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Guide

Combat and skills

How fighting works, how the weapon picks your job, and how to raise skills, use auto modes and come back from death.

Combat in Embervale is real time. You lock a target, swing or shoot, and fire skills from your skill bar. Your weapon decides which skills you have.

Attacking

A monster's name is coloured by its level compared with the level of the weapon in your hands:

ColourMonster levelWhat it means
Grey2 or more below youLess experience; it won't attack you first
WhiteAbout your levelFull experience
Yellow3 to 5 aboveFull experience
Orange6 to 10 aboveHits harder, knocks you down more often
Red11 or more aboveHits much harder, less experience

Monsters more than 5 levels above your weapon deal 10% more damage for each extra level, up to three times their normal damage. Orange monsters knock you down 15% of the time and red ones 30%, against 4% for the rest. See Levels and experience for how the experience cut works.

Jobs: the weapon decides

There are eight jobs in four groups. Whatever weapon you equip puts you on its job, with that job's six skills. Each job keeps its own weapon level, experience and skill points, so you can raise several jobs on one hero.

GroupJobWeapon kindRole
WarriorBody WarriorSword (also clubs, maces, axes, flails)Melee bruiser
WarriorMental WarriorSpear (also halberds, scythes)Warden
NinjaDagger NinjaDaggerAssassin
NinjaArchery NinjaBow (also slings)Skirmisher
SuraWeapon SuraSaberHex blade
SuraBlack Magic SuraStaffWarlock
ShamanDragon ShamanWandBlesser
ShamanLightning ShamanRodStorm caller

To change job, open the bag (I) and equip a weapon of another kind. You can't unequip your weapon without equipping another. The first time you take up a job, its first skill is learned for you. Every skill is listed on the jobs page.

Stats

Open the Hero window (C) to spend stat points. You get 4 when you start and 4 more for each character level: one at each quarter of the level and one when it completes.

Skills, mana and cooldowns

Skills sit on keys 1 to 4, F1 and F2. Each costs mana and then cools down; the button darkens and counts down the seconds. A skill that hurts enemies can't be cast inside a town.

Mana comes back slowly in a fight and faster out of it. Health only comes back when you're not fighting. Blue Dew Potions restore mana and Red Herb Potions restore health; click or right-click a potion in the bag to drink it.

Raising skills

Open the Skills window (K). Each skill climbs through four grades.

GradeLevelsHow you raise it
Normal1 to 10One skill point per level (Learn, then Upgrade)
MasterM1 to M10Read plain skill books
Grand MasterG1 to G10Read golden skill books
Supreme MasterSThe final grade

You earn one skill point for each weapon level of that job, plus 2 to start.

When a skill reaches the top of a grade, the To Master (and later To Grand Master, To Supreme Master) button lifts it into the next grade with Soul Stones. It never fails. Leaving Normal takes 1 Soul Stone, leaving Master takes 2, and leaving Grand Master takes 3.

At Master and Grand Master, each level needs as many successful book readings as the current level: one reading to go from M1 to M2, nine to go from M9 to M10. Press Read book to try.

Every level a skill gains, across all grades, adds 10% damage, 3% to what it grants (buffs, shields, healing), and cuts its cooldown by 1.5%, up to 45% off.

Books and Soul Stones come from curse stones and bosses (see Curse stones and bosses). Soul Stones and Scrolls of Clarity are also sold in the item shop.

Resetting skills: Mira Path in Embervale returns the skill points of your current job for 100 silver for every level of that job. Skills past Normal get their ten Normal points back, but the books and Soul Stones used on them are lost.

Auto and Full auto

Press Z or the AUTO button to cycle through three modes:

Full auto spends Autoplay Time. When the gauge runs dry, it drops back to ON. The gear button above AUTO opens the Full auto options:

See While you're away for the gauge and offline play.

Death and revival

When your health reaches zero, the You have fallen screen opens.

OptionWhenNeedsYou return with
Revive HereAfter 5 secondsA Revive PotionHalf health and mana, 2 seconds untouchable
Revive to Nearest CityAfter 10 secondsNothing42% health, 30% mana; auto turns off

If you don't touch anything, Revive to Nearest City is chosen for you after 20 seconds. With Always Auto-Revive ticked and a potion in the bag, a potion is used as soon as Revive Here opens.

Either way, there is a 50% chance to lose 5% of a level's worth of experience on the weapon you hold. You never lose a level.

Revive Potions cost 8 silver from general traders (up to 3 a day) or 1 gold coin in the item shop.

Luck: toss a copper coin into a fountain (press F next to it). Half the time you get Good Luck, which lowers the death penalty chance to 25%. The other half you get Bad Luck, which raises it to 75%. Either lasts 24 hours, and you can't toss again until it ends.