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RuneClick 2.0: The Combat Update

RuneClick 2.0: The Combat Update

RuneClick 2.0 is here, and it is the largest update the game has shipped. If you came to RuneClick for chopping trees and mining ore, all of that still works exactly the same, and combat is entirely optional. If you came for something bigger, this is it.

Three combat styles

Melee, Ranged, and Magic now sit in the active-skill row next to the six gathering and production skills that were already there. Pick one and every keystroke and click becomes a swing, a shot, or a cast, the same way every other skill in RuneClick has always worked. No timers, no auto-attack ticks, your real input is your damage. A stance picker sits next to the skill row and routes your XP: Melee has four stances (Accurate, Aggressive, Defensive, and Shared), Ranged and Magic two each. Hitpoints gains XP from every damage tick across all three styles, and combat has its own active state, so while you are attacking an enemy your gathering and production skills go quiet. Switch back to one and combat stops.

Trading blows with an enemy, every click a swing

Eight new skills

Six skills became fourteen. Melee’s stance picker trains four of the new ones: Attack, Strength, Defence, and Hitpoints. Ranged and Magic are each their own selectable skill, Magic casting from the spellbook. Two new production skills round it out, Fletching, which carves logs into unstrung bows, strings them into finished bows, and fletches arrows, and Runecraft, which converts rune essence into runes at the matching altar. The skill list, the stats panel, the leaderboards dropdown, and the achievement tray all grew to match.

Attack skill icon
Attack
Strength skill icon
Strength
Defence skill icon
Defence
Hitpoints skill icon
Hitpoints
Ranged skill icon
Ranged
Magic skill icon
Magic
Fletching skill icon
Fletching
Runecraft skill icon
Runecraft

The enemy ladder and the Abyssal Lord

The ladder runs twenty-four enemies, from chickens and rats at the bottom up to The Abyssal Lord at the top. Each enemy has its own art, its own idle, attack, and death animations, its own drop tables, and a kill count tracked separately on your collection log. Four of them are bosses, Goblin Chief, Ogre Chieftain, The Plague King, and The Abyssal Lord, each marked with a red skull in the monster selector and each gating rare upgrades worth hunting for. Every boss drops a unique pet that follows you around, at a 0.1% chance, so that chase is a long one. The Abyssal Lord is the endgame: he switches combat style as you take him down, so you bring all three loadouts, and his drop table holds some of the rarest things in the game.

Chicken
Chicken
Giant rat
Giant rat
Cow
Cow
Wolf
Wolf
Goblin runt
Goblin runt
Goblin warrior
Goblin warrior
Skeleton warrior
Skeleton
Hellhound
Hellhound
Moss giant
Moss giant
Lesser demon
Lesser demon
Green dragon
Green dragon
Goblin Chief
Goblin ChiefBoss
Ogre Chieftain
Ogre ChieftainBoss
The Plague King
Plague KingBoss
The Abyssal Lord
Abyssal LordBoss

The combat triangle

Melee beats Ranged, Ranged beats Magic, Magic beats Melee. A matchup badge on the enemy HP bar tells you whether you are STRONG or WEAK against the current target, so picking the right style for the encounter actually matters.

Gear families and presets

Combat gear is organized into four family-locked presets:

  • Skilling: your gathering tools (hatchet, pickaxe, fishing rod).
  • Melee: metal armor, sword, shield.
  • Ranged: leather, bow, arrows.
  • Magic: robes, staff.

A preset only accepts gear from its own family, and your active preset is whichever family matches your active skill. Switch from Mining to Melee and your gathering tools come off and your metal plate goes on, no manual swap needed. Each preset persists independently, so your melee loadout stays set while you play ranged, and accessories plus the pet slot are shared across all four.

The metal hierarchy, rebuilt

The smithable tool and armor ladder is now six tiers: Bronze, Iron, Steel, Mithril, Adamant, Rune, with Steel and above needing coal to smelt. Three new ores joined the mining ladder (Coal, Mithril, and Adamantite), Magic Logs are the new top-tier wood, and Raw Shark the new top-tier fish. Each metal has a full set, helmet, chestplate, legs, sword, and shield, with the chestplate gating tier completion. Silver and Gold stay in the game but are jewelry-only now, they no longer make weapons or armor. Above Rune sit two drop-only tiers: Black, a real step up from Rune and easier to find, and Dragon, the apex, whose full armor set and sword drop only from the hardest enemies and cannot be crafted. Existing tools and bars migrate automatically on first load.

Bronze sword
Bronze
Iron sword
Iron
Steel sword
Steel
Mithril sword
Mithril
Adamant sword
Adamant
Rune sword
Rune
Black sword
BlackDrop
Dragon sword
DragonDrop

Ranged and Fletching

Six shortbow tiers from Oak to Elder, six arrow tiers from Bronze to Rune, and nine leather armor pieces across three sub-tiers (Leather, Studded, Hard), topped by a green Dragonhide set as the best ranged armor. Fletching is a two-step craft: cut a log into an unstrung bow, then string it, with bowstrings coming from Flax or as monster drops. Finished shortbows sell well, so Fletching is a money-maker on its own. Arrows are consumed per shot and lost on a miss, and they equip to a dedicated arrows slot in the ranged preset.

Magic and Runecraft

Six staff tiers from Oak to Elder, nine runes each consumed per cast (Air, Mind, Water, Earth, Fire, Body, Cosmic, Chaos, and Nature), and eleven spells in a spellbook UI with its own selector opposite the monster picker. Magic robes craft in a three-tier chain, Apprentice, Wizard, Mystic, with Mystic drop-only from late-game monsters and the lower two made from cloth and thread. Staves above the starter tier each need a monster-drop catalyst to craft, one per tier, dropped by an enemy that matches the tier’s difficulty. Runecraft is its own skill with nine animated altars, one per rune, converting rune essence into runes.

Air rune
Air
Mind rune
Mind
Water rune
Water
Earth rune
Earth
Fire rune
Fire
Body rune
Body
Cosmic rune
Cosmic
Chaos rune
Chaos
Nature rune
Nature
Crafting runes at an animated Runecraft altar

Magic also has a second concurrent slot: an active spell does the damage while a passive spell runs in the background, draining runes per combat input in exchange for an always-on buff. Two passives ship at 2.0, Confuse, which cuts enemy effective Defence, and Empower, which boosts your max hit, and they work whether you are casting, shooting, or swinging a sword. Run out of runes and the passive auto-deactivates with a toast. When you cast, the projectile color matches the spell element.

Wind Strike spell
Wind Strike
Water Strike spell
Water Strike
Earth Strike spell
Earth Strike
Fire Strike spell
Fire Strike
Magic Dart spell
Magic Dart
Fire Bolt spell
Fire Bolt
Confuse passive spell
ConfusePassive
Empower passive spell
EmpowerPassive
A spell landing, the projectile matched to its element

Poison and plague-touched food

Some enemies are putrid. Get hit and you start stacking poison, which builds to a cap and then damages you on a timer. Six new plague-touched foods, one per cooked-fish tier, cure your poison, grant temporary immunity, and give you a chance to poison non-putrid enemies on hit. You trade a healing window for an offensive one.

Auto-eat and soft death

A new dedicated food slot lives below the equipment panel. Set an HP threshold in Settings and the game eats from that slot mid-fight whenever you drop below it. Death itself is soft. The death animation plays, you respawn at full HP, and it costs you nothing but a short cooldown, no XP, no items, no gold.

The rest

The combat HUD is a toggle above the XP bar that opens the whole combat row (monster selector, stance picker, passive selector, and a spellbook button with a live rune counter for Magic), with a matching toggle on the skilling side and a four-tab paper-doll equipment panel, one tab per preset. Cooking, Smithing, the Magic Tree, Raw Shark, the Fletching workbench, and the Runecraft altars are all animated now, and the Cooking and Smithing props change as you level. Combat stays hidden until you try it: open the HUD once, fight a chicken, and the new skills appear in your row, no tutorial gates. Achievements went from 30 to 63 and eight new leaderboards joined for the new skills, while returning v1.0.x players keep their levels, gold, gear, achievements, and ranks, with combat gear moved into the bank on first launch. The XP-to-level curve is now twenty times what it was, so old levels mean the same thing they did, the numbers are just bigger. The full notes are on Steam.

2.0 is free for everyone who owns the game, and every update after it will be too. No DLC, no expansion packs, no premium currency.

Next up

This is a foundation, not a finish line. The updates after 2.0 keep building on combat. More on each one when it is ready.

— Vosk