Combat

 While traversing corridors or entering chambers, players may encounter monsters. Typically, combat ensues immediately, but three special encounter scenarios may occur:

 Combat is turn-based and concludes when one side is entirely defeated or successfully flees.

Encountered Monsters

 A single combat encounter may feature up to four groups of monsters, each with a maximum of nine members. The number preceding the monster's name indicates the group's size, while the number following it shows the active members in that group.
 Monsters' identities remain uncertain if not definitively identified, with placeholder names displayed instead. Their abilities are unaffected by their identified status. Successful identification checks during turns reveal their true nature. Certain spells or items may enhance identification success rates.
 In traditional "Wiz," only the identified or placeholder name is displayed. Javardry, however, displays both once identified, aiming to enhance visual imagination even without monster images.

Combat Formation

 Javardry incorporates the concept of front and back rows (vanguard and rearguard). Typically, adventurers' first three members form the vanguard, with subsequent members in the rearguard. On the monster side, the first two groups form the vanguard, while the third and beyond are in the rearguard. Formations influence the range of normal attacks.

Combat Actions

 Available actions during combat include:

Special Attacks

 Special attacks activate when regular (or ambush) attacks succeed and a corresponding check is passed. Adventurers may gain abilities like critical hits, knockouts, sleep, paralysis, petrification, or poison through their profession or items. Monsters may possess all such abilities. Resistance abilities mitigate the effects of special attacks.

Breath

 Some monsters unleash breath attacks that damage the entire party without consuming MP. Damage values typically equal half the monster's HP, modifiable by scenario settings. Resistance to the breath's attribute reduces damage, with resistance checks potentially halving it further.
 Adventurer breath attacks vary by race, with attributes determining single-target, group, or area-wide effects. Each race has a fixed number of uses per battle.

Summoning Allies

 Certain monsters summon allies when their group size drops to six or fewer. Group sizes never exceed nine, and summoned allies are not guaranteed to appear despite available slots.

Treasure Chests

 Defeating enemies in chambers often rewards players with treasure chests containing gold or items. Most chests are trapped, necessitating identification and disarming to open safely.

Treasure Chest Traps

 Treasure chests may contain traps that harm the opener, the entire party, or both. Trap types vary by scenario, with common examples including: