Survive Combat in Trailborn RPG
Combat in Trailborn RPG isn't a coin flip. Every hit, miss, and block comes down to stats and math working against the monster's own. Know how the system works and you'll land more hits, take less damage, and stop wondering why that "guaranteed" skill just missed.
Starting Combat
Combat is started by exploring areas using the /explore or !explore command. Each area has its own pool of monsters at varying levels.
Damage Types
Every attack falls into one of three types, and they counter each other in a simple cycle:
- -⚔️ Melee beats 🏹 Ranged
- -🏹 Ranged beats 🪄 Magic
- -🪄 Magic beats ⚔️ Melee
Check a monster's damage type before engaging. Matching the right weapon type or skill types to its weakness makes a real difference in how fast a fight goes.
Hit Chance
Attacks aren't guaranteed to land.
- -Your base hit chance comes from your stats, gear, skills, and active effects.
- -The monster's level shifts that chance by about 2% per level of difference.
- -Final hit chance is always kept between 60% and 100%, so you'll never auto-hit or auto-miss.-Want to improve your hit and crit stats? It all comes down to your build. Check out Build Your Character.
Fighting something well above your level means more misses. Fighting below your level means you'll rarely whiff.
Critical Hits
Crit chance works on a similar curve.
- -It's built from your base stat, gear, skills, and active effects.
- -Level difference shifts it by about 0.5% per level.
- -It's clamped between 0% and 100%.
A critical hit deals 130% damage and ignores block entirely.
Block
If your attack hits but doesn't crit, the monster gets a chance to block it. A successful block cuts the damage down to 20% of normal - an 80% reduction.
The order combat resolves in:
- -Roll to hit
- -If it hits, roll for crit
- -If it's not a crit, the monster rolls to block
- -Final damage is applied
So a miss does nothing, a crit always gets through at full strength, and a normal hit can still get blocked down to a fraction of its damage.
Defense
Which defense stat applies is determined by the incoming attack or skill type being used - not just the attack alone:
- -Melee attacks are reduced by your base defense
- -Ranged attacks are reduced by your ranged defense
- -Magic attacks are reduced by your magic defense-Looking to raise your defense? Better gear is the main path. See Upgrade Items or Craft Better Gear.
For the math-curious: damage taken = raw damage × (1 − defense / (defense + 520)). Defense gives diminishing returns the higher it climbs, but every point still helps.
Speed and Turn Order
Speed isn't just about who swings first - it can change how many times you swing.
- -Speed affects attack order between you and the monster.
- -A high enough speed advantage grants you multiple actions in a single combat round. If your speed is 4x higher than your opponent's, you gain 2 attacks in that turn. If it's 12x higher, you gain 3 attacks.
- -It also shapes when your skills land - a speed edge means better timing, not just more turns.
A fast build can quietly out-damage a heavier hitter just by acting more often.
Skills and Tags
Skills hit harder than your basic attack and carry tags that describe what they do:
- -Attack - direct damage
- -Combo - multiple hits in one skill (each can miss independently)
- -DOT - damage dealt over several turns
- -Buff / Debuff - temporarily raises or lowers a stat
- -Stun - prevents the target from acting
- -Lifesteal - heals you for a portion of the damage dealt
- -Pierce - cuts through enemy defenses
- -Summon - calls in an ally that deals extra damage for a few turns
- -Shield - absorbs incoming damage
- -Heal / HOT - restores HP instantly or over time
- -Restore - recovers MP
- -Imbue - empowers your basic attacks for a few turns
- -Multi - multiplies the damage of your basic attacks for a few turns
- -Crit - guarantees your basic attacks crit for a few turns
- -Reflect - bounces damage back at the attacker-Ready to put these tags to work? The Use Skills Effectively guide covers timing, rotation, and how to get the most out of each one.
Why your skill missed: skills follow the same hit chance rules as a basic attack - your accuracy, the monster's level, all of it still applies. Power doesn't mean guaranteed contact. A high monster level or a low hit rate can make even your strongest skill whiff. One thing that doesn't carry over: skills can never crit.
Over Time Effects
Most effects in Trailborn RPG are duration-based - they activate, run for a set number of turns, then expire on their own. DOT effects like Wildfire, Inferno, or Venomous Tip deal damage automatically each turn without needing another action from you. HOTs restore HP the same way. Shields, Summons, Imbue, and Crit buffs all follow the same pattern - active for a window, then gone. Managing those windows well is most of what separates a tight rotation from a sloppy one.
Stun works the same way. While it's active, the target can't act or its actions are delayed. It clears when the duration runs out, the fight ends, or you leave the encounter.
