Dragonwilds:Attack training: Difference between revisions
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=== Brynmoor === | === 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. | |||
{{Map | [[Dragonwilds:Ash Logs]] and [[Dragonwilds:Stone]] can be gathered near the spawn area to craft a [[Dragonwilds:Stone Dagger]] or [[Dragonwilds:Stone Club]]. Either weapon is suitable for early training. Once the required materials become available, upgrading to a [[Dragonwilds:Bone Dagger]] or [[Dragonwilds:Bone Club]] is recommended due to their higher power level. | ||
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.{{Map | |||
|Goblin Runt, Goblin Warrior, Goblin Archer, Goblin Bruiser, Giant Rat | |Goblin Runt, Goblin Warrior, Goblin Archer, Goblin Bruiser, Giant Rat | ||
|center = 165000,50000 | |center = 165000,50000 | ||
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=== Ghornfell === | === Ghornfell === | ||
This | 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. | |||
{{Map | 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 | |Wild Lapulis Vine | ||
|center = 90000,-100000 | |center = 90000,-100000 | ||
Revision as of 11:00, 26 September 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 / 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 accuracy – Increased Critical Damage by 15%
- Inspiring amulet of Attack – Increases Attack XP by 5%
- Amulet of strength – Increases melee Dragonwilds:damage by 12.5%
- Unholy symbol – Increases melee damage by 15%
- Dragonwilds:Salve amulet* – Preferred over the Unholy Synbol for undead monsters, as it increases damage against them by 17%
- Amulet of glory – Increases melee damage by 25%
- 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)
Methods per region
- Fighting bosses for drops
- Monster runs for rare drops
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 Dagger or Dragonwilds:Stone Club. Either weapon is suitable for early training. Once the required materials become available, upgrading to a Dragonwilds:Bone Dagger or Dragonwilds:Bone Club is recommended due to their higher power level.
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.Template:Map You can interact with this map's top right icon to toggle specific mob spawn locations on or off.
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 caves
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.