- 1 Definitions
- 2 Combat Basics
- 3 Combat Damage
- 4 Spell Damage
- 5 Combat Abilities
- 6 Additional Class and Skill Bonuses
- 7 Party System
Any class that primarily uses a weapon to fight.
Fighter, Knight, Paladin, Cleric, Priest, Monk, Tamer, Ranger, Rogue, Assassin, Crusader.
Any class that primarily uses magic to fight.
Mage, Druid, Necromancer, Bard, Revenant, Spellweaver.
To fight another person or monster, you must be in war mode (red). If you are in peace mode (blue), you will simply stand there taking the beating. To switch to war mode, simply use the tab key. If a monster attacks you while in war, you will automatically fight back. If you wish to attack a specific target, double-click the target. All swings are automatic and will continue until you move or switch to peace mode.
Combat Damage is divided into 5 different types: physical, fire, cold, energy and poison. You may have any combination of these types as long as they add up to 100%. The default on all new weapons is always 100% physical. Each damage type has a corresponding resistance type.
- To adjust the damage types, use the Elemental Hammer.
- Some special weapons have singular elemental damage that exceeds 100%. These weapons cannot be modified.
- The highest resistance a player may have is 80%.
- Only champion-type monsters can have resistances approaching 100% although they will typically only have one that is nearly 100% and the rest will be high.
- You can find out a monster's resistance by using your veterinary skill on them.
How Final Damage is Calculated
All damage is determined by initial combat damage: the amount of damage your weapon does then various bonuses and deductions are calculated such as arms lore, critical strikes, class bonuses, chance to hit, armor absorption of your opponent, etc. Once this number is calculated, it is split into the 5 damage types. Each of the damage types are compared to your opponent's resistances.
You do 100 damage against a dragon. Your weapon has 80% physical damage, 15% fire damage and 5% cold damage. This dragon does 45% fire damage. She has 20% physical resist, 40% fire resist and 5% energy resist. physical damage = 100 x (0.8 x (1 - 0.2)) = 64 fire damage = 100 x (0.15 x (1 - 0.4)) = 9 cold damage = 100 x (0.05 x (1 - 0)) = 5 final damage = 78
- There is a +/-5% variance in a monster's resistance so the final number can range from 76-80 damage.
- With imbuing, your damage can substantially go up as there are direct damage modifiers.
Special Case: The Monk
Due to the monk using their fists instead of a weapon, they will get a flat 20% in each damage type.
Damage cast from spells is similar to combat damage with one exception, all spells have only one damage type. For example, flamestrike is 100% fire damage.
There are two different combat abilities that you can select. Use your .options dot command and select the 'Use Automatic Special Moves' or 'Use Combat Book' to select the Combat Ability you wish to use.
Automatic Special Moves
To use these combat moves, you simply have to be in combat. The combat abilities are based on your equipped weapon skill: swordsmanship, macefighting, fencing and archery. For swords, you get a chance to bleed your opponent which leads to a small damage-over-time bonus. Axes, which is part of swords, gets double the amount of bleed time. In maces, you get a bash damage bonus depending on 1H or 2H. Fencers get a chance to paralyze your opponent. And archers get a chance to be able to retrieve their arrows or bolts from the corpse along with a damage increase bonus.
The combat book is the purple book on your paperdoll with the small weapon on it located near your backpack. Each weapon in the game has a special primary and secondary ability and these weapons are listed for each ability in the book. Simply drag the two icons from the book to your desktop. When you switch weapons, you will notice the icons will change and the ability associated with that weapon will be at your disposal. To use the ability, double click the icon and it will turn red. On the next successful hit, you will activate the ability and the icon will return to its original color. There are some requirements in using the ability.
- Primary abilities require 70 weapon and tactics skill.
- Secondary abilities require 90 weapon and tactics skill.
- Placing your 2H weapon into defensive mode may cause your skills to go under the required amount.
- All abilities cost mana. If the 4 weapon skills (archery, swords, mace and fencing) add up to 300 or more, you will pay 5 mana to use the ability otherwise the cost is 10 mana.
Additional Class and Skill Bonuses
Armslore increases your bonus damage and is primarily a skill choice for melee classes. There is no benefit having 60 or less armslore. All bonus points start at 60. From 61 to 80, you get the equivalent of 1 direct damage bonus point added to the calculation. From 81 to 90, you get 2 direct damage bonus points. From 91 to 100, you get 3 direct damage bonus points. And if you above 100, you get 1 bonus point for every 5 armslore.
- example: the bonus damage is your weapon bonus damage. If you're using an exceptional weapon which is +2 bonus damage and you have 75 armslore, you will now have +3 bonus damage.
Armslore is also included as a bonus to parry and you get a +1 for every 20 skill points above 60 armslore.
Melee classes get a increased bonus in the amount of damage absorbed by their armor: fighters, knights and crusaders take a 45% reduction, paladins take a 30% reduction and clerics and priests take a 20% reduction.
Paladins, Fighters, Knights, Clerics, Priests, Rogues and Assassins get up to a 25% damage bonus.
Archers and Fighters get a 10% bonus to their hit chance.
Assassins get a +3 bonus to their poison level.
Your total skill determines if you roll a critical hit.
For every 50,000 experience points (60,000 for caster classes), you get a +1 bonus to evade up to 20 bonus points. The crusader, knight and paladin get an experience bonus to parry of 1 point for every 50,000 experience.
Casters get a 1% (up to 10%) spell damage bonus for every 50,000 experience when casting from the mage spellbook.
Evade and Parry
Melee classes get up to a 10% chance for evade and parry.
All characters get a bonus of 1% per 50,000 experience (except mages, druids and necromancers which require 75,000) points up to 10%.
Assassins and Fighters get a 10% increase. Rangers get a 15% increase.
Knifed in the Back
Rogues and Assassins get a weapon damage bonus if they are standing behind their opponent equal to the weapon's damage bonus they are holding.
Rangers and those with 110 archery skill can move while shooting a bow, crossbow or blowgun.
Many two-handed weapons and dual weapons can be set between aggressive and defensive mode. In aggressive mode, you will attack with 100% force. In defensive mode, you have a chance to parry the attack, however, you will take a 30% hit in tactics during your fighting. Two-handed weapons will have a 50% chance to parry. Dual weapons (such as the sai) have a 75% chance to parry.
You can set up a party by using the Party Manifest scroll on your paperdoll (the second scroll from the left). Setting up a party has some benefits.
- You can talk to all party members by using the / command (eg / hello).
- You can use the buttons by your party's health bars to heal them.
- Party members get 50% of the virtue of the kill if they did not participate. They must be within 20 tiles of the monster when it dies.
- Party members get the full experience of the kill if they did not participate. They must be within 40 tiles of the monster when it dies.
- Party members can loot monsters they did participate in killing (avoiding the 3 minute loot timer).