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How To Repair Teir 90 Augmented Armour

Armour and weapons

Armour

General Armour Introduction

⬥ There are two types of armour in Runescape.

‎ ‎ ‎ ‎• Power Armour

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎- Has slightly less defense force but extra harm

‎ ‎ ‎ ‎• Tank Armour

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎- Has actress health and defence stats but no extra damage

⬥ Due to how combat works in Runescape, you Nearly E'er want Power Armour, even if it means y'all have less defence. Whatsoever exceptions below will exist noted specifically as TANK ARMOUR and will explain why.

T80 Armour torvabody

⬥ The standard armour for all PvMing

Note: Masterwork, Sirenic and Superior Zuriel's are recommended over their T80 counterparts due to the high cost of Nex armour sets.

⬥ Priority: Medium

T88 Armour SuperiorZurielstop

⬥ Superior Ancient Warrior's equipment

⬥ Slightly worse defensive bonuses and dps than T90 armour but potentially cheaper.

⬥ Priority: High for Superior Zuriel'south, Medium for Morrigan's, low for others

T90 Armour masterworkbody

⬥ Meliorate defensive bonuses, every bit well as marginal dps increase over T80 armour.

⬥ Priority: High for Masterwork and Sirenic, low for Tectonic

T92 Armour tmwbody

⬥ The best armour. Relatively small defence and dps heave vs T90 armour.

⬥ Trimmed masterwork armour's gear up effect and lower upkeep price is what sets it apart compared to the other T92 armour sets. Elite sirenic and tectonic do not have set furnishings at this time.

‎ ‎ ‎ ‎• When wearing three or more pieces of trimmed masterwork, you will gain 10% damage beginning per piece, which volition be applied as damage over fourth dimension.

‎ ‎ ‎ ‎• Trimmed masterwork reduces damage of Vengeance recoil, and can negatively touch on Reprisal at bosses like Vorago. Every bit both determine their damage from Lifepoints lost, the damage delaying effect tin cause them to be less effective.

⬥ Aristocracy sirenic is slightly more expensive to upkeep than normal sirenic while elite tectonic is cheaper to apply overall than tectonic due to needing specific repair pouches.

⬥ All three sets exercise not degrade in Aristocracy Dungeons.

⬥ Priority: Low

Achto achtoprimevaltop

⬥ T90 tank armour, Untradable raids Reward

⬥ Passive when equipped:

‎ ‎ ‎ ‎• Has a gamble to reset all defensive cooldowns when at to the lowest degree 3 pieces are worn (2% hazard per piece worn).

‎ ‎ ‎ ‎• Each slice worn increases damage dealt while wearing a shield/shieldbow by 10% of the equivalent offhand weapon damage based on the shield's level.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎- If a defender is worn, the bonus is half of that.

⬥ Generally but used in situations where the cooldown reset is useful, or tanking damage has college importance than the damage you deal.

‎ ‎ ‎ ‎• Most mutual situation is bringing boots, gloves and helmet for reset chances whilst still using Power Armour top and legs.

‎ ‎ ‎ ‎• This way you do not need perk your Tank Armour as well as your Power Armour.

⬥ Priority: Low

Cryptbloom armour cryptbloombody

⬥ T90 tank armour, Tradeable

⬥ Passive when equipped:

‎ ‎ ‎ ‎• With at least 2 pieces equiped, incoming melee damage is reduced by 8% and incoming magic damage is reduced past 12%.

‎ ‎ ‎ ‎• With at least 3 pieces equiped, these bonuses are increased by a further iv% for melee and 6% for magic, and a further 4% for melee and half dozen% for magic if you are casting an earth spell.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎- This puts the maximum damage reduction from this effect at 16% for melee and 24% for magic.

‎ ‎ ‎ ‎• With at least 4 pieces equiped, each successful hit received has a 6% chance of applying a debuff to the boss, causing it to have 10% more damage when attacked from behind.

‎ ‎ ‎ ‎• With at least 5 pieces equiped, falling below xx% of your maximum HP will trigger a Fungal Shield that absorbs a sure amount of HP earlier you continue taking damage, scaling based on your defence level and armour rating. This event has a 2 minute cooldown before it tin can activate again.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎- The fungal shield volition typically have a durability of effectually 3k lifepoints.

⬥ Commonly used for the 3 piece outcome when learning bosses where endurance is important and yous are taking a lot of incoming magic and melee impairment.

⬥ Most notable places it can be used are Telos, TzKal-Zuk and Hard Mode Kerapac.

⬥ The 4 piece effect can make information technology better than power armour when basing some bosses, such as Yakamaru, in large groups.

⬥ Priority: TBD

Cinderbane Gloves Cinderbanes

⬥ T90 hybrid gloves, Tradeable

⬥ BiS gloves for poisonable targets

⬥ Passive when equipped:

‎ ‎ ‎ ‎• Increases the harm poison hits would deal, too equally being able to refresh and proc harm itself.

⬥ Priority: High if you can use them, Low otherwise

Nightmare Gauntlets NMG

⬥ T85 range gloves, Tradeable

⬥ Passive when equipped:

‎ ‎ ‎ ‎• A 25% increased hitchance when using Snipe.

‎ ‎ ‎ ‎• Allows y'all to move whilst using Snipe.

⬥ Priority: Depression

Gloves of Passage glovespassage

⬥ T85 melee gloves, Tradeable

⬥ Passive when equipped:

‎ ‎ ‎ ‎• When the Havoc or Smash abilities are used, your next non-bleed ability deals 10% increased damage, and bleeds on the target deal 20% more harm for the side by side 10 seconds.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎- The former consequence is an on-cast buff, and affects non-drain abilities cast that tick

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎- The latter effect does not affect Combust, Abuse Blast, Barge "bleeds", or Corruption Shot, as they are non bleeds.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎- Be aware that releasing a drain every bit your first ability after Havoc / Smash snipes the former consequence.

⬥ Priority: High if target is not poisonable, medium otherwise

Kerapac's Wrist Wraps kerapacswristwraps

⬥ T85 magic gloves, Tradeable

⬥ Passive when equipped:

‎ ‎ ‎ ‎• When the Dragon Breath ability is used a debuff is applied to the target for six seconds.

‎ ‎ ‎ ‎• Any combust already practical or used on the target will bargain 25% increased impairment and all of its remaining hits will be practical on the same tick removing the debuff.

⬥ Priority: High if not poisonable, medium otherwise

Enhanced gloves lengartefact

⬥ Tier 90 versions of:

‎ ‎ ‎ ‎• Nightmare Gauntlets NMG

‎ ‎ ‎ ‎• Gloves of Passage glovespassage

‎ ‎ ‎ ‎• Kerapac's Wrist Wraps kerapacswristwraps

⬥ Priority: Very Depression

Deathtouch Bracelet DTB

⬥ Passive when equipped:

‎ ‎ ‎ ‎• 1/five chance of reflecting 25-fifty% damage (~vii.5% boilerplate reflected) dorsum to the assailant.

‎ ‎ ‎ ‎• Dissimilar the Reflect ability, this does non actually reduce harm received.

⬥ Priority: Low

Dominion Tower Gloves spellcaster

⬥ T80 tank gloves, Untradable dominion tower reward.

⬥ Passive when equipped:

‎ ‎ ‎ ‎• In that location is a 5% adventure of the following effect being applied:

‎ ‎ ‎ ‎• Dealing 25% more damage

‎ ‎ ‎ ‎• Binding the target

‎ ‎ ‎ ‎• Lowering the target'southward Magic, Attack, Range, and Defense by seven levels (does not stack)

‎ ‎ ‎ ‎• Delayed abilities (eastward.one thousand. blitz spells, sonic) will instantly hit the target

⬥ Priority: Very Low

Blast Diffusion Boots detoboots

⬥ T80 magic boots, Tradable.

⬥ Passive when equipped:

‎ ‎ ‎ ‎• Doubles the charge gained from 20% to 40%

⬥ Generally used as another main threshold for magic. Normally a 3-tick Detonate for 80% charged Detonate (4-tick Detonate is usually only used for its 5x5 AoE).

⬥ Priority: High

Laceration Boots Laceration

⬥ T80 Melee boots, Tradable.

⬥ Passive when equipped:

‎ ‎ ‎ ‎• Allows Bladed Dive to be used with only a mainhand or 2h melee weapon

⬥ Priority: Medium

Fleeting Boots fleetingboots

⬥ T80 range boots, Tradable.

⬥ Passive when equipped:

‎ ‎ ‎ ‎• Allows move during Rapid Fire

‎ ‎ ‎ ‎• Increases Rapid fire's hitting chance by 10%

⬥ Losing line of sight with target prevents move until rapid burn ends (bug).

⬥ Priority: Medium

TokHaar Capes KilnMelee

⬥ Needed to create Igneous Capes.

Note: Inferior to force cape and ranged cape until max cape perk slots are unlocked.

⬥ Priority: Low

Igneous Kal-Mej igneouskalmej

⬥ BiS cape stats.

⬥ Passive when equipped:

‎ ‎ ‎ ‎• Reduces the cost of Omnipower to lx% adrenaline.

‎ ‎ ‎ ‎• Omnipower now does iv hits each doing 90% - 180% ability damage.

⬥ Priority: Loftier

Igneous Kal-Ket igneouskalket

⬥ BiS cape stats

⬥ Passive when equipped:

‎ ‎ ‎ ‎• Reduces the cost of Overpower to 60% adrenaline.

‎ ‎ ‎ ‎• Overpower now hits twice.

⬥ Priority: High Prior to owning ZGS/Ezk, Medium once one is endemic

Igneous Kal-Xil igneouskalxil

⬥ BiS greatcoat stats

⬥ Passive when equipped:

‎ ‎ ‎ ‎• Reduces the cost of Deadshot to lx% adrenaline

‎ ‎ ‎ ‎• Deadshot now does an initial striking of 42-210% ability damage plus seventy% ability damage every 1.2 seconds over the next 8.four seconds.

⬥ Priority: Medium

Igneous Kal-Zuk igneouskalzuk

⬥ BiS cape stats

⬥ Combines the passives of each Ignaeous greatcoat into one cape.

⬥ Priority: Low

Weapons

General Weapons Introduction

⬥ In general dual-wield campsite > 2h camp at bosses due to marginally better single target dps.

⬥ Using dual-wield also makes shield, Flanking, and Lunging switches easier and more fluid to use.

⬥ For the best impairment output, ane should switch betwixt both dual-wield and 2h weapons in order to use abilities that are unremarkably exclusive to either type.

T70 Weapons

Crystal Weapons crystalhalberd

⬥ T70 2h, mainhand and off-hand weapons, Tradable.

⬥ Requires completion of 'Roving Elves'.

⬥ Crystal halberd is feasible until T82, where yous can get a Masuta'southward Warspear equally an upgrade.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎- Increases the range on your area of effect abilities making it better than some higher level options when fighting a group of enemies.

⬥ Crystal chakram mainhand and off-hand cannot be augmented.

⬥ Priority: Loftier if you have completed the quest or are close to completing, Depression for Crystal chakrams

Verac's Flail, Dahrok'southward Greataxe, Torag's Hammer, Guthan's Spear veracflail

⬥ T70 2h weapons, Tradable.

⬥ Fix effects are not worthwhile as you lot should be using Power Armour.

⬥ Priority: High if you cannot get a Crystal Halberd

Deep-sea Whip abyssalwhip

⬥ T70 mainhand weapon, Tradable.

⬥ Easily accessable.

⬥ Very cheap.

⬥ Tin can be useful later as a budget Bladed Dive mainhand.

⬥ Has no off-paw, should use an Enhanced Excalibur or (in a pinch) a Necronium off-hand weapon.

⬥ Priority: Loftier if yous cannot get a Crystal Halberd

Ahrim'south Wand + Ahrim's Book, Ahrim'southward Staff ahrimstaff

⬥ T70 2h, mainhand and off-paw weapons, Tradable.

⬥ Hands accessable.

⬥ Set up effects are not worthwhile as you should be using Power Armour.

⬥ Priority: High if yous cannot get a Crystal Staff or Crystal Wand and Orb

Karil'southward Pistol Crossbows, Karil's Crossbow karilcbow2h karilcbowmh

⬥ T70 mainhand and off-hand weapons, Tradable.

⬥ Hands accessable.

⬥ Set effects are not worthwhile as y'all should be using Power Armour.

⬥ Priority: High

T75-T79 Weapons

Godswords armagodsword

⬥ T75 2h weapons, Tradable.

⬥ iv different choices: Armadyl, Bandos, Zamorak and Saradomin.

⬥ Each Godsword tin can have its effect set as either a passive or a special, although they're only worth using in passive mode.

‎ ‎ ‎ ‎• Armadyl tin heighten your gainsay stats slightly. Non that useful.

‎ ‎ ‎ ‎• Bandos can lower the targets defense.

‎ ‎ ‎ ‎• Saradomin can restore you Hitpoints and Prayer points.

‎ ‎ ‎ ‎• Zamorak tin freeze (snare) a target in identify for 10 seconds. Not that useful exterior of edge cases.

⬥ If you can beget it, Armadyl Godswords can exist dissasembled for Armadyl components which are useful for finish-game perks.

⬥ Priority: High if you cannot use the Crystal Halberd and/or demand Armadyl components

Saradomin Sword saradominsword

⬥ T75 2h weapons, Tradable.

⬥ Very inexpensive.

⬥ Special Assail: Saradomin's Lightning

‎ ‎ ‎ ‎• Costs 100% adrenaline

‎ ‎ ‎ ‎• Strikes the target twice, one time with Melee and once with Magic. Both hits do 35%-175% ability impairment.

‎ ‎ ‎ ‎• Special is completely useless due to low damage and high adrenaline toll.

⬥ Priority: Loftier if yous cannot use the Crystal Halberd and want to salvage money

Abyssal Wand + Deep-sea Orb abyssawand abyssalorb

⬥ T75 mainhand and off-hand weapons, Tradable

⬥ Easily accessable.

⬥ Passive when equipped:

‎ ‎ ‎ ‎• 1/8 Chance to save runes

⬥ Priority: High

Staff of Low-cal staffoflight

⬥ T75 2h weapon, Tradable

⬥ Hands accessable.

⬥ Passive when equipped:

‎ ‎ ‎ ‎• 1/8 Take chances to save runes.

⬥ Special Attack: Ability of Light

‎ ‎ ‎ ‎• Costs 100% adrenaline

‎ ‎ ‎ ‎• Reduces melee damage taken by l% for one minute.

‎ ‎ ‎ ‎• Switching weapons cancels the issue.

‎ ‎ ‎ ‎• Special is useless outside of niche cases, where it would be used with an Essence of Certitude.

⬥ Priority: High

Armadyl Crossbows acbmh acboh

⬥ T75 mainhand and off-mitt weapons, Tradable

⬥ Hands accessable, but a little expensive.

⬥ If yous tin beget to, they tin be disassembled for Armadyl Components which are useful for end-game perks.

⬥ Priority: Medium, no T75 bolts

Mitt Cannon handcannon

⬥ T75 2h weapon, Tradable

⬥ Requires completion of 'Forgiveness of a Chaos Dwarf'

⬥ Can explode if unaugmented! Augmentation is mandatory!

⬥ Worth disassembling for 'Explosive' components which are useful for end-game perks.

⬥ Special Attack: Aimed Shot

‎ ‎ ‎ ‎• Costs 50% adrenaline.

‎ ‎ ‎ ‎• Takes longer to fire than a standard attack or ability.

‎ ‎ ‎ ‎• Has 75% additional accurateness, hits for thirty%-200% ability impairment.

‎ ‎ ‎ ‎• Special is completely useless due to low harm and loftier adrenaline cost.

⬥ Priority: High

Armadyl Battlestaff armadylbattlestaff

⬥ T77 2h weapon, Tradable

⬥ Passive when equipped:

‎ ‎ ‎ ‎• Unlimited air runes

⬥ Special Attack: Tempest Of Armadyl

‎ ‎ ‎ ‎• Costs 50% adrenaline

‎ ‎ ‎ ‎• A channelled ability that lasts 5 ticks, dealing one striking of 18-90% ability impairment per tick for a total of 90-450% ability harm.

‎ ‎ ‎ ‎• This special attack benefits from the increased critical hit hazard provided by the Channeller'southward Ring channellerring.

‎ ‎ ‎ ‎• Special is mostly useless due to high adrenaline cost and lower damage per tick than the Guthix Staff'southward special attack.

⬥ Uncommonly used as a weapon due to high price.

⬥ Priority: Low

Sunspear sunspear

⬥ T78 2h weapon for all combat styles, Untradable quest reward.

⬥ Very cheap.

⬥ Requires completion of 'River of Blood', which has a long quest chain.

⬥ Tin can exist inverse freely between Melee, Ranged and Magic, significant it tin train all 3 styles.

⬥ Can also exist a budget Planted Feet switch weapon later (Since you lot tin can switch information technology between Ranged and Magic)

⬥ Priority: High if you aren't many quests away or enjoy questing. The quest chain is long. Low otherwise

T80-T85 Weapons

Note: T80 is difficult for Melee as all options have odd requirements and costs. Skipping T80 and waiting until T82 is an option here.

Linza'southward Hammer linzahammer

⬥ T80 mainhand weapon, Tradable.

⬥ Requires completion of 'Kindred Spirits'.

⬥ Will demand to pair with a lower tier off-hand.

⬥ Priority: Medium if you've done the quest or like questing, Low otherwise

Virtus Wand + Virtus Book virtuswand vbook

⬥ T80 mainhand and off-paw weapons, Tradable.

⬥ Hands attainable.

⬥ Can be a useful source of Zaros components.

⬥ You should go along these going forward if you take no Ports progress and are unlikely to do so.

‎ ‎ ‎ ‎• Wand: Attuned Crystal Wand and the Wand of the Cywir Elders are your merely other available mainhands before T90.

‎ ‎ ‎ ‎• Off-hand: Attuned Crystal Orb of the Cywir Elders are your only other available off-hands before T90.

‎ ‎ ‎ ‎• Off-hand: Without ports you will utilise this off-paw all the way to T90.

⬥ Priority: High

Zaryte Bow zarytebow

⬥ T80 2h weapon, Tradable.

⬥ Easily attainable, simply more than expensive than the Imperial Crossbow.

⬥ Does non use ammo.

⬥ Priority: Loftier

Royal Crossbow royalcrossbow

⬥ T80 2h weapon, Buyable just cannot sell once crafted.

⬥ Very cheap.

⬥ Fairly accessible.

⬥ Requires 70 Smithing, 60 Summoning and completion of the short quest 'Song from the Depths'.

⬥ Forging the bow requires you to get to the final stage against the Queen Blackness Dragon.

‎ ‎ ‎ ‎• Bring all iv components (Majestic Bolt Stabiliser, Purple Frame, Royal Sight, Majestic Torsion Spring) to Thurgo to brand the 'unforged' bow.

‎ ‎ ‎ ‎• Fight the Queen Black Dragon in practice manner.

‎ ‎ ‎ ‎• yous need to stand in the 'Extremely Hot' attack and 'brandish' the bow.

⬥ Priority: Loftier

Attuned Crystal Weapons

⬥ T80 2h, mainhand and off-hand weapons, Untradable.

⬥ Requires completion of 'Plagues End'

⬥ Options for all styles.

⬥ Costs an Attuned Crystal Weapon Seed per weapon (untradable drop) and grand-2000 Harmonic Dust (untradable resources).

⬥ Priority: Depression due to requirements and cost to make each weapon

Chaotic Weapons chaoticcbowoh

⬥ T80 2h, mainhand and off-mitt weapons, Untradable merely can exist sold dorsum for one-half tokens.

⬥ Options for all styles.

⬥ Costs Dungeoneering tokens.

‎ ‎ ‎ ‎• 200k dungeoneering tokens per mainhand weapon or 2h weapon.

‎ ‎ ‎ ‎• 100k dungeoneering tokens per offhand weapon.

⬥ Only recommended if you have a surplus of Dungeoneering tokens.

⬥ Priority: Loftier if yous have loads of tokens and really bask Dungeoneering, Low otherwise

Masuta's Warspear masutaspear

⬥ T82 2h weapon, Tradable.

⬥ Increased range.

⬥ Easily accessible.

⬥ Viable all the style to T90.

⬥ Priority: Very High

Laniakea's Spear lanispear

⬥ T82 2h weapon, Tradable

⬥ Increased range

⬥ Easily accessible

⬥ T75 accuracy, T90 damage

⬥ Increases toxicant application rate to 17.5%, upwardly from 12.5%.

⬥ Increases poisonous substance damage by 5%.

⬥ Priority: High as upkeep weapon, especially if you have Cinderbane Gloves

Augmented Staff of Limitless Air/Water/Earth/Burn down/Lava/Mud/Steam staffoflimitlessair

⬥ T82 2h weapon, Buyable merely cannot sell once crafted.

⬥ Unlimited runes of that blazon.

⬥ Requires 75 Crafting.

‎ ‎ ‎ ‎• Requires a Mystic Staff, a matching talisman and an Elemental Impetus.

‎ ‎ ‎ ‎• Requirement is assistable.

⬥ Feasible all the mode to T90.

⬥ Priority: Loftier

Dragonrider Lance dragonriderlance

⬥ T85 2h weapon, Tradable.

⬥ T90 accuracy, T80 impairment.

⬥ Increased area of result.

⬥ Better than the Masuta's Warspear if you keep missing hits.

⬥ Components are useful for terminate-game perks, but the spear is expensive.

⬥ Priority: Very High if you lot keep missing hits, lowering your training speed

Bract of Nymora + Blade of Avaryss nymorablade avaryssblade

⬥ T85 mainhand and off-manus weapon, Tradable.

⬥ T90 accuracy, T80 damage

⬥ Due to off-hand accurateness beingness (about completely) useless, the off-manus (Bract of Avaryss) is effectively a T80 weapon, and less useful unless you need lots of components.

‎ ‎ ‎ ‎• Off-hand ripper claw can be a useful alternative.

⬥ Components are useful for making a Lunging switch later on.

⬥ Priority: Very High if you desire components for a Lunging switch later on. Low otherwise

Ripper Claws ripperclaw ripperclawoh

⬥ T85 mainhand and off-mitt weapon, Tradable.

⬥ Increased damage as the targets health gets lower.

‎ ‎ ‎ ‎• The off-hand is sometimes used at the end of long bosses, where the boost is more than potent.

‎ ‎ ‎ ‎• This is non a mutual strategy, but it does meet use at times.

⬥ Priority: High if paired with the Blade of Nymora

Tetsu Katana + Tetsu Wakizashi elitetetsumh elitetetsuoh

⬥ T85 mainhand and off-hand weapon, Untradable Player Owned Ports reward.

⬥ Requires meaning progress in Player Owned Ports.

⬥ Can exist upgraded to T88 later.

⬥ Since Melee has 3 different T90 dual wields, this will take no use as a flanking/lunging switch at T90.

⬥ Priority: Very Depression unless you want the fashionscape

Night Ice Shard/Sliver darkiceshard darkicesliver

⬥ T85 accurateness, T88 damage mainhand and off-hand melee weapons, Tradable.

⬥ Set consequence: Destroy and Hurricane no longer share a cooldown.

‎ ‎ ‎ ‎• This effect is shared with the tier 95 Nighttime Shard/Sliver of Leng, and works with any combination.

⬥ The Dark Ice Sliver also allows the use of the Hurricane ability while dual wielding.

⬥ Priority: TBD

Wand of the Cywir Elders + Orb of the Cywir Elders cywirwand cywirorb

⬥ T90 accurateness, T80 harm

⬥ Due to off-paw accuracy being (almost completely) useless, the off-manus (Orb of the Cywir Elders) is effectively a T80 weapon, and less useful unless y'all need lots of components.

‎ ‎ ‎ ‎• Seasinger Makigai is a great T85 off-hand, if you have the Ports progress.

‎ ‎ ‎ ‎• Virtus Book or an Attuned Crystal Orb are T80 options.

⬥ Components are useful for making a Planted Anxiety switch after on.

⬥ T90 accuracy makes this a good Planted Feet switch later on, since you just switch to it for your ultimate then direct dorsum.

⬥ Priority: Very High if y'all are missing a lot, if you want components for a Planted Feet switch afterward, and if you want a switch for Planted Feet subsequently

Seasinger Kiba + Seasinger Makigai eliteseasingerwand eliteseasingerorb

⬥ T85 mainhand and off-manus weapon, Untradable Player Endemic Ports reward.

⬥ Requires meaning progress in Player Endemic Ports.

⬥ Can be upgraded to T88 later.

⬥ Priority: Very High if you want to practice ports, since these and their upgraded versions are the best options for switches at T90 for Magic

Shadow Glaive + Off-hand Shadow Glaive glaivemh glaiveoh

⬥ T85 mainhand and off-hand weapon, Tradable.

⬥ T90 accuracy, T80 damage

⬥ Unlike the Wand of the Cywir Elders, you lot don't have many options here, it'southward a Glaive or an Off-hand Chaotic Crossbow.

⬥ Components can be useful for making a Caroming gizmo subsequently, just is expensive.

⬥ The mainhand is a very skilful Planted Feet switch subsequently, due to T90 accuracy.

⬥ Priority: Very High if you are missing a lot, if yous want components for Caroming later on, and if you desire a switch for Planted Feet later on

Wyvern Crossbow WyvernCrossbow

⬥ T85 2h weapon, Tradable.

⬥ Applies its ain form of toxicant.

‎ ‎ ‎ ‎• Is improved by Weapon Poison+++

‎ ‎ ‎ ‎• Is improved past Cinderbane Gloves

⬥ Quite expensive.

⬥ Is very feasible at some content (Solak).

⬥ Priority: Loftier if no better crossbow, low otherwise

Camel Staff camelstaff

⬥ T85 2h weapon, Tradable.

⬥ Provides unlimited burn runes while equipped.

⬥ Passive consequence: v% take chances per striking of applying Camel Sandstorm

‎ ‎ ‎ ‎• Reduces the target's accuracy past 5% for 9.half dozen seconds

‎ ‎ ‎ ‎• Applies a damage over time effect that deals 6 hits of 150 damage each.

⬥ Fairly expensive.

⬥ Priority: Depression. Potentially useful every bit a mid level option for saving costs while legacy barraging.

T87-T89 Weapons

Annihilation annihilation

⬥ T87 2h weapon, tradable.

⬥ Special Assail: Gravitate

‎ ‎ ‎ ‎• Costs 60% adrenaline

‎ ‎ ‎ ‎• For 30 seconds, y'all gain 1% increased damage per stack.

‎ ‎ ‎ ‎• Does not boost bleed damage.

‎ ‎ ‎ ‎• Stacks are gained whenever you hit a target. (drain hits count)

‎ ‎ ‎ ‎• Stacks are reset after 30 seconds, when you use the special again, when you lot miss or when you lot switch main mitt weapons.

‎ ‎ ‎ ‎• Not useful due to limitations and 'current of air-upward' fourth dimension.

⬥ Priority: Low. The AoE of a Masuta'due south Warspear or a Dragonrider Lance will outweigh this

Decimation decimation

⬥ T87 2h weapon, tradable.

⬥ Does not need ammo.

⬥ Special Attack: Locate

‎ ‎ ‎ ‎• Costs 50% adrenaline

‎ ‎ ‎ ‎• For 10 seconds, all your unmarried-target abilities will hit all targets in a 3x3 area centered on your main target.

‎ ‎ ‎ ‎• The event refreshes to 10 seconds if yous spec again, and will end if you switch weapons.

‎ ‎ ‎ ‎• Very constructive for pushing Shattered Worlds.

⬥ Priority: High. Y'all don' get many options at this level for Ranging, this is a skillful i to go you to T90

Obliteration obliteration

⬥ T87 2h weapon, tradable.

⬥ Special Attack: Devour

‎ ‎ ‎ ‎• Costs 100% adrenaline

‎ ‎ ‎ ‎• For 10 seconds, all healing on the target will be 50% effective.

‎ ‎ ‎ ‎• In PvP this effect works on almost everything except heal over time components of food (like Great Gunkan) and Immortality.

‎ ‎ ‎ ‎• In PvM this event works on a few non-quest monsters such every bit Nex during blood stage.

‎ ‎ ‎ ‎• Due to the adrenaline cost and the damage you could deal otherwise, the special is functionally useless for PvM.

⬥ Priority: High if you can't get Ports weapons for Magic

Aristocracy Tetsu Katana and Elite Tetsu Wakizashi elitetetsumh elitetetsuoh

⬥ T88 mainhand and off-paw weapon, Untradable Actor Owned Ports advantage.

⬥ Requires significant progress in Role player Owned Ports.

⬥ Since Melee has 3 different T90 dual wields, this volition accept no use every bit a flanking/lunging switch at T90.

⬥ Priority: Very Low unless you lot want the fashionscape

Superior Vesta's Longsword vls

⬥ T88 2h weapon, Buyable but cannot sell once crafted.

⬥ Degrades to dust.

⬥ No augmentable off-hand version available, will need to be paired with something else.

⬥ No crafting requirement.

‎ ‎ ‎ ‎• Requires a Vesta'southward Longsword (Inferior version will not work) and an Ancient Warrior's Equipment Patch.

⬥ Special Attack: Feint

‎ ‎ ‎ ‎• Costs 25% adrenaline

‎ ‎ ‎ ‎• Additionally costs 0.1% maximum charge per special

‎ ‎ ‎ ‎• Hits the target with increased accuracy for 50%-300% power damage.

‎ ‎ ‎ ‎• Special has odd harm calculation, meaning it will more often hit in the center of that range.

‎ ‎ ‎ ‎• Due to hitting caps, feasible use cases, and the Amulet of Finality, in that location are better adrenaline-dump options.

⬥ Priority: Low. Masuta'south Warspear or Dragonrider Lance AoE will still exist better for melee preparation.

Superior Vesta's Spear vestaspear

⬥ T88 2h weapon, Buyable Buyable merely cannot sell one time crafted.

⬥ Degrades to dust.

⬥ No crafting requirement.

‎ ‎ ‎ ‎• Requires a Vesta'southward Spear (Junior version will non piece of work) and an Ancient Warrior's Equipment Patch.

⬥ Special Assault: Spear Wall

‎ ‎ ‎ ‎• Costs l% adrenaline

‎ ‎ ‎ ‎• Additionally costs 0.1% maximum accuse per special

‎ ‎ ‎ ‎• Hits each target in a 3x3 AoE centered on y'all 50% ability damage, and you reflect 50% of impairment taken for 5 seconds.

‎ ‎ ‎ ‎• The special costs besides much adrenaline compared to other available options to be feasible.

⬥ Priority: Low. Masuta's Warspear or Dragonrider Lance AoE will withal be better for melee training.

Elite Seasinger Kiba + Elite Seasinger Makigai eliteseasingerwand eliteseasingerorb

⬥ T88 mainhand and off-hand weapon, Untradable Player Endemic Ports reward.

⬥ Requires significant progress in Histrion Owned Ports.

⬥ Priority: Very High since these and their T85 versions are the best options for switches at T90 for Magic

Superior Zuriel'south Staff zstaff

⬥ T88 2h weapon, Buyable Buyable but cannot sell once crafted.

⬥ Degrades to grit.

⬥ No crafting requirement.

‎ ‎ ‎ ‎• Requires a Zuriel'south Staff (Inferior version will not piece of work) and an Ancient Warrior's Equipment Patch.

⬥ Special Set on: Miasmic Avalanche

‎ ‎ ‎ ‎• Costs 100% adrenaline

‎ ‎ ‎ ‎• Additionally costs 0.1% maximum charge of weapon per target hit.

‎ ‎ ‎ ‎• Hits each target in a 3x3 AoE centered on your current target for 200% power impairment.

‎ ‎ ‎ ‎• Targets hit have their attack speed reduced past ane tick and gain half adrenaline for fifteen seconds.

‎ ‎ ‎ ‎• The special costs also much adrenaline and does not last long plenty to be of use outside of PvP.

⬥ Priority: Medium if you cannot go Ports weapons and did non pick up an Obliteration. Low if you did.

Morrigan's Throwing Axe superiormorriganaxe

⬥ T88 mainhand weapon, buyable but cannot sell in one case crafted.

⬥ No augmentable off-hand version available, will need to be paired with something else.

⬥ Degrades to dust.

⬥ No crafting requirement.

‎ ‎ ‎ ‎• Requires 100 Morrigan's Throwing Axe (Inferior version will not work) and an Ancient Warrior's Equipment Patch.

⬥ Special Attack: Hamstring

‎ ‎ ‎ ‎• Costs l% adrenaline

‎ ‎ ‎ ‎• Additionally costs 0.1% maximum accuse of weapon per special.

‎ ‎ ‎ ‎• Deals 20% extra damage and causes the target's run energy to bleed 10 times every bit fast.

‎ ‎ ‎ ‎• The special has no use outside of PvP.

⬥ Priority: Low. Decimation is a better selection for Ranged at this signal due to this having no off-manus selection.

Morrigan'due south Javelin superiormorriganjav

⬥ T88 mainhand weapon, buyable merely cannot sell once crafted.

⬥ No augmentable off-hand version bachelor, will demand to be paired with something else.

⬥ Degrades to dust.

⬥ Has a longer range than Morrigan's Throwing Axe.

⬥ No crafting requirement.

‎ ‎ ‎ ‎• Requires 100 Morrigan's javelin (Inferior version will not piece of work) and an Ancient Warrior'due south Equipment Patch.

⬥ Special Assail: Phantom Strike

‎ ‎ ‎ ‎• Costs fifty% adrenaline

‎ ‎ ‎ ‎• Additionally costs 0.1% maximum charge of weapon per special.

‎ ‎ ‎ ‎• Deals 20% extra damage to non-actor targets.

‎ ‎ ‎ ‎• The special has no utilise outside of PvP.

⬥ Priority: Low. Better than the throwing axe due to the increased range.

T90 Weapons noxscythe

Noxious Scythe noxscythe

⬥ BiS halberd-range weapon. Proficient for AoE and staying out of melee distance.

⬥ Special Assail: Mirrorback

‎ ‎ ‎ ‎• Costs 100% adrenaline

‎ ‎ ‎ ‎• Summons a mirrorback spider with x,000 LP that reduces all harm taken past fifty%, reflecting information technology back to the attacker. The spider is also dealt the same impairment.

‎ ‎ ‎ ‎• The special is completely useless in the current game.

⬥ Priority: High

Drygores augdrygoremacemh drygorelongoh

Notation: All Drygore variants will output the same overall dps, maces even so will allow you to 5taa should the need arise.

⬥ Priority: High

Baneful Staff noxstaff

⬥ Special Attack: Mirrorback

‎ ‎ ‎ ‎• Costs 100% adrenaline

‎ ‎ ‎ ‎• Summons a mirrorback spider with ten,000 LP that reduces all harm taken by 50%, reflecting it back to the attacker. The spider is also dealt the aforementioned damage.

‎ ‎ ‎ ‎• The special is completely useless in the current game.

⬥ Priority: High

Seismic Wand and Singularity seiswand sing

⬥ Priority High

Noxious Longbow noxbow

Notation: Can make kiting easier due to longer range than Rise crossbows.

⬥ Used with black stone arrows in situations where the armour debuff is useful.

⬥ Special Attack: Mirrorback

‎ ‎ ‎ ‎• Costs 100% adrenaline

‎ ‎ ‎ ‎• Summons a mirrorback spider with x,000 LP that reduces all damage taken by 50%, reflecting information technology back to the attacker. The spider is also dealt the same damage.

‎ ‎ ‎ ‎• The special is completely useless in the current game.

⬥ Priority: Low

Rise Crossbows ascmh ascoh

⬥ Typically used with bakriminel bolts, making them superior to 2h bows in most all scenarios.

⬥ Priority: Loftier

T92 Weapons ecb

Zaros Godsword zgs

⬥ Special Assail: Blackhole

‎ ‎ ‎ ‎• Costs 50% adrenaline

‎ ‎ ‎ ‎• Lasts 21 seconds (35 ticks), with a threescore second cooldown.

‎ ‎ ‎ ‎• Creates a 7x7 area that boosts all melee damage by 25%. Enemies positioned within this area take 25%-50% ability damage every one.viii seconds (3 ticks).

⬥ Priority: Loftier

Masterwork Spear of Annihilation masterworkspearofannihilation

⬥ Passive Effect: Adds 2 hits to Dismember dismember, Slaughter slaughter, and Blood Tendrils BloodTend.

⬥ Priority: High

Khopesh of Tumeken and Khopesh of Elidinis khopeshmh khopeshoh

⬥ Priority: Depression

Staff of Sliske Sos

⬥ Special Set on: From the Shadows

‎ ‎ ‎ ‎• Costs l% adrenaline

‎ ‎ ‎ ‎• Attacks your target five times, dealing 20-100% ability damage each attack

‎ ‎ ‎ ‎• Ignores Telos' damage reduction while channeling the Insta-Impale on P5, merely useless otherwise.

⬥ Priority: Depression

Annotation: Should prioritize Praesul wand and orb - most abilities are cast using dual-wield, and the staff should mainly only be used for car attacks.

Wand of the Praesul and Imperium Core praeswand Core

⬥ Priority: Low

Seren Godbow sgb

⬥ Special Attack: Crystal Pelting

‎ ‎ ‎ ‎• Costs 30% adrenaline

‎ ‎ ‎ ‎• five arrows are launched, the first landing a tick before the rest. The commencement will ever have an opportunity to hit, the rest depends on if they state on game tiles the target occupies. If the first splashes, the residuum will splash also.

‎ ‎ ‎ ‎• xxx second cooldown (not incurred if the commencement arrow splashes).

‎ ‎ ‎ ‎• The damage range of the Spec is based on a couple of factors, refer to the wiki for specifics: https://runescape.wiki/w/Seren_godbow#Special_attack

‎ ‎ ‎ ‎• Generally used on 3x3+ sized monsters, with Ingenuity of the Humans ingen if off-style

⬥ Priority: Medium if you can use spec, Low otherwise

Eldritch Crossbow ecb

⬥ Special Attack: Split Soul

‎ ‎ ‎ ‎• Costs 25% adrenaline

‎ ‎ ‎ ‎• Instead of healing, Soul Split up deals 4x the corporeality that would accept been healed equally damage confronting the target.

‎ ‎ ‎ ‎• Lasts fifteen seconds or until the weapon is unequipped.

⬥ Even outside of the special assault, the crossbow can exist used for more bolt procs

⬥ Priority: Loftier if you tin use spec, Medium otherwise

Blightbound Crossbow bbc bbcoh

⬥ 25% chance per bow to save Bakriminel Bolts, up to fifty% with both crossbows.

⬥ Priority: Low

T95 Weapons soa

Fractured Staff of Armadyl soa

⬥ Special Attack: Instability

‎ ‎ ‎ ‎• Costs fifty% adrenaline.

‎ ‎ ‎ ‎• Lasts thirty seconds, with a threescore second cooldown.

‎ ‎ ‎ ‎• Deals an initial hit of 50-200% ability harm. Whenever your magic attacks deal a critical hit to your principal target, an additional car attack is fired based on your current mainhand weapon.

‎ ‎ ‎ ‎• These auto-attacks work similar other auto-attacks in all respects: they gain adrenaline, benefit from the Invigorating perk, and incur the cooldown for manual auto-attacks.

‎ ‎ ‎ ‎• This makes 4taa during the staff's special set on by and large impractical.

⬥ Priority: Medium if yous can utilize the spec, Low otherwise

Dark Shard of Leng and Dark Sliver of Leng lengmh lengoh

⬥ T95 mainhand and off-hand weapon, Tradable.

⬥ Set up consequence: Destroy and Hurricane no longer share a cooldown.

‎ ‎ ‎ ‎• This effect is shared with the tier 85 Dark Water ice Shard/Sliver, and works with whatsoever combination.

⬥ The Night Sliver of Leng also allows the use of the Hurricane ability while dual wielding.

⬥ Dark Shard of Leng special Attack: Icy Storm

‎ ‎ ‎ ‎• Costs xx% adrenaline.

‎ ‎ ‎ ‎• Lasts 30 seconds, with a 60 2d cooldown.

‎ ‎ ‎ ‎• Increases the hit cap of all abilities (both critical hits and non-critical hits) by 30%.

⬥ Priority: TBD

Ek-ZekKil zekkil

⬥ T95 two-handed melee weapon.

⬥ Counts as an obsidian weapon for the Berserker Necklace, which provides a v% additive damage boost.

⬥ Special Attack: Igneous Cleave

‎ ‎ ‎ ‎• Costs 50% adrenaline.

‎ ‎ ‎ ‎• 60 2d cooldown.

‎ ‎ ‎ ‎• Deals an initial hit of 62-190% ability damage, and applies a drain which lasts for vi hits, and is extended by i further striking for each bleed or burn down applied inside its duration upwardly to a maximum of 5 boosted hits.

‎ ‎ ‎ ‎• This bleed has an initial hit of 30-105% ability damage, and increases in power by a multiplicative 5% with each successive hit.

‎ ‎ ‎ ‎• This special attack does not benefit from the accuracy increased shared past almost other special attacks.

‎ ‎ ‎ ‎• The duration is extended past the Masterwork Spear of Annihilation's effect, for a maximum of 14 hits, and consequently putting this weapon in an Essence of Finality and casting the special with the Spear is the optimal way to employ the special attack.

⬥ Priority: TBD

Hex Weapons hexhunterbow

Terrasaur Maul terramaul

⬥ T80 stats

⬥ Passive Result:

‎ ‎ ‎ ‎• +12.5% damage boost against ranged enemies

‎ ‎ ‎ ‎• +10% hit gamble boost against ranged enemies

⬥ BiS 2h melee weapon where applicative

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎- Commonly used at Sanctum Guardian, Masuta, Seiryu (black crystals), Taraket, Ambassador, Araxxor

⬥ Priority: Medium

Inquisitor Staff inquisitorstaff

⬥ T80 stats

⬥ Passive Consequence:

‎ ‎ ‎ ‎• +12.5% damage boost confronting melee enemies

‎ ‎ ‎ ‎• +10% hit chance boost against melee enemies

⬥ BiS 2h staff where applicative

‎ ‎ ‎ ‎• Commonly used at Vindicta, Helwyr, Telos, Solak, Vorago, Nex AoD

⬥ Priority: High

Hexhunter Bow hexhunterbow

⬥ T80 stats

⬥ Passive Upshot:

‎ ‎ ‎ ‎• +12.5% damage boost confronting magic enemies

‎ ‎ ‎ ‎• +10% hit chance boost against magic enemies

‎ ‎ ‎ ‎• The damage boost stacks with bane ammo, making this weapon very effective on monsters susceptible to both.

⬥ Due to its weapon speed, it is possible to 5taa with this weapon in combination with dark bow motorcar-attacks.

⬥ Although statistically the BiS 2h bow, the hexhunter bow is junior to the eldritch crossbow due to its inability to use bakriminel bolts.

‎ ‎ ‎ ‎• Commonly used at stalker creatures, dragons, and applicable slayer tasks

⬥ Priority: Medium if you plan to slay a lot of these creatures, Very Low otherwise

Special Weapons

Guthix's Staff gstaff

⬥ T60 staff earned from the Mage Arena:

⬥ Special Attack: Claws of Guthix

‎ ‎ ‎ ‎• Costs 25% adrenaline

‎ ‎ ‎ ‎• Deals 140%-300% (220% average) ability harm

‎ ‎ ‎ ‎• Lowers the target'south defense force by v% of the previous level and applies a debuff that increases the target's affinity values by 2.

⬥ Used in pretty much all high end pvm encounters where striking chance is non 100%. The special assault is also a fairly strong threshold ability alternative.

Note: When using the Guthix Staff special you will lose Aftershock stacks unless y'all 1 tick your special attack. This should be done regardless, and if possible an auto attack should lead into the special attack.

⬥ Priority: Loftier if you utilize magic

Statius Warhammer swh

⬥ T78 mainhand weapon that tin can be upgraded to a T88 superior version.

⬥ Special Assault: Nail

‎ ‎ ‎ ‎• Costs 35% adrenaline

‎ ‎ ‎ ‎• Deals 83-207% (145% average) power harm

‎ ‎ ‎ ‎• Reduces target'south Defense level by 30% and applies a debuff that increases the target's affinity values past v.

⬥ By and large used in situations where higher hitchance is needed. This is even used when using Magic or Ranged in conjunction with the Ingenuity of the Humans ingen ability.

⬥ Priority: High

Mechanical Chinchompas mechchin

⬥ T75 Chinchompa weapon. Has T81.5 damage and will hitting up to 9 targets in a 3x3 expanse around your target. If the target is 2x2 or larger, this 3x3 area will be centered on the southwest-most square the target occupies.

⬥ Generally used in situations where constant AoE impairment is more useful than pre-existing AoE abilities.

⬥ Priority: Loftier if doing any form of chinning, Low otherwise

Bane Weapons bane2h

⬥ T79 2h, mainhand and off-hand weapons, Tradable.

⬥ Melee only.

⬥ Useful across T79 against their attuned target type.

‎ ‎ ‎ ‎• 3 different attunements available: Deep-sea, Dragon, Revenant.

⬥ Fairly cheap.

⬥ Dragonbane weapons in particular are very useful for the Dragonkin Laboratory bosses where they are stronger than terrasaur maul.

⬥ Priority: Loftier if you lot program to slay a lot of these creatures, Low otherwise

Annotation: The offhand does non receive the blight effect so it is recommended to opt for a normal offhand.

Defenders and Shields

T90 Shield Merciless

⬥ BiS Shields

‎ ‎ ‎ ‎• Any defensives that calibration with shield level (Resonance res, Debilitate debil, and Barricade cade) will be near effective with a t90 shield

Note: The right click voke options of these shields let you to drop target when using ability queueing.

⬥ Priority: High

Spirit Shields elysianspiritshield

⬥ Tier 75 Shield.

‎ ‎ ‎ ‎• Reduces all impairment taken past xxx%. 6% of the damage received is removed from prayer points.

‎ ‎ ‎ ‎• Merely useful in places you lot would shield army camp, eastward.g. raids basing on dull teams.

‎ ‎ ‎ ‎• Lower tier ways that Resonance res and Barricade cade are rendered less effective. If using these frequently, it would be better to apply a T90 shield instead.

⬥ Priority: Low

Kalphite Repriser kalphiterepriser

⬥ Like all defenders it has the following passives:

‎ ‎ ‎ ‎• Allows access to both dual-wield and shield abilities, but only counts as half of its tier for calculations.

‎ ‎ ‎ ‎• Provides a iii% accuracy buff.

‎ ‎ ‎ ‎• 1/15 to deflect a hitting, reducing information technology past 50-100% damage and providing +20 accuracy for your adjacent attack.

⬥ Generally simply really used at Telos, but no real use otherwise.

⬥ Priority: Medium if doing Telos, Low otherwise

Kalphite Defender kalphitedefender

⬥ Similar all defenders it has the following passives:

‎ ‎ ‎ ‎• Allows access to both dual-wield and shield abilities, just simply counts as half of its tier for calculations.

‎ ‎ ‎ ‎• Provides a iii% accuracy buff.

‎ ‎ ‎ ‎• 1/xv to deflect a hit, reducing information technology by l-100% damage and providing +20 accuracy for your next attack.

⬥ Generally simply really used at Telos, but tin be taken in place of a shield when meleeing.

⬥ Priority: Medium if doing Telos, Low otherwise

Kalphite Rebounder kalphiterebounder

⬥ Like all defenders it has the following passives:

‎ ‎ ‎ ‎• Allows access to both dual-wield and shield abilities, merely but counts every bit one-half of its tier for calculations.

‎ ‎ ‎ ‎• Provides a 3% accuracy buff.

‎ ‎ ‎ ‎• ane/15 to deflect a hitting, reducing it by fifty-100% damage and providing +twenty accuracy for your side by side assail.

⬥ Generally just really used at Telos, or places where yous can brand use of Revenge.

⬥ Priority: Medium if doing Telos, Low otherwise

Jewellery

Ring of Decease RoD

⬥ BiS degradable band statwise with the following passives:

‎ ‎ ‎ ‎• When a target is killed in that location is a 50% chance of gaining i% adren per ane,500 max hp of the creature, upward to 5% adrenaline

‎ ‎ ‎ ‎• When a player dies, instead of going to Death's Part, the ring uses 15% charge (3% when overcharged) and takes the role player to the last respawn spot they visited, keeping their familiar also

⬥ Can be overcharged past Expiry for five cut onyx and 25 black rock hearts to increment the equipment accuse from 100,000 to 500,000. An overcharged ring is denoted by an (o) after the proper noun.

⬥ Tin be imbued past the Armoursmith in Mazcab for 15,000 teci, calculation +ii.v to each manner bonus. This results in +27.7 for each style (rounded down to +27), and is denoted past a brighter inventory icon and an (i) after the name.

⬥ More often than not a camped ring unless comfy with an Asylum Surgeon's Ring. Very useful when learning content or if reclaim costs are loftier.

⬥ Priority: High

Reaver's Ring reaverring

⬥ Overall BiS Not-degradable band with the following passives:

‎ ‎ ‎ ‎• Increases critical strike risk by 5%.

‎ ‎ ‎ ‎• Lowers accuracy past 5%.

⬥ Generally used when the accurateness loss isn't impactful and when death isn't a worry.

⬥ Priority: High if y'all know what you are doing, Low otherwise

Channeller'south Ring channellerring

⬥ Non-degradable ring with BiS magic bonus and the following passive:

‎ ‎ ‎ ‎• Channelled magic abilities gain a four% stacking critical strike chance with each hit dealt.

⬥ Generally used when the accuracy loss from the Reaver'south Ring is an issue and death isn't a worry, or equally a switch for magic channelled abilities.

⬥ Priority: Low

Champion's Band championring

⬥ Not-degradable ring with BiS melee bonus and the following passive:

‎ ‎ ‎ ‎• Melee abilities gain a three% critical strike take a chance confronting targets which are bleeding.

⬥ Generally used when the accuracy loss from the Reaver'due south Ring is an issue and expiry isn't a worry.

⬥ Priority: Low

Stalker's Ring stalkerring

⬥ Non-degradable ring with BiS ranged bonus and the following passive:

‎ ‎ ‎ ‎• Ranged abilities proceeds a 3% critical strike chance when you are using a bow.

⬥ Generally used when the accuracy loss from the Reaver'due south Band is an effect, regardless of whether or non a bow is being used, and death isn't a worry.

⬥ Priority: Depression

Asylum Surgeon's Ring asr

⬥ A ring with the post-obit passives:

‎ ‎ ‎ ‎• ten% adventure of preventing adrenaline loss of thresholds

‎ ‎ ‎ ‎• 40% chance of saving 25% of the adrenaline cost of special attacks

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎- It has a 30s cooldown afterward any proc

⬥ Can be imbued past the Armoursmith in Mazcab for 10,000 teci, adding +two.five to each style bonus. This results in +23.four for each style (rounded down to +23), and is denoted by a brighter inventory icon and an (i) after the name.

⬥ Usually camped instead of Ring of Death or used equally a switch for thresholds.

⬥ Priority: Depression

Ring of Vigour vigour

⬥ A band with the following passives:

‎ ‎ ‎ ‎• Saves 10% of your adrenaline upon using an ultimate ability

‎ ‎ ‎ ‎• Reduces special attack costs past ten%

⬥ Used as a ring switch

⬥ Priority: High

Amulet of Souls aos

⬥ Passive: 50% chance of making Soul Split heal 25-fifty% more (~18.75% increase in average healing) and increases protection prayer effectiveness past an additional +10% for a total of 60% impairment reduction.

⬥ Priority: Loftier

Reaper Necklace Reaper

⬥ Passive: All successful hits give a 0.i% hitchance boost for 54s since concluding attack, capping at 30 stacks for a three% total increase in hitchance.

⬥ Priority: High if you lot need hitchance, Low otherwise

Essence of Finality eof

⬥ Passive: This combines the result of Amulet of Souls aos and Reaper Necklace Reaper into a single amulet, as well every bit consumes weapons with special attacks to let you use the special attack on the same mode without needing that weapon.

⬥ Priority: High for first amulet, Medium depending on boss for boosted ones. Use your existing amulet of souls to make your first EOF if possible.

Ornament Kits aoskit

⬥ Refer to the upgrade kits of Amulet of Souls aos, Reaper Necklace Reaper, and Essence of Certitude eof.

⬥ Provides a +ii (+3 for Essence of Finality) to all style bonuses when combined with the base jewellery.

⬥ Priority: Low

Max/Comp Greatcoat HoodedMax HoodedComp

Max/Comp Greatcoat Perks

The Max and Completionist capes can fit three perks, and the Combatant'southward cape can fit 2. Generally, the following perks should be prioritized:

Defence Defence

‎ ‎ ‎ ‎• Acts as a sign of life

‎ ‎ ‎ ‎• Priority: Loftier

Forcefulness Strength

‎ ‎ ‎ ‎• Dismember dismember hits 3 more than times.

‎ ‎ ‎ ‎• Priority: Loftier if meleeing, otherwise Low

Constitution Constitution

‎ ‎ ‎ ‎• Useful for healing at bank also as regen throughout fights, though the event is rather minimal

‎ ‎ ‎ ‎• Scales with maximum HP

‎ ‎ ‎ ‎• Priority: High

Ranged Ranged

‎ ‎ ‎ ‎• Ammo proc chance is increased by twenty% of the base chance.

‎ ‎ ‎ ‎• Priority: High if ranging, otherwise Low

Attack/Invention Attack/Invention

‎ ‎ ‎ ‎• The impact these have on budget costs is relatively minimal, and these capes are mostly just filler.

‎ ‎ ‎ ‎• The combatant's cape cannot have the Invention cape perk on it.

‎ ‎ ‎ ‎• Priority: Low

Miscellaneous

Scrimshaws Cruelty

Scrimshaw of the Elements

‎ ‎ ‎ ‎• Adds +5% (normal) or +6.66% (superior) impairment to all Magic attacks

Scrimshaw of Cruelty

‎ ‎ ‎ ‎• Adds +v% (normal) or +6.66% (superior) damage to all Ranged attacks

Scrimshaw of Vampyrism

‎ ‎ ‎ ‎• Restores 5% (normal) or 6.66% (superior) of all Melee impairment dealt

‎ ‎ ‎ ‎• Capped at 200 lifepoints healed per hit

⬥ Priority: High for Vampyrism, medium for the others

God Books SaraBook

⬥ These books come with various furnishings when active, as well as offer style bonuses as a pocket slot item.

⬥ Generally the only ones used are the Scripture of Wen for stationary targets and the Scripture of Jas for moving ones, except at Nex where the Armadyl book is preferred due to her soft hitcap. Erethdor's Grimoire usually outclasses Scriptures, simply has a college upkeep cost. The others are also usually outclassed by scrims for mage/range.

⬥ Godbooks have a vi.6% chance to proc per hit dealt; in Legacy Mode, this chance is increased to 33.three%.

⬥ Godbooks have a 15s cooldown between procs, counting from the initial proc (not when an ongoing effect expires). This cooldown is also incurred when the book is initially activated, making switching between a god volume and another item entirely impractical.

⬥ Bleed / Burn abilities (e.g., Combust) exercise not proc god books.

‎ ‎ ‎ ‎• Though Drain abilities with a non-drain hit (e.thou., Deadshot) can proc it on the non-bleed hit

⬥ DoT abilities may or may not proc god books:

‎ ‎ ‎ ‎• Does proc: Barge Bleeds

‎ ‎ ‎ ‎• Does not proc: Abuse Nail/Shot

Armadyl's Volume of Constabulary armabook

‎ ‎ ‎ ‎• When it activates, a tornado spins at the target's location dealing 4 hits of impairment in 4 ticks, dealing 30-50%, 30-l%, 60-100%, and 60-100% harm for a full of 180-300% damage (PvP: ten-30%, 10-30%, xx-60%, 20-60%; total 60-180%). If the target moves from the tornado, the damage is halted.

Bandos's Book of War BandosBook

‎ ‎ ‎ ‎• When information technology activates, a shockwave hits the target, dealing 90-150% damage (PvP: 30-90%), reducing the target'southward Defence level by 5% + 5 and increasing its analogousness values by 3 for 12 seconds.

Ancient Book ZarosBook

‎ ‎ ‎ ‎• When it activates, icicles striking and surround the target, dealing 120-200% harm (PvP: 40-120%) and bounden the target for iv seconds.

Zamorak's Volume of Chaos ZamBook

‎ ‎ ‎ ‎• Has a 5% take chances per striking to activate. When information technology activates, a dark explosion hits the target and the surrounding targets in a 3x3 area for 150-250% damage (dissever over all targets) (PvP: 50-150%).

Saradomins's Volume of Wisdom SaraBook

‎ ‎ ‎ ‎• When it activates, a lightning strike hits the target for 165-275% damage (55-165% in PvP).

Guthix'southward Book of Balance GuthixBook

‎ ‎ ‎ ‎• When information technology activates, the sword of edicts falls on the target, then burns and explodes. This deals an initial hitting of 90-150%, three hits of 7.5-12.v%, and finally a hit of 37.v-62.five% (with the final hitting being split in a 3x3 surface area, if there are multiple targets nearby), for a full of 150-250%. (PvP: initially 30-90%, iii hits of 2.5-7.v%, and 12.v-37.five AoE; full l-150%).

Scripture of Jas jasgodbook

‎ ‎ ‎ ‎• When it activates it creates a time rift, and for 10 seconds all damage from the player's abilities while the time rift is agile gets stored. Once the rift closes, twenty% of the total damage is practical to the player'due south current target (which does non necessarily need to be the same target every bit the initial proc) in a single striking.

Scripture of Wen wengodbook

‎ ‎ ‎ ‎• When it activates it summons a 3x3 axle centred on the target'south location which lasts for 5 ticks. Each tick, the axle deals upwards to 2.4-4% ability damage, and whatsoever target which is hit five times by this beam takes an boosted hit of up to 240-400% power damage, for a total of 252-420%. These all apply a unmarried harm roll, so the initial hits will always be 1% of the last hit.

Scripture of Ful scriptureofful

‎ ‎ ‎ ‎• When information technology activates, y'all proceeds an condiment 20% boost to damage dealt (does not bear on bleeds) and a ten% increment to harm received. This damage heave stacks additively with Berserk, effectively becoming a 10% boost inside it.

⬥ Priority: High for Scripture of Wen due to power and extremely low upkeep toll, Loftier for Armadyl book if fighting Nex, Medium for Jas if on a budget, Low otherwise. TBD for Scripture of Ful

Erethdor'due south Grimoire grim

⬥ When activated, every striking has a 12% chance to go a forced critical hit. This stacks with the Biting perk for a maximum of 20% (20.eight% at level 20) chance per ability. It likewise raises your max hit to 15k for critical hits.

⬥ Priority: High if optimising damage, depression if you care about maximising profit

Armour Spikes armourspike

⬥ Can be upgraded to Armour Spikes (alloy) at 99 Smithing

⬥ Upon activation, an armour spike is consumed to deal typless harm equal to the player'southward current smithing level.

‎ ‎ ‎ ‎• Alloy armour spikes accept a 10% take chances to deal x times their normal impairment.

⬥ To utilize armour spikes:

‎ ‎ ‎ ‎• Must have them either equipped or in inventory

‎ ‎ ‎ ‎• Must be using melee weapon(s) with melee armour in the torso and leg slots

‎ ‎ ‎ ‎• Must exist either in melee distance or taking melee damage from a distance (blend but).

Dyed Switches barrowsmalevlegs

⬥ This just ways you dye a switch and then you tin have t92/t90 damage when making use of a switch like Flanking or not-mobile Barge.

⬥ Priority: Low

Large Rune Pouch runepouch

⬥ Allows you to shop 16k of 3 unlike runes per pouch.

‎ ‎ ‎ ‎• Can have more one pouch

‎ ‎ ‎ ‎• Can equip ane in ammo slot

⬥ Priority: High for principal pouch, Medium for secondary pouches

Grasping Rune Pouch graspingpouch

⬥ Allows you to store 16k of 4 different runes per pouch.

‎ ‎ ‎ ‎• Can have more than one pouch

‎ ‎ ‎ ‎• While equipped, has a 25% run a risk of causing runes (from any source) to not be expended when casting a gainsay spell.

‎ ‎ ‎ ‎• Can equip one in ammo slot

⬥ Priority: High for main pouch, Medium for secondary pouches

Pernix's Quiver pernixsquiver

⬥ Allows you to store two types of ranged ammunition.

‎ ‎ ‎ ‎• This can be any combination of arrows and bolts. If one is arrows and one is bolts, the quiver will switch betwixt the two automatically when appropriate weapons are equipped.

‎ ‎ ‎ ‎• Equipping the quiver unlocks abilities that tin be placed on your action bar to switch ammunition types. Alternatively, the quiver itself can be put on your action bar to left click cycle ammunition while equipped.

⬥ Increases the max hit of your ranged abilities by 4% while your target is below 25% of their maximum HP.

⬥ Priority: TBD

Rune Pouch Setup

PvME Recommended Rune Pouch Setup

Annotation: All PvME guides should follow this set up upward; however, switching over may take time.

graspingpouchblack Bloodrune Astralrune Bodyrune Firerune

graspingpouchpink Deathrune Earthrune Lawrune Cosmicrune

graspingpouchblue Chaosrune Airrune Waterrune Soulrune

Utilizing Rune Pouch Setup

General Mage graspingpouchblack graspingpouchpink graspingpouchblue

‎ ‎ ‎ ‎• Spells used: bloodbarrage icebarrage incitefear exsanguinate smokecloud SBSLunars disrupt Veng sd Cept HealOther (BP ent)

Non-Magic graspingpouchblack graspingpouchpink graspingpouchblue

‎ ‎ ‎ ‎• Spells used: sbsancients disrupt Veng smokecloud

Non-Magic (BP: smokecloud) graspingpouchblack graspingpouchpink

‎ ‎ ‎ ‎• Spells used: disrupt Veng HealOther

Normal Spellbook graspingpouchblue

‎ ‎ ‎ ‎• Spells used: AirSurge Vuln

Basic Ancients graspingpouchblack graspingpouchblue

‎ ‎ ‎ ‎• Spells used: bloodbarrage icebarrage exsanguinate incitefear smokecloud

Old rune pouch setup: https://i.imgur.com/EnZO06K.png

Essence of Finality Setup

PvME Recommended EoF Setup

Note: All PvME guides follow this setup.

eofblack with a Statius Warhammer swh

eofblue with a Seren Godbow sgb

eofpurple with a Guthix Staff gstaff or Zamorak Staff zamorakstaff

eofpink with an Eldritch Crossbow ecb

eofred with Dragon Claws dragonclaw dragonclawoh

eofgreen with a Dark Bow dbow

eofyellow with an Armadyl Battlestaff armadylbattlestaff

eofor for situational special attacks.

‎ ‎ ‎ ‎• See #eof-specs for possible situational special attacks.

Banking Preset

This is an example of a full general PvM grooming preset used for:

⬥ Bonfiring:

‎ ‎ ‎ ‎• Bonfires boost the maximum life points cap by upwards to 5% of the total life points originating from the Constitution level and worn equipment. That'southward why we have HP boosting gear such as Achto armour achtoteralithbody, Atrocious Rogue Gloves Atrociousroguegloves, Superior Reefwalker'due south Cape reefcape, and a T90 Shield Merciless.

‎ ‎ ‎ ‎• A viable, cheap substitute for Raids tank armour is Elderberry Rune +5 armour. The merely downside is its un-augmentable.

‎ ‎ ‎ ‎• An Ogre Flask (thermal) thermalflask tin can also be used - it stacks additively with the bonfire result.

⬥ Summoning familiars, adjusting to your liking. The preset includes:

‎ ‎ ‎ ‎• A Ripper demon pouch ripperpouch with its scrolls ripperscroll next to it.

⬥ Drinking potions previous to the fight. The preset includes:

‎ ‎ ‎ ‎• weppoison Weapon Poison+++ in ‎ ‎a 1 dose vial.

‎ ‎ ‎ ‎• elderovlsalve Elder Overload Save.

⬥ Restocking relevant rune pouches. Conform to your liking.

⬥ Recharging your preferred pocket slot book.

⬥ Refilling your accuse pack.

⬥ Changing spellbooks

⬥ Using Incense sticks. The preset has:

‎ ‎ ‎ ‎• SpiritSticks Spirit Weed Incense Sticks

‎ ‎ ‎ ‎• KwuarmSticks Kwuarm Incense Sticks

‎ ‎ ‎ ‎• LantaSticks Lantadyme Incense Sticks

Source: https://pvme.github.io/pvme-guides/upgrading-info/armour-and-weapons/

Posted by: keithberch1963.blogspot.com

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