Combat
Combat
Combat pages should connect equipment, mobs, drops, requirements, and strategy notes without burying the facts.
Unverified
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Tools
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Resource Nodes and Facilities
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Recipes and Actions
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Training Methods
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The "Combat" grouping above comes from the datamine and is kept as a navigation hub; combat is not a single in-game skill. See Combat skills below.
Verified Mechanics and Behavior Notes
The notes below are verified in-game (2026-07-05), except where marked as unconfirmed.
Combat skills
Mechanic Combat progression is tracked by four separate skills: Attack, Strength, Defense, and Stamina (the skill that governs health). No single "Combat" skill appears in the in-game skill panel; the "Combat" grouping used by this hub page reflects a datamined grouping and is kept for navigation. Exact in-game capitalization of the skill names on this page is unverified.
Equipment bonuses
Mechanic Melee armour applies a negative Magic attack bonus while worn. Exact per-piece bonus values have not been documented.
Archery ammunition
Mechanic Bows currently accept any arrow tier, and Archery XP (Archery is the ranged-combat skill) is awarded normally regardless of the arrow tier used.
As heard in-game (unconfirmed): the Ranger Chestplate is currently the only obtainable piece of the ranger armour set; the other ranger pieces are said to be not yet obtainable. This remains unconfirmed.
Multi-combat zone
Mechanic A multi-combat zone lies east of the Giant Spider area, in the eastern part of the main landmass. It contains coal rocks and Scorpions. Its exact boundaries, how multi-combat status is indicated in-game, and whether other multi-combat areas exist are not yet documented.
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NPC healing during combat
Priests near the cow field in the grass zone are attackable. A player who is in combat can still talk to a Priest and ask to be healed, and the heal is applied mid-fight. The Priest NPC does not yet have a wiki page; one should be created once the exact in-game name is confirmed.
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Evidence
Combat progression spans four skills in-game observation Unverified
Melee armour Magic attack penalty in-game observation Unverified
Bows accept any arrow tier in-game observation Unverified
Multi-combat zones in-game observation Unverified
Priest healing during combat in-game observation Unverified
ranger armour availability (unconfirmed) in-game observation Unverified
Combat Formulas (client data)
According to client data (July 2026): the web client ships a combat module containing the formulas and style mappings below. Values are quoted verbatim from the sigma.sankoquest.com bundle captured 2026-07-05 (chunk e5c8f07ca20c8363.js, combat class, beautified lines ~11704–11864; weapon style tables from chunk c12a64812e41c536.js, lines 366–425). Combat resolution is server-authoritative, so everything in this section is Unverified until confirmed by in-game testing.
Core rolls
| Quantity | Formula (client data) | Explanation |
|---|---|---|
| Effective level | effectiveLevel = level + styleBonus + 8 |
The relevant skill level plus the combat-style bonus (below) plus a flat 8. |
| Attack roll | attackRoll = effectiveAttackLevel × (equipmentAttackBonus + 64) |
equipmentAttackBonus sums the matching attack stat (stab, slash, or crush for melee; ranged; or magic) across all worn equipment. |
| Defence roll (vs melee/ranged) | defenceRoll = (defenceLevel + styleBonus + 8) × (equipmentDefenceBonus + 64) |
equipmentDefenceBonus sums the defence stat matching the incoming attack style (see Defence axes). |
| Defence roll (vs magic) | defenceRoll = (floor(0.7 × magicLevel + 0.3 × defenceLevel) + styleBonus + 8) × (equipmentDefenceBonus + 64) |
Against magic, the defender's Magic level is weighted 70% and Defense level 30%. |
| Hit chance | if attackRoll > defenceRoll: 1 − (defenceRoll + 2) / (2 × (attackRoll + 1))otherwise: attackRoll / (2 × (defenceRoll + 1)) |
Probability that an attack lands, from the attacker's and defender's rolls. |
| Max hit | maxHit = max(1, floor(0.5 + effectiveStrength × (strengthBonus + 64) / 640)) |
effectiveStrength uses the same effective-level formula; strengthBonus sums melee/ranged/magic strength across equipment (arrows carry ranged strength). |
| Damage roll | damage = floor(random × (maxHit + 1)), clamped to 1–maxHit |
Rolled on a successful hit only, then further clamped to the target's remaining HP. |
Combat style bonuses
Each combat mode (the four style slots on the combat panel, modes 0–3) grants hidden level bonuses before the +8:
| Combat style | Mode 0 | Mode 1 | Mode 2 | Mode 3 |
|---|---|---|---|---|
| Melee | +3 Attack | +3 Strength | +1 Attack, +1 Strength, +1 Defence | +3 Defence |
| Ranged (Accurate / Rapid / — / Longrange) | +3 Attack, +3 Strength | none | not available | +3 Defence |
| Magic (Accurate / Autocast / — / Longrange) | +3 Attack | none | not available | +3 Defence, +1 Attack |
Ranged and magic weapons only allow modes 0, 1, and 3. Melee mode names vary by weapon class (next table). A weapon is classified in client data by its stats: a ranged-attack stat makes it ranged, otherwise a magic-attack stat makes it magic, otherwise melee; unarmed combat defaults to attack speed 4, range 1, crush.
Weapon attack styles (stab/slash/crush)
Each melee weapon class maps its four modes to a named style and a damage substyle. The substyle selects which attack bonus the attacker uses and which of the defender's stab/slash/crush defence values opposes it.
| Weapon class | Mode 0 | Mode 1 | Mode 2 | Mode 3 |
|---|---|---|---|---|
| Sword | Stab (stab) | Lunge (stab) | Slash (slash) | Block (stab) |
| Katana | Chop (slash) | Slash (slash) | Lunge (stab) | Block (slash) |
| 2h sword | Chop (slash) | Slash (slash) | Smash (crush) | Block (slash) |
| Axe | Chop (slash) | Hack (slash) | Smash (crush) | Block (slash) |
| Pickaxe | Spike (stab) | Impale (stab) | Smash (crush) | Block (stab) |
| Staff | Bash (crush) | Pound (crush) | Focus (crush) | Block (crush) |
| Unarmed | Punch (crush) | Kick (crush) | — | Block (crush) |
| Bow | Accurate | Rapid | — | Longrange |
"—" marks modes the client filters out of the UI. The bow row's melee substyle is stored as a crush fallback in client data, but bows attack with the ranged stats, not a melee substyle.
Defence axes
The client's equipment-bonus mapping resolves the defender's stats by the incoming attack style (the same mapping is applied to NPC defence stats):
- Melee attacks are opposed by the defender's stab, slash, or crush defence, chosen by the attacker's substyle above.
- Ranged attacks are opposed by the defender's light, standard, or heavy defence, chosen by the attacking weapon's ranged type (default "standard"; every bow in the extracted manifest is "standard"). The light/standard/heavy trio thus appears to be the ranged-defence axis in client data — no extracted item or weapon distinguishes the three yet (all carry identical light/standard/heavy values).
- Magic attacks are opposed by the defender's single magic defence stat.
The in-game-verified magic penalty on melee armour (above) is directionally consistent with client data, where melee armour pieces carry negative magic defence values (for example, chestplates −4, leggings −3, kiteshields −1). The client manifest shows no magic-attack field on melee armour, so exactly which magic stat the observed in-game penalty applies to still needs verification; the gameplay observation remains primary.
Evidence (client data)
combat formulas, style bonuses, and attack/defence style mappings (client data) client data Unverified
Wiki task
Needs a verified source mob stats, combat formulas, equipment bonuses, and drop tables Accepted evidence: gameplay screenshot, official data, reader capture, or curator-reviewed notes.
Target page: Combat. Listed on SankoQuest:Open bounties.