone where you've previously defeated a boss. Your kill counter resets to 0 and you start from subzone 1 of that safe zone. No prestige loss.
  • In a dungeon: You exit the dungeon. No prestige or zone progress lost.

Death is never permanent and never costs you prestige rank. Boss deaths are punishing -- you lose all progress in the current zone and must fight your way back from your last safe zone. Make sure you're well-geared and have sufficient prestige rank before attempting tough bosses.

Item Drops

Enemies drop equipment when defeated. The system works differently for mobs and bosses:

Mob Drops

  • Base drop chance: 15% + 1% per prestige rank (capped at 25%)
  • Rarity distribution: 60% Common, 28% Magic, 10% Rare, 2% Epic
  • No Legendary drops from regular enemies
  • Haven's Trophy Hall and Workshop rooms can improve drop rates and rarity

Boss Drops

  • Always drop an item (100% guaranteed)
  • Normal boss: 40% Magic, 35% Rare, 23% Epic, 2% Legendary
  • Zone 10 final boss: 20% Magic, 40% Rare, 35% Epic, 5% Legendary
  • No Common drops from bosses

See Equipment for details on item generation, rarity tiers, and affixes.

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