Dragonwilds:Attack training: Difference between revisions
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{| class="wikitable" style="width:100%;" | {| class="wikitable" style="width:100%;" | ||
!Category | !Category | ||
! colspan=" | ! colspan="8" |Items progression (Late Game → Early Game) | ||
|- | |- | ||
!Head | !Head | ||
|{{plink|Dragon Full Helm}} | |||
|{{plink|Rune Helm}} | |||
|{{plink|Adamant Helmet}} | |{{plink|Adamant Helmet}} | ||
|{{plink|Mithril Helmet}} | |{{plink|Mithril Helmet}} | ||
| Line 21: | Line 23: | ||
|- | |- | ||
!Body | !Body | ||
|{{plink|Dragon Platebody}} | |||
|{{plink|Rune Platebody}} | |||
|{{plink|Adamant Platebody}} | |{{plink|Adamant Platebody}} | ||
|{{plink|Mithril Platebody}} | |{{plink|Mithril Platebody}} | ||
| Line 29: | Line 33: | ||
|- | |- | ||
!Legs | !Legs | ||
|{{plink|Dragon Platelegs}} | |||
|{{plink|Rune Platelegs}} | |||
|{{plink|Adamant Platelegs}} | |{{plink|Adamant Platelegs}} | ||
|{{plink|Mithril Platelegs}} | |{{plink|Mithril Platelegs}} | ||
|{{plink|Steel Platelegs}} | |{{plink|Steel Platelegs}} | ||
|{{plink|Iron Platelegs}} | |{{plink|Iron Platelegs}} | ||
| Line 42: | Line 46: | ||
|{{plink|Unholy Symbol}} / {{plink|Salve Amulet}}* | |{{plink|Unholy Symbol}} / {{plink|Salve Amulet}}* | ||
|{{plink|Amulet of Strength}} | |{{plink|Amulet of Strength}} | ||
|{{plink|Inspiring Amulet of Attack}} / | |{{plink|Inspiring Amulet of Attack}} | ||
| style="color:#888; background:#222;" | N/A | |||
| style="color:#888; background:#222;" | N/A | |||
| style="color:#888; background:#222;" | N/A | | style="color:#888; background:#222;" | N/A | ||
| style="color:#888; background:#222;" | N/A | | style="color:#888; background:#222;" | N/A | ||
| Line 51: | Line 57: | ||
|{{plink|Obsidian Cape}} | |{{plink|Obsidian Cape}} | ||
|{{plink|Community Cape}} | |{{plink|Community Cape}} | ||
| style="color:#888; background:#222;" | N/A | |||
| style="color:#888; background:#222;" | N/A | |||
| style="color:#888; background:#222;" | N/A | | style="color:#888; background:#222;" | N/A | ||
| style="color:#888; background:#222;" | N/A | | style="color:#888; background:#222;" | N/A | ||
| Line 58: | Line 66: | ||
* [[Dragonwilds:Melee armour]] – Set Bonus: -33% Block stamina cost , +50% Crit chance after blocking, +25% Damage to staggered targets | * [[Dragonwilds:Melee armour]] – Set Bonus: -33% Block stamina cost , +50% Crit chance after blocking, +25% Damage to staggered targets | ||
** Although it is not mentioned in the table above, the suggested equipment can be replaced by any of their equivalent(s) (e.g., mithril armour = Black Knight armour). See [[Dragonwilds:Armour|this]] for a complete list. | ** Although it is not mentioned in the table above, the suggested equipment can be replaced by any of their equivalent(s) (e.g., mithril armour = Black Knight armour). See [[Dragonwilds:Armour|this]] for a complete list. | ||
** Some methods down below might require the player to use a piece of magic armour for the -50% Stamina Regen Delay. | |||
* [[Dragonwilds:Trinkets]]: | * [[Dragonwilds:Trinkets]]: | ||
** Amulet of | ** Amulet of Glory – Increases melee damage by '''25%''' | ||
** Amulet of Strength – Increases melee [[Dragonwilds:damage]] by '''12.5%''' | |||
** Amulet of | ** Unholy Symbol – Increases melee damage by '''15%''' | ||
** Unholy | *** [[Dragonwilds:Salve amulet]]* – Preferred over the Unholy Symbol for undead monsters, as it increases damage against them by '''17%''' | ||
*** [[Dragonwilds:Salve amulet]]* – Preferred over the Unholy | ** Inspiring Amulet of Attack – '''I'''ncreases Attack XP by '''5%''' | ||
** Amulet of | |||
*[[Dragonwilds:Capes]]: | *[[Dragonwilds:Capes]]: | ||
**Attack cape – Melee attacks have a small chance at costing no stamina when used. | **Attack cape – Melee attacks have a small chance at costing no stamina when used. | ||
| Line 115: | Line 123: | ||
'''*Perks''': Food perks do '''''NOT''''' stack. Eating another food after consuming a different one overrides its perk(s) with the most recent food eaten. Potions behave like this as well; drinking a new potion will immediately overwrite your active potion buff. While players cannot layer multiple foods or multiple potions, '''one''' potion '''+ one''' food '''perks can be stacked together''' simultaneously. | '''*Perks''': Food perks do '''''NOT''''' stack. Eating another food after consuming a different one overrides its perk(s) with the most recent food eaten. Potions behave like this as well; drinking a new potion will immediately overwrite your active potion buff. While players cannot layer multiple foods or multiple potions, '''one''' potion '''+ one''' food '''perks can be stacked together''' simultaneously. | ||
== | == '''General advices''' == | ||
Perhaps the most important thing to note in terms of training any combat skill is that the vast majority of your damage comes from the [[Dragonwilds:Power level]] of your weapon as opposed to your skill level. This in turn accelerates your kill speed, which translates to faster experience gains. Levelling up your [[Dragonwilds:Attack]] skill will still provide useful passives and enchantments to help in different combat scenarios, however, it is imperative to understand that your attack level does not inherently increase your damage or accuracy by any amount. So, if you are struggling to clear an area or defeat a boss, make sure you are using the highest power level gear you have available to you instead of trying to reach an arbitrary Attack Level. (See [[Dragonwilds:Power level#Region Power Levels|Region Power Levels]] and [[Dragonwilds:Power level#Player Power Levels|Player Power Levels]]) | |||
A good strategy for keeping enough stamina for each individual encounter is to stop sprinting just before engaging combat to allow the [[Dragonwilds:Stamina]] Bar to replenish to full. | |||
== ''' | If you see an enemy charging a Power Attack, it is usually advised to evade out of range instead of continuing your Melee weapon's attack combo. Not only does this save health and possibly food resources, but also gives you a window during a fight to regenerate your Stamina without fear of being attacked. Unlike Water and Air magic spells, very few melee weapons can stagger an enemy out of their Power Attacks. | ||
== '''Methods per region''' == | |||
=== Brynmoor === | |||
Players looking to train [[Dragonwilds:Attack]] early and unlock skill perks such as [[Dragonwilds:Parry]] and [[Dragonwilds:Weapon Expertise]] can begin immediately in [[Dragonwilds:Brynmoor]]. The region contains numerous [[Dragonwilds:Giant Rat]] and [[Dragonwilds:Goblin (disambiguation)|Goblin]] spawns, providing several opportunities for combat without travelling far from the starting area. | |||
[[Dragonwilds:Ash Logs]] and [[Dragonwilds:Stone]] can be gathered near the spawn area to craft a [[Dragonwilds:Stone Club]]. If you opted into the Tutorial, follow the questline until you receive the Stone Dagger and its recipe from [[Dragonwilds:Vannaka]]. There is currently a bug that prevents you from learning the Stone Dagger recipe if you skip the Tutorial, until you unlock the Bone Dagger recipe. It is faster to unlock and craft a [[Dragonwilds:Bone Dagger]] instead of playing through the Tutorial, so immediately upgrading to a [[Dragonwilds:Bone Dagger]] is recommended, both due to the bug and due to its higher power level and fast attack speed. Note that attacking a target interrupts non- power attacks, so the dagger is more optimal than the [[Dragonwilds:Bone Club]] as its increased attack speed provides faster damage output and also helps negate damage taken. | |||
The fastest way to unlock the Bone Dagger is by running to the [[Dragonwilds:Windmill]] with your Stone Club to kill Giant Rats until you have 4 [[Dragonwilds:Small Animal Fang]]. Then run to [[Dragonwilds:Bramblemead Village]], collecting at least 6 [[Dragonwilds:Flax]] (you will need 4 to make the spinning wheel, and 2 to spin into [[Dragonwilds:Coarse Thread]]) and kill 2 cows to get 4 [[Dragonwilds:Animal Bone]]. Also be sure to get enough wood to make a structure with a roof for your spinning wheel. | |||
The map below shows the locations of hostile enemy spawns throughout the region. An efficient training route is to travel clockwise around Brynmoor, passing through the dense concentration of enemies near the [[Dragonwilds:Windmill]]. From there, continue uphill towards the [[Dragonwilds:Runecrafting Guild]], then follow the ridge east towards the [[Dragonwilds:Keep of Blue Flames]]. | |||
Continue southeast towards the [[Dragonwilds:Adventurer's Guild]], defeating enemies encountered along the route, before cutting back across the region towards [[Dragonwilds:Bramblemead Village]] to complete the circuit. The route can then be repeated as enemies respawn. | |||
Be sure to bring plenty of [[Dragonwilds:Food]] and [[Dragonwilds:Clean Water]] for an extended trip.{{Map | |||
|Goblin Runt, Goblin Warrior, Goblin Archer, Goblin Bruiser, Giant Rat | |||
|center = 165000,50000 | |||
|zoom = 2.6 | |||
}} | |||
=== Ghornfell === | |||
This region is [[Dragonwilds:Power level|Power Level]] 3, with the [[Dragonwilds:Stormtouched Highlands]] reaching Power Level 4. Players should therefore consider crafting [[Dragonwilds:Bronze]] weapons before focusing heavily on combat, as lower-level equipment can result in slower kills and reduced experience rates. Upgrading to [[Dragonwilds:Iron]] weapons when possible will significantly improve combat effectiveness. | |||
Players capable of defeating a wandering [[Dragonwilds:Abyssal Demon]] can obtain [[Dragonwilds:Abyssal Remains]], which are used to craft the [[Dragonwilds:Abysmal Whip]]. This weapon is a significant upgrade at this stage and remains useful into the late game. | |||
Once Power Level 4 equipment is available, players who still require Attack experience to unlock additional [[Dragonwilds:Attack]] skill perks, such as [[Dragonwilds:Adaptability]], can focus on [[Dragonwilds:Wild Lapulis Vine|Wild Lapulis Vines]]. Adaptability can be particularly useful for players intending to use melee during the [[Dragonwilds:Velgar]] encounter. Wild Lapulis Vines are weak to melee damage and can only be found within the [[Dragonwilds:Stormtouched Highlands]]. | |||
[[Dragonwilds:Garou Hunter|Garou Hunters]] and [[Dragonwilds:Garou Druid|Garou Druids]] should generally be avoided when training Attack, as both are resistant to melee damage and take longer to defeat. | |||
An efficient training route begins along the southern border before heading towards the centre of the region and crossing the bridge. From there, travel east and descend the small cliff to reach the river. Follow both the northern and southern banks of the river, defeating Wild Lapulis Vines encountered along the way. The map below shows the locations of Wild Lapulis Vine spawns that can be incorporated into this route.{{Map | |||
|Wild Lapulis Vine | |||
|center = 90000,-100000 | |||
|zoom = 3 | |||
}} | |||
=== Fellhollow === | |||
=== Dowdun Reach === | |||
* Fighting the Black Knight Titan | |||
=== Umbral Sands === | |||
==== Fight caves[[File:Fight Cave Icon.png|frameless|width=46x46]] ==== | |||
This method assumes the player has completed the quest [[Dragonwilds:Icthlarin's Little Helper]], and has unlocked the [[Dragonwilds:Fight Caves|Fight Cave]]. This method focuses on only clearing the first 28-30 waves, as defeating [[Dragonwilds:Fuzan]] is not a valuable use of time when training [[Dragonwilds:Attack]] due to the long pauses between attack phases and the amount of area denial the boss uses. | |||
===== Suggested Gear ===== | |||
This method requires one piece of magic armour to benefit from the '''−50% Stamina Regen Delay''' bonus, improving both clear speed and survivability during close-quarters encounters. Any piece of magic armour can be used; however, the head slot is recommended as it allows the remaining equipment slots to provide the highest possible melee defence. The [[Dragonwilds:Ancestral Hat]] can be replaced with another magic head-slot item. | |||
During waves containing large groups of enemies, a two-handed weapon is generally more effective for clearing multiple targets. | |||
Adamant equipment is suitable for players who have not yet entered the [[Dragonwilds:Scorned Wilderness]] raid. Upgrading to a [[Dragonwilds:Rune Scimitar]] is recommended when possible, as its increased damage improves clear speed. | |||
The optimal setup requires Dragon equipment obtained from [[Dragonwilds:Kuldra]]. | |||
{{Inventory | |||
|hotbar1 = Dragon Scimitar | |||
|hotbar2 = Dragon Kiteshield | |||
|hotbar3 = Titan's Wrath | |||
|hotbar7 = Stuffed Catfish | |||
|hotbar7-amount = 40 | |||
|hotbar8 = Cooling Ferocious Infusion | |||
|hotbar8-amount = 10 | |||
|main8 = Super Focused Attack Potion | |||
|main8-amount = 6 | |||
|main16 = Glazed Pumpkin Sandwich | |||
|main16-amount = 6 | |||
|armour1 = Ancestral Hat | |||
|armour2 = Dragon Platebody | |||
|armour3= Dragon Platelegs | |||
|armour4 = Fire Cape | |||
|armour5 = Amulet of Glory | |||
}} | |||
For optimal experience rates, players should bring enough [[Dragonwilds:Focused Attack Potion]] or [[Dragonwilds:Super Focused Attack Potion]], as well as [[Dragonwilds:Glazed Pumpkin Sandwich|Glazed Pumpkin Sandwiches]], to maintain their effects throughout the Fight Cave. | |||
With the optimal equipment setup, a full run takes approximately 40–45 minutes. Runs using Adamant or Rune equipment typically take approximately 50–60 minutes. | |||
[[Dragonwilds:Glazed Pumpkin Sandwich|Glazed Pumpkin Sandwiches]] are recommended as they provide both the [[Dragonwilds:Knowledgable Nourishment]] perk, which increases experience gained by 10%, and [[Dragonwilds:Soul Food]], which provides healing over time. | |||
Additional [[Dragonwilds:food]] without conflicting perks should be brought to recover from burst damage during encounters. Approximately 40 [[Dragonwilds:Stuffed Catfish]], or an equivalent amount of comparable food, should be sufficient for a full run. | |||
===== Experience Rates ===== | |||
Experience rates vary depending on combat style, player performance, [[Dragonwilds:Jewelry|jewellery]], and active buffs. With all relevant experience buffs active, a full Fight Cave completion can grant over 100,000 experience, compared with approximately 80,000 experience without buffs. [[Dragonwilds:Fight Caves|Wave 28]] contains a single [[Dragonwilds:KotHaar-Kal]]. While the KotHaar-Kal remains alive, the wave continuously replenishes up to two additional [[Dragonwilds:KotHaar-Xil]] and two [[Dragonwilds:KotHaar-Hur]], making it possible to repeatedly defeat these enemies before killing the KotHaar-Kal. Wave 20 has a similar enemy composition, consisting of one [[Dragonwilds:Tok-Xil]] and 20 [[Dragonwilds:KotHaar-Hur]]. Unlike Wave 28, however, defeated enemies on this wave do not continuously respawn. | |||
<div style="display:flex; gap:1em; align-items:flex-start; flex-wrap:wrap;"> | |||
{| class="wikitable" | |||
|+ Waves 1–10 | |||
! Wave | |||
! Experience | |||
! Cumulative | |||
|- | |||
| 1 || 1,935 || 1,935 | |||
|- | |||
| 2 || 1,499 || 3,434 | |||
|- | |||
| 3 || 1,325 || 4,759 | |||
|- | |||
| 4 || 3,124 || 7,883 | |||
|- | |||
| 5 || 1,934 || 9,817 | |||
|- | |||
| 6 || 1,694 || 11,511 | |||
|- | |||
| 7 || 1,527 || 13,038 | |||
|- | |||
| 8 || 2,400 || 15,438 | |||
|- | |||
| 9 || 2,105 || 17,543 | |||
|- | |||
| 10 || 734 || 18,277 | |||
|} | |||
{| class="wikitable" | |||
|+ Waves 11–20 | |||
! Wave | |||
! Experience | |||
! Cumulative | |||
|- | |||
| 11 || 3,687 || 21,964 | |||
|- | |||
| 12 || 3,142 || 25,106 | |||
|- | |||
| 13 || 3,355 || 28,461 | |||
|- | |||
| 14 || 3,610 || 32,071 | |||
|- | |||
| 15 || 6,129 || 38,200 | |||
|- | |||
| 16 || 2,673 || 40,873 | |||
|- | |||
| 17 || 3,415 || 44,288 | |||
|- | |||
| 18 || 2,134 || 46,422 | |||
|- | |||
| 19 || 3,492 || 49,914 | |||
|- | |||
| 20 || 9,400 || 59,314 | |||
|} | |||
{| class="wikitable" | |||
|+ Waves 21–30 | |||
! Wave | |||
! Experience | |||
! Cumulative | |||
|- | |||
| 21 || 4,082 || 63,396 | |||
|- | |||
| 22 || 5,445 || 68,841 | |||
|- | |||
| 23 || 1,825 || 70,666 | |||
|- | |||
| 24 || 7,147 || 77,813 | |||
|- | |||
| 25 || 3,456 || 81,269 | |||
|- | |||
| 26 || 3,589 || 84,858 | |||
|- | |||
| 27 || 8,046 || 92,904 | |||
|- | |||
| 28 || 15,179 || 108,083 | |||
|- | |||
| 29 || 3,254 || 111,337 | |||
|- | |||
| 30 || 5,247 || 116,584 | |||
|} | |||
</div> | |||
The table is based on data recorded during a single Fight Caves run, with both food and potion buffs active throughout. The run was completed in 38 minutes and 15 seconds. | |||
Experience gained per wave was observed to vary between attempts. The cause of this variation has not been confirmed, but may be related to the number of enemies hit by each attack or the attack used within a combo. Attacks hitting multiple enemies were observed to grant more experience than attacks against individual targets. | |||
''Further testing is required.'' | |||
== | ==== Resetting Tok-Xil with fast travel[[File:Tok-Xil.png|frameless|width=79x79]] ==== | ||
This method involves fast travelling between 2 [[Dragonwilds:Tok-Xil]] spawns, almost killing them, and then fast travelling to the other one to reset their health. One Tok-Xil can give 2,400 experience in around 35-40 seconds, making it possible to gain up to 230,000 experience per hour, assuming all buffs are used ([[Dragonwilds:Knowledgable Nourishment|knowledgable nourishment]], [[Dragonwilds:Super Focused Attack Potion|super focused attack potion]], [[Dragonwilds:whetstone]], and [[Dragonwilds:Enchant Weapon: Water|water enchanted]] weapon). Sometimes Tok-Xils in the [[Dragonwilds:Lava Fields]] don't immediately spawn after fast travel, making them unreliable for this method. The two near both pyramids are consistent but the one in the destroyed town requires the player to be some distance away before it spawns. One lodestone can be built a medium distance from the Tok-Xil to guarantee it spawns, and then another one directly under it to get into the fight instantly. | |||
=== Scorned Wilderness === | |||
{{Skill training guides}} | {{Skill training guides}} | ||
Latest revision as of 11:00, 9 October 2026
Template:External width=70x70 This page details the optimal training methods for levelling up Dragonwilds:Attack. Note: Major combat changes are coming soon, and this guide will be updated and expanded once they are released.
Equipment
Equipment slots
| Category | Items progression (Late Game → Early Game) | |||||||
|---|---|---|---|---|---|---|---|---|
| Head | Template:Plink | Template:Plink | Template:Plink | Template:Plink | Template:Plink | Template:Plink | Template:Plink | Template:Plink |
| Body | Template:Plink | Template:Plink | Template:Plink | Template:Plink | Template:Plink | Template:Plink | Template:Plink | Template:Plink |
| Legs | Template:Plink | Template:Plink | Template:Plink | Template:Plink | Template:Plink | Template:Plink | Template:Plink | Template:Plink |
| Trinket | Template:Plink | Template:Plink / Template:Plink* | Template:Plink | Template:Plink | N/A | N/A | N/A | N/A |
| Back | Template:Plink | Template:Plink | Template:Plink | Template:Plink | N/A | N/A | N/A | N/A |
Armour Slots:
- Dragonwilds:Melee armour – Set Bonus: -33% Block stamina cost , +50% Crit chance after blocking, +25% Damage to staggered targets
- Although it is not mentioned in the table above, the suggested equipment can be replaced by any of their equivalent(s) (e.g., mithril armour = Black Knight armour). See this for a complete list.
- Some methods down below might require the player to use a piece of magic armour for the -50% Stamina Regen Delay.
- Dragonwilds:Trinkets:
- Amulet of Glory – Increases melee damage by 25%
- Amulet of Strength – Increases melee Dragonwilds:damage by 12.5%
- Unholy Symbol – Increases melee damage by 15%
- Dragonwilds:Salve amulet* – Preferred over the Unholy Symbol for undead monsters, as it increases damage against them by 17%
- Inspiring Amulet of Attack – Increases Attack XP by 5%
- Dragonwilds:Capes:
- Attack cape – Melee attacks have a small chance at costing no stamina when used.
- Fire cape – Receiving or blocking damage has a chance to triggering Burning on your attacker. Melee kills on Burning enemies refill stamina.
Weapons
| Category | Items progression (Late Game → Early Game) | |||||
|---|---|---|---|---|---|---|
This category is subject to massive changes with the upcoming update affecting Dragonwilds:ascension shards, Cores, and Masterwork Weapons.
Perks
| Category | Items progression (Late Game → Early Game) | |||
|---|---|---|---|---|
| Potions (Focused Attack I & II) | Template:Plink | Template:Plink | Template:Plink | Template:Plink |
| Drinks (Dragonwilds:Fleet Footed) | Template:Plink | Template:Plink | N/A | N/A |
| Drinks (Dragonwilds:Ferocious Fighter) | Template:Plink | Template:Plink | N/A | N/A |
| Food (Dragonwilds:Knowledgable Nourishment) | Template:Plink | Template:Plink | Template:Plink | N/A |
Food, drinks & potions perks:
- Dragonwilds:Focused Attack – Increases the experience gained when training the Dragonwilds:Attack skill by 15%
- Dragonwilds:Focused Attack II – Increases the experience gained when training the Dragonwilds:Attack skill by 30%
- Dragonwilds:Fleet Footed – Reduces the Dragonwilds:stamina cost of sprinting by 50%
- Dragonwilds:Ferocious Fighter – Reduces the Dragonwilds:stamina cost of physical attacks by 33%
- Dragonwilds:Knowledgable Nourishment – Increases the player's Dragonwilds:experience gain in all Dragonwilds:skills by 10%
*Perks: Food perks do NOT stack. Eating another food after consuming a different one overrides its perk(s) with the most recent food eaten. Potions behave like this as well; drinking a new potion will immediately overwrite your active potion buff. While players cannot layer multiple foods or multiple potions, one potion + one food perks can be stacked together simultaneously.
General advices
Perhaps the most important thing to note in terms of training any combat skill is that the vast majority of your damage comes from the Dragonwilds:Power level of your weapon as opposed to your skill level. This in turn accelerates your kill speed, which translates to faster experience gains. Levelling up your Dragonwilds:Attack skill will still provide useful passives and enchantments to help in different combat scenarios, however, it is imperative to understand that your attack level does not inherently increase your damage or accuracy by any amount. So, if you are struggling to clear an area or defeat a boss, make sure you are using the highest power level gear you have available to you instead of trying to reach an arbitrary Attack Level. (See Region Power Levels and Player Power Levels)
A good strategy for keeping enough stamina for each individual encounter is to stop sprinting just before engaging combat to allow the Dragonwilds:Stamina Bar to replenish to full.
If you see an enemy charging a Power Attack, it is usually advised to evade out of range instead of continuing your Melee weapon's attack combo. Not only does this save health and possibly food resources, but also gives you a window during a fight to regenerate your Stamina without fear of being attacked. Unlike Water and Air magic spells, very few melee weapons can stagger an enemy out of their Power Attacks.
Methods per region
Brynmoor
Players looking to train Dragonwilds:Attack early and unlock skill perks such as Dragonwilds:Parry and Dragonwilds:Weapon Expertise can begin immediately in Dragonwilds:Brynmoor. The region contains numerous Dragonwilds:Giant Rat and Goblin spawns, providing several opportunities for combat without travelling far from the starting area.
Dragonwilds:Ash Logs and Dragonwilds:Stone can be gathered near the spawn area to craft a Dragonwilds:Stone Club. If you opted into the Tutorial, follow the questline until you receive the Stone Dagger and its recipe from Dragonwilds:Vannaka. There is currently a bug that prevents you from learning the Stone Dagger recipe if you skip the Tutorial, until you unlock the Bone Dagger recipe. It is faster to unlock and craft a Dragonwilds:Bone Dagger instead of playing through the Tutorial, so immediately upgrading to a Dragonwilds:Bone Dagger is recommended, both due to the bug and due to its higher power level and fast attack speed. Note that attacking a target interrupts non- power attacks, so the dagger is more optimal than the Dragonwilds:Bone Club as its increased attack speed provides faster damage output and also helps negate damage taken.
The fastest way to unlock the Bone Dagger is by running to the Dragonwilds:Windmill with your Stone Club to kill Giant Rats until you have 4 Dragonwilds:Small Animal Fang. Then run to Dragonwilds:Bramblemead Village, collecting at least 6 Dragonwilds:Flax (you will need 4 to make the spinning wheel, and 2 to spin into Dragonwilds:Coarse Thread) and kill 2 cows to get 4 Dragonwilds:Animal Bone. Also be sure to get enough wood to make a structure with a roof for your spinning wheel.
The map below shows the locations of hostile enemy spawns throughout the region. An efficient training route is to travel clockwise around Brynmoor, passing through the dense concentration of enemies near the Dragonwilds:Windmill. From there, continue uphill towards the Dragonwilds:Runecrafting Guild, then follow the ridge east towards the Dragonwilds:Keep of Blue Flames.
Continue southeast towards the Dragonwilds:Adventurer's Guild, defeating enemies encountered along the route, before cutting back across the region towards Dragonwilds:Bramblemead Village to complete the circuit. The route can then be repeated as enemies respawn.
Be sure to bring plenty of Dragonwilds:Food and Dragonwilds:Clean Water for an extended trip.Template:Map
Ghornfell
This region is Power Level 3, with the Dragonwilds:Stormtouched Highlands reaching Power Level 4. Players should therefore consider crafting Dragonwilds:Bronze weapons before focusing heavily on combat, as lower-level equipment can result in slower kills and reduced experience rates. Upgrading to Dragonwilds:Iron weapons when possible will significantly improve combat effectiveness.
Players capable of defeating a wandering Dragonwilds:Abyssal Demon can obtain Dragonwilds:Abyssal Remains, which are used to craft the Dragonwilds:Abysmal Whip. This weapon is a significant upgrade at this stage and remains useful into the late game.
Once Power Level 4 equipment is available, players who still require Attack experience to unlock additional Dragonwilds:Attack skill perks, such as Dragonwilds:Adaptability, can focus on Wild Lapulis Vines. Adaptability can be particularly useful for players intending to use melee during the Dragonwilds:Velgar encounter. Wild Lapulis Vines are weak to melee damage and can only be found within the Dragonwilds:Stormtouched Highlands.
Garou Hunters and Garou Druids should generally be avoided when training Attack, as both are resistant to melee damage and take longer to defeat.
An efficient training route begins along the southern border before heading towards the centre of the region and crossing the bridge. From there, travel east and descend the small cliff to reach the river. Follow both the northern and southern banks of the river, defeating Wild Lapulis Vines encountered along the way. The map below shows the locations of Wild Lapulis Vine spawns that can be incorporated into this route.Template:Map
Fellhollow
Dowdun Reach
- Fighting the Black Knight Titan
Umbral Sands
Fight caveswidth=46x46
This method assumes the player has completed the quest Dragonwilds:Icthlarin's Little Helper, and has unlocked the Fight Cave. This method focuses on only clearing the first 28-30 waves, as defeating Dragonwilds:Fuzan is not a valuable use of time when training Dragonwilds:Attack due to the long pauses between attack phases and the amount of area denial the boss uses.
Suggested Gear
This method requires one piece of magic armour to benefit from the −50% Stamina Regen Delay bonus, improving both clear speed and survivability during close-quarters encounters. Any piece of magic armour can be used; however, the head slot is recommended as it allows the remaining equipment slots to provide the highest possible melee defence. The Dragonwilds:Ancestral Hat can be replaced with another magic head-slot item.
During waves containing large groups of enemies, a two-handed weapon is generally more effective for clearing multiple targets.
Adamant equipment is suitable for players who have not yet entered the Dragonwilds:Scorned Wilderness raid. Upgrading to a Dragonwilds:Rune Scimitar is recommended when possible, as its increased damage improves clear speed.
The optimal setup requires Dragon equipment obtained from Dragonwilds:Kuldra.
Template:Inventory For optimal experience rates, players should bring enough Dragonwilds:Focused Attack Potion or Dragonwilds:Super Focused Attack Potion, as well as Glazed Pumpkin Sandwiches, to maintain their effects throughout the Fight Cave.
With the optimal equipment setup, a full run takes approximately 40–45 minutes. Runs using Adamant or Rune equipment typically take approximately 50–60 minutes.
Glazed Pumpkin Sandwiches are recommended as they provide both the Dragonwilds:Knowledgable Nourishment perk, which increases experience gained by 10%, and Dragonwilds:Soul Food, which provides healing over time.
Additional Dragonwilds:food without conflicting perks should be brought to recover from burst damage during encounters. Approximately 40 Dragonwilds:Stuffed Catfish, or an equivalent amount of comparable food, should be sufficient for a full run.
Experience Rates
Experience rates vary depending on combat style, player performance, jewellery, and active buffs. With all relevant experience buffs active, a full Fight Cave completion can grant over 100,000 experience, compared with approximately 80,000 experience without buffs. Wave 28 contains a single Dragonwilds:KotHaar-Kal. While the KotHaar-Kal remains alive, the wave continuously replenishes up to two additional Dragonwilds:KotHaar-Xil and two Dragonwilds:KotHaar-Hur, making it possible to repeatedly defeat these enemies before killing the KotHaar-Kal. Wave 20 has a similar enemy composition, consisting of one Dragonwilds:Tok-Xil and 20 Dragonwilds:KotHaar-Hur. Unlike Wave 28, however, defeated enemies on this wave do not continuously respawn.
| Wave | Experience | Cumulative |
|---|---|---|
| 1 | 1,935 | 1,935 |
| 2 | 1,499 | 3,434 |
| 3 | 1,325 | 4,759 |
| 4 | 3,124 | 7,883 |
| 5 | 1,934 | 9,817 |
| 6 | 1,694 | 11,511 |
| 7 | 1,527 | 13,038 |
| 8 | 2,400 | 15,438 |
| 9 | 2,105 | 17,543 |
| 10 | 734 | 18,277 |
| Wave | Experience | Cumulative |
|---|---|---|
| 11 | 3,687 | 21,964 |
| 12 | 3,142 | 25,106 |
| 13 | 3,355 | 28,461 |
| 14 | 3,610 | 32,071 |
| 15 | 6,129 | 38,200 |
| 16 | 2,673 | 40,873 |
| 17 | 3,415 | 44,288 |
| 18 | 2,134 | 46,422 |
| 19 | 3,492 | 49,914 |
| 20 | 9,400 | 59,314 |
| Wave | Experience | Cumulative |
|---|---|---|
| 21 | 4,082 | 63,396 |
| 22 | 5,445 | 68,841 |
| 23 | 1,825 | 70,666 |
| 24 | 7,147 | 77,813 |
| 25 | 3,456 | 81,269 |
| 26 | 3,589 | 84,858 |
| 27 | 8,046 | 92,904 |
| 28 | 15,179 | 108,083 |
| 29 | 3,254 | 111,337 |
| 30 | 5,247 | 116,584 |
The table is based on data recorded during a single Fight Caves run, with both food and potion buffs active throughout. The run was completed in 38 minutes and 15 seconds.
Experience gained per wave was observed to vary between attempts. The cause of this variation has not been confirmed, but may be related to the number of enemies hit by each attack or the attack used within a combo. Attacks hitting multiple enemies were observed to grant more experience than attacks against individual targets.
Further testing is required.
Resetting Tok-Xil with fast travelwidth=79x79
This method involves fast travelling between 2 Dragonwilds:Tok-Xil spawns, almost killing them, and then fast travelling to the other one to reset their health. One Tok-Xil can give 2,400 experience in around 35-40 seconds, making it possible to gain up to 230,000 experience per hour, assuming all buffs are used (knowledgable nourishment, super focused attack potion, Dragonwilds:whetstone, and water enchanted weapon). Sometimes Tok-Xils in the Dragonwilds:Lava Fields don't immediately spawn after fast travel, making them unreliable for this method. The two near both pyramids are consistent but the one in the destroyed town requires the player to be some distance away before it spawns. One lodestone can be built a medium distance from the Tok-Xil to guarantee it spawns, and then another one directly under it to get into the fight instantly.