- For the rating of a player's combat abilities, see Combat level.
Combat is an event in RuneScape in which two or more players and/or creatures fight.
Combat is based around randomly generated numbers in the form of "damage", which deplete a target's lifepoints. The damage done by the parties involved is determined by their skills and, in a player's case, their equipment among other factors. There is also hit and block chance, the likelihood that a party will land a successful hit. Combat lasts until one participant is killed or flees.
Players can influence their effectiveness in combat in many ways, such as boosting their combat skills via potions or prayers, or lowering their enemy's stats via curses or curse spells. There are also some items that offer special buffs to combat.
There are three methods with which a player or monster may fight in combat: with melee attacks, ranged attacks, or magical attacks. The classes involving these attacks are known as the warrior, the ranger, and the mage. A player's class is determined by their worn equipment and prioritized skills, and thus their class may change as desired.
Each combat class is stronger against one class and weaker to the other. This forms the combat triangle, a depiction of this relationship.
- Warriors are strong against rangers. Rangers' projectiles cannot penetrate metal armour well, but warriors' blades cut through leather with ease.
- Rangers are strong against mages. Their leather and dragonhide armours absorb magical spells, whereas their projectiles easily pierce the soft cloth of mage robes.
- Mages are strong against warriors. The metal in warriors' armour conducts spells. Their magical robes resist melee attacks, and they can use bind or freeze spells to keep warriors out of attacking range.
The vast majority of monsters use attacks from one or more combat classes and have a weakness against one particular class. Other monsters have no weakness and may be fought effectively with any class.
There are several variables in combat which moderate an entity's performance. Lifepoints are possessed by players and foes, whereas the other mechanisms are used in foes sparingly or restrictively.
- Lifepoints — These represent how much damage a player or creature can withstand. When an entity loses all its lifepoints, it dies. A player's maximum lifepoints is determined by their Constitution level and their worn armour. The primary method of recovering lifepoints is eating food.
- Adrenaline — This determines the abilities a player or creature may use. Adrenaline is gained and lost by using different types of abilities, and unlike other mechanisms, it is represented as a percentage. Only a few foes are capable of using adrenaline.
- Prayer points — These are drained as the cost of using prayers. Some foes can use prayers, though only players pay in prayer points, their maximum points being determined by their Prayer level. Prayer points can be replenished by praying at an altar, or by drinking a prayer potion.
- Summoning points — These are spent to summon a familiar, and are drained while a familiar is kept. A player's Summoning level is their maximum summoning points. Only a very small amount of foes can summon familiars.
If playing on Legacy Mode, the adrenaline mechanism is replaced with special attack energy, which is found in the combat settings tab. Special attack energy is used for special attacks and regenerates naturally.
- In melee combat, damage is determined by the damage of the equipped weapon and the player's Strength level. Accuracy is determined by the accuracy of the equipped weapon and the player's Attack level.
- In ranged combat, damage is determined by the damage of the equipped weapon (one-handed and off-hand crossbows excluded), damage of the equipped ammunition (for weapons that need it), and the player's Ranged level. Accuracy is determined by the accuracy of the equipped weapon and the player's Ranged level.
- In magic combat, damage is determined by the damage of the selected spell and the player's Magic level. Accuracy is determined by the accuracy of the equipped weapon and the player's Magic level.
Even though each level is designated for one style of combat, multiple styles of combat can be used in one fight, since players have the ability to switch weapons at will and at any time. The act of using two or more combat styles in a fight to gain an advantage is called "hybridding". While not usually popular or effective in PvP or low level wilderness combat, hybridding is a necessary tactic in high level wilderness combat and often used in large scale group fights such as clan wars. The purpose of hybridding is, generally, to constantly have the advantage over your enemy and avoid the damage reduction of prayers.
Constitution (originally called hitpoints) is the level that limits the life points of a player or monster. This is the skill which essentially decides a battle, as an individual loses when their life points hit 0. Since this skill is the deciding factor in combat, there are various methods of adjusting your life points.
- Primarily, it is possible to restore your life points through the use of various items, although the most commonly used are food, drinks, some potions. There are some roundabout methods of healing, including healing others through butterflies and magic, or going to an NPC for healing, but these methods are often ineffective and therefore useless.
- It is possible to boost your life points past the current maximum, through the use of saradomin brews, some foods, titan's constitution scrolls, jumping into the thermal bath in pools of Oog'log, life point boosting armour, and bonfires. While the majority of these boosts are temporary and your life points slowly would naturally reset to their regular level, they can be very significant in a fight. Bonfires and armour, though, are permanent boosts until the effect or armour is removed.
Defence is the second constant skill which plays an active role in nearly all combat situations, except when the individual in question is not being attacked and yet is attacking another from a distance, or when the opponent does not retaliate. Defence does not decrease damage, but rather, decreases the accuracy of the attacking individual, which may contribute to it being a rather unpopular skill to train. In essence, defence increases the chances of being hit with 0s, or missed attacks. In this way, defence could be equated to "evasiveness". There is no skill in the game that directly reduces the amount of damage received.
It may be interesting to note that while defence is responsible for reducing the accuracy of most hits, it is only 30% effective for magic spells. Instead, 70% of the reduction of accuracy for a spell is determined by your own magic level. To guard well against magic, you would need a sizable magic level yourself.
Other combat skillsEdit
The two other combat skills in existence are, unlike the previous skills, optional to use, but also allowed to be used in all forms of combat, unless you are in a situation which prevents you from using them. Prayer is a skill which allows the use of prayers, which can best be described as temporary passive boosts which a player can activate at will. Higher levels in prayer allow access to much better prayers. Prayers effects can include individual stat boosters, item protection, life point restoration, and even damage upon death. Prayer is an interesting system; while the effects of a prayer would normally last forever unless manually switched off, the amount of time a person can use his or her prayers is dependant on his or her remaining amount of prayer points. Like life points, the player is allotted prayer points based on his or her prayer level. When your prayer points hit 0, your ability to use prayers would be gone until you restore your prayer points.
The other optional combat skill, Summoning, has a variety of functions. But combat wise, it enables the user to conjure familiars to aid them. Familiars act as an extension of the player's damage, hitting the opponent and using their own special attacks if the appropriate command is given with the appropriate item. As with Prayer, the best familiars can only be accessed with high Summoning levels. There are some non-combat familiars which aid the player by restoring their life points, but passively and upon the activation of their special attack.
While skills are an important aspect of combat, damage done and received is mostly determined by external traits, and there is a multitude of other factors which contribute to the fight.
Armour and WeaponryEdit
The most glaringly obvious of these is armour and weaponry, As a general rule of thumb, armour boosts a persons defensive capabilities through the form of accuracy reduction, and weaponry boosts a players offensive capabilities. However, this is not always true, as some pieces of armour boost a player offensive traits, and vice versa. High levels without corresponding armour and weapons usually greatly inhibits your ability in both dealing and reducing damage.
Stat increase is available to anybody through the use of certain items, mainly potions and certain food. What this does is temporarily increase a specific combat statistic, albeit temporarily, to a (sometimes much) higher level. The advantage of this, obviously, is to give yourself the abilities of a higher level. If you are the appropriate level and using the appropriate boost, you can elevate your levels beyond the known cap of 99.
Special attacks were determined by the weapon being used by a player. Special attacks were unique traits of high level weaponry which gave the ability to initiate a unique move which could have diverse effects, from damage to run energy absorption. They have since been removed from the game and replaced by Abilities.
All weapons in RuneScape have a specific speed, which will determine how often you attack with that weapon. The stronger a weapon is, the more likely it is that it will have a slower attack speed. A fast weapon is usually used when a person is fighting something with a high defence level, as it is far more consistent and it is far easier to make up for low hits.
PvP (Player Vs Player)Edit
PvP, or more commonly known as PKing (player killing), is the act of two or more players fighting each other. Normally, players cannot fight each other, except in certain minigames, such as Castle Wars. However, players can fight each other anywhere in a specific section of the map known as the Wilderness, except in specifically designated "Safe Zones". PvP combat, generally, is more dyanamic than fighting NPC's, and can vary greatly. IF you are going into a PvP environment, anything can be expected. On top of this, there are plenty of restrictions in a PvP environment. For a full explanation on how PvP works and various strategy recommendations, head over to the PvP page.
It may be important to note that the Duel Arena is a minigame designated specifically for 1vs1 PvP, and the only location to specifically do so. The minigame also allows the two contesting players almost complete control as to how the battle be played out.
PvM (Player Vs Monster)Edit
PvM, whether it be large amounts of relatively weak monsters, or bossing, is the largest part of combat. The majority of all combat in the game will involve you fighting NPC's, unless you specifically aim to PvP the majority of the time. Normal monsters usually do not have many restrictions and are easy to kill as long as you are an appropriate level. Generally, there only three reasons to kill average monsters; you need to for a quest, you are training your combat levels, or you are training the Slayer skill. The latter is by far the most popular as it, while not being a skill that affects your combat level, assigns the players a number of monsters to kill in the form of Slayer assignments. The restrictions for killing monsters of this caliber are usually the restrictions of the area in which they spawn in.
Bossing, however, is much more interesting and requires far more attention than that. Bosses are spread around RuneScape, each one having its own set of attacks and abilities which set it apart. Usually, bosses require much better equipment and levels to take down compared to low levels NPC's, and many require groups for all but the elite players. To boss effectively, many factors must be taken into consideration, including the boss's special attacks, the boss's life points, and the area it is in.
Some bosses have abilities that players have as well.
- Protection prayer have rarely been used by bosses. In the case that they are, the bosses have a seemingly infinite supply of prayer points, and no known abilities can deactivate the prayers. However, the set effect of Verac the Defiled's equipment works even on the prayers of bosses.
- Bosses can use poison, dragonfire, and attacks that hit multiple players all at once (sometimes all players in the room).
Bossing in some instances presents the opportunity to tank. While this role is not popular, it is sometimes done when the majority of the party is comprised of low-level players.
Dungeoneering deserves a special mention, as it places a player or group into an instanced environment where they must handle difficult monsters and a boss to complete the dungeon. Thus, it exposes the player/s to the two base forms of PvM, and is usually a very dynamic experience.
Also, it is recommended to be well rounded in all your combat skills if you intend to be an avid PvMer. Skills only help, and it is far easier to level a lower skill ten times than level a higher skill even once.
A player's combat skills display themselves through their combat level. As a person increases his or her base statistics, their combat level will rise in accordance to that. The current highest possible combat level in-game is 138. Combat level is not displayed upon right-click unless the player has an unsheathed weapon.
Experience points are given after a monster is killed, not during the fight per hit.
To change where the experience goes, one must go to the Powers interface window and click on the tab for whatever xp you want to change. In the lower right hand corner are options to change the xp gained. For melee, the choices are attack, strength, defense, or a mixture of the three. For ranged, it is either ranged, defense, or both, and for magic it is either magic, defense, or both.
Since the xp rewarded does not scale up with the health of the monster, it is wise to fight monsters with a low health to xp ratio. For example, level 4 goblins, yield 1 xp per 3 damage dealt.
Training is usually done by necessity via the Slayer or Dungeoneering skill. If you find yourself in need of combat levels, there are specific monsters in the game which yield high experience rates. Killing random monsters for experience is usually a waste of experience, not to mention time.
There are various areas in the game which give decreased or no EXP when fighting, but they are usually very specific and restricted, such as clan battlefields.
- Sometime during 7 December-12 December, 2009, when players would hit damage including a zero in it (like 10 or 0), it would show as "0", without a diagonal line across it.
- Sometimes there is a glitch that the message level up appears two times.
- Combat training areas are identified on the map with the combat training icon ( ), but combat training is only allowed to players with an Attack, Strength, or Defence level less than 9, depending on what is being trained. Also, these training dummies will only provide experience in the Attack, Strength, and Defence skill. Magic can be trained at the training area in Lumbridge, but ranged must be trained on other attackable NPCs.