How combat works, Ashram Online guide

Getting started

How combat works

Classic tab-target. The server is the only authority: the client predicts movement and shows the result, but damage, crits and death are always decided by the server.

Tenacity

Shortens every crowd control you receive (stun, silence, root, slow, fear and sleep), from any attacker. Its cap is 30%, and it is gathered little by little: a few points from jewels, titles and Breath. It is the stat that decides PvP the most, which is why it is expensive.

Gap-closers at 15 meters

Onslaught, Seismic Leap and Shattering Vault are cast from 15 meters to reach ranged attackers; the flight lasts longer the farther the target is. Onslaught and the Vault slow it by 30% for 3 seconds on arrival.

Damage types

Physical, Poison, Thunder, Fire and Air. Each one is mitigated by its own defense: physical by Defense, the four elements by their Resistance. There is also true damage, which ignores all mitigation.

Mitigation

Defense never reaches 100%: it applies with diminishing returns (def / (def + 1250)). The attacker’s penetration is subtracted from defense before the math.

Resources

Resources

Every lineage casts with Resonance, which comes back over time and faster while resting. The Elunar adds the only lineage resource: Crystal Charge, one per Crystal Bolt that lands, up to five. What sets each lineage apart is its signature attribute, worth 10 % more: Vigor (Vajrahn), Cunning (Sahira), Breath (Yodha) and Crystal (Elunar).

Death

Death

Death has two phases: first you are knocked down and an ally can revive you; if no one comes, you die. Dying to a monster costs 5% of the level’s experience; against a player no experience is lost. Without karma no item is lost.

Resting

Resting

Sitting down out of combat multiplies health and resonance regeneration, and it is the only thing that speeds it up: being out of combat gives no bonus on its own. Any action interrupts it. The figure on the character sheet is what you heal.

Durability

Durability

Gear wears down with use. A broken weapon stays equipped but stops granting all its bonuses. It is repaired with stones bought from the blacksmith.

Potions

Potions

All health potions share one 15-second cooldown, and all resonance potions share theirs. The two groups are independent: being on health cooldown does not block your mana. Chaining flasks of different ranks no longer sustains you indefinitely.

Food & buffs

Food & buffs

Only one food can be active at a time: eating something new drops the previous buff. Bandages, tonics, elixirs and antidotes are separate categories and coexist.

Monster magic defense

Monster magic defense

Most monsters have magic defense on top of physical: resonance damage is mitigated with the same curve as physical. Hitting a monster far above your level is not free either: damage drops with the level gap.

One cast at a time

You cannot activate an ability while casting another. In-place abilities do not lock movement: they are cast while walking (the torso acts, the legs keep going). Those with a cast time show their bar; crowd control (stun, silence) interrupts it.

Stun

A stunned character can neither move nor act: they stagger, stay dazed while the effect lasts and recover when it ends. Every lineage has its own animation, male and female. Moving cuts the recovery short.

Leaps and charges

Leaps and charges

Abilities that move your character (steps, flips, charges, leaps) are followed by the server: you end up where you land, with no snapping back. Each use has a distance cap, so nobody can stretch them, and moving faster than the game allows is corrected on the spot.

Buffs and auras

Each buff shows one effect when cast and a single looping aura while it lasts; what does not last shows only the cast effect. The Yodha’s buffs and heals are instant, with no cast bar, and green, their lineage’s colour.

The values on this page are regenerated from the game. If something does not match what you see in-game, that is our mistake: let us know in the community.