The Combat Improvements Beta was released to members and free players on 24 January2014, to allow them to test new mechanics for the Evolution of Combat, including a new ability called Revolution, the re-release of special attacks, and refinements to PvP.
Players may receive food, runes, ammo, armour and free weapons that possess special attacks from the Trader in Lumbridge. You can also receive damage boosting armour from Mr Ex in Edgeville.
Special attacks are special abilities that are unique to an individual weapons. They can be activated after reaching a certain adrenaline percentage, and will then drain that amount of adrenaline. Use of special attacks inflicts a temporary decrease to adrenaline gain.
The following weapons are the only ones to currently have assigned abilities within the Beta.
The Excalibur and the Enhanced Excalibur special attacks can be performed by using the 'Operate' option while it is worn. This has a 5 minute cool down and does not use adrenaline. How long the effect lasts and how much the effect influence's the player is yet unknown.
Perform a flurry of blows against your surrounding targets, dealing up to 94% weapon damage per hit over 6 seconds. Should any one blow miss, the remaining hits will aim at the original target. Combo attack.
Blood tendrils whip at you and your opponent for 5 seconds. The first hit deals up to 180% weapon damage, with four subsequent hits each dealing up to 90% weapon damage to your target and up to 25% weapon damage to you.
Crash down on your target with the force of a meteor, dealing damage equal up to 250-350% weapon damage. Critical strikes generate 10% adrenaline for 30 seconds. Only usable on targets with over 50% life points remaining.
Strike your target, restoring balance. If you have a smaller percentage of your life points than they do of their life points, your target will take the difference as a percentage of their life points in damage. You will be healed for half the difference as a percentage of your life points. 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!
Perform a destructive attack, dealing damage equal to 188% weapon damage to your target over 6 seconds, initially binding the target for 6 seconds. Combo attack.
Deals up to 188% weapon damage with each hit; hits four times.
Harness your adrenaline to increase melee damage dealt by 100% for 20 seconds. Also increases all damage taken by 50% and reduces armour rating by 50%.
Pulverise your target, dealing 200-250% weapon damage and reducing their damage dealt by 25% for 30 seconds. If an NPC target is defeated with Pulverise you are also granted 50% adrenaline.
Perform a frenzied attack lasting 10 seconds. Targets standing directly in front of you take damage up to 150% of weapon damage every 2 seconds. Each subsequent hit gains an additional 10% damage. Combo attack.
Shoot an arrow that detonates on contact with the target, dazing them. Deals 157% weapon damage. Target suffers a 10% decrease to accuracy on their next attack.
Launch painful needles at your target that reduce their resistance to critical hits. Target takes 157% weapon damage. Your next attack against the target has a flat 5% increase to critical hit chance.
Tight Bindings
Threshold
15
15 seconds
-15%
None
Fire a shot which stuns your target for 3 seconds and binds them in place for up to 10 seconds and dealing 200% weapon damage.
Fire a shot which fragments on impact, causing your target to suffer damage equal to 100-188% weapon damage over 6 seconds. If the target moves location, they suffer 2x damage.
Rapidly fire at your target, dealing damage equal to 94% of weapon damage every 2 seconds for 6 seconds, initially binding the target for 6 seconds. Combo attack.
Deals 94% weapon damage with each hit; hits 8 times.
Fire an explosive shot at your target, which will detonate after 3 seconds dealing damage equal to 250-350% weapon damage. Critical strikes generate 10% adrenaline for 30 seconds.
Shadow tendrils whip at your feet multiple times in quick succession for 33-250% weapon damage. They then strike your opponent once for 66-500% weapon damage.
Unload both your weapons at your target's current location for 6 seconds. Every 2 seconds, all targets standing at that location will take damage up to 150% of weapon damage. Each subsequent hit gains an additional 10% damage. Combo attack.
Create a shroud of death at your location for 30 seconds. While you remain within the shroud, your ranged damage will be increased by 50%. If your target stands within the shroud, they will be hit for 10%-20% of weapon damage every 2 seconds.
Reach out with magical force and choke the life from your target over 6 seconds, dealing damage every 2 seconds, initially binding the target for 6 seconds. Combo attack.
Deals ?% weapon damage with each hit; hits four times.
Breathe a mighty cloud of fire in a frontal cone, hitting all targets for damage up to 188% of active spell damage, disabling protection prayers in PvP.
Must be next to the target. Does not count as dragonfire.
A focused blast of magic that pummels your target, damaging and knocking them off balance. Deals 157% of your active spell's damage. Your next attack has a 10% bonus to accuracy against the affected target.
Blast your target with a burst of magical energy, interrupting their attacks and binding them for a short time and dealing 100% of your active spell's damage.
Binds targets for up to ? seconds. Shares its cooldown with Backhand, Forceful Backhand, Stomp, Kick, Binding Shot, Tight Bindings, and Deep Impact.
Blast your target with three beams of concentrated energy. Each beam deals 75% of your active spell's damage and increases by 7% with each beam. Combo attack.
Deep Impact
Threshold
10
15 seconds
-15%
None
Blast your target with a burst of magical energy, stunning and binding them for a short time and dealing 200% of your active spell's damage.
Binds targets for up to ? seconds. Shares its cooldown with Backhand, Forceful Backhand, Stomp, Kick, Binding Shot, Tight Bindings, and Impact.
Applies a damage-over-time effect to the target, dealing 100-188% of the active spell's damage over 6 seconds. If the target moves location, they suffer 2x damage.
Summon an explosive ball of energy. The longer you maintain the effect - up to 6 seconds - the more powerful the explosion will become. Using Detonate a second time will trigger the explosion.
The caster becomes immobile while Detonate is charging. A set of green arrows will appear when it is fully charged.
Transform into an elemental based on your most recently cast spell. While transformed, your spells are free to cast and your magic damage is increased by 50%. Lasts 20 seconds.
Summon forth a destructive wall of water, damaging all targets in a frontal cone for damage equal to 200%-300% of your active spell's damage. Critical strikes generate 10% adrenaline for 30 seconds.
Must be within a few squares of meleeing distance.
Summon a sunbeam to shine over your location, lasting 30 seconds. During this time, provided you remain within the beam, your magic damage will be increased by 50%. If your target enters the beam, they will be hit for 10%-20% of weapon damage every 2 seconds.
Taunt your target, forcing them to focus their attacks on your. 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.
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.
Heals the user 1/3 of their maximum life points upon resurrection.
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.
Debilitate your target for up to 100% weapon damage, also reducing any damage they deal to you by 50% for 8 seconds. This duration increases if a shield is equipped - longer for higher-levelled shields.
If ranging or maging, can be used outside melee distance.
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.
Against a player, it depletes their adrenaline bar and gives the adrenaline to you. Unlocked after completing The World Wakes.
Dramatically increases the likelihood that your attacks will cause your target to attack you instead of your allies. Lasts until cancelled. Has no effect in PvP.
Provoke may be used against players for a similar "taunting" effect.
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 enemies.
Unlocked after completing The World Wakes. Shares its cooldown with Rejuvenate and heals equally much.
Summons a crystal with a total healing capacity equal to three times the caster's maximum life points. It will heal anyone standing near it for 1-7% of their maximum life points every 4 seconds, based on their proximity to the crystal. The crystal disappears after 20 seconds or after reaching its healing capacity, whichever comes first.
Like the main game, Polls can be accessed from the social interface, and function in the same way Power to the Players polls do, although they are used to gather feedback, not to decide what should be released.