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Combat Mechanics

Olly Reed edited this page Aug 15, 2026 · 1 revision

Combat Mechanics

This page covers the combat systems shared across DaemoniaCraft classes.

Individual subclass abilities are documented on the five class pages.

Skill Casting

DaemoniaCraft uses a Skill Bar casting system.

  • Toggle the casting bar with Swap Hands.
  • Use the corresponding hotbar number to cast an assigned skill.
  • Skills are assigned through /skills.
  • Passive skills do not need to be bound to the casting bar.
  • Active skills share a 0.5-second global skill cooldown.

Skill Slots

Class Active Skill Slots
Tanker 6
Fighter 6
Assassin 6
Spellcaster 7
Support 7

Mana and Stamina

Many active skills consume Mana.

Mana cost can be a flat amount plus a percentage of Max Mana, depending on the skill.

Stamina is a separate character resource and can be increased or regenerated through class stats and Attributes.

Critical Hits

DaemoniaCraft separates:

  • Critical Strike Chance / Power — normal critical-hit system;
  • Skill Critical Strike Chance / Power — critical-hit system for compatible skills.

See Stats for current caps.

Block, Dodge and Parry

Block

Block Rating and Block Power support defensive blocking builds.

Dodge

Dodge Rating supports avoidance. Light Armor has an innate Dodge identity, and Agility can increase Dodge Rating and Dodge cooldown reduction.

Parry

Parry Rating supports parry-based defense.

The normal Enchanter Parry modifier uses different weapon-family strength:

  • Swords: full strength
  • Daggers: 80% strength
  • Spears / polearms: 50% strength

See Enchanting and Modifiers.

Downed State and Reviving

Being defeated does not always mean immediate death.

Current downed-state rules include:

  • a downed player has up to 120 seconds before death;
  • reviving another player takes 10 seconds;
  • a successful revive restores the player to 50% Health;
  • stay within approximately 6 blocks while reviving;
  • downed players can hold crouch for 3 seconds to give up;
  • disconnecting while downed results in death;
  • normal mobs do not target downed players.

The Tutorial teaches reviving by holding crouch next to a downed player. Certain skills can also revive.

Death

A normal death currently removes 20% of the character's current class EXP.

There is also a money loss associated with death; see Economy and Currencies.

Parties

Current party rules:

  • maximum 6 players;
  • +3 Health Regeneration;
  • +3 Mana Regeneration;
  • +10% additional EXP;
  • class EXP can be shared within 30 blocks;
  • profession EXP is not party-shared;
  • prefix a message with @ for party chat.

PvP Mode

PvP Mode is enabled as a separate combat state.

Current configuration includes:

  • minimum class level: 10;
  • PvP combat state: 30 seconds after combat;
  • 10 seconds of PvP invulnerability after applicable region changes or commands.

Use /pvpmode to manage your PvP state.

PvP Damage Rules

PvP uses additional controls so PvE-scale damage does not translate directly into one-hit player combat.

Damage adjustments

  • Skill damage portion: 60%
  • Damage-over-time portion: 50%
  • A single PvP hit is capped at 28% of the target's Max Health.
  • Defense cannot remove more than 50% of the adjusted PvP hit.

Rapid Skill / DOT Burst Protection

Rapid Skill or damage-over-time hits inside approximately 1.8 seconds are progressively reduced:

Recent Hit Additional Multiplier
1st 100%
2nd 36%
3rd 12%
4th+ 8%

Normal weapon/physical hits do not advance this rapid Skill/DOT sequence, but they still use the normal PvP hit cap and Defense limiter.

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