Combat Modernization landed 2 March 2026 and rewrote the damage engine underneath every style: melee, ranged, magic and necromancy all changed at once.
This database's ability, prayer and perk tables are built from the post-update combat constants — browse them in the combat section.
What changed
Ability minimum and variable hit ranges, critical-hit behaviour and cooldowns were re-tuned per school.
Boss presets track defence levels, armour and weakness affinities under the new model for 162 bosses.
The constants behind the tables
Every damage figure here descends from structured data modules published by the open-source rs-rotations project — ability definitions for all 306 abilities, 45 prayers, 17 perks, 9 familiars and 11 gear sets, read as pure data rather than executed code.
That matters because rotation planners were the first tools broken by Modernization: an app hard-coding pre-update minimum hits silently mis-suggests thresholds. A table generated from the same constants those planners now consume can be regenerated whenever they update, so this database re-pulls and re-extracts rather than transcribing numbers by hand.
Reading the combat section today
The combat section groups abilities by school and keeps the post-Modernization classification, cooldowns and hit ranges side by side, so a melee baseline can be compared against a magic equivalent without opening two wikis.
For boss work, the 162 boss presets pair defence levels with weakness affinities, which is the fastest way to see why a ranged setup underperforms against a target whose affinity punishes it.
Necromancy keeps its own shape in the new model — conjured summons fight alongside you and split incoming hits — so its tables carry summon-related rows the other three schools do not have.