Each skill has a menu of abilities, found in the Powers menu, which can be dragged outside as part of an interface setup.
Abilities come in a wide variety of types; some allow players to deal extra damage, heal themselves, stun their opponents, or many other things. When an ability is used, it cannot be used again for a specific amount of time (its cooldown), and other abilities cannot be used for 3 ticks (1.8 seconds; the global cooldown). Constantly using abilities seamlessly is generally the most effective form of combat.
A player can use abilities directly from their interface, or place them onto their action bar for quick access and the ability to use them with a keybind. Basic abilities placed in the first 9 slots of the primary action bar are used automatically when Revolution is enabled.
Abilities are laid out by combat skill, out of Attack, Strength, Ranged, Magic, Constitution and Defence. Most abilities have a skill level requirement to be used, and most have an equipment requirement - for example, Slice requires a main-hand melee weapon, and Bash requires a shield.
There are three classes of abilities: Basic, Threshold, and Ultimate. There are also auto-attacks, which occur when not using an ability, and Special attacks, which are defined by specific weapons. Abilities generate and consume adrenaline during the flow of combat.
Auto-attacks simply do the damage of the weapon with no special effects. They generate 1-2% adrenaline each.
Basic abilities gain 8% adrenaline each, and usually have increased damage, a special effect, or both
Threshold abilities require 50% adrenaline and will drain 15% on use, generally dealing more damage than basic abilities or having stronger effects
Ultimate abilities require 100% adrenaline and drain the whole bar, dealing a large amount of damage or providing a very powerful effect.
Special attacks can only be used when using a specific weapon, and the attack itself differs with each relevant weapon. To use a special attack, an amount of adrenaline is required and it will use all of that adrenaline when used. Special attacks have no cooldown. Their damage and effects vary greatly with the weapon, but generally fit between threshold abilities and ultimate abilities. See Special attacks for more details.
The damage done by abilities is usually a percentage of a player's ability damage, which is determined by weapon/spell damage, skill level, and weapon speed.
When an ability is used, it may remain active for some time either on the player or on the target. Abilities can remain active on the player in two ways:
Combo attacks, such as Concentrated Blast, Destroy, and Unload, take more than the global cooldown to fully use. While an ability of this type is active, the use of another ability will cancel it.
Abilities that leave a passive, positive effect on the player, for a period of time, such as Meteor Strike, Metamorphosis, and Anticipation, are often called buff abilities. Using another ability while this buff is active will not remove the buff.
Abilities that remain on the target and provide a negative effect to that target are often called debuffs. Abilities such as Combust, Debilitate, and Sever remain active on the target for several seconds. The use of further abilities will not 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 then Buffs/Debuffs window, which can be moved around on the screen as desired (in edit mode with the RS3 interface); in the legacy interface right-click the icon in the combat settings tab to enable timers beneath the minimap.
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 all of them. Often these groups of abilities have something in common, like stunning the target (Kick, Binding Shot, and Impact), or moving the player several squares (Escape and Surge).
After using an ability, you cannot use another ability (or auto-attack) for 3 ticks (1.8 seconds). This is the global cooldown. (This triggers from the moment of use, so after a combo attack, you can immediately use another ability.)
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 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!
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.
Perform a destructive attack 4 times against your target for 3.6 seconds, hitting once every 1.2 seconds. Each attack dealing damage up to 188% weapon damage. Initially stunning the target for 3.6 seconds. Combo attack.
Perform a frenzied attack lasting at your target's current location for 3.6 seconds. Every 1.2 seconds dealing 80-180% of weapon damage. Each subsequent hit gains an additional 10% damage to both minimum and maximum hit. If your target moves they will take no damage.
Smash your weapon into the ground beneath you, dealing up to 219% weapon damage to your main target and up to 188% weapon damage to all adjacent targets. Also lowering targets defence and armour for 1 minute.
Blast your target with beams of concentrated energy 3 times for 2.4 seconds, hitting once every 1.2 seconds. Each beam deals 75% of your active spell's damage and increases by 7% with each beam. Combo attack.
Summon an explosive ball of energy over your target, or yourself if you do not have one. For every 0.6 seconds that detonate is channeled the spell will increase its damage potential by 20%-70% damage. Upon detonation, by activating the ability again, this damage will be applied to all targets on and adjacent to the target destination. After 3 seconds of charging the ability is fully charged and will deal 100%-350% damage to all targets and the ability will increase its radius by 1 tile.
Tendrils of smoke whip at your opponent's feet for 6 seconds. The first hit causes 100% weapon damage. The second, third and fourth hits cause 125%, 150% and 200% damage, but also hit you for 25%, 50% and 100% weapon damage. Combo attack.
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.
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.
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% to 20% of weapon damage every 2 seconds.
Unload both your weapons at your target's current location for 3.6 seconds. Every 1.2 seconds dealing 80-180% of weapon damage. Each subsequent hit gains an additional 10% damage to both minimum and maximum hit. If your target moves they will take no damage.
Debilitate your target for up to 100% weapon damage, also reducing any damage they deal to you by 50% for 7.8 seconds. This duration increases if a shield is equipped by 0.6 seconds for every 10 shield levels.
Any damage you receive is reduced by 25% for 30 seconds. If you should die during this period, you will miraculously return to life with 40% of your maximum lifepoints. However, the Immortality effect will be consumed.
Taunt your target, forcing them to focus their attacks on you. Player targets have their damage reduced 50% when attacking anyone other than yourself. However, you also do 50% less damage when attacking any other player. Lasts 6 seconds.
The next attack you receive within 6 seconds will heal you instead of harm you. Heals 50% of the incoming damage and an additional 0.5% for every shield level. Certain large Boss attacks will have their damage prevented, but will not heal.
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 3.6 seconds, based on their proximity to the crystal. The crystal disappears after 22.2 seconds or after reaching its healing capacity, whichever comes first.
Channel a powerful attack at your opponent starting at 33%-150% weapon damage, each channel adds 33% weapon damage to the max hit and takes 25% adrenaline. If you run out of adrenaline the ability will start damaging you for 25% of damage dealt as payment, adding 1000 base damage to this past 10 hits.
Any Damage you take for the next 6 seconds will be stored. When this ends, you will deal 100% of the damage taken back at your target up to 10000. In PvP there are diminishing returns on the damage stored as it increases.
Toggle between using single-way combat and multi-way combat while in the Wilderness. Changing this setting takes 10 seconds, and will be interrupted if you perform any actions or are attacked while changing. This setting is retained across death and log-out.