Melee Skills

From Medivia Online Wiki

Weapon Types:

Type: Pros: Cons:
Swords Good defensive Attributes and solid attack values. Only one viable end-game two-handed sword.
Axes Highest attack values out of all weapon types, best offensive Attributes. Lack of defensive Attributes.
Clubs Best defensive Attributes. The best clubs are extremely difficult to obtain.

General Info:

Differences between one-handed and two-handed weapons:

  • Attack speed: One-handed weapon attacks occur with 2 seconds between attacks, and two-handed attacks with 3 seconds between.
  • Attack value: Two-handed weapons have a much higher attack value, roughly 50% higher comparing higher tier one-handed weapons to two-handed ones.
    • It's important to note that less of your damage is reduced by creatures' defense and armor when using two-handed weapons. Comparing a hypothetical 50 atk one-handed to a 75 atk two-handed: in 6 seconds you're delivering 150 attack value with both weapons, but using 3 and 2 attacks respectively to deliver it This means that using the one-handed weapon your attack is reduced by your target's defense and armor 3 times, and only 2 when using the two-handed.
  • Defense value: Two-handed weapons cannot be used with Shields and have a very low defense. For the best weapons this means that you're losing ~60-70% of Def not wearing one of the best shields. When counting in how strong shields can be when enchanted with attributes this difference is even larger.
  • When you are using two-handed weapons (or one-handed weapons without a shield), your physical damage reduction is counted off of your weapon's defense, and off of your weapon type melee skill instead of your shielding.



  • Fist fighting has a base attack value of 7.
  • Melee weapons can be used for an infinite amount of times, with the exception of the Ice Rapier which breaks after 1 hit.
  • Melee fighting is mainly used by knights, who advance the fastest using it.
  • Melee attacks cannot miss, but they can be blocked by shields (defence) (poof animation) or deflected by armor (sparks animation).
  • You need to blood-hit your opponent at least once every 30 turns (60 seconds) to advance in melee skills as you keep hitting and at least once every 15 turns (30 seconds) to advance your shielding at max speed while getting hit 2 times per turn.
  • When you are using two-handed weapons (or one-handed weapons without a shield), your Defense physical damage reduction is counted with your weapon's defense, and off of your weapon type melee skill instead of your shielding.
  • Your weapon's defence value has NO effect while you're also wearing a Shield or some of the Wands & Staves in one of your hands that act as shields.
  • Melee Training Calculator Melee skills advance more slowly than distance fighting.

Damage Formula:

Like it is stated in the chapter about Distance Fighting, distance and melee fighting use different formulas for damage calculation.
This chapter only regards the formula for melee fighting.

Maximum Damage Formula:
0.021 * [Skill Level^(5/4)] * Weapon Attack + 5


So a knight with 80 sword skill and a Magic Sword would calculate his max hit (highest possible not counting target's defense or armor) as shown:

{0.021 * [80^(5/4)] * 48} + 5 = 246

Minimum Damage:
One-handed +1 min dmg per 4 levels (e.g. lvl 100 = min dmg 25).
Two-handed +1 min dmg per 2 levels (e.g. lvl 100 = min dmg 50).

Skill Training Options:

Skill: Monster: Location: Info:
8+ Training Dummy Anywhere except protection zones and non-logout zones. They heal themselves and attack twice per turn meaning you don't need other things hitting you for optimal shielding training. Any level can use these to train and they can be used by multiple players without killing them even at high skill levels. They can be summoned using a Dummy Scroll and last for 24 hours real time from the first time they're summoned.
10-30 Any kind of Troll Map.png Map.png You can block these with boxes, flowers or similar objects to separate only two to hit you at once. They drop food.
30-50 Rotworm Map.png Map.png Map.png You can block these with boxes, flowers or similar objects to separate only two to hit you at once. They drop food.
30-50 Dwarf Map.png You can block these with boxes, flowers or similar objects to separate only two to hit you at once. They drop food.
50-60 Minotaur Map.png Map.png Map.png You can block these with boxes, flowers or similar objects to separate only two to hit you at once. They drop food.
60-70 Slime Map.png Bring your own food. Deal some damage to the "mother" (true slime) to tell her apart more easily. Kill the summons hitting you once an hour, monsters advance in fighting skills too.
50+ Crystal Bug Summoned You can skill on summoned Crystal Bugs for a very long time, even on skills above 110. This is the best option because you can skill in any place you want as long as you have someone, or another char of your own, to summon it. You can convince a Crystal Bug on level 81 as a knight.
70+ Gargoyle Map.png Map.png Map.png

Map.png

End-game skilling monster, you won't be ever able to kill it with a weak enough weapon.

Items which increase Melee Skills:

All items with the Vast Grip Attribute increase a player's melee skill, those items will not be listed here.

Image: Name: Sword increase:
RTENOTITLE Cheesy Maris Feast +3 Sword Fighting (for 2 hours)
RTENOTITLE Sword Ring +4 Sword Fighting (for 30 minutes)
RTENOTITLE Spicy Maris Feast +3 Axe Fighting (for 2 hours)
RTENOTITLE Axe Ring +4 Axe Fighting (for 30 minutes)
RTENOTITLE Bitter Maris Feast +3 Club Fighting (for 2 hours)
RTENOTITLE Club Ring +4 Club Fighting (for 30 minutes)
RTENOTITLE Meteorite Axe +1 Axe Fighting
RTENOTITLE Meteorite Sword +1 Sword Fighting
RTENOTITLE Meteorite Hammer +1 Club Fighting
RTENOTITLE Watcher Legs +1 to Melee Skills
Umbral Helmet.png Umbral Helmet +1 to Melee Skills
RTENOTITLE Umbral Platemail +2 to Melee Skills
RTENOTITLE Calamity +2 to Club Fighting
RTENOTITLE Angelic Legs +3 to Melee Skills

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