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Battling

Once you've located a mob, you can start a battle by selecting an enemy and clicking Battle. You may only select one enemy at a time to battle.


Battle Mechanics

Here’s how it works: after selecting an enemy to battle, your character will keep fighting through the entire stack of enemies until one of three things happens:

  • Your character gets defeated (meaning they’ve run out of effective health).
  • Your character defeats all the enemies in the stack.
  • Your character reaches its maximum idle time, which is determined by its Main Character status and membership subscription.

When a battle begins, the UI will show you the following key information, so you can track how well your character is performing during the fight:

  • Your characters hit chance
  • How much damage your character deals per hit
  • How much damage your character receives per hit
  • How many hits you need to defeat the enemy
  • The enemies hit chance
  • How many enemies you have already defeated according to the time that has elapsed
  • How many enemies you have left to defeat

Food

Before starting a battle, you can choose various food items to take with you. These items increase your overall effective health, allowing you to fight for longer.

For example, if your character has 100 HP and you bring 20 food items, each adding 10 HP, your total effective health becomes 300 HP (100 + (20 * 10) = 300). With more effective health, you can take on more enemies without being defeated. If you bring enough food, you might even be able to fight all the way up to your character’s maximum idle time.

If you end a battle early, any unused food will be returned to your inventory. The system will attempt to prioritise using the weakest food items first. For example, if you have 1x 500 HP food item and 100x 100 HP food items, it will try to use the 100 HP items before the 500 HP item. However, this may not always happen exactly like this, as it depends on the battle and when you choose to stop it.


Stance

Stance lets you choose which stat you want to focus on when earning EXP rewards after defeating an enemy.

Here are the five stances you can select:

Balanced: Obtains EXP for every primary stat. for instance, if you get 20 EXP, then each stat will get 5 EXP.
Offensive: Obtains EXP only for Strength.
Defensive: Obtain EXP only for Defence.
Agile: Obtains EXP only for Speed.
Dexterous: Obtains EXP only for Dexterity.

You can choose your stance when you start a battle, but you can't change it once the battle begins. If you want to switch stances, you’ll need to end the current battle and start a new one.

When you defeat an enemy, both your Combat Level and selected stats will increase. For example, if you earn 20 EXP from defeating an enemy, 20 EXP will be applied to the stats based on your selected stance, and another 20 EXP will be added to your Combat Level.


Enemy Scaling

IMPORTANT: This feature is currently experimental and available only to characters with membership status for a limited time during testing.

Once a character reaches Combat Level 80, they unlock the option to scale enemies to their level or higher.

Scaling Tiers

  • Level 80-99: Characters can scale enemies up to their current level using a simple toggle switch
  • Level 100+: Characters unlock advanced scaling with a slider, allowing them to scale enemies from their current level up to Level 150

Benefits

Scaling enemies offers several benefits:

  • Improved loot - loot increases based on how much the enemy is scaled. This boost is applied through a Magic Find bonus to the character's battle session.
  • More EXP gains - experience points are scaled to the selected level rather than the enemy's base level.
  • Greater challenge - Level 100+ characters can scale enemies above their own level for additional difficulty and rewards.

Magic Find Calculation

The difference between the enemy's original level and the scaled level determines the loot boost amount - the greater the level gap, the larger the loot increase. Currently, the bonus magic find scales from +0% to +40%, depending on this distance.

Examples:

  • A Level 100 character scaling a Level 1 enemy to Level 100 receives a significant magic find boost
  • A Level 100 character scaling that same Level 1 enemy to Level 150 receives the maximum 40% magic find boost
  • A Level 100 character scaling a Level 99 enemy to Level 100 receives minimal magic find boost (due to small level difference)

This scaling approach is designed to avoid major imbalances in loot frequency. The magic find bonus is proportional to the level difference between the enemy's base level and the scaled level, not the character's level.

Magic Find only applies to the loot rates for each item, it does not apply to the chance of obtaining a drop. Scaling an enemy will not increase the "Chance of Loot" value.


Notes

Please note that any information listed above is only true at the time of writing. The game may have changed since this page was last updated.