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Each level you gain, you increase your character's ability to fight exponentially. * Vitality * Not a skill. Players always have the same amount of maximum hit points (100) because they are always at the same Vitality level (79). * NPC humans are also all at vlvl 79 and NPC humanoids (and humanoids you turn into) have very similar vlvl. Monsters and special units can have greatly varying vlvls. * Vitality can be permanently increased by drinking elixirs (non-tradeable quest rewards, of which there are only a limited number that a character can get). These each boost your vitality level by 1 and are very hard to get. * Each +1 final Vitality level increases maximum hit points by 6%. * Attack * This is passively trained by training any of your attack styles, but i

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  • Glyphscape/Combat
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  • Each level you gain, you increase your character's ability to fight exponentially. * Vitality * Not a skill. Players always have the same amount of maximum hit points (100) because they are always at the same Vitality level (79). * NPC humans are also all at vlvl 79 and NPC humanoids (and humanoids you turn into) have very similar vlvl. Monsters and special units can have greatly varying vlvls. * Vitality can be permanently increased by drinking elixirs (non-tradeable quest rewards, of which there are only a limited number that a character can get). These each boost your vitality level by 1 and are very hard to get. * Each +1 final Vitality level increases maximum hit points by 6%. * Attack * This is passively trained by training any of your attack styles, but i
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dbkwik:runescapefa...iPageUsesTemplate
abstract
  • Each level you gain, you increase your character's ability to fight exponentially. * Vitality * Not a skill. Players always have the same amount of maximum hit points (100) because they are always at the same Vitality level (79). * NPC humans are also all at vlvl 79 and NPC humanoids (and humanoids you turn into) have very similar vlvl. Monsters and special units can have greatly varying vlvls. * Vitality can be permanently increased by drinking elixirs (non-tradeable quest rewards, of which there are only a limited number that a character can get). These each boost your vitality level by 1 and are very hard to get. * Each +1 final Vitality level increases maximum hit points by 6%. * Attack * This is passively trained by training any of your attack styles, but increases less than the Power level of the attack style you focus on. * Attack is augmented by your combat style, weapon, shield, and armors to give your final Attack level (fAl) for all attack styles. * Defense * This is passively trained by training any of your attack styles, but increases less than the Power level of the attack style you focus on. * Defense is augmented by your combat style, weapon, shield, and armors to give your final Defense level (fDl) for all attack styles. * Power of attack skills (Melee, Ranged, Air magic, Water magic, Earth magic, Fire magic) * Power is augmented by your combat style, weapon, shield, and armors to give your final Power level with a particular attack style (melee, ranged, magic types). * Resistance against attack skills (Melee, Ranged, Air magic, Water magic, Earth magic, Fire magic) * Not a skill. * Resistance is augmented to give your final Resistance level (fRl) for each type of damage you may take (melee, ranged, magic types). * Resistance against physical attacks for players and NPC humanoids is always augmented by a -50 for being made of flesh. This differs for other types of creatures and for defense against other elements. However, this is usually compensated for by the multiple pieces of armor players will wear (while monsters can't wear armor).
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