Kheldra

Combat

Fights use three styles, melee, archery and magic. Attacks, spells and tools sit on the hotbar at keys 1 to 0.

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Attacking

Melee: dodge and parry

Enemy melee strikes show a short telegraph before they land. You can answer with a dodge, a wide window with a long cooldown that avoids the blow, or a parry, a tight window with a shorter cooldown that blocks the blow and staggers the attacker. Heavy attacks cannot be parried, so watch for them.

Combos

Hitting the same target again within 3 seconds extends a combo. Each hit adds 2 percent damage, up to +20 percent at 11 hits. Taking damage or missing the window breaks the chain. A combo only changes damage, and never gives gold or items.

Archery

Bows fire arrows from your quiver, which has its own worn slot. Arrows stack, and the stack size shows on the equipped quiver. Shots are blocked by terrain, so check the line before you loose.

Magic

Spells fall into four schools: Destruction, Restoration, Necromancy and Summoning. The spell book groups them by school. Spells use the bow rhythm: one cast every 1.3 seconds, with no extra delay for basic spells. Some examples from the spell list (Frostbind and Soul Bind cannot be learned yet, see Spells): Soul Bind reduces damage from normal and heavy enemy attacks, Frostbind immobilises an enemy, Town Portal takes you to a safe destination, and Summon Wisp calls a timed ally.

Combat tags and PvP

A PvP fight tags a character for 15 seconds. While tagged you cannot log out, and you cannot enter the protected town. The game tells you which zone you are in, and PvP zones are marked on the map.

Looting

When an enemy or a player falls, its loot is open first to its owner. After 2 minutes the owner's party can loot it too, and after 5 minutes everyone can. After 10 minutes the loot is gone. Press F to loot every lootable corpse nearby.

World boss and respawns

The Ashen Warden is a shared world boss. By default a new one rises about every four hours, announced in the news and as a live notice; a slot is skipped while the previous boss is still alive or unsettled, and a server restart never spawns one at once. Its health grows with the number of players who fought it in the last ten minutes, up to three times the base. Everyone who contributed is paid once after it falls, and experience is shared by damage dealt.

Ordinary monsters in the mapped zones return on their own: a slain monster is replaced about two minutes later in the first zone and about three minutes later in the second, once its loot has been claimed or has expired.

Related guides

Written from the game as it is today. If a page and the game disagree, the game is right. Recent changes are listed in the changelog.