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(Correcting info on adrenaline stalling)
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*Ultimate ability: -100%
 
*Ultimate ability: -100%
 
*Out of combat: -5% per [[Game tick|tick]]
 
*Out of combat: -5% per [[Game tick|tick]]
*Consuming food: -10% (only during combat; note that it takes a bit of time to come out of combat stance and for the adrenaline to start draining, but players can eat immediately after their opponent is dead and their adrenaline will not be affected by this -10%; a few foods will not drain adrenaline when consumed, such as [[jug of wine]] and [[cooked karambwan]])
+
*Consuming food: -10% (only when fighting a target; a few foods will not drain adrenaline when consumed, such as [[jug of wine]] and [[cooked karambwan]])
 
*[[Regenerate]]: -10% per tick
 
*[[Regenerate]]: -10% per tick
 
*[[Super Guthix rest]]: +15%
 
*[[Super Guthix rest]]: +15%

Revision as of 20:43, 15 January 2015

Adrenaline bar (ultimate)

A full adrenaline bar.

Adrenaline is a combat mechanism used with abilities. It is displayed as a percentage on the action bar, next to a player's life points.

Adrenaline is used to determine what abilities a player may use. A player generates adrenaline through auto-attacks and Basic abilities. Threshold abilities require 50% adrenaline and drain 15% when used, and Ultimate abilities require the whole bar and drain it completely. When a player is out of combat for 10 seconds, their adrenaline bar rapidly drains back to zero.

A player may influence their adrenaline by using various potions, prayers and equipment, and they may preserve their adrenaline by the act of adrenaline stalling, which is described in a section below.

Gaining and using adrenaline

These are all the actions that influence a player's adrenaline.

Adrenaline conserving equipment

  • Ring of vigour: Saves 10% adrenaline after using an ultimate ability and allows special attacks to be executed with only 90% of the required adrenaline.
  • Asylum surgeon's ring: Gives 10% chance to prevent adrenaline loss when using threshold abilities and a 40% chance of saving a quarter of a special attack's original adrenaline cost.
  • Invigorate auras: Saves 2.5% adrenaline after using an ultimate ability. Grants an additional 2.5% adrenaline per tier of aura up to 10%. Stacks with the Ring of vigour.

Adrenaline stalling

In some situations, a player may want to preserve their adrenaline while not in combat. This is frequently done in the God Wars Dungeon when waiting for boss respawns or when Dungeoneering.

To adrenaline stall, one maintains their combat stance by using Basic abilities that are available outside of combat. These are Anticipation, Freedom, and one out of Barge, Escape or Surge (the three movement abilities share a cooldown). To stall effectively, one must use an ability only when their combat stance is about to end.

If in a location preventing use of movement abilities, one can only stall for a short time because of cooldowns. However, the use of a shield provides the abilities Resonance and Preparation and allows infinite stalling anywhere.

Adrenaline in NPCs

Some NPCs can use the adrenaline system and use abilities accordingly. These NPCs so far are the combatants in Wilderness Warbands, the elves in Prifddinas and the enemies from the quests The Blood Pact, Birthright of the Dwarves, and A Shadow Over Ashdale.

Several units in the Battle of Lumbridge and The Bird and the Beast were also able to use adrenaline. They would only gain adrenaline when fighting against players.

Penance Fighters and Penance Rangers from Barbarian Assault utilise adrenaline after the rework.