Abilities

The ability book is a set of abilities for Attack, Strength, Defence, Constitution, Ranged, and Magic. It can be found in the Powers menu, and can be dragged outside as part of an interface setup.

Abilities
Abilities are the replacement of special attacks after the Evolution of Combat. They are moves that allow players to deal extra damage, heal themselves, stun their opponents, among other effects. There are three classes of abilities, Basic, Threshold, and Ultimate. Basic abilities and normal automatic attacks build up the adrenaline bar. Threshold abilities require 50% adrenaline and will drain 15%. Ultimate abilities require 100% adrenaline and drain 100% of the bar. They can be accessed at the Ability book which replaced the magic tab, or the action bar after dragging them to it. The global cooldown on abilities is 1.8 seconds or 3 ticks.

The damage done by all abilities is determined by weapon damage, combat skill level, and weapon speed. See also ability damage.

Abilities can be dragged to the Action bar to allow them to be triggered by the keyboard and to organize them for specific tasks.

Nearly all passive effects will work with both auto-attacks and abilities, the most notable exception being Barrows equipment set effects.

Ability persistence
When an ability is used, it may remain active for some time either on the player or on the target. Examples of abilities that remain active on the player are Regenerate, Snipe and Rapid Fire. While an ability of this type is active, the use of another ability will cancel it. Alternatively, abilites such as Fragmentation Shot remain active on the target, and can cause damage to the target over time. The use of further abilities won't cancel these.

Abilities active on the target are displayed in the target's status bar. Abilities active on the player (including abilities used on the player by the target) are displayed in a hidden window, which can be moved around on the screen as desired.

Cooldown
All abilities have a cooldown timer. The cooldown activates when the ability is used, and stays active for a period of time specific to the ability. While it is active, the ability cannot be used. Some abilities share a cooldown: this means that using one of those abilities will activate the cooldown timer for both of them. Often these groups of abilities have something in common, like stunning the target (kick, bash, binding shot and impact), or moving the player several squares (barge, escape and surge).

Ability book tabs
The different abilities can be found in the following four tabs. The combat skill Attack & Strength share one, but are further divided into their own sub-tabs. Also the Defence & Constitution combat skills share one tab and are then sub-divided. Ranged and Magic each have their own tab. However, the Magic tab is further sub-divided into a sub-tab for: magic-based abilities, Combat spells, Teleport spells, and Skilling spells.

Attack
Attack abilities require a melee weapon wielded in the main hand to use. Some require either dual-wielded melee weapons or a two-handed melee weapon to use. Attack abilities focus on dealing a large amount of damage over time and inflicting side effects.

Strength
Strength abilities require the player to be wielding a melee weapon in their main hand. Some abilities require dual-wielded melee weapons or a two-handed melee weapon in order to be used. Strength abilities focus on heavy instant damage, with some abilities also carrying a stun effect. They are classes along with the Attack' abilities in the Melee Abilities tab.

Ranged
Ranged abilities require the player to be wielding a ranged weapon in the main hand and ammunition if needed.

Magic
Magic abilities require a magic weapon in the primary weapon slot and an auto-casted spell. It should be noted most "classic" spells could also be found in this tab, but they are omitted here. Click here to see a list of them.

Defence
Defence abilities focus on reducing the damage taken by the player, along with restoring health after damage is taken. Some of these abilities require a shield to be equipped.

Constitution
Constitution abilities have no equipment requirements and are classified along side the Defence Abilities.

Gallery
Livro de Recursos Ability Book