Combat Guide

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Combat is an integral part of Jungalore, and the rules of combat apply to players who are in full play mode. If in free mode, players will not need to follow these rules. However, there are many systems in place regarding combat.

The Basics[edit | edit source]

Combat in Jungalore is turn based. Meaning, everyone makes an initial role to determine their attack order, and who has priority over others.

When prompted to act, the player may use one item before attacking or using a skill. If the player chooses to attack or use a skill, their turn ends, and it goes to the next character/monster.

Battles end when either side is out of combatants (when everyone's life is equal to zero on one side). Battles can only enter a draw if both sides run out of combatants on the same turn, which counts as a loss on both sides.

Positioning[edit | edit source]

Your respective class page has a position setting. This affects a number of things, including attack order, and who is more likely to be hit. Each party is divided into a front and back row in combat.

Front Row Info[edit | edit source]

The front row (almost) always gets priority in attacks. However, there is a downside to being in the front row. You must pick who in the back row you are protecting from melee damage. It is best to place characters with high defense and life pools in this row.

  • Front row characters, when fighting monsters, will take the damage for the back row character they are protecting.
  • Front row characters get the benefit of +2 to attack order rolls.
  • Front row characters are susceptible to all forms of attack, and have no safeguards save for their own defensive measures.

Back Row Info[edit | edit source]

The back row of a party always attacks last (save for special circumstances). The benefit of being in the back row is that you can rely on a front row member to guard you, although you are still susceptible to ranged and magic damage. It is best to place members with less health and/or defense in this row, or members who are ranged combatants.

  • While in the back row and protected, you cannot be hit by regular melee attacks.
  • When unprotected, you can only rely on your own defensive measures.
  • When in the back row, you won't gain attack order bonuses.
  • In situations involving NPC monsters, monsters will be 50% more likely to prioritize unguarded back row players rather than front row players.

Order of Attack[edit | edit source]

When it comes to setting up attack order, performer characters and their later classes always go first, regardless of the back row position, and regardless of rolls. If multiple performers are in the party, they roll to determine who goes first among themselves using the same rules as below.

In order to determine who goes first, everyone rolls 1d20 (a single twenty-sided die), adds their speed modifier to their roll, and if they have it, adds the front row modifier (+2). If a character is dual wielding, remember that the second weapon's modifier is halved if positive and rounded down, or doubled if negative and rounded down. Afterwards, all enemies roll the same way. Enemies of the same variety (eg. three Aqua Morpho) can be rolled for at once, essentially allowing them to attack as a group.

For ease of access, the old attack speeds for weapons are given the following modifiers.

  • Fastest: +8
  • Faster: +6
  • Fast: +4
  • Average: +2
  • Slow: +0
  • Slower: -2
  • Slowest: -4

When everyone has rolled and determined their numbers, list off the highest total first, going down until all players and enemies are listed.

Basic Damage[edit | edit source]

In this section, we are covering the basic damage equations. However, the calculation may be different based on special effects and skills, and further in, we will look at weaknesses, resistances, negations, and healing. Further, there are other special cases based on class and weapon that will change these basic equations.

Regarding calculations, the variables are as follows.

  • D is the total damage.
  • A denotes the actor's stat.
  • B denotes the defender's stat.
  • Atk is Attack.
  • Def is Defense.
  • MAtk is Magic Attack.
  • MDef is Magic Defense.
  • <math>\lfloor ... \rceil</math> denotes that the content inside is being rounded to the nearest integer.
  • xdy represents a roll of x number of dice, each with y sides.

Basic Physical Damage[edit | edit source]

Physical damage is made when attacking an enemy with a weapon or ammunition. Physical attacks are the most basic way to deal damage.

Physical damage is calculated as follows.

<math>D = \lfloor 2(A.Atk) - B.Def \rceil</math>

Physical damage comes in three varieties. Slashing, bashing, and piercing. These types may be more or less effective against certain types of enemies.

Basic Magic Damage[edit | edit source]

Magic damage mainly applies to offensive spells. No special effects follow it, but the calculation is here for easy reference.

<math>D = \lfloor 2(A.MAtk) - B.MDef \rceil</math>

Most magic attacks

Basic Peasant Damage[edit | edit source]

Peasant characters also deal special dice roll damage. Their equation for physical damage is as follows.

<math>D = \lfloor 2(1d100) - B.Def \rceil</math>

Magical attacks use this equation.

<math>D = \lfloor 2(1d100) - B.MDef \rceil</math>

Chances[edit | edit source]

Chances occur quite a lot in battle. After attacks in the form of statuses, or at the end of battle in the form of loot chances. With percentage based chance rolls, the lower numbers take precedence for the sake of ease. (eg. A 10% chance requires a roll of 10 or lower.)

On the fraction based rolls, success occurs with the higher numbers on the dice/random number generator, as these are always represented with the numerator (top number) equal to one. Thus, with fraction chances, you always know what you need based on the given bottom number, or denominator. (Eg. A 1/10 chance means you need a 10 to succeed.)

These rules on rolling are meant for the sake of ease.

Status Chances[edit | edit source]

The following variables are used in calculating status application chance.

  • T is the total chance of application, in percent.
  • A denotes the actor's stat.
  • B denotes the defender's stat.
  • InS is the attack or the weapon's innate status chance, in percent. This includes those bestowed by enchants.
  • bsa is Bonus Status Apply, in percent.
  • bsr is Bonus Status Resist, in percent.

Thus, the formula for total application chance is as follows.

<math>T% = (A.InS% + A.bsa%) - B.bsr%</math>

Elements[edit | edit source]

Elements can be exploited in Jungalore to not only explore the world, but to deal extra damage. There are six primary elements plus five pseudo-elements.

  • Light
  • Air
  • Fire
  • Water
  • Earth
  • Dark
  • Weapon
    • Slashing
    • Bashing
    • Piercing
  • Healing
  • Non-Elemental

The first six apply mainly to skills and enchanted/legendary weapons, the seventh applies to basic weapons lacking one of the six elements, the eighth applies to healing magic, and the final one applies to bare hands and most whips.

As stated earlier, these can be exploited to deal extra damage, however, use of the wrong one can lead to less damage.

Weakness/Resistance[edit | edit source]

If an enemy is weak to an element or attack type, the damage is doubled before taking into account enemy defenses. If resistant, the damage is halved before defenses. If weak to a status, the chance is doubled, and if resistant, halved, affecting the whole equation.

If an enemy is weak to multiple elements, multiply the attack by two for each. The same principle follows for resistance and division.

In the case that an enemy is weak to one element or damage type but resistant to another, the two cancel out and the damage is one times the amount as a mathematical consequence. In the case of more than a single weakness and resistance, pair each weakness with a resistance until you have only multiplication or division. Multiply or divide accordingly.

Negation/Healing[edit | edit source]

Some enemies are completely immune to some elements, and have a negation. If you try to damage an enemy with negation, the total damage is multiplied by 0. Status chances are also multiplied by 0. In essence, the total value of D will always be 0, and T will always be 0%.

Other enemies are healed by certain elements. In this case, the damage is inverted by multiplying by -1. This does not occur with statuses.

All Regular Equations[edit | edit source]

The regular equations are as follows. This does not include peasant damage, as peasants ignore resistance, weakness, negation, and healing.

The weakness and resistance equations only account for having one weakness or one resistance. One may add more accordingly if the situation calls for it.

Type Normal
Physical <math>D = \lfloor 2(A.Atk) - B.Def \rceil</math>
Magic <math>D = \lfloor 2(A.MAtk) - B.MDef \rceil</math>
Status <math>T% = (A.InS% + A.bsa%) - B.bsr%</math>



Type Weakness Resistance
Physical <math>D = \lfloor 2(2(A.Atk)) - B.Def \rceil</math> <math>D = \lfloor \frac{2(A.Atk)}{2} - B.Def \rceil</math>
Magic <math>D = \lfloor 2(2(A.MAtk)) - B.MDef \rceil</math> <math>D = \lfloor \frac{2(A.MAtk)}{2} - B.MDef \rceil</math>
Status <math>T% = 2((A.InS% + A.bsa%) - B.bsr%)</math> <math>T% = \frac{(A.InS% + A.bsa%) - B.bsr%}{2}</math>



Type Negation Healing
Physical <math>D = 0</math> <math>D = \lfloor -1(2(A.Atk) - B.Def) \rceil</math>
Magic <math>D = 0</math> <math>D = \lfloor -1(2(A.MAtk) - B.MDef) \rceil</math>
Status <math>T% = 0%</math> <math>N/A</math>

Casting Magic[edit | edit source]

Some skills have a cast time tied to them, most of which are spells. Cast speed will vary from spell to spell, but the key thing to remember that this acts as a charge time for all magic. Depending on the speed and gear, spells will activate sooner than later in some cases.

Unlike with weapons, spells have only five cast speed settings.

  • Fastest: Casts on the turn used.
  • Fast: Casts on the next turn.
  • Average: Casts two turns later.
  • Slow: Casts three turns later.
  • Slowest: Casts four turns later.

Things to note about the time while casting.

  • Regular attack order still applies.
  • While casting, you are only busy chanting the incantation. Therefore, you may still attack. However, you cannot use other skills or items.
    • If you attempt to use another skill, you will switch to the new skill.
    • If you attempt to use an item, the casting stops, the item will be used, and then you may attack or use a skill as on a normal turn.
    • If you choose to attack, you cannot perform a magic weapon's magical attack. Your physical attacks are a somatic means of casting your spell. Each attack costs one additional will point.
  • Casts can be interrupted in the case of fast speed and lower. Be cautious!
  • Confusion works differently, as it will not cause you to attack yourself with every turn passed while casting, but the spell will backfire and hit you (and all party members with multi-target spells) if confusion activates when the cast is done. After the cast, confusion will work like normal.

Cast Interruption[edit | edit source]

Spell casting can be interrupted if any of the following occurs while casting. Keep in mind that fastest spells by nature cannot be interrupted (they can only backfire with confusion).

Spell casting will be interrupted if...

  • The caster becomes afflicted with amputation. No will is spent when this occurs. (Note: Only the initial application will interrupt the cast.)
  • The caster is silenced. No will is spent when this occurs.
  • The caster is stunned. No will is spent when this occurs.
  • The caster is put to sleep. No will is spent when this occurs.
  • The caster uses an item or uses another skill. Half the will is spent in this case.
  • Confusion activates on the cast, damaging the player (and potentially party members). In this case, will is spent.
  • The caster dies while casting. In this case, half the will is spent.

End of Battle[edit | edit source]

There are three different ways a battle can end for you. Either with victory, defeat, or escape. Each of these different outcomes are explained here...

Escape[edit | edit source]

When in battles that you find particularly hard, you can attempt to escape them. When escaping, there is a 50% chance to escape. This chance is boosted by the escape skill. There are, however, some instances where you cannot escape.

  • Boss battles in dungeons.
  • Story battles.
  • Any battle where it is physically impossible to escape.

Victory[edit | edit source]

You win the battle when your team remains and the other side lies wiped out. In the case of NPC battles, this leads to Legens (the currency of Jungalore) and items dropping. Everyone earns the same amount of Legens as listed on the monster's page, regardless of party size.

In the case of drops, you have two ways of going about it...

  • Everyone rolls for drops independently.
  • Everyone lets the party leader roll for drops.

For enchants, everyone rolls for themselves.

Further, if a player's level is equal to or lower than an enemy's level threshold, they gain a level upon its defeat. This can be done once per real day.

Defeat[edit | edit source]

If your entire party gets wiped out, the battle results in defeat. Your revival options vary depending on location and the situation.

  • You can wait for someone to revive you with a Soul Crystal. Penalty does not apply.
  • You can revive at the last town you were in. Penalty applies.
  • In the case of dungeons, you can revive at the start of floor one. If you have already completed this floor, you will not have to complete it. Penalty applies.
  • If in a dungeon and you've at least completed floor one, you can also revive at the start of floor two. If you have already completed this floor, you will not have to repeat it or floor one. However, even if you have completed floor three or subsequent floors, you will need to complete them again. Penalty applies.
  • In the case of PvP, you can revive instantly on the spot, as well as any of the other options above. Penalty does not apply.

If you choose an option in which the penalty applies, you will lose 90% of your on-hand Legens, rounding up. To prevent loss of money, it is best to store your Legens in the Jungalore New World Bank.

An optional rule for players is also available, and can be applied before any battle. If the player so chooses, they may add "DEATHLY BATTLE" before the encounter to signify that if they die at all, their character is killed off. Killed off characters can be played as in spirit form, but are otherwise dead and cannot be brought back. They may still be revived during the battle, but if their side gets wiped out, the character is killed off.