Combat and raids
Combat styles and Life/Spirit
The weapon's attack style decides which accuracy and strength skills a fight trains. Life sets hit points and Spirit is a combat resource that multiplies your effective level while it lasts.
Rules and numbers
- confirmed There are five attack styles (stab, slash, crush, range, magic) plus two off-styles: crossbow rolls range accuracy against stab defence, and wand rolls magic accuracy against slash defence.Source: Constants.js:1590, 1682-1690
- confirmed Melee styles train Strike (accuracy) and Heft (strength), ranged trains Sight and Draw, and magic trains Focus and Surge; Dodge and Defend are the shared defensive pair.Source: Constants.js:1613-1617, 1682-1689
- confirmed Loadouts come in melee, range, magic and pvp families with six slots each (24 in total); a weapon from another family falls back to the family default style, and fighting unarmed is crush at a 10 s attack speed.Source: Constants.js:1604-1675, 728-730, 1780-1793
- confirmed The XP toggle chooses accuracy or strength as the 0.5x skill; the client also has a 'balanced' mode that assigns the toggle per mob.Source: CombatEncounterModal.js:585-598; main.js:1128-1136
- confirmed Life starts at level 10 and max HP is twice the effective Life level.
maxHP = 2 * effLifeLevel (LIFE_HP_MULT)Source: Constants.js:41, 564 - confirmed Spirit multiplies effective level by 1.10 while above 0 (+0.025 per spirit source) and by 1.00 when depleted; the factor constant caps at +0.4, but the legacy modifier constants say 1.3 with all 8 sources.
spiritMod = spirit > 0 ? 1 + min(0.4, 0.1 + capePetBonus) : 1.0Source: Constants.js:546-548, 569-579, 1389-1392 - confirmed Spirit drains 2 per attack you make and 1 per damaging hit you take; each kill restores max(3, 10% of max Spirit), and each Alms Spirit Conduit (levels 30/60/90) adds +10% and +3.
regen = max(3 + 3*conduits, floor(maxSpirit * (0.10 + 0.10*conduits)))Source: Constants.js:1393-1411 - confirmed Spirit potions (Calm, Serene, Tranquil; 10 charges each) fire automatically below 10% Spirit and restore max(5/15/25, 10/30/50% of max), and may overfill.
restore = max(restoreFlat, floor(maxSpirit * restoreMultiplier))Source: Constants.js:1413-1444 - confirmed Each successful skilling action restores +1 HP and +1 Spirit.Source: Constants.js:1541-1542
- confirmed Food is auto-eaten below 75% HP with a 5 s cooldown; Life capes add up to +2 heal and Spirit capes up to +0.05x.Source: Constants.js:1511, 1525, 1186-1189
Connected systems
- Combat styles and Life/Spirit unlock Spirit Conduits through Alms
- Combat styles and Life/Spirit sets the skills trained in Combat
- Combat styles and Life/Spirit refill Life through Food healing
- Combat styles and Life/Spirit are boosted per style by Potions
Arrows show who acts on whom: → this system acts on the other, ← the other acts on this one, ↔ both do.
Related pages
Guide: When to start combat
More in Combat and raids
Ancient and Chaos shards and slates · Chaos Dungeon · Combat · Corruption · Death · Delve (combat raid skill and tree) · Dungeons (tiered raids) · Fortify talent tree · Fortress (skilling raid) · Fortress Ledgers and Banners · Fortress rares · Raid wave respawn · Slay masters · Slay tasks
Statuses: confirmed is a value or rule in the game files; observed is measured from recorded play; dev note comes from a developer comment, tooltip or patch note; inferred is worked out from the files with the assumption stated; unknown is decided on the server. Game data read 2026-10-03.