
The bonuses are the same across all game modes, but when playing a character in a mode other than Standard the penalties for using the wrong style are increased. The exact bonuses and penalties depend on which style the player is using and whether they are playing a Hardcore or Adventure character. When the player uses the combat style that is weak against the monster's combat style, they receive a penalty to their maximum hit and damage reduction. When the player uses the combat style that is strong against the monster's combat style, they receive a bonus to their maximum hit and damage reduction. This is only applied to you, and not the Monster.Įach combat type is strong against one of the other two combat types and weak against the other: This modifier includes a Damage Modifier and a Damage Reduction Modifier.

One of the issues with Adventure Mode though is that if you aren't at least familiar with the basics of Standard Mode it is very difficult to know what you should do or how you should progress.The Combat Triangle is a modifier applied to your Character when fighting Monsters based on their Attack Type compared to yours. Although I still feel it suffers from some of the same endgame issues I mentioned before. Training Defence increases the players evasion ratings, which in turn lowers monsters chance to hit when in combat. Unlike a lot of idle RPGs that more pretend to be an RPG and are actually just an endless loot grind with a few clickable skills, this one feels a LOT more like you are actually making important decisions as you play. That plays much more like a traditional RPG only at idle speed. The Slayer Crossbow is close, but I think that idea should be pushed further.Īs far as Adventure Mode goes, that is a whole different beast. For instance getting a recipe that allows you to make the equipment instead (likely using high end and looted materials) but also requires a fully Mastered skill to produce. It would be nice if the loot you got fed back into your non-combat skills in a greater way. I also think I remember hearing there is going to be a major cooking overhaul (check me on that one if Im wrong) and I would imagine that will be more of the same.īut I do agree, there should be more interconnection, particularly in the end-game where you get loot that is just better than what you can make. Summoning requires you to dip back and forth between all sorts of combat and non-combat skills and gives bonuses to both. Constantly using familiars will get you done in no time.

If you can, just make lots of familiars for your discovered marks and make sure you always use them on skills and/or combat, since each creation AND use will net you some summoning points for the skill levels.
.png)
I think that is coming more with each of the major updates, While there was a little of that before (like Herblore having it to a degree), Agility really started it with some of the variable bonus types. If you want the 'Skill' level to reach 99, it should be easy enough. I guess I would prefer some kind of global Progression, some more links between the skills. Originally posted by Apoc:I still enjoy the game because Numbers go Up but it feels like something is missing, unlocking Woodworking 2.0 where you can do something else beside logs, maybe unlock seed gathering instead of finding them only in bird nests or more synergy between the different skills like woodworking getting you a bonus in combat with Strength weapons.
