Combat (Pre-Refactor)
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 4 skills to level in combat; constitution, attack, strength, and defense.
Contents
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 |
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 |
Torn Goblin Settlement Map | 80 - 99 | Obsidian +5/Runite +0 | 3 |
Dark Fortress | 90 - 99 | Runite +5 | 3 |
Giant's Keep | 99 | Stygian +5 | 5 |
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 | 330/399 | |
Chaos Abomination | 467/? |
* 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
Image | Enchantment | Applicable to | Effect | |
---|---|---|---|---|
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. | ||
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. | ||
Overhealing | Weapon | Heals 1% per level of overkill damage dealt, rounded down. It is best used on a higher hitting weapon since greater overkill provides more healing. | ||
Critical Strike | Weapon | Increases critical strike chance by 5%, which multiplies the damage dealt on hit by 1.3. It is best used on a higher hitting weapon since it's multiplicative and not additive. | ||
Accuracy | Weapon | Increases weapon accuracy. Recommended for higher combat zones for players with a low attack level. | ||
Recklessness | Helmet, Body, Legs | Increases damage dealt by 1 per level. This is added last. You will still be able to hit zeroes. | ||
Patience | Body, Legs | Increases maximum damage. The lower the attack speed of the weapon, the higher the increase. Max damage is still increased on weapons with a 2s attack speed. This damage is added after critical strike, but before recklessness. | ||
Healing | Shield | Increases health regeneration rate. | ||
Weakening | Everything | Decreases the level requirements of equipment by 5 per enchantment level. This should only be added to high level equipment, since it would be more effective to simply gain levels instead of using them on lower level equipment. | ||
Reinforcement | Armor | Decreases enemy accuracy by 5% per enchantment level. This enchantment is stronger than Protection. | ||
Protection | Armor | Reduces all damage taken by 4% per enchantment level. |
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 Magic 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.