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Combat & Monsters

Hunting, gear condition, the Aggressive state, and combat-focused Skills.

Monster Tokens and the Monk

Some monsters always drop a Monster Token when they're killed: the Stag, Mourning Sprite, Stone Golem, Wolf, Troodont and Dragon. Every kill drops one — your own hit, a Cleave/Fatality/Ricochet splash or one of your minions (Skeleton, Lich, Philostratus, Summoned Troll, War Golem). Platinum members get two when they land the kill themselves; a minion's or splash kill drops one, and minion kills drop on the ground where the monster fell, so walk over and pick them up. A Guard Tower kill drops one only 40% of the time. Find a Monk and trade 100 tokens of one kind for a piece of that monster's set. Set weapons and armor work exactly like the ordinary item they reskin — same stats and bonuses, just a different look — and can't be Dumped.

TokenSet
StagStag Hat
Mourning SpriteMourning Sprite Hat
Stone GolemStone Golem Hat + every weapon, Shield and armor
WolfWolfhead Hood, Fang Knife (Dagger), Howling Longbow, Wolfhide Jerkin (Leather Armor)
TroodontCrested Helm, Talon Spear, Raptor Claws (Brass Knuckle), Scaled Tunic
DragonWyrm Mask, Dragonbone Axe, Wyrmscale Shield, Ember Breastplate

The basics

Click a monster and choose Attack — your character walks over and attacks automatically on repeated cycles until it dies, flees, or you cancel. Some monsters (like Wolf, Boar or Dragon) attack first if you simply wander too close. They notice you first: they turn and walk at you, and the bites start about 2 seconds later, so you have a moment to back off or fight. If you're already fighting, they bite straight away.

Hunting together pays everyone who fights: a monster's Gold and Pages are split between all the players who hit it, by how much damage each did, as long as they're within 1.5 km and outdoors when it dies. Only players who hit it get a share — a Hunting Party member who didn't hit it gets nothing from it. Its drops go to whoever lands the kill. A group also earns more Gold: 50% more for 2 players, 95% for 3, 135% for 4, 170% for 5 and 200% for 6 or more (the group is everyone who hit it, or your Hunting Party members fighting nearby, whichever is bigger). Destroying a Troll Hut pays 300 Roc Feathers, split by damage. Chopping, Mining and Building show a timer bar above the bottom bar with a Cancel button, so you can see when you're free to Jump.

After a Jump, Visit or other trip you are safe from these surprise attacks for 8 seconds, and for 15 seconds after you respawn. Attacking anything ends that safety at once. When you die, monsters you Taunted and a Stone Golem chasing you let you go. A Stone Golem keeps chasing you until you get far enough away (about 25 seconds of walking).

In a Hunting Party, new monsters around you appear at the higher level of yours and your host's, so a low-level follower doesn't make the party's area easier. Monsters come in levels, shown before their name and as a dot under their HP bar: Timid (no dot), Strong (yellow), Vicious (orange) and Epic (red). An area's level follows the gear of the players active there; Epic areas appear where players with +23 gear (or Oiyoi Level 23+) hunt, and Epic monsters drop their loot 1.5 times as often. Strong, Vicious and Epic monsters hit harder the higher their level and have extra HP (Strong ×1.25, Vicious ×1.5, Epic ×1.75). Armor upgraded to match the area keeps their hits small; under-geared players take much more. A Shield and body armor don't add up: against each attack, whichever of the two blocks more is the one used, so a Shield earns its place against the monsters it's strong against (the Bestiary lists each monster's best gear). Dungeon monsters follow the same levels (see Dungeons below). Zagharu and Phoenix, the rarest monsters in the world, are always Epic: at least as strong as a level 23 Epic area, and stronger in a tougher one.

Creatures of the Deep

The open sea has its own monsters. Most live away from the shore, so bring a Raft — or hit the closer ones from the beach with a ranged weapon.

  • Tidekin: peaceful sea folk in pods of 3 to 5. They never attack first, but hit one and the pod comes to help. Taunt only pulls a Tidekin you've already hit. Sometimes drops a Pearl (8%).
  • Blighted Tidekin: attacks anything that comes close, players and other monsters alike, and is at war with the Tidekin. A Tidekin killed by a Blighted rises again as a Blighted, so the Blighted spread unless someone clears them — and Tidekin fight the Blighted near them on their own. Sometimes drops Dark Essence (15%).
  • Brineclaw: small sea raptors in packs of 5 to 8 that swarm anyone who comes close.
  • Burstsquid: quick squids in loose groups of 4 to 6 that leave you alone until one is hit, then all swarm you. Below a quarter of its health, every hit it takes may make it explode (40%): 3 times its attack to every player within 40 m, and its hunters get only half its Gold and Pages. Finish it fast, or hit it from range.
  • Brineclaw and Burstsquid drop no items, but they pay the most Gold of any sea creature.
  • Tar Slick: a pool of living tar that sits still until something attacks it, then fights back where it lies. Every hit that doesn't kill it slides it 15 to 30 m away — sometimes right up onto the beach. A Shield Charge or a stun pins it in place. It's corrosive: its hits wear your armor and Shield 5 times faster, and your weapon wears 3 times faster hitting it. Ignores Taunt. Drops 1 or 2 Crude Oil.
  • Siren: sings every 12 seconds. Players within 120 m may be Enthralled for 6 seconds: -30% defense against every monster, and you're pulled toward her and can't walk away (Jumping still works). Male characters are charmed by every song and for 9 seconds; female characters by about every other song. The drunker you are, the shorter it lasts. Wax Earplugs (Alchemy) block her song for 30 minutes. She bites anyone who comes close and roams from the sea up to the shoreline. Sometimes drops a Pearl (15%).
  • Lorelei, the Drowning Song: a world boss. Only one in the whole world at a time, out at sea near a coast — everyone hears in System chat when and where she rises, and she sinks again after 4 hours if nobody brings her down. When she comes back has no fixed timer: the more adventurers are online, the sooner the sea stirs — busy days bring her sooner, quiet days make her wait, and she never returns right after the last one. She only rises while a crew is online, near where players are, and rarely in the same part of the world twice in a row. Before she rises, System chat warns that the sea grows restless. Always at least Epic strength and built for a group. Her Royal Song Enthralls everyone within 200 m every 15 seconds. Three Tide Wardens guard her and come for whoever attacks her. Every 30 seconds two Drowned Souls rise and drift toward her: each that reaches her, and each player who dies near her, heals her 10% and feeds her. After 3, she shows her True Form: attack x1.5, her song every 6 seconds, fallen Wardens rise again (Risen Tide Wardens give no EXP or Gold) and no more souls come.
  • When Lorelei falls, her EXP and Gold are shared by damage like any kill, and she leaves 12 Siren's Tear Shards (up to 20 when many hunters helped), split by how much each one helped: damage to her and her court, and every Drowned Soul you stop counts big. Anyone with at least 5% of the effort gets at least one Shard and the Song Breaker Badge. 6 Shards craft into a Siren's Tear.

Aggressive state

Dealing real combat damage flips a status dot next to your HP bar to red for a short time — while Aggressive, several actions (Jump, Build, entering an interior) are briefly blocked. Being hit by a Monster never turns you red. While you're already red, a Monster that bites you is fought back automatically; when you're not fighting, you always choose whether to attack.

Gear condition and repair

  • Every Weapon, Sub-weapon, and Armor has a condition percentage that slowly wears down with use — it never destroys the item, just weakens its stats at 0%.
  • Repair with Halvar's Resin (an Alchemy-crafted item), or fully restore it with Gold via Blacksmithing.
  • A "needs repair" badge appears once any equipped item drops below 20%.

Combat Skills

  • Cleave — melee attacks have a chance to splash damage onto nearby monsters too.
  • Hunter's Eye — a chance to apply a permanent damage-taken debuff to a monster on a direct hit.
  • Scavenge — a chance to find an extra bonus material on a hunt kill.
  • Taunt — calls every monster in your circle to come and fight you, with extra Defense against them for 40 seconds. Inside a dungeon it calls every monster in your room (bosses stay where they are). If two players Taunt the same monsters, the last Taunt wins: they go to whoever taunted last.
  • Shield Charge — tap a monster and choose Shield Charge while you wear a Shield and no ranged weapon. You dash at it 1.75x as fast (Level 3: 2.5x) and start fighting, and it's Engaged — it can't move away, though it still fights back — for 5 seconds after you arrive (Level 2+: 10). Cooldown 40 seconds (Level 3: 30, and ready again at once if the monster dies while still Engaged). Works in dungeons too, not the Dojo.

Dungeons

City Sewer and Cavern are instanced dungeon runs (20 Refined Oil + 1 Wood to enter, level 3+, a 7-day cooldown per dungeon) with their own dedicated monster species and, in Cavern's case, a real boss room.

Roc Nests are found near real-world airports (level 10+, same Torch cost and 7-day cooldown). Inside are 4 rooms: Giant Fleas (attack one and the rest swarm you), Giant Mice, a Scrap Heap that often hides a pile of Roc Feathers, and at the top the Giant Roc. Slaying it always drops Roc Feathers and sometimes a Roc Egg.

Dungeon monsters match the gear of whoever holds the Torch, just like monsters outside, with a minimum for each dungeon: the City Sewer is at least Strong, the Roc Nest a tougher Strong, the Cavern at least Vicious and the Grove at least Epic. Bring better gear and they grow with you. The Dojo keeps its own fixed training targets. Kills inside pay EXP and Gold for the dungeon's strength; the Pages for finishing a dungeon stay the same. Pack monsters fight together inside too: hit one Troodont in the Cavern and some of the pack nearby may join in, Dark Monsters defend each other, and every Giant Flea in the room swarms you at once.

Traveling Merchant

The moment you complete a Cavern, Grove, Roc Nest or Dojo (never the City Sewer, and never if you leave part-way), a Traveling Merchant appears just outside its entrance and waits 5 minutes. Only you can buy from your Merchant — anyone else who walks by can see them, but they won't sell. Each Merchant carries 1 to 3 of these, depending on their stock:

ItemPriceHow often
Journal (1-3)100 FoodCommon
Flag Dye, one colour (1-2)250 FoodCommon
Statue (1-2)400 FoodCommon
Sign (1-3)100 FoodRare
Name Change Scroll (1)600 FoodRare
Lantern Case (1-3)Your Level × 1,000 GoldVery rare
  • Journal: keep it in your Bag for +1% Pages, City Coins and Bricks per level (10 levels, 75 Food per upgrade). Only ONE Journal counts — your highest-level one — so upgrade it rather than buying more. It stacks with the Inspiration Tonic.
  • Flag Dye: changes the colour of all your Flags and Buoys and of your name on your Profile — Red, Orange, Yellow, Light Green, Dark Green, Blue, Purple or Pink. Your first colour change is free; after that each change uses one Dye of the new colour. Back to White is always free.
  • Sign: place it on land (1 Wood) with a message up to 120 characters for anyone to read. Only your Enemies can set it on fire; it burns for 25 hours and then comes back to your Bag.
  • Name Change Scroll: changes your name for good. Your old name stays on your Profile as "Formerly known as".
  • Statue: shows off one of your Trophy Hats on land you control (your own Flag's or your Kingdom's). Choose Erect Statue on the Statue or a Trophy Hat in your Bag — it uses 1 Statue, 3 Stone and the Hat, which stands on the Statue (greyed out once someone else holds that title). Take it down any time to get the Statue and Hat back. Like a Sign, only an Enemy can set it on fire; after 25 hours both come back to your Bag.
  • Everything a Merchant sells can be traded at a Trade Post.

Dungeon Lanterns

A Dungeon Lantern is made from a Lantern Case at the Workbench in your Country Manor's Workshop: keep the Case in your Bag, tap the Workbench and pick the Lantern in the Craft panel (don't drop the Case on the floor). It's worn in the Lantern slot. It's used instead of a Torch: every dungeon you enter with it uses one of its 15 charges, finished or not, and it's gone after the last one. You still pay the Torch's Refined Oil (except with the Adventurer's Lantern) and the Wood. You can't change your Lantern while inside a dungeon, and its bonus lasts the whole run.

LanternBonus in any dungeonMade from
Adventurer'sNo Refined Oil to enter1 Lantern Case + 50 Refined Oil
Champion's+2 Attack and +2 Defense vs monsters1 Lantern Case + 20 Platinum
Goldsmith's+50% Gold3 Lantern Cases
Librarian's+100% Pages (not Bricks or City Coins)1 Lantern Case + 25 Wood
Mason's+50% Bricks and City Coins1 Lantern Case + 350 Gem Dust
Scavenger'sDouble drops from monsters (and double Dojo Chi)1 Lantern Case + 2,000 Crystal

Lantern Cases come from Traveling Merchants, other players at Trade Posts, and — if you're really lucky — Gold buried treasure.

Dojo and Chi

The Dojo is a rare Level 20 dungeon (same Torch cost and 7-day cooldown per Dojo), only visible inside your circle. Each Dojo is its own 4x4 maze of 16 rooms; the Chi waits in the room furthest from the entrance. The Dojo panel at the top of your screen shows which room you're in, what's left to do, the room map (bright = here, brown = visited, dark = not found yet), and an ⓘ button that explains the Dojo's monsters.

  • Fighting: your weapons are useless inside — everyone fights with Oiyoi Martial Arts at Level 3 or better, with attack and defense set by your character level (up to 25). An Oiyoi weapon (Shuriken, Blowdart, Brass Knuckle, Staff, Sling) still works. Tap a Dummy to attack it; nothing in the Dojo hurts you, and Minions don't help.
  • Practice Dummy: stands still and never fights back. Destroy every Dummy in a room to open its doors.
  • Super Practice Dummy: the same, but it runs away from you (a little slower than you walk) — corner it against a wall.
  • Dojo Guardian: can't be attacked and never hurts you, but it follows you and stuns you if it touches you while you've stood still for about a second. While stunned you can't move, attack or change rooms. Keep moving and it can't catch you — you walk at 90, a Guardian at 50-70.
  • Getting ready: when you walk into a room, the Guardians wait until you move or attack. Take your time to look around and read the ⓘ button first.
  • Cleared rooms are safe: once a room's last Dummy is destroyed its Guardians leave and the doors open, so you can catch your breath before the next room.
  • Nothing in the Dojo hurts you. Clear the last room to finish: 1 Chi, 2,000 Pages and 1,000 Gold.
  • Chi: 5 Chi unlock Oiyoi Martial Arts (use them from your Bag). Chi also crafts Shuriken, Blowdart, Brass Knuckle, Staff and Tunic.

Guardians get tougher the deeper you go:

RoomsGuardiansSpeedStunSafe after a stun
Entrance roomNone---
Early rooms1504 seconds20 seconds
Middle rooms2608 seconds10 seconds
Last 3 rooms before the Chi3-4 (4 in the last room)7015 seconds5 seconds

Attacking a Troll Hut

Tap a Troll Hut and choose Attack to tear it down — handy when one sits in your land as a jump point. A Hut has 10,000 HP. Its Trolls turn on you, another Troll arrives every 20 seconds while you keep attacking (up to 6 defending), and Trolls won't trade with you for 12 hours. Stop for a minute and the Trolls repair it fast. A destroyed Hut is gone; a new one appears somewhere else in time.

Troll Lore and Summoned Trolls

Give 5 Roc Eggs to a Troll Hut to unlock the Troll Lore skill. Level 1 lets you see Troll Huts anywhere and Visit them (1 Roc Feather) and makes Troll purchases 5% cheaper; Level 2 lets you chop Mourning Trees without angering Trolls and makes purchases 10% cheaper; Level 3 gives you a Troll Horn and a Make Peace option on every Troll.

  • Use the Troll Horn from your Bag to summon a Troll — one every 3 minutes, up to 3 at once. They follow you, fight whatever you hunt, and eat berries off Mourning Trees to heal.
  • Tap your own Troll and choose Feed Berry to heal it by 25 HP with a Mourning Berry from your Bag.
  • Summoned Trolls arrive unarmed. Drop a weapon, shield or armor from your Bag next to one and it will pick it up and wear it — upgraded gear makes a stronger Troll. Your Troll only takes gear that you dropped, never other piles it walks past, and only for a slot it has empty: once it wears something there, it keeps it and never swaps it for another item by itself. Tap your Troll and choose Take Back Gear to put everything it wears back in your Bag, or Take off one piece to free just that slot — then drop the better item next to it.
  • Wild Trolls pick up gear lying near them too, and drop everything they wore when they die — so a well-armed Troll is worth hunting.

Player vs. Player — Proving Grounds

Proving Grounds (City-tier, Mayor-built) and Kingdom Proving Ground (Kingdom-tier, built by the Ruler or a Constructing-permission member — any player may Enter, not just Kingdom members) are safe duel arenas. Attack another player from their profile popup while you're both inside.

Tip: Fighting here has zero real downside — no enemy added, no max-HP loss, no Gold/Backpack loss, no gear destruction, no banishment, and no EXP loss either. A defeated player just gets back up instantly at full HP.

Damage is based on your equipped Weapon's attack versus your opponent's Sub-weapon + Armor defense — the same gear investment that matters everywhere else in the game, including Skills (Archery, Cleave, Hunter's Eye) and Metal-infused gear (Honed, Poison, Ice, Fire). Retaliation is manual, so nobody auto-attacks back. A Practice Dummy in the corner shows your own equipped Weapon/Armor's real attack/defense and Effective Spawn Level.

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