Combat
Combat
Combat pages should connect equipment, mobs, drops, requirements, and strategy notes without burying the facts.
Unverified
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The "Combat" grouping above comes from the datamine and is kept as a navigation hub; combat is not a single in-game skill. See Combat skills below.
Verified Mechanics and Behavior Notes
The notes below are verified in-game (2026-07-05), except where marked as unconfirmed.
Combat skills
Mechanic Combat progression is tracked by four separate skills: Attack, Strength, Defense, and Stamina (the skill that governs health). No single "Combat" skill appears in the in-game skill panel; the "Combat" grouping used by this hub page reflects a datamined grouping and is kept for navigation. Exact in-game capitalization of the skill names on this page is unverified.
Combat XP Formula
Mechanic Every combat hit that lands awards a total of 4 XP per point of damage dealt, split among the relevant combat skills according to the combat style in use. A 1-damage hit therefore produces 4 total combat-skill XP; a 3-damage hit produces 12; and so on. This base rule applies to melee, Archery (the ranged-combat skill), and Magic alike; see the Magic subsection below for its formula and its one addition (splashing).
Mechanic Melee combat has four abstract XP-allocation styles:
- An Attack-only style — the full 4 × damage goes to Attack.
- A Strength-only style — the full 4 × damage goes to Strength.
- A Defense-only style — the full 4 × damage goes to Defense.
- A combined style — the 4 × damage total splits 50/50: 2 × damage to Attack and 2 × damage to Strength (Defense receives none).
These are abstract XP categories, not the weapon-specific style names (Stab, Lunge, Slash, Block, and so on) in the weapon attack styles table below — see the open mapping question at the end of this section.
Mechanic Archery has three combat styles:
- Accurate — by pattern with melee's pure styles, likely awards the full 4 × damage as pure Archery XP. This is an inference, not a directly confirmed rate.
- Rapid — attacks slightly faster than Accurate (exact rate unstated); likely also awards the full 4 × damage as pure Archery XP. Also an inference, not directly confirmed.
- Longrange — confirmed: splits its XP 2 × damage to Archery and 2 × damage to Defense.
Help verify whether Accurate and Rapid actually award pure Archery XP (currently an inference from parallel to melee's pure styles, not a directly confirmed rate) Accepted evidence: in-game XP-drop capture on an Accurate or Rapid archery hit.
Separately, the client's own combat-mode enum — already documented above in Combat style bonuses and the weapon attack styles table — lists the ranged modes as accurate/rapid/longrange, an exact match to these three reported Archery style names. This is an additional, independent confirmation of the style names; it does not confirm the XP split for Accurate/Rapid.
Mechanic Magic combat XP follows the same damage-based rule already confirmed above for melee and Archery: a landed hit awards the full 4 × damage to Magic — a single, un-split style, unlike Archery's Longrange — plus 1 × damage to Stamina, on top of the Magic XP. A 1-damage hit therefore yields 4 Magic XP + 1 Stamina XP; a 2-damage hit yields 8 Magic XP + 2 Stamina XP.
Magic has one XP behavior not reported for melee or Archery: splashing — a Magic attack that deals 0 damage (a miss) — still grants a flat 2 Magic XP, half of what a 1-damage hit awards to Magic. Whether a splash also grants Stamina XP is not stated; following the 0 damage × 1 pattern it would presumably be 0, but this has not been directly confirmed and should not be asserted as fact.
No split-style behavior like Archery's Longrange (which divides its XP between Archery and Defense) has been reported for Magic — it appears to be a single, 100%-to-Magic style throughout, aside from the splash exception above.
Mechanic Stamina gains XP on every combat hit, regardless of style, at a rate of 1 × damage dealt — separate from, and additional to, the 4 × damage split described above.
Summary:
| Combat type | Style | Attack XP | Strength XP | Defense XP | Archery XP | Magic XP | Stamina XP |
|---|---|---|---|---|---|---|---|
| Melee | Attack-only | 4 × damage | — | — | — | — | 1 × damage |
| Melee | Strength-only | — | 4 × damage | — | — | — | 1 × damage |
| Melee | Defense-only | — | — | 4 × damage | — | — | 1 × damage |
| Melee | Combined (Attack + Strength) | 2 × damage | 2 × damage | — | — | — | 1 × damage |
| Ranged (Archery) | Accurate (inferred) | — | — | — | 4 × damage (inferred) | — | 1 × damage |
| Ranged (Archery) | Rapid (inferred) | — | — | — | 4 × damage (inferred) | — | 1 × damage |
| Ranged (Archery) | Longrange | — | — | 2 × damage | 2 × damage | — | 1 × damage |
| Magic | Hit | — | — | — | — | 4 × damage | 1 × damage |
| Magic | Splash (0-damage miss) | — | — | — | — | 2 (flat) | 0 (presumed, not confirmed) |
Stamina's 1 × damage rate is confirmed for every hit row above; the Accurate/Rapid Archery-XP figures are an inference rather than a directly confirmed rate, and the Magic splash row's Stamina XP (0) is a presumed value, not directly confirmed.
Worked examples:
- A 1-damage hit using Longrange yields 2 Archery XP + 2 Defense XP (the confirmed 50/50 split) plus 1 Stamina XP (the general Stamina rule).
- A 3-damage hit using a melee Strength-only style yields 12 Strength XP (confirmed: 3 × 4) plus 3 Stamina XP (the general Stamina rule).
- A 1-damage Magic hit yields 4 Magic XP plus 1 Stamina XP.
- A 2-damage Magic hit yields 8 Magic XP plus 2 Stamina XP.
- A Magic splash (0-damage miss) yields a flat 2 Magic XP, and presumably 0 Stamina XP (not directly confirmed).
This formula is now confirmed for melee, Archery, and Magic alike (see the Magic subsection above) — Magic uses the single-skill, 100%-to-Magic version of the rule, the same pattern as melee's pure Attack/Strength/Defense styles or Archery's Accurate/Rapid, plus the splash exception described above. No split-style behavior like Archery's Longrange has been reported for Magic.
Open question — weapon-style-name mapping: the weapon-specific style names in the weapon attack styles table above (for example, sword: Stab / Lunge / Slash / Block; axe: Chop / Hack / Smash / Block) are not yet mapped to which of the four abstract melee XP categories above each named style actually grants. For example, it is unknown whether Stab on a sword grants pure Attack XP or the combined style's split XP. Do not guess an OSRS-style mapping — this is unconfirmed for SankoQuest.
Help verify which of the four abstract melee XP categories (Attack-only/Strength-only/Defense-only/combined) each named weapon attack style (Stab, Lunge, Slash, Block, Chop, Hack, Smash, Spike, Impale, Bash, Pound, Focus, Punch, Kick) actually grants
Accepted evidence: in-game XP-drop capture per named weapon style.
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Equipment bonuses
Mechanic Melee armour applies a negative Magic attack bonus while worn. Exact per-piece bonus values have not been documented.
Archery ammunition
Mechanic Bows currently accept any arrow tier, and Archery XP (Archery is the ranged-combat skill) is awarded normally regardless of the arrow tier used.
As heard in-game (unconfirmed): the Ranger Chestplate is currently the only obtainable piece of the ranger armour set; the other ranger pieces are said to be not yet obtainable. This remains unconfirmed.
Multi-combat zone
Mechanic A multi-combat zone lies east of the Giant Spider area, in the eastern part of the main landmass. It contains coal rocks and Scorpions. Its exact boundaries, how multi-combat status is indicated in-game, and whether other multi-combat areas exist are not yet documented.
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NPC healing during combat
Priests near the cow field in the grass zone are attackable. A player who is in combat can still talk to a Priest and ask to be healed, and the heal is applied mid-fight. The Priest NPC does not yet have a wiki page; one should be created once the exact in-game name is confirmed.
Help verify exact in-game name and page for the Priest NPC (attackable; heals players on request during combat; found near the grass-zone cow field)
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Evidence
Combat progression spans four skills in-game observation Unverified
Total combat XP per hit is damage × 4 in-game observation Verified
Melee XP splits by combat style in-game observation Verified
Ranged (Archery) XP splits by combat style in-game observation Verified
Ranged (Archery) XP splits by combat style (style names) client data (datamine) Unverified
Magic combat XP follows the same formula, plus a splash exception in-game observation Verified
Stamina gains XP on every combat hit in-game observation Verified
Melee armour Magic attack penalty in-game observation Unverified
Bows accept any arrow tier in-game observation Unverified
Multi-combat zones in-game observation Unverified
Priest healing during combat in-game observation Unverified
ranger armour availability (unconfirmed) in-game observation Unverified
Combat Formulas (client data)
According to client data (July 2026): the web client ships a combat module containing the formulas and style mappings below. Values are quoted verbatim from the sigma.sankoquest.com bundle captured 2026-07-05 (chunk e5c8f07ca20c8363.js, combat class, beautified lines ~11704–11864; weapon style tables from chunk c12a64812e41c536.js, lines 366–425). Combat resolution is server-authoritative, so everything in this section is Unverified until confirmed by in-game testing.
Core rolls
| Quantity | Formula (client data) | Explanation |
|---|---|---|
| Effective level | effectiveLevel = level + styleBonus + 8 |
The relevant skill level plus the combat-style bonus (below) plus a flat 8. |
| Attack roll | attackRoll = effectiveAttackLevel × (equipmentAttackBonus + 64) |
equipmentAttackBonus sums the matching attack stat (stab, slash, or crush for melee; ranged; or magic) across all worn equipment. |
| Defence roll (vs melee/ranged) | defenceRoll = (defenceLevel + styleBonus + 8) × (equipmentDefenceBonus + 64) |
equipmentDefenceBonus sums the defence stat matching the incoming attack style (see Defence axes). |
| Defence roll (vs magic) | defenceRoll = (floor(0.7 × magicLevel + 0.3 × defenceLevel) + styleBonus + 8) × (equipmentDefenceBonus + 64) |
Against magic, the defender's Magic level is weighted 70% and Defense level 30%. |
| Hit chance | if attackRoll > defenceRoll: 1 − (defenceRoll + 2) / (2 × (attackRoll + 1))otherwise: attackRoll / (2 × (defenceRoll + 1)) |
Probability that an attack lands, from the attacker's and defender's rolls. |
| Max hit | maxHit = max(1, floor(0.5 + effectiveStrength × (strengthBonus + 64) / 640)) |
effectiveStrength uses the same effective-level formula; strengthBonus sums melee/ranged/magic strength across equipment (arrows carry ranged strength). |
| Damage roll | damage = floor(random × (maxHit + 1)), clamped to 1–maxHit |
Rolled on a successful hit only, then further clamped to the target's remaining HP. |
Combat style bonuses
Each combat mode (the four style slots on the combat panel, modes 0–3) grants hidden level bonuses before the +8:
| Combat style | Mode 0 | Mode 1 | Mode 2 | Mode 3 |
|---|---|---|---|---|
| Melee | +3 Attack | +3 Strength | +1 Attack, +1 Strength, +1 Defence | +3 Defence |
| Ranged (Accurate / Rapid / — / Longrange) | +3 Attack, +3 Strength | none | not available | +3 Defence |
| Magic (Accurate / Autocast / — / Longrange) | +3 Attack | none | not available | +3 Defence, +1 Attack |
Ranged and magic weapons only allow modes 0, 1, and 3. Melee mode names vary by weapon class (next table). A weapon is classified in client data by its stats: a ranged-attack stat makes it ranged, otherwise a magic-attack stat makes it magic, otherwise melee; unarmed combat defaults to attack speed 4, range 1, crush.
Weapon attack styles (stab/slash/crush)
Each melee weapon class maps its four modes to a named style and a damage substyle. The substyle selects which attack bonus the attacker uses and which of the defender's stab/slash/crush defence values opposes it.
| Weapon class | Mode 0 | Mode 1 | Mode 2 | Mode 3 |
|---|---|---|---|---|
| Sword | Stab (stab) | Lunge (stab) | Slash (slash) | Block (stab) |
| Katana | Chop (slash) | Slash (slash) | Lunge (stab) | Block (slash) |
| 2h sword | Chop (slash) | Slash (slash) | Smash (crush) | Block (slash) |
| Axe | Chop (slash) | Hack (slash) | Smash (crush) | Block (slash) |
| Pickaxe | Spike (stab) | Impale (stab) | Smash (crush) | Block (stab) |
| Staff | Bash (crush) | Pound (crush) | Focus (crush) | Block (crush) |
| Unarmed | Punch (crush) | Kick (crush) | — | Block (crush) |
| Bow | Accurate | Rapid | — | Longrange |
"—" marks modes the client filters out of the UI. The bow row's melee substyle is stored as a crush fallback in client data, but bows attack with the ranged stats, not a melee substyle. Which of the four abstract melee XP categories (Attack-only / Strength-only / Defense-only / combined Attack+Strength — see Combat XP Formula above) each named style in this table actually grants is not yet confirmed; this is an open question, not a client-data fact.
Defence axes
The client's equipment-bonus mapping resolves the defender's stats by the incoming attack style (the same mapping is applied to NPC defence stats):
- Melee attacks are opposed by the defender's stab, slash, or crush defence, chosen by the attacker's substyle above.
- Ranged attacks are opposed by the defender's light, standard, or heavy defence, chosen by the attacking weapon's ranged type (default "standard"; every bow in the extracted manifest is "standard"). The light/standard/heavy trio thus appears to be the ranged-defence axis in client data — no extracted item or weapon distinguishes the three yet (all carry identical light/standard/heavy values).
- Magic attacks are opposed by the defender's single magic defence stat.
The in-game-verified magic penalty on melee armour (above) is directionally consistent with client data, where melee armour pieces carry negative magic defence values (for example, chestplates −4, leggings −3, kiteshields −1). The client manifest shows no magic-attack field on melee armour, so exactly which magic stat the observed in-game penalty applies to still needs verification; the gameplay observation remains primary.
Evidence (client data)
combat formulas, style bonuses, and attack/defence style mappings (client data) client data Unverified
Wiki task
Needs a verified source mob stats, combat formulas, equipment bonuses, and drop tables Accepted evidence: gameplay screenshot, official data, reader capture, or curator-reviewed notes.
Target page: Combat. Listed on SankoQuest:Open bounties.
Wiki task
Needs a verified source
which abstract melee XP category (Attack-only/Strength-only/Defense-only/combined) each named weapon attack style (Stab, Lunge, Slash, Block, Chop, Hack, Smash, Spike, Impale, Bash, Pound, Focus, Punch, Kick) actually grants
Accepted evidence: in-game XP-drop capture per named weapon style.
Use {{Mechanic}} on the target page.
Target page: Combat. Listed on SankoQuest:Open bounties.