Adrenaline
Adrenaline is a combat mechanism used with abilities. It is displayed as a percentage on the action bar, next to a player's life points.
Adrenaline is used to determine which abilities a player may use at a given moment during combat. A player generates adrenaline through auto-attacks and Basic abilities. Threshold abilities require 50% adrenaline and drain 15% when used, and Ultimate abilities generally require the whole bar and drain it completely. Some weapons come with special attacks that have a cost equal to their required adrenaline. When a player is out of combat for 10 seconds, their adrenaline bar will deplete by 5% every 2 ticks until it hits zero unless the Persistent Rage archaeology relic, Infernal Puzzle Box (tier 3) buff, or adrenaline urn is active. This drain can be effectively stalled infinitely by cycling abilities such as Surge/Escape, Anticipation, and Freedom, which do not require a target to activate combat; when done properly, adrenaline will not be lost until the first ability in the cycle is off of its cooldown. Stalling adrenaline in this way can be made easier by equipping a shield, which has access to more abilities (such as Resonance and Preparation) that do not require targets. More information on this can be found below.
A player may influence their adrenaline by using various potions, prayers, relic powers, and equipment augmentations, and they may preserve their adrenaline by the act of adrenaline stalling, which is described in a section below.
Logging out or hopping worlds will reset the player's adrenaline, regardless of how long they are logged out for, as does beginning a new combat with another player in the Wilderness.
Gaining and using adrenaline[edit | edit source]
These are all the actions that influence a player's adrenaline:
Gaining[edit | edit source]
- Main-hand auto-attacks: +2%
- Invigorating perk: +10% per rank of adrenaline gained from any auto-attacks (a main-hand auto-attack would give 2.5% adrenaline)
- Off-hand auto-attacks: +1%
- Two-Handed auto-attacks: +3%
- Auto-attacks need to deal damage to grant adrenaline, while abilities do not
- Magic two-handed auto-attacks will always give +2% adrenaline, Ranged two-handed auto-attacks will always alternate between +2% and +3%, and Melee two-handed auto-attacks will always give +3% adrenaline.
- Basic ability: +8%
- Basic ability with the Reduced Adrenaline handicap in the Dominion Tower: +6%
- Impatient perk: 9% chance per rank for basic abilities to generate 3% extra adrenaline
- Energising perk: +0.6% per rank when using Slice, Piercing Shot, and Wrack
- Divert: A basic defensive ability that blocks the next incoming attack, granting adrenaline based on the damage that would have been taken. Divert can grant up to 50% extra adrenaline.
- Adrenaline potion: +25%
- Super adrenaline potion: +30%
- Replenishment potion: +25%
- Adrenaline renewal potion: +40% over 6 seconds
- Leech Adrenaline: up to 10% (does not work against monsters, even ones that utilise adrenaline)
- Sap Spirit: -10% to target, but no gain to the player
- Siphon - up to +10% to player, -10% to target
- Natural Instinct - +1-100% based on target's adrenaline, -1–100% to target, also doubles player's adrenaline gain from non-potion sources
- Enchanted ascendri bolts special: +1% per hit
- Enchanted hydrix-tipped bakriminel bolts special: +1% per hit
- Telos, the Warden's green/blue stream: +10% every tick while on stream
- Removing Frostbite via Pyroclastic Shock from Orikalka: +10% every tick for 6 seconds
- Persistent Rage Outside of combat at a rate of 5% every 1.2 seconds
Using[edit | edit source]
- Threshold ability: -15%
- Ultimate ability: -100%
- Some ultimate abilities can have their activation cost reduced. Using things such as the ring of vigour and conservation of energy will still refund the full amount of adrenaline they normally would despite the decreased cost.
- Tsunami can be reduced down to costing 40% adrenaline to cast by using the Incite Fear magic spell.
- Deadshot, Omnipower and Overpower can be reduced to costing 60% adrenaline to cast by the igneous Kal-Zuk and its composite capes.
- The Ultimatums invention perk reduces the adrenaline cost of Overpower, Omnipower, Unload, and Frenzy by 5% per rank, to a maximum of a 20% reduction.
- Some ultimate abilities can have their activation cost reduced. Using things such as the ring of vigour and conservation of energy will still refund the full amount of adrenaline they normally would despite the decreased cost.
- Out of combat: -5% per tick
- Consuming food: -10% (only when fighting a target)
- Some foods, considered "non-solids", for example blue blubber jellyfish, never drain adrenaline when eaten
- Regenerate: -10% per tick
- Weapon special attacks consume various amounts of adrenaline depending on the weapon
- This also applies to special attacks stored in an essence of finality amulet
- Both the cost of physical weapon special attacks and special attacks of weapons stored in an essence of finality can have their costs reduced by the ring of vigour
- This also applies to special attacks stored in an essence of finality amulet
Others[edit | edit source]
Some monsters also possess mechanics/abilities that reduce or remove adrenaline:
- Araxxi, upon reaching 25,000 or 35,000 health: -50% to player(s)
- Hydrix dragon special attack: All adrenaline, halves adrenaline gain by 50% temporarily
- Also includes Dragonkin Laboratory hydrix dragons and the Black stone dragon
- Demon bosses with the "Terrifying" suffix: Decreases adrenaline gain by 50%
- Vorago: Multiple sources
- Red bombs: -5% to main target
- Green bombs: -10% to all targets in gas cloud
- Finishing phase 5 (normal mode) and 10/11 (hard mode): All adrenaline
- Telos, the Warden, phase 3: -10–100% depending on enrage and bar
- -10% at 0–400% enrage, slowly increases at 400% enrage and caps to 100% at 3300%+ enrage
- TzekHaar-Aken, Its lava bombardments drain adrenaline by 10% and reduce all adrenaline gain by 50% temporarily
- TzekHaar-Kih, Its special mechanic is to drain adrenaline from the player occasionally
Equipment[edit | edit source]
- Ring of vigour: Saves 10% adrenaline after using an ultimate ability and allows special attacks to be executed with only 90% of the required adrenaline.
- Asylum surgeon's ring: Gives 10% chance to prevent adrenaline loss when using threshold abilities and a 40% chance of saving a quarter of a special attack's original adrenaline cost.
- Invigorate auras: Saves 2.5% adrenaline after using an ultimate ability. Grants an additional 2.5% adrenaline per tier of aura up to 10%. Stacks with the Ring of vigour and Conservation of energy.
- Inspiration aura: Successful attacks fill an extra 0.5% of your adrenaline bar.
- Ring of death: Gives a 50% chance to gain up to 5% adrenaline when defeating a target.
- Tireless blood essence: Gives a chance to gain 2% adrenaline when defeating a target. Can be activated to gain 15% adrenaline.
- Adrenaline urn: Stores up to 1000% adrenaline which can be used up to maintain a full adrenaline bar after leaving combat.
- Infernal Puzzle Box: Prevents adrenaline from being drained when outside of combat after being upgraded to tier 3, and must be held in inventory or tool belt.
Relic powers[edit | edit source]
Relic powers can be obtained through the Archaeology skill to unlock permanent passive buffs. Several relic powers can be utilised to influence the players adrenaline as shown below. Only 3 relic powers with a combined energy cost equal to or less than the player's maximum monolith energy can be active at one time.
Relic power | Effect | Level ![]() |
Required relic(s) | Monolith energy | Chronotes | |
---|---|---|---|---|---|---|
![]() |
Fury of the Small | All basic abilities generate 1% more adrenaline. | 97 | Goblin Warpaints (combine the Red hand cave painting with the Green skull cave painting | 150 | 3000 |
![]() |
Persistent Rage | Your adrenaline now generates outside of combat. | 98 | The Rings of Razulei | 150 | 3000 |
![]() |
Heightened Senses | Increases maximum adrenaline by 10%. | 105 | Cup of Nectar | 350 | 7000 |
![]() |
Conservation of Energy | After using an ultimate ability, you will regain 10% adrenaline. | 118 | Experimental Aether Reactor | 350 | 7000 |
Note: Persistent Rage also prevents your adrenaline from draining while lobbied or logged out.
Adrenaline stalling[edit | edit source]
This table lists the methods that can be used to stall adrenaline.
Method | Source | Details |
---|---|---|
![]() |
The Zamorakian Undercity | An item that prevents your adrenaline from draining when outside of combat. Must be upgraded to tier 3 or higher. Must be held in the inventory for it to work. Works from the tool belt which requires tier 6. |
![]() |
Requires 98 ![]() |
An archaeology relic that prevents your adrenaline from draining when outside of combat, and instead generates it at a rate of 5% every 1.2 seconds. |
![]() |
A very rare drop from Kal'gerion demons | An item that prevents adrenaline from draining when outside of combat, while it has adrenaline stored in it. Must be held in the inventory for it to work. |
Manual stalling | None | To adrenaline stall, one maintains their combat stance by using certain abilities that are available outside of combat. These are:
To stall effectively, one must use an ability only when their combat stance is about to end. Combat stance lasts for 10 seconds after combat ends. Without a shield or any locked abilities, you will only have access to Anticipation, Freedom and Surge/Escape, This means you can only stall for a maximum of 48 seconds by using each of these abilities every 9.6 seconds following the rotation, Last combat ability > Surge > Anticipation > Freedom > Surge, with perfect timing you will then have 2 seconds before Anticipation is off cooldown, at this point you will start losing adrenaline. If in a location preventing use of movement abilities, one can only stall for a short time because of cooldowns. However, the use of a shield provides the abilities Resonance and Preparation and allows infinite stalling anywhere. Note that Revenge and Reflect, while both requiring a shield, are similar to Devotion that they are threshold abilities that do not consume adrenaline out of combat and can be used if something goes wrong. |
Adrenaline in NPCs[edit | edit source]
Some monsters are capable of utilising the adrenaline and ability system.
- Acheron mammoth
- Ahoeitu the Chef
- Ambassador Jabari
- Armadylean ambusher
- Armadylean battle-mage
- Armadylean myrmidon
- Armadylean shaman
- Armadylean shaman (Treasure Trails)
- Armadylean skirmisher
- Armadylean warrior
- Bandit Brawler
- Bandosian ambusher
- Bandosian battle-mage
- Bandosian hunter
- Bandosian reaver
- Bandosian wild mage
- Black Heather
- Black Knight (Invasion of Falador)
- Cabbage archer
- Cabbagemancer
- Cabbageomancer
- Cadarn magus
- Cadarn ranger
- Caitlin
- Chaos witch channeler
- Cloaked zealot
- Cormes
- Cruor
- Crystal Shapeshifter
- Cultist
- Dawn
- Death Lotus rogue
- Donny the Lad
- Dragon-hunter archer
- Dragon-hunter mage
- Dragon-hunter warrior
- Eastern mercenary
- Eastern soldier
- Echo of Jas
- Elite Sakadagami
- Elite Sotapanna
- Enlightened Sotapanna
- Erethdor
- Eye of Cythan
- Fenrir
- Fumus
- Glacies
- Godless ambusher
- Goku the Unrelenting
- Gu ronin
- Hand of Dagnath
- Hein (Skulls champion)
- Ikadia the Exile
- Imperial mage akh
- Imperial ranger akh
- Imperial warrior akh
- Infernal Mage (elite)
- Iorwerth guard
- Iorwerth scout
- Iorwerth scout (Faction PvP)
- Jade the Unruly
- JMod clone
- Kalphite King
- Kayle
- Lady Himiko
- Manifestation of Erethdor
- Maw of Kolthregar
- Menaphite guard captain
- Mercenary Joe
- Monkey archer (Faction PvP)
- Monkey spirit
- Monkey warrior
- New Varrock guard
- New Varrock guard captain
- Nex: Angel of Death
- Ninja cabbage
- Olivia the Chronicler
- Oyu the Quietest
- Penance fighter
- Penance ranger
- Reese
- Renegade Menaphite soldier
- Ripper Demon
- Sakadagami
- Saradominist enforcer
- Saradominist field medic
- Saradominist gatherer
- Saradominist minelayer
- Saradominist ranger
- Saradominist rogue
- Saradominist sage
- Saradominist scout
- Saradominist sharpshooter
- Saradominist thaumaturge
- Sarkhan the Serpentspeaker
- Seasinger priestess
- Shame
- Shrine Maiden Elei
- Sir Leye
- Skulls bosun
- Skulls mercenary
- Skulls mercenary (Uncharted Isles)
- Skulls press-ganger
- Skulls scout
- Sotapanna
- Speedy Keith
- Stone clone
- Temple Knight (Battle of the Monolith)
- The Magister
- The Violet Lotus
- Tombi, Khan of Thalassia
- Tuz
- Ulthven Keith
- Ulthven necromancer
- Umbra
- Unnatural Trahaearn titan
- Vorago
- Warrior cabbage
- White Knight (Invasion of Falador)
- Xiang the Water-shaper
- Yukimura of Hanto
- Zamorakian bandit
- Zamorakian blackguard
- Zamorakian bodyguard
- Zamorakian footsoldier
- Zamorakian gatherer
- Zamorakian leader
- Zamorakian minelayer
- Zamorakian occultist
- Zamorakian rogue
- Zamorakian sharpshooter
- Zamorakian sniper
- Zamorakian warlock (Battle of Lumbridge)
Update history[edit | edit source]
- patch 7 December 2020 (Update):
- The Tireless blood essence can no longer be used to gain extra adrenaline while an Adrenaline Potion cooldown is active.
- update 30 March 2020 (Update):
- Updated the colour of the Adrenaline Bar to better aid those with colour blindness.
- patch 18 February 2019 (Update):
- Auto-regenerate will no longer give you a message that it has failed to activate if no adrenaline is available.
- patch 21 January 2019 (Update):
- An issue causing AoE spells, such as the burst and barrage ancient magicks, to not award adrenaline correctly has been fixed.
- Bladed dive will now award adrenaline when being used to enter combat.
- Using a basic ability while running in to combat will now award adrenaline correctly.
- There is a new user setting called "Automatically trigger regenerate" which activates when leaving combat. The setting can be found under Gameplay-> Combat-> Action Bar.
- patch 13 August 2018 (Update):
- You will no longer be able to infinitely stall adrenaline by using a spell that you do not meet that requirements for.
- patch 4 September 2017 (Update):
- Adrenaline will no longer occasionally fully drain when fighting in Clan Wars.
- hotfix 10 April 2017 (Update):
- Fixed an issue with performing melee weapon special attacks for no adrenaline cost.
- patch 12 September 2016 (Update):
- Re-entering combat shortly after leaving will no longer drain 5% adrenaline.
- patch 15 September 2014 (Update):
- Being in a group will no longer hide other players' adrenaline bars.
- patch 20 May 2013 (Update):
- Players can no longer generate adrenaline by targeting a combat NPC and trying to use abilities without a spell set.
- Players can no longer use melee abilities and generate adrenaline while wielding wand of treachery.
- patch 13 May 2013 (Update):
- An issue with a random event at the Livid Farm requiring adrenaline has been fixed.