> For the complete documentation index, see [llms.txt](https://cave-of-fates.gitbook.io/cave/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://cave-of-fates.gitbook.io/cave/combat.md).

# ⚔️ Combat

Combat drives progression, training, and high-risk farming.

All monsters are melee.

Players have 100 HP.

Your weapon tier determines how quickly you clear mobs and survive dangerous zones.

### Sword damage

| Sword           | Damage |
| --------------- | ------ |
| Stone Sword     | 4      |
| Bronze Sword    | 8      |
| Bluestone Sword | 12     |
| Obsidian Sword  | 16     |
| Dragon Sword    | 24     |

### PvE drops

Defeating monsters may grant:

* experience
* essences
* flasks
* fragments
* rare Module Cores

These drops feed [Alchemy & Potions](/cave/alchemy-and-potions.md) and [Islands & Stations](/cave/islands-and-stations.md).

### Enemy overview

| Mob               | Zone | HP  | Damage | Speed    | Typical drops                                     |
| ----------------- | ---- | --- | ------ | -------- | ------------------------------------------------- |
| Skeleton          | Cave | —   | —      | —        | Training mob                                      |
| Zombie            | T2   | 20  | 4      | 280 px/s | Healing essences                                  |
| Zombie Runner     | T2   | 12  | 6      | 420 px/s | Healing essences, Small Flasks                    |
| Zombie Brute      | T2   | 35  | 5      | 280 px/s | Healing essences, Small Flasks                    |
| Reaper            | T3   | 50  | 15     | 350 px/s | Healing essences, Speed essences, Medium Flasks   |
| Golem             | T3   | 120 | 12     | 200 px/s | Healing essences, Damage essences, Medium Flasks  |
| Minotaur          | T3   | 80  | 20     | 400 px/s | Speed essences, Damage essences, Large Flasks     |
| Reaper Lord       | T4   | 100 | 30     | 460 px/s | Damage essences, Gathering essences, Large Flasks |
| Ancient Golem     | T4   | 250 | 25     | 200 px/s | Gathering essences, Damage essences, Large Flasks |
| Hellborn Minotaur | T4   | 150 | 28     | 380 px/s | Speed, Damage, Gathering essences, Large Flasks   |

### Consumable drops

| Mob               | Flask drops          | Essence drops                                                            |
| ----------------- | -------------------- | ------------------------------------------------------------------------ |
| Skeleton          | —                    | —                                                                        |
| Zombie            | —                    | Healing Essence 13.3% x2                                                 |
| Zombie Runner     | Small Flask 6.7% x1  | Healing Essence 11.7% x1                                                 |
| Zombie Brute      | Small Flask 8.3% x1  | Healing Essence 16.7% x1                                                 |
| Reaper            | Medium Flask 6.7% x1 | Healing Essence 10% x2, Speed Essence 8.3% x1                            |
| Golem             | Medium Flask 6.7% x1 | Healing Essence 13.3% x2, Damage Essence 10% x1                          |
| Minotaur          | Large Flask 8.3% x1  | Speed Essence 11.7% x1, Damage Essence 10% x1                            |
| Reaper Lord       | Large Flask 10% x1   | Damage Essence 8.3% x2, Gathering Essence 8.3% x2                        |
| Ancient Golem     | Large Flask 11.7% x1 | Gathering Essence 10% x2, Damage Essence 8.3% x2                         |
| Hellborn Minotaur | Large Flask 10% x1   | Speed Essence 11.7% x1, Damage Essence 10% x2, Gathering Essence 8.3% x2 |

### Fragments and Module Cores

Fragments are the steady progression reward.

Full Core drops are the jackpot reward.

You can also take fragments to **Drogo** to craft the matching Module Core.

| Mob               | Fragment drops                                   | Core drops                                  |
| ----------------- | ------------------------------------------------ | ------------------------------------------- |
| Skeleton          | —                                                | —                                           |
| Zombie            | Basic Fragment 4% x1                             | Basic Core 0.25% x1                         |
| Zombie Runner     | Basic Fragment 5% x1                             | Basic Core 0.35% x1                         |
| Zombie Brute      | Basic Fragment 7% x1, Advanced Fragment 0.5% x1  | Basic Core 0.5% x1                          |
| Reaper            | Advanced Fragment 5% x1                          | Advanced Core 0.35% x1, Basic Core 0.75% x1 |
| Golem             | Advanced Fragment 6% x1                          | Advanced Core 0.5% x1, Basic Core 1% x1     |
| Minotaur          | Advanced Fragment 7% x1, Elite Fragment 0.35% x1 | Advanced Core 0.75% x1                      |
| Reaper Lord       | Elite Fragment 5% x1                             | Elite Core 0.35% x1, Advanced Core 1% x1    |
| Ancient Golem     | Elite Fragment 6% x1                             | Elite Core 0.5% x1, Advanced Core 1.25% x1  |
| Hellborn Minotaur | Elite Fragment 7% x1                             | Elite Core 0.75% x1, Advanced Core 1.5% x1  |

### Zone difficulty

Combat gets more punishing as you move deeper into the world.

* **T2** teaches basics and has limited loss
* **T3** introduces real farming risk and PvP pressure
* **T4** is full-risk and built for high-value runs

### Death and loss rules

Combat risk depends on the zone.

Global rules:

* gold never drops on death
* one enchanted item stays with you on death
* the enchant is removed after death
* if death causes item loss, the lost items remain in a **death stash**
* **any player can loot that stash**
* Dragon tools follow normal death rules unless enchanted

Zone rules:

* **Safe zones:** no PvP and no dangerous-zone item loss rules
* **T2:** resources may be lost on mob death
* **T3:** mob deaths can result in losing all carried items except gold
* **T3:** PvP deaths result in losing gathered resources
* **T4:** all carried items except gold are lost on any death

### Enchanting and item protection

Mage adds an important risk-management layer to combat.

You can pay gold to enchant one item before entering dangerous zones.

Key rules:

* you can have only one enchanted item at a time
* the enchanted item stays with you on death
* the enchant is removed after death
* the protection is temporary, not permanent

This mechanic matters most in T3 and T4.

It lets players protect one valuable weapon or tool while still taking real risk on the rest of their inventory.

### Recommended prep

Before entering dangerous zones, most players bring:

* a weapon they can afford to lose
* healing or speed potions
* enough inventory space for a fast return trip

Many players also enchant their most valuable carried item before a dangerous run.

For T4 gathering, a common budget setup is:

* an Obsidian Pickaxe
* a Bluestone Sword or Obsidian Sword
* healing or speed potions

This keeps farming efficient while reducing replacement cost on death.


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