Updated 2026-10-14 • 536 views

Hunts & Combat

Important
The RPG module is currently in beta. Server admins must enable it manually on the Modules page of the web dashboard before these commands become available to members.

Hunting is the quickest way to earn gold, XP and gear. /rpg hunt or the Hunt line on the home screen sends your character after a monster of its level. There is a 5 second cooldown between hunts.

Ordinary Hunts

An ordinary hunt resolves on its own. Your character attacks, uses its class skills when it can afford them, and drinks a mana potion or an antidote from your bag when it needs one. The result plays the fight back round by round with both HP bars, then shows the gold, XP and loot.

Hunt monsters grow with your level. Up to level 4 they are tuned for a character with nothing but its starter kit. From level 10 on they are tuned for a character wearing gear of its own ten-level band (levels 10 to 19, 20 to 29 and so on): in such gear you win about nine hunts in ten. Gear that drops comes from your level band and the one below it, so hunting keeps you equipped.

A fight that lasts 50 rounds without a winner ends in a draw.

Elites and Bosses

About one hunt in twelve meets an elite (from level 3) and about one in eighty a boss (from level 5). They are stronger than a normal monster of the same level and pay more: an elite three times the gold and XP, a boss eight times. Every elite drops a guaranteed rare piece of gear, every boss a guaranteed epic one.

You fight elites and bosses by hand, one action per round. The fight screen shows both HP bars, your resource and the last round:

Action What it does
Attack A plain attack.
Skill 1 / Skill 2 Your two class skills, with their cost. A skill on cooldown shows the rounds left and cannot be used.
Guard Halves the hits you take this round and builds a fifth of your maximum resource.
Potion Drinks a health potion. The button shows how many you have.
Flee Ends the fight with no reward and no penalty. The button shows your chance: better against a slower foe, between 25 % and 85 %, lower against a boss. A failed attempt gives the foe a free attack.
Auto Plays the rest of the fight automatically, like an ordinary hunt.
Warning
An open fight waits 10 minutes. If you leave it alone that long, it counts as a failed escape: the foe strikes once more, and if that fells you, the usual defeat applies.

An open fight is kept for you: you can continue it on Discord or in the web dashboard. After 7 minutes without an action, Levlix sends you a DM, unless you turned that reminder off.

Damage

  • Attack and defense: your attack meets the monster's defense, and every hit varies a little.
  • Spells: Mage, Druid and Paladin add one and a half times their intelligence to their damage.
  • Critical hits: 5 % chance plus 0.5 % per point of luck, at most 60 %, for double damage.
  • Dodging: your speed against the monster's speed decides your dodge chance, between 5 % and 45 %.

Monster Abilities

Hunt monsters fight with a special ability that suits their kind. Each one triggers by chance during the fight:

Ability Effect
Poison Poisons you for 3 turns. Your character drinks an antidote automatically if you carry one.
Double strike The monster hits twice in one turn. You cannot dodge these hits.
Dodge The monster evades your attack or skill of that turn.
Self heal A hurt monster spends its turn regenerating part of its HP, at most once per fight.

Items in Combat

  • Potion button: In an elite or boss fight, the Potion button drinks your smallest health potion. The quick potion on the hunt and rest screens drinks the smallest one that heals you fully, or the largest you have if none is big enough. At full HP the button is disabled.
  • Hunts: Hunts use items on their own. When a mana class runs out of mana, your character drinks a mana potion automatically, and when a monster poisons you, an antidote. Each kind at most once per fight.
  • Dungeon fights: Besides the potion button, a dungeon fight has a Use an item (free action) menu with the healing potions, antidotes, Panacea and Scroll of Teleport in your inventory, and mana potions for the classes that use mana. Using an item does not cost your turn.
  • Status effects: In dungeons, poison and burn from monsters deal damage every turn until they wear off or an antidote cures the poison. A stunned fighter loses their next turn, in dungeons as well. Panacea cures poison, burn and stun during a fight.
  • Scroll of Teleport: Ends a dungeon run early and takes you back to town. You keep the gold and XP of the run and the items you found.
  • Nothing to do: An item that has nothing to act on, such as an antidote when you are not poisoned or a mana potion at full mana, is refused and stays in your inventory.

After the Hunt

A won hunt pays gold and XP, may drop items, feeds 20 % of its XP to your active pet and now and then befriends a new one. A lost hunt costs XP and gold and starts a 15 minute break, see Defeat.

More Ways to Fight

  • Dungeons: floors of rooms with a named boss at the end.
  • The Tower: floor after floor, scaled to your character.
  • Arena: duels against other players of your server.
  • World Boss: one boss the whole server fights together.
  • Parties, Guilds & Raids: party hunts and guild raid bosses.

Was this article helpful?

Thanks for your feedback! Your vote helps us improve the documentation.

Your vote could not be saved. Please reload the page and try again.

Share this guide

Your Privacy

We use essential cookies to operate this site and optionally Google Analytics to improve our services. You can accept all, reject all, or choose which categories you allow.

Privacy Policy

Cookie Preferences

Choose which categories of cookies you want to allow. You can change this at any time.

Essential Cookies

Required

Session, CSRF protection, login state.

Analytics Cookies

Optional

Google Analytics 4 with anonymized IP, used to understand aggregate usage.