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Combat System
Combat is the heart of Idleology. Every fight is a turn-based encounter where your stats, gear passives, monster modifiers, and smart decision-making determine the outcome.
You fight using /combat. The system uses stamina (up to 10):
- With stamina remaining: instant fight, consume 1 stamina.
- At 0 stamina: 10-minute cooldown (reduced by Speedster passive on boots or Soul Stone imprint, min 10s).
War Camp (Settlement) can generate extra combat stamina.
A typical combat encounter follows this flow:
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Encounter Generation
- Normal monsters (most common)
- Treasure monsters (higher drop chance)
- Slayer task monsters
- Special encounters (Boss Doors or Corrupted)
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Combat Start
- Monster modifiers are applied
- Your combat-start passives trigger (weapon, armor, accessory, infernal, void, helmet, partner skills, etc.)
- Ward is generated based on your gear
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Turn-Based Combat
- Player Turn → You attack (or use a potion)
- Monster Turn → The enemy attacks
- This continues until one side is defeated
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Rewards
- XP, Gold, and item drops on victory
- Possible essence drops, monster parts, and special materials
Ward is a temporary damage-absorbing layer that sits above your HP.
- Many pieces of gear (especially accessories, armor, gloves, boots, and helmets) contribute to your Ward %.
- When you take damage, it hits your Ward first.
- Once Ward is broken, damage goes to your HP.
- Some effects generate Ward during combat (Ghostreaver armor, certain potions, partners, etc.).
Tip: Keeping your Ward up is one of the best ways to survive harder content.
- Hit Chance: Determined by your stats vs the monster’s stats. Some passives and modifiers heavily influence this.
- Miss: Your attack does reduced damage and can still trigger certain "on miss" effects (Perdition, Oblivion, etc.).
- Block: Your armor blocks the attack (some Celestial passives change how blocking works).
- Dodge: You completely avoid the attack.
- Crit: Your attack deals significantly more damage. Many builds revolve around increasing crit chance and crit damage.
There are two main types:
- PDR (Percent Damage Reduction): Reduces a percentage of incoming damage. Hard capped at 80% (or 90% with the Impregnable armor passive).
- FDR (Flat Damage Reduction): Subtracts a flat amount of damage from every hit. Very strong against weaker monsters.
Both are important. Good gear and companions will give you a mix of both.
Monsters can spawn with powerful modifiers that change how fights play out. These are split into tiers:
- Common Modifiers (I–V): Things like Empowered, Fortified, Titanic, Keen, Vampiric, Thorned, etc. Higher tiers = stronger effects.
- Rare Modifiers: More dangerous or unique effects.
- Boss Modifiers: Only appear on bosses and Ascent monsters.
- Ascended: Special scaling modifier that appears on higher-level monsters.
You can view detailed explanations of every modifier using the /mod_details monster command.
At higher levels, you may encounter Boss Doors. These require specific keys or fragments to enter and lead to multi-phase boss fights with powerful rewards.
There is a chance to encounter Corrupted monsters. These are significantly more dangerous but offer better rewards. You’ll be given a choice to fight or flee.
Use /dojo to fight a customizable training dummy. Perfect for testing builds, checking your DPS, and practicing without any risk or cooldown.
Combat stamina and the 10-minute cooldown (when out of stamina) are core. Track with /cooldowns. Speedster (boots or Soul Stone) is highly valued for reducing downtime. Settlement's War Camp helps generate extra stamina.
Your gear, companions, Codex tomes, Slayer emblems, Alchemy potions, and active Partner all influence combat in meaningful ways.
Notable systems include:
- Weapon Passives (including powerful Infernal passives from Engrams)
- Armor Passives (including Celestial passives)
- Accessory Passives (including Void passives)
- Glove / Boot / Helmet Passives + Essence effects
- Corrupted Essences (Aphrodite, Lucifer, Gemini, NEET) — these are permanent and very strong
- Combat-start effects from many sources
- On-hit / On-crit / On-miss effects
For full details on what everything does, use:
/mod_details weapon/mod_details armor/mod_details accessory/mod_details glove/mod_details boot/mod_details helmet/mod_details essence
These commands show scaling values and special effects clearly.
When running the Codex, some penalties and bonuses persist between waves (attack/defence/crit penalties, rarity bonuses, etc.). These reset when you finish or leave a run.
- Stay above 25% HP — the game will warn you before combat if your health is very low.
- Ward is king early and mid game. Prioritize gear with good Ward %.
- Balance your stats — Attack, Defence, Crit, and Damage Reduction all matter.
- Use
/mod_detailsfrequently. It’s one of the most useful commands for understanding your power. - Companions and Partners provide strong passive bonuses — don’t neglect them.
- Manage stamina and cooldowns (Speedster passive or War Camp helps). Use
/cooldowns. - Save potions for when you really need them, or use the tavern (
/rest) to recover. - Test new gear and passives in the Dojo before taking them into serious content.
- Jewel charges (Paradise) and other transients reset or persist based on encounter type (normal vs Ascent vs Codex).
- Equipment and Upgrades — Learn how to make your gear stronger
- Companions and Partners — Passive powerhouses
- Use
/helpand/mod_detailsin Discord for live information
Combat in Idleology rewards preparation, good gear choices, and understanding synergies between your passives and the monsters you fight.
Last updated: June 2026 (full accuracy sweep — added stamina system details, jewel/Paradise notes, and current combat flow)
Good luck out there, adventurer.