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Combat

Combat uses equipped gear and a selected attack style to fight monsters or complete dungeons. Weapons, armour bonuses, skill levels, food and prayers affect the encounter.

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Combat styles

Melee attacks use Attack, Strength and Defense. The selected melee training stance determines which skill receives combat XP. Controlled training splits the kill XP between Attack, Strength and Defense, with any remainder assigned to Attack and then Strength.

Ranged uses a bow and ammunition. Each arrow has a tier, and a bow has a supported tier. See weapons for bow requirements and ammunition details.

Magic uses a selected spell. Each spell has a Magic requirement and rune cost. Some equipped staves provide unlimited use of a particular rune.

Experience

Combat XP is awarded when a monster is defeated. Health receives one third of the awarded combat XP, rounded down, before its own applicable XP bonuses. Slayer separately awards task XP for matching kills.

Food and prayer

Food restores Health up to the current maximum. Auto-Eat consumes selected food automatically once its purchased threshold is reached. Running out of food can leave combat active without healing.

Prayer pages list point drain, level requirements and active effects. Check each prayer's combat-mode notes; some effects apply only to staking fights.

Ordinary monster loot

A monster's guaranteed drops are awarded separately. One additional reward is chosen from its weighted optional pool. An entry's displayed percentage is its share of that pool, rather than an independent roll.

Dungeon rewards

Dungeon rounds award combat XP but do not use the ordinary monster loot tables. Completion rewards use the dungeon's own reward definition. See each dungeon page for its rounds, gates and completion rewards.

Defeat

Ordinary monster combat can consume one eligible equipped item on death. Account-bound equipment is excluded. This ordinary-combat loss rule is not applied to dungeon encounters.

More game mechanics

All game mechanics