Combat

Combat Overview
Combat is a way for players to pit themselves against the creatures of Talibri in pursuit of fame, riches, and experience. To begin, the player must navigate to a Combat Zone, where they will be presented with the Preparation screen. This screen includes a list of enemies that can be encountered in that particular zone, and also the player's loadout bar. The player may assign up to 5 skills and 5 items that will be used during the battle, and use the Start button to proceed.

During combat, the player and enemy will trade blows every 5 seconds. This takes place automatically, with the player's skills being used at random, and any healing item placed in the first slot being used should their HP drop below 40%. If the player chooses, they may manually select skills or items to be used on the next turn while the timer counts down. Some skills have cooldowns that prevent them from being used (automatically or manually) until the required number of turns has passed.

When the enemy is defeated, cooldown timers reset, and the player is rewarded with experience, Leol, and sometimes loot items. After 5 seconds, combat will automatically begin again with another enemy. If the player should be reduced to 0 HP, they are defeated, and they are returned to the Combat Zone selection menu. There is no further penalty.

Character Stats
The stats shown on the bottom bar are combat stats, and are listed here from left to right. They currently have no effects outside of combat. Combat stats can be enhanced with equipment, or raised permanently by leveling them up in battle. Stats level up independently from each other based on experience gained from combat. See the Experience section below for details.

Affinities
Affinities are the equivalent of combat classes in Talibri. Players are not required to limit themselves to a single affinity, but are instead able to mix and match abilities from any they choose. Initially, only a few skills from each affinity will be available, but some advanced skills can be unlocked by leveling up the player's affinity level, and others can be unlocked by mastering initial skills through repeated use.

Warrior
Warrior skills are typically Strength-based, designed to defeat enemies with overwhelming force.

Rogue
Rogue skills are typically Dexterity-based, designed to defeat enemies with skill and speed.

Ranger
Ranger skills use Arrows, a consumable item, to defeat enemies with precision. Their damage scales off both Strength and Dexterity.

Evoker
Evoker skills consume mana in order to defeat enemies by harnessing the power of the elements. Their damage scales off Intellect and Will.

Experience
During battle, players receive Affinity experience for each skill use. For example, using the Warrior skill Bash will reward Warrior Affinity experience each turn. Skills also reward 1 Mastery point for that individual skill on every successful use.

Combat experience received after battle is split among attributes depending on the abilities selected before the fight and their associated affinities. Using abilities from multiple affinities will divide these figures equally based on the ratio of skills selected. For example, assigning 1 Warrior skill and 1 Rogue skill would divide the percentages below in half, yielding a split of 35% to Strength, 20% to Stamina, and 45% to Dexterity.

Proficiency
Increase efficiency of skills, either in successful chance to hit/cast on target as well as increase in damage.

Formulas and Mechanics
The new damage formula: (Stat Modifier * Stat) * [(Mastery Level * 0.05) + 1].

The Damage Resistance effectiveness formula is:  Damage * [200 / (200 + Resistance Value)] = Damage Taken.

Bestiary For Detailed Information Regarding Mobs and Zones