Main
Dark
Lords clan
Map
and Interesting places
Classes
Skills
EXP points
Quests
Combat and Duelling
Monsters
Cooking
Crafting
Fishing
Fletching
Herblaw
Magic
Mining
Prayer
Ranger
Smithing
thieving
Shops
Items
Links
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Skills
Skill |
Description |
Attack |
Used with
Weapon Aim, attack affects your chance to hit an enemy in combat.
Temporary attack will decrease if you drink Beer, Wine. |
Defence |
The
defence skill modifies the chance of being hit, but not the amount of damage you
take if you are hit. |
Strength |
Used with
Weapon Power, strength influences the maximum damage you do in combat.
Temporary strength will increase if you drink Beer. |
Hits |
Hits are
your life points. If you take damage during combat, your temporary Hits
go down. If you go to 0, you are dead and your bones and ALL your items
except 3 best items (only if you are not Player Killer with a skull over
your head), will remain where you died, free to anyone who gets there
first. In the meantime, you will resurrect in Lumbridge castle. You can
heal by eating or drinking. Cooked meat, cabbage, bread, beer and other
foods heal points.
Your temporary Hits also heal over time, lowly returning to your maximum
permanent Hits. 1 Hitpoint regenerate time = 1 minute, 5 seconds.
|
Ranged |
Ranged
combat is used for both arrows and crossbows, and modifies both hit
probability and max damage. You get a small experience bonus for each
hit as well |
Quest Points |
Quest
points are of some use already; if you have high quest points you can
currently persuade the silk trader to sell you silk at a lower price.
Also, the Champion's Guild southwest of Varrock requires you to have max
possible quest points to enter into it. There you can purchase trophy
items of clothing/armour that aren't available anywhere else like adamite,
rune and black items .
|
Prayer |
This skill
determines which prayers you can use, and you can gain it by right
clicking on bones in your inventory (this way, you bury the bones). You
can build it also with Ghost
Quest.
|
Magic |
This skill
determines which spells you can cast and also modifies your success rate
of casting spells. You gain experience casting spells and or killing
with them.
|
Cooking |
Cooking
determines your chance to cook raw meat, bread and other foods. The
cook's stove in Lumbridge castle is better than other cooking places
(other stoves and fires), but it can only be used once you have
completed the cook's quest. It's possible that the stove in the
Champion's Guild also confers a bonus.
|
Woodcutting |
Woodcutting
helps determine your chances to use an axe (hatchet, not battle axe) on
a tree to cut it down and get some logs for fire making. (more
experienced you are more experience you will get) |
Fletching |
Art
of making arrows, bows arrowheads, shafts, bolts etc... |
Fishing |
Fishing for
fish and occasional gem. Fish need to be cooked before use.
|
Fire making |
Your chances
to light logs and make a fire depend on this skill.
(more experienced you are more experience you will get) |
Crafting |
Used to
make pie dishes, pots, but also to cut gems or to make rings, amulets
and other jewellery.
|
Smithing |
One of most
important skills, smithing determines what you can smith and smelt ores.
The higher it is, the better weapons and armour you will be able to smith
and the more money your creations will earn. Until level 15 you can
smelt and smith only bronze. Until level 30, you can smelt and smith
iron. Until level 40, you can smelt and smith steel. At level 40, you
can turn gold nuggets into gold bars. Mithril
|
Mining |
A Smith
cannot work without ore and mining determines what you can mine and how
fast you can mine it. A higher mining skill allows you to mine faster
and dig up more difficult ores. At your start, you can mine clay, tin,
and copper. Beginning at level 15, you can mine iron ore. At level 30,
coal, at 40, gold etc...
|
Herblaw |
Herblaw is used to make different sorts of
potions and poisons. Before you can use herblaw you will need to do
complete the druidic ritual quest. It is a members only skill.
|
Equipment Stats
Stats |
Description |
Armour |
This is sum
of all armour you have are wearing. There are 6 zones where you can wear
armour: Head, torso, hands, legs, shield and cloak. Plate torso armour also covers the hands. With chain, you can also use gauntlets (best one
for now are leather +2), since it doesn't cover the hands.
The formula
for Armour is:
ARMOUR
= Helmet + plate (or chain + gauntlets) + leg armour + shield +
cloak + Magic (amulet)
from our observations, armour affect chance to evade hit (take 0
damage) but not amount of damage from a successful hit.
The
probably to hit equation is probably like:
% to hit = (minimum % chance + ((Defence skill + total Armour) -
(attack skill + weapon aim)
The damage
equation is probably like:
Max. Damage = (Strength + Weapon power) + combat modifier)/ 10)
For example, with an Adamantite sword and strength of 35, fighting in
aggressive mode this probably looks like:
( ( 35 + 32 ) + 3)/10 = (67 + 3) / 10 =70/10 = 7 max damage
|
Weapon Aim |
We think
this adds to Attack to determine your chance to hit. Maces have a
naturally higher Weapon Aim. Depending on the quality of a weapon,
weapons with better aim seem to be more expensive. (some amulets) |
Weapon Power |
We think
this adds to Strength to determine attack damage. Axes have a naturally
higher Weapon Power. |
Magic |
This seems
to influence success in casting spells and also determine max spell lvl
you can cast. There are already some items which influence this stat
(blue robes and hats). |
Prayer |
This seems
to influence which prayers you can use and how long you can pray |
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