Loading...
Combat Tips
April 17, 2026 at 02:13 AM
Add wikilinks to table cells (36 new links)
The combat system in Crimson Desert draws from fighting games like Samurai Shodown and King of Fighters. It rewards precise timing, creative combo construction, and situational awareness over button mashing. The game launched without difficulty settings, though Pearl Abyss has announced that Easy, Normal, and Hard difficulty options will be added in a post-launch update. Until then, preparation and skill improvement are the only paths forward when an encounter proves too difficult.
Core offensive techniques for close-range engagements.
Weapon switching mid-combo is the core of the damage system. Start with a fast weapon (dual blades, rapier) to build hit count and stagger, then swap to a heavy weapon (greatsword, axe) for a devastating finisher. Each weapon type has different strengths: use range weapons to start engagements and close-range weapons to finish them.
Unarmed grapples bypass enemy defenses. When an armored enemy blocks weapon strikes, switch to bare hands and grab them for a throw. Throws deal damage that ignores armor and create follow-up windows for weapon attacks. Wrestling moves like chokeslams, suplexes, and DDTs all deal heavy damage and reposition enemies.
Force Palm does more than just interrupt enemies. It applies a debuff that causes the target to take increased damage from all subsequent attacks for a short window. This makes Force Palm the ideal opener for any high-damage combo sequence. Hit the enemy with Force Palm first to apply the debuff and interrupt whatever action they were performing, then immediately follow up with heavy attacks to capitalize on the increased damage intake.
For a bread-and-butter combo, start with Force Palm to debuff and stagger the target, then chain into your heaviest weapon attacks while the debuff is active. If your weapon has the spirit siphon enchantment, you will regain spirit with each attack you land during the combo. This lets you keep the pressure going without running dry on resources. Weave in Turning Tide or Blinding Flash Flurry between heavy swings for burst damage. Blinding Flash Flurry in particular delivers five to six rapid heavy attacks after reflecting light with your sword, dealing massive damage while the Force Palm debuff is still active.
The Evasive Slash counter stance from the spear skill tree is widely considered the most overpowered early-game skill available. When you enter the Evasive Slash stance, Kliff adopts a defensive posture that automatically evades incoming attacks and immediately counters with a slashing riposte. The counter deals high damage, has generous activation windows, and costs very little Spirit to maintain.
What makes Evasive Slash so dominant in the early game is that it trivializes most one-on-one encounters. Enemies that would otherwise require careful dodge timing or parry practice can simply be countered repeatedly with Evasive Slash. The skill is especially effective against bosses with predictable attack patterns, since you can sit in the counter stance and let the boss walk into your riposte over and over. If you are struggling with an early-game boss or tough enemy type, investing in the spear tree to unlock Evasive Slash is one of the fastest ways to remove that difficulty wall.
Techniques for avoiding damage and creating counterattack windows.
Dodge rolling with precise timing grants invincibility frames and restores stamina on a perfect dodge. Parrying with a shield creates an opening for a punishing counterattack. Both techniques are essential against bosses, whose attack patterns are designed to punish players who rely solely on blocking.

One of the most useful hidden techniques in Crimson Desert is the ability to parry while in focus mode. Activating focus slows down time significantly, which makes it much easier to read opponent animations and react with a well-timed parry input. This is particularly helpful against fast-swinging bosses whose normal-speed attack chains are difficult to track.
Beyond the timing advantage, entering focus mode also regenerates spirit. This creates a double benefit: you get easier parry windows while simultaneously recovering a resource that fuels weapon skills and special attacks. Against aggressive enemies that chain long combo strings, entering focus mode at the right moment lets you both defend reliably and top off your spirit bar between counterattack windows.
Not every attack needs to be dodged or parried. When enemies commit to long combo strings, simply moving away from them (spacing) is often the safest and most efficient response. Walking or sprinting out of range during an enemy's extended combo lets you avoid all of the hits without spending any spirit on perfect evades.
Spacing is most effective against combo-heavy enemies that chain four, five, or more swings in a row. Trying to perfect evade every individual hit in a long chain drains spirit quickly and risks mistiming one of the dodges. Instead, back away and let the combo play out, then move in to punish during the recovery window. Save your perfect evades for slow enemies with big, telegraphed single hits where the timing is more forgiving and the counterattack window is wider. Mixing spacing and evading based on the enemy type conserves resources and keeps you in control of the fight's pace.
One of the less obvious techniques in the combat system is the ability to disarm enemies and take their weapons. To trigger a disarm, raise your shield and hold guard. When an enemy strikes your shield and a clash occurs, immediately press R2 (PlayStation) or RT (Xbox) during the clash window. If timed correctly, Kliff will knock the weapon out of the enemy's hands, forcing them to drop their gear on the ground.
The dropped equipment can be picked up and kept. What makes this mechanic particularly valuable is how it interacts with the refinement system. If the disarmed weapon is a duplicate of something you already own, you can feed it into refinement as free upgrade material. This turns the disarm into a reliable source of refinement fodder without spending any currency. Against enemies carrying high-tier weapons, a successful disarm can save significant resources that would otherwise go toward purchasing or crafting refinement materials.
The disarm window is tight, and not every enemy clash animation supports it. Heavier enemies with two-handed weapons tend to have wider clash windows, making them easier targets for disarm attempts. Lighter enemies with fast attacks may not trigger the clash state frequently enough for consistent disarms. Practice the timing on slower enemies first before attempting it against faster opponents.
Crimson Desert supports a basic stealth approach for initiating encounters. By sneaking up behind an unaware enemy, you can perform an assassination that deals massive damage or kills them outright. This is especially useful for eliminating strong targets before a fight breaks out, such as a heavily armored lieutenant or a ranged caster who would otherwise cause problems from a distance.
Keep in mind that you can usually only land one assassination before all remaining enemies in the area become alert and turn on you. Plan your stealth opener carefully: identify the single most dangerous target and take them down first. After the assassination, immediately switch to your preferred combat stance and prepare for the rest of the group to engage.
When aiming a bow, the game applies a soft lock-on to the nearest enemy. A small white dot appears on the target closest to your position, indicating where your arrows will actually land. This dot may not align perfectly with the outer crosshair reticle, so focus on the center dot rather than the crosshair when lining up shots. Tap L1/LB to activate soft lock-on, or hold L1/LB for a hard lock-on that keeps the camera and aim fixed on one target.
For more precise ranged combat, use Precision Focus (L3+R3 while aiming with L2) to slow time and place shots manually. Each red dot that appears during Focus represents an arrow that will fire when you release. This technique is especially effective against fast-moving or flying enemies where soft lock-on alone may not track reliably.
Sliding while your bow is drawn triggers a slow-motion effect that briefly decelerates the game world around you. To execute this, sprint toward a slope or incline while holding the aim button, then initiate a slide. The resulting time dilation gives you a generous window to line up precision shots on moving targets without needing to activate focus mode separately.
This technique is particularly effective in open-field encounters against scattered groups of enemies. Rather than standing still to aim (which leaves you vulnerable), you can maintain forward momentum on the slide while picking off targets in the slowed timeframe. It pairs well with Precision Focus for an even greater degree of time manipulation, though using both simultaneously drains resources faster.
While aiming your bow, pressing F on keyboard, Triangle on PlayStation, or Y on Xbox performs a quick kick animation. This melee counter is designed for situations where enemies close the distance while you are trying to shoot. The kick knocks enemies backward, creating enough space for you to continue firing without having to fully swap to a melee weapon.
The bow kick is especially valuable during encounters with mixed enemy types, where ranged foes hang back while melee fighters rush your position. Instead of lowering your bow to deal with the charging enemy, you can land a kick to stagger them and immediately return to targeting the more dangerous ranged threat. It does not deal heavy damage, but the knockback and stagger it provides is often enough to keep melee enemies at bay for several more shots.
While sprinting, perform a slide and then immediately pull out your bow. This triggers a slow-motion effect that automatically enters Focused Aim for several seconds, giving you precision targeting without needing to activate Focus Mode manually. The timing window is generous: slide first, then draw the bow before the slide animation ends. This technique is excellent for opening fights, since you can sprint toward an enemy camp, slide into cover, and immediately line up a headshot or a Charged Shot while time is slowed.
Charged Shot can one-shot archer towers in enemy camps from well outside the tower's engagement range. Archer towers are among the most dangerous camp defenses because of their long sightlines and heavy damage. Instead of rushing in and using Turning Slash to destroy the foundation at close range, scout the camp from a distance and eliminate every archer tower with Charged Shot before engaging the ground forces. This removes the deadliest threats without taking any damage and makes the entire camp significantly easier to clear.
The Axiom Bracelet allows weapon infusion with elemental effects. Matching the right element to the situation creates significant advantages:
Element | Best Used Against | Combo Tip |
|---|---|---|
Fire | Groups of enemies, flammable environments | Fire arrows explode on impact for area damage; use near oil barrels or dry grass for chain ignition |
Ice | Fast enemies, agile bosses | Freeze enemies to stop their movement, then follow up with a heavy weapon power attack |
Lightning | Wet enemies, groups near water | Deals bonus damage to wet targets; use during rain or near rivers for amplified area damage |
Wind | Aerial combos, crowd control | Launches Kliff into the air for aerial attacks; use for repositioning or starting aerial combos |
Details | |
|---|---|
Cook Meals First: | Prepare meals at a campfire before a boss fight. Health and Stamina buffs from cooking can be the difference between survival and death. |
Upgrade Equipment: | If a boss feels impossible, leave and explore. Find better weapons, invest Abyss Artifacts in relevant stats, and return stronger. |
Study Attack Patterns: | Most bosses have two HP bars (blue, then red) with shifting mechanics between phases. Learn the first phase before committing resources to the second. |
Use Observation Learning: | Some bosses demonstrate techniques you can learn mid-fight. Watch for the observation prompt and memorize new moves that the boss uses against you. |
Bring the Right Element: | Boss weaknesses vary. Experiment with different elemental infusions to find which deals bonus damage. |

Many players default to carrying healing food into boss fights, but spirit restore food is often more valuable for aggressive playstyles. Spirit fuels weapon skills, special attacks, and abilities that deal far more damage than basic swings. By eating spirit food mid-fight, you can dump your entire spirit bar into a burst combo, eat to restore it, then dump again. This cycle of spending and restoring spirit keeps your damage output consistently high throughout long encounters.
Do not be afraid to spam food during boss fights. Food items are meant to be consumed liberally, and bosses are balanced around the assumption that you will eat multiple times per attempt. Stockpile spirit food before heading into a difficult encounter and use it whenever your spirit dips below half. The sustained DPS from repeated full-spirit attack rotations far outweighs the benefit of holding onto food for emergencies.
When you fail a boss fight and choose the retry option, the game restores all food, consumables, revives, and resources you spent during the failed attempt. Nothing is permanently lost on a retry. This means you should never hesitate to use your best items on a first attempt, even if you are not confident you will win. If you fail, everything comes back.
This mechanic also enables a useful trick: if you arrive at a boss encounter with low HP or depleted resources, you can intentionally die to the boss and select retry. The retry starts you at full HP with all resources topped off, effectively giving you a free full heal. Rather than backtracking to a campfire or eating through your food supply before the fight even begins, simply walk in, take a death, and retry in peak condition.
Scattered throughout the world are grindstones and anvils that grant temporary combat buffs when interacted with. A grindstone provides +5 attack, while an anvil provides +5 defense. These buffs last for a set duration and do not stack with themselves, but both can be active at the same time. Always look for one or both of these stations before entering a difficult fight, dungeon, or boss arena.
To keep track of their locations, use your lantern (L1) when exploring. The lantern reveals points of interest on the map, including nearby grindstones and anvils. Once you discover one, mark it manually on your map so you can return before future encounters. Making a habit of buffing with a grindstone and anvil before every major fight gives a noticeable edge, especially in the early and mid game when your base stats are still relatively low. The combined +5 attack and +5 defense is equivalent to several levels of skill tree investment for zero cost.
Certain abyss gear effects can be stacked on the same weapon for devastating combined results. One of the strongest confirmed combinations is Dark Crescent paired with Ancient Retribution. When both effects are active on a single weapon, they proc simultaneously during combat.
Dark Crescent causes missiles to shoot outward from the weapon with each attack, dealing additional projectile damage to anything in front of you. Ancient Retribution calls down projectiles from the sky that rain onto enemies in the area. When stacked together, using weapon skills causes both effects to trigger at the same time: missiles fly forward from the weapon while projectiles bombard from above. The combined damage output is significantly higher than either effect alone.
This combination is especially powerful on spear and sorcerer staff builds, where rapid weapon skill usage keeps both effects proccing constantly. When farming groups of enemies, you can spam weapon skills while Dark Crescent and Ancient Retribution activate together, clearing packs much faster than a single abyss effect would allow.
Fighting from mounts adds a layer of tactical options:
Horseback archery has generous auto-lock, making it effective for hit-and-run attacks against ground enemies.
Horse kicks from the rear deal knockdown damage. Position the horse so enemies approach from behind for free hits.
Kliff can grab enemies off their mounts during combat and commandeer the mount for himself.
Bears can trample smaller enemies. Use the bear's charge attack to plow through groups.
The environment is a weapon. Crimson Desert's physics system allows creative use of surroundings:
Kick enemies off cliffs or into water for instant kills or heavy fall damage.
Use fire arrows on oil barrels or flammable objects to create explosions.
Lightning-infused attacks near water sources chain damage to all enemies standing in the water.
Thrown enemies collide with other enemies, dealing chain damage and stagger.
Objects in the environment (barrels, crates, rocks) can be used as improvised weapons or obstacles.
Character | |
|---|---|
Versatile; adapt weapons to the situation. Open with ranged attacks, close with melee, and finish with grapples. Use Crow's Wing glide to reposition during large-scale fights. | |
Glass cannon; never stop moving. Use quick-step dodge constantly, punish openings with rapier combos, and disengage with pistol shots. The Beam of Light disables groups for breathing room. | |
Tank and crowd control; wade into groups and use great axe spinning attacks. Leap Slam closes gaps. Body Slam individual tough enemies. Use Arm Cannon for ranged burst when enemies cluster. |
Drake's Fall Castle is widely considered one of the best farming locations in Crimson Desert due to its high enemy density and consistent loot drops. However, there is a critical risk when using area-of-effect builds at this location. The farm relies on large crab spawners that continuously generate enemies for you to kill. If your AoE attacks accidentally destroy these spawners, they are gone permanently and the farm stops producing enemies.
Once the crab spawners are destroyed, there is no way to restore them. This effectively locks you out of the best repeatable farm in the game for that save file. To avoid this, use single-target focused builds when farming at Drake's Fall Castle. Avoid wide-reaching weapon skills, large explosion effects, and the Dark Crescent + Ancient Retribution abyss gear combination mentioned above, since the combined projectile barrage can hit spawners even when you are targeting nearby enemies.
If you want to use AoE builds for farming, consider other locations instead. Drake's Fall Castle is best approached with precise, targeted damage to protect the spawner infrastructure that makes it so valuable in the first place.
During faction quests that involve liberating occupied locations, there is a farming exploit that lets you collect effectively unlimited loot. Locations like Fort Perwin have a liberation progress bar that fills as you defeat the occupying force. However, enemies continue to respawn at these locations even after the liberation bar reaches 0%, as long as you have not yet defeated the area boss.
This means you can stay at the location killing respawning enemies indefinitely, collecting all the gear, materials, and coin purses they drop, without ever completing the liberation. The enemies keep coming in waves, and each wave drops loot just like the first. When you have farmed enough, simply defeat the boss to complete the quest and move on.
This farm works at any faction quest location with a liberation mechanic, not just Fort Perwin. The key requirement is that a boss exists as the final objective. As long as that boss is alive, the regular enemies will keep spawning. Pair this with area-of-effect weapon skills for the fastest clear speed, since the respawning enemies arrive in groups.
Crimson Desert's combat has a deep layer of moves that are never explained in the tutorial or the in-game move list. Most weapons have hidden mechanics, and Vault works as a dodge, Shield Rush becomes a bounce combo with dual swords, and even the Bow has its own melee move set. The inputs below use PlayStation button names, so translate them to Xbox or keyboard as needed. Some moves require skill-tree nodes such as Drop Kick or Consecutive Move to be unlocked first.
While the Bow is drawn, Cliff still has access to a small melee move set. The signature trick is a somersault kick off the melee button, which launches grounded enemies into the air high enough for you to follow up with aerial attacks.
Move | Input | Effect | Notes |
|---|---|---|---|
Bow Somersault Kick | Hold melee (triangle) while bow is drawn | Launches enemies into the air for aerial follow-ups | The drawn bow has its own small melee move set you can weave in |
You can grapple with the Axiom Force winch (L3) immediately after a throw. Throw the enemy with triangle + circle, then clicking L3 during their flight teleports you toward the airborne target. It can be finicky but makes for flashy juggle extensions.
Move | Input | Effect | Notes |
|---|---|---|---|
Throw (triangle + circle), then click L3 for Axiom Force grapple | Grapples the thrown enemy in mid-air | Timing is tight and can be inconsistent, but teleports you to where they were |
The skill tree hides a node that lets you chain straight out of an evasive roll into either a light attack or a melee kick. The kick variant trips the target. Doubletapping circle after almost any move also cancels its recovery frames, so you can link into another attack much earlier.
Move | Input | Effect | Notes |
|---|---|---|---|
Dodge Follow-Up Light | Dodge, then light attack (R1) | Chains directly into a follow-up strike out of the roll | Closes distance quickly after an evasive roll |
Dodge Follow-Up Kick | Dodge, then melee (triangle) | Trip kick that knocks the target down | Great mix-up for breaking guard and resetting pressure |
Doubletap Dodge Cancel | Tap dodge (circle) twice after a move | Cancels recovery (end lag) of most moves | Universal lag-cancel for chaining into any other attack |
Shield play runs far deeper than a simple block. Shield Rush (guard, double sprint) turns Cliff into a pain train, and with a dual-wield sword equipped the caught enemy bounces in front of you for free hits. Holding back and pressing R2 while shielded throws the enemy over your shoulder. Small shields add a timed disarm on heavy attack, and you can even transition from a light-attack combo into a full shield dash chain with rhythm-based timing. Large shields keep guarding while you poke out with R1.
Move | Input | Effect | Notes |
|---|---|---|---|
Shield Rush | Guard (L1), tap sprint twice | Forward shield charge that plows through enemies | With dual-wield sword equipped, the target is caught and bounces continuously |
Shoulder Throw | Hold back + heavy attack (R2) while shielded | Throws the enemy over your shoulder | Good for space control around walls and ledges |
Small-Shield Disarm | Block (L1), press heavy (R2) on contact with a small shield | Disarms the attacker on a timed parry | Only works with small shields, not tower-type large shields |
Shield Dash Combo | Ready shield mid light-attack combo, pace button presses to each strike | Transitions into a long shield dash chain | One of the only sequences in the game with rhythm-based timing |
Large-Shield Attack From Behind | Hold guard with a large shield, press light attack (R1) | Attack while still guarding | Keeps the block active so you stay covered during the swing |
The Vault has far more options than the move description implies. After a vault (R1 + jump), holding light attack slashes, holding melee kicks, and pressing jump again lets Cliff spring off the enemy into a wrestling-input body slam. Vault also has invulnerability, so it works as a stylish dodge in its own right. Holding melee in the air triggers a Meteor Kick flying attack, even from low altitudes, and with Drop Kick unlocked you gain a running spin kick on triangle.
Move | Input | Effect | Notes |
|---|---|---|---|
Vault (R1 + jump), then hold light attack | Descending slash out of the vault | Timing is tight: press jump immediately after releasing R1 | |
Vault Kick | Vault (R1 + jump), then hold melee (triangle) | Flying kick that sends enemies flying | Stylish mid-air mix-up alternative to the vault slash |
Vault, jump again off the enemy, then wrestling input (square + circle) | Jumps off the enemy and body slams on the way down | The highest-damage vault finisher, needs tight double-jump timing | |
Vault through an incoming attack | Invulnerability frames while vaulting | Use the vault itself as an evasive option, not just a combo starter |
Move | Input | Effect | Notes |
|---|---|---|---|
Hold melee (triangle) while airborne | Flying diagonal kick from mid-air to the ground | Works from low altitudes as well, not just high jumps | |
Running Spin Kick | Triangle while sprinting (Drop Kick skill unlocked) | Drop kick variant that spins forward | Requires the Drop Kick node on the skill tree |
Directional inputs change the move that comes out on both Unarmed Combat and Wrestling inputs and standard Throw inputs. Back plus X + square produces a unique wrestling move, and the Consecutive Move passive lets you press the wrestling input again for a chain follow-up. Left or right plus triangle + circle performs a ground throw that is excellent for slamming enemies into walls.
Move | Input | Effect | Notes |
|---|---|---|---|
Directional Wrestling Move | Hold a direction while using the wrestling input (X + square) | Triggers a different throw or takedown depending on stick direction | Back + input in particular unlocks a unique variant |
Consecutive Wrestling Chain | Press the wrestling input again after a directional move (Consecutive Move skill unlocked) | Chains into a unique follow-up attack | The Consecutive Move passive is highly recommended to pick up |
Running Lariat | Wrestling input from behind while running | Spinning flip clothesline | Approach from the enemy's back to trigger it |
Move | Input | Effect | Notes |
|---|---|---|---|
Directional Throw | Any stick direction + throw (triangle + circle) | Launches the enemy in the chosen direction | Every direction produces a different throw animation |
Ground Throw | Left or right direction + throw | Slams the enemy along the ground | Best choice for throwing targets into walls and terrain |
Stab first, then throw input (triangle + circle) | Picks the stabbed enemy up as a living shield | Only works on some humanoids, usually higher-HP types | |
Stabbed Enemy Throw | Stab, then a directional input | Throws the stabbed enemy in the chosen direction | Can be used to redirect a stabbed target without releasing them normally |
Doing two standard light attacks and then swapping to a different input fast-forwards you into the back half of a chain. The third strike of the default light chain is a sweep that knocks enemies down, so skipping into it gives free reset pressure. Forward-dodging (double-tap dodge) into a Stab and then tapping light attack on hit leaves the target floating for long juggles, and the same stab input while running simply becomes a running stab.
Move | Input | Effect | Notes |
|---|---|---|---|
Combo Skip | Two light attacks, then a different input | Skips to a later strike in the chain | The third-strike sweep causes a knockdown, great for resets |
Juggling Stab | Forward dodge (double-tap dodge), stab, then tap light attack on hit | Leaves the target floating for long juggle extensions | Follow up with anything: slashes, kicks, wrestling moves |
Running Stab | Sprint, then stab input | Running thrust that closes distance | Works as a quick gap-closer before going into a full combo |
After a stab connects, pressing the throw input turns the stabbed enemy into a human shield. It does not work on every enemy, but higher-HP humanoids handle it reliably. You can also add a directional input to the stab to throw the stuck target in that direction instead.
Sliding is more style than damage, but there are a couple of combos worth knowing. Clicking L3 during a slide performs an Akira-style flourish, and you can throw, doubletap the dodge button to cancel, then clothesline into a swing for a full slide-based sequence.
Move | Input | Effect | Notes |
|---|---|---|---|
Slide Flourish | Slide, then click left stick (L3) again | Akira-style slide flourish | Pure style, no damage upside |
Throw Into Clothesline | Throw, doubletap dodge cancel, clothesline, then swing | Extended combo out of a standard throw | The double-step cancel is the key to linking into the clothesline |
Combat God's Gloves: reward from the Bone Pit mission in the Tash Kalp region. Adds a combo counter to the HUD and lightning damage to fist attacks for Tekken-style unarmed runs.
Master de Cirlet: drops from the Chapter 9 boss. Pressing L2 + R2 mid-combo triggers a gun-juggle similar to Dante's handguns in Devil May Cry and extends almost any chain.
Tip | Details |
|---|---|
Don't button mash. | Crimson Desert rewards deliberate, timed inputs over rapid button presses. Each attack has a specific window for chaining into the next move. |
Sprinting, dodging, climbing, and gliding all consume Stamina. Running out of Stamina during a boss fight leaves the player vulnerable. Invest Abyss Artifacts in Stamina if you frequently run out. | |
Weapons never break. | There is no weapon durability. Experiment freely with all weapon types without worrying about degradation. |
Explore before pushing the main story. | Side content provides Abyss Artifacts and equipment that make main story encounters easier. The game rewards detours. |
Use focus mode defensively. | Activating focus is not just for lining up bow shots. It slows time for defensive reactions too, and it passively regenerates spirit while active. Enter focus to buy yourself breathing room during chaotic multi-enemy encounters. |
Pair your abyss gear effects deliberately. | Not all abyss effects stack, but those that do (like Dark Crescent and Ancient Retribution) multiply your damage output. Experiment with different combinations on your weapons and check whether both effects trigger during combat. See the Abyss Gear Guide for a full list of effects and known synergies. |
Check the Tips and Tricks page for more. | This article focuses on combat-specific advice, but the general tips and tricks page covers exploration, economy, and quality-of-life shortcuts that also help in combat preparation. |