Combat

Melvor Idle 2 Combat

Demo 0.11.2

Tutorial

Fight Enemies

Battle enemies to gain Combat Skill XP and collect valuable rewards as loot. Combat Skill XP is granted based on the weapon damage you deal.

Choose a Combat Area

Select from Combat Areas, Slayer Zones or Dungeons to find different enemies to battle.

Automatic Healing via Auto Eat

Equip Food to automatically restore Health when it falls below a set threshold, helping you survive longer battles.

More information is contained by hovering over the Auto Eat icon on your Health Bar.

Combat Styles

There are three Combat Styles: Melee, Ranged and Magic. Your equipped weapon determines which style you use.

Melee beats Ranged Ranged beats Magic Magic beats Melee

Beating a Combat Style increases your Max Hit by 10%, while losing decreases it by 10%. This is only applied to you, and never the Enemy.

Ranged required Ammunition

Using the Ranged Combat Style requires a Ranged Weapon plus its ammunition. For example, using a Bow requires Arrows as ammunition primarily obtained from Fletching.

Some Ranged Weapons like Javelins can be their own ammunition.

Magic requires Runes

The Magic Combat Style requires a Magic Weapon in combination with the the use of Magic Spells. These cost Runes primarily obtained from Runecrafting.

Combat Stances

Each weapon has different Stances to choose from. Your selected Stance determines which Combat Skills gain XP.

Weapon choice matters

The weapon you use determines the Stances available to choose from. Not all weapons have access to all Stances.

Chance to Hit

Take a look at the Equipment Stats tab to see how this is calculated in relation to your Stance.

Accuracy & Evasion

Your chance to hit depends on your Stance's Accuracy compared to the Enemy's Evasion against that same Stance.

When fighting an Enemy, aim to have a higher Accuracy Rating than their Evasion Rating.

Power & Protection

Damage from attacks is reduced by a percentage depending on Power and Protection.

Your Power compared to the Enemy's Protection determines how much of your damage is reduced. Higher Power helps overcome enemy Protection.

Power is primarily obtained from weapons. Protection is primarily obtained from other gear.

You can reduce an Enemy's damage dealt to you by increasing your Protection.

Magic Elements

Magic Weapons have Elements attached to them which determine what type of Magic Spells you can use in Combat.

Monsters may also have an Element, which can either buff or debuff your character.

Beating an Element grants you with +15% Max Hit. Losing to an Element debuffs you with -15% Max Hit.

This is only applied to you, and never to the Enemy.

Air:

  • Beats Earth
  • Loses to Fire

Water:

  • Beats Fire
  • Loses to Earth

Earth:

  • Beats Water
  • Loses to Air

Fire:

  • Beats Air
  • Loses to Water

Neutral has no effect.

Using Prayers

Prayers are toggleable passive effects that can buff your Character. These cost Prayer Points to remain active.

Obtaining Prayer Points

Prayer Points are obtained by buring Bones dropped from slain Enemies (via your Bank), or through other methods such as Firemaking.

Prayer XP

Prayer XP is gained while actively using Prayers. Your damage dealt and cost of the Prayer determines the XP gained, with higher cost Prayers providing more XP per damage.

Tooltips

Light vs Darkness

Your Accuracy Rating & Evasion Rating is reduced by 5% per your Light value below the Darkness value.

Lifesteal

All damage dealt grants healing equal to Damage dealt * Lifesteal %.

Combat triangle

Match-upBonuses
Magic vs. Melee10% Increased maximum hit, 15% Increased resistance
Magic vs. Ranged-10% Decreased maximum hit, -15% Decreased resistance
Melee vs. Magic-10% Decreased maximum hit, -15% Decreased resistance
Melee vs. Ranged10% Increased maximum hit, 15% Increased resistance
Ranged vs. Magic10% Increased maximum hit, 15% Increased resistance
Ranged vs. Melee-10% Decreased maximum hit, -15% Decreased resistance

Elements

Match-upBonuses
Air vs Earth+15% maximum hit
Air vs Fire-15% maximum hit
Earth vs Air-15% maximum hit
Earth vs Water+15% maximum hit
Fire vs Air+15% maximum hit
Fire vs Water-15% maximum hit
Water vs Earth-15% maximum hit
Water vs Fire+15% maximum hit