The RS Guide
Magic

Magic Threshold Abilities

Powerful abilities that cost 15% adrenaline

Overview

Just like in the basic abilities section, Magic and Range tend to share a lot of similar feeling thresholds.

As covered in Combat Basics, all of these thresholds will require 50% adrenaline to cast, and will cost 15% adrenaline.

Simple Thresholds

Wild Magic

Wild Magic deals 2 hits of 140% average damage, for a total of 280% with a 20.4s cooldown.

Channelled Abilities

All abilities in this section are Channelled Abilities. This means they must be cast for longer than a Global Cooldown (1.8s) to deal their full damage. Remember to watch your channel bar mentioned in the Buff Bar section. Players are unable to move during magic channelled abilities.

Asphyxiate

Asphyxiate is a high damaging channelled ability dealing 120% damage per hit every 1.2s. This ability hits 4 times for a total channel time of 4.2s and a total damage of 480% with a cooldown of 20.4s. Additionally, the target will be Stunned and Bound for 3.6s.

Smoke Tendrils

This ability is obtained via a codex after The Dig Site quest.

Just like Asphyxiate, this is a channelled ability dealing 4 hits with a total channel time of 4.2s. Each hit deals progressively more damage, but importantly, each hit is guaranteed to Critical Strike. This means each hit will deal 1.5x damage at level 90, leading to damage values per hit of 97.5%, 120%, 142.5%, and 165%, leading to a total average damage of 525%. The cooldown is 45s.

This ability will also deal 4 hits of damage back to the player, for 30% average damage per hit.

Area of Effect

Detonate

Detonate is classed as a channelled ability, but it is more of a charge up and then release. Pressing the ability will start charging, and then using the ability a 2nd time will release the damage. You are unable to move while charging, but you can do other actions such as swapping weapons or using food.

When used, your character crouches down, increasing your hit by 50% average damage per tick of charging, up to a maximum charge time of 3s and a maximum damage of 250%. This ability has a 30s cooldown.

The % charge can be viewed on the buff bar, ranging from 0% to 100%. If released before 100% charge, the damage will cover a 3x3 area. If released at 100% charge, that area will be a 5x5. The centre of this area will be your primary target.

Stuns

Deep Impact

Deep Impact is a low damaging threshold, with a 15s cooldown. When cast this deals 130% average damage and will also stun and bind the target for 3.6s.