Table of Contents:
- Combat Level and Experience
- Constitution and Respawn Locations
- Abilities and Adrenaline
- Training (P2P)
- Training (F2P)
- Related Links
- Temporary level boosts and Quest rewards
Every monster and player that has the ability to engage in combat has a combat level. This level summarizes your skill in combat. Your combat level is made up of these skills:
Your combat level can be ranged, magic or melee based. The minimum combat level is 4 and the maximum is 200. This is calculated by the following formula:
2 + Defence + X
where X is the highest of Attack, Strength, Ranged, or Magic.
You may notice that the combat levels of other monsters and players will appear in a color - red, green, yellow, or something in between. Enemies 10 levels or more below you will appear very green. Likewise, if they are 10 levels or more above your combat level, their level will appear very red to you. If a player or monster is the exact same combat level as you, their level will appear yellow to you. If the enemy is less than 10 levels below you, their level will appear greenish-yellow, progressing as the level gets lower; enemies above your level will appear orange.
For every monster that you kill, you will be awarded experience split between your selected Combat skill(s) (see below) and Constitution. It is divided between the two as follows:
- Combat experience = Total experience per kill/1.33
- Constitution experience = Combat experience per kill/3
The XP Selection interface allows you to select which combat skill you wish to train while fighting.
Melee combat allows you to train Attack, Strength and Defence separately or by dividing the experience between them equally (balanced), Magic combat allows you to train Magic and Defence together or separately, and Ranged combat allows you to train Ranged and Defence together or separately. Constitution is automatically trained alongside all other combat skills.
Attack level dictates how often you hit an enemy. In short, the higher your Attack level, the more often you hit.
Attack level also dictates what weapons a player can wield. The higher your Attack level, the stronger weapons you have the ability to wield.Abilities:
|Slice||Basic||1||None||5 Seconds||Slice your target for upto 125% weapon damage. n addition, has a 10% greater chance of being a critical hit.|
|Slaughter||Threshold||1||None||30 Seconds||Cause your target to bleed for between 100-250% weapon damage over 5 seconds. If the target moves location, they suffer 3x damage.|
|Overpower||Ultimate||2||None||30 Seconds||Overpower your target, dealing damage upto 200-400% weapon damage.|
|Havoc||Basic||7||Dual-weild melee||10 Seconds||Instantly attack with both weapons for 100% of both weapons' damage.|
|Backhand||Basic||15||None||15 Seconds||Smack your target with the back of your hand, stunning them for 3 seconds. Targets immune to stun instead suffer 188% weapon damage.|
|Smash||Basic||25||Two-handed melee||10 Seconds||Smash your target for up to 125% weapon damage, disabling protection prayers in PvP.|
|Barge||Basic||34||None||20 Seconds||Shoulder-barge your target, stunning it for 3 seconds on contact. Targets immune to stun instead suffer upto 188% weapon damage.|
|Flurry||Threshhold||37||Dual-weild melee||20 Seconds||Perform a flurry of blows against your surrounding targets, dealing up to 80% weapon damage per hit over 6 seconds. Should any one blow miss, the remaining hits will aim at the origional target.
|Sever||Basic||45||None||30 Seconds||Sever a tendon, dealing upto 188% weapon damage and reducing any damage they deal by 10% for 10 seconds.|
|Hurricane||Threshold||55||Two-handed melee||20 Seconds||Spin on the spot, dealing up to 188% weapon damage to all adjacent targets.|
|Massacre||Ultimate||66||Dual-weild melee||60 Seconds||Rend your targets, dealing damage instantly and causing an additional 157% of both weapons' damage over 6 seconds.|
|Meteor Strike||Ultimate||81||Two-handed melee||60 Seconds||Crash down on your target with the force of a meteir, dealing damage equal upto 250-350% weapon damage. Critical strikes generate 10% adrenaline for 30 seconds. Only usable on targets with over 50% life points remaining.|
|Balanced Strike*||Ultimate||85||None||120 Seconds||Strike your target, restoring balance. If you have a smaller percentage of your lifepoints than they do of their lifepoints, your target will take the difference as a percentage of their lifepoints in damage. You will be healed for half the difference as a percentage of lifepoints. Be cautious: if you have more health than your target the effects will be reversed! You will take the damage and they will be healed!|
* Requires completion of The World Wakes.Weapons:
Weapons are what you will use in the game to attack your enemies. Certain Attack levels are required to wield the different kinds of weapons. To see the stats of individual weapons, please use the Items DB.
|Type of Weapon||Image||Attack Level to Use|
*With 80 Dungeoneering.
To find out about specific pieces of weaponry, you can use the Items DB.
Strength is the skill that allows you to hit harder on enemies. The higher your strength level, the higher you will hit on enemies.Abilities:
|Kick||Basic||3||None||15 Seconds||Kick your target, knocking them back and stunning them for 3 seconds. Targets immune to stun instead suffer 188% weapon damage.|
|Punish||Basic||8||None||5 Seconds||Punish your target's mistakes, dealing 100% weapon damage, or 135% weapon damage if they're stunned.|
|Dismember||Basic||14||None||30 Seconds||Dismember your target, dealing 125% weapon damage over 6 seconds.|
|Fury||Basic||24||None||20 Seconds||Unleash your fury, dealing damage equal to 150% of 6 seconds' auto-attack damage to your target over 6 seconds.
|Destroy||Threshold||37||Dual-weild melee||20 Seconds||Perform a destructive attack, dealing damage equal to 188% weapon damage to your target over 6 seconds, during which time they are also stunned.
|Quake||Threshold||37||Two-handed melee||20 Seconds||Smash your weapon into the ground beneath you, dealing up to 100% weapon damage to all adjacent targets also draining 5% of all targets Defence level if they are above 90%.|
|Berserk||Ultimate||42||None||60 Seconds||Harness your adrenaline to increase all damage dealt, but also all damage received, by 50% for 20 seconds. Also reduces armour rating by 50%.|
|Cleave||Basic||48||Two-handed melee||10 Seconds||Cleave through your foes, dealing 125% weapon damage to all targets in a frontal cone.|
|Assault||Threshold||55||None||30 Seconds||Assault your target, dealing damage equal to 219% of 6 seconds' auto-attack damage to your target over 6 seconds.
|Decimate||Basic||67||Dual-weild melee||10 Seconds||Decimate your target's defences, dealing 100% of both weapons' damage, 0r 157% of both weapons' damage if they are bearing a shield.|
|Pulverise||Ultimate||81||Two-handed melee||60 Seconds||Pulverise your target, dealing 200-250% weapon damage and reducing their damage dealt by 25% for 30 seconds. If an NPC target is defeated wit Pulverise you are also granted 50% adrenaline.|
|Frenzy||Ultimate||86||Dual-Wield melee||60 Seconds||Perfoem a frenzied attack lasting 10 seconds. Targets standing directly in front of you take damage upto 110% of weapon damage every 2 seconds. Each subsequent hit gains an additional 10% damage.
If you do not want to be dealt high hits, Defence is a necessity. It reduces your chance of being hit by an opponent.
Note: Your magical defence is balanced in a 70% magic skill and 30% defence split.
Defence is also required to wear the different types of armor. The higher your Defence level, the stronger the armor you will be able to wear.Abilities:
|Devotion**||Threshold||1||None||90 seconds||Protection prayers are 100% effective (75% in PvP for 10 seconds. Killing an opponent extends the effect for 5 seconds up to a maximum of 20 seconds..|
|Anticipation||Basic||3||None||24 Seconds||Concentrate on anticipating your foe's attacks, reducing all damage taken by 10% and providing immunity from stuns for 10 seconds.|
|Bash||Basic||8||Shield||15 Seconds||Bashyour target with your shield, stunning them for 3 seconds. Targets immune to stun instead suffer 188% weapon damage.|
|Revenge||Threshold||15||Shield||45 Seconds||Enact revenge upon your foes, causing any attacks you receive to increase your damage delt by 10%, stacking up 100%. Lasts 20 seconds.|
|Provoke||Basic||24||None||10 Seconds||Taunt your target, forcing them to focus their attacks on you. Player targets have their damage reduced by 50% when attacking anyone other than yourself. However, you also do 50% less damage when attacking any other player. Lasts 6 seconds.|
|Immortality||Ultimate||29||Shield||120 Seconds||Any damage you receive is reduced by 25% for 30 seconds. If you should die during this period, you will miraculously return to life. However, the Immortality effect will be consumed.|
|Freedom||Basic||34||None||30 Seconds||Break free of any stuns or snares, and gain immunity to any further ones for 6 seconds. Also clears damage-over-time effects.|
|Reflect||Threshold||37||Shield||20 Seconds||Raise your shield, reflecting 50% of any damage you receive back at the attacker. Lasts 10 seconds.|
|Resonance||Basic||48||Shield||30 Seconds||The next attack you receive within 6 seconds will heal you instead of harm you. Certain large boss attacks will have their damage prevented, but will not heal.|
|Rejuvenate||Ultimate||52||Shield||300 Seconds||Channel your adrenaline to help restore 40% of your lifepoints and fully restore your drained stats over 10 seconds.|
|Debilitate||Threshold||55||None||30 Seconds||Debilitate your target for up to 100% weapon damage, also reducing any damage they deal to you by 50% for 10 seconds.|
|Preparation||Basic||67||Shield||20 Seconds||Prepare for the fight ahead, causing each attack you receive to redice the remaining cooldown of Resonance by 3 seconds. Lasts 10 seconds.|
|Barricade||Ultimate||81||Shield||60 Seconds||Summon an impenetrable barricade, which prevents all damage received for 10 seconds.|
|Natural Instinct*||Ultimate||85||None||120 Seconds||Instantly leech your target's adrenaline. If fighting a non-player opponent that does not use adrenaline, for the next 20 seconds you will gain 200% adrenaline from your own abilities.|
* Requires completion of The World Wakes.Armor:
Armor is a vital part of combat. It protects you from attacks and depending on the class, it can increase your damage. Armor comes in two main classes: Tank and Power. Tank armor generally has a very high Armor rating and Life points bonus, whereas Power armor has a moderate Armor rating and Life points bonus, but makes up for this with a Damage bonus. A list of Melee armor sets and their requirements are found below - (T) = Tank and (P) = Power
|Type of Armor||Image||Defence Level to Use|
|Corrupt Armor (Vesta's and Statius's) (T)||20|
|Barrows (T) (Guthan's, Verac's, Torag's)||70|
|Vesta's and Statius's (T)||78|
*With 80 Dungeoneering.
To find out about specific pieces of armor, you can use the Items Database.
When fighting another player or monster, you will notice that you are hitting your opponent. Red or blue "splats" will appear on you and your opponent when they are hit. The number inside the
"splat" indicates how many Life Points have been taken from you.
Your base number of Life Points is your Constitution level x 40 e.g. at level 99 you will have 3960 Life Points while wearing nothing. All armor has an associated Life bonus which will increase your base Life Points when worn. Once you reach 0 Life Points, you will die, and reappear by default in Lumbridge. When you die, you have a choice of the items you want to keep - Up to three, or four if you have used the Prayer/Curse "Protect Item".
Note: It is possible to change your respawn location. Here are the locations:
- Lumbridge (default)
- Edgeville (for accounts made after the Edgeville graphical update)
- Grim Reaper's Office (first death only)
- Falador (after completing the Recruitment Drive quest)
- Soul Wars (after completing the Nomad's Requiem quest
- Fremennik spiritual plane (during the Blood Runs Deep quest)*
- Daemonheim (when dead in Daemonheim)
- A 'hub' (a player can choose to respawn here if it was the last 'hub' they visited. The hubs are:
- Seers' Village*
- TzHaar City*
If you have taken damage, your Life points will slowly restore themselves over time. However, you can heal yourself much faster by eating or drinking a wide variety of food and potions, as well as using spells, abilities, and resting. The amount that food heals depends on the Cooking level required to cook the food and your Constitution level. To receive the full Life Points restoration, you must have a Constitution level equal to or higher than the level required to cook the food e.g. level 40 Constitution to heal the full 800 Life Points from a Lobster. Standing at a bank booth or Grand Exchange counter will also restore your Life Points.
Using the Regenerate ability as often as you can when you have full adrenaline will save you a huge amount of food. If used correctly you could last a significantly longer time fighting the same monster, or could even stay there indefinitely.
|Regenerate||Basic||10||None||0 Seconds||Focus your remaining adrenaline to heal your wounds over 6 seconds. Does not work during combat.|
|Sacrifice**||Basic||10||None||30 Seconds||A basic ability that deals 100% damage to your opponent, ignoring protection prayers. Heals 25% of damage you deal, or 100% if your target dies.|
|Transfigure**||Ultimate||10||None||180 Seconds||An ultimate ability that stuns you for 6 seconds. When the stun ends, you heal 250% of any damage taken during the stun, and become immune to stuns for 15 seconds.|
|Incite||Basic||24||None||0 Seconds||Dramatically increases the likelihood that your attacks will cause your target to attack yor allies. Lasts untill cancelled. Has no effect in PvP.|
|Single-Way Wilderness||Basic||25||None||0 Seconds||Toggle between using single-way combat and multi-way combat while in the wilderness. Changing this setting takes 10 seconds, and will be interupted if you preform any actions or are attacked while changing. This setting is retained across death and log-out.|
|Guthix's Blessing*||Ultimate||85||None||300 Seconds||Call on Guthix's spirit, invoking a butterfly that will heal you for 8% of your lifepoints, every 2 seconds for a maximum of 10 seconds. The butterfly may be destroyed by the enemies.|
* Requires completion of The World Wakes.The Action bar:
The Action bar is where you can assign any of the abilities from the Ability book for use in combat. Once you've assigned an ability (drag and drop from the book into one of the keybinds), you can customize the hotkey used to activate that ability.
- Life Points
- Adrenaline Bar (click sword icon to switch auto-retaliate on or off)
- Prayer Points (click Prayer icon to activate selected quick-prayers)
- Summoning Points (click Summoning icon to activate selected left-click option)
- Minimize/Maximize Action Bar (right-click to sheathe/unsheathe weapons)
- Action Bar Number (members have access to all 4 bars and free players have access to 3)
- Quick-inventory Slots
To succeed in combat, you will need to use abilities while fighting. As you activate abilities in combat, your Adrenaline bar will fill up and allow you to use stronger abilities. The abilities are divided across the three Melee skills, along with Magic, Ranged and Constitution. Basic abilities require no adrenaline and add adrenaline to the bar when activated.
Once your adrenaline reaches 50%, you can use Threshold abilities. Threshold abilities are reasonably powerful and capable of dispatching most common monsters quickly, however they will drain your adrenaline rather than add to it.
Once your adrenaline bar is at 100%, you can use Ultimate abilities. These are very powerful abilities and easily capable of killing many monsters in a single hit. Ultimates completely drain your adrenaline bar.
Attack, Strength, Defence, Ranged and Magic abilities are all offensive, whereas Defence and Constitution abilities are designed to reduce the damage you receive and restore your Life Points.
Revolution and Momentum:
There are two alternative combat modes to manually activating abilities (Full Manual Mode), these are Revolution and Momentum.
When activated, Revolution automatically activates any basic abilities you have placed on your action bar as soon as their cooldown period is over. This means that combat requires slightly less input from you, but you will still have to manually activate Threshold and Ultimate abilities when you want to use them.
When activated, Momentum greatly increases the damage of your auto-attacks to be similar to the damage dealt by abilities. However, this does mean that you won't have the added benefit of combos and secondary effects (e.g. stuns), but combat will require no input from you at all other than eating or activating prayers etc. Momentum still builds up adrenaline, but activating any Basic or Threshold abilities will deactivate momentum, however Ultimate abilities can be used if you wish.
Here is a small guide to help you to achieve some levels in combat. Please note that the monsters in this guide are just meant to help you out. If you do not agree with something in this guide, feel free to do it your own way. Also, this guide is meant for training, not making money from good drops.
An alternative option to training could be to do it through Slayer, as you will be assigned monsters that should be within your ability to kill.
|Skill Level 1 - 20|
|Can be found in fields around Crafting Guild, Lumbridge.||
|Skill Level 20 - 30|
|Al-Kharid Warriors||Al-Kharid Castle||
|Skill Level 30 - 40|
|Wilderness section of the Edgeville Dungeon||
|Skill Level 40 - 60|
|Skill Level 60 - 70|
|Skill Level 70 - 80|
|Bandits||Bandit Camp (Desert)||From level 70 attack onwards a lot more weapons open upto you, some of them have other requirements than just an attack level. Refer to the Weaponry table in the Attack section of this guide.|
|Skill Level 80+|
|Fire giants||Baxtorian Falls, Brimhaven dungeon, Chaos Tunnels, Wilderness (Members), Kharidian desert dungeon.||From level 70 attack onwards a lot more weapons open upto you, some of them have other requirements than just an attack level. Refer to the Weaponry table in the Attack section of this guide.|
Free to Play training has a lot less options than Pay to Play, but this guide should help you get started, as well as give you the knowledge you need to find your own training locations.
|Skill Level 1 - 20|
|Can be found in fields around Crafting Guild, Lumbridge.||
|Skill Level 20 - 30|
|Al-Kharid Warriors||Al-Kharid Castle||
|Skill Level 30 - 40|
|Hill giant||Edgeville Dungeon and the Wilderness||
|Skill Level 40 - 50|
|Skill Level 50 - 70|
|Skill Level 70+|
|You can find both of these in the Musa Point Volcanoe Dungeon||
These are the skill guides to the other aspects of combat:
For more information on how to boost your level, see the Temporary Stat Leveling Techniques special report.
For XP rewards from quests, see the Quest Experience Guide special report.
This Skill Guide was written by DownStrike, mpm13, and Ged. Thanks to Hampster_Hat, Fireball0236, Nuke-Marine, DRAVAN, DownStrike, Maesenko, baldrix_2, Plank, Sccerluk9, Alk12, TMan1790, sethyboy0, Chaosblade77, SKeTchiY, Yeldarb12, Darkblitz, Killmouski, chinese whiz, Skeletonmat, Kevinownz, Sheep01, Jakesterwars, Mizar234, Greg, thepieman9, Rokern, diamondi3ack, Ralkal, Scott, Javezz, Varunky, FireHazard772, Amoa123, Wacko938, Sumurai, kemosobby1, and AS Bob for corrections.
This Skill Guide was entered into the database on Sun, Jul 31, 2005, at 01:10:11 PM by Fireball0236, and it was last updated on Mon, Mar 31, 2014, at 03:41:26 PM by Javezz.
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