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Contents |
My Stats
If my adventurer's log is empty it means I am currently F2p.
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Wishful Thinking
This is a space on my wiki page where I show some items & other stuff of which I'm hoping jagex might release it someday, I know some stuff is more likely to be released than other.
COMBAT STATS TO 120 MAX
I hope Jagex will decide to make combats stats (atk, str, def, lp, range, magic, summon, pray) go up to 120 max some time. To go beyond the normal level 99 limits a player must first obtain 99 in all 8 combat skills. Then a player must do a small miniquest where you show the 8 skillcapes to Max, after that you can start leveling beyond 99, up to 120. When a player with a combat skill above 99 goes to a f2p world, that skill will be concidered level 99. Also in wilderness combat levels are reduced to 99.
For all 8 skills at 120 there is also a new cape, sold by the masters in the skill for 120k , they have normal skillcape stats with few exceptions:
- 120 Atk cape: +8 in stab, slash and crush attack instead of +0.
- 120 Str cape: +5 in strength instead of +0.
- 120 Def cape: +12 in stab, slash, crush and ranging defence, +11 in magic defence instead of +9.
- 120 Magic cape: +8 in magic attack if you show the master of magic a god cape aswell.
- 120 Ranging cape: +8 in ranged attack instead of +0.
- 120 Prayer cape: +8 in Prayer instead of +4.
- 120 Summoning cape: +12 in summoning defence instead of +9.
- 120 Constitution cape: +100 hitpoints.
When all 8 combat skills reach 120 you can talk to Max, to obtain your "Overpowered cape" for 960k , this will NOT be a requirement for the completionist cape, but it is a requirement for the trimmed completionist cape, stats are:
| Type Unknown edit Item | Mainhand Info | Offhand Info | Attributes | Critical bonuses | ||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Style | Dmg | Acc | Style | Dmg | Acc | |||||||||||||||
| Overpowered Cape | +8 | +8 | +8 | +8 | +8 | +12 | +12 | +12 | +11 | +12 | +12 | +5 | 0 | +8 | 0% | 0% | 0% | 0% | +100 | |
If a player with attack, strength or defence at 120 would drink overload or extreme potion, those stats would go to 150. Magic would go up to 127 and ranging to 147.
This would also result in a higher max combat level, being 168. Other max stats are shown in table below.
| Resulting Combat Levels | 1 | 99 | 120 |
|---|---|---|---|
| 99 | 73.1 | 97.6 | / |
| 99 | 97.6 | 122.1 | / |
| 99 | 113.85 | 138.35 | 143.85 |
| 120 | / | 143 | 148.5 |
| 120 | / | 162.5 | 168 |
NEW SPELLS
Melee & ranged do not need new items/weapons because the increase in level will also increase the power, magic on the other hand will need new spells. These could be new magic spells to fill the new levels.
New Ancient Spells
| Icon | Spell | Magic Level | Runes Required | Experience | Max Hit | Spell Effects |
|---|---|---|---|---|---|---|
| Smoke Spite | 98 | 4 | 54+ | 310 | Poisons target starting at 60 damage. |
| Shadow Spite | 100 | 2 | 55+ | 320 | Temporary lowers target's Attack and Strength level. |
| Blood Spite | 104 | 1 | 57+ | 330 | Heals caster 1/4 of damage inflicted. |
| Ice Spite | 106 | 4 | 58+ | 340 | Prevents victim from moving for 25 seconds. |
| Smoke Carnage | 110 | 4 | 60+ | 350 | Multi-target spell. Hits opponents within a 3x3 space of target. Poisons opponent(s) starting at 60 damage. |
| Shadow Carnage | 112 | 4 | 61+ | 360 | Multi-target spell. Hits opponents within a 3x3 space of target. Temporarily lowers opponent(s) Attack and Strength level. |
| Blood Carnage | 116 | 2 | 63+ | 370 | Multi-target spell. Hits opponents within a 3x3 space of target. Heals caster 1/4 of the damage inflicted. |
| Ice Carnage | 118 | 4 | 64+ | 380 | Multi-target spell. Hits opponents within a 3x3 space of target. Prevents victim(s) from moving for 30 seconds. |
New Normal Spells
| Icon | Spell | Magic Level | Runes Required | Experience | Max Hit | Spell Effects |
|---|---|---|---|---|---|---|
| Wind Pulse | 100 | 2 | 95 | 300 | / |
| Water Pulse | 102 | 2 | 100 | 320 | / |
| Mist Pulse (combination spell) | 104 | 2 | 100 | 320 | Temporary lowers target's Ranged level by 1% of damage dealt. |
| Earth Pulse | 106 | 2 | 105 | 340 | / |
| Dust Pulse (combination spell) | 108 | 2 | 105 | 340 | Temporary lowers target's Attack level by 1% of damage dealt. |
| Mud Pulse (combination spell) | 110 | 2 | 105 | 340 | Temporary lowers target's Agility level and run enery by 2% of damage dealt.
Prevents victim from moving for 2% of damage dealt in seconds. |
| Fire Pulse | 112 | 2 | 110 | 360 | / |
| Smoke Pulse (combination spell) | 114 | 2 | 110 | 360 | Temporary lowers target's Strength level by 1% of damage dealt. |
| Steam Pulse (combination spell) | 116 | 2 | 110 | 360 | Temporary lowers target's Magic level by 1% of damage dealt. |
| Lava Pulse (combination spell) | 118 | 2 | 110 | 360 | Temporary lowers target's Defence level by 1% of damage dealt. |
| Elemental Pulse | 120 | 2 | 125 | 400 | This spell randomly gets one of the effects from the other combination spells. |
The Elemental Pulse spell is a spell that consists of the 4 elements. It is all elements, but only one at a time. If a target is weak against one of them it will act as that element, for example Fire Pulse vs Ice Wyrms. It will be possible to cast all the spells using a surgebox, it will use 2 charges for 1 spell.
Free Spell
This is a spell you can cast without using runes. The strength & accuracy depends on your level. You are able to unlock the first stage by talking to a new wizard in the wizard tower at level 10. To unlock the next stage you will need to talk to that wizard again at level 20, next one at 30 and so on. You cannot unlock a stage when the previous stage is not unlocked. It will use 10% of your special attack bar, and thus is not a good way to train magic. It will not be spellbookbound, you will be able to cast it no matter what spellbook you are on.
Stages of the "Arcanic Magic" spell:
| Stage | Level to unlock / upgrade | Member only | Max damage |
Approx accuracy | Items to unlock (payment) |
|---|---|---|---|---|---|
|
1 | 10 | No | 10 | 28% |
|
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2 | 20 | No | 20 | 40% | 10 File:Air Rune.png Air runes10 |
| 3 | 30 | No | 30 | 49% | 10 File:Water Rune.png Water runes10 File:Cosmic Rune.png Cosmic runes |
| 4 | 40 | No | 40 | 56% | 10 |
| 5 | 50 | No | 50 | 63% | 10 File:Fire Rune.png Fire runes10 File:Death Rune.png Death runes |
| 6 | 60 | Yes | 60 | 69% |
10 File:Nature Rune.png Nature runes |
| 7 | 70 | Yes | 70 | 75% | 10 File:Law Rune.png Law runes |
| 8 | 80 | Yes | 80 | 80% | 10 File:Death Rune.png Death runes |
| 9 | 90 | Yes | 90 | 85% | 10 |
| 10 | 99 | Yes | 100 | 89% | 10 |
| 11 | 110 | Yes | 110 | 94% | none |
| 12 | 120 | Yes | 120 | 98% |
none |
NEW ARMOR
Armored Boots
(created before the release of glacor boots)
| Type Unknown edit Item | Mainhand Info | Offhand Info | Attributes | Critical bonuses | ||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Style | Dmg | Acc | Style | Dmg | Acc | |||||||||||||||
| Adamant boots | 0 | 0 | 0 | -3 | -1 | +10 | +11 | +12 | 0 | 0 | +9 | +1 | 0 | 0 | 0% | 0% | 0% | 0% | 0 | |
| Rune boots | 0 | 0 | 0 | -3 | -1 | +12 | +13 | +14 | 0 | 0 | +10 | +2 | 0 | 0 | 0% | 0% | 0% | 0% | 0 | |
| File:Dragon Boots.png | Dragon boots | 0 | 0 | 0 | -3 | -1 | +16 | +17 | +18 | 0 | 0 | +15 | +4 | 0 | 0 | 0% | 0% | 0% | 0% | 0 |
| Bandos boots | 0 | 0 | 0 | -5 | -3 | +17 | +18 | +19 | 0 | 0 | +15 | 0 | 0 | +1 | 0% | 0% | 0% | 0% | 0 | |
| Barrow boots | 0 | 0 | 0 | -3 | -1 | +18 | +19 | +20 | 0 | 0 | +18 | +6 | 0 | +1 | 0% | 1% | 0% | 0% | 0 |
| Ancient boots | 0 | 0 | 0 | -3 | -1 | +20 | +21 | +22 | 0 | 0 | +20 | +8 | 0 | +1 | 0% | 2% | 0% | 1% | +33 |
Notes:
Barrow Boots
A piece of armor I've been waiting for for a long time, should be dropped by a monster that requires lvl 95 slayer to damage (living near barrows). The boots have a requirement of level 70 Defence and 70 Strength to equip. When it is dropped it is broken and will need to be fixed for 50k (25k at POH with 100 smithing), once repaired it will never break again.
Ancient Boots
The best metallic boots. They should be dropped by a monster that requires lvl 99 slayer to damage. Those creatures live near Nex lair. The boots have a requirement of level 80 Defence, 80 Constitution, and 80 Strength to equip. When it is dropped it is broken and will need to be fixed for 2 mill (1 mill at POH with 100 smithing), once repaired it will never break again. This item is untradeable.
Armored Gloves
(created before the release of dominion tower)
| Type Unknown edit Item | Mainhand Info | Offhand Info | Attributes | Critical bonuses | ||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Style | Dmg | Acc | Style | Dmg | Acc | |||||||||||||||
| Adamant gloves | +7 | +7 | +7 | +4 | +7 | +7 | +7 | +7 | +4 | +7 | +4 | +7 | 0 | 0 | 0% | 0% | 0% | 0% | 0 | |
| File:Gloves (rune).png | Rune gloves | +8 | +8 | +8 | +4 | +8 | +8 | +8 | +8 | +4 | +8 | +4 | +8 | 0 | 0 | 0% | 0% | 0% | 0% | 0 |
| Dragon gloves | +9 | +9 | +9 | +5 | +9 | +9 | +9 | +9 | +5 | +9 | +5 | +9 | 0 | 0 | 0% | 0% | 0% | 0% | 0 | |
| Barrows gloves | +12 | +12 | +12 | +6 | +12 | +12 | +12 | +12 | +6 | +12 | +6 | +12 | 0 | 0 | 0% | 0% | 0% | 0% | 0 | |
| Ancient gloves | +15 | +15 | +15 | +7 | +15 | +15 | +15 | +15 | +7 | +15 | +7 | +15 | 0 | +1 | 0% | 1% | 1% | 1% | +33 |
Notes:
Ancient Gloves
New gloves that are the improvement of the barrows gloves to obtain them you need to complete a new grandmaster quest that requires you to complete Recipe for Disaster. They will cost 2 Mill per pair.
Shields
| Required Levels | | | |
|---|---|---|---|
| | 42 | 22 | 0 |
Kiteshield
| 63 | 33 | 33 |
| Type Unknown edit Item | Mainhand Info | Offhand Info | Attributes | Critical bonuses | ||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Style | Dmg | Acc | Style | Dmg | Acc | |||||||||||||||
| Void Knight Deflector | 0 | 0 | 0 | 0 | 0 | +30 | +30 | +30 | +10 | +30 | +30 | 0 | 0 | 0 | 0% | 0% | 0% | 0% | 0 | |
| Void Knight Kiteshield | 0 | 0 | 0 | 0 | 0 | +45 | +45 | +45 | +15 | +45 | +45 | 0 | 0 | +4 | 0% | 0% | 0% | 0% | 0 |
Notes:
Void Knight Kiteshield
This shield has the same function as a deflector: It can be used instead of a void body/robe/gloves. It can be obtained by paying 100 commodation points to upgrade a deflector (while you still have Conquest rating of at least 1250) . This can be done after completing a new quest (part of the void series). It is also available in the 3 colors (black, grey and white).
When combined with one of the 3 void helms it will obtain certain absorb stats:
| Item | | | |
|---|---|---|---|
| Kiteshield + | 2% | 0% | 4% |
| Kiteshield + | 4% | 2% | 0% |
| Kiteshield + | 0% | 4% | 2% |
NEW PRAYERS
Curse prayers
Some new prayers to make the people happy that always use the curse prayerbook but still bought the dungeoneering prayers.
| Prayer | Level | Effect | Drain rate | Notes | |
|---|---|---|---|---|---|
| Wrath | 89 | If this curse is active when you die, it deals damage of up to 250% of your max Prayer to all nearby enemies in a 5x5 radius. Note that this curse will not hurt other players outside of PvP areas, and it won't hit multiple targets in non-multicombat zones. | 1 point every 1.2 seconds | % | |
![]() | Corrupted Renewal | 90 |
Requires level 65 Dungeoneering and 107,000 tokens. This curse is also unlocked when the Scroll of renewal is obtained. | 1 point every 1 second | & |
| Soul Split | 92 | If this curse is active when you are fighting a player or monster, they will lose 1 Prayer point (and you will gain 10 life points) for every fifty points of damage you do to them. This curse drain effect isn't affected by your victim's protection prayers.Note: The healing effect of Blood Spells stacks with the effect of Soul Split. | 1 point every 0.2 seconds | % | |
| Turmoil | 95 | Increases your Attack and Defence by 15% (+15% of enemy's Attack/Defence), and Strength by 23% (+10% of enemy's Strength). | 1 point every 0.2 seconds (0.3 seconds with castle wars halo equipped) | + | |
![]() | Strife Rigour | 96 | Increases your Defence by 15% (+15% of enemy's Defence), and Ranged by 23% (+10% of enemy's Ranged). Requires level 74 dungeoneering and 140,000 tokens. This curse is also unlocked when the Scroll of rigour is obtained. | 1 point every 0.2 seconds | + |
![]() | War Augury | 97 | Increases your Defence by 15% (+15% of enemy's Defence), and Magic by 23% (+10% of enemy's Magic). Requires level 77 dungeoneering and 153,000 tokens. This curse is also unlocked when the Scroll of augury is obtained. | 1 point every 0.2 seconds | + |
Notes:
- + These curses can be used with the Deflect, Wrath, and Soul Split curses, and others of the same type (e.g. Sap Warrior and Sap Mage), but Sap and Leech curses cannot be used at the same time, Turmoil , Strife Rigour & War Augury follow the same rules except it cannot be used with Sap or Leech curses.
- % These curses cannot be used at the same time
- & These curses can be used with any others
NEW SUMMONING FAMILIARS
Combat Familiars
Gathering Familiars
| Name | | Charms | Tertiary component | Scroll name, cost & effect | Effects When Summoned |
|---|---|---|---|---|---|
| Flora Shaman | 102 | 3 |
|
| |
| Fauna Shaman | 106 | 3 |
|
| |
| Acque Shaman | 108 | 3 | |
|
|
| Legno Shaman | 110 | 3 | |
|
|
| Terra Shaman | 112 | 3 | |
|
|
Support Familiars
NEW WEAPONS
Crossbow
Notes:
Dragon Crossbow (actual jagex image)
An item that is/was planned to be released soon. The special attack uses 40% of the special attack bar and has the following effects:
- The max hit and accuracy is increased by 10%.
- If an enchanted bolt is used the chance of activating its effect is 80%.
NEW PRAYER BOOK
| Type Unknown edit Item | Mainhand Info | Offhand Info | Attributes | Critical bonuses | ||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Style | Dmg | Acc | Style | Dmg | Acc | |||||||||||||||
| Unholy book | +8 | +8 | +8 | +8 | +8 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | +5 | 0% | 0% | 0% | 0% | 0 | |
| Holy book | 0 | 0 | 0 | 0 | 0 | +8 | +8 | +8 | +8 | +8 | +8 | 0 | 0 | +5 | 0% | 0% | 0% | 0% | 0 | |
| Book of balance | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | 0 | 0 | +5 | 0% | 0% | 0% | 0% | 0 | |
| Book of law | +4 | +4 | +4 | 0 | +6 | +4 | +4 | +4 | 0 | +6 | +2 | 0 | 0 | +5 | 0% | 0% | 0% | 0% | 0 | |
| Book of war | +6 | +6 | +6 | 0 | 0 | +6 | +6 | +6 | 0 | 0 | +2 | 0 | 0 | +5 | 0% | 0% | 0% | 0% | 0 | |
| Ancient book | +4 | +4 | +4 | +6 | 0 | +4 | +4 | +4 | +6 | 0 | +2 | 0 | 0 | +5 | 0% | 0% | 0% | 0% | 0 | |
| Book of the gods | +7 | +7 | +7 | +7 | +7 | +7 | +7 | +7 | +7 | +7 | +7 | 0 | 0 | +10 | 0% | 0% | 0% | 0% | 0 |
Notes:
Book of the gods
This item can be obtained by talking to Jossik after completing the elite Fremennik Province Tasks and by having all other 6 books with you, all with 4 pages completed. Buying this book will cost 30k, if you lose it you can talk to Jossik to get it back for free. Other than the other 6 books this one does not need to be filled with pages to obtain its stats.
NEW TASKS
Daemonheim Tasks
Easy
Rewards
- Daemonheim necklace 1, which can hold 1 amulet/necklace (except Seeker's charm and Blood necklace)
- Ring of kinship class effect is increased by 10% inside daemonheim
- Gem bag now holds 150 cut & uncut gems, instead of 100 uncut
- The 3 prayer necklaces now restore 5% more prayer points
- Item costs in the dungeoneering shop have been reduced by 1% (excluding experience lamp)
- Dungeoneering item repair costs have been reduced by 2%
Medium
| Task | Required level |
|---|---|
| Open a 40+ gatherers door / room (will also unlock easy version) | a 40+ |
| Open a 40+ artisans door / room (will also unlock easy version) | a 40+ |
| Open a 40+ naturalist door / room (will also unlock easy version) | a 40+ |
| Open a 40+ survivalist door / room (will also unlock easy version) | a 40+ |
| Use a completely selfmade Rejuvenation potion to recover stats in Unholy cursebearer bossroom | 29 |
| Open a door with a Ramokee exile | a certain |
| Complete an Abandoned 2 floor | 59 |
| Open a sleeping guards room | 35 |
| Open a sliding statues room | none |
| Open a ghost room | combat levels |
| Make a Snipper & gissel potato and feed it to a teammate | 56 |
Rewards
- Daemonheim necklace 2, which can hold 2 amulets/necklaces (except Seeker's charm and Blood necklace)
- 10k dungeoneering tokens
- Ring of kinship class effect is increased by 15% inside Daemonheim
- Coal bags hold 40 ores instead of 27
- The 3 prayer neclaces now restore 10% more prayer points
- Item costs in the dungeoneering shop have been reduced by 3% (excluding experience lamp)
- Dungeoneering item repair costs have been reduced by 6%
Hard
Rewards
- Daemonheim necklace 3, which can hold 3 amulets/necklaces (except Blood necklace)
- 1 additional bind for ammo in daemonheim (100 pieces)
- 40k dungeoneering tokens
- Ring of kinship class effect is increased by 20% inside Daemonheim
- Can access a new resource dungeon, requires level 90 Dung ( 17000 exp when entering)
- Herbicide now yields 500% exp instead of 200%
- The 3 prayer neclaces now restore 15% more prayer points
- Item costs in the dungeoneering shop have been reduced by 6% (excluding experience lamp)
- Dungeoneering item repair costs have been reduced by 12%
Elite
| Task | Required level |
|---|---|
| Open a 90+ gatherers door / room (will also unlock hard, med & easy versions) | a 90+ |
| Open a 90+ artisans door / room (will also unlock hard, med & easy versions) | a 90+ |
| Open a 90+ naturalist door / room (will also unlock hard, med & easy versions) | a 90+ |
| Open a 90+ survivalist door / room (will also unlock hard, med & easy versions) | a 90+ |
| Make a Strong melee potion and use it while fighting Yk'Lagor the Thunderous with a selfmade Gorgonite battleaxe | |
| Help open a Ramokee room | combat levels |
| Complete a Warped floor | 95 |
| Open an emote room with 5 team members | none |
| Open a lever room with 5 team members | none |
| Open a magic construct room | a certain |
| Open a flower with roots room | a certain |
| Open a portal maze room with 5 team members | 95 |
Rewards
- Daemonheim necklace 4, which can hold 10 amulets/necklaces
- 1 additional (non-ammo) bind in daemonheim
- 100k dungeoneering tokens
- Ring of kinship class effect is increased by 25% inside Daemonheim
- The 3 prayer neclaces now restore 25% more prayer points
- Item costs in the dungeoneering shop have been reduced by 10% (excluding experience lamp)
- Dungeoneering item repair costs have been reduced by 20%
Daemonheim necklace
The reward for this task list is a necklace:
You can add other necklaces and/or amulets to this necklace to increase the stats, they however will need to have stats themselves (the only exceptions to this are Expensive spices and Phoenix necklace), and any neck-wear added to the necklace will lose its charges, for example Amulet of glory. The necklace will copy the highest stat among all added neck-wear. The amount of neck-wear that can be added depends on the necklace:
| Item | Number of neckwear that can be added | Add-able dung items | |
|---|---|---|---|
| Daemonheim neclace 1 | 1 | No | No |
| Daemonheim neclace 2 | 2 | No | No |
| Daemonheim neclace 3 | 3 | Yes | No |
| Daemonheim neclace 4 | 10 | Yes | Yes |
This necklace will be 1 of the 3 items that can be taken into Daemonheim. (The other 2 are Orb of oculus and Ring of kinship) When taken into Daemonheim the stats of the necklace will be adjusted according to the players dungeoneering level following the next formula: (Dungeoneering level - 20) in % but never lower than the necklace's original stats, numbers will be rounded down.
| formula | adjusted stats | |
|---|---|---|
| 20 | (20 - 20) | 0% |
| 70 | (70 - 20) | 50% |
| 100 | (100 - 20) | 80% |
| 120 | (120 - 20) | 100% |
Example for someone with 80
and who has Daemonheim necklace 3, and who added Salve amulet (e), Amulet of strength and Seeker's charm :
| Item | Attack bonuses | Defence bonuses | Other | Added effects | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| | +0 | +0 | +0 | +0 | +0 | +3 | +3 | +3 | +0 | +0 | +3 | +0 | +3 | +20% vs undead |
| | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +10 | +0 | None |
| -3 | -3 | -3 | +10 | +15 | +0 | +0 | +0 | +10 | +0 | +0 | -4 | +0 | None | |
| Daemonheim necklace 3 At least +3 in all | +3 | +3 | +3 | +3 | +3 | +3 | +3 | +3 | +3 | +3 | +3 | +3 | +3 | None |
| Openworld result | +3 | +3 | +3 | +10 | +15 | +3 | +3 | +3 | +10 | +3 | +3 | +10 | +3 | +20% vs undead |
| Inside daemonheim result (80 | +3 | +3 | +3 | 60% +6 | 60% +9 | +3 | +3 | +3 | 60% +6 | +3 | +3 | 60% +6 | +3 | +20% vs undead |
If a player dies with this item it will be automatically saved, unless when entering the wilderness, if you lose this item in the wilderness all neck-wear that was added to the necklace will be dropped on the floor and you will have to ask a taskmaster for a new Daemonheim necklace. The only exeption to this are the Blood necklace and Seeker's charm, they will not be removed from the necklace when it is lost upon death. When either Blood necklace or Seeker's charm are manually removed from the necklace they will dissapear.
Daemonheim necklace 4 at max power
To unlock the necklaces full potential following neck-wear can be added:
| Item | Attack bonuses | Defence bonuses | Other | Added effects | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| | +10 | +10 | +10 | +10 | +10 | +15 | +15 | +15 | +15 | +15 | +15 | +8 | +5 | +0 | None |
| | +0 | +0 | +0 | +14 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +15% | None |
| | +0 | +0 | +0 | +15 | +0 | +0 | +0 | +0 | +10 | +0 | +0 | +0 | +0 | +0 | None |
| | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +13 | +0 | Yes1 |
| | +2 | +2 | +2 | +2 | +2 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | -8 | +0 | Yes1 |
| | -10 | -10 | -10 | +0 | +0 | -20 | -20 | -20 | -20 | -20 | -20 | +7 | +3 | +0 | Yes1 |
| | +0 | +0 | +0 | +0 | +0 | +3 | +3 | +3 | +0 | +3 | +0 | +3 | +0 | +0 | Yes1 |
| -3 | -3 | -3 | +10 | +15 | +0 | +0 | +0 | +10 | +0 | +0 | -4 | +0 | +0 | None | |
| | +11 | +11 | +11 | +8 | +8 | +11 | +11 | +11 | +11 | +8 | +8 | +11 | +0 | +0 | Yes1 |
| Daemonheim necklace 4 At least +4 in all | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +0 | None |
| Openworld result | +11 | +11 | +11 | +15 | +15 | +15 | +15 | +15 | +15 | +15 | +15 | +11 | +13 | +15% | All 51 |
1All effects:
- Demon horn necklace: prayer restoration when burying bones
- Amulet of zealots: +5% to all prayers that effect 1 skill
- Berserker necklace: +20% damage when using an obsidian melee weapon
- Salve amulet (e): +20% attack and strength when fighting undead
- Blood necklace: Deal 40 damage to all adjacent enemies every 10 seconds and heal the same amount
The effects of Berserker necklace and Salve amulet (e) will stack if possible.
Other neckwear that can be added to add other effects:
- Arcane capacitor necklace: ability to cast normal spells in lunar spellbook
- (super) Dominion medallion: boosts stats inside dominion tower
- Expensive spices (necklace): food will heal more when eaten
- Phoenix necklace: heals 30% lp is drops below 20%, will dissapear once used
- Shark's tooth necklace: sharks will heal more when eaten
- Whichwood icon: ability to fight Cave horrors
Staff
Wizard mind bomb
Kiteshield



Dragon
Dragon
Magic