Difference between revisions of "Combat"

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(changed enchantment section to a chart)
(→‎Healing: rephrasing and mentioning Set Bonus, resurrection, global buffs, moved the enchanting gear before the sentence discussing abilites)
 
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[[File:Combat UI.jpg|thumb|500x500px|Combat UI|alt=]]
+
[[File:Combat UI (2025-04-20).png|480px|thumb|right|Combat UI]]
'''Combat''' is a game play option where your character fights enemies located within increasingly difficult zones.
 
  
There are 4 skills to level in combat.<br />
+
'''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 A beginner's guide on combat can be found on the wiki page [[Combat Guide]] (outdated).
  
==Zones==
+
= Skills =
There are currently 5 zones; Farm, Caves, City, Lava Maze, Valley of Giants.
+
 
 +
There are six skills to level in combat: '''Constitution''', '''Attack''', '''Strength''', '''Defense''', '''Magic''' and '''Range'''.
 +
 
 +
== {{Img|Constitution|35|word=1|nolink=1}} ==
 +
 
 +
'''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:
 +
 
 +
<math>\max(1, \lfloor \frac{{\text{damage}}}{50} + \frac{{\text{mitigated}}}{25} \rfloor)</math>
 +
 
 +
== {{Img|Attack|35|word=1|nolink=1}} ==
 +
 
 +
'''Attack''' determines your accuracy and your overall effectiveness when dealing damage. Attack experience is gained by dealing any form of damage.
 +
 
 +
== {{Img|Defense|35|word=1|nolink=1}} ==
 +
 
 +
'''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:
 +
 
 +
<math>\max(1, \lfloor \frac{{\text{damage}}}{25} + \frac{{\text{mitigated}}}{10} \rfloor)</math>
 +
 
 +
If you dodge an attack, the enemy's attack level is used as mitigated damage, with damage dealt as 0.
 +
 
 +
== {{Img|Strength|35|word=1|nolink=1}} ==
 +
 
 +
'''Strength''' determines your effectiveness when using melee skills. Strength experience is obtained when dealing damage with the associated skills.
 +
 
 +
== {{Img|Magic|35|word=1|nolink=1}} ==
 +
 
 +
'''Magic''' determines your effectiveness when using magic skills. Magic experience is obtained when dealing damage with the associated skills.
 +
 
 +
== {{Img|Range|35|word=1|nolink=1}} ==
 +
 
 +
'''Range''' determines your effectiveness when using range skills. Ranged experience is obtained when dealing damage with the associated skills.
 +
 
 +
= Equipment Statistics =
 +
 
 +
[[File:Equipment UI.png|480px|thumb|right|Equipment UI]]
 +
 
 +
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:
 +
 
 +
* [[File:Melee splash.png|20px]] Melee
 +
* [[File:Magic splash.png|20px]] Magic
 +
* [[File:Range splash.png|20px]] Range
 +
* [[File:Stab splash.png|20px]] Piercing
 +
* [[File:Crush splash.png|20px]] Blunt
 +
* [[File:Slash splash.png|20px]] Slashing
 +
* [[File:Fire_splash.png|20px]] Fire
 +
* [[File:Ice_splash.png|20px]] Ice
 +
* [[File:Nature_splash.png|20px]] Nature
 +
* [[File:Chaos_splash.png|20px]] Chaos
 +
* [[File:Poison_splash.png|20px]] Poison
 +
* [[File:Lightning_splash.png|20px]] Lightning
 +
 
 +
== Enchantments ==
 +
 
 +
There are various [[Enchanting|enchantments]] available to customize your [[equipment]] in a way that helps you in combat. Here's a list of enchantments you might find useful.
 +
 
 +
{{Enchantments|Combat}}
 +
 
 +
= 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)|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 =
 +
 
 +
[[File:Combat food inventory nearly full.png|frame|Combat Food UI]]
 +
 
 +
== Healing ==
 +
 
 +
While in combat, being hit and receiving damage from enemies is inevitable. Health is recovered by the following:
 +
 
 +
* Eating food is a common and immediate way to heal. Although many raw and prepared ingredients are edible, it is preferable to consume [[Cooking#All Recipes Table|cooked dishes]] for their higher hit point recovery.
 +
 
 +
* Food can be stored in a special '''Combat Food''' inventory found under the '''Equipment''' tab. With a maximum of 28 slots, each slot holds one food item (not a stack of food items). If using the AutoEat function during battle, food is eaten in order from top left to bottom right.
 +
 
 +
* Another strategy is to engage in battle during periods of global buffs (purchased in the [[Shrine of Toucan]]) conducive to healing such as [[Messy Eater]] which increases the amount of health received by food by 3%.
 +
 
 +
* Enchanting gear with [[Healing]], [[Overhealing]], or [[Soul Stealing]] also promotes healing.
 +
 
 +
* Certain abilities allow self healing such as the [[Forest's Embrace]] found on the [[Sylvan Staff]]. By wearing the associated pieces of armor (ie. those with Forest's Embrace) as a set, this activates the set bonus for improved buff amounts.
 +
 
 +
* Having a team member with the [[Bandage Friendly]] or resurrection abilities active during battle will also heals you and other allies present.
 +
 
 +
When you finish or leave a zone, elite challenge or dungeon, your health is fully restored.
 +
 
 +
== Death ==
 +
 
 +
Should your remaining hit points reach 0, death occurs and a respawn timer starts. Then you cannot continue to battle before this timer runs out. During solo combat in a normal (non-dungeon and non-elite challenge) zone, this means the difficulty of the area you're in will be reset to 0 or the minimum starting difficulty set before entering the zone.
 +
 
 +
If you are in a dungeon or elite challenge, hopefully the remaining party members can continue towards the final confrontation, otherwise the dungeon run ends uncompleted and no dungeon victory loot is awarded.
 +
 
 +
= 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|dungeon key]] or [[Elite Scroll|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.
  
===Locations===
 
 
{| class="wikitable"
 
{| class="wikitable"
!Zone
+
! Zone
!Lowest recommended
+
! Lowest Recommended<br>Combat Levels
level of each
+
! Recommended<br>Combat Style
 
+
|-
combat skills
+
| [[Farm]]
!Lowest
+
| style="text-align:center" | 1–5
Recommended gear
+
| Any Skill
 +
|-
 +
| [[Caves]]
 +
| style="text-align:center" | 5–10
 +
| Any Skill
 +
|-
 +
| [[City]]
 +
| style="text-align:center" | 10–20
 +
| Magic
 +
|-
 +
| [[Fallen Academy]]
 +
| style="text-align:center" | 25–50
 +
| Range or Melee
 
|-
 
|-
|[[Deep Pit]]
+
| [[Lava Maze]]
|50-60
+
| style="text-align:center" | 20–40
|Adamantite-Runite
+
| Range
 
|-
 
|-
|[[Living Forest]]
+
| [[Corrupted Lands]]
|50-60
+
| style="text-align:center" | 40–60
|Adamantite-Runite
+
| Melee
 
|-
 
|-
|[[Farm]]
+
| [[Valley of Giants]]
|1-20
+
| style="text-align:center" | 60–90
|None - Bronze
+
| Melee
 
|-
 
|-
|[[Caves]]
+
| [[Overgrown Woods]] (Duo Zone)
|10-30
+
| style="text-align:center" | 25–50
|Bronze - Iron
+
| Range
 
|-
 
|-
|[[City]]
+
| [[Enchanted Armory]] (Duo Zone)
|20 - 60
+
| style="text-align:center" | 40–70
|Iron - Adamantite
+
| Magic
 
|-
 
|-
|[[Lava Maze]]
+
| [[Elven Encampment]] (Duo Zone)
|60 - 80
+
| style="text-align:center" | 50–75
|Adamantite - Runite
+
| Range
 
|-
 
|-
|[[Valley of Giants]]
+
| [[Chaos Wastes]] (Duo Zone)
|80 -99
+
| style="text-align:center" | 90+
|Runite - Stygian
+
| Magic
 
|}
 
|}
  
===Encounter table===
+
== Dungeons ==
 +
 
 +
Dungeons are instances in which a group of players can band together to defeat the monsters within. After battling waves of enemies, a final boss awaits with the promise of treasure and accolades.
 +
 
 +
To enter a dungeon, a key is required. These keys can be [[Crafting|crafted]] and upgraded through [[Augmenting|augmentation]] which will make the dungeon more challenging and the riches more enticing.
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
!Zones
+
! Dungeon
!Monster
+
! Key
!Encounter rate
+
! Lowest Recommended<br>Combat Levels
|-
+
! Recommended<br>Combat Style
|[[Deep Pit]]
+
! Max Group Size
|[[Greater Demon]]
 
|100%
 
|-
 
|[[Living Forest]]
 
|[[Spriggan]]
 
|100%
 
|-
 
| rowspan="4" |[[Farm]]
 
|[[Chicken]]
 
|30%
 
 
|-
 
|-
|[[Rat]]
+
| [[Goblin Settlement]]
|30%
+
| {{img|Torn Goblin Settlement Map|35|35|word=1}}
 +
| style="text-align:center" | 30+
 +
| Any Style
 +
| style="text-align:center" | 3
 
|-
 
|-
|[[Cow]]
+
| [[Dark Fortress]]
|30%
+
| {{img|Dark Fortress Key|35|35|word=1}}
 +
| style="text-align:center" | 50+
 +
| Any Style
 +
| style="text-align:center" | 3
 
|-
 
|-
|[[Goblin]]
+
| [[Ancient Barrows]]
|10%
+
| {{img|Cursed Spade|35|35|word=1}}
 +
| style="text-align:center" | 50+
 +
| Melee/Ranged
 +
| style="text-align:center" | 2
 
|-
 
|-
| rowspan="3" |[[Caves]]
+
| [[Overgrown Castle]]
|[[Goblin]]
+
| {{img|Castle Map|35|35|word=1}}
|30%
+
| style="text-align:center" | 50+
 +
| Any Style
 +
| style="text-align:center" | 4
 
|-
 
|-
|[[Imp]]
+
| [[Palace of Flame]]
|30%
+
| {{img|Burning Feather|35|35|word=1}}
 +
| style="text-align:center" | 60+
 +
| Range/Magic
 +
| style="text-align:center" | 2
 
|-
 
|-
|[[Greater Imp]]
+
| [[Giant's Keep]]
|30%
+
| {{img|Giant's Keep Key|35|35|word=1}}
 +
| style="text-align:center" | 75+
 +
| Any Style
 +
| style="text-align:center" | 5
 
|-
 
|-
| rowspan="2" |[[City]]
+
| [[Eye of the Storm]]
|[[Guard]]
+
| {{img|Ancient Pyramid|35|35|word=1}}
|80%
+
| style="text-align:center" | 75+
 +
| Range
 +
| style="text-align:center" | 5
 
|-
 
|-
|[[Black Knight]]
+
| [[Elder Ruins]]
|20%
+
| {{img|Elder Lockstone|35|35|word=1}}
 +
| style="text-align:center" | 75+
 +
| Range
 +
| style="text-align:center" | 5
 
|-
 
|-
| rowspan="2" |[[Lava Maze]]
+
| [[The Maelstrom]]
|[[Deadly Red Spider]]
+
| {{img|Ancient Maelstrom Orb|35|35|word=1}}
|40%
+
| style="text-align:center" | 90+
 +
| Any Style
 +
| style="text-align:center" | 5
 
|-
 
|-
|[[Lesser Demon|Lesser demon]]
+
| [[RISE OF INFO]]
|60%
+
| {{img|RISE OF INFO|35|35|word=1}}
 +
| style="text-align:center" | 99+
 +
| Any Style
 +
| style="text-align:center" | 50
 
|-
 
|-
| rowspan="3" |[[Valley of Giants]]
+
| [[Dwarven Research Station]]
|[[Fire Giant]]
+
| {{img|Dwarven Research Key|35|35|word=1}}
|33%
+
| style="text-align:center" | Master/Legendary Gathering Gear
 +
| Master Miner
 +
| style="text-align:center" | 1
 
|-
 
|-
|[[Moss Giant]]
+
| [[Nature Atheneum]]
|33%
+
| {{img|Heart of the Oak|35|35|word=1}}
 +
| style="text-align:center" | Master/Legendary Gathering Gear
 +
| Master Forager
 +
| style="text-align:center" | 1
 
|-
 
|-
|[[Ice Giant]]
+
| [[Abandoned Academy Base]]
|33%
+
| {{img|Abandoned Academy Scroll|35|35|word=1}}
 +
| style="text-align:center" | Master/Legendary Gathering Gear
 +
| Master Fisherman
 +
| style="text-align:center" | 1
 
|-
 
|-
 +
| [[Master Chicken's Kitchen]]
 +
| {{img|Prismatic Pudding|35|35|word=1}}
 +
| style="text-align:center" | Master/Legendary Gathering Gear
 +
| Master Chef
 +
| style="text-align:center" | 1
 
|}
 
|}
  
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.
+
== Elite Challenges ==
  
<br />
+
Elite challenges are challenging instanced experiences in regular combat zones.
  
==Combat experience==
+
To enter such a challenge you need an [[Elite Scroll]]. These scrolls drop during combat in regular zones and can be found in [[chests]].
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==
+
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.
  
===Constitution===
+
(TH means the Treasure Hunter buff)
Constitution is the skill that determines your maximum health points (HP).
+
{| class="wikitable sortable"
 
+
! Scroll
The amount of health left can be seen next to the heart icon in the combat page.
+
! Source
 
+
! Recommended Level/Style (Scroll+0)
===Attack===
+
! Encounter During Challenge
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.
+
! Permanent TH Gained In<br>(Completed scroll level +1 or higher)
 
+
|-
===Strength===
+
| {{img|Cluster-Cluck|45|word=1}}
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.
+
| [[Chicken]] in [[Farm]]
 
+
| 75+, Any
===Defense===
+
| [[Ot_to's Prized Hen]]
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.
+
| [[Farm]]
 
+
|-
<br />
+
| {{img|Stew Stained Page|45|word=1}}
==Stats==
+
| [[Goblin]] in [[Farm]], [[Caves]], or [[Goblin Settlement]]
There are various stats that can affect combat. These stats are determined by the equipment (armor and weapon).
+
| 75+, Any
 
+
| [[Big Gobbo]]
===Accuracy===
+
| [[Caves]]
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.
+
|-
 
+
| {{img|Black Knight's Trial|45|word=1}}
===Attack Type===
+
| [[Black Knight]] in the [[City]]
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 giant is weak to crush making them weak to battleaxes.
+
| 75+, Magic
 
+
| Elite Black Knight
===Defense===
+
| [[City]]
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.
+
|-
 
+
| {{img|Taproot Scroll|45|word=1}}
===Attack Speed===
+
| [[Spriggan]] in [[Living Forest]] or [[Nature Atheneum]]
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.
+
| 75+, Range/Magic
 
+
| [[Elder Spriggan]]
===Strength===
+
| [[Sacred Grove]]
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.
+
|-
 
+
| {{img|Demonic Trial|45|word=1}}
 
+
| [[Greater Imp]]/[[Lesser Demon]]/[[Greater Demon]] in<br>[[Caves]]/[[Lava Maze]]/[[Deep Pit]]
You can calculate your maximum hit with this formula:
+
| 75+, Range
 
+
| Elite Lesser/Greater Demon
<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>
+
| [[Lava Maze]]
 
 
==Enchantments==
 
{| class="wikitable"
 
|+Enchantments
 
!Enchantment
 
!Item that it can be put on
 
!Effect
 
 
|-
 
|-
|Demon Skin
+
| {{img|Stormy Sea Scroll|45|word=1}}
|Food
+
| [[Sunken Treasure]]/[[Ancient Treasure]], Combat in [[Stormier Seas]]
|It reduces all damage taken in combat by 2. It is only available if you are fighting, so if you consume it while not fighting, it does nothing. Also, if you stop fighting, the buff disappears. It can be created by cooking food with [[Ichor]]. An example is 4 apples and 1 Ichor.
+
| 75+, Any
 +
| Elite Swordfish
 +
| [[Stormier Seas]]
 
|-
 
|-
|Overhealing
+
| {{img|Corroded Scroll|45|word=1}}
|Weapon
+
| [[Infected Naga]]/[[Bone Giant]] in [[Corrupted Lands]]
|It heals, rounded down, 1% of overkill damage dealt, per scroll. It is the best on a powerful weapon, as you will overkill much further.
+
| 75+, Melee
 +
| Elite Infected Naga/Bone Giant
 +
| [[Corrupted Lands]]
 
|-
 
|-
|Critical Strike
+
| {{img|Giant Scroll|45|word=1}}
|Weapon
+
| Giants in [[Valley of Giants]]
|It gives a 5% chance to deal a critical strike, which multiplies the hit by 1.4 Again, it is best on a powerful weapon, because it multiplies instead of adding, which is much better.
+
| 75+, Melee
 +
| Elite Giant <br>''33% chance between Fire/Ice/Moss''
 +
| [[Valley of Giants]]
 
|-
 
|-
|Recklessness
+
| {{img|Shapeless Scroll|45|word=1}}
|Armor
+
| [[Chaos Giant]]s and [[Chaotic Abomination]]s in [[Chaos Wastes]]
|Each scroll increases your hit by 1. This is added <u>AFTER</u> critical strike.
+
| 90+, Magic
 +
| Elite Chaos Giant
 +
| [[Chaos Wastes]]
 
|-
 
|-
|Healing
+
| {{img|Enchanted Armory Scroll|45|word=1}}
|Shield
+
| Glass Knights, Rangers and Mages in the [[Enchanted Armory]]
|It increases your health regen rate.
+
| 75+, Any
 +
| {{?}}
 +
| [[Enchanted Armory]]
 
|-
 
|-
|Weakening
+
| {{img|Fallen Academy Scroll|45|word=1}}
|Armor, Shield, Weapon
+
| Corpse Eaters and Dark Mages in the [[Fallen Academy]]
|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.
+
| 75+, Melee/Range
 +
| {{?}}
 +
| [[Fallen Academy]]
 
|-
 
|-
|Reinforcement
+
| {{img|Overgrown Woods Scroll|45|word=1}}
|Armor
+
| Wild Boars and Wolves in the [[Overgrown Woods]]
|Each enchantment decreases your enemy's accuracy by 5%.
+
| 75+, Melee
 +
| {{?}}
 +
| [[Overgrown Woods]]
 
|-
 
|-
|Protection
+
| {{img|Elven Encampment Scroll|45|word=1}}
|Armor
+
| Elven Knights, Warriors, Mages and Rangers in the [[Elven Encampment]]
|Each scroll reduces all damage you take by 4%.
+
| 75+, Any
 +
| {{?}}
 +
| [[Elven Encampment]]
 
|}
 
|}
  
==Other Combat==
+
---
 
+
{{Navbar Skills}}
===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.
 
<br />
 
 
 
===[[Spriggan]]===
 
Spriggans are fought when [[Foraging]] in the [[Living Forest]]. They have 150 HP and drop [[Branch|Branches]] , up to 10 Logs, Sageberry Bush Seed, or Elder Tree Seeds. See: [[Spriggan]]<br />
 
 
 
===[[Greater Demon]]===
 
Greater Demons are fought when mining in the Deep Pit. They drop up to 1 [[scroll]], up to 1 [[Ichor]] and [[Gold Ore]].
 
 
 
<br />
 
 
 
==See also==
 
 
 
*[[Equipment]]
 

Latest revision as of 20:39, 23 April 2025

Combat UI

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).

Skills

There are six skills to level in combat: Constitution, Attack, Strength, Defense, Magic and Range.

Constitution 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

Attack determines your accuracy and your overall effectiveness when dealing damage. Attack experience is gained by dealing any form of damage.

Defense 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

Strength determines your effectiveness when using melee skills. Strength experience is obtained when dealing damage with the associated skills.

Magic Magic

Magic determines your effectiveness when using magic skills. Magic experience is obtained when dealing damage with the associated skills.

Range Range

Range determines your effectiveness when using range skills. Ranged experience is obtained when dealing damage with the associated skills.

Equipment Statistics

Equipment UI

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:

  • Melee splash.png Melee
  • Magic splash.png Magic
  • Range splash.png Range
  • Stab splash.png Piercing
  • Crush splash.png Blunt
  • Slash splash.png Slashing
  • Fire splash.png Fire
  • Ice splash.png Ice
  • Nature splash.png Nature
  • Chaos splash.png Chaos
  • Poison splash.png Poison
  • Lightning splash.png Lightning

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.

scrollcrafting Scroll Slot Level Silver Amount Rune Amount Runes CollapseEffect 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.

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

Combat Food UI

Healing

While in combat, being hit and receiving damage from enemies is inevitable. Health is recovered by the following:

  • Eating food is a common and immediate way to heal. Although many raw and prepared ingredients are edible, it is preferable to consume cooked dishes for their higher hit point recovery.
  • Food can be stored in a special Combat Food inventory found under the Equipment tab. With a maximum of 28 slots, each slot holds one food item (not a stack of food items). If using the AutoEat function during battle, food is eaten in order from top left to bottom right.
  • Another strategy is to engage in battle during periods of global buffs (purchased in the Shrine of Toucan) conducive to healing such as Messy Eater which increases the amount of health received by food by 3%.
  • Certain abilities allow self healing such as the Forest's Embrace found on the Sylvan Staff. By wearing the associated pieces of armor (ie. those with Forest's Embrace) as a set, this activates the set bonus for improved buff amounts.
  • Having a team member with the Bandage Friendly or resurrection abilities active during battle will also heals you and other allies present.

When you finish or leave a zone, elite challenge or dungeon, your health is fully restored.

Death

Should your remaining hit points reach 0, death occurs and a respawn timer starts. Then you cannot continue to battle before this timer runs out. During solo combat in a normal (non-dungeon and non-elite challenge) zone, this means the difficulty of the area you're in will be reset to 0 or the minimum starting difficulty set before entering the zone.

If you are in a dungeon or elite challenge, hopefully the remaining party members can continue towards the final confrontation, otherwise the dungeon run ends uncompleted and no dungeon victory loot is awarded.

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 band together to defeat the monsters within. After battling waves of enemies, a final boss awaits with the promise of treasure and accolades.

To enter a dungeon, a key is required. These keys can be crafted and upgraded through augmentation which will make the dungeon more challenging and the riches more enticing.

Dungeon Key Lowest Recommended
Combat Levels
Recommended
Combat Style
Max Group Size
Goblin Settlement Torn Goblin Settlement Map Torn Goblin Settlement Map 30+ Any Style 3
Dark Fortress Dark Fortress Key Dark Fortress Key 50+ Any Style 3
Ancient Barrows Cursed Spade Cursed Spade 50+ Melee/Ranged 2
Overgrown Castle Castle Map Castle Map 50+ Any Style 4
Palace of Flame Burning Feather Burning Feather 60+ Range/Magic 2
Giant's Keep Giant Giant's Keep Key 75+ Any Style 5
Eye of the Storm Ancient Pyramid Ancient Pyramid 75+ Range 5
Elder Ruins Elder Lockstone Elder Lockstone 75+ Range 5
The Maelstrom Ancient Maelstrom Orb Ancient Maelstrom Orb 90+ Any Style 5
RISE OF INFO RISE OF INFO Rise of Info 99+ Any Style 50
Dwarven Research Station Dwarven Research Key Dwarven Research Key Master/Legendary Gathering Gear Master Miner 1
Nature Atheneum Heart of the Oak Heart of the Oak Master/Legendary Gathering Gear Master Forager 1
Abandoned Academy Base Abandoned Academy Scroll Abandoned Academy Scroll Master/Legendary Gathering Gear Master Fisherman 1
Master Chicken's Kitchen Prismatic Pudding Prismatic Pudding 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)

Scroll Source Recommended Level/Style (Scroll+0) Encounter During Challenge Permanent TH Gained In
(Completed scroll level +1 or higher)
Cluster-Cluck Cluster-Cluck Chicken in Farm 75+, Any Ot_to's Prized Hen Farm
Stew Stained Page Stew Stained Page Goblin in Farm, Caves, or Goblin Settlement 75+, Any Big Gobbo Caves
Black Knight Black Knight's Trial Black Knight in the City 75+, Magic Elite Black Knight City
Taproot Scroll Taproot Scroll Spriggan in Living Forest or Nature Atheneum 75+, Range/Magic Elder Spriggan Sacred Grove
Demonic Trial Demonic Trial Greater Imp/Lesser Demon/Greater Demon in
Caves/Lava Maze/Deep Pit
75+, Range Elite Lesser/Greater Demon Lava Maze
Stormy Sea Scroll Stormy Sea Scroll Sunken Treasure/Ancient Treasure, Combat in Stormier Seas 75+, Any Elite Swordfish Stormier Seas
Corroded Scroll Corroded Scroll Infected Naga/Bone Giant in Corrupted Lands 75+, Melee Elite Infected Naga/Bone Giant Corrupted Lands
Giant Scroll Giant Scroll Giants in Valley of Giants 75+, Melee Elite Giant
33% chance between Fire/Ice/Moss
Valley of Giants
Shapeless Scroll Shapeless Scroll Chaos Giants and Chaotic Abominations in Chaos Wastes 90+, Magic Elite Chaos Giant Chaos Wastes
Enchanted Armory Scroll Enchanted Armory Scroll Glass Knights, Rangers and Mages in the Enchanted Armory 75+, Any [?] Enchanted Armory
Fallen Academy Scroll Fallen Academy Scroll Corpse Eaters and Dark Mages in the Fallen Academy 75+, Melee/Range [?] Fallen Academy
Overgrown Woods Scroll Overgrown Woods Scroll Wild Boars and Wolves in the Overgrown Woods 75+, Melee [?] Overgrown Woods
Elven Encampment Scroll Elven Encampment Scroll Elven Knights, Warriors, Mages and Rangers in the Elven Encampment 75+, Any [?] Elven Encampment

---