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Dev Update #27 - First Combat Preview

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Dev Update #27 - First Combat Preview
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Hey Everyone!

It’s been a while since we’ve had a progress update! We’ve been making steady progress on the next Major Update (which will be our biggest update yet), and this week we’re excited to share some previews with you!

We also have some exciting news today, so let’s get right to it!

🖌️ Firstly, welcome to the team, Ash!

We’re delighted to welcome Ash as a new permanent team member! Ash is an incredibly talented 2D Artist, and she’ll be helping to bring the visuals of Melvor Idle 2 to life. We’ll be highlighting some of her work in these Dev Posts once she’s had a chance to settle in.

The increase in artistic resources will allow us to explore new areas of visual flavour, and will give us room to test new visual features that have been requested by the community.

Current New Content Overview

As of this news post, the next Major Update includes this new content (Only up to Level 99):

All Combat Skills, including Slayer and Prayer

Herblore, Agility, Thieving and Beastcrafting

This makes it 12 new Skills total.

135 Monsters

480 new Items

A new Coal node (finally), locked by Agility

New Ranching and Hunting Animals

New Misc features in some Skills

We are still working on a lot of other miscellaneous content such as Mastery Guilds for Combat, Guild bonuses for existing Skills, and new content unlocks from the inclusion of Combat. There will also be the usual balancing and adjustments to various sections of the game based on feedback and surveys.

Combat in Melvor Idle 2

In this section, we’ll be going through some of the initial features and changes you’ll come across in Combat and related other areas of the game. We don’t have much to show, as the visuals are still very very heavily in WIP, but we can at least talk about what you might expect when you jump in.

I won’t be discussing every single new thing, but I’ll go through some of the new confirmed features and mechanics to give you a rough idea on what to expect.

Similar foundations to Melvor Idle

To start, I’d like to mention that the foundation of Combat in Melvor Idle 2 is quite similar to Melvor Idle. The Combat Triangle, Accuracy Ratings, Evasion Ratings, and Strength Bonuses will handle a majority of your base stats in Combat, with support from Special Attacks and Passives to help you progress through the game.

While the foundations may be similar, there’s some key differences and new mechanics to watch out for that will require you to rethink your strategy.

Combat Stances

Combat Stances in MI2 will play a larger role in determining how you train your Combat Skills, and what weapons you may be using during fights.

Not only will they dictate what Skill XP you gain, but the weapon type you use will also determine what Stances are available to use.

Here is the table of Combat Stances and the main weapon types that can use them.

Certain weapon types will have better accuracy ratings than others for some Combat Stances (Like Scimitars being the most accurate Slash weapon).

Magic & the introduction of Elements

Magic is getting a mechanical face lift in MI2 in the form of Elements. We had these in MI1, but they were more flavour than anything. In MI2, Elements are at the core of Magic Combat, both for you and the Enemy, and can greatly affect certain Combat encounters based on the elements being used.

A breakdown of this new mechanic:

Introduction of 4 initial primary elements - Air, Water, Earth, Fire.

Every single Magic Weapon will have an Element assigned to them. The Element you are using will determine which Magic Spells you can use.

Air Spells can only be used with Air weapons.

Combination Weapons will also exist.

Every Magic Monster will have a single Element assigned to them.

Some Melee and Ranged Monsters will also have an Element assigned to them.

Elements have strengths and weaknesses when faced off against each other (table below shows this)

Some Combat Effects and Damage over Time effects are gated behind using certain elements.

One example being Burn locked behind the use of the Fire element.

There is also a “Neutral” element, which is the “Element” assigned to non-Element monsters or non-Magic Combat.

There are no “Neutral” Magic Spells or Magic Monsters.

Element Table

The effects:

While using an Element that beats the Monster’s: +15% Max Hit (final value TBC during balance)

While using an Element that loses to the Monster’s: -15% Max Hit (final value TBC during balance)

No change if the Element neither beats nor loses to the Monster’s.

This will be a one-way interaction that only affects the damage output of the Player. This removes the risk of an unnecessary death during Dungeons or Auto-Slayer if using the wrong element.

The Element used in the calculation is based on your selected Spell. While you may have a Combination weapon equipped, the Spell you are using will determine the above effects.

Magic Imbuements

Magic Imbuements are Combat Effects you can activate that provide certain DoTs or Passive to your character. These are themed after the Elements, and require you to have that Element equipped to activate.

There is a Rune cost associated with using Magic Imbuements.

Example Imbuement:

(Fire) Burn I / II / III / IV

+4 / 8 / 12 / 15% chance to apply Burn per attack turn.

Elements with Melee & Ranged

In the future, it will be possible to use Elements with Melee & Ranged via the planned “Enchantment” skill. This means Melee & Ranged will be able to utilise Magic Imbuements, and follow the above-mentioned Max Hit adjustments when used in Combat.

We’ll have more detail on how this works once that Skill is ready to show off.

New Core Combat Mechanics

Here are some of the new core mechanics you’ll come across on a regular basis.

Armour

Monsters may have an Armour value applied to them.

Armour reduces damage taken by a flat amount equal to the Armour value. This reduction in damage is the final step of your damage calculation.

Weapons that deal large single-hit damage will be your go-to for taking down these Monsters.

Ward

Ward acts like a magical… barrier, protecting the Monsters from damage and effects until it has been depleted.

It’s pretty straight forward - Monsters have a certain amount of Ward protecting them (Like 1, 2, 4 etc). Each weapon hit removes 1 Ward until it depletes, regardless of the amount of damage you may be able to deal. 

Ward does not regenerate.

Low interval or multi-hit weapons will be your go-to for Warded Monsters.

Lifesteal

This is not a new mechanic in general, but how it's used in MI2 is slightly different. This is now labelled as a “core” Combat mechanic due to some Monsters you face having Global Lifesteal applied to them.

Lifesteal’s purpose is simple - it’s a DPS check. You can only take down these Monsters if your damage outperforms their healing.

High DPS builds are your go-to for these Monsters.

Darkness, Light & Dark Combat Areas

Darkness is a brand new mechanic in MI2. Some Combat Areas, labelled as “Dark Combat Areas”, will have a Darkness value applied to them. Darkness applies a substantial debuff to your accuracy. The only way to counter this is to equip gear that provides “Light”.

The more Darkness an area has, the more Light you will need to equip.

On top of that, the Monsters in these areas are rough, dealing high amounts of damage to you.

Acquiring Light can be done in a few ways on release:

(Primary method) By creating Lanterns in Smithing, then lighting them in Firemaking. Equipped to your Off-hand slot.

Herblore Potions

Dawnsteel Gear

Unique miscellaneous equipment that provides Light, dropped in Skills like Thieving.

This adds a new layer of non-Combat synergies to Combat, and also provides a new purpose to Firemaking.

Updated Slayer

Slayer is getting a mechanical adjustment in how Slayer Tasks are provided, and introduces some new mechanics that were requested in MI1.

Introduction of Slayer Masters

We’ve introduced “Slayer Masters”, who are NPCs that will be providing you with Slayer Tasks. Slayer Masters look after pre-defined areas in Combat, and will only assign you Monsters from within these areas.

You are able to have one active Task for every Slayer Master at the same time. This gives you the ability to jump between Monsters depending on your current goals or priorities in Combat. You are not required to cancel a Slayer Task for one Slayer Master in order to gain one from another. They can be active at the same time.

Slayer Task Blocking

We’re implementing Slayer Task Blocking. This mechanic allows you to “Block” certain Monsters from appearing on a Slayer Task.

Each Slayer Master has a certain amount of Block Slots, unlocked via the Shop or other means. Blocking a Task will require a one-time Slayer Coin fee.

Auto-Slayer

This works the same as MI1 where Combat will automatically renew Slayer Tasks and fight them without your input.

In MI2, you will select a Slayer Master to Auto-Slayer, and will only perform Tasks for that Slayer Master.

Prayer

Prayer is quite similar to MI1, as the overall mechanics of it and how it works don’t require a rework. We took this opportunity to incorporate more of the game into Prayer to assist with training it. Here’s how:

On top of the usual 2 Prayer Slots, we have introduced a 3rd “Unique Prayer” Slot. These Unique Prayers are reserved for Level 100+ content, but they are a separate category of Prayers that can be activated alongside the existing 2 Standard ones.

There are items you can obtain in Combat that can be burned in Firemaking or broken in Smithing that provide a very high amount of Prayer Points.

These will be the best Prayer Points per hour method.

While this is not something you will see on release, Prayer has been developed in a way that allows us to implement non-Combat Prayers.

Equipment, Toolbelt & separating Combat from non-Combat

Equipment is getting a large Quality of Life facelift in MI2 based on the feedback and experience from players from MI1.

Separation of Combat & non-Combat Equipment

Equipment in Combat will be contained in their own equipment loadouts. Every single non-Combat Skill will have their own individual equipment loadout for you to equip skill-specific items to. There is no longer a requirement to micromanage Combat & non-Combat equipment.

Not every equipment slot is available to use in non-Combat Skills. This is due to there being no plans for equipment that fills up every single slot in every single non-Combat Skill. That would add unnecessary item bloat to the game.

Toolbelt

New to MI2, this feature provides additional support slots to your Combat and non-Combat Loadouts. This is where you will equip your Potions, and also Consumable items that cannot fit within a regular equipment slot. There are also non-Consumable miscellaneous items that can be equipped here.

The Potion has its own dedicated Toolbelt Slot, while every other Toolbelt Item will need to share the other slots provided.

Custom Names for Loadouts

In Combat, you are able to assign a custom name to your Loadouts for easy referencing, much like Bank Tabs.

A 2nd Ring Slot??

Melvor Idle 2 will include a second Ring Slot. The downside? You need to wait for Level 100+ content to be added. Sorry.

Equip Menu Quality of Life

You will be able to manage your equipment within Combat and non-Combat itself on a per-slot basis. Clicking an equipment slot will show a popup menu where you can search for Items to equip.

Only items that can fit into that slot and are currently in your bank will appear in this menu. You also have the ability to mark items as “Favourite”, which will always show these items first.

Non-Combat will only show items that benefit that Skill, so you don’t need to worry about all your metal Helmets showing up when selecting the Helmet slot in Woodcutting. Only Helmets that benefit Woodcutting will appear. 

Note: That is prototype UI, still yet to be worked on further.

Combat Indicators - Auto-Eat and Max Hit

A very popular mod from MI1 is making its way into the base game.

Combat will display where your current Auto-Eat Threshold is, as well as the Enemy’s current Max Hit.

The Monster’s HP bar will also show your Max Hit as an indicator.

It’s important to note the Max Hit indicator can adjust during a fight, depending on the current buffs/debuffs applied to you or the Monster.

That’s all for now

Over the next few weeks we will continue to go through further new Combat inclusions and also the new non-Combat goodies.

As you can tell, this is a monumental update. There are a loooot of moving parts, but it's all slowly coming together!

🏋️ What the team have been working on 

Here’s what the team has been working on since our last post! 

Development

Malcs:

Continued development on the non-Combat Skills and finalising their content additions.

Worked on Combat QoL and Combat UI concepts.

Quests have been progressing behind the scenes, including the Main Storyline.

Finished interviewing and the hiring process for our new team member, Ash.

Coolrox:

Finalised Prayer and implemented.

Continued to work on the systems for Combat, including updates to the Goals and Conditions systems, Critical Hit mechanics, Attack Reflect mechanics, and support for item loss on death.

Also solved several key warnings and bugs to ensure the codebase stays clean and healthy.

Made improvements to the data editor to make it easier to reliably work with.

Game Design

Prat:

Continued work on the various skills included in the next Major Update. There’s a mountain of testing, tweaking and re-testing underway which will stay as Prat’s focus for the next few weeks.

Artwork

Tapi:

Finished interviews for the new 2D Artist role, and now helping to get Ash up to speed.

Lots of new art! These include artwork for quests, baits, and (most recently) potions. Check out some of the Potion art below!

Conclusion

We hope you liked what we had to show off today! There’s still plenty of work to do before the Major Update will be ready, so we’ll be sharing more progress with you as we go.

We also hope you’ll all give Ash a warm welcome!

See you around!

- Malcs & Althalus

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POSTEDMar 5, 2026
ARCHIVEDMar 5, 2026