Fights
How a fight works
Each turn you and your enemy both pick a move, and the faster one acts first. Your moves come from your weapon: a sword slashes, a mace crushes, a staff casts magic. Strong moves need a turn or two to recharge. See Gear & combat for every move.
Every enemy is weak to one damage type (it takes 50% more) and resists another (half damage), so carry a second weapon. Swapping weapons in a fight uses your turn, and so does drinking a potion.
Big moves
Bosses and rare creatures warn you a turn before their big move. When you see the warning, use Parry (blocks it), Guard (halves it), Ward (halves the next two hits) or Brace (raises your Defence).
Daily bosses
- Each attempt is up to 5 turns. Your HP carries over, and comes back 3 HP a minute; eat to heal faster.
- Deal 5% of its HP to earn a chest when it falls. Chests can hold its signature drop, which upgrades gear into named gear; the chance rises with every chest without it.
- The schedule and each boss's moves are on Bosses.
Rare creatures
- One can follow you home from a Slayer trip (about 1 trip in 5) and waits 24 hours for you.
- It's one fight, to the end: if you're knocked out or walk away, it's gone for good. Eat to full HP first, bring potions, and wear the weapon it's weak to.
- A win pays gold, parts and Slayer XP, with a 25% chance of its rare tool or ring. Lose out 3 times in a row and the next win is certain.
- Every creature and its drops are on Slayer.
Food and potions
Food heals between fights on Slayer trips (up to 10 without a pack) and before boss fights. Potions can be drunk mid-fight. Cooking makes food, and Herbery brews potions: 3 brews so far.