Preparing for combat
Choose a style, equip for the opponent and bring supplies before starting a fight.

One adventurer, three styles
Combat supports Melee, Ranged and Magic. These are equipment and training choices for the same adventurer, not permanent classes.
Attack, Strength, Defence, Hitpoints, Ranged and Magic are the six tracked combat skills. Stances help determine how a setup fights and which skills it trains.
Before the first fight
- Equip a weapon and armour you meet the requirements for.
- Review the opponent and its combat style.
- Choose food and review Auto Eat.
- Put arrows in the quiver for a bow, or choose a spell and bring its runes for a staff. Neither fights without them, and a fight ends when they run out.
Food is part of the setup
Auto Eat consumes the food you have chosen under its current rules. It does not guarantee survival against an opponent you are not ready for.
Hitpoints persist across stopping and starting combat. Supplies and preparation matter; simply restarting a fight is not a free heal.
Places to train
Grove Fringe is the first combat area. The others are Bramble Hollow, Watcher’s Ruins, Ember Nest, Sentinel Court and the Dawn Sanctuary, from level 90 to 120.
Clans fight their bosses together on one shared health bar: Brambleback, the Quarry Warden, the Ember Matron, the Moonwell Sentinel and the Dawnkeeper. The clan bosses are paused for now.
The first dungeon, the Quarry Descent, opens at level 20 in the style you fight with: choose Dungeons under Choose a fight. Six rooms lead down to the Quarry Warden and its chest, and the runs go on while you are away.
From level 50
From level 50 in a style the Trials open, under Choose a fight: tier after tier of stronger foes with modifiers, and a Herald now and then. What the Trials drop waits in the Loot vault until you move it to your bank or salvage it.
Combat Mastery gives points for a style’s board from level 50 in that style, with Oaths to choose from.
Gear can drop with extra lines of bonus stats. In the Enchanting window you can add, reforge or salvage lines: Smithing enchants melee gear, Fletching ranged gear, and Artifice magic gear and jewellery.
Rules and balance can change during the alpha. Back to the field guide