EastScape Wikibuilt from the game itself

Fighting

Click a monster to fight it. Combat is one skill: every hit you land trains it, and Hitpoints goes up alongside it.

The Melee skill page — every level, every item and the xp, in tables.

On this page: Getting started · Weapons · The 14 grades · How it works · Swinging faster · Going further · Tips

Getting started

  • Click a monster. You walk to it and keep swinging until one of you stops.
  • Whoever hits it first owns it. Nobody else can take your kill, except in the Wilderness, where nothing is owned.
  • Eat before you need to. Cooked fish is most of the healing in the game, and a salve from the cauldron heals more than any of it. See Cooking.
  • Better weapons and armor need a higher Combat level. Bom's Prize Counter sells every grade, but it's expensive: everything is much cheaper smithed, and plenty of it drops.

Weapons

Every grade has the same three weapons, and they're almost exactly even on damage over time. Pick the one that feels right.

WeaponSwings everyStyle
Gladius1.8sfast and accurate, small hits
Longsword2.4sthe middle of the three
Maul3.0sslow and heavy, big hits

The 14 grades

Weapons and armor need Combat; rings and amulets need Hitpoints.

GradeNeedsFull set defenceWeapons: quick, balanced, heavy (accuracy / strength)
Bronze1025Bronze gladius (+10 / +4), Bronze longsword (+8 / +6), Bronze maul (+6 / +8)
Emerald2045Emerald gladius (+16 / +6), Emerald longsword (+12 / +10), Emerald maul (+8 / +14)
Diamond3062Diamond gladius (+21 / +8), Diamond longsword (+16 / +14), Diamond maul (+11 / +20)
Dragonstone4080Dragonstone gladius (+26 / +11), Dragonstone longsword (+20 / +18), Dragonstone maul (+14 / +25)
Onyx5097Onyx gladius (+31 / +13), Onyx longsword (+24 / +22), Onyx maul (+17 / +31)
Starfall60118Starfall gladius (+36 / +16), Starfall longsword (+28 / +26), Starfall maul (+20 / +36)
Eclipse70135Eclipse gladius (+42 / +18), Eclipse longsword (+32 / +30), Eclipse maul (+22 / +42)
Nova80153Nova flare knife (+47 / +20), Nova halberd (+36 / +34), Nova starbreaker (+25 / +48)
Singularity90174Singularity event blade (+52 / +23), Singularity voidglaive (+40 / +38), Singularity collapser (+28 / +53)
Celestial99194Celestial gladius (+57 / +26), Celestial longsword (+44 / +42), Celestial maul (+31 / +58)
Voidforged105206Voidforged gladius (+60 / +28), Voidforged longsword (+46 / +44), Voidforged maul (+33 / +61)
Penumbra110216Penumbra gladius (+62 / +29), Penumbra longsword (+48 / +46), Penumbra maul (+34 / +63)
Stormward115227Stormward gladius (+65 / +31), Stormward longsword (+50 / +48), Stormward maul (+36 / +66)
Chrono120237Chrono gladius (+67 / +32), Chrono longsword (+52 / +50), Chrono maul (+37 / +68)

Full set defence is helm, body, legs, shield, gloves and boots together.

  • The top two grades name their weapons differently. Nova and Singularity don't have a gladius, a longsword and a maul, but the three roles are the same: quick, balanced, and slow and heavy.
  • Their weapons are a chase. Every Nova or Singularity weapon needs a core as well as bars. Both cores drop from The Junk King, and from the Black Crypt's Hoodie and the Great Pyramid's Squeeze, at about 0.05% a kill; the singularity core drops much more often from Captain Claw (1.6%). Or build one at an anvil: Nova core at Smithing 80 from 15 hail shard, 10 static pelt, 5 storm jelly, 2 eclipse bar; Singularity core at Smithing 90 from 15 catalytic converter, 10 slagstone, 1 kindled diamond, 2 nova bar. Armor and tools don't need a core.
  • A Kindled Diamond is the other way up. At the Gem Bench it raises a piece you already own one level, up to +3. It never breaks the piece, but 5-10% of the time the gem shatters.

How it works

  • Combat is one skill, and there are no stances to pick. Every hit you land trains it, in step with the damage. It does three jobs at once: you land more of your swings, you hit harder, and you get hit less.
  • Hitpoints always trains alongside it. Damage pays Melee xp (Archery with a bow, Magic with a wand), plus a third as much into Hitpoints, so your health goes up whatever you fight. At range it climbs slower: with a bow or a wand, Hitpoints gets a third of what it gets with a melee weapon, because you're not the one standing in the way of the hits.
  • Tickets drop as a range, not a fixed number. Every kill is worth a set amount, and what actually drops is a slice of it, so two of the same monster rarely pay the same.
  • Most monsters pay 0.6x to 1.4x of what they're worth: a fairly tight wobble.
  • The Thunderhead's monsters pay 0.2x to 1.8x instead: Hail Drake, Storm Golem, The House, Thunder Goose, Thunderwolf. The average is exactly the same, but any single kill can pay a fifth or nearly double. The House is worth 273, so out there it pays 55 to 491, where anywhere else it would be 164 to 382.
  • Why: the Thunderhead was by far the richest place in the game, and its drops were cut. A flat cut only makes a place worse; a wider range gives back the excitement without giving back the average.
  • Ticket buffs multiply the drop, so a Coin Toad or a tincture is worth the same percentage wherever you fight.
  • The jackpot kill: about 0.4% of kills pay 12 times what they should. It isn't tied to what you killed, where you are, or how long you've played.
  • During a 2X event, every ticket doubles, dropped or paid, for everyone on the server.

Swinging faster

Click the monster you're already fighting and your next swing comes sooner. Keep doing it and it comes sooner still, in four steps:

Clicked before the swing?Off the waitGladiusMaul
No — left alone—1.80s3.00s
1st swing in a row3% sooner1.75s2.91s
2nd swing in a row5% sooner1.71s2.85s
3rd swing in a row7% sooner1.67s2.79s
4th swing in a row10% sooner1.62s2.70s
and onwards10% — the ceiling1.62s2.70s
  • It counts swings, not clicks. Each time your weapon comes around, the game asks one question: did you click since the last swing? Yes, and you move up one step; no, and you drop straight back to the bottom. Clicking five times between two swings is worth the same as clicking once, on purpose.
  • So the trick is one click per swing. Watch your character, click the monster again each time it lands a blow, and by the fourth you're at the ceiling and staying there.
  • Miss one and you start over at the bottom, not one step down. A run of clicks is worth far more than the same number scattered around, so this rewards paying attention, not clicking a lot.
  • Starting a new fight resets you. Walking to the next monster costs you the ladder, so it pays best on a big, slow monster you stand and work. It's also why finishing off something already hurt beats wandering to a fresh one.
  • It stacks with everything else (a faster weapon, a tool or pet speed bonus, a whiskey), because it takes a percentage off whatever your wait already is. Quick weapons gain the least in seconds, heavy ones the most.
  • You never have to use it. Leave it alone and your swing is the plain number in the table; the game is balanced around that. It works on other players in the Wilderness too, and so does theirs.
  • Every style gets the same. A bow or a spell climbs the ladder exactly like a sword, and it never costs extra arrows or pages per kill.
  • Reading your target's plate: the wide bar under your target's health is your own swing, filling to your next blow. Gold means you've clicked for it, and it says what the swing takes off (+3% to +10%). Bronze with a flickering "click" means you haven't: click the monster now. The four squares after it are the ladder: lit gold for the steps you have, flickering for the steps you'll lose if your blow lands with no click, and a red flash means you lost them.

Going further

Many monsters' hits carry a type. Whatever a monster shrugs off is what it hits with (a Furnace Imp resists fire, so it burns you); otherwise its kind decides: spiders, snakes and toadstools poison; wolves, raptors and bandits make you bleed. An element is half of each hit, colored to match. Poison, bleed and fire hurt on top: the hit lands, then 40% more of it as poison, 35% as bleed, or 25% as a burn arrives over the next three seconds. Bring food for those, or gear that resists them.

Resistances on rolled gear take their share off the element part of a hit and off the poison, bleed or burn: of the Firewalker (fire), of the Yeti (frost), of the Lightning Rod (storm), of the Lantern (void), of Shade (sun), of the Antidote (poison), of Stitches (bleed), up to 60% each. A monster's page and its card say what it hits with. See Rolled loot.

Monsters by type

Hits withWhat it doesMonsters (level)
🔥 Firehalf the hit, then a burn: +25%The Critic 42, The Sand Pharaoh 47, Sand Cobra 48, Gilt Scarab 52, The Strongman 71, Vault Warden 74, The Pit Boss 80, The Deepwarden 84, Caveman 90, The Junk King 98, Caveman Hunter 100, Old Rex 110
❄️ Frosthalf the hitSorry Ghoul 30, Bandaged Debtor 43, Sulking Revenant 45, Marrow Hound 50, Hail Drake 62, Kraken Arm 78, Crystal Ogre 78, Junkyard Dog 80, Coin Hoard 86, Woolly Mammoth 98, Frost Wolf 100, Snow Owl 102, Yeti 104, Frost Wraith 106, The Mammoth Matriarch 108, Ice Elemental 110, Frost Giant 112, The Ice Wyrm 115
⚡ Stormhalf the hitBrainstorm 40, Cumulus Ram 42, Storm Golem 52, Thunder Goose 55, Thunderwolf 58, The House 70, The Weather 78
🌀 Voidhalf the hitTax Wraith 28, Wild Weaver 40, Pinhead 62, Grim Lich 66, The Grinning Man 72, Abyss Wisp 76
☀️ Sunhalf the hitAngel of Minor Inconvenience 48, The Scrapper 88, The Last Dealer 92, The Frost Jarl 113
🧪 Poisonthe hit, then +40% over 3 sTomatoe Hornworm 7, Sulking Toadstool 10, Bog Gnasher 18, Lantern Moth 22, Chandelier Spider 34
🩸 Bleedthe hit, then +35% over 3 sRaider Wolf 6, Wild boar 8, Loan Shark 26, Bank Shark 44, Tomb Jackal 47, Clawhand 74, Captain Claw 80, Yard Gator 92, Sabretooth 93, Pterodactyl 95, Raptor 100, Golden Raptor 100, Cinder Jackal 101, Gilded Cinder Jackal 101, Elder Pterodactyl 103, Thornback Stag 115, Gilded Thornback Stag 115, Nullbound Knight 123, The Crown of Thorns 124
Plain—everything else

Traits

TraitDoesPaysMonsters (level)
Swiftattacks a third faster, a fifth more damage a second+20% tickets and xpRaider Wolf 6, Tomb Jackal 47, Marrow Hound 50, Thunderwolf 58, The Goose 66, Goblin Cutter 75, Abyss Wisp 76, Pterodactyl 95, Raptor 100, Golden Raptor 100, Frost Wolf 100, Cinder Jackal 101, Gilded Cinder Jackal 101, Elder Pterodactyl 103, Crater Wisp 120, Gilded Crater Wisp 120
Brutalattacks 40% slower and hits 68% harder, a fifth more damage a second+20% tickets and xpWild boar 8, Raider Yeti 16, Kevin 24, The Sand Pharaoh 47, Storm Golem 52, The Strongman 71, Crystal Ogre 78, Iron Ogre 80, Big Daddy Crusher 92, Gary, Who Keeps Everything 92, Woolly Mammoth 98, Gnome Brute 102, Yeti 104, Slagback Brute 107, The Mammoth Matriarch 108, Ice Elemental 110, Frost Giant 112
Precise10% of its hits are a critical, for triple+20% tickets and xpLoan Shark 26, Lord Mumbles 36, Bank Shark 44, The Weather 78, Captain Claw 80, The Last Dealer 92, Caveman Hunter 100, Snow Owl 102, Nullbound Knight 123
Vampiricheals a fifth of the damage it deals+10% tickets and xpTax Wraith 28, Sorry Ghoul 30, Sulking Revenant 45, Grandma 46, Grim Lich 66, Frost Wraith 106
Frenziedunder 30% health it attacks half again as fast—The Auditor 32, Grandma 46, The Ice Man 60, The Goose 66, The Grin 70, The Undertow 72, Captain Claw 80, The Deepwarden 84, Big Daddy Crusher 92, Gary, Who Keeps Everything 92, The Mammoth Matriarch 108, The Bellows Tyrant 109, Old Rex 110, Big Ass Lava Thing 110, The Eightfold Anvil 112, The Frost Jarl 113, The Ice Wyrm 115, The Prism Regent 115, The Whitewake Leviathan 117, The HOA President 118, The Saltbound Choir 119, The Antlered Sovereign 120, The Green Eclipse 122, The Crown of Thorns 124, The Fallen Astrolabe 125, The Wandering Meteor 127, The Sevenfold Conjunction 129

Swift, Brutal and Precise monsters are a fifth more dangerous than a plain monster of the same level, and pay a fifth more tickets and combat xp for it. Vampiric ones pay a tenth more. Frenzied is every boss's last stand.

Champions

About 2.5% of respawns of an ordinary monster come back as a Champion: blue on the map, named for its affix ("Swift Bog Gnasher", "Armoured Yeti"), with twice the health, and it hits 30% harder on top of its affix. The affix is one of the traits above, an element, poison or bleed, or one of two only Champions get:

AffixDoes
Armouredtakes a quarter less from every hit
Hulkinghalf as much health again

It's worth the trouble: tickets x2, rolled gear x3, charts x3. Never a boss, an event's monster or a dungeon's.

Tips

  • Click right after your own blow lands. Any time before your next swing counts, but an early click gets the whole shortcut; a late one has already lost part of it.
  • Save your attention for long fights. At the top, the click ladder is about a tenth more swings: a nice edge, never a must. It adds up on a boss or a big, tough monster, and barely matters on a chicken.

More in Skills

Alchemy: sand into potions · Tools: the grade ladder · Fishing · Cooking · Smithing · Mining