Combat Basics: Difference between revisions
MapleVerse wiki content |
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{{Changed|Dodging uses an avoidability formula that MapleVerse rebuilt itself, so exact dodge chances may differ from the original game.}} | {{Changed|Dodging uses an avoidability formula that MapleVerse rebuilt itself, so exact dodge chances may differ from the original game.}} | ||
Damage numbers, misses, a monster's flinch and its fall appear when your swing reaches its strike, not the moment you press attack. Other players' swings look the same on your screen. | |||
Monsters from lands beyond the Pre-BB world, such as Edelstein, Chryse, Kritias, Commerci, Gollux and the Ninja Castle, hit with their own lands' strength. An AF Android in the Verne Mine hits a level 103 adventurer for a few hundred, and a Golden Ferret hits a level 60 adventurer for about 150. | |||
== Monsters that do not chase == | == Monsters that do not chase == | ||
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== Breakables, reactors and meteorites == | == Breakables, reactors and meteorites == | ||
* '''Reactors''' have no HP. Each hit moves a reactor on to its next state, shown by a change in its art and a hit sound. There are no damage numbers. | * '''Reactors''' have no HP. Each hit moves a reactor on to its next state, shown by a change in its art and a hit sound. There are no damage numbers. One basic swing moves a reactor on by one step only, so a box that takes 4 hits takes 4 swings. | ||
* '''Breakable objects''', such as hanging watermelons, can be hit by ranged weapons when you stand right next to them. Bows, crossbows, claws and guns swing their weapon at the object from there. | * '''Breakable objects''', such as hanging watermelons, can be hit by ranged weapons when you stand right next to them. Bows, crossbows, claws and guns swing their weapon at the object from there. | ||
* '''Meteorites''' cannot be broken. In the meteorite sample quest, click each one with the mouse. The talk key does not work on them. | * '''Meteorites''' cannot be broken. In the meteorite sample quest, click each one with the mouse. The talk key does not work on them. | ||
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* '''A Priest can Dispel while sealed.''' [[Skill:Dispel|Dispel]] is the one skill a seal does not block. It cures curse, darkness, poison, seal, weakness and slow on the Priest and on party members in its area. It does not cure stun or seduce. | * '''A Priest can Dispel while sealed.''' [[Skill:Dispel|Dispel]] is the one skill a seal does not block. It cures curse, darkness, poison, seal, weakness and slow on the Priest and on party members in its area. It does not cure stun or seduce. | ||
* '''Only one Maple Warrior counts.''' Maple Warrior from any class is a single buff. A second one, from a party member of another class or a recast, replaces the first instead of adding to it. | * '''Only one Maple Warrior counts.''' Maple Warrior from any class is a single buff. A second one, from a party member of another class or a recast, replaces the first instead of adding to it. | ||
* ''' | * '''Maple Warrior''' lasts 600 seconds at level 1 and 10 seconds longer each level: 690 at level 10, 790 at level 20, 900 at level 30. | ||
* '''Long buffs last 10 minutes.''' Every skill buff whose top-level duration was between 200 and 599 seconds now lasts up to 600 seconds; lower levels scale the same way. Cooldowns are unchanged. The Hero's [[Skill:Enrage|Enrage]] and the Bowmaster's [[Skill:Concentrate|Concentrate]] keep their usual times (up to 240 seconds). | |||
* '''Poison works on bosses''' unless the boss is immune to poison. Bosses still ignore every other status. | |||
* '''Reflecting and blocking monsters''' show a shield over their heads while the effect is active. Stop attacking when the shield appears. | * '''Reflecting and blocking monsters''' show a shield over their heads while the effect is active. Stop attacking when the shield appears. | ||
{{Changed|In MapleVerse, buffs that lasted 200 seconds or more last up to 10 minutes, and Maple Warrior lasts at least 600 seconds at every level. In the original game no boss could be poisoned.}} | |||
== Summons == | |||
Summoning skills work in boss chambers too, including [[Zakum]]'s altar. Only Summoning Sacks cannot be used in boss chambers. | |||
== EXP and loot == | == EXP and loot == | ||
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; Why can't you poison this boss? | ; Why can't you poison this boss? | ||
: | : That boss is immune to poison. Most bosses can be poisoned, but no boss takes other statuses. | ||
; Why did your buff last 10 minutes? | |||
: Buffs that lasted 200 seconds or more now last up to 600 seconds. | |||
; Why does the reactor not show any damage? | ; Why does the reactor not show any damage? | ||
Latest revision as of 15:30, 5 November 2026
| Loot owner | The player who dealt the most damage, for 15 seconds |
|---|---|
| Drops on the ground | Gone after 3 minutes |
| HP recovery | Every 10 seconds, only while you stand still |
| MP recovery | Every 10 seconds, even in a fight |
| Spawns | Each channel has its own monsters |
Combat Basics explains the rules behind every fight: whether your hits land, how monsters hit back, how HP and MP come back, how buffs and debuffs combine, and who gets the EXP and drops from a kill. For what happens when your character falls, see Death and Revival.
Hitting and being hit
Your attacks are checked against the monster's avoidability, with the usual penalty for level differences. Magicians have their own accuracy: INT divided by 10, plus LUK divided by 10, rounded down. Every monster's page has an Accuracy needed table showing how much you need at your level. With Magic Guard, the number over your head shows the whole hit, both the HP part and the MP part.
Monsters check their attacks against your avoidability:
- A dodged attack does no damage and no knockback.
- Monster magic ignores avoidability, so it cannot be dodged.
- Dodging does not make you briefly invulnerable.
- Your avoidability comes from LUK, DEX and the avoid of your gear. LUK counts for more than DEX.
- Thieves dodge roughly 25 to 30% of attacks from monsters of their own level. Warriors dodge very little. Against monsters well below your level, you dodge most of their attacks.
Damage numbers, misses, a monster's flinch and its fall appear when your swing reaches its strike, not the moment you press attack. Other players' swings look the same on your screen.
Monsters from lands beyond the Pre-BB world, such as Edelstein, Chryse, Kritias, Commerci, Gollux and the Ninja Castle, hit with their own lands' strength. An AF Android in the Verne Mine hits a level 103 adventurer for a few hundred, and a Golden Ferret hits a level 60 adventurer for about 150.
Monsters that do not chase
Snail, Blue Snail, Pig and Orange Mushroom are passive monsters. They never chase you, even after you hit them, and they do not run away because of their health. Aggressive monsters do chase. Every monster decides about every 1.6 seconds whether to stand still or walk left or right, so a passive monster may wander off on its own.
Knockback
Monsters push you back with a short shove, a small hop rather than a long throw. Walking into a monster softens the push. Monsters with real knockback attacks, such as Beef Eaters, still throw you hard.
Breakables, reactors and meteorites
- Reactors have no HP. Each hit moves a reactor on to its next state, shown by a change in its art and a hit sound. There are no damage numbers. One basic swing moves a reactor on by one step only, so a box that takes 4 hits takes 4 swings.
- Breakable objects, such as hanging watermelons, can be hit by ranged weapons when you stand right next to them. Bows, crossbows, claws and guns swing their weapon at the object from there.
- Meteorites cannot be broken. In the meteorite sample quest, click each one with the mouse. The talk key does not work on them.
HP and MP recovery
HP
- HP comes back every 10 seconds, but only while you stand still. Attacking, or being hit, restarts the 10-second timer.
- Sitting on a chair speeds up recovery.
- Endure lets you recover HP while you are on a rope or ladder.
- Recovered HP shows as a blue number over your head. Only you can see it, and nothing shows at full HP.
MP
- MP comes back every 10 seconds, even while you fight. It refills without a number.
- Sitting on a chair speeds up MP recovery too.
- Improved MP Recovery adds extra MP on every 10-second tick. Each tick gives (skill level x character level x 0.1) + 3 MP, rounded down, and a single tick is capped at 115 MP. At character level 9 with 3 points in the skill, one tick gives 5 MP.
Buffs, debuffs and status effects
- Attack and defence buffs add together. Each different skill counts once, plus your single strongest potion or pill. Casting the same skill again refreshes it instead of adding a second copy.
- Speed and jump buffs do not add together. Only the strongest one counts.
- Monster cards only work inside that card's own hunting area. Speed, jump and item buffs do not add up, so Haste, a speed potion, another card or a mount can hide a +3 card.
- A monster's dispel removes only the buffs from your skills. It leaves potions and food alone, such as Onyx Apples.
- Status effects such as poison, stun, seal and curse show as icons on your character. Cure items, such as the All Cure Potion and Holy Water, work as they do in the original game. For what each status does, see Boss Rules.
- Stunned, seduced or sealed, you cannot use skills. Every skill is blocked until the effect wears off. Potions and other items still work, so drink or use a cure item. Buffs that a party member casts on you still land.
- A Priest can Dispel while sealed. Dispel is the one skill a seal does not block. It cures curse, darkness, poison, seal, weakness and slow on the Priest and on party members in its area. It does not cure stun or seduce.
- Only one Maple Warrior counts. Maple Warrior from any class is a single buff. A second one, from a party member of another class or a recast, replaces the first instead of adding to it.
- Maple Warrior lasts 600 seconds at level 1 and 10 seconds longer each level: 690 at level 10, 790 at level 20, 900 at level 30.
- Long buffs last 10 minutes. Every skill buff whose top-level duration was between 200 and 599 seconds now lasts up to 600 seconds; lower levels scale the same way. Cooldowns are unchanged. The Hero's Enrage and the Bowmaster's Concentrate keep their usual times (up to 240 seconds).
- Poison works on bosses unless the boss is immune to poison. Bosses still ignore every other status.
- Reflecting and blocking monsters show a shield over their heads while the effect is active. Stop attacking when the shield appears.
Summons
Summoning skills work in boss chambers too, including Zakum's altar. Only Summoning Sacks cannot be used in boss chambers.
EXP and loot
Loot
- The player who dealt the most damage to a monster owns its drops for 15 seconds. Their party members can pick the drops up straight away. After 15 seconds, anyone can.
- Items that a player drops from their own bag can be picked up by anyone straight away.
- Drops left on the ground disappear after 3 minutes.
- The drops of the biggest bosses, such as Zakum and Horntail, are open to everyone as soon as the boss falls. Other bosses are covered on Boss Rules.
EXP
- A monster killed by a party shares its EXP with the party members who are on the same map and eligible for that kill. See Party.
- Kills made by your party, and monsters you helped hit, count towards quests for party members who share the EXP on the same map.
- A solo kill pays EXP according to the share of the monster's HP you dealt. Melee hits count towards that share.
- Bosses pay EXP by the damage each player dealt. See Boss Rules.
Channels
Each channel has its own monster spawns.
Common problems
- Why did you miss a monster that looked easy to hit?
- Every hit is checked against the monster's avoidability, with the usual penalty for level differences. For Magicians, accuracy comes from INT and LUK.
- Why is the number over your head bigger than the damage you took?
- With Magic Guard, the number shows the whole hit, the HP part and the MP part together.
- Why isn't your HP going up while you fight?
- HP only comes back while you stand still. Attacking or being hit restarts the 10-second timer. MP keeps coming back during the fight.
- Why does the snail run away when you hit it?
- It does not run away because of its health. Snails, Blue Snails, Pigs and Orange Mushrooms wander about and never chase you, even after a hit.
- Why did the monster push you so far?
- Monsters normally give only a short shove. Walking into a monster softens the push. Some monsters with real knockback attacks, such as Beef Eaters, still throw you hard.
- Why can't you take this drop? Someone else killed the monster.
- For 15 seconds after the kill, only the player who dealt the most damage, and their party, can take its drops. After that, anyone can.
- Why is a monster you killed on one channel still there on another?
- Each channel has its own monster spawns.
- Why does your monster card bonus do nothing?
- A card's bonus only counts inside that card's own hunting area. Only the strongest speed, jump or item buff counts, so a stronger buff can hide the card's bonus.
- Why does your ranged weapon do nothing to the watermelon?
- Ranged weapons only swing at a breakable object when you stand right next to it.
- Why can't you use any skill?
- You are stunned, seduced or sealed. Skills come back when the effect ends. Potions and other items still work.
- Why did your Maple Warrior bonus drop when a party member cast theirs?
- Maple Warriors never add together. The newest one replaces the one you had.
- Why can't you poison this boss?
- That boss is immune to poison. Most bosses can be poisoned, but no boss takes other statuses.
- Why did your buff last 10 minutes?
- Buffs that lasted 200 seconds or more now last up to 600 seconds.
- Why does the reactor not show any damage?
- Reactors have no HP. Each hit moves them on to the next state, so watch for the change in their art.






