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Dark Lords clan

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Classes

Skills

EXP points

Quests

Combat and Duelling

Monsters

Cooking

Crafting

Fishing

Fletching

Herblaw

Magic

Mining

Prayer

Ranger

Smithing

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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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