Sections

How Combat Works

Every attack lands on one of five axes, against the defender's defense on that axis. Your weapon decides which axes it can strike, and your combat style picks the one you use and where the experience goes.

The Five Axes

Each monster is soft on one axis, sometimes two alike, and its page names them. Carry a second weapon for the creatures your first cannot reach.

AxisFor example, weak to it
puncturePearl Reaver
slashCutthroat Smuggler
crushGoblin Slinger
magicShore Crab
rangeCrypt Wraith

Combat Styles

Your style decides which skill the experience trains; Constitution takes its share on top whatever you pick.

StyleMelee trainsRanged or Magic trains
AccurateAttackthe lane's skill
AggressiveStrengththe lane's skill
DefensiveDefensethe lane's skill 2 : Defense 1
ControlledAttack, Strength and Defense evenlythe lane's skill

Style changes the axis only on a few weapons; 34 of the 47 melee weapons strike the same axis in every style.

  • Sable Sword, Bronze Sword, Iron Sword, Steel Sword, Barrow Blade, Siltedge, Damask Sword, Wolfram Sword, Bloodwright Sword, Ossuary Blade, Huntsman's Blade, Decorative Sword: slash, and puncture on Controlled.
  • Festerpoint: puncture, and slash on Controlled.

How Hits Land

  • Accuracy. Your level in the lane and your gear's bonus on the axis make your attack roll; the defender's Defense level and its bonus on that same axis make its defense roll. The higher roll usually wins.
  • The armour triangle. Armour can be weak on an axis: plate against Magic, robes against Ranged. A weakness lowers the defense roll on that axis, and at -24 or worse every blow on it lands.
  • Damage. A landed blow deals 0 up to the max hit, and 0 reads as a miss. Melee max hit comes from Strength and your gear's Strength, Ranged from Ranged and the arrow, Magic from the spell and Spell Power.
  • Defense absorbs. An ordinary monster whose Attack level is below your Defense lands smaller blows: ((its Attack + 8) ÷ (your Defense + 8))2 of the roll. Bosses are exempt.
  • Gear with a Damage Ward takes a flat amount off every landed blow.

Experience

Experience is paid per point of damage dealt, not per kill, and split with Constitution. Three things set what a point is worth:

The monster's level Tougher pays more: a level-50 foe is worth about 2.3× a level-10 one, point for point.
Out-levelling it No penalty until you are 10 levels above it, then easing down to 60%.
Your combat level The rate eases as you rise: about 52% lower at combat 75 than at 30. Your experience per hour still goes up, because your damage rises faster.

Fighting Level

The battle board shows your fighting level: the level your experience is priced at, counting only the lane you deal damage with.

Melee0.575 × (Attack + Strength) × 0.914
Ranged0.575 × (Ranged × 1.5)
Magic0.575 × (Magic × 1.5)
Combat level0.25 × (Defense + Constitution) + 0.325 × your best lane

Your best lane is the largest of (Attack + Strength) × 0.914, Ranged × 1.5, and Magic × 1.5; all figures round down. Your fighting level is the higher of the two whenever your offence outweighs Defense + Constitution. Autocasting shows your Magic fighting level beside your weapon's.

Worked example. Attack 50, Strength 48, Defense 40, Constitution 47: fighting level 51, combat level 50.

Healing and Ammunition

  • Health does not recover on its own. Eat food, or wear gear with Health Regen such as the Ring of Life.
  • Arrows are spent per shot, with a 75% chance of getting each one back. Gear raises it, never above 90%: Hushquiver (+10%).

Poison

A poisoned fighter or monster loses health every 15 seconds, whatever else is happening. Its health bar turns green with a small P; hover the P for the damage and time left.

When You Are Poisoned

  • In a fight each tick is a blow like any other. It can kill you, with everything that death costs.
  • Out of a fight the poison keeps draining, down to 1 health and never below it. Fleeing stops the dying, not the poison. It keeps running while you travel, work, or log out.
  • A second poisoning refreshes the first: the clock restarts and the stronger tick is kept. Poisons never add together.
  • Dying clears it. So does waiting it out.
Poisons youChance per landed hitDamageIf left alone
Ghessa35%3 every 15s for 60s 12 health per poisoning
Ulcwen, The Blackwater Ague40%5 every 15s for 60s 20 health per poisoning

Ulcwen, The Blackwater Ague also poisons without touching you: every 50 seconds, 5 seconds after the log warns of it, a miasma poisons every fighter in the raid who has no Poison Immunity for 6 every 15s over 45s. Drink the cure below before it lands.

The Cure

  • A Poison Antidote ends a poison the moment you drink it.
  • It grants Poison Immunity for 5 minutes, which stacks in time: each one adds its minutes to what is left.
  • In a fight it sits in the action strip beside your food.

Poisoning Your Enemies

Gear that poisons says so on its card. A monster you poison takes 2 every 15 seconds for 45 seconds, refreshed by every new poisoning. A monster the poison finishes is your kill, with its loot and its count. Poison damage earns no experience: only your own blows do.

GearPoisons the monster
Festerpoint25% when your hit lands
Siltedge25% when your hit lands
Rotmaul25% when your hit lands
Bitterquill25% when your hit lands
Bilewall20% when a monster's hit lands on you
Rancourcoat20% when a monster's hit lands on you
Illwish8% when your hit lands

A Virulet makes your poison stronger instead: while you wear it, the monsters you poison take 3 a tick instead of 2. It poisons nothing by itself.

What cannot be poisoned: any boss fought together (world bosses, clan bosses, a dungeon's boss) and any creature with a poison of its own. Their manual pages say Poisonable: No, as on Ghessa, Gravemaw, The Unburied, Flintheart, The Long-Standing. Everything else can be, the monsters inside a dungeon's chambers included.

Death & Risk

  • Below combat level 10, death costs nothing.
  • From combat level 10, defeat destroys everything in your backpack and 20% of the gold you carry, and you wake in the nearest town.
  • Always safe: worn equipment, everything in your House (items and banked gold), and your skills and experience.

Before a risky fight, leave valuables and gold at your House and bring more food than you think the fight needs.

The manual [show]