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Weakness is what describes a monster's and/or player's vulnerabilities in combat. Whatever a monster's weakness is, is the best possible style of combat with which to approach the fight. If a monster is weak to a particular style, that style will be more effective than other styles. However, every other style of the same class is usually also effective. A monster's weakness can be discovered by looking at the combat interface; its weakness will be displayed next to its name.

Affinity[edit | edit source]

The main effect of weakness is to describe the affinities of the monster to each style, which in turn affects the hit chance of attacks against it. A higher affinity means a higher hit chance.

In general, the combat triangle is followed: a monster with a specific weakness (e.g. slash) is also fairly weak to other attacks in the same class (e.g. melee), has average resistance to hits of the class with disadvantage to their weakness (e.g. ranged), and has high resistance to the class with advantage to their weakness (e.g. magic). It is also common that weaknesses are based on the monster's combat style.

Only the specific weakness (e.g. slash) has any affect on affinity - all other specific styles (e.g. stab, air, bolts, etc.) are treated as their class only.

Weakness Affinity Examples
Specific weakness 90 Stab weakness icon.png Slash weakness icon.png Crush weakness icon.png Arrow weakness icon.png Bolt weakness icon.png Thrown weakness icon.png Air weakness icon.png Water weakness icon.png Earth weakness icon.png Fire weakness icon.png
Weakness class 65 Melee weakness icon.png Ranged weakness icon.png Magic weakness icon.png
Neutral class 55 Ranged weakness icon.png Magic weakness icon.png Melee weakness icon.png
Resistant class 45 Magic weakness icon.png Melee weakness icon.png Ranged weakness icon.png

Monsters with no weakness commonly have 55 affinity to everything, though boss monsters are a common exception.

Player weakness[edit | edit source]

Players do not have specific weaknesses, nor any displayed weaknesses. Their actual affinities are determined by what they are wearing, represented in their Loadout interface as "style bonus".

List of weaknesses[edit | edit source]

Weakness List of monsters
Zero weakness icon.png Nothing Weak to nothing
Melee weakness icon.png Melee Weak to melee attacks
Crush weakness icon.png Crush Weak to crush attacks
Slash weakness icon.png Slash Weak to slash attacks
Stab weakness icon.png Stab Weak to stab attacks
Ranged weakness icon.png Ranged Weak to ranged attacks
Arrow weakness icon.png Arrows Weak to arrows
Bolt weakness icon.png Bolts Weak to bolts
Thrown weakness icon.png Thrown Weak to thrown weapons
Magic weakness icon.png Magic Weak to magic attacks
Air weakness icon.png Air spells Weak to air spells
Water weakness icon.png Water spells Weak to water spells
Earth weakness icon.png Earth spells Weak to earth spells
Fire weakness icon.png Fire spells Weak to fire spells

Special weaknesses[edit | edit source]

Silverlight/Darklight are a special case, as when used against susceptible demons, it counts as the demon's actual weakness rather than as a slashing weapon (e.g. it will use the affinity of bolts (90) when fighting black demons).

Susceptibilities[edit | edit source]

Susceptibility is a broad term applied to effects that are only active against certain monsters or groups of monsters. Susceptibilities do not interact with affinity (unlike traditional weaknesses, or Silverlight), but grant other effects like directly increasing hit chance, accuracy, or damage.

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!
  • patch 1 September 2014 (Update):
    • An NPCs weakness on the mouse over tooltip no longer occasionally displays the wrong weakness.