Combat
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 A beginner's guide on combat can be found on the wiki page combat guide (outdated).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.
Contents
Zones
Locations
Zone | Lowest Recommended Combat Levels | Recommendations |
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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
Key Name | Lowest Recommended Combat Levels | Location Name | Recommended Style/Gear | Max Group Size |
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30+ | Goblin Settlement | Any Style | 3 |
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50+ | Dark Fortress | Any Style | 3 |
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50+ | Ancient Barrows | Melee/Ranged | 2 |
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50+ | Overgrown Castle | Any Style | 4 |
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60+ | Palace of Flames | Range/Magic | 2 |
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75+ | Giant's Keep | Any Style | 5 |
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75+ | Eye of the Storm | Range | 5 |
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75+ | Elder Ruins | Range | 5 |
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90+ | The Maelstrom | Any Style | 5 |
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99+ | RISE OF INFO | Any Style | 50 |
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Master/Legendary Gathering Gear | Dwarven Research Station | Master Miner | 1 |
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Master/Legendary Gathering Gear | Nature Atheneum | Master Forager | 1 |
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Master/Legendary Gathering Gear | Abandoned Academy Base | Master Fisherman | 1 |
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Master/Legendary Gathering Gear | Chicken Kitchen | Master Chef | 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 more information, you can read the Elite Scroll Article.
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 in a zone, the loadout that is associated with the zone is reloaded, which means your food will refill, every time difficulty increases, or if you have set/reached your maximum difficulty, if your loadout contains food.
More information about which monsters you might encounter in each zone is found here.
Combat Experience
Skill | Experience gained when | Exp formula |
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Constitution experience is gained when being damaged by enemies. | |
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Defense experience is gained by mitigating damage from enemies. | |
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Attack experience is gained by dealing any form of damage. | - |
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Strength, Magic and Ranged experience are obtained when dealing damage with the associated skills. | - |
If a player dodges an attack, they receive the enemy's attack level as mitigated damage, with damage dealt as 0. For example, if you dodge a base difficulty Royal Elven Hunter, you will receive a flat 12 defense experience, since it has a level 125 attack: .
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 | ||
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Constitution | Constitution, in addition to the Scroll of Fortitude, is the skill that determines a player's maximum hitpoints (HP). The amount of health left can be seen next to the heart icon in the combat page.
Food can restore health inside of battle, and can provide buffs to combat for a short time. Default auto-eat will only trigger when the missing HP is less than 3/2 the food healing amount. Change auto-eat to percent of HP remaining in settings for high healing food if max HP is too low to trigger the default setting. |
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Attack | Attack partially determines a player's accuracy and their overall effectiveness when dealing damage. |
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Defense | Defense partially determines a player's defenses and their overall effectiveness at mitigating and dodging damage. |
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Strength | Strength determines a player's effectiveness when using melee skills. |
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Range | Range determines a player's effectiveness when using range skills. |
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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. Each ability used takes an average of all styles used in an ability. For a more in-depth guide on how combat is calculated, you can view the main article here: In-Depth View of Combat.
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.
Book Icon/Name | Style | Description | ExpandDrop Location |
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Enchantments
List of useful Enchantments.
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Slot | Level | Silver Amount | Rune Amount | Runes | CollapseEffect per scroll |
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Helm, Body, Legs, Shield, Weapon | 4 | 100 | 20 | Air, Fire, Mind | Decreases the level requirements of the item by 1. |
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Shield, Combat-Amulet | 10 | 200 | 30 | Blood, Nature, Cosmic | Passive heal per tick increased by 20%. Increases health received from consumables by 10%. |
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Shield, Combat-Amulet | 68 | 800 | 70 | Blood, Chaos, Nature | Increases stamina by 10. |
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Shield | 79 | 900 | 80 | Blood, Death, Chaos | Gain 1% of your protection as strength. |
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Weapon | 11 | 200 | 30 | Air, Water, Death | Heal for 1% of overkill damage on a target. |
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Weapon | 28 | 400 | 40 | Blood, Death, Mind | Increases accuracy for all three combat styles by 3% multiplicatively. |
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Weapon | 52 | 600 | 60 | Blood, Death, Chaos, Cosmic | Increases critical chance and damage multiplier by 2.5%. |
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Cape, Weapon | 29 | 400 | 40 | Chaos, Nature, Mind | Gain a 17% chance to not consume ammo (resulting in 20% more uses from each ammo piece on average). Works on ranged projectiles, melee whetstones, and magic charms. |
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Cape, Weapon | 35 | 500 | 50 | Water, Chaos, Mind | Gain a 33% chance to not consume runes when using abilities (resulting in 50% more ability uses for the same rune cost). |
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Helm, Body, Legs | 13 | 200 | 30 | Death, Chaos, Mind | Increases agility by 12. |
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Helm, Body, Legs | 31 | 400 | 40 | Air, Earth, Cosmic | Increases protection by 10. |
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Helm, Body, Legs | 32 | 400 | 40 | Air, Fire, Cosmic | Increases resistance by 10. |
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Helm, Body, Legs | 80 | 1000 | 80 | Blood, Death, Chaos | Additively increases offensive magic, range, and melee affinity by 2.0% but reduces the respective defensive affinities by the same amount. |
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Helm, Body, Legs | 81 | 1000 | 80 | Blood, Death, Chaos | Increases maximum damage and decreases minimum damage by 1.5%. |
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Body, Legs | 82 | 1000 | 80 | Air, Water, Death | Slower abilities and attacks receive a maximum damage bonus scaling on attack speed. Scales off of ability speed, capping at 50% increase or decrease. |
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Gloves, Boots | 85 | 1200 | 100 | Chaos, Nature, Cosmic | Increases your chance of finding items from slain enemies by 3%. |
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Gloves, Boots | 58 | 700 | 60 | Nature, Mind | Gain a 20% chance to not consume a buff stack (resulting in 25% more uses from a buff on average). |
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Gloves, Boots | 73 | 900 | 70 | Air, Water, Chaos, Mind | Gain 1 more essence per action where essence is acquired. |
See also
CollapseSkills (Experience Table) | |
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Gathering | |
Production | |
Magic | |
Combat |
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