|Also known as||Att|
|Release date||4 January 2001 (Update)|
as of 29 Oct 2015
|Players with 120||2,603|
as of 29 Oct 2015
Attack is a melee combat skill which determines the accuracy of a player's melee attacks and the types of weapons a player may wield. The higher the Attack level, the fewer misses a player will incur during melee combat. As Attack is a vital skill in melee combat, increasing one's Attack level will increase one's combat level associated with melee.
Attack was one of the first skills available, introduced with the launch of RuneScape on 4 January 2001. Throughout the expansion and development of RuneScape, the concept for the skill has largely remained the same.
While the concept is largely unchanged, higher tiers of equipment have been released as the game has progressed. Bronze through adamant equipment were introduced with the game itself, but it was not until 26 July 2001 that rune equipment was added. On 27 February 2002, the first pieces of dragon equipment were released with the Lost City and Heroes' Quest quests, further increasing the Attack level necessary to equip all items. On 14 June 2004, special attacks were added to certain weapons. Dragon weapons and excalibur, along with a few Ranged weapons, were the first weapons to feature special attacks. Each special attack was unique to the weapon and used up a certain percentage of a player's special attack energy. Since the introduction of special attacks, several additional weapons have been added which feature unique special attacks.
However, no new weapons were introduced until after release of RuneScape 2 with the introduction of Slayer. The new skill introduced abyssal demons, monsters which dropped the abyssal whip, a powerful one-handed weapon which required 70 Attack to wield. Later that year, several other weapons were introduced which also required 70 Attack to equip. These weapons were part of different degradable armour sets of Barrows equipment, originally used by the 6 Barrows brothers. Of these 6 equipment sets, 4 were melee oriented and required 70 Attack to wield.Nearly 2 years passed without the introduction of a higher-levelled weapon than the abyssal whip and the various Barrows weapons. On 28 August 2007, the God Wars Dungeon was introduced, featuring 4 warring factions, each protecting their respective versions of the fabled godsword. The godswords were massive two-handed weapons, offered a generous strength bonus, and required 75 Attack to wield. The reign of the godsword, however, was short lived, and on 15 October 2008, different sets of Ancient Warriors' equipment were released. The equipment was degradable, lasting for only a limited amount of time before disappearing. Although these weapons required 78 Attack to wield, they each had a "corrupt" counterpart which only required 20 Attack to equip. These corrupt versions lasted for an even shorter period of time than the normal versions. Additionally, the corrupt dragon weapons were the first new free-to-play weapons released since the introduction of rune equipment.
The release of the Dungeoneering skill marked the release of chaotic weaponry, degradable weapons available for purchase via Dungeoneering tokens. Three different melee weapons were introduced, the chaotic longsword, maul, and rapier, each requiring at least level 80 Attack to equip. The release of this new skill also introduced weapons that could only be used within Daemonheim while training Dungeoneering. This included the addition of the first set of weapons which required skill mastery in Attack to wield; the primal weapons all required 99 Attack to use, with the exception of the primal maul. These weapons were among the strongest melee weapons introduced into the game with several of them setting attack and strength bonus records.
On 12 July 2011, the whip vine was introduced. This item was released as an attachment to the abyssal whip, and when combined, resulted in an abyssal vine whip. While the abyssal vine whip offered offensive bonuses which were inferior to those of the various chaotic weapons released as rewards from the Dungeoneering skill, it nevertheless required 85 Attack and 80 Slayer to wield, a higher Attack requirement than any weapon obtainable outside of Daemonheim at the time.
After six months of beta testing, the Evolution of Combat went live on 20 November 2012. This update dramatically changed the way players interacted with monsters and other players through combat. As the entire combat system had been reworked, many weapons had accuracy and damage adjustments to re-balance the combat triangle. As part of the weapon rework, several long-standing level requirements were changed. For example, adamant and rune weapons which had required levels 30 and 40 Attack were bumped to require levels 40 and 50 attack respectively. However, some weapon requirements were decreased, as seen with the abyssal vine whip, which had its level requirement reduced from level 85 to 75 Attack. In addition to weapon adjustments, the update introduced the use of abilities, various rechargeable attacks which helped increase overall damage throughput compared to standard auto-attacks.
Following the introduction of the Evolution of Combat, chaotic weapons once again held the highest Attack requirements to wield. This held true until 14 January 2013, with the release of the Kalphite King and drygore weaponry. The King dropped main- and off-hand drygore rapiers, maces, longswords, each requiring 90 Attack to equip. These weapons were significantly stronger and more accurate than chaotic weapons when they were first released. However, due to an update in late May which changed how weapon accuracy and damage are calculated, the accuracy difference between drygore and chaotic weapons was lessened.
- See main article: Pay-to-play melee training
Players may receive Attack experience during combat by selecting the Attack skill in the interface under the Combat tab. Experience is only gained when the player slays an enemy, after which both Attack and Constitution experience are awarded dependent on the opponent's stats. It is also possible to earn experience across all melee combat skills by selecting Attack, Strength, and Defence in the experience menu. If this is chosen, the amount of experience that would have been awarded to Attack alone is evenly split among the three skills.
- See main article: Attack/Experience rewards
Attack experience may be awarded after the completion of certain quests, miniquests, tasks, random events, Distractions and Diversions, and other minigames. Additionally, experience lamps, dragonkin lamps, and books of knowledge may be used to gain Attack experience.
Several items provide bonus experience in Attack, as well as other melee skills, when equipped. Melee brawling gloves provide a 300% experience bonus to Attack (as well as Strength and Defence) when training combat in the Wilderness and a 50% bonus when training outside of the Wilderness. The brawling gloves last for approximately 100,000 experience before disintegrating.
Hati paws, a reward from a seasonal Winter event, boosts experience to combat skills during the months following the event. The amount of bonus experience rewarded is limited, however, as the paws lose charge when providing bonus experience.
Individual pieces of sacred clay equipment obtained through the Stealing Creation minigame also provide an experience bonus to Attack and other combat skills. These items double the amount of experience received through combat when equipped. Only one piece of sacred clay armour must be worn to receive this bonus. Similar to the brawling gloves, a piece will disappear after the experience threshold of 24,450 experience is reached.
One of the main uses of the Attack skill is determining which types of weapons a player may wield. Generally, higher level weapons provide greater offensive bonuses than similar weapon types of a lower level, providing an incentive for players to train the skill.
Common weapon typesEdit
Below is a list of some common types of weapons available through the use of the Attack skill.
|Weapon type||Attack level||Notes|
|Bronze||1||Bronze weapons are among the weakest weapons available.|
|Iron||10||Iron weapons are stronger than bronze weapons.|
|Steel||20||Steel weapons are stronger than iron weapons.|
|Corrupt Ancient Warriors'||20||Corrupt Ancient Warriors' equipment consists of several degradable weapons and only last for 15 minutes.|
|Black||25||Black weapons are stronger than steel weapons. They cannot be created with the Smithing skill.|
|White||25||White weapons have the same offensive bonuses as black weapons, but white weapons include a small Prayer bonus. White weapons require completion of the Wanted! quest and a certain Knight ranking to purchase from Sir Vyvin. They cannot be created with the Smithing skill.|
|Mithril||30||Mithril weapons are stronger than black weapons.|
|Adamant||40||Adamant weapons are stronger than mithril weapons.|
|Rune||50||Rune weapons are stronger than adamant weapons.|
|File:Sacred clay scimitar.png||Sacred clay||50||The sacred clay scimitar provides the same offensive bonuses as a rune scimitar, but it additionally doubles the amount of combat experience received when used.|
|Gravite||55||Gravite weapons are obtained from the rewards trader for a cost of 40,000 Dungeoneering tokens, requiring 45 Dungeoneering to purchase. The weapons last for 10 hours of combat before needing to be recharged.|
|Granite||55||Granite weapons include the Granite maul and Granite mace and require 55 Attack and Strength to wield. These weapons only provide crush style attacks.|
|File:Toktz-xil-ak.png||Obsidian||60||Obsidian weapons are stronger than rune weapons. All of these weapons require 60 Attack to wield with the exception of the tzhaar-ket-om, which requires 60 Strength.|
|Dragon||60||Dragon weapons are stronger than rune weapons.|
|Dragon (corrupt)||60||Corrupt dragon weapons provide the same stats as regular dragon weapons, but the corrupt versions have a limited existence. Each weapon lasts for 30 minutes of being equipped and turn into dust after the 30 minutes.|
|File:Dharok's greataxe.png||Barrows||70||Barrows equipment features item sets used by the 6 Barrows brothers. When all of the items of a particular set are equipped, there is a chance of activating the equipment set's "set effect".|
|File:Abyssal whip.png||Abyssal whip||70||The abyssal whip is fairly powerful a one-handed weapon with a high attack speed, same as that of scimitars.|
|File:Saradomin godsword.png||God Wars Dungeon-related||75||The Saradomin sword, Zamorakian spear, and the four Godswords are two-handed weapons obtained in the God Wars Dungeon. There are four types of godswords, each type offers the same offensive bonuses but different passive effects. The Godswords are the strongest non-degradable weapons available.|
|Ancient Warriors'||78||Ancient Warriors' equipment includes powerful, degradable weapons which only last for 1 hour of being equipped.|
|Chaotic||80||Chaotic weapons require 80 Dungeoneering and 200,000 Dungeoneering tokens to purchase. The weapons last for 10 hours of combat before needing to be recharged.|
|File:Tetsu katana.png||Tetsu||85||Tetsu weapons can be made from resources in Player-owned ports. The weapons last for 10 hours of combat before needing to be recharged.|
|Drygore||90||Drygore main and offhand weapons are degradable weapons dropped by the Kalphite King. They may be repaired using chitin scraps.|
Many miscellaneous weapons all over RuneScape do not fit into any particular category, such as quest and minigame rewards.
Conventional weapons used throughout Gielinor are not allowed in Daemonheim, so a separate set of metals is used during Dungeoneering. The metal types are classified by their "tiers", with tier 1 being the weakest and tier 11 being the strongest. Tiers 1 through 10 weapons may be player made or received as a drop from several monsters, but tier 11 items may only be received as a drop from boss monsters.
|Tier||Weapon type||Attack level|
Some weapons do not give any or give very little accuracy and damage bonuses. These weapons are often referred to as fun weapons as they are often impractical for use in any combat situation. As these weapons do not exist necessarily for use in combat; they exist merely for aesthetic purposes.
- See main article: Warriors' Guild
The Warriors' Guild is a guild for players who have attained mastery or near mastery of melee combat skills. Entrance to the guild requires either 99 Attack, 99 Strength, or a sum of 130 in Attack and Strength. The guild features several activities which involve combat and combat experience, one of which is the cyclops room, run by Kamfreena. Here, players may obtain defenders as drops from the cyclops and cyclossi. Additionally, Attack may be trained on the animation room of the Warriors' Guild, granting 15 experience per successful hit to a dummy.
- See main article: Skill mastery
Level 99 is the maximum level a player may achieve in Attack, attained at 13,034,431 experience. The amount of experience players may gain is capped at 200 million, but acquiring additional experience until 200 million experience will not increase the Attack level beyond level 99.
As with all skills, players who achieve level 99 in Attack may purchase a Cape of Accomplishment from the skill's master. The Attack cape and hood are sold by Ajjat in the Warriors' Guild for 99,000 coins. Players with more than 1 skill at level 99 will receive a golden trim on the sides of the cape along with a +2 prayer bonus. However, players with only 1 level 99 skill will receive an untrimmed version of the cape.
Currently, there are 179,605 players with level 99 Attack and 414 players with 200 million experience in Attack.
- See main article: Temporary skill boost
Various items, potions, prayers, and familiars provide temporary boosts. Below is a list of all possible boosts to Attack. Click on a category to sort.
Visible boosts are indicated in the stats interface by showing a level increase from the base level.
|Level to make||Notes|
|File:Attack potion (4).png File:Attack mix (2).png||Attack potion (mix)||Attack||3 + 10%||1 (4)||Mix version heals 30 life points.|
|File:Combat potion (3).png File:Combat mix (2).png||Combat potion (mix)||Attack and Strength||3 + 10%||36 (40)||Mix version heals 60 life points.|
|File:Super attack (3).png File:Super attack mix (2).png||Super attack (mix)||Attack||5 + 15%||45 (47)||Mix version heals 60 life points.|
|File:Zamorak brew (3).png File:Zamorak mix (2).png||Zamorak brew (mix)||Attack and Strength||2 + 20% (Attack), 2 + 12% (Strength)||78 (85)||Decreases Defence and remaining life points by 2 + 10% (Mix reduces life points by 10% - (10 to 40)).|
|File:Extreme attack (3).png||Extreme attack||Attack||5 + 22%||88||Non-tradeable.|
|File:Overload (3).png||Overload||Attack, Strength, Defence, Ranged, and Magic||Constant boost of 5 + 22% for 5 minutes||96||Non-tradeable.|
Note: The numbers in parentheses are only required for the mixes.
|File:Cup of tea.png||Cup of tea||Attack||3||N/A||Heals 200-300 life points as well.|
|File:Spicy stew.png||Red spicy stew||Attack, Strength, Defence, Ranged, Magic||5-5 to +5||25||The stew may boost or reduce levels by 1 to 5 points randomly. +5 boost are rare. Non-tradeable.|
|Cavefish||Attack, Strength, Defence, Magic, or Ranged||2 2||88 (Optional)||Heals 200-1760 life points.|
|Attack cape||Attack||1||99||Requires Skill mastery to equip. Non-tradeable.|
|File:Dominion marker 4.png||Dominion marker||Attack, Strength, Ranged, Defence, and Magic||4 to 10||160||Levels depend on your marker.|
Invisible boosts are not indicated in the stats interface, but they are applied in combat calculations nevertheless.
|Level to use||Notes|
|Clarity of Thought||Attack||5%||7||Standard prayer.|
|Improved Reflexes||Attack||10%||16||Standard prayer.|
|Incredible Reflexes||Attack||15%||34||Standard Prayer.|
|Chivalry||Attack, Strength, and Defence||15% Attack, 18% Strength, and 20% Defence||60||Requires completion of the Camelot training room.|
|Piety||Attack, Strength, and Defence||20% Attack, 23% Strength, and 25% Defence||70||Requires completion of the Camelot training room.|
|File:Leech Attack.png||Leech Attack||Attack||10% 5%, increasing to 10% over time||74||Requires completion of The Temple at Senntisten.|
|File:Turmoil.png||Turmoil||Attack, Strength, and Defence||21%15% plus 15% of enemy's level (Attack and Defence), 23% plus 10% of enemy's level (Strength)||95||Requires completion of The Temple at Senntisten.|
|Level to obtain||Notes|
|File:Ruby harvest.png||Ruby Harvest||Attack||20%||15||Boost affects the player it is used on.|
|Salve amulet||Attack and Strength||15%||35||Boost only applies when fighting undead monsters. Requires partial completion of Haunted Mine. Non-tradeable.|
|File:Salve amulet (e).png||Salve amulet (e)||Attack and Strength||20%||40||Boost only applies when fighting undead monsters. Requires completion of The Lair of Tarn Razorlor and the Salve amulet. Non-tradeable.|
|File:Black mask.png||Black mask||Attack and Strength||16.67% (Attack and Strength)||58||Boost only applies when fighting monsters assigned by a Slayer Master.|
|File:Dragon slayer gloves.png||Dragon Slayer Gloves||Attack||10%||70||Boost only applies when fighting dragons assigned by a Slayer Master. Boost stacks with Black Mask|
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