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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.
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 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.
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.
When your hero attacks an enemy, damage is calculated in this order:
- Base damage from your attributes (STR gives physical damage, INT gives magic damage, plus equipment bonuses)
- Giant's Might (Megingjord god item) multiplies damage by +150% if equipped
- Haven Armory bonus (if you have one) adds a percentage multiplier
- Prestige flat damage is added (a flat bonus based on your prestige rank)
- Ascension multiplier scales damage by your Ascension level (2x at I, up to 324x at X)
- Enemy defense is subtracted (minimum 1 damage)
- Critical hit check -- if the hit crits, damage is doubled (2x base multiplier, increased by equipment affixes)
- 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.
| 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.
| 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.
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.
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.
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 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 |
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.
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.
Enemies drop equipment when defeated. The system works differently for mobs and bosses:
- 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
- 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.
- Equipment -- Item rarity, affixes, and auto-equip scoring
- Zones and Progression -- All zones and boss encounters
- Prestige -- How prestige bonuses affect combat
- Stormglass -- Storm Sigils provide additional combat bonuses
- Dungeons -- Dungeon combat with elites and treasure
- Loom of Worlds -- Loom zone enemy scaling (Z31-50)
- Ascension -- Combat power multiplier system