Abilities

The ability book replaces the Magic tab on the toolbar in game. It contains abilities for Attack, Strength, Defence, Constitution, Ranged and Magic. Each section is accessible through a colour-coded tab on the top.

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.

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

The set effect of Barrows equipment only affects auto-attacks, not damage dealt with abilities.

The damage done by non-dual-wielding abilities is determined by both the damage and speed of the weapon you're using, and also your strength level. For example, imagine you have 99 strength and are using the ability Punish on a monster with no weaknesses. Punish does up to 100% weapon damage, so a critical hit using Punish would do exactly 100% weapon damage (see the page on critical hits for more information on how criticals work). Suppose the player is wielding a Chaotic maul, which has weapon damage of 1828. As you has 99 strength, your overall damage is 1927. If you got a critical hit using Punish, instead of doing exactly 1927 damage as you would expect, you actually do 1270 damage. This is because there is a hidden modifier on weapon damage for abilities based on the speed of the weapon you're using.

For weapons of 'fastest' speed, the modifier is 1 (their weapon damage is not modified at all). For example, if you were using a Chaotic claw and got a critical hit using the Punish ability, then (at 99 strength) you would do exactly 867 damage, which is exactly the claw's weapon damage (768) plus the 99 additional damage you gain from your strength level.

For weapons of 'fast' speed, the modifier is approximately 0.8. For example, if you were using a Chaotic longsword and got a critical hit using the Punish ability, then (at 99 strength) you would do exactly 862 damage, which is approximately the longsword's weapon damage (980) plus the 99 additional damage you gain from your strength level (1079 total) multiplied by 0.8.

For weapons of 'average' speed, the modifier is approximately 0.66. For example, if you were using a Chaotic maul and got a critical hit using the Punish ability, then (at 99 strength) you would do exactly 1270 damage, which is approximately the maul's weapon damage (1828) plus the 99 additional damage you gain from your strength level (1927 total) multiplied by 0.66.

To calculate the base weapon damage that abilities use to calculate how much damage you deal, the formula below gives a rough estimate accurate to within a few points of damage:

Ability base = (Weapon damage + Strength level) * floor(2.4/Weapon speed in seconds)

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 in a short space of time.

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 fast and heavy damage, with some abilities also carrying a stun effect.

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.

Ranged
Ranged abilities require the player to be wielding a ranged weapon with usable bolts/arrows in the main hand.

Magic
Magic abilities does not require specific equipment. 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.

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