Raging Echoes League/Combat Masteries
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Combat masteries are a new system to Raging Echoes League that offer boosts to combat. Masteries are a separate progression system to relics, offering players new choices and permanent decisions to further increase power.
The Combat Masteries are split into three styles: Melee, Ranged, and Magic, each with 6 Masteries. Each Combat Mastery in a style requires the previous tier of that style to be unlocked. The first time the player reaches a tier of Combat Mastery in any style will also enable an additional passive bonus that applies to all styles of combat.
Unlocking
Combat Masteries are unlocked by completing any of the following 10 tasks in any order. There are only 10 tasks, so each player can earn up to a total of 10 Combat Mastery points.
| Defeat a Giant. |
| Defeat 10 monsters with a combat level of 100 or more. |
| Defeat Scurrius by yourself. |
| Defeat a monster with a Slayer requirement of 55 or more. |
| Defeat TzTok-Jad in the Fight Caves. |
| Reach a combat level of 100. |
| Defeat an Echo Boss. |
| Defeat two unique Echo Bosses. |
| Defeat three unique Echo Bosses. |
| Defeat TzKal-Zuk. |
Masteries
Melee
| Mastery | Description | |
|---|---|---|
| Melee I | Melee hits have a 25% chance to roll damage twice and take the highest result. | |
| Melee II | Melee hits have a 10% chance to generate an echo hit (Additional melee hit, 50% max-hit, respects Accuracy, PvM only). | |
| Melee III | Melee attack rate set to 80%, rounding down. | |
| Melee IV | Melee hits have a 5% chance to heal 40% of damage dealt. | |
| Melee V | Melee attack rate set to 50%, rounded down for 5t and above, rounded up below 4t. | |
| Melee VI | Your chance to generate a Melee echo increases to 20%, and your echoes can generate additional echoes (Up to 8 times in a row). | |
Ranged
| Mastery | Description | |
|---|---|---|
| Ranged I | Damage rolls beneath 30% of max hit with Ranged are increased to 30%. | |
| Ranged II | Each subsequent Ranged attack has its max hit increased by an additional 5%. Resets after +20%. | |
| Ranged III | Ranged attack rate set to 80%, rounding down. | |
| Ranged IV | Every 5th Ranged hit, heal 5 hitpoints. | |
| Ranged V | Ranged attack rate set to 50%, rounded down for 5t and above, rounded up below 4t. | |
| Ranged VI | Never miss with Ranged (PvM only). | |
Magic
| Mastery | Description | |
|---|---|---|
| Magic I | When you roll above 90% of your max hit with Magic, damage is increased by 50%. | |
| Magic II | Magic max hit is increased by 5% per tick in-between your attacks (Up to +40%). | |
| Magic III | Magic attack rate set to 80%, rounding down. | |
| Magic IV | When you roll above 90% of your max hit with Magic, heal 10% of damage dealt. | |
| Magic V | Magic attack rate set to 50%, rounded down for 5t and above, rounded up below 4t. | |
| Magic VI | Max hit with Magic is increased by 1% for every 100 Hitpoints remaining on target (Up to 10%). On a successful Magic hit, if your target has less Hitpoints than your max hit, you max hit. | |
Passive Buffs
These passive buffs apply to each style, and are unlocked the first time the player reaches the equivalent tier of any Combat Mastery style.
| Tier | Description |
|---|---|
| Tier 1 | 95% chance to save weapon charges, ammunition, and runes used for spells. |
| Tier 2 | Healing from all sources is increased by 20%. |
| Tier 3 | Accuracy with all styles is increased by 100%. |
| Tier 4 | Damage taken is reduced by 15%. |
| Tier 5 | Prayer Point gain from all sources is increased by 25%. |
| Tier 6 | Attacks with all styles now have 60% Prayer penetration. |
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