Difference between revisions of "Combat (Pre-Refactor)"

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(→‎Encounter table: Corrected Caves encounter rate)
m (HeckYea moved page Combat to Combat (Pre-Refactor): moving combatwip to combat and want this to stay around if it is needed as a reference)
 
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[[File:Combat UI.jpg|thumb|500x500px|Combat UI|alt=]]
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{{Incomplete|[[Refactor]] March 02, 2023}}[[File:Combat UI v2.png|alt=|thumb|480x480px|Combat UI]]
'''Combat''' is a game play option where your character fights enemies located within increasingly difficult zones.
+
'''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]] or on the forum  [https://forum.idlescape.com/topic/107/sloppy-seconds-the-mainscape-combat-guide-by-magnus combat guide made by Magnus].
  
There are 4 skills to level in combat.<br />
+
There are 6 skills to level in combat; [[Combat#Constitution|constitution]], [[Combat#Attack|attack]], [[Combat#Strength|strength]], and [[Combat#Defense|defense]], magic and range.<br />
  
 
==Zones==
 
==Zones==
There are currently 7 zones; Farm, Caves, City, Lava Maze, Valley of Giants, Living Forest, and Deep Pit.
 
  
 
===Locations===
 
===Locations===
 +
====Solo Combat====
 
{| class="wikitable"
 
{| class="wikitable"
 
!Zone
 
!Zone
!Lowest recommended
+
!Lowest Recommended Combat Levels
level of each
+
!Lowest Recommended Gear
 
 
combat skills
 
!Lowest
 
Recommended gear
 
|-
 
|[[Deep Pit]]
 
|50-60
 
|Adamantite-Runite
 
|-
 
|[[Living Forest]]
 
|50-60
 
|Adamantite-Runite
 
 
|-
 
|-
 
|[[Farm]]
 
|[[Farm]]
|1-20
+
|1 - 20
 
|None - Bronze
 
|None - Bronze
 
|-
 
|-
 
|[[Caves]]
 
|[[Caves]]
|10-30
+
|10 - 30
 
|Bronze - Iron
 
|Bronze - Iron
 
|-
 
|-
Line 36: Line 24:
 
|20 - 60
 
|20 - 60
 
|Iron - Adamantite
 
|Iron - Adamantite
 +
|-
 +
|[[Deep Pit]] *
 +
|50 - 60
 +
|Adamantite - Runite
 +
|-
 +
|[[Living Forest]] *
 +
|50 - 60
 +
|Adamantite - Runite
 
|-
 
|-
 
|[[Lava Maze]]
 
|[[Lava Maze]]
|60 - 80
+
|60 - 80 (Using 1 of Healing, Overhealing, or Corrupted Ring)
 
|Adamantite - Runite
 
|Adamantite - Runite
 +
|-
 +
|[[Corrupted Lands]]
 +
|70 - 90 (Using 1-2 of Healing, Overhealing, or Corrupted Ring)
 +
|Runite - Stygian
 
|-
 
|-
 
|[[Valley of Giants]]
 
|[[Valley of Giants]]
|80 -99
+
|80 - 99 (Using 1-2 of Healing or Overhealing)
 
|Runite - Stygian
 
|Runite - Stygian
 +
|-
 +
|[[Elite Scroll]]
 +
|<- Click for more info
 +
|Runite - Stygian
 +
|}
 +
Zones marked with * are special combat areas
 +
 +
====Group Combat====
 +
{| class="wikitable"
 +
!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
 
|}
 
|}
  
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!Zones
 
!Zones
 
!Monster
 
!Monster
!Encounter rate
+
!Encounter Rate
 
!HP
 
!HP
|-
 
|[[Deep Pit]]
 
|[[Greater Demon]]
 
|100%
 
|89
 
|-
 
|[[Living Forest]]
 
|[[Spriggan]]
 
|100%
 
|75
 
 
|-
 
|-
 
| rowspan="4" |[[Farm]]
 
| rowspan="4" |[[Farm]]
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|5
 
|5
 
|-
 
|-
| rowspan="3" |[[Caves]]
+
| rowspan="2" |[[Caves]]
 
|[[Goblin]]
 
|[[Goblin]]
 
|45%
 
|45%
 
|5
 
|5
 
|-
 
|-
|[[Imp]]
+
|[[Imp]] / [[Greater Imp]]
|35%
+
|55%
|10
 
|-
 
|[[Greater Imp]]
 
|20%
 
 
|10
 
|10
 
|-
 
|-
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|20%
 
|20%
 
|42
 
|42
 +
|-
 +
|[[Living Forest]]
 +
|[[Spriggan]]
 +
|100%
 +
|75
 +
|-
 +
|[[Deep Pit]]
 +
|[[Greater Demon]]
 +
|100%
 +
|89
 
|-
 
|-
 
| rowspan="2" |[[Lava Maze]]
 
| rowspan="2" |[[Lava Maze]]
Line 110: Line 144:
 
|60%
 
|60%
 
|81
 
|81
 +
|-
 +
| rowspan="3" |[[Corrupted Lands]]
 +
|[[Corrupted Tree]]
 +
|45%
 +
|95
 +
|-
 +
|[[Infected Naga]]
 +
|45%
 +
|100
 +
|-
 +
|[[Bone Giant]]
 +
|10%
 +
|125
 
|-
 
|-
 
| rowspan="3" |[[Valley of Giants]]
 
| rowspan="3" |[[Valley of Giants]]
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|33%
 
|33%
 
|160
 
|160
 +
|-
 +
| rowspan="2" |[[Chaos Wastes]]*
 +
|[[Chaos Giant]]
 +
|50%
 +
|300
 +
|-
 +
|[[Chaotic Abomination]]
 +
|50%
 +
|425
 
|-
 
|-
 
|}
 
|}
  
Special combat areas include [[Foraging]] zone [[Living Forest]], and [[Mining]] zone [[Deep Pit]], where you randomly fight a difficult monster. You may not run from these encounters, and failing results in a 15 minute lockout timer before you may access that zone again.
+
<nowiki>*</nowiki> 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 [[Spriggan]]s or [[Greater Demon]]s 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.  
  
<br />
+
==Death==
 +
Death occurs when a player's health reaches zero. The preceding action will be cancelled and the player returns to idling.
  
==Combat experience==
+
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.
Players gain combat skill Exp when dealing damage. The normal value is 2 Exp in the combat skill used and 1 Exp in Constitution per damage.  When fighting in a balanced stance, each skill gains 2/3 of an experience per damage.
 
  
 
==Skills==
 
==Skills==
 +
{| class="wikitable align-center-1"
 +
! colspan="3" |Combat skills
 +
|-
 +
|<img src="https://play.idlescape.com/images/combat/constitution_icon.png" alt="" height="35" width="35">
 +
|'''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.
  
===Constitution===
+
''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.''
Constitution is the skill that determines your maximum health points (HP). The amount of health left can be seen next to the heart icon in the combat page.
+
|-
 +
|<img src="https://play.idlescape.com/images/combat/attack_icon.png" alt="" height="35" width="35">
 +
|'''Attack'''
 +
|Attack determines a player's hit chance, along with the players accuracy bonus.
 +
|-
 +
|<img src="https://play.idlescape.com/images/combat/strength_icon.png" alt="" height="35" width="35">
 +
|'''Strength'''
 +
|Strength contributes to your maximum damage per hit, along with the players melee strength bonus.
 +
|-
 +
|<img src="https://play.idlescape.com/images/combat/defense_icon.png" alt="" height="35" width="35">
 +
|'''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 <math>Accuracy = Attack Level * (Accuracy Bonus + 64)</math>
  
Food can restore your health inside of or outside of battle and can have buffs to make your fighting better for a short time.  It is not recommended to use high healing food at a low constitution level because auto-eat will not eat.
+
Keep in mind that the hit chance is also determined by an enemy's defense toward your attack type.  
  
===Attack===
+
The only way to deal 0 damage is by missing the target, all accurate hits will deal at least 1 damage. The [[Cooking#Buffs gained from food|Demon Skin]] buff can decrease a damage to 0.
Attack is the skill that determines your hit chance. The amount of experience gained based on the damage dealt and your current stance, where each attack gives a total two experience point spread with attack, defense, and strength, depending on your current stance.
 
  
 
===Strength===
 
===Strength===
Strength is the skill that determines your maximum damage. The amount of experience gained based on the damage dealt and your current stance, where each attack gives a total two experience point spread with attack, defense, and strength, depending on your current stance.
+
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:
 +
 
 +
<math>Max Hit= \Biggl\lfloor 0.5 + \frac {(Strength Level + 8) \times (Strength Bonus + 64)}{640} \Biggr\rfloor </math>
 +
 
 +
Max hit from a hard-hitting monster can only be decreased with the [[Scroll of Protection]] and/or the [[Cooking#Buffs gained from food|Demon Skin]] buff.
  
 
===Defense===
 
===Defense===
Defense is the skill that determines your dodge chance. The amount of experience gained based on the damage dealt and your current stance, where each attack gives a total two experience point spread with attack, defense, and strength, depending on your current stance.
+
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.
 
 
<br />
 
==Stats==
 
There are various stats that can affect combat. These stats are determined by the equipment (armor and weapon).
 
  
===Accuracy===
+
The formula for defense is <math>Defense = Defense Level * (Defense Bonus + 64)</math> where you use the corresponding defense bonus for whatever type of attack you are defending from (ex. Stab).
Accuracy from equipment determines the hit rate along with attack level. Attack level supports hit chance a lot more than accuracy from weapon. Keep in mind that the hit chance is also determined by enemy's defense to your attack type.
 
  
 
===Attack Type===
 
===Attack Type===
There are three types of attack(slash, stab, crush) which is determined by the weapon you use. 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, for example all giants are weak to crush, making them weak to battleaxes.
+
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.
  
===Defense===
+
===Hit Chance===
Defense from equipment bonus determines the dodge rate along with defense level. Defense level supports dodge chance a lot more than defense from armors. Keep in mind that the dodge chance is also determined by enemy's attack and your defense to their attack type.
+
If Accuracy > Defense:
  
===Attack Speed===
+
<math>Hit Chance =1 - 0.5 * \frac {Defense}{Accuracy}</math>
Attack speed is a stat that determines the amount of time needed to do another attack. The attack speed differs with every weapon according to the weapon type, with some exception (Zero Edge has 2s attack speed instead of 2.4s). A faster attack speed doesn't always make it better because of the patience enchantment, which makes slow weapon hits harder.
 
  
===Strength===
+
Else:
Strength from equipment determines the maximum damage you can deal along with strength level. Strength level supports damage a lot more than strength from equipment. The damage you deal can also be affected by enchantments, such as critical strike, patience, and recklessness. Keep in mind that patience and recklessness adds to both the minimum and maximum damage while strength only adds to the maximum damage.
 
  
 +
<math>Hit Chance = 0.5 * \frac {Accuracy}{Defense}</math>
  
You can calculate your maximum hit with this formula:
+
===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.
  
<math>Max Hit= \Biggl\lfloor 1.3+ \frac {Strength Level}{10}+ \frac {Strength Bonus}{80}+ \frac {Strength Level \times Strength Bonus}{640} \Biggr\rfloor </math>
+
The [[Scroll of Patience]] increases damage based on how slow the weapon hits.
  
 
==Enchantments==
 
==Enchantments==
{| class="wikitable mw-collapsible mw-collapsed"
+
{{Enchantments|Combat}}
|+
+
 
 +
===Food Buffs===
 +
 
 +
{| class="wikitable"
 
!Image
 
!Image
 
!Enchantment
 
!Enchantment
!Applicable to
 
 
!Effect
 
!Effect
 +
|
 
|-
 
|-
 
|<img src="https://www.idlescape.com/images/magic/buffs/nimble.png" alt="" height="60">
 
|<img src="https://www.idlescape.com/images/magic/buffs/nimble.png" alt="" height="60">
 
|Nimble
 
|Nimble
|Food
+
|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.
|Increases evasion slightly, in other words, increases you defense. Eating food with spider legs as an ingredient will grant this buff; a popular recipe is 5 spider legs.
 
 
|-
 
|-
 
|<img src="https://www.idlescape.com/images/magic/buffs/demon_skin.png" alt="" height="60">
 
|<img src="https://www.idlescape.com/images/magic/buffs/demon_skin.png" alt="" height="60">
 
|Demon Skin
 
|Demon Skin
|Food
+
|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.
|It reduces all damage taken in combat by the power of the enchantment. It is only available if you are fighting, so if you consume it while not fighting, it only heals you. If you stop fighting, the buff disappears. It can be created by cooking food with [[Ichor]]; An example is 4 apples and 1 Ichor.  If a monster hits a 0 on you, you will not lose a stack.
 
|-
 
|<img src="https://idlescape.com/images/enchanting/scroll_of_overhealing.png" alt="" height="60">
 
|Overhealing
 
|Weapon
 
|It heals, rounded, 1% of overkill damage dealt, per scroll. It is the best on a powerful weapon, as you will overkill much further.
 
|-
 
|<img src="https://idlescape.com/images/enchanting/scroll_of_critical_strike.png" alt="" height="60">
 
|Critical Strike
 
|Weapon
 
|It gives a 5% chance to deal a critical strike, which multiplies the maximum hit by 1.4. Again, it is best on a powerful weapon, because it multiplies instead of adding, which is much better.
 
|-
 
|<img src="https://idlescape.com/images/enchanting/scroll_of_critical_strike.png" alt="" height="60">
 
|Accuracy
 
|Weapon
 
|Increase your accuracy.  Recommended for higher combat zones if you have low attack.
 
|-
 
|<img src="https://idlescape.com/images/enchanting/scroll_of_recklessness.png" alt="" height="60">
 
|Recklessness
 
|Helmet, Body, Legs
 
|Each scroll increases your damage by 1. This is added last.  You will still be able to hit zeroes.
 
|-
 
|<img src="https://idlescape.com/images/enchanting/scroll_of_patience.png" alt="" height="60">
 
|Patience
 
|Body, Legs
 
|Increases your maximum damage.  The slower your weapon is, the more it will increase damage by, but even if you have a 2-second weapon, it will still increase you maximum damage.  This is added AFTER critical strike but before recklessness.
 
|-
 
|<img src="https://idlescape.com/images/enchanting/scroll_of_healing.png" alt="" height="60">
 
|Healing
 
|Shield
 
|It increases your health regeneration rate.
 
|-
 
|<img src="https://idlescape.com/images/enchanting/scroll_of_weakening.png" alt="" height="60">
 
|Weakening
 
|Everything
 
|Each weakening enchantment decreases the level requirements of the equipment by 5. This should only be added to extremely powerful weapons, as it is cheaper, because it is much cheaper just to level up attack or defence on a low level.
 
|-
 
|<img src="https://idlescape.com/images/enchanting/scroll_of_reinforcement.png" alt="" height="60">
 
|Reinforcement
 
|Armor
 
|Each enchantment decreases your enemy's accuracy by 5%.  This enchantment is about as good as protection.
 
|-
 
|<img src="https://idlescape.com/images/enchanting/scroll_of_reinforcement.png" alt="" height="60">
 
|Protection
 
|Armor
 
|Each scroll reduces all damage you take by 4%. This enchantment is about as good as reinforcement.
 
 
|}
 
|}
  
==Other Combat==
+
==Special Combat==
 +
 
 +
===Elite Scroll===
 +
[[Elite Scroll]]s 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 [[Elite Scroll|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===
[[Aberrant Shrimp]] are fought when augmenting a [[Shrimp Bauble]] until it breaks. Aberrant Shrimp have 300 HP and drop up to 5 [[Magic Shrimp]], up to 1 Shrimp Carapace, Shrimp Greaves, Shrimp Helm, or Shrimp Shell.
+
[[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]].
 
<br />
 
<br />
  
 
===Spriggan===
 
===Spriggan===
[[Spriggan|Spriggans]] are fought when [[Foraging]] in the [[Living Forest]]. They have 75 HP and drop [[Branch|Branches]] , up to 10 of each type of [[Log|Log]], [[Sageberry Bush Seed]], or [[Elder Tree Seed|Elder Tree Seeds]].<br />
+
[[Spriggan]]s are fought when [[Foraging]] in the [[Living Forest]]. They have 75 HP and drop [[Branch]]es, [[Log]]s, [[Sageberry Bush Seed]]s, and [[Elder Tree Seed]]s.
 +
<br />
  
 
===Greater Demon===
 
===Greater Demon===
[[Greater Demon|Greater Demons]] are fought when mining in the Deep Pit, each with 89 HP. They drop up to 1 [[scroll]], up to 2 [[Ichor]] and [[Gold Ore]].
+
[[Greater Demon]]s are fought when mining in the [[Deep Pit]]. They have 89 HP and drop [[Scroll]]s, [[Demonic Trial]], [[Ichor]], and [[Gold Ore]].
 
 
 
<br />
 
<br />
  
Line 254: Line 306:
  
 
*[[Equipment]]
 
*[[Equipment]]
 +
 +
----
 +
{{Skills}}
 +
[[Category:Combat]]

Latest revision as of 12:54, 1 September 2023

Incomplete.PNG
This page or section is incomplete and could use improvement.
Reason: Refactor March 02, 2023
You can discuss this issue on the talk page or edit this page to improve it.
Combat UI

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 or on the forum combat guide made by Magnus.

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
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.

Attack Attack determines a player's hit chance, along with the players accuracy bonus.
Strength Strength contributes to your maximum damage per hit, along with the players melee strength bonus.
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

List of useful Enchantments.

Scrollcrafting Scroll Slot Level Silver Amount Rune Amount Runes Effect per scroll
Scroll of Weakening Scroll of Weakening Helm, Body, Legs, Shield, Weapon 4 100 20 Air, Fire, Mind Decreases the level requirements of the item by 1.
Scroll of Healing Scroll of Healing Shield, Combat-Amulet 10 200 30 Blood, Nature, Cosmic Passive heal per tick increased by 20%. Increases health received from consumables by 10%.
Scroll of Fortitude Scroll of Fortitude Shield, Combat-Amulet 68 800 70 Blood, Chaos, Nature Increases stamina by 10.
Scroll of Force Scroll of Force Shield 79 900 80 Blood, Death, Chaos Gain 1% of your protection as strength.
Scroll of Overhealing Scroll of Overhealing Weapon 11 200 30 Air, Water, Death Heal for 1% of overkill damage on a target.
Scroll of Accuracy Scroll of Accuracy Weapon 28 400 40 Blood, Death, Mind Increases accuracy for all three combat styles by 3% multiplicatively.
Scroll of Critical Strike Scroll of Critical Strike Weapon 52 600 60 Blood, Death, Chaos, Cosmic Increases critical chance and damage multiplier by 2.5%.
Scroll of Endless Ammo Scroll of Endless Ammo 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.
Scroll of Rune Reserves Scroll of Rune Reserves 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).
Scroll of Reinforcement Scroll of Reinforcement Helm, Body, Legs 13 200 30 Death, Chaos, Mind Increases agility by 12.
Scroll of Protection Scroll of Protection Helm, Body, Legs 31 400 40 Air, Earth, Cosmic Increases protection by 10.
Scroll of Resistance Scroll of Resistance Helm, Body, Legs 32 400 40 Air, Fire, Cosmic Increases resistance by 10.
Scroll of Recklessness Scroll of Recklessness 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.
Scroll of False Equilibrium Scroll of False Equilibrium Helm, Body, Legs 81 1000 80 Blood, Death, Chaos Increases maximum damage and decreases minimum damage by 1.5%.
Scroll of Patience Scroll of Patience 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.
Scroll of the Treasure Hunter Scroll of the Treasure Hunter Gloves, Boots 85 1200 100 Chaos, Nature, Cosmic Increases your chance of finding items from slain enemies by 3%.
Scroll of Prolonging Scroll of Prolonging 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).
Scroll of Enlightenment Scroll of Enlightenment Gloves, Boots 73 900 70 Air, Water, Chaos, Mind Gain 1 more essence per action where essence is acquired.

Food Buffs

Image Enchantment Effect
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.
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.

See also