Attack Training Guide
Skills guide · Updated September 2025
Attack decides what weapons you can wield and how often you hit. On a PvP server, it is the first combat stat worth pushing - accuracy gates every godsword spec, whip burn-down, and abyssal dagger stack you will ever throw at another player.
Training it is straightforward: kill things with melee. The interesting question is where, and this server has a few spots that beat grinding rock crabs.
Early levels (1–40)
Take an easy slayer task from Turael or Mazchna and fight whatever it gives you - early tasks are tuned for low combat and every kill pays both combat XP and progress toward slayer points. Equip the best weapon tier your Attack level allows and use the accurate attack style so all the XP lands in Attack.
Wear basic strength-boosting gear as you get it. Kills per hour matters more than any single stat while you are below 40.
Mid levels (40–70)
Two venues dominate. Slayer keeps paying: ask a mid-tier master for medium tasks and you will rotate through monsters with real drops while Attack climbs. For pure speed, the Nightmare Zone is the AFK answer - bank coins into Dominic's coffer, drink the free overload and absorption potions in the dream, and let rumble bosses feed you XP for as long as the potions hold.
This is also where weapon choice starts to matter. At 60 you unlock the dragon scimitar; at 70 the abyssal whip becomes your default for the rest of the account. Check their GE pages before buying - whip price swings are exactly what the movers tool exists for.
- Use attack-style "accurate" for pure Attack XP, "controlled" to split with Defence.
- Slayer helm boosts apply on task - melee accuracy improves noticeably.
- Dragon defender from the Warriors' Guild basement is the best off-hand until later.
High levels (70–99)
Keep NMZ sessions for bulk XP and use Slayer for the profitable version of the same grind. Boss-tier tasks at combat 100+ pay 100 base points and train combat against targets that drop real uniques - Kraken, Cerberus, the God Wars generals, and wilderness bosses all count when they appear on your task.
At 80 you can wield the armadyl godsword and other end-game weapons. From 90 upward the returns are small per level, so most players park Attack around 85–90 and let Slayer finish the rest passively.
Attack cape perk
The attack skillcape grants free entry to the Warriors' Guild at 2879, 3546 (minigame teleport 7) - the cyclops-defender farm plus its defenders is the natural next step after 99.
- Any max-cape variant inherits the same perk.
- Cape perks are passive - just wear it and walk in.
Accuracy over damage
Attack sets your hit chance - the stat that decides whether your swing connects at all. On bosses with high defence it is the gating stat: a maxed-strength swing that misses is worth zero.
The warriors' guild attack cape perk adds a chance for free combos, and the attack stat unlocks the weapon tiers that matter - dragon at 60, barrows at 70.
Track these items
Related skills guides
Strength Training Guide
Fast Strength training on PvP RSPS - max-hit gear, NMZ absorption, slayer tasks, and the strength cape teleport.
Defence Training Guide
Defence training on PvP RSPS - why defence matters in a PvP world, armour tiers, where to train it, and the defence cape save.
Hitpoints Training Guide
Hitpoints on PvP RSPS - how HP training works, why it matters in PvP, and the hitpoints cape restore perk.
Ranged Training Guide
Ranged training on PvP RSPS - weapon tiers, blowpipe and chinchompa methods, void, and the armour progression path.