Combat & Hunting
Aktualisiert 2026-08-09
Taro Bay is a peaceful shore, but not an empty one. Hunting is how you train the six combat skills — you pick a quarry, equip the right weapon, and let your diver fight one foe after another while you're away. Every kill pays out; a loss ends the hunt and sends you off to catch your breath.
How hunting works
A hunt is just another action. You start it, queue more behind it, and it runs offline exactly like a dive or a harvest — see Action Queue & Offline Progress. The difference is what one repetition means: each repetition is a single fight against one enemy.
- Win and you take the loot and the style XP for that kill, then the next fight begins.
- Lose and the hunt stops on the spot. Your queue halts — nothing else starts on its own — and you enter a short recovery before you can hunt again (more on that below).
Every fight takes a fixed amount of real time — the blow-by-blow happens inside that window, so a faster weapon doesn't finish a hunt any sooner, and a speed buff from food or drink won't hurry a hunt along the way it speeds up gathering. When you come back after being away, every fight that would have happened is fought out for you, and your tally is waiting.
Stay in the Hunt while one runs and you can watch it happen. The current fight plays out blow by blow — your health bar and your foe's, your spirit draining as techniques fire, and the last few strikes scrolling past — with a running count of kills and any close calls (wins you scraped through on a sliver of health) beside it. Whether a fight ends in victory or defeat stays hidden until the fight actually reaches its end, so there are no spoilers. Watching is never required, though: look away and every fight is settled for you just the same.
The fight sits above everything else the Hunt shows, so it follows you around inside it: walk from one hunting ground to another, or back out to the map and in again, and the blow-by-blow simply carries on where it was instead of starting over.
Where you hunt decides what you fight. Taro Bay has four hunting grounds that climb from the open harbour to a locked pirate cove, each with its own quarry and its own boss — they're laid out under The four hunting grounds below. The everyday hunts there are grind hunts, one quick fight repeated for as long as you like; the four bosses work differently, and get their own section. Wherever you go, a single fight follows the same rules.
Finding a fight: three steps
Starting a hunt is always the same short walk: open the Hunt, pick a ground, pick a target.
The Hunt opens on a map. Four places, one tile each — no quarry unfolded, no start button anywhere on them. A tile tells you what waits there: the ground's name, the creatures that live in it, and how many everyday hunts and how many bosses it holds. It also tells you how you'd fare, as a single figure — the best chance the ground's everyday quarry offers a character exactly as you stand today. (Without a weapon in hand there is no chance to give, so the tile asks you to equip one instead.) And it carries one line about the boss: how your last clash with it went, won or lost. That is a record of what happened, never a permanent "cleared" badge — and once a fight has slipped out of your recent activity, the tile honestly says there's no clash on record rather than pretending you were never there. Wherever a hunt of yours is running, its tile says so too.
A locked ground keeps its place. It isn't hidden and it isn't greyed out — it holds its full colour and simply isn't a door yet. In place of a chance it lists every requirement it has, ticking off the ones you already meet, so you can see at a glance how far off you are.
Pick a tile and you're on that ground. Its own page opens with the ground's painted scene across the top and all four grounds in a row beneath it, so you can step straight across to any other open one without walking back to the map. Below that come the ground's targets — its everyday quarry first, its boss last — as a list, each with its own estimated chance. Choose one and it unfolds in full on its own surface: the foe's stats, what it drops, an example fight, and, for a boss, the report of your last clash with it. On a wide screen that surface sits beside the list; on a phone, above it — and there the foe and the Start button come first, with the stats and the drops right under them, so a hunt starts in the screen you land on instead of a scroll away. Either way exactly one target is unfolded at a time — you compare in the list, you read in depth on the surface — and switching between them changes nothing else on the page.
Three styles, two kinds of damage
The weapon in your weapon slot decides everything about how you fight — which style skill earns the XP, and whether you deal physical or spiritual damage:
- Blades (刃) — close-up steel. Physical damage.
- Archery (弓) — arrows from range. Physical damage.
- Onmyōdō (陰陽) — talisman brushwork that strikes at the spirit. Spiritual damage.
Swing a blade and your Blades level goes up; loose arrows and it's Archery; paint a talisman and it's Onmyōdō. You never split the XP — whatever weapon is equipped is the style that trains.
The three weapon lines
Each style has its own weapon line climbing five tiers, and each line is the work of a different craft. Above the practice arms below, every weapon is made, not bought — gather the materials, level the craft, and forge your own.
Blades are the work of a Smithing hand — folded steel over cord-wrapped hafts, heavy and slow to swing but hitting hardest of the three. Their tier-1 blade is the bought Training Harpoon practice arm (see Your first hunt); the forged line climbs from tier 2:
| Weapon | Tier | Attack | Forged at |
|---|---|---|---|
| Harpoon | 2 | 10 | Smithing 25 |
| Yari | 3 | 14 | Smithing 40 |
| Naginata | 4 | 19 | Smithing 60 |
| Katana | 5 | 26 | Smithing 85 |
Bows are shaped by a Carpentry hand from seasoned wood and bamboo, the string spun from yarn. They strike more often than a blade swings, so each arrow bites for less — the same trade the practice bow makes:
| Weapon | Tier | Attack | Crafted at |
|---|---|---|---|
| Bamboo Bow | 1 | 5 | Carpentry 6 |
| Hankyū | 2 | 7 | Carpentry 25 |
| Yumi | 3 | 10 | Carpentry 40 |
| Shigetō-Yumi | 4 | 13 | Carpentry 60 |
| Jindai-Yumi | 5 | 17 | Carpentry 85 |
Fude — the talisman brushes — are turned by an Artisan hand, wood handles bound with paper and thread. They strike the spirit rather than the body:
| Weapon | Tier | Attack | Made at |
|---|---|---|---|
| Bamboo Fude | 1 | 6 | Artisan 6 |
| Pine Fude | 2 | 9 | Artisan 25 |
| Cedar Fude | 3 | 12 | Artisan 40 |
| Hinoki Fude | 4 | 17 | Artisan 60 |
| Jindai Fude | 5 | 23 | Artisan 85 |
The top tiers ask for the rarest catches a diver brings up — ray skin from the twilight deep and, on the very finest pieces, nacre from the Dragon-Palace depths.
The offhand blade
Beside your weapon sits an offhand slot, and today it holds a pair of short blades: the Tantō — an early companion dagger you buy from the village trader or forge at Smithing 8 — and, later, the Wakizashi, forged at Smithing 46. An offhand's attack adds onto your main weapon's before your style sharpens the total, so it lends a little extra bite whatever you wield — bow or brush included. On its own, with no weapon in hand, it does nothing.
Know your quarry
Choosing the right style is the whole game, because every enemy shrugs off a flat amount of damage from each hit, and how much depends on the damage type. Steel and spirit are not interchangeable:
- The Wild Boar is a creature of flesh — it barely softens a blow (it shrugs off just 1 physical). Any of the three styles can bring it down at level 1.
- The Restless Spirit has almost no body to cut: it shrugs off a huge 8 physical per hit but 0 spiritual. A steel harpoon barely scratches it — each hit is whittled down to a single point — while a talisman brush lands in full and banishes it with ease. Bring the brush, not the blade.
Two more tricks a quarry can pull, and each answers only one style:
- Parry works only against blades. A parried melee blow lands at half its raw force (it's never negated outright). The Wild Boar parries about 15% of the time.
- Evasion works only against arrows. A dodged shot misses completely and deals nothing. The Restless Spirit slips about a quarter of arrows; the Wild Boar about one in ten.
Onmyōdō ignores both — no parry, no dodge — so a talisman's only obstacle is the enemy's spiritual guard.
You don't have to work all this out on paper. Each foe on its ground's page shows an estimated success for your character exactly as you stand — matchup, levels and loadout all folded in. It runs from a blunt "hopeless right now" when you're plainly outmatched, up through the percentages in the middle, to "a sure thing" when you thoroughly outclass the quarry. Read it before you commit: when it looks grim, the fix is almost always a better-matched style or a few more levels. The map you came in through shows the same figure one step coarser: for each ground, the best chance its everyday quarry has to offer.
No fight is ever a sure thing
Even a matchup you've won a hundred times carries a little of the day's form. In each clash both you and your foe strike with a touch more or less force than usual — a good day lands your blows heavier and softens theirs, a bad one does the reverse. It's never wild, and it's settled once at the start of a fight, not swing by swing: a grind you're well-suited for stays a near-certainty, and a boss you're ready for stays a fair test. But it's exactly why the estimated success is a chance and not a promise — the same boss expedition, faced again, can tip the other way. Walk into a boss balanced on a knife-edge and some days you'll take it, some days you won't; a level or two of margin is what turns a coin-flip into a reliable win.
Your combat stats
Four numbers decide how a fight goes, and every one grows as you level:
- Health comes from Vitality (命): you have
50 + 10 × Vitality levelHP — so a level-1 hunter starts with 60. - Attack is your weapon's base damage, sharpened by your style level:
round(weapon attack × (1 + 0.03 × (style level − 1)))— that's the weapon's base plus 3% for every style level past the first. The three starter weapons hit for 6 (harpoon), 5 (brush) and 4 (bow) at level 1. The bow strikes more often than the harpoon swings, but each arrow bites for less — a fair trade. - Mitigation comes from Defense (守): you shrug
off
half your Defense level (rounded down)from each hit, plus any armour you wear. Defense is tracked separately for physical and spiritual blows. - A hit never deals nothing. Whatever the sums, every landed strike — yours or theirs — does at least 1 damage.
Spirit, your reserve of focus
Spirit (霊) is the fuel your combat abilities
burn. Your pool is 10 + 2 × Spirit level points, and it starts full at the
beginning of every fight. It does not refill mid-battle — once a point is
spent, it's gone until the next foe steps up. That makes a fresh pool precious:
your opening rounds are the ones you can spend most freely. And every point you
burn trains Spirit itself, even in a fight you go on to lose.
Abilities and your loadout
An ability is a learned technique that fires on its own in the thick of a fight. You never tap a button mid-battle — a hunt runs offline, blow by blow, without you. Instead you decide ahead of time which techniques your diver carries, by filling a loadout of three slots on your character. Whatever is slotted fires automatically the moment it's called for, as long as you have the spirit to pay for it. You choose the build; the fight chooses the timing.
Slot order is priority. On each of your own attacks, at most one ability fires. Your slots are checked from the top down, and the first technique that can fire — enough spirit banked, off its cooldown, and its moment right — is the one that goes; the others wait for a later opening. So the order you arrange your three slots is itself a decision: put the technique you most want to land in the first slot.
Every ability costs spirit, and no spirit means no technique — one that you can't currently afford simply sits idle until your pool recovers enough to cover it. Since the pool never refills mid-fight, a loadout of three thirsty techniques burns out early, while a leaner one paces itself across a long bout.
The four families
Abilities come in four families, sorted by what they do:
- Damage — amplify your next strike. (Kiai Focus multiplies a blow's force.)
- Debuff — weaken the enemy, blunting the force of their swings for a stretch of the fight.
- Buff — strengthen yourself, lifting your own attack for a stretch of the fight.
- Heal — mend your wounds. A heal holds in reserve and only fires once you drop below a set share of your health.
Buff and debuff effects last a while and then fade. Different techniques stack — a self-buff and an enemy-debuff can run at the same time — but there are ceilings so nothing runs away with a fight: an amplifier tops out at tripling a blow, a self-buff at doubling your attack, and an enemy-debuff can't drag a foe's swing below a quarter of its normal force.
Unlocking, mixing styles, and ranks
Each ability belongs to a style — Blades, Archery or Onmyōdō — and becomes available once that style reaches the ability's unlock level. Once learned, though, a technique is not chained to the weapon in your hand: you can mix styles freely across your three slots and carry a talisman ward beside a blade stance if you please.
Here's the wrinkle worth understanding. An ability scales with the level of its own style, not the weapon you're wielding. A Blades technique keeps growing with your Blades level even while you fight with a bow — and the bow, all the while, is what earns your Archery XP. (As always, the equipped weapon alone decides which style banks combat XP.) So a rounded hunter can lean on a strong off-style technique and still level whatever weapon they carry.
An ability's effect grows +3% for every style level past the first. On top of that, rank multiplies it: every technique starts at rank 1 and can climb to a maximum of rank 3, worth ×1.25 at rank 2 and ×1.5 at rank 3. You raise a rank by studying a Manual — a consumable book that teaches one specific technique a step further, then is used up. Every technique has a Rank II and a Rank III manual, and you craft them yourself (see below).
The six starter techniques
These are the first six abilities. The figures are each technique at its starting strength — style level 1, rank 1 — and grow from there as you level the style and study Manuals.
| Technique | Style | Family | Unlocks at | Spirit | What it does |
|---|---|---|---|---|---|
| Kiai Focus | Blades | Damage | Blades Lv 1 | 4 | Hits for 1.5× the damage. |
| Iron Tide Stance | Blades | Buff | Blades Lv 5 | 5 | Raises your attack to 1.2× for a stretch. |
| Pinning Net | Archery | Debuff | Archery Lv 1 | 5 | Cuts the enemy's attack to 0.75× for a stretch. |
| Skewer Shot | Archery | Damage | Archery Lv 5 | 6 | A heavy 1.8× shot, then recovers for a few rounds. |
| Mending Sutra | Onmyōdō | Heal | Onmyōdō Lv 1 | 6 | Mends about 12 HP when you fall below half health. |
| Binding Ofuda | Onmyōdō | Debuff | Onmyōdō Lv 5 | 5 | Cuts the enemy's attack to 0.75× for a stretch. |
Every diver can call on Kiai Focus from the very start — it unlocks at Blades level 1, and everyone begins there. Slot it and it behaves exactly like the lone technique of old: 4 spirit for half again the damage. From there, level a style to unlock its second technique, arrange your three slots to taste, and study Manuals to sharpen the ones you lean on hardest.
Crafting Manuals
Manuals are penned by an Artisan hand — no trader sells them any more. There's a manual for every technique at every rank above the first: six techniques, a Rank II and a Rank III each. A single copy raises that one technique one rank when you study it, so climbing a favourite ability to its ceiling means brewing the paper twice.
Every manual starts from the same core — sheets of washi paper and a length of yarn — and is then bound with a material of the technique's own style, which is what ties each book to its lineage:
- Blades manuals are bound with battle hides — a forest pelt for Rank II, a tougher kappa shell for Rank III.
- Archery manuals are bound with pirate cloth, more of it for the higher rank.
- Onmyōdō manuals are bound with yōkai essence, the residue banished spirits leave behind.
The Rank II books ask for an Artisan around level 30; the Rank III books, richer in materials, wait until about level 65. So a rounded hunter who keeps an Artisan bench can push any technique they lean on all the way to rank 3 without leaving home.
How the combat skills train
Style XP is only half the story. Every fight also feeds the three passive stats, and they don't all wait for a win:
| Skill | How it earns XP |
|---|---|
| Blades / Archery / Onmyōdō | The fight's style XP (from 10 for a dock rat to 550 for a boss) — wins only, and only while armed. |
| Vitality | A quarter of the style XP you win each fight. |
| Defense | Half a point for every point of damage an enemy swings at you — counted before your mitigation soaks it, so even the blows your armour eats still train Defense. It banks even in fights you lose. |
| Spirit | One point for every point of spirit your abilities spend — also even in defeat. |
That last part matters: a losing fight is never wasted. You earn no style XP and no loot from it, but the punishment you took still makes you tougher, and the focus you spent still sharpens your spirit.
The four hunting grounds
Hunting doesn't happen in one place. Taro Bay's four hunting grounds form a ladder — the further along you go, the tougher the quarry and the richer the spoils. Each ground beyond the first is a combat level gate, and your combat level is simply the highest of your three style levels (Blades, Archery or Onmyōdō). Training any one style opens the way — you never need a second style to get in.
| # | Ground | Opens at | Everyday quarry | Boss |
|---|---|---|---|---|
| 1 | Harbor Quay 港 | open to all | Dock Rats 🐀, Restless Spirits 👻 | Nezumi Ōyabun 🐀 |
| 2 | Coastal Forest 森 | Combat level 8 | Wild Boar 🐗, Angry Macaques 🐒 | Ō-Inoshishi, the Old Boar 🐗 |
| 3 | River Mouth 川 | Combat level 16 | Kappa 🐸, River Wisps ✨ | Nure-Onna 🐍 |
| 4 | Pirate Cove 賊 | Combat level 28 + a boat | Pirate Deckhands 🏴☠️, Harpooners 🔱 | Captain Kurogumo 🏴☠️ |
A locked ground keeps its place among the four and spells out everything it wants, as above. The last one, Pirate Cove, is a hidden inlet you row to: on top of combat level 28 it asks for a boat in your boat slot — a Coastal Boat or better, the same vessels you use for fishing.
Some grounds reward one style over another, just as the Restless Spirit does at the quay:
- At the River Mouth, River Wisps ✨ are pure spirit-stuff — steel and arrows glance off them almost entirely, while a talisman lands clean. Bring the brush. Their neighbours the Kappa 🐸 are stubborn all-rounders that shrug off a little of everything and parry hard, so expect a slower grind whatever you carry.
- At the Coastal Forest and Pirate Cove, the foes are honest flesh and blood — any physical style brings them down, and since none of them guard against the spirit, Onmyōdō bites just as cleanly. The nimble Macaques dodge and parry, so a talisman (which they can do nothing about) makes for a smoother hunt.
Bosses and expeditions
Every ground has a boss — a named foe far tougher than its everyday quarry, and a different kind of hunt. Where a grind hunt is one quick fight repeated, a boss expedition is a single, long approach that ends in one decisive clash. You commit to it once — there's no lining a boss up for a hundred rematches. It takes real time, from 8 minutes at the quay up to 15 in the cove, and before you set out its ground's page shows your estimated chance of success. Trust that number: a boss is a real test, and walking in under-levelled is how you get hurt.
Bosses don't fight at one pace. As you wear one down past certain wounds it changes tactics — hitting harder, striking faster, or shifting its guard. The Old Boar of the Coastal Forest turns berserk once it's badly hurt; Captain Kurogumo tightens his parry the moment you press him, then throws caution to the wind near the end and swings hardest of all. Plan for the fight to get worse before it's won. Watch an expedition live and each of these turns shows as a marker along the boss's health bar, so you can see the shift coming.
Win and you take a guaranteed haul — a generous stack of the ground's materials and a solid purse of koban — plus a roughly three-in-ten shot at the boss's own trophy, a one-of-a-kind keepsake found nowhere else. A boss's haul is deliberately worth the long approach: over the time it costs, it pays a shade more than grinding the same ground would. Expeditions also pay far more style XP than any grind, from 150 at the quay to 550 in the cove: your reward for a risky, committed fight.
Lose and the expedition ends with nothing to show but the toughening every loss brings — and, because a boss hits so much harder than common quarry, a longer spell of recovery (below). You never lose an item or a scrap of gear for trying, win or lose.
Every expedition leaves a battle report, win or lose. Afterwards you can reopen the whole clash: how it ended and how long it ran, the health you had left, the damage each side dealt, the spirit you spent, which techniques fired and how often, and the strike where the boss changed its tactics. Two places keep it: on its ground's page it is folded in with that boss — your most recent clash with it, as long as it's still among your recent runs — and on your Log page, which keeps your recent expeditions: your latest runs stay on record there, and older ones eventually roll off as new activity piles up. A report holds exactly how that battle went and never changes afterwards, even if the boss is retuned later on — so a hard-won victory reads forever the way you earned it. (Older fights from before this update won't have a report.)
Defeat, recovery and injury
Lose a fight and three things happen — and one thing pointedly does not:
- The hunt ends and your queue stops. Nothing else starts automatically; your line-up simply sits and waits for you.
- You need time to recover. A lost grind fight costs about 90 seconds — the Hunt shows a countdown wherever you are inside it, and you can't start a new hunt until it clears. A lost boss expedition leaves you injured for a full 10 minutes: the price of picking a fight above your weight.
- You keep everything you own. There is no item loss, no dropped gear, no penalty beyond the lost time. Every hide and essence you won earlier in the run is safely yours.
Catch your breath, level up a little or switch to a kinder quarry, and try again.
However a run ends, your progress report — the "while you were away" summary that greets you on returning — bundles it into one characterful line rather than a wall of numbers. A grind that ended on a loss reads "12 fights won, 2 close calls, then stopped by a defeat — nothing lost"; a beaten boss run reads "Expedition failed — injured, but nothing lost; a salve helps." That refrain is the whole point: whatever happened, nothing is lost. A boss line also links to your Log, where that expedition's battle report is waiting.
Salves — skip the wait
A dab of salve clears any recovery or injury on the spot — whether it's a 90-second breather or a full 10-minute wound — and puts you straight back on the hunt. Whenever you're held up and have a salve in your satchel, the Hunt offers a one-tap Apply button — on the map and on any ground alike — and it spends your cheapest salve first.
Every salve heals alike — the plain Kampō Salve 🧴 the trader stocks, and every herb-brewed salve besides. Two ways to keep some on hand:
- Buy it. The village trader stocks the Kampō Salve for 60 mon, so even a pure fighter who never touches the brewing bench can carry a few — the quickest way in.
- Brew your own. From Brewing level 25 you mix a salve from three Kampō herbs of your choice (see Provisions); the herb you pick names the salve. Cheaper per dab once you're already gathering herbs, and a good reason to level the bench.
What hunting drops
Hunting fills your satchel with combat materials, never finished gear — Taro Bay hands you no ready-made weapon or armour for a kill. What you win is the raw stuff a crafter will one day work:
- Hides, pelts, shells and cloth, climbing in worth as you go: Rat Hide 🩹 at the quay, Boar Hide 🟤 and Forest Pelt 🟫 in the woods, Kappa Shell 🐢 at the river and Pirate Cloth 🏴☠️ in the cove.
- Yōkai essence 💠 — what banished spirits and wisps leave behind.
- Koban coins 🪙 — the pirates (and, fittingly, the rat boss) carry old gold pieces. They aren't spendable as they are; sell them to the trader to turn them into mon.
- Boss trophies — an Ōyabun's Whisker 🥇, an Inoshishi Tusk 🦷, a Nure-Onna Scale 🐚, Kurogumo's Hat 🎩. These are pure keepsakes — no stats, no slot, never gear. Keep them as bragging rights, or sell them to the trader for a tidy sum.
Every drop is tradeable, so a material you don't need is coin waiting on the market. Some hunts also turn up the odd Kampō herb — a handy shortcut to the salve above.
Provisions for the hunt
A hunter doesn't set out empty-handed. Three supply lines feed a fight, and all of them are crafted — see Provisions: Food, Drink & Kampō:
- Food from Cooking carries an ingredient buff — a Crab dish leans on defence, a Tuna dish on attack — and a meal in your food slot is meant to restore your health and walk you into a fight sturdier. That in-fight bite arrives fully with a coming combat update; the dishes exist now, and trade now.
- Sake from Brewing is built to restore spirit, the reserve the Kiai Focus spends — the ladder climbs from Amazake all the way to aged Koshu. Its full effect lands with the coming combat update; the brew is here today.
- Kampō — salves, blade oils and incense, also from Brewing — are dedicated combat supplies, steeped from the herbs a woodcutter gathers. Every salve already heals — bought or brewed, it clears recoveries and injuries on the spot (see above). The blade oils and incense are their cousins-in-waiting, their effects still to come.
The whole supply chain — the dishes, the sake and the kampō remedies — exists, sells and stocks today. Beyond the salves, the kampō effects arrive fully with a coming combat update; stocking up now means your apothecary and kitchen are ready when the fights get harder.
Your first hunt
- Get a weapon. The village trader stocks all three practice arms for 40 mon each: the Training Harpoon (Blades), the Practice Bow (Archery) and the Novice Brush (Onmyōdō). The trader also keeps a Tantō — a short offhand blade that adds a little extra bite alongside your weapon. Every weapon above the practice arms you craft yourself along the three lines above.
- Equip it. It goes in the weapon slot — see Equipment & Slots. You can't start a hunt bare-handed.
- Open the Hunt, pick a ground, pick a target — the three steps above. On a fresh character the Harbor Quay is the one ground that's open; pick a quarry there and read the estimated chance of success it shows for your current character. Trust that number: if it looks grim, level up or bring a better-matched style first.
- Set an amount and go. Grind hunts use the same 1 / 10 / 100 / 1k / ∞ presets as any other action, so you can send your diver off for a single kill or an endless grind. A boss is the exception — you face it one expedition at a time.
For where combat sits among the other eighteen skills, see Skills & XP. Start at the quay, climb the ground ladder as your combat level rises, and when you're ready, corner a boss — the trophies won't collect themselves. And these six techniques are only the first: more abilities to master will wash ashore in time.