Equipment
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Battle enemies to gain Combat Skill XP and collect valuable rewards as loot. Combat Skill XP is granted based on the weapon damage you deal.
Select from Combat Areas, Slayer Zones or Dungeons to find different enemies to battle.
Equip Food to automatically restore Health when it falls below a set threshold, helping you survive longer battles.
More information is contained by hovering over the Auto Eat icon on your Health Bar.
There are three Combat Styles: Melee, Ranged and Magic. Your equipped weapon determines which style you use.
Melee beats Ranged Ranged beats Magic Magic beats Melee
Beating a Combat Style increases your Max Hit by 10%, while losing decreases it by 10%. This is only applied to you, and never the Enemy.
Using the Ranged Combat Style requires a Ranged Weapon plus its ammunition. For example, using a Bow requires Arrows as ammunition primarily obtained from Fletching.
Some Ranged Weapons like Javelins can be their own ammunition.
The Magic Combat Style requires a Magic Weapon in combination with the the use of Magic Spells. These cost Runes primarily obtained from Runecrafting.
Each weapon has different Stances to choose from. Your selected Stance determines which Combat Skills gain XP.
The weapon you use determines the Stances available to choose from. Not all weapons have access to all Stances.
Take a look at the Equipment Stats tab to see how this is calculated in relation to your Stance.
Your chance to hit depends on your Stance's Accuracy compared to the Enemy's Evasion against that same Stance.
When fighting an Enemy, aim to have a higher Accuracy Rating than their Evasion Rating.
Damage from attacks is reduced by a percentage depending on Power and Protection.
Your Power compared to the Enemy's Protection determines how much of your damage is reduced. Higher Power helps overcome enemy Protection.
Power is primarily obtained from weapons. Protection is primarily obtained from other gear.
You can reduce an Enemy's damage dealt to you by increasing your Protection.
Magic Weapons have Elements attached to them which determine what type of Magic Spells you can use in Combat.
Monsters may also have an Element, which can either buff or debuff your character.
Beating an Element grants you with +15% Max Hit. Losing to an Element debuffs you with -15% Max Hit.
This is only applied to you, and never to the Enemy.
Air:
Water:
Earth:
Fire:
Neutral has no effect.
Prayers are toggleable passive effects that can buff your Character. These cost Prayer Points to remain active.
Prayer Points are obtained by buring Bones dropped from slain Enemies (via your Bank), or through other methods such as Firemaking.
Prayer XP is gained while actively using Prayers. Your damage dealt and cost of the Prayer determines the XP gained, with higher cost Prayers providing more XP per damage.
Your Accuracy Rating & Evasion Rating is reduced by 5% per your Light value below the Darkness value.
All damage dealt grants healing equal to Damage dealt * Lifesteal %.
| Match-up | Bonuses |
|---|---|
| Magic vs. Melee | 10% Increased maximum hit, 15% Increased resistance |
| Magic vs. Ranged | -10% Decreased maximum hit, -15% Decreased resistance |
| Melee vs. Magic | -10% Decreased maximum hit, -15% Decreased resistance |
| Melee vs. Ranged | 10% Increased maximum hit, 15% Increased resistance |
| Ranged vs. Magic | 10% Increased maximum hit, 15% Increased resistance |
| Ranged vs. Melee | -10% Decreased maximum hit, -15% Decreased resistance |
| Match-up | Bonuses |
|---|---|
| Air vs Earth | +15% maximum hit |
| Air vs Fire | -15% maximum hit |
| Earth vs Air | -15% maximum hit |
| Earth vs Water | +15% maximum hit |
| Fire vs Air | +15% maximum hit |
| Fire vs Water | -15% maximum hit |
| Water vs Earth | -15% maximum hit |
| Water vs Fire | +15% maximum hit |