Combat
Combat is a game-play mechanic in which you fight enemies located within increasingly more difficult zones. A beginner's guide on combat can be found on the wiki page Combat Guide (outdated).
Contents
Skills
There are six skills to level in combat: Constitution, Attack, Strength, Defense, Magic and Range.
Constitution
Constitution is the skill that determines your maximum hit points. At level 1 you have a maximum of 30 hit points.
You gain Constitution experience when an enemy damages them. How much experience you receive is determined with the following formula:
Attack
Attack determines your accuracy and your overall effectiveness when dealing damage. Attack experience is gained by dealing any form of damage.
Defense
Defense determines your defenses and your overall effectiveness at mitigating and dodging damage. Defense experience is gained by mitigating damage from enemies. How much experience is gained is determined with the following forumula:
If you dodge an attack, the enemy's attack level is used as mitigated damage, with damage dealt as 0.
Strength
Strength determines your effectiveness when using melee skills. Strength experience is obtained when dealing damage with the associated skills.
Magic
Magic determines your effectiveness when using magic skills. Magic experience is obtained when dealing damage with the associated skills.
Range
Range determines your effectiveness when using range skills. Ranged experience is obtained when dealing damage with the associated skills.
Equipment Statistics
Not only do your skills determine how effective you are in combat, your equipment does too. In order to make effective loadouts, you need to know how your equipment's statistics work.
Offensive Statistics
Strength
(STR) Your melee offense stat. This directly translates to your melee damage output.
Dexterity
(DEX) Your ranged offense stat. This directly translates to your ranged damage output.
Intelligence
(INT) Your magic offense stat. This directly translates to your magic damage output.
Critical Hit Chance
(Crit Chance) This is the chance that your attack hits critically every time you land a hit on your enemy.
Critical Hit Multiplier
(Crit Mult) This is the value that your damage will be increased by if you land a critical hit on your enemy.
Example: Having a Crit Chance of 30% and a Crit Mult of 50% means that your maximum damage is increased 30% of the time by 50%.
Accuracy
(ACC) Your accuracy is what decides your hit chance against the enemy. There are several different types of accuracy, where the types of abilities you use will be affected by those.
Example: Using the ability 'Fire Ball' will make use of Magic Accuracy and Fire Accuracy.
Defensive Statistics
Protection
(PROTECTION) This is your physical damage reduction. Any melee or ranged damage that an enemy hits you with will be reduced using this value.
Resistance
(RESISTANCE) This is your magic damage reduction. Any magic damage that an enemy hits you with will be reduced using this value.
Agility
(AGILITY) This value is used to calculate your dodge chance. The higher this value is, the less likely it is that an enemy will be able to hit you.
Stamina
(STAMINA) This value determines a bonus to your maximum hit points.
Affinities
There are four combat styles you can choose from:
- Melee: Make use of melee weapons, such as scimitars and daggers.
- Magic: Make use of magic weapons, such as staffs and wands.
- Ranged: Makes use of ranged weapons, such as longbows and crossbows.
- Hybrid: Make use of two or more of the above skills with weapons that provide hybrid statistics, such as Shapeless Scythe, providing both STR and INT.
Affinities are used in calculating your effectiveness for each subclass of combat, both for offense and defense. Affinities are added together from item to item.
For example, an Ancient Fire Amulet provides +15% Fire affinity, which would be added with the +35% fire affinity given by the Mantle of Flame to give a total fire affinity of +50%.
There are twelve affinities:
Enchantments
There are various enchantments available to customize your equipment in a way that helps you in combat. Here's a list of enchantments you might find useful.
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Slot | Level | Silver Amount | Rune Amount | Runes | CollapseEffect per scroll |
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Helm, Body, Legs, Shield, Weapon | 4 | 100 | 20 | Air, Fire, Mind | Decreases the level requirements of the item by 1. |
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Shield, Combat-Amulet | 10 | 200 | 30 | Blood, Nature, Cosmic | Passive heal per tick increased by 20%. Increases health received from consumables by 10%. |
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Shield, Combat-Amulet | 68 | 800 | 70 | Blood, Chaos, Nature | Increases stamina by 10. |
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Shield | 79 | 900 | 80 | Blood, Death, Chaos | Gain 1% of your protection as strength. |
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Weapon | 11 | 200 | 30 | Air, Water, Death | Heal for 1% of overkill damage on a target. |
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Weapon | 28 | 400 | 40 | Blood, Death, Mind | Increases accuracy for all three combat styles by 3% multiplicatively. |
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Weapon | 52 | 600 | 60 | Blood, Death, Chaos, Cosmic | Increases critical chance and damage multiplier by 2.5%. |
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Cape, Weapon | 29 | 400 | 40 | Chaos, Nature, Mind | Gain a 17% chance to not consume ammo (resulting in 20% more uses from each ammo piece on average). Works on ranged projectiles, melee whetstones, and magic charms. |
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Cape, Weapon | 35 | 500 | 50 | Water, Chaos, Mind | Gain a 33% chance to not consume runes when using abilities (resulting in 50% more ability uses for the same rune cost). |
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Helm, Body, Legs | 13 | 200 | 30 | Death, Chaos, Mind | Increases agility by 12. |
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Helm, Body, Legs | 31 | 400 | 40 | Air, Earth, Cosmic | Increases protection by 10. |
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Helm, Body, Legs | 32 | 400 | 40 | Air, Fire, Cosmic | Increases resistance by 10. |
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Helm, Body, Legs | 80 | 1000 | 80 | Blood, Death, Chaos | Additively increases offensive magic, range, and melee affinity by 2.0% but reduces the respective defensive affinities by the same amount. |
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Helm, Body, Legs | 81 | 1000 | 80 | Blood, Death, Chaos | Increases maximum damage and decreases minimum damage by 1.5%. |
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Body, Legs | 82 | 1000 | 80 | Air, Water, Death | Slower abilities and attacks receive a maximum damage bonus scaling on attack speed. Scales off of ability speed, capping at 50% increase or decrease. |
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Gloves, Boots | 85 | 1200 | 100 | Chaos, Nature, Cosmic | Increases your chance of finding items from slain enemies by 3%. |
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Gloves, Boots | 58 | 700 | 60 | Nature, Mind | Gain a 20% chance to not consume a buff stack (resulting in 25% more uses from a buff on average). |
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Gloves, Boots | 73 | 900 | 70 | Air, Water, Chaos, Mind | Gain 1 more essence per action where essence is acquired. |
Abilities
You can use abilities to attack, defend, heal, or cause other effects in battle.
When on the combat screen before entering combat, there is a box filled with abilities that you can choose to use. You must have an auto-style ability that has no cooldown. You can then add other abilities.
These abilities can be item-specific or they can be universal abilities. Item specific abilities come with items you may have equipped. For example, epuipping Defender's Pendant gives the Bulwark ability.
Universal abilities are abilities you can always use, no matter what. You can learn universal abilities by obtaining and consuming Ability Books, which drop in dungeons. For example, obtaining and consuming the Invisibility ability book, will make this ability always available.
The maximum number of abilities you can have in your ability rotation can be increased by increasing your total number of combat levels.
Ability Rotation
Despite the name you will not actually rotate through the chosen abilities in order. Instead it is treated as a priority list. The first ability that's not on cooldown will be used. The rotation allows you to heavily customize your combat experience, with millions of different ability loadouts you can create.
Healing and Death
Healing
When you're in combat you'll undoubtedtly get hit by enemies and receive damage. If you're hurt, there are several ways you can be healed.
A very common way to heal yourself is by eating food. Although you can eat raw ingredients, it's recommended you eat cooked food as it heals you much more than the raw ingrients will.
You can bring your food in a special Combat Food inventory you can find under the Equipment tab. Each slot can hold one food item, not a stack of food items, so you can have up to 28 food items ready to eat.
You can also use certain abilities to heal yourself, or an ally such as Bandage Friendly (Ability Book) or Forest's Embrace (Sylvan Staff).
Some enchantments also allow you to heal yourself, such as Healing, Overhealing, or Soul Stealing.
Death
Should your remaining hit points reach 0, death occurs. When it does, a respawn timer starts and you cannot continue to battle before this timer runs out and the difficulty of the area you're in will be reset to 0.
If you're in a dungeon, you'll have to hope the remaining party members can finish the job, otherwise the dungeon run ends uncompleted.
Locations
You can fight enemies in combat zones, dungeons, or during elite challenges.
Difficulty
Each combat area has a difficulty that you can set, the default is 0 for every area.
A more difficult area means a greater challenge to stay alive, but also an increased chance to receive more and better loot. You can increase this by setting the difficulty before you enter the combat zone, or by augmenting your dungeon key or elite challenge scrolls.
Zones
Zones are areas that provide you with an endless stream of enemies which you will fight in waves. Every 50 waves, the difficulty of the area you're in goes up by 1. At the same time, the loadout associated to that area is reloaded, which means that if you have food in your loadout, your Combat Food inventory will be refilled when the difficulty goes up.
Zone | Lowest Recommended Combat Levels |
Recommended Combat Style |
---|---|---|
Farm | 1–5 | Any Skill |
Caves | 5–10 | Any Skill |
City | 10–20 | Magic |
Fallen Academy | 25–50 | Range or Melee |
Lava Maze | 20–40 | Range |
Corrupted Lands | 40–60 | Melee |
Valley of Giants | 60–90 | Melee |
Overgrown Woods (Duo Zone) | 25–50 | Range |
Enchanted Armory (Duo Zone) | 40–70 | Magic |
Elven Encampment (Duo Zone) | 50–75 | Range |
Chaos Wastes (Duo Zone) | 90+ | Magic |
Dungeons
Dungeons are instances in which a group of players can battle the monsters in it. At the end of the dungeon, there's an end boss, and a cache with loot if the end boss is defeated.
To enter a dungeon, you need a key. These keys can be crafted. Upgrading the key by Augmenting it will make the dungeon more challenging and the loot more interesting.
Dungeon | Key | Lowest Recommended Combat Levels |
Recommended Combat Style |
Max Group Size |
---|---|---|---|---|
Goblin Settlement | ![]() |
30+ | Any Style | 3 |
Dark Fortress | ![]() |
50+ | Any Style | 3 |
Ancient Barrows | ![]() |
50+ | Melee/Ranged | 2 |
Overgrown Castle | ![]() |
50+ | Any Style | 4 |
Palace of Flames | ![]() |
60+ | Range/Magic | 2 |
Giant's Keep | ![]() |
75+ | Any Style | 5 |
Eye of the Storm | ![]() |
75+ | Range | 5 |
Elder Ruins | ![]() |
75+ | Range | 5 |
The Maelstrom | ![]() |
90+ | Any Style | 5 |
RISE OF INFO | ![]() |
99+ | Any Style | 50 |
Dwarven Research Station | ![]() |
Master/Legendary Gathering Gear | Master Miner | 1 |
Nature Atheneum | ![]() |
Master/Legendary Gathering Gear | Master Forager | 1 |
Abandoned Academy Base | ![]() |
Master/Legendary Gathering Gear | Master Fisherman | 1 |
Chicken Kitchen | ![]() |
Master/Legendary Gathering Gear | Master Chef | 1 |
Elite Challenges
Elite challenges are challenging instanced experiences in regular combat zones.
To enter such a challenge you need an Elite Scroll. These scrolls drop during combat in regular zones and can be found in chests.
Augmenting scrolls will increase the challenge and the amount of loot gained from it. Completing a challenge with an augmented scroll will also give you a permanent Treasure Hunter buff for that zone.
(TH means the Treasure Hunter buff)
Legacy info
Combat is a game-play mechanic where players fight enemies located within increasingly more difficult zones. A beginner's guide on combat can be found on the wiki page Combat Guide.
There are 6 skills to level in combat; constitution, attack, strength, and defense, magic and range.
Zones
Locations
Solo Combat
Zone | Lowest Recommended Combat Levels | Lowest Recommended Gear |
---|---|---|
Farm | 1 - 20 | None - Bronze |
Caves | 10 - 30 | Bronze - Iron |
City | 20 - 60 | Iron - Adamantite |
Deep Pit * | 50 - 60 | Adamantite - Runite |
Living Forest * | 50 - 60 | Adamantite - Runite |
Lava Maze | 60 - 80 (Using 1 of Healing, Overhealing, or Corrupted Ring) | Adamantite - Runite |
Corrupted Lands | 70 - 90 (Using 1-2 of Healing, Overhealing, or Corrupted Ring) | Runite - Stygian |
Valley of Giants | 80 - 99 (Using 1-2 of Healing or Overhealing) | Runite - Stygian |
Elite Scroll | <- Click for more info | Runite - Stygian |
Zones marked with * are special combat areas
Group Combat
Zone | Lowest Recommended Combat Levels | Lowest Recommended Gear | Maximum Amount Of Players |
---|---|---|---|
Chaos Wastes | 90 - 99 | Stygian +5 | 2 |
Goblin Village | 80 - 99 | Obsidian +5/Runite +0 | 3 |
Dark Fortress | 90 - 99 | Runite +5 | 3 |
Giant's Keep | 99 | Stygian +5 | 5 |
RISE OF INFO | 99 | See ROI page | 10 |
Encounter table
Zones | Monster | Encounter Rate | HP |
---|---|---|---|
Farm | Chicken | 30% | 3 |
Rat | 30% | 2 | |
Cow | 30% | 8 | |
Goblin | 10% | 5 | |
Caves | Goblin | 45% | 5 |
Imp / Greater Imp | 55% | 10 | |
City | Guard | 80% | 22 |
Black Knight | 20% | 42 | |
Living Forest | Spriggan | 100% | 75 |
Deep Pit | Greater Demon | 100% | 89 |
Lava Maze | Deadly Red Spider | 40% | 35 |
Lesser demon | 60% | 81 | |
Corrupted Lands | Corrupted Tree | 45% | 95 |
Infected Naga | 45% | 100 | |
Bone Giant | 10% | 125 | |
Valley of Giants | Fire Giant | 33% | 130 |
Moss Giant | 33% | 150 | |
Ice Giant | 33% | 160 | |
Chaos Wastes* | Chaos Giant | 50% | 300 |
Chaotic Abomination | 50% | 425 |
* Chaos Wastes is a combat zone balanced for group combat, allowing a maximum of two players in a party to fight alongside each other. Stats differ for one and two players.
Special combat areas include the Foraging zone Living Forest, and the Mining zone Deep Pit, where you may randomly encounter Spriggans or Greater Demons respectively. Players may not run from these encounters, and failing results in a 15-minute lockout timer before they can access that zone again.
Combat Experience
Players gain combat skill experience when dealing damage; 2 experience in the selected combat skill and 1 experience in Constitution per damage dealt. When fighting in a balanced stance, each skill gains 2/3 of an experience per point of damage. Fractions of experience are not shown but are kept so a balanced stance does not gain or lose experience through rounding.
Death
Death occurs when a player's health reaches zero. The preceding action will be cancelled and the player returns to idling.
Health slowly regenerates on its own and can be modified with the Scroll of Healing. Dying will not result in the loss of exp/items/gold etc.
Skills
Combat skills | ||
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Constitution | Constitution in addition to the Scroll of Fortitude is the skill that determines a player's maximum hitpoints (HP). The amount of health left can be seen next to the heart icon in the combat page.
Food can restore health inside or outside of battle, and can provide buffs to combat for a short time. Default auto-eat will only trigger when the missing HP is less than 3/2 the food healing amount. Change auto-eat to percent of HP remaining in settings for high healing food if max HP is too low to trigger the default setting. |
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Attack | Attack determines a player's hit chance, along with the players accuracy bonus. |
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Strength | Strength contributes to your maximum damage per hit, along with the players melee strength bonus. |
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Defense | Defense determines a players dodge chance. |
Mastery levels have no effect on combat.
Stats
There are various stats that can affect combat. These stats are determined by a player's equipment (armor and weapon), although each point in a player's level contributes more to stats than equipment.
Accuracy
Accuracy is determined from a combination of stats from equipment and attack level which is used to determine hit chance.
The formula for accuracy is
Keep in mind that the hit chance is also determined by an enemy's defense toward your attack type.
The only way to deal 0 damage is by missing the target, all accurate hits will deal at least 1 damage. The Demon Skin buff can decrease a damage to 0.
Strength
Strength from equipment determines the maximum damage you can deal along with strength level. The damage you deal can also be affected by enchantments such as Scroll of Critical Strike, Scroll of Patience, and Scroll of Recklessness. Keep in mind that patience and recklessness adds to both the minimum and maximum damage while strength only adds to the maximum damage.
Max hit can be calculated with the following formula:
Max hit from a hard-hitting monster can only be decreased with the Scroll of Protection and/or the Demon Skin buff.
Defense
Defense from equipment and bonuses determine the dodge rate along with defense level. Keep in mind that dodge chance is also determined by enemy's attack and your defense to their attack type.
The formula for defense is where you use the corresponding defense bonus for whatever type of attack you are defending from (ex. Stab).
Attack Type
There are three attack types (slash, stab, crush) which is determined by the weapon you use (bare hands are considered crush). Attack type determines the type of defense the enemy uses. This can be important since some enemies are weak to one type of attack, making it easier to hit if that type of attack is used. E.g. all giants are weak to crush, making battleaxes effective weapons to use.
Hit Chance
If Accuracy > Defense:
Else:
Attack Speed
Attack speed is a stat that determines the amount of time between attacks. The attack speed differs with every weapon. Bare fists have an attack speed of 2.4 seconds.
The Scroll of Patience increases damage based on how slow the weapon hits.
Enchantments
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Slot | Level | Silver Amount | Rune Amount | Runes | CollapseEffect per scroll |
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Helm, Body, Legs, Shield, Weapon | 4 | 100 | 20 | Air, Fire, Mind | Decreases the level requirements of the item by 1. |
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Shield, Combat-Amulet | 10 | 200 | 30 | Blood, Nature, Cosmic | Passive heal per tick increased by 20%. Increases health received from consumables by 10%. |
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Shield, Combat-Amulet | 68 | 800 | 70 | Blood, Chaos, Nature | Increases stamina by 10. |
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Shield | 79 | 900 | 80 | Blood, Death, Chaos | Gain 1% of your protection as strength. |
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Weapon | 11 | 200 | 30 | Air, Water, Death | Heal for 1% of overkill damage on a target. |
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Weapon | 28 | 400 | 40 | Blood, Death, Mind | Increases accuracy for all three combat styles by 3% multiplicatively. |
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Weapon | 52 | 600 | 60 | Blood, Death, Chaos, Cosmic | Increases critical chance and damage multiplier by 2.5%. |
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Cape, Weapon | 29 | 400 | 40 | Chaos, Nature, Mind | Gain a 17% chance to not consume ammo (resulting in 20% more uses from each ammo piece on average). Works on ranged projectiles, melee whetstones, and magic charms. |
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Cape, Weapon | 35 | 500 | 50 | Water, Chaos, Mind | Gain a 33% chance to not consume runes when using abilities (resulting in 50% more ability uses for the same rune cost). |
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Helm, Body, Legs | 13 | 200 | 30 | Death, Chaos, Mind | Increases agility by 12. |
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Helm, Body, Legs | 31 | 400 | 40 | Air, Earth, Cosmic | Increases protection by 10. |
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Helm, Body, Legs | 32 | 400 | 40 | Air, Fire, Cosmic | Increases resistance by 10. |
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Helm, Body, Legs | 80 | 1000 | 80 | Blood, Death, Chaos | Additively increases offensive magic, range, and melee affinity by 2.0% but reduces the respective defensive affinities by the same amount. |
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Helm, Body, Legs | 81 | 1000 | 80 | Blood, Death, Chaos | Increases maximum damage and decreases minimum damage by 1.5%. |
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Body, Legs | 82 | 1000 | 80 | Air, Water, Death | Slower abilities and attacks receive a maximum damage bonus scaling on attack speed. Scales off of ability speed, capping at 50% increase or decrease. |
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Gloves, Boots | 85 | 1200 | 100 | Chaos, Nature, Cosmic | Increases your chance of finding items from slain enemies by 3%. |
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Gloves, Boots | 58 | 700 | 60 | Nature, Mind | Gain a 20% chance to not consume a buff stack (resulting in 25% more uses from a buff on average). |
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Gloves, Boots | 73 | 900 | 70 | Air, Water, Chaos, Mind | Gain 1 more essence per action where essence is acquired. |
Food Buffs
Image | Enchantment | Effect | |
---|---|---|---|
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Nimble | Increases defense for a short time. Each level of Nimble increases defense by around 10%. Eating food with spider legs as an ingredient will grant this buff; a popular recipe is 5 spider legs. | |
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Demon Skin | Reduces all damage taken in combat by the level of the demon skin. This only affects combat, so if consumed while out of combat there will be no effect. If you stop fighting, the buff disappears. It can be created by cooking food with Ichor; an example is 4 apples and 1 Ichor. Stacks are not consumed if the monster hits a 0. |
Special Combat
Elite Scroll
Elite Scrolls are found as a combat drop and offers a harder combat challenge for the player when the seal is broken. All combat zones drop a scroll, full info can be found here
Dungeon
Dungeons are multiplayer instances containing harder versions of the monsters and a boss. A key is required to enter the dungeon with craftable key pieces found in select zones.
Aberrant Shrimp
Aberrant Shrimp are fought when augmenting a Shrimp Bauble until it breaks. They have 300 HP and drop Shrimp and one of either Shrimp Carapace, Shrimp Greaves, Shrimp Helm, or Shrimp Shell.
Spriggan
Spriggans are fought when Foraging in the Living Forest. They have 75 HP and drop Branches, Logs, Sageberry Bush Seeds, and Elder Tree Seeds.
Greater Demon
Greater Demons are fought when mining in the Deep Pit. They have 89 HP and drop Scrolls, Demonic Trial, Ichor, and Gold Ore.
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CollapseSkills (Experience Table) | |
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Gathering | |
Production | |
Magic | |
Combat |
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