Combat Guide - Melvor Idle
Combat Guide - Melvor Idle
All of the information that was on this page regarding terms and mechanics has been moved to the Combat page.
The leveling guides have been moved to Attack/Training, Ranged/Training and Magic/Training.
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If you feel there is information missing, feel free to talk to us in the Melvor Discord in the #wiki-discussion channel.Introduction
This guide is primarily written for characters playing the Standard game mode. If playing Hardcore or Adventure modes, preparation for certain events is different due to the differences in the Combat Triangle. This guide will assume there are no self-imposed restrictions put upon the account, if you choose to restrict your character in some way, you have to figure out how to get around it.
Progression in Melvor Idle primarily revolves around combat; while there is of course progression in all of the non-combat skills, that progression all serves to make you better at combat. There are several different stages to progression:
- The Early-Early Game:
- This stage mainly focuses on getting ready to start combat.
- The Early Game:
- This stage is generally referred to as the start of combat up to Combat Skill Levels up to Level 60-ish. This stage covers Dungeons up to Volcanic Cave.
- The Mid Game:
- This stage consists of Combat Skill Levels 60-90 and covers the Dungeons Volcanic Cave up to and including Fire God Dungeon.
- The Late Game:
- This is when the player is preparing to take on the last 2 Base Game Dungeons Into the Mist and Impending Darkness Event.
- The Post Base Game:
- Here the player finishes any achievements that haven't been mopped up yet, with the goal of filling the completion log with anything that hasn't been worth the time. It is up to the player to either go for 100% Base Game completion or continue on with the Throne of the Herald Expansion or the Into the Abyss Expansion.
The guide will start with an overview on how combat works, the stats, and what items affect them. It will also contain resources to Guides. Remember that the majority of things mentioned in Guides are recommendations and are not always the most optimal. The Dungeon Guides and the Training Guides for Melee, Magic and Ranged offer a minimum required and/or recommended setup. They are however not optimized for every situation. To get more precise results for any given situation it will always be recommended to use the Combat Simulator yourself.
Using Non-Combat to improve at Combat
There are several non-combat skills that improve various parts of the combat experience:
- Agility - Many of the obstacles provide important combat bonuses.
- Herblore - Diamond Luck Potions are among the highest DPS boosts in the game.
- Thieving - There are a multitude of useful item drops from several NPCs, including Chapeau Noir, Knight's Defender, and others.
- Astrology - Many powerful and important passive benefits, including Hidden Skill Levels, which provide further combat bonuses.
- Summoning - Tablets provide boosts to combat effectiveness and deal damage on their own.
- Cooking - Cook food to eat so you don't die!
- Farming - Farm food to eat so you don't die! Farming is particularly useful because it does not require you to actively spend time on it, you can farm food 'while doing combat' for example.
Other skills helpful for smooth progression include:
- Smithing - Melee armor and weapons.
- Fletching - Ranged ammunition and weapons.
- Crafting - Jewelry with unique effects and Ranged armor.
- Runecrafting - Magic armor, runes and weapons.
- Township - The Trader can be used to exchange goods for food and consumable items that make combat easier.
- Township - Township also has many Tasks available that grant rewards to players for achieving certain accomplishments or having certain items, using these is a great way to find something to do if you're unsure.
Melvor Idle is not competitive, so it is recommended to set goals that you personally want and work towards. The game will take a very long time to complete, so anything you can do to make it more fun for YOU is hugely recommended; using a weapon that you personally think is cool or useful, or not using an item because the grind isn't fun is perfectly acceptable and makes the game more interesting!
Major Goals for each Stage
Early-Early Game
There are 3 main goals before starting Combat:
- Get a good supply for Food so you don't die.
- Purchase at least Tier 1 of Auto Eat.
- Get a starter set of Equipment for the desired Combat Style.
- Bronze Equipment for Melee
- Leather Equipment for Ranged
- Air Acolyte Wizard Equipment for Magic
Early Game
- The first goal for this stage is obtaining Amulet of Looting from Spider Forest.
- After obtaining this Amulet the aim should be Level 60-85 in all Combat Skills, including Prayer and Slayer.
- The last goal would be a full set of either Rune Equipment or Dragon Equipment
Mid Game
This stage focuses around Volcanic Cave and the God Dungeons.
It is up to the player to decide whether to grind out a full set of Ancient Equipment or do some risky/Manual Eating Combat as explained in the Air God Dungeon/Guide.
The Gear to aim for at this stage should be full Sets of God Armour.
Late Game
This stage has the last 2 remaining Dungeons, Into the Mist and Impending Darkness Event.
It is highly advised to complete 40 Master Slayer Tasks before clearing Into the Mist. These tasks can be idled before completion of Into the Mist but won't be able to be idled until quite far into Throne of the Herald Expansion after, due to the difficulty of Dark Waters monsters.
Preparations can be found in their respective Dungeon Guides.
Recommended Gear Goals
These Gear Items are recommended to be obtained as soon as possible. Indications of when to get these items are found in the /Training guides.
- Amulet of Looting
- Ice Helmet, Ice Boots, Ice Shortbow
- Elite Amulet of Defence, Elite Amulet of Strength, Elite Amulet of Ranged, Elite Amulet of Magic
- Paladin Gloves
- Sand Treaders
- Obsidian Cape
- Elder Crown - Requirements are quite high on this.
Later Stages
- Infernal Claw
- Ancient Crossbow
- Scaled Shield
- God Armour
- Cloudburst Staff
- Stormsnap - Optional
- Ultima Godsword
- Fury of the Elemental Zodiacs which has a guide here
- Engulfing Vortex Longbow
Dungeon Order
The Dungeon Order listed in the game may not reflect how hard these Dungeons are.
The recommended order to do them in is listed in the Dungeon Guides
Other Resources / Other More Specific Guides
There are several Guides available to the player.
- Melee Leveling guide found at Attack/Training
- Magic Leveling guide found at Magic/Training
- Ranged Leveling guide found at Ranged/Training
- Dungeon guides found at Dungeon Guides
- Money Making guides found at Money Making
- Manual Eating guide found at Manual Eating
- Barrier Combat guide found at Barrier/Guide
- Throne of the Herald Expansion Combat guide found at Combat Guide/Throne of the Herald
- Into the Abyss Expansion Combat guide found at Combat Guide/Into the Abyss
Equipment | General Guide - World of Tanks
Equipment is a category of additional systems, parts, and components that can improve a vehicle's combat characteristics and reduce its weaknesses.
Standard Equipment
This basic type of equipment can be purchased with the in-game currency: credits. It can also be awarded for certain achievements and during events. It is divided into several classes and categories.
- Equipment Classes
- Equipment and Slot Categories
Standard equipment is divided into three classes, depending on its cost and the vehicle tier on which it can be mounted. The higher the equipment class, the higher the cost. A vehicle's tier largely determines the class of equipment that can be mounted on it:
- Tier II–IV vehicles, as well as some Tier V+ vehicles, allow Class 3 equipment to be mounted.
- Tier V–VII vehicles, as well as some Tier VIII+ vehicles—Class 2 equipment.
- Tier VIII–X vehicles—Class 1 equipment.
The exceptions are Camouflage Net and Spall Liner.
Camouflage Net is available in two variations: Class 3 can be mounted on Tier II–IV vehicles, while Class 2 can be mounted on Tier V–X vehicles.
Spall Liner does not have classes. Instead, four different versions are available, each suitable for certain vehicle types and tiers, as follows:
- Light: Tier V–X light tanks, as well as light tank destroyers or SPGs based on an LT chassis.
- Medium: Tier V–VII heavy tanks, as well as Tier V–X medium tanks and medium tank destroyers or SPGs on an MT chassis.
- Heavy: Tier VIII–X heavy tanks, as well as tank destroyers or SPGs under 75 tons.
- Superheavy: Tier VIII–X heavy tanks, as well as tank destroyers or SPGs weighing 75 tons or more.
In addition to classes, standard equipment is divided into the following four categories, each of which improves one of the vehicle's characteristics:
Firepower Survivability Mobility ScoutingEach type of standard equipment is assigned to the category that it affects.
This does not include Improved Rotation Mechanism, which corresponds to two categories (Firepower and Mobility), and Improved Ventilation, which corresponds to all four.
Equipment is placed in slots that become available starting from Tier II vehicles. The number of available slots depends on the vehicle's tier.
Starting from Tier VI, a specific category is assigned to the first slot based on the vehicle type. If the equipment's category corresponds to the category of the slot in which it is placed, the equipment provides an increased bonus to your vehicle. If the categories don't match or the slot doesn't have a category, the unit of equipment provides its standard effect.
Light tanksScouting Medium tanks
Mobility Heavy tanks
Survivability Tank destroyers, SPGs
Firepower Select an equipment category tab to see more details about the effect and cost of certain equipment. In the equipment description, the first value is the standard effect and the second value is the increased effect (when the equipment and slot categories match). Firepower Improved Ventilation +5% / +6% to all crew skills Cost Class 3: 50,000 Class 2: 200,000 Class 1: 600,000 Gun Rammer −10% / −11.5% to loading time Cost Class 2: 300,000 Class 1: 600,000 Enhanced Gun Laying Drive +10% / +11.5% to aiming speed Cost Class 3: 50,000 Class 2: 200,000 Class 1: 600,000 Vertical Stabilizer −20% to dispersion during vehicle movement and traverse Cost Class 2: 200,000 Class 1: 600,000 Improved Aiming −5% / −7% to the aiming circle size Cost Class 3: 50,000 Class 2: 200,000 Class 1: 600,000 Improved Rotation Mechanism +10% / +12.5% to turret traverse speed or gun traverse speed for vehicles with stationary cabins +10% / +12.5% to vehicle traverse speed −10% / −12.5% to dispersion during vehicle movement and traverse, as well as during turret rotation Cost Class 2: 200,000 Class 1: 600,000 Survivability Improved Ventilation +5% / +6% to all crew skills Cost Class 3: 50,000 Class 2: 200,000 Class 1: 600,000 Spall Liner −50% / –60% to HE-shell damage absorbed by armor, as well as ramming damage +50% / +60% to protection of the crew from injuries −10% / –15% to stun duration −20% / –25% to additional stun duration if the vehicle is already stunned Cost Light: 50,000 Medium: 200,000 Heavy: 500,000 Superheavy: 750,000 Improved Hardening Effect: fully restores suspension hit points after repairs. +8% / +10% to vehicle hit points +50% / +65% to suspension durability +15% / +20% to suspension repair speed −50% / −65% to hull damage caused by suspension damage during impact Cost Class 3: 40,000 Class 2: 200,000 Class 1: 600,000 Modified Configuration Effect: prevents one fuel tank fire, ammo rack explosion, and engine destruction in a battle upon the destruction of these modules. +25% / +35% to repair speed +100% / +150% to ammo rack, fuel tank, and engine durability −50% / −65% to the loading speed penalty and loss of engine power upon the damaging of modules −50% / −65% to the chance of engine fire Cost Class 2: 200,000 Class 1: 600,000 Mobility Improved Ventilation +5% / +6% to all crew skills Cost Class 3: 50,000 Class 2: 200,000 Class 1: 600,000 Additional Grousers +15% / +20% to vehicle traverse speed +10% / +15% to maintaining speed when moving across any terrain type Cost Class 3: 50,000 Class 2: 250,000 Class 1: 500,000 Improved Rotation Mechanism +10% / +12.5% to turret traverse speed or gun traverse speed for vehicles with stationary cabins +10% / +12.5% to vehicle traverse speed −10% / −12.5% to dispersion during vehicle movement and traverse, as well as during turret rotation Cost Class 2: 200,000 Class 1: 600,000 Turbocharger +7.5% / +10% to engine power +4 km/h / +5 km/h to top forward speed +2 km/h / +3 km/h to top reverse speed Cost Class 3: 50,000 Class 2: 200,000 Class 1: 600,000 Scouting Improved Ventilation +5% / +6% to all crew skills Cost Class 3: 50,000 Class 2: 200,000 Class 1: 600,000 Binocular Telescope +25% / +27.5% to view range of a stationary vehicle (up to 445 m) Cost Class 3: 50,000 Class 2: 200,000 Class 1: 600,000 Camouflage Net Increases the concealment of a stationary vehicle: +5% / +7.5% +10% / +12.5% +15% / +17.5% Cost Class 3: 50,000 Class 2: 100,000 Low Noise Exhaust System Increases the concealment of a stationary or moving vehicle: +3% / +4% +6% / +8% +5% / +6% Cost Class 3: 50,000 Class 2: 200,000 Class 1: 600,000 Coated Optics +10% / +11.5% to view range (up to 445 m) Cost Class 3: 50,000 Class 2: 200,000 Class 1: 600,000 Improved Radio Set +1.5 s / +2 s to the duration an enemy vehicle is visible to you −1.5 s / −2 s to the duration your vehicle is visible to the enemy Cost 600,000 Commander's Vision System −15% / −20% to concealment of enemy vehicles behind foliage −10% / −12.5% to concealment of moving enemy vehicles Cost 600,000
Improved Equipment
This valuable equipment can be purchased with bonds, and its characteristics are better than those of standard equipment—even when the latter has been placed in the appropriate slot. As a downside, improved equipment is not tied to any of the four equipment categories, meaning that it will not receive any additional bonuses from being placed in a specialized slot.
Venting System +8.5% to all crew skills Stabilizing Equipment System −27.5% to dispersion during vehicle movement and traverse Innovative Loading System −13.5% to loading time Wear-Resistant Gun Laying Drive +13.5% to aiming speed Experimental Optics +13.5% to view range (up to 445 m) Improved Compressor +12.5% to engine power +6 km/h to top forward speed +4 km/h to top reverse speed Improved Configuration Effect: prevents one fuel tank fire, ammo rack explosion, and engine destruction in battle upon destruction of these modules. +45% to repair speed +150% to ammo rack, fuel tank, and engine durability −70% to loading speed penalty and loss of engine power upon damage to modules −70% to engine fire probability Increased Shell Resistance Effect: fully restores suspension hit points after repairs. +12.5% to vehicle hit points +75% to suspension durability +30% to suspension repair speed −75% to hull damage caused by suspension damage during impact Stealth Exhaust Unit +6-10% to concealment increase, whether vehicle is stationary or moving(effectiveness depends on vehicle type) Innovative Targeting −9% to the aiming circle size Improved Final Drive +17.5% to turret traverse speed or gun traverse speed for vehicles with stationary cabins +17.5% to hull traverse speed −17.5% to dispersion during vehicle movement and traverse, as well as during gun traverse and after firing
Bounty Equipment
This is a special line of items available through various in-game events such as the Battle Pass. Initially, it has the parameters of standard equipment, but can be improved for credits.
Bounty Equipment is not tied to any of the four categories, which means it will not benefit from specialized slots. However, it can be upgraded and its bonuses are greater than those received by placing standard equipment in its corresponding slot.
Bounty Aiming −5% / −8% to aiming circle size Bounty Rammer −10% / −12.5% to loading time Bounty Gun Laying Drive +10% / +12.5% to aiming speed Bounty Optics +10% / +12.5% to view range (up to 445 m) Bounty Stabilizer −20% / −25% to dispersion during movement and turret rotation Bounty Ventilation +5% / +7.5% to all crew skills Bounty Rotation Mechanism −10% / −15% to dispersion during vehicle movement and traverse, as well as during turret rotation +10% / +15% to hull and turret traverse speed Bounty Turbocharger +7.5% / +12% to engine power +4 km/h / +5 km/h to top forward speed +2 km/h / +3 km/h to top reverse speed Bounty Protection Technology Effect: prevents one fuel tank fire, ammo rack explosion, and engine destruction in battle upon destruction of these modules. +25% / +40% to repair speed +100% / +150% to ammo rack, fuel tank, and engine durability −50% / −70% to loading speed penalty and loss of engine power upon damage to modules −50% / −70% to engine fire probability Bounty Exhaust System Effect: increases concealment of a stationary or moving vehicle. +6% / +9% for Light and Medium Tanks +5% / +7% for Tank Destroyers +3% / +5% for Heavy Tanks and Self-Propelled Guns Bounty Hardening Effect: fully restores suspension hit points after repairs. +8% / +11% to vehicle hit points (rounded up) +50% / +70% to suspension durability +15% / +25% to suspension repair speed −50% / −70% to hull damage caused by suspension damage during impactExperimental Equipment
This equipment type combines two or more characteristics of the other types of equipment in the game. Experimental Equipment can be obtained by completing combat missions, participating in certain events. While previously unavailable for purchase, players can now occasionally acquire Experimental Equipment in bundles. This equipment cannot be destroyed, but it can be disassembled for free. In return, you will receive components that can be used to upgrade or demount it.
Mobility Improvement System +5% / +6% / +8% to engine power +4% / +5% / +6% to turret traverse speed or gun traverse speed for vehicles with stationary cabins +4% / +5% / +6% to hull traverse speed −4% / −5% / −6% to dispersion during vehicle movement and on hull and turret traverse +4 / +4 / +5 km/h to top speed +2 / +3 / +3 km/h to reverse speed Survival Improvement Suite Effect: fully restores suspension hit points after repairs. +6% / +7% / +9% to vehicle durability +50% / +70% / +100% to ammo rack, fuel tank, and engine durability +30% / +40% / +50% to suspension durability +10% / +15% / +20% to suspension repair speed −30% / −40% / −50% to the loading speed penalty and loss of engine power upon the damaging of modules Fire-Control System +6% / +7% / +9% to aiming speed −7% / −9% / −11% to dispersion during vehicle movement and on hull and turret traverse Accuracy Improvement System −5% / −6% / −7% to aiming circle size +3% / +4% / +5% to aiming speedLearn more about Experimental Equipment rules
Expand- Experimental Equipment has both main and additional bonuses.
- The main bonus is the parameter that is displayed first in the description. If this is, for example, a bonus from Turbocharger, you cannot mount more of the same type of equipment on the vehicle.
- An additional bonus can be received from other types of equipment (one or more) or from various mechanics. The additional bonus cannot include the effect of the equipment from which it was taken (e.g., the full restoration of suspension durability after repairs from Improved Hardening).
- Experimental Equipment has special requirements for mounting.
- Experimental Equipment that combines bonuses from two types of equipment will only work on vehicles on which both types of equipment can be mounted. For example, Experimental Equipment with the Gun Rammer bonus (main or additional) cannot be mounted on vehicles with autoloader or autoreloader guns.
- Experimental Equipment that combines the bonuses of three or more types of equipment, gets bonuses unrelated to equipment, or has an unusual distribution of bonuses will have its own conditions for mounting.
- Experimental Equipment does not receive an additional bonus from its slot, regardless of its Upgrade Level.
- Experimental Equipment is not divided into classes (i.e., the same unit can be mounted on a Tier II or Tier IX vehicle if they meet its requirements).
- For any piece of Experimental Equipment:
- Its set of characteristics will not change when the Upgrade Level is increased.
- With each new Upgrade Level, the values of one or several characteristics may increase, but they will never decrease.
Equipment Mounting
Equipment is placed in slots that become available starting from Tier II vehicles. The number of available slots depends on the vehicle's tier.
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To mount a piece of equipment:
- Select a vehicle, then click any empty equipment slot above the vehicle panel. Hover your mouse over an item to learn more about its characteristics.
- Select the equipment and click Apply. The equipment is purchased and automatically mounted on your vehicle. It is then displayed in one of your vehicle's equipment slots.
You can't mount multiple pieces of equipment that have the same effect, regardless of the equipment type.
Quick Service
You can equip your vehicle manually or use Quick Service, which is a fast and convenient automated option for vehicles of Tier III and higher. It gives you access to a list of recommended equipment, consumables, ammunition, and even preset styles.
Quick Service offers two equipment setups:
- Standard: This is the most optimal configuration of standard equipment for the selected vehicle. You will be suggested to use items from the Depot or purchase equipment for credits.
- Advanced: This setup suggests an improved version of the first setup. This configuration is available only if you have advanced options for at least one of the suggested standard equipment items, such as improved or Experimental equipment.
You can also rearrange equipment between slots to take full advantage of slot specializations.
Quick Service is primarily designed for unfamiliar vehicles—whether it's one that has just been researched or a freshly unwrapped Premium vehicle.
To quickly prepare your vehicle for battle:
- In your Garage, click the Quick Service button above the vehicle panel.
- Select one of the suggested setups and rearrange the order of the items, if necessary. If some of the equipment needs to be bought, or there is already some equipment on the vehicle that has to be replaced, the price of the purchase and demounting cost will be displayed.
- Click Apply.
Upgrading Equipment
Bounty and Experimental Equipment are the only two types of equipment that can be upgraded. Bounty Equipment can only be upgraded once, while Experimental Equipment can be upgraded from Levels I to III.
- Bounty Equipment upgrade
- Experimental Equipment upgrade
- In your Garage, click any equipment slot above the vehicle panel.
- Go to the Bounty tab, select an equipment type, and click (Upgrade).
- On the screen displayed, click Upgrade to confirm. The required number of credits will be withdrawn from your account.
You can also upgrade any Bounty Equipment stored in the Stock section of the Depot. Right-click the Bounty Equipment item and select Upgrade in the menu displayed.
- In your Garage, click any equipment slot above the vehicle panel.
- Go to the Experimental tab, select the equipment type, and click (the current level of the equipment will be displayed).
- On the screen displayed, click Upgrade to confirm. The required number of components will be withdrawn from your account.
Equipment
Components Required for Upgrades Level I → II Level II → III Fire-Control System 400 2,000 Mobility Improvement System400
2,000
Survival Improvement Suite400
2,000
Accuracy Improvement System400
2,000
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The combined effect of Tier I equipment is equal to that of standard equipment.
-
Tier II is upgraded Bounty Equipment.
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Tier III is improved equipment (which is purchased for bonds).
An upgraded unit of unmounted Experimental Equipment will not be mounted on a vehicle automatically. Don't forget to mount it yourself before battle!
Disassembling Equipment
Experimental Equipment is the only type of equipment that can be disassembled. Disassembling equipment gives you components. The exact number you will receive depends on the upgrade level of the disassembled gear, as per the table below:
Equipment Components Acquired from Disassembly Level I Level II Level III Fire-Control System 100 400 1,600 Mobility Improvement System 100 400 1,600 Survival Improvement Suite 100 400 1,600 Accuracy Improvement System 100 400 1,600Equipment Demounting
All equipment types can be demounted:
- Standard and Bounty Equipment—for gold, with a Demounting Kit, or for free with a WoT Plus subscription;
- Improved equipment—for bonds;
- Experimental Equipment—for gold or with a Demounting Kit, and then for components.
Received or purchased Demounting Kits are permanently stored in the Depot. You can view your available Demounting Kits via the Consumables tab in the Stock section.
Please note that Demounting Kits cannot be sold.To demount your equipment with a Demounting Kit, do the following:
- In your Garage, select the vehicle from which you want to demount equipment, then click the necessary equipment slot.
- Click (Demount).
- In the confirmation window, select Demounting Kit, and then Demount.
One Demounting Kit will be spent, and the demounted equipment will be sent to the Depot. You can mount the demounted equipment on another vehicle.
The demounting requirements for Experimental Equipment depend on its upgrade level. The amount of resources required is as follows:
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Level I: 1 Demounting Kit or 10
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Level II: 50 components
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Level III: 100 components
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