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A full adrenaline bar

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%
  • 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%
  • 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]

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
  • 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.

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.

Adrenaline in NPCs[edit | edit source]

Some monsters are capable of utilising the adrenaline and ability system.

Update history[edit | edit source]

This information has been compiled as part of the update history project. Some updates may not be included—see here for how to help out!
  • 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.
  • patch 12 September 2016 (Update):
    • Re-entering combat shortly after leaving will no longer drain 5% adrenaline.
  • patch 2 March 2015 (Update):
    • Attempting to eat whilst stunned will no longer drain adrenaline.
  • patch 23 February 2015 (Update):
    • It is once again possible to build adrenaline via Nex's mages.
  • 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.
  • patch 21 January 2013 (Update):
    • Adrenaline now drains correctly after exiting the Rellekka Yeti cave after using Regenerate.