Combat

From Idlescape Wiki
Jump to navigation Jump to search
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 A beginner's guide on combat can be found on the wiki page combat guide (outdated).

There are 6 skills to level in combat; constitution, attack, strength, and defense, magic and range.

Zones

Locations

Zone Lowest Recommended Combat Levels Recommendations
Farm 0 - 20 Any Skill
Caves 10 - 30 Any Skill
City 20 - 40 Magic
Fallen Academy 30 - 60 before diff11, 90+ at diff11+ 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 Melee
Enchanted Armory (Duo Zone) 40 - 70 Magic
Elven Encampment (Duo Zone) 50 -75 Range
Chaos Wastes (Duo Zone) 90+ Magic

Dungeons

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

Elite Challenges

There are eleven types of Elite Scrolls, each one dropping from a specific area. These can be augmented, and then completed to increase certain aspects of combat. For the main article, click here.

Difficulties

Difficulties are the different levels in every combat zone. Every 50 waves, your difficulty will increase by 1. Increasing difficulty results in increased stats from enemies, as well as new monsters that can spawn at high difficulties. In every zone, there are Elite versions of each monster that can spawn, rewarding much more loot but being much harder to defeat.

The difficulty stops increasing once you either reach your maximum (which by default is 10, but can be increased by completing Elite Challenges) or you reach a value that you preset before entering the zone.

Every 50 waves, the loadout that is associated with the zone is reloaded, which means your food will refill every difficulty increase if your loadout contains food. This is extremely helpful when trying to get as high as you can.

Farm
Difficulty Monster
1 Cow, Chicken, Goblin
RFI
Cave
Difficulty Monster
1 Goblin, Imp
5 Big Gobbo
RFI
City
Difficulty Monster
1 Guard, Black Knight, Militia Crossbowmen
RFI
Fallen Academy
Difficulty Monster
1 Dark Mage, Corpse Eater
5 Possessed Mage, Pactbound Sorceror
11 Exiled Preceptor
Lava Maze
Difficulty Monster
1 Lesser Demon, Deadly Red Spider
5 Greater Demon
RFI
Corrupted Lands
Difficulty Monster
1 Infected Naga, Corrupted Tree
RFI
Valley of Giants
Difficulty Monster
1 Ice Giant, Moss Giant, Fire Giant
RFI
Overgrown Woods
Difficulty Monster
1 Wolf, Wild Boar
5 Nox Wolf
Enchanted Armory
Difficulty Monster
1 Glass Mage, Glass Knight, Glass Rider
5 Obsidian Mage, Obsidian Knight, Obsidian Ranger
Elven Encampment
Difficulty Monster
1 Elven Hunter, Elven Warrior, Elven Rider, Elven Mage
5 Royal Elven Hunter, Royal Elven Warrior, Royal Elven Rider, Royal Elven Mage
Chaos Wastes
Difficulty Monster
1 Chaos Giant, Chaotic Abomination
5 Voidtouched Giant

RFI: Requires More Information

Combat Experience

Players gain different types of combat experience through a variety of different ways. Strength, Magic and Ranged experience are obtained when dealing damage with the associated skills. Constitution experience is gained when being damaged by enemies. Attack experience is gained by dealing any form of damage. Defense experience is gained by mitigating damage from enemies.

Death

Death occurs when a player's health reaches zero. The respawn timer will begin and the player must either wait for it to finish (where they will be returned to their starting difficulty with full health), or, in the case of dungeons, must hope their teammates can survive to completion.

There are no punishments for dying, other than your difficulty being reset or your dungeon ending uncompleted.

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 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 partially determines a player's accuracy and their overall effectiveness when dealing damage.
Defense Defense partially determines a player's defenses and their overall effectiveness at mitigating and dodging damage.
Strength Strength determines a player's effectiveness when using melee skills.
Range Range determines a player's effectiveness when using range skills.
Magic Magic determines a player's effectiveness when using magic skills.

Mastery levels have a slight effect on combat.

Combat Statistics

There are four styles of combat that you can choose to do: melee, ranged, magic, or hybrid. Melee makes use of melee weapons (such as scimitars and daggers).

Ranged makes use of ranged weapons (such as longbows and crossbows).

Magic makes use of magic weapons (such as staffs and wands).

Hybrid utilizes 2 or more of the above skills with weapons that provide hybrid statistics (such as Shapeless Scythe, providing both STR and INT).

Player and Equipment Stats

Both your equipment and your skill levels decide how effective you are in combat. You must know how they work in order to make effective loadouts.

Offensive Stats

  • 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: 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 ‘fireball’ will make use of Magic Accuracy and Fire Accuracy.

Defensive Stats

  • 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: This is your magic damage reduction. Any magic damage that an enemy hits you with will be reduced using this value.
  • 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.

Affinities

Affinities are used in calculating your effectiveness for each subclass of combat, both for offense and defense. The best example of this is the Stygian Chestplate, which gives lots of negative offensive affinities, but lots of positive defensive affinities. This makes it very effective at tanking (absorbing lots of damage without being dealt it), but not good at DPS (damage per second). Affinities are added together from item to item (ex. a 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%).


Offensive Affinities: These values are expressed in + or - percents, increasing or decreasing your effectiveness when using a certain subclass of combat.

Example: Having a positive fire affinity of +50% means you are 50% more effective at dealing fire damage.


Defensive Affinities: These values are expressed in + or - percents, increasing or decreasing your effectiveness when fighting against a certain subclass of combat.

Example: Having a negative blunt affinity of -6% means you are 6% less effective at reducing/dodging any blunt attacks towards you.


Effectiveness of Affinities: Affinities increase or decrease your total effectiveness in combat, but not as drastically as it first seems. Each ability used takes an average of all styles used in an ability.

+50% affinity in magic, +115% affinity in fire, using ‘fireball’ ability

↓↓

(AbilityAffin1*AffinityMult1 + AbilityAffin2*AffinityMult2) / 2

↓↓

(1.00*1.50 + 1.33*2.15) / 2

↓↓

Effectiveness = 2.179

Ability Rotation

The ability rotation is where the different types of attacks come from. The rotation allows you to heavily customize your combat experience, with millions of different ability loadouts you can create.

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.

When on the combat screen before entering combat, there is a box filled with abilities that you can choose to do. You must have an auto-style ability that has no cooldowns. You can then add other abilities. The maximum number of abilities you can have in your ability rotation can be increased by increasing your total number of combat levels. These abilities can be item-specific (meaning you must have a certain item equipped to use them), or they can be universal abilities (meaning you can always use them, no matter what). Universal abilities can be obtained by consuming skill books, which drop from dungeons.

Abilities
Image Name Style Obtained From/Used by Equipping:
Acid Splash Magic Ability Book
Acid Wave Magic Ability Book
Annihilating *Snap* Magic Awakened World Shaper
Apocalyptic Ritual Magic Ability Book
Armor Rend Melee Ability Book
Artillery Range Ability Book
Bandage Friendly Defense Ability Book
Bestial Camouflage Defense Empowered Bestial Defender
Bleed Melee Default From Equipped Weapon
Blinding Souls Magic Chorus of Souls
Bulwark Defense Defender's Pendant
Call For Aid Unknown Monster's Ability
Camouflage Defense Ability Book
Channel Resurrection Magic Mantle of Flame
Chef's Fury Melee Searing Ladle
Cleanse Ally Unknown Monster's Ability
Cleave Melee Default From Equipped Weapon, Ability Book
Corrupted Soul Steal Magic Chorus of Souls
Crush Melee Default From Equipped Weapon, Ability Book
Crystal Fracture Melee Crystal Mace
Daze Melee Default From Equipped Weapon
Deadshot Range Ability Book
Deadshot Stance Range Hunter's Band
Defend Ally Defense Ability Book
Dwarven Strike Melee Dwarven Hammer Necklace
Ebb Magic Razorfin
Elven Deadshot Range Elven King's Longbow
Enhanced Ice Shard Magic Ancient Water Amulet, Shard of Kalanahmatti
Enhanced Ice Slash Melee Shard of Kalanahmatti
Entangle Magic Sylvan Staff
Entangle - Thorns Magic Sylvan Staff
Entropic Burst Magic Signet Ring
Erasing *Snap* Range Awakened World Shaper
Execute Melee Slayer's Pendant
Fire Ball Magic Mantle of Flame, Fire Orb, Ability Book
Flamethrower Magic Mantle of Flame, Fire Orb, Ability Book
Flaming Fist: Chop Melee Hands of Khaast
Flaming Fist: Haymaker Melee Hands of Khaast
Flaming Fist: Jab Melee Hands of Khaast
Flow Melee Razorfin
Forest's Embrace Magic Sylvan Staff
Greater Chaos Rend Magic Shapeless Scythe
Greater Elven Healing Magic Sylvan Staff
Greater Ice Bolt Magic Ancient Ring
Greater Icy Shell Defense Ancient Pendant
Greater Nature Bolt Magic Sylvan Staff, Ancient Nature Amulet
Greater Nature's Sanctuary Magic Sylvan Staff
Greater Soul Steal Magic Forgotten Soul
Greater Wild Slash Melee Empowered Bestial Dagger
Hailstorm Magic Ancient Trident, Ancient Ring, Ancient Pendant
Heavy Ammo Range Default From Equipped Weapon
Ice Shard Magic Ability Book
Ice Trident Magic Ancient Trident
Icy Shell Defense Ability Book
Impale Melee Default From Equipped Weapon
Infernal Cleave Melee Infernal Lance
Infernal Impale Melee Infernal Lance
INFO's Lesson Unknown Monster's Ability
Invisibility Defense Ability Book
Krakatoa Magic Chaos Crest
Lesser Air Bolt Magic Default From Equipped Weapon
Lesser Chaos Rend Magic Shapeless Scythe
Lesser Earth Bolt Magic Default From Equipped Weapon
Lesser Earth Strike Magic Moss Maul
Lesser Fire Bolt Magic Default From Equipped Weapon
Lesser Ice Bolt Magic Default From Equipped Weapon
Lesser Nature Bolt Magic Default From Equipped Weapon
Lesser Ward Unknown Monster's Ability
Lightning Bolt Magic Zero Edge
Lightning Strike Melee Zero Edge
Lightning Strikes Twice Melee Zero Edge
Lightspeed Magic Zero Edge
Magic Auto Attack Magic Default
Melee Auto Attack Melee Default
Nature's Sanctuary Magic Sylvan Staff, Ancient Nature Amulet
Obliterating *Snap* Melee Awakened World Shaper
Ocean's Wrath Magic Ancient Trident
Parry This Unknown Monster's Ability
Phoenix's Flames Unknown Monster's Ability
Piercing Ammo Range Default From Equipped Weapon
Poisonous Strike Unknown Monster's Ability
Prepare Resurrection Magic Mantle of Flame
Quick Shot Range Ancient Air Amulet
Range Auto Attack Range Default
Regal Might Defense King's Crown
Retreating Shot Range Ability Book
Serrated Ammo Range Default From Equipped Weapon
Set Traps Defense Ability Book
Sever Melee Ancient Blood Amulet
Shapeless Cleave Melee Shapeless Scythe
Shatter Strike Melee Crystal Mace
Shrimp Mist Magic Shrimp Scepter
Shrimp Sting Range Shrimp Stinger
Shrimp Whip Melee Shrimp Tail
Skirmisher Stance Range Default From Equipped Weapon
Slash Melee Default From Equipped Weapon
Sniper Stance Range Default From Equipped Weapon
Stab Melee Default From Equipped Weapon
Swift Shot Range Ancient Air Amulet
Tank Taunt Defense Chestplates
Taunt Defense Ability Book, Chestplates
The Limpe Sauce Magic Searing Ladle
The Ol' One-Two : 1st Melee Modified Diving Gloves
The Ol' One-Two : 2nd Melee Modified Diving Gloves
Titanic Strike Melee Black Knight Titan's Helm
Triple Shot Range Ability Book
Wailing Souls Magic Chorus of Souls
Wild Slash Melee Bestial Defender, Empowered Bestial Defender, Bestial Dagger, Empowered Bestial Dagger

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.


See also