Ranged
Loose arrows at distant foes with bows; strike before they close the gap
Training guide
Fight at a distance with bows. Trained by shooting — every shot needs arrows.
Getting started
Equip a bow and matching arrows (a wooden bow and arrows can be found on Tutorial Island; Merchant Lio sells arrows), set a ranged style in the Combat tab, and attack from range.
| Levels | Activity | What to do |
|---|---|---|
| 1–15 | Slimes & boars with a wooden or bronze bow | Pick off soft targets from outside their reach — ranged keeps you safe early. |
| 15–30 | Wolves & beetles with a willow or composite bow | Better bows give more ranged accuracy and strength; keep arrows stocked. |
| 30–99 | Golems & wraiths | Late-game ranged training — favour monsters weak to bow for a higher damage ceiling. |
Tips
- Ranged needs ammo — running out of arrows ends the fight, so carry spares.
- Ranged gear gives ranged accuracy and strength; metal-armoured monsters resist arrows, so check weaknesses.
Combat mechanics
How a hit is resolved
Every swing, shot or spell resolves in two independent rolls. First an accuracy rolldecides hit or miss — your accuracy against the target's defence in the style you are attacking with. Then, on a hit, a damage roll picks a number between 0 and your max hit. Real misses (and zero-damage hits) are possible.
attack roll = (skill + 8) × (accuracy bonus + 64) defence roll = (skill + 8) × (defence bonus + 64) hit chance = compare the two rolls max hit = floor( (4 + strength bonus) × (1 + strength/128) ) damage = hit ? random 0..maxHit × weakness : 0
The attacking style— melee, ranged or magic — decides which skills and which equipment bonuses feed the rolls, and which of the target's three per-style defences resists.
Weakness triangle
Hitting a creature on its weakness multiplies your max hit; attacking the style it resists shrinks it. A creature's wiki page lists exactly what it is weak to.
| Attacking style | vs Melee | vs Ranged | vs Magic |
|---|---|---|---|
| Melee | ×1.0 | ×1.3 | ×0.7 |
| Ranged | ×0.7 | ×1.0 | ×1.3 |
| Magic | ×1.3 | ×0.7 | ×1.0 |
Earning XP & Hitpoints
XP is earned per point of damage you deal — 4 XP per damage — on every hit, not as a lump sum on the kill. The skill trained follows your selected attack style. Every combat XP award also grants Hitpoints XP at 33% of the rate, so your health pool keeps pace with your offence on its own.
Combat level
Your combat level is a single number summarising overall battle strength, shown atop the in-game Skills panel. Your strongest fighting style drives most of it, while all five battle skills together add a smaller conditioning base — so an off-style still nudges the number up.
combat level = floor( 1/6 × ((attack+strength+defence)/3 + ranged + magic)
+ 0.65 × max(melee, ranged, magic) )ranges 1 (fresh keeper) → 81 (one style at 99) → 113 (all five battle skills at 99)
ranged