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Combat

Every fight uses the same rules: camp fights, boss fights, raids and sparring.

A member fights with whatever they hold: a sword (or nothing) is Melee, a bow is Range, a staff is Magic. Their power is their level in that style plus their gear.

Melee beats Range, Range beats Magic, and Magic beats Melee. With the advantage a fighter deals 25% more and takes 25% less; against it, the reverse. Every foe, boss and camp mob fights in a style, and each place’s foes share one.

Health is 10 for each Hitpoints level, everywhere. Everyone starts at Hitpoints 10, which is 100 health.

  • Armour takes a share off every blow: the helm, body and off-hand, more for a higher tier, and a shield more than an off-hand. At most 60%.
  • Defence takes off more, up to 30% at level 99, on top of armour.
  • A member’s sheet shows their health and how much they take off.

Each member has a stance, picked when setting their job, and it decides where their fighting XP goes:

StanceTheir styleDefence
AttackAll of itNone
BalancedHalfHalf
DefensiveNoneAll of it

Whatever the stance, a third as much again goes to Hitpoints.

Combat level is a quarter of Defence plus Hitpoints, plus 0.65 times the best of Melee, Range and Magic, rounded down. A new member is 3, and someone at 99 in everything is 113. Camp mobs open by combat level, and the bounty board offers what’s near it.

Every tier of gear needs a level: helms, bodies and off-hands need Defence, and a weapon needs its style’s level. Capes, quivers, necklaces, work tools and lanterns need nothing. Gear already on someone above their level stays on and works until it’s taken off.

TierLand gearLevel to wear
1Scrap gear1
2Bronze gear1
3Iron gear5
4Steel gear15
5Tidesteel gear25
6Mithril gear35
7Adamant gear45

Magic and Range gear of the same tier need the same levels. See Arms and armour.