RuneScape combat

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Combat, a set of trainable skills in the MMORPG RuneScape, is the act of battling opponents, whether they are non-player characters or other players. Combat between players and NPCs can take place in most locations in RuneScape, while combat among players can take place only in designated areas.

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Combat triangle

File:Cmb triangle.gif
The RuneScape combat triangle

The three classes of combat in RuneScape form the combat triangle. Each class has its own disadvantages and advantages over the other classes. Many variables, such as the weapons and armour used as well as the relative statistics of the combatants, affect the outcome of any battle.

Warriors have an advantage against rangers because of the poor melee defence bonus of the ranger's leather armours, which allows the warrior to deal heavy damage to the ranger. A warrior's metallic armour is also very effective against the ranger's projectile weapons.

Mages have an advantage against warriors due to the magic conducting properties of the metallic armours worn by warriors. Magic spells can bind and freeze players for a small period of time, keeping warriors, with their short-range weapons, from reaching mages.

Rangers have an advantage against mages as their leather and dragonhide armours have high magic defence bonuses. Arrows easily pierce through mage robes to cause damage to the wearer. Rangers' long-range attacks allow them to deal damage from a distance even when bound or frozen.

Player versus monster

Players engage in combat with NPCs for many reasons. Experience in attack, strength, defence, range, mage, and hitpoints is gained by inflicting damage upon opponents. Prayer experience is gained by burying the bones left behind when certain NPCs die or by simply killing certain NPCs. Wealth is gained by defeating many NPCs, as they drop items, equipment, or coins when they die. Quests are often completed by defeating a particular monster or group of monsters. Mini-games, such as Pest Control, the Barrows, or the TzHaar Fight Cave, require players to defeat monsters in order to gain rewards.

Player versus player (PvP)

History

In the earliest versions of RuneScape, players could not engage in player versus player, or PvP combat. With the release of the third version, PvP combat was introduced to the game; however, players were required to choose whether they wished to play as player-killer characters or non-player-killer characters. Players were allowed to switch from player-killer mode to non-player-killer mode only three times, after which they remained at their chosen setting forever.

PvP combat could take place in most locations throughout Gielinor. Lumbridge was eventually designated as a neutral area where players could not attack each other in order to prevent players from being killed again immediately after respawning, a practice known as spawn camping. NPC Guards and White Knights patrolled the cities of Varrock and Falador respectively, breaking up PvP battles by attacking the aggressors; however, these guard units were limited in number. When all the guard units in the city were already in engaged in combat, PvP combat flourished.

On 13 August 2001, this system of PvP combat was replaced by the Wilderness. Over the next few years, Jagex continued to add locations for PvP combat in mini-games, such as Castle Wars, the duel arena, and the TzHaar fight pits.[1]

Wilderness

In the Wilderness, a barren area located in the northern part of the RuneScape map, players can engage in combat with each other, a practice commonly known as PKing (player-killing.) Players may attack any player within a specified range of combat levels dictated by the level of Wilderness. This level increases as players proceed further north into the Wilderness.

Players who initiate combat by attacking other players are identified by a skull icon affixed above their heads for a period of time. This is commonly known as being skulled. If the aggressors subsequently die while skulled, they drop all items they are carrying at the time of death on the ground. Use of prayer can allow skulled players to retain their single most valuable item. The items dropped can be picked up by other players.

Some players will create special PKing characters, known as pures, in order to optimize certain skills while keeping their combat level low. This is accomplished by heavily training the skills that are being optimized (usually range, mage, or both), while training the other combat skills to the minimum level required for effectiveness or not at all. In most cases, defense and/or prayer is sacrificed for high ranged, magic, and strength.

Some players will band together to form teams that travel the Wilderness together, defending themselves from attack more effectively than a single player. Teams may be formed for one foray into the Wilderness, or they may be part of a larger clan. Most clans are permanent organizations, complete with websites and forums. Clan members usually have something in common, either combat levels, RuneScape goals, age, or other factors, that bring them together as a cohesive unit to perform various functions together.

File:Multi-Purpose RuneScape Image.JPG
A player stands on a rampart at the duel arena as combatants fight in the arena below

Duel arena

The Duel arena is located in Al Kharid desert and is available only to members. It allows a formal fight between two and only two players. The combatants must agree to the terms and conditions of their fight before it starts. Players can choose to duel for fun and experience or to stake items or gold pieces that the winner will receive. The players will not lose the items that they did not stake when they die.

Non-combatants may purchase rotten tomatoes and throw them at duelists from the stands; this has no effect on the duel. [1]

Some pure mages like to wear weak warrior armor and pretend to be an inexperienced player and then at the countdown before the duel, put on their mage armor and staff then fight to the death. This strategy is also used by rangers and warriors, but not as much.

TzHaar fight pit

The TzHaar fight pit is a combat arena located under the Karamja volcano. Players can enter the arena and fight each other to the death using any style of combat. Players who are killed in the fight respawn in the waiting area with all their items; therefore, there is no risk. The last player remaining receives a certain amount of tokkul, the currency of the TzHaar, and is marked in the next battle by a red skull above the player's head.

Player owned houses

Players may create combat rooms in their houses using the construction skill. In the combat room, they can build several combat rings each with their own rules.

Players cannot gain or lose items in any combat room, as players will simply reappear outside the ring should they die, with no loss of items. Players like to place bets on who will win, and the combat ring is popular for clan events. Combatants gain experience for every blow landed - as with other forms of combat.

Players may also build their own throne rooms and dungeons. In the throne room players can turn their dungeon on and off and can also turn on player vs. player (PvP) mode. There is still nothing to lose in a PvP dungeon, but if players make it to the treasure room and defeat the boss, they can gain treasure (donated by the house owner). The owner of the dungeon may place various monsters in the dungeon for other players to fight; these monsters range from a basic skeleton guard to a powerful steel-scaled dragon available only to those who have a very high construction level.

Footnotes