Scapewatch Atlas

Combat and raids

Combat

Solo fights against slay mobs. Each swing compares an attack score against a defence score, and the damage dealt is what pays combat XP to three skills at once.

See it on the systems map

Rules and numbers

  1. confirmed Combat XP is paid per point of final damage: the chosen skill (accuracy or strength, per the XP toggle) gets 0.5x, Life 0.2x, and the off-focus secondary (Dodge when accuracy is chosen, Defend when strength is chosen) 0.2x, for 0.9x in total.chosenXP = 0.5*finalDamage; lifeXP = 0.2*finalDamage; secondaryXP = 0.2*finalDamage (COMBAT_XP_CHOSEN_MULTIPLIER, COMBAT_XP_LIFE_MULTIPLIER, COMBAT_XP_SECONDARY_MULTIPLIER)
    Source: Constants.js:866-873
  2. confirmed Spirit and Slay XP are flat per kill, set per mob in mobs.json (e.g. Feeble Acid Slime 3 Spirit / 4 Slay, Chaos Furious Slime 220 / 300).
    Source: mobs.json (spiritXPOnKill, slayXPOnKill)
  3. confirmed Score: effective level (level + cape + pet + tool + slay + potion) times SKILL_MULT 2 times the spirit modifier, rounded down, plus the gear stat.score = floor(SKILL_MULT * effLevel * spiritMod) + gearStat; SKILL_MULT = 2
    Source: Constants.js:525-545, 588-591
  4. confirmed Hit chance is 60% at equal scores and moves 0.3% per point of accuracy-minus-dodge score, clamped to 10-100%; any excess above 100% (up to 50%) raises the minimum damage roll toward max hit.hitChance = clamp(0.10, 1.00, 0.60 + 0.003*(A - D)); overflow = min(0.5, raw - 1); minHit = max(1, floor(overflow*maxHit))
    Source: Constants.js:550-554, 626-638
  5. confirmed Max hit is 2 plus a fifth of the strength score; the defender's Defend score cuts damage by 1% per 10 points, capped at 75%, and every hit lands for at least 1.maxHit = 2 + floor(S_atk/5); reduction = min(0.75, floor(S_def/10)/100); finalDamage = max(1, ceil(raw*(1-reduction)))
    Source: Constants.js:556-560, 610-647
  6. confirmed Crits start at 5% chance and 120% damage; every crit source (combat pets, capes, combat tool tiers, glyphs, tablets, etc.) adds +0.2% chance and +0.25% damage, and a Chaos combat tool counts as two sources.critChance = (5 + 0.2*sources)/100; critDamagePct = 120 + 0.25*sources; critDamage = max(raw+1, floor(raw*critDamagePct/100))
    Source: Constants.js:772-865, 69
  7. confirmed Mobs crit off their own slay level: +0.2% chance and +0.25% damage per slay level, uncapped (an Ancient Lich at slay 99 crits 24.8% for 144.75%).mobCritChance = (5 + 0.2*slayLevel)/100; mobCritDamagePct = 120 + 0.25*slayLevel
    Source: Constants.js:818-852
  8. confirmed Vigor shortens the attack interval by 0.25% per vigor point (counting level 0), capped at 50%; swapping equipment triples the next attack cooldown.interval = weaponSpeed * (1 - min(0.5, (vigorScore+1)*0.0025)); EQUIPMENT_SWAP_COOLDOWN_MULTIPLIER = 3
    Source: Constants.js:659-667, 747
  9. confirmed Ranged or magic attacks without ammo halve the attack and strength scores; base ammo save chance is 0.penalisedScore = floor(score/2)
    Source: Constants.js:671-678, 760
  10. confirmed Gear has a special slot. 20 special families come in T1-T5 and Chaos; most need a weapon or style (Dual Wield and Bloodscent on daggers, Cleave and Execute on axes, Double Shot on ranged, Arc on wands, and so on).
    Source: items.json (slot special)
  11. confirmed The Reducer: on a kill, a 30% (T1) to 60% (Chaos) chance that the kill counts as two toward your slay task, still with one loot roll. The Extender: the same chance that the kill does not count, so the task lasts longer on that mob.
    Source: items.json (slay_double, slay_skip); game.js slay_task_special messages
  12. confirmed The Extender and The Reducer drop only from treasure chests, at the D1 tool rate: 1/(300 - 20 x chest tier) per loot roll.oneIn = 300 - 20 * chestTier
    Source: Constants (CHEST_SPECIAL_FAMILIES, chestSpecialOneIn)
  13. dev note The Specials Armory: every special you have ever owned adds crit chance and crit damage.
    Source: game.js patch note and Specials Armory tooltip
  14. confirmed Combat tools give +1% to +5% XP per tier (double the skilling curve) to the 10 combat skills.COMBAT_TOOL_TIER_BONUSES = [0.01,0.02,0.03,0.04,0.05]
    Source: Constants.js:1957-1979

More in Combat and raids

Ancient and Chaos shards and slates · Chaos Dungeon · Combat styles and Life/Spirit · Corruption · Death · Delve (combat raid skill and tree) · Dungeons (tiered raids) · Fortify talent tree · Fortress (skilling raid) · Fortress Ledgers and Banners · Fortress rares · Raid wave respawn · Slay masters · Slay tasks

Statuses: confirmed is a value or rule in the game files; observed is measured from recorded play; dev note comes from a developer comment, tooltip or patch note; inferred is worked out from the files with the assumption stated; unknown is decided on the server. Game data read 2026-10-03.