Two Ways to Fight
Combat is Everworld's melee skill, and Ranged is its bow-and-arrow counterpart. Whichever weapon you have equipped when you attack determines which skill gains XP — there's no separate "which style am I" toggle to manage.
Attack Speed Varies by Weapon
Every weapon has its own attack speed, and it's not just flavour — a dagger swings noticeably faster than a scimitar:
- ◆Daggers: fastest, 1.8 seconds per hit
- ◆Swords: 2.4 seconds per hit
- ◆Scimitars: slowest, 3 seconds per hit, but with the highest damage bonuses to compensate
- ◆Unarmed: 2.4 seconds per hit, if you're caught without a weapon equipped
Melee Weapon Tiers (Dagger)
Bronze (Lv. 1)
Iron (Lv. 10)
Steel (Lv. 30)
Carbon Steel (Lv. 55)
Blood Steel (Lv. 75)
Ranged weapons work the same way — you're trading speed against strength across the shortbow line.
Ranged Weapon Tiers
Shortbow (Lv. 1)
Oak (Lv. 5)
Willow (Lv. 20)
Maple (Lv. 30)
Bloodwood Longbow (Lv. 65)
Hit Chance & Damage
Combat isn't a guaranteed hit every swing. Each attack rolls independently against the target's defence: the better your effective attack level and weapon bonus relative to the monster's defence, the more often you land a hit — and the harder it hits when you do. Missing entirely is always possible, even against weak monsters.

Every attack — yours or the monster’s — resolves on its own independent timer.
Monsters attack back on their own independent timer — a fast weapon doesn't just mean more of your hits land, it also means you're not synced to the monster's pace at all.
Combat Level & XP
Everworld doesn't combine your stats into a separate "combat level" the way some games do — your Combat (or Ranged) skill level is your effective combat level, directly compared against a monster's own level to decide whether you're allowed to fight it.
Each successful hit earns:
- ◆Combat (or Ranged) XP, roughly 8× the damage dealt
- ◆Hitpoints XP at a slower rate alongside it, since surviving longer is its own skill