Combat & the hunt clock
Survival, damage, pickups, guardian timing, victory, defeat, and the arena HUD.
What ends a hunt
Standard hunts schedule guardians at 05:00, 10:00, 15:00, 20:00 and a final biome boss at 25:00. Defeat the final boss and clear the remaining guardians to win. Reaching the final timer alone is not a victory.
The default three-minute overtime ends at 28:00. If the remaining fight is unresolved, the moon sets and the hunt is lost. A solo hero with no health loses immediately; co-op has a downed-and-revive system.
Daily Hunts have a different objective: meet the stored time and kill thresholds, then defeat their final boss. Read that day’s rules before entering.
Read the battlefield
- Health is your remaining survival margin. Maximum health and current health are separate; more maximum health is not damage immunity.
- The XP meter and level are shared by the party. Weapon and passive slots show your individual build.
- The wave display shows elapsed time, the current phase and the next guardian countdown.
- Major guardians have dedicated name, health and phase displays. They change phase at 65% and 30% health.
- Gold displayed during a hunt is an estimate. The server settles the completed result.
Gems, healing & Moon chests
| Pickup | Effect |
|---|---|
| XP gems | Increase shared XP. Blue, cyan, purple and gold communicate value tiers; merged gems preserve XP. |
| Healing | Restores health to the collecting hero, up to their maximum. Ordinary heal drops restore 18 HP. |
| Magnet | Pulls existing XP gems to the collector’s position for collection. |
| Moon chest | Evolves one eligible weapon for the collector. If none qualifies, gives 40 shared XP and up to 20 HP. |
| Guardian defeated | Drops XP and a chest and restores up to 20 HP to living heroes. |
Damage & safe movement
Armor subtracts from incoming damage, with a minimum of one damage per hit. Regeneration restores health over time; lifesteal restores health through your attacks. Neither replaces leaving a dangerous area.
Damage zones and charges warn before resolving. Learn their shape and timing, and move early enough to avoid turning into another threat. Decorative trees, graves and walls are landmarks, not collision cover.
Enemies become more varied and numerous as the timeline advances. Ordinary spawn density decreases during major fights, but existing threats remain relevant.
Rules describe the 0.2.0 defaults. Catalogue entries follow the loaded collection; active hunts and stored Daily challenges keep their own pinned rules.
Implementation references: game-core/engine.ts · components/EncounterHud.tsx