Retaliation refers to the behaviours of players and various monsters in Old School RuneScape when attacked by players or other monsters.
Retaliation[edit | edit source]
Monster retaliation[edit | edit source]
Almost all monsters will retaliate when attacked, so long as they are able to target and/or reach the player. If the player attacks a monster from a greater distance than the monster can attack from, then the monster may retreat. Usually, a monster has a distance check of a specific amount of tiles, or its roam range. That means if a player walks away by that number of tiles (starting at the tile the monster spawns), it would rather retreat when being attacked from that distance; likewise, if the player moves away by this same distance, then the monster may stop attacking altogether.
Safespots[edit | edit source]
Safespotting can limit or prevent monster retaliation in some cases. Since monsters lack the awareness to react to safespotting, players can utilise a safespot to safely attack certain monsters with Ranged, Magic, or a halberd. When implementing this tactic, however, players should be wary of hostility and wander radius.
Player retaliation[edit | edit source]
Players have an option in the Combat tab to select whether or not to enable Auto Retaliate. If it is enabled, and the attacking entity starts to walk or run away, then the player will follow and attack while chasing it. If it is disabled, then player characters will not retaliate at all.
Changes[edit | edit source]
|10 December 2015
To prevent some unwanted behaviour where NPCs neither retaliate nor retreat, there has been a change to how NPCs decide whether they retreat or retaliate. In particular, this affects how monsters such as Callisto and Vet'ion will behave when lured to the limits of their wander range. This change applies to all monsters with long range attacks.
|30 July 2015
A game engine bug affecting the retaliation of ranging/maging NPCs has been fixed. In particular, this affects Venenatis and Vet'ion and their behaviour when they have moved far from their spawn points, so it will make certain safespots considerably less effective, and will have similar effects on other NPCs with long-range attacks.
See also[edit | edit source]
|Damage per second|