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(Manual Review: No Changes. Updating Version.) |
Falterfire (talk | contribs) (Added some notes on how experience is gained.) |
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Special Attacks cannot be used alongside Ancient Magicks. | Special Attacks cannot be used alongside Ancient Magicks. | ||
== Gaining Experience == | |||
Players can gain experience in eight different skills while training combat: | |||
{{Skill|Hitpoints}} experience is gained at a rate of 0.133 experience per damage dealt regardless of the combat style being used. | |||
{{Skill|Attack}}, {{Skill|Strength}}, {{Skill|Defence}}, {{Skill|Magic}}, or {{Skill|Ranged}} experience is gained depending on the active combat style. If the selected combat style only gives experience towards a single skill, 0.4 experience will be gained per damage dealt. If the selected combat style is a hybrid combat style, 0.2 experience will be gained by each of the two relevant skills for each damage dealt. | |||
No additional {{Skill|Magic}} experience is directly generated for using [[Magic#Curses|Curses]] or [[Magic#Auroras|Auroras]], although they may indirectly generate additional experience by increasing the amount of damage the player deals. | |||
{{Skill|Prayer}} experience is gained at a rate of 0.05 experience for every point of damage dealt. In addition, players gain 0.2 experience per damage dealt per prayer point spent on prayers that affected the attack. For example, if {{PrayerIcon|Piety}} (7 prayer point cost) is active, each attack made will generate 1.4 extra experience per damage dealt. Only prayers such as {{PrayerIcon|Thick Skin}} that say 'Provides extra Prayer XP based on damage dealt to the enemy' in their description will generate experience this way - Prayers such as {{PrayerIcon|Protect from Magic}} that say 'Provides no extra Prayer XP' will not contribute towards this experience bonus. | |||
{{Skill|Slayer}} experience is gained through two sources: Killing monsters on a [[Slayer#Slayer Task|Slayer Task]] and killing monsters in a [[Slayer area]]. Killing the monster that is the player's current Slayer Task will generate experience equal to 10% of the monster's hitpoints. Killing a monster in a Slayer area will generate experience equal to 5% of the monster's hitpoints. If the player's Slayer Task is for a monster in a Slayer area, these bonuses will stack for a total of 15% of the monster's hitpoints in experience per kill. | |||
All of the above experience will be multiplied by 1.08 while a {{ItemIcon|Gold Emerald Ring}} is equipped. | |||
== Death == | == Death == | ||
Receiving damage that would bring the player's total | Receiving damage that would bring the player's total {{Skill|Hitpoints}} to 0 or below will cause the player to die. Upon death a random piece of [[Equipment]] worn will be lost forever (unless the {{PrayerIcon|Protect Item}} prayer is active). If nothing is equipped at the time of death, or luck is on the player's side, no items will be lost. If ammo is lost, the entire stack - regardless of size - will be forfeited. Only non-[[food]] items that have been equipped in an active slot can be lost upon death. | ||
== Combat Mechanics == | == Combat Mechanics == | ||
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=== Stun (Freeze) === | === Stun (Freeze) === | ||
Stun, also known as freeze, is a status effect that can be inflicted by both players and [[monsters]]. Stun can be applied for a number of turns by a [[Special Attacks|special attack]] or a normal attack by the player if the | Stun, also known as freeze, is a status effect that can be inflicted by both players and [[monsters]]. Stun can be applied for a number of turns by a [[Special Attacks|special attack]] or a normal attack by the player if the {{ItemIcon|Fighter Amulet}} is equipped. When an attack applies stun the current attack of the target is interrupted, including special attacks that are in progress. If the target is already stunned, it will not be applied again. When stunned, a stun timer counts down with a period equivalent to the target's attack speed. On completion of the timer the number of stun turns is decreased by one, and the status is removed if the resulting amount is zero. In addition to not being able to attack while stunned, a character cannot evade any attacks. | ||
=== Melee Accuracy Rating === | === Melee Accuracy Rating === | ||
The first formula is used to calculate the player's Effective Melee Attack Level. The Attack Style Bonus for melee is 1. | The first formula is used to calculate the player's Effective Melee Attack Level. The Attack Style Bonus for melee is 1. |