|Release||10 January 2007 (Update)|
|High alch||6,000 coins|
|Low alch||4,000 coins|
|Destroy||You can obtain another from Osman, or from Emir Ali Mirza after completing the 'Phite Club quest.|
|Examine||A mystical-feeling dagger.|
The keris is a dagger obtained after defeating the Giant scarab at the end of the Contact! quest. Players will need 50 Attack to wield this item. Its stats are the same as a rune dagger, but with an additional +2 Prayer bonus. If lost, another can be bought from Osman for 20,000 coins, or Emir Ali after the quest Our Man in the North has been completed. It is required to complete the Hard Desert Task "Ludikeris".
It was created by worshippers of Elidinis, in order to smite the followers of Scabaras. It has a passive effect that works against scarab creatures (scarab mages, scarab akhs and locust riders) and kalphites (see Kalphite Hive): it boosts your hit chance by 15% (25% with Desert amulet 3) and deals 33.3% more damage against these creatures with abilities and auto-attacks, effectively placing it between Dragon and Barrows equipment while only requiring level 50 attack. It also has a small chance of around 2.5% to deal triple damage instead of +33%, which is increased to around 5% while wearing a Desert amulet 3 or higher. These boosts are applied after most other damage calculations, so the Keris can be combined with a high level off-hand and power armour to greatly improve its damage output.
A (full) slayer helmet's effect stacks with the Keris. The special effect is rare (even with completion of the Hard Desert Tasks), but strong in the long run. In addition, no Kalphite, other than the Kalphite King, are weak to stab (or any form of melee for that matter), primarily limiting the Keris's usefulness to the Kalphite King and slayer tasks. The only non-boss monsters with a melee weakness that the dagger's effects work against are ranged-using scabarites, but those are weak to crush, and very weak in general.
Therefore, as long as weakness is not an issue or in favor of the stabbing Keris, its damage and accuracy boosts coupled with powerful gear (including overloads, Turmoil, power armour) and an off-hand will, overall, place the Keris on par with or better than the equivalent main hand. This can be seen to be roughly true by using Drygore maces - level 90 dual-wield melee weaponry that also has a speed of Fastest.
- 864, 432, 480 are the damage values of a Drygore mace, an off-hand drygore mace, and the Keris respectively.
- 371 is the damage bonus gained by having level 99 Strength
- 4/3 * 0.95 represents the 33% damage boost that occurs 95% of the time.
- 3 * 0.05 represents that the damage is tripled 5% of the time.
- This shows that the Keris's weapon set is stronger than the dual-Drygore weapon set after applying ability damage bonuses (as those bonuses are also boosted by 33% while the Keris's effects are active), not accounting for accuracy or abilities that would be affected by a damage cap.
|Armour||0||PvM: 0%||PvP: 0%|
|Life points||0||Style bonuses|
|[FAQ] • [doc]|
|Item quantity required||1|
|Base junk chance||45.0%|
- The keris is based on the south-east Asian weapon called a kris (and sometimes kêrìs).
- Keris displays the aura effect of a sword, extending farther than the dagger itself.
Main hand stab weapons
|Dyed drygore rapiers||
Main hand prayer weapons
|Dyed drygore maces||
|Part 5 of the Desert quest series|
|Miscellaneous||Quick guide • Transcript|