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RS3 Melee Leveling Guide (July 2026)

Last updated: 9 July 2026 (full accuracy pass)
Verified against: Combat Style Modernisation, Aura Overhaul (13 April 2026), Aspects, Bloodlust (incl. 29 June 2026), Hurricane, Adaptive Strike, Assault, Ek-ZekKil, Tumeken's Light, Masterwork Spear of Annihilation, Overpower, Meteor Strike, Strength master cape, Pay-to-play melee training (spots only — bars may be stale).
Audience: fresh accounts first; optional upgrades called out when they are worth the GP.


Why Melee in 2026

On 2 March 2026, Jagex shipped Combat Style Modernisation. Melee was rebuilt around:

  • Level 120 Attack and Strength (same cap as Necromancy / modernised Ranged / Magic)
  • A single Melee ability book — the old Strength book is gone; abilities unlock from Attack
  • Bloodlust — basics build stacks; spenders consume them for empowered damage
  • Bleed synergy — one multi-cast bleed line: Dismember → Slaughter → Massacre, with built-in healing
  • No thresholds — adrenaline spenders fire when you have the adrenaline
  • Weapon identity — dual-wield and two-handed change ability behaviour (notably Adaptive Strike and Flurry vs Hurricane)

Melee’s identity is burst + bleeds + on-kill / on-next-attack triggers. It is the most weapon-dependent of the four styles.

WARNING

Treat any guide as outdated if it still recommends thresholds, separate Attack/Strength ability books, or removed abilities such as Quake, Smash, Cleave, Decimate, Sever, Slice, Destroy, Frenzy, Blood Tendrils, Havoc, Kick, Stomp, Forceful Backhand, Balanced Strike.
The entire aura slot was removed in the Aura Overhaul (13 April 2026). Do not equip “Vampyrism aura” / “Penance aura” — those items are gone. Use the Aspect spells instead (one Aspect at a time).
The Wiki’s Abyss training bar may still list Quake on the incomplete Pay-to-play melee training page — do not copy that.


Core mechanics (read this once)

Combat XP

  • You earn 50 combat XP per 1,000 damage dealt.
  • Set XP in Settings → Gameplay → Combat & Action Bar → Combat XP to Attack, Strength, Defence, or a split.
  • Constitution XP is gained separately from all styles.

Bloodlust (the Melee loop)

Current Wiki rules (Bloodlust, checked July 2026):

RuleDetail
Cap4 stacks normally; 8 during Berserk
BuildMost basic Melee abilities generate 1 stack (Bladed Dive does not); Rend generates 2; Berserk grants 4 on cast
SpendAt 4+ stacks, empower Assault, Hurricane, Flurry, or Greater Flurry
BerserkDoubles Bloodlust from basics, raises cap to 8, melee damage ×1.75, you take ×1.25 damage; shortens Overpower cooldown

Empowered effects (current):

AbilityBloodlust consume effect
AssaultPer-hit damage 130–150% → 170–190% (channelled 4 hits)
HurricaneExtra hit of 75–95% to target + up to 9 nearby
Flurry / Greater Flurry+1% damage per 1% target HP missing, up to +65%

Practical loop: basics → 4 Bloodlust → Assault / Hurricane / Flurry → repeat. Inside Berserk, dump empowered spenders hard.

TIP

On dual-wield, Wiki comparison (Bloodlust): with Bloodlust, Flurry deals more total damage than Assault below ~61–62% target HP; if you plan to use both, spend Bloodlust on Flurry once the target is below ~70% HP.

DW vs 2H (both tracks)

TrackStrengthsSignature tools
2H / halberd-typeBest AoE training; Adaptive Strike cone + Hurricane; longer reach on spears/scythes/halberdsHalberds → Crystal Halberd → Laniakea’s Spear → Noxious Scythe → (Tumeken's Light if affordable) → Masterwork 2H / Ek-ZekKil
Dual-wieldStrong single-target burst; Flurry / Greater Flurry; flexible MH/OHWhip + OH → Drygores → Abyssal Scourge → Leng blades

Fresh-account default for leveling: prefer 2H / halberd-type when stacking mobs (Abyss, Shattered Worlds, Vyres). Switch to DW for bosses and single-target when you can afford Drygores or better.

Key replacement ability: Adaptive Strike (7 Attack) replaced Cleave and Decimate. On 2H it hits a cone (main target + up to 8); on DW it is a double hit. Put it on every training bar.

Settings checklist

  1. Action bar cog → Auto-setup action bar for a starter Melee bar, then customise.
  2. Enable Target Information so you can see hit chance.
  3. Prefer monsters weak to melee (and your weapon type when listed).
  4. Chat: /wiki <item> for live Wiki pages.

Leveling route (1–120)

Fresh-account path. Optional upgrades are marked Upgrade when affordable.

Levels 1–30 — Quests, then easy melee

Best start: complete early melee XP quests before grinding.

QuestWhy
Waterfall QuestHuge early Attack + Strength XP (commonly jumps you toward the high 20s / 30)
Tree Gnome Village, Fight ArenaMore Attack XP with low requirements
Scorpion Catcher, Haunted MineStrength XP
Witch's HouseEarly Constitution

Grind fillers if needed:

LevelsTargetLocationNotes
1–20Chickens / Troll CaveLumbridge / BurthorpeAFK; buy bronze→iron gear in shops
20–30Rock Crabs / Hill GiantsFremennik north / Edgeville DungeonUpgrade to mithril weapons

Gear (fresh): bronze → iron → steel → mithril armour; halberd of the same metal if you can afford it (better AoE later).
DW option: scimitar / longsword + off-hand of the same tier.

Key unlocks: Assault at 3 Attack; Adaptive Strike at 7 Attack. Keep both on the bar after Auto-setup.


Levels 30–50 — Flesh Crawlers / early AoE

LevelsTargetLocationNotes
30–40Flesh CrawlersStronghold of Security (level 2, SE room)Excellent AoE practice with Adaptive Strike + Hurricane (when unlocked)
40–50Flesh Crawlers / Ghouls / Moss GiantsStronghold / Canifis / Moss Giant IslandKeep upgrading halberd tier

Gear (fresh):

Slot2H trackDW track
WeaponAdamant → Rune halberdRune scimitar + OH / whip when available
ArmourAdamant → Rock-shell (cheap power) or Elite black if budget allowsSame

Upgrade when affordable: better power armour, Blood amulet of fury later for sustain.


Levels 50–70 — Fire Giants → Abyss

LevelsTargetLocationNotes
50–60Fire GiantsWaterfall DungeonSolid mid XP; learn food/prayer habits
55–70Hellhounds / TzHaarTaverley / TzHaar CityClues / obsidian side loot
60–70+Abyss (inner ring)Via Zamorak Mage (Edgeville) after Abyss miniquestBest semi-AFK AoE grind in this bracket

Abyss tips (Wiki): stand SW or SE for dense spawns; aggression drops after ~10 minutes — step out and back, or use aggression potions / scrimshaw of aggression. Prefer a halberd-type 2H for AoE range.

Post-modernisation Abyss bar idea (not the outdated Wiki Quake bar):
Meteor Strike (90+) → BerserkHurricaneAdaptive Strike + other basics → Assault on Bloodlust — press spenders manually if using basics-only Revo.

Gear (fresh → optional):

Level2HDWArmour
50Rune halberdRune DWRock-shell
60Dragon halberd (Regicide)Dragon DW / whip + OHDragon armour
70Crystal halberd (Roving Elves, 50 Agility) or Necronium 2H +4Abyssal whip + strong OHBandos (non-degrading power)

Upgrade when affordable: Bandos set, Dragon Rider lance / better spear, Vampyrism Aspect (69 Magic), aggression potions.
Hurricane unlocks at 37 Attack — put it on every 2H AoE bar from here on.


Levels 70–90 — Abyss, Slayer, Shattered Worlds, Vyres

Pick intensity:

MethodIntensityRough XPRequirements / notes
AbyssLow500k+ /hr with good AoE setupHalberd-type; Blood amulet / Soul Split later
SlayerMediumVaries; best long-termSlayer helm damage/accuracy; GP + unlocks
Shattered WorldsHighCan approach ~1–2M /hr at high worldsSafe death; bring own gear at higher worlds
Vyrewatch (Darkmeyer)Medium-low~490k–655k combat + Prayer/FMRiver of Blood; Sunspear (melee); Morytania legs 4 for best Prayer XP

Gear ladder:

Level2H (training)DW (single-target / bosses)Armour
70–80Crystal Halberd → Laniakea’s Spear (T90 damage / T75 accuracy feel)Whip + OH → early Drygore piecesBandos → Anima Core of Zaros (budget non-deg)
80–90Laniakea’s / Dragon Rider lance → Noxious ScytheDrygore setTorva (degrades) or Anima Core

Upgrade when affordable: Noxious Scythe for AoE training; full Drygores for DW; Torva or Masterwork path; Invention unlock for perks.


Levels 90–99 — Peak training before 120

MethodNotes
Vyres + SunspearBest “train combat while training Prayer” loop after River of Blood
Abyss / SlayerStill excellent; use T90+ halberd-type
Arch-Glacor (0 mech)Active XP + GP; good bridge into bossing
GWD1 (Graardor / K’ril)Practice mechanics with Melee; Soul Split recommended

Gear targets:

  • 2H: Noxious Scythe → Masterwork 2H Sword (smithable T100 stats; strong generalist) or Masterwork Spear of Annihilation (extends Dismember bleeds) → Tumeken's Light (T95 non-degrading halberd from Amascut — excellent but very expensive) / Ek-ZekKil
  • DW: Drygores → Abyssal Scourge → save for Leng
  • Armour: Masterwork → Trimmed Masterwork; Vestments of Havoc is the expensive power endgame set

Levels 99–120 — Cap push

Combat Modernisation uses a stronger mid-level damage curve (logarithmic scaling) — you do not need 120 to start bosses. 120 unlocks mastery cape perks:

Skill120 mastery perk (Wiki)
Attack+2% hit chance on Melee attacks
StrengthDismember / Slaughter / Massacre heal an additional 3% of damage dealt

Training: keep using Vyres, high Slayer, Abyss, or bossing (GWD2, Arch-Glacor, ED trash) — XP from damage still scales with your kill speed. Use Inspire Awe (Archaeology) and other XP boosts when available.


Gear progression tables

Weapons — two-handed / halberd track (default for leveling)

AttackWeaponNotes
1–50Bronze → Rune halberdCheap AoE foundation
60Dragon halberdRegicide
70Crystal halberdRoving Elves + 50 Agility; else Necronium 2H +4
82Laniakea’s SpearExcellent mid/high training spear
90Noxious ScythePremier mid-end AoE trainer
92Masterwork Spear of AnnihilationExtends Dismember (bleed bossing / switches)
95Tumeken's LightT95 non-degrading halberd (Amascut); Wiki lists it above Nox for training if affordable
95Ek-ZekKilT95 2H sword; requires 95 Strength; see endgame note below
99Masterwork 2H SwordHighest raw T100 stats; smithable path

Weapons — dual-wield track

AttackWeaponNotes
1–60Matching MH + OH metal weaponsKeep tiers equal
70Abyssal whip + strong OHClassic DW bridge
90Drygore mace/rapier/longsword + OHMid-end DW standard
92Abyssal ScourgeStrong DW upgrade path
95Dark Shard + Dark Sliver of LengEndgame DW; expensive

Armour (power preferred for training)

DefenceFresh / budgetUpgrade when affordable
1–40Metal armour matching weapons
50Rock-shell
60Dragon
70Bandos
80Anima Core of ZarosTorva
90MasterworkTrimmed Masterwork
95Vestments of Havoc (BiS power; costly)

Accessories (priority order for fresh accounts)

  1. Best amulet you can afford → Blood amulet of furyAmulet of souls / Essence of Finality
  2. Ring of wealth → Asylum Surgeon’s → Champion’s / Reaver’s (when accurate)
  3. Cape: skillcape / Fire cape → TokHaar-Kal-Ket → Igneous Kal-Ket (Overpower hits twice)
  4. Pocket: Scripture of Wen/Jas early → Scripture of Ful / better later
  5. Sustain Aspects (not auras — aura slot removed 13 April 2026): Vampyrism (69 Magic) or Penance (67 Magic); only one Aspect active at a time; 12 minutes (extendable)

Ability bars (Revolution vs Manual)

Right-click the action bar cog → Auto-setup for a legal starter bar, then tune.

Mental model

  1. Basics (Adaptive Strike, Rend, etc.) build adrenaline and Bloodlust
  2. At 4 Bloodlust, fire Assault (single-target) or Hurricane / Flurry (AoE / DW)
  3. Berserk (76 Attack) for burst windows — you take more damage; bring sustain
  4. Overpower (15 Attack, 60% adrenaline baseline) as your main dump; Igneous Kal-Ket makes it a double hit (280–340% ×2)
  5. Bleeds: Dismember (50) → Slaughter (60) → Massacre (75) — multi-cast line with built-in healing
  6. Meteor Strike (90) — AoE ultimate that also buffs Melee adrenaline generation for 30s

Suggested 2H AoE training bar (Revolution basics + manual spenders)

Prioritise: Adaptive Strike, Hurricane, Assault, Berserk, Meteor Strike, Overpower, bleeds.
Do not look for Cleave, Quake, or Smash — they are gone.

Suggested DW single-target bar

Prioritise: Flurry / Greater Flurry, Assault, Rend, Adaptive Strike, Berserk, Overpower, bleeds.
Use DW for bosses; swap to 2H when stacking many targets.

TIP

Basics-only Revolution (automate basics; press Assault / Hurricane / Flurry / Berserk / Overpower / Meteor Strike yourself) is the best learning path after Combat Modernisation.


Invention perks (Melee-focused)

Unlock Invention (80 Divination / Crafting / Smithing) as soon as you can. Perk meta shifts; verify on Wiki / PVME before spending ancient components. Common Melee-oriented goals:

SlotCommon goals
WeaponPrecise / Equilibrium / Aftershock / Eruptive (confirm current ranks)
ArmourBiting, Relentless, Impatient, Crackling, Devoted / Enhanced Devoted, Invigorating, Mobile
UtilityScavenging on training sets; Wise if chasing XP caps

Bleed note: Gloves of Passage / enhanced variants now key off Rend (not Smash/Havoc) after modernisation — useful for bleed switches and EZK setup buffs.


Supporting skills

Non-negotiables

Skill / unlockTargetWhy
Prayer95 (92 Soul Split minimum)Temple at Senntisten → Soul Split + Turmoil
Herblore96+Overloads; supreme overload salves later
DefenceMatch armour tier (70 → 90 → 95)Bandos → Masterwork → Vestments
InventionUnlock ASAPPerks dominate mid/late DPS

Priority: Prayer 92–95 → Herblore 96 → Invention → Defence for your next armour tier.

Melee-specific unlocks

UnlockSourceWhy
Adaptive Strike7 AttackReplaces Cleave/Decimate; core 2H AoE basic
Hurricane37 AttackCore 2H AoE spender (+ Bloodlust third hit)
Berserk76 AttackCore burst + Bloodlust amplifier
Overpower15 AttackMain adrenaline dump; better with Igneous Kal-Ket
Greater FlurryGreater Flurry ability codex (Dragonkin Laboratory)Stronger DW channel; extends Berserk duration per hit
Vampyrism / Penance Aspects69 / 67 MagicSustain after Aura Overhaul (not auras)
Igneous Kal-KetTzKal-Zuk upgrade pathDouble-hit Overpower
Sunspear (melee)River of BloodVyrewatch training

Second tier

SkillTargetWhy
Archaeology97 → 118+Fury of the Small; Conservation of Energy
Slayer70–99+Tasks, helm, GP, training variety
Smithing90–110Masterwork / MW2H / EZK component crafting path
Agility50+Crystal Halberd quest line

Endgame gear snapshot (T90–T100)

SlotStrong optionNotes
2H generalistMasterwork 2H SwordHighest raw T100 stats; smithable
2H halberdTumeken's LightT95 non-deg halberd; training / AoE; very expensive
2H bossingEk-ZekKil (± Genesis shard to T100)See current EZK note below — not the old bleed-EoF meta
Bleed supportMasterwork Spear of AnnihilationExtends Dismember; still useful, but not “required to make EZK work”
DWLeng Shard + SliverEndgame DW
ArmourVestments of Havoc / Trimmed MasterworkVestments = power BiS when affordable
CapeIgneous Kal-Ket / Kal-ZukOverpower upgrade
NeckEssence of FinalityOptional for storing a special; not mandatory for EZK’s current kit
SustainVampyrism / Penance AspectsSpellbook Aspects — not the deleted auras

GP estimates move weekly — check GE / Wiki prices before buying.

Ek-ZekKil — current kit (do not use 2024–early-2025 bleed guides)

As of the May/June 2025 rework and Combat Modernisation cleanup (Ek-ZekKil):

  • Special is Igneous Showdown (marks Flamebound Rival; big multi-hit when re-cast on the same rival) — not the old Igneous Cleave bleed
  • Passive Ashen Vow is rival damage taken/dealt — it no longer buffs removed abilities (Quake / Smash)
  • Requires 95 Strength (not Attack) to wield
  • Can be upgraded toward T100 with a Shard of Genesis Essence
  • Old “store EZK in EoF + camp Masterwork Spear to extend Cleave bleed” guides are outdated

Endgame DPS notes (Berserk-centric)

Optional deep dive for players with T90+ gear. Fresh accounts should finish the leveling route first.
Practical framing cross-checked against community endgame DPS guides (e.g. post–Combat Modernisation Melee DPS videos) and Wiki pages linked below. Numbers follow the Wiki.

Big picture

Build the fight around Berserk (76 Attack):

  1. Prep adrenaline (Meteor Strike helps — 4.5% adren every tick for 30s while Melee is equipped)
  2. Berserk → dump Bloodlust spenders + Overpower
  3. Filler until Berserk is ready again (often a Zamorak godsword special / EoF — ~25% damage in a planted area for ~20s)
  4. Repeat

With Vestments of Havoc (3+ pieces), Berserk lasts ~26.4s instead of ~20.4s. Greater Flurry extends active Berserk by 1 tick per hit (channelled), so two Flurries inside Berserk add a large chunk of uptime — still not a full minute, so you need a filler plan.

High-value basics (beyond Adaptive Strike / Rend)

AbilityLevel / unlockWhy it matters
Punish60 Attack2.5× damage when the target is below 50% HP — keep it on the bar for executes
Greater Fury / Fury21+ Attack (Greater via codex)Guarantees a critical on your next ability — set up Overpower / Hurricane / big specs
Greater Barge65 Attack (codex)After waiting off-target (~4.8s+), your next Assault / Flurry / Greater Flurry becomes a DoT so you can weave other abilities while it ticks
Chaos Roar92 Attack (Zamorak codex)Next Melee ability within 7.2s deals 1.75× base damage — pair with Mercy dagger EoF or EZK Showdown, not Overpower (hitcap waste)
Backhand31 Attack (2 charges)Stun utility; strong with Flanking perk when you can stand behind the target
Bladed DiveDW onlyNiche movement / AoE; most players keybind non-combat Dive instead

Gloves of Passage (Rend trigger after modernisation): next Melee hit within 6s deals +10% damage (+16% enhanced + Enchantment of agony); target takes +20% bleed damage for 10s (+25% enchanted). Use Rend before a big hit or bleed dump.

Enhanced spenders (quick rules)

AbilityUse when
AssaultDefault Bloodlust dump; 6s CD; channelled — avoid if you need a free GCD for a defensive
Hurricane (2H)AoE, or single-target when you need instant damage + free GCD (mechanics / defensives); CD shrinks 3s per enemy hit
Flurry / Greater Flurry (DW)Berserk extend + Bloodlust execute below ~61% HP (see Bloodlust comparison)
Dismember lineSpear on → mash until Massacre is spent → swap back; MW Spear = +50% bleed duration

Ultimates

UltimateRole
OverpowerMain Berserk dump; 60% adren; Igneous cape → two hits; Berserk shortens CD to 9s. Do not Chaos Roar this under hitcap
Pulverise (2H, 71 Attack)Single big hit; applies Pulverised so the target deals 25% less damage for 30s; +50% adren on killing blow — strong for trash / phase kills
Meteor StrikeAdren engine + AoE; open Berserk windows with it when you can
BerserkDefines Melee — plan the whole kill around its uptime

Specials / EoFs (shortlist)

ToolRole
Leng (Shard + Sliver)Build Primordial Ice stacks on hits; special consumes stacks for Hurricane-like damage and can become very cheap at ~3+ stacks
Ek-ZekKilFirst Showdown marks Flamebound Rival; second Showdown on the mark = multi-hit nuke (often Chaos Roar’d). Camp the physical sword for Ashen Vow while marked
Mercy dagger (EoF)Popular Chaos Roar target — three hits in one GCD with ramping crit
Zamorak godsword (wield or EoF)Planted +25% Melee damage zone (~20s) between Berserks
Annihilation / Gravitate (EoF)Situational +% damage stacks; cancels if you swap weapons mid-buff — niche prebuilds

Skip equilibrium-specific EoF swaps unless you already run that setup.

Example Berserk window (pattern, not a boss script)

  1. Stall / bank adren → Meteor StrikeAnticipate (optional) → Berserk
  2. Greater Barge (charged) → Assault or Greater Flurry (DoT weave) → Overpower
  3. Rend (Gloves of Passage) → Overpower / Assault while Bloodlust is up
  4. Chaos RoarMercy dagger or marked EZK Showdown (pick one big nuke)
  5. More Overpower + Flurry (Berserk extend) → Hurricane if you need a free GCD
  6. Berserk ends → ZGS filler + basics / Assault → rebuild → next Berserk

Bosses with immune windows: prefer Hurricane over Assault so you can still spend Bloodlust without locking into a long channel.

What this section is not

  • Not a full PVME boss script
  • Not required for 1–120 training
  • Re-check Wiki / PVME after combat patches — 2026 balance is still moving

Short boss starter

You do not need 120 to begin. Aim for ~80+ Melee stats, Soul Split, and T80–T90 weapons before serious GWD2.

Heart of Gielinor (GWD2)

Entry is boostable around 80 in the relevant style.

NOTE

As of 9 July 2026, Jagex has previewed a Mid-Game Rebalance that would remove gold instance costs for most bosses (with keystone exceptions such as Ascensions). Treat that as upcoming, not guaranteed live — check the Wiki / patch notes the day you camp.

BossWhy Melee worksStarter tip
Twin FuriesShared HP pool — AoE doubles up; Wiki recommends MeleeBring 2H AoE (Adaptive Strike + Hurricane); Barge to chase ceiling collapse; save big spenders for bomb windows
Vindicta & GorvekStraightforward melee autos; learn two phasesHalberd range helps positioning; respect phase-2 fire walls
GregorovicMelee can stay outside his melee range with halberd-type weaponsTurn run off if you keep walking into melee distance; pray correctly vs melee/ranged swaps
HelwyrCommon Melee learning bossLearn mushroom / cleave patterns; don’t panic-eat every hit

Fresh-account GWD2 kit: Bandos or better, Laniakea’s / Nox scythe or Drygores, Overloads or extremes, Soul Split, food + emergency thralls/familiar, Vampyrism Aspect (or Penance Aspect if prayer is the bottleneck).

Beyond GWD2 (pointers only)

  • Arch-Glacor — great mechanics + GP bridge
  • TzKal-Zuk — path to Igneous Kal-Ket and EZK components
  • Amascut — path to Tumeken's Light
  • Rasial — Necromancy-first boss; Melee is not the intended learner path (see the Necromancy guide)
  • Telos / raids — after GWD2 comfort and T90+ gear

Full rotations belong on Wiki strategy pages and PVME (attribute and re-check after every combat patch).


What “proficient Melee” looks like

Competent mid-game

  • 90+ Attack/Strength, 80+ Defence, 92+ Prayer, Overloads, Invention started
  • Nox scythe or Drygores, Bandos/Torva/Masterwork
  • Comfortable Bloodlust loop: Adaptive Strike/Rend → Assault/Hurricane/Flurry
  • GWD2 kills without panic

Strong endgame

  • 120 Attack/Strength, 95+ Prayer, 96+ Herblore, BiS-leaning perks
  • MW2H / Tumeken's Light / EZK / Leng + Vestments or Trimmed Masterwork
  • Igneous Kal-Ket, Archaeology relics, Chaos Roar + Greater Barge when affordable
  • Manual Berserk windows (Meteor → Berserk → Overpower / Flurry / Chaos Roar nukes → ZGS filler); EZK via Igneous Showdown

Sources and attribution

SourceUse
Combat Style Modernisation (Wiki)Mechanics, Bloodlust, ability adds/removes
Bloodlust, Assault, Adaptive Strike, Berserk, Overpower, Meteor Strike, Greater FlurryLive ability details
Pay-to-play melee training (Wiki)Training spots / gear ladder — cross-check ability bars (page still incomplete)
Ek-ZekKil, Tumeken's Light, Vestments of havoc armourCurrent endgame 2H / armour options
Punish, Greater Barge, Chaos Roar, Pulverise, Gloves of passageEndgame DPS ability details
GWD2 strategy pages (Twin Furies, Vindicta, Gregorovic, Helwyr)Boss starter tips
Aura Overhaul / AspectsSustain replacements after aura slot removal (13 April 2026)
Community Melee DPS guides (post–EoC 2.0 / Combat Modernisation)Rotation framing (Berserk → ZGS filler); verify numbers on Wiki
Official patch notes — Combat Style Modernisation (2 March 2026) + March follow-upsDesign intent / 120 caps
PVMEOptional advanced rotations — verify against Wiki after patches

XP/hr figures are approximate and gear-dependent. Mid-Game Rebalance items previewed in early July 2026 (e.g. free boss instances) may still be upcoming — Wiki instance costs still list coin fees for many bosses as of this pass. Re-check Wiki after each combat/economy patch.