Niche Equipment: Part 3

Welcome to Part 3 of Niche Equipment. Throughout the next month, there will be a post every Wednesday, up to a total of four editions of Niche Equiment. So without further ado, here comes the list.

  • Bane ammunition

Specialized ammunition designed for four specific monsters, these give a 30% accuracy boost and a 40%/25% damage boost for autoattacks and abilities respectively. The mosters affected by bane are dragons, abyssal demons, basilisks, and wallasakis. The latter two die easily enough without bane ammunition, but dragonbane and abyssalbane are worth talking about. Dragonbane with royal/Ascension crossbows ensure a 100% hitchance on the Queen Black Dragon and celestial dragons, even on the former’s Melee/Ranged resistant change.

A side note: attaching an offhand thrown weapon above level 60 (blisterwood stakes or Death Lotus darts) boosts bane’s damage above level 90 weapon damage with much higher accuracy. Since it stacks with demon slayer armor assuming abyssalbane, Ranged becomes the best style to use against abyssal demons, while dragonbane remains the best choice for dragons with ungodly accuracy and damage. You trade in a bit of distance to take advantage of it, but it’s a drop in the bucket compared to what you gain.

  • Spirit shields

Level 75 shields of all styles that require 75 Prayer and completion of Summer’s End, these shields have the single best damage reduction effect in the entire game. Being shields, they already provide a 7.5% damage reduction bonus, but it gets even better: they have a passive effect of reducing a further 30% of incoming damage. Unfortunately, that comes at the cost of draining your Prayer points by 6% of the unsoaked damage. In short, it means that if you normally get hit by a 1,000, counting damage reduction from armor and Defence levels, your spirit shield will soak it to 700 damage and drain 42 Prayer points. It all adds up over time, and can cause you to get killed at inopportune times.

Though the level 90 shields from Barrows: Rise of the Six can compete with them just fine, spirit shields just trump them in terms of general use. However, you cannot use Provoke with them on Legacy, so it’s a choice between utility and general survival. Also, the increased damage reduction does not work without the sufficient Prayer points and it drains Prayer fast, so use with caution.

  • Onyx bolts (e)

The most expensive ammunition in the game sitting above 8,800 gp (!!!), these are level 80 bolts with a special passive effect of healing 20% of damage you do randomly. Chances of it increases if you do the Elite Seers’ Village tasks. Though the upfront costs is high, remember that abilities don’t use ammunition, and unlike other enchanted bolts these effects work on abilities. Just be careful in using these for obvious reasons.

  • Vulnerability

One of the single most useful utility-based moves in the game, this spell curses the enemy to take a flat 10% extra damage from every attack for the next minute. To put that in perspective, dual Virtus becomes seismics in damage and seismics become a theoretical level 100 weapon. The true beauty of this is that everyone in a boss fight benefits from this hex. For a few seconds of casting, it means heavily ramped up damage from all party members.

That concludes Part 3 of Niche Equipment. See you next Wednesday for the finale!

How Degrading Equipment Works

Once players start to level up to the higher level ranges of 70 to even up to 90, they will start to learn to take care of their equipment.

Why? Gear degrading.

Barring some exceptions, every piece of gear above level 70 will degrade from a full charge to 0%, unusable in combat. They all have different ways of degrading however, and this will list them all in one package.

  • Standard degrading

This section covers all of the equipment with the standard usage and degrading rules in the game. These include:

- Torva, Pernix, and Virtus armor
– Drygore weaponry*, Ascension crossbows, seismic wand and singularity, and Noxious weapons
– Virtus wand and book
– Malevolent, vengeful, and merciless kiteshields

The standard rules is that they all last for 10 hours and when fully degraded become unusable and must be repaired before it can be used again. The rest of this section’s description  is standard for all remaining items and groups below unless stated otherwise in their sections.

Degrading also happens on death. If you’re equipping any of these items while dying and you fail to protect it, that item automatically loses 20% charges. However, if it was in your inventory when you died, that item does not degrade. As such, be mindful of what you protect and what not to protect if equipping multiple degradable items.

Once you reach 0% charge, you have two options to repair your gear:

1) Bob in Lumbridge
2) Armor stand in player-owned house

The second option is always the cheaper way, but getting an armor stand requires 55 Construction and a workshop in your house. However, in exchange for that requirement, repairment costs are lowered depending on your Smithing level, which scales up by 0.5% per level. For example, if you have 90 Smithing, repair costs are lowered by 45% (90 * 0.5 = 45), 99 Smithing = 49.5%, and etc.

* Alternatively, chitin scraps bought from the Grand Exchange or using damaged chitin dropped from exiled kalphites on anvils can be used on drygores to repair them, costing 100 scraps per 1% for the mainhand and 50 scraps per 1% for offhand, totaling 15,000 scraps for a full recharge of both weapons combined. Though this method is still not as cheap as 99 Smithing armor stand repairment, it’s still cheaper than Bob’s prices, so therefore at current prices of 176 gp per chitin, it’s best to use them to repair drygores before 83 Smithing.

  • Polypore armor

Polypore armor is made up of fungal, grifolic, and ganodermic armor at level 30, 60, and 75 respectively, They all degrade after 10 hours worth of use like normal, but unlike every other item here on this list, polypore armor turns into a different item after degraded to 0% – mycelium web armor. With a high enough Crafting level that depends on the item itself, you can attach either fungal, grifolic, or ganodermic flakes on the mycelium pieces to turn them into your desired armor piece again. You can even repair partly degraded armor with a fraction of flakes needed to create one from scratch.

  • Dungeoneering rewards

These are made up of two groups: gravite and chaotic.

Gravite are a set of level 55 free-to-play weapons that lasts for 10 hours. Chaotics are members-only level 80 weapons and shields that also last the same amount of time. Nothing too fancy here.

Once degraded as per normal, however, you cannot use it on an armor stand to repair it. Instead, you can take your degraded weapons to the reward trader in Daemonheim. Each recharge from 0% to 100% costs for gravite a choice of either 1,000,000 gp paid or 100,000 gp and 6,500 Dungeoneering tokens, and for chaotics either 2,000,000 gp paid or 200,000 gp and 20,000 tokens.

  • Royal crossbow and Zaryte bow

The royal crossbow and Zaryte bow are level 80 two-handed weapons, which both last for 10 hours of use. However, their repairment and usage differs from the standard rules, which is why these two get their own section.

The royal crossbow, instead of taking it to Bob or an armor stand, must be repaired with royal pieces bought from the Grand Exchange or looted from the Queen Black Dragon. Each piece used recharges by 25% and the same piece may be used consecutively. Currently, the cheapest piece is the royal torsion spring, so buy that. In the grand scheme of things however, they’re all roughly the same price – only differing by an extra 10,000 gp here or there. However, if its degraded to 0%, you must use all four different pieces on them

The Zaryte bow is almost the same as chaotics, but with different degrading. It can fire a total of 60,000 autoattacks. Notice how it’s autoattacks and not abilities. This means that if you use abilities all the time with the bow, you can make it last much longer than the normal 10 hours – with consistent ability use, it can last much longer than even 50 hours worth of combat!

  • Player-owned ports equipment

Player-owned ports gear is the umbrella term for Tetsu, Death Lotus, sea singer’s armor, the Reefwalker’s cape, and the Leviathan ring. They come in two flavors: inferior (tradable and sellable/buyable) and superior (untradable, but higher stats).

Inferior is standard degrading, but instead of being able to be repaired, it degrades to dust, meaning you’ll need to buy another set once yours goes kaput.

Superior is just like chaotics/etc, but it lasts for 12 hours instead of the normal 10. Not much to say here.

  • Level 90 Power armor

These are composed of the malevolent, sirenic, and tectonic armor, along their gloves of razorback gauntlets, Ascension grips, and celestial handwraps. They all degrade to dust, but thankfully it’s not too bad.

Each of these lasts for 60,000 hits taken from beginning to end (yes, even blocks count towards this). This means that if you’re in a combat situation where you’re largely ignored like DPS’ing Vorago or Kalphite King (not as much at KK however because of minion spawns), these pieces of gear can potentially last for a lifetime, extending to the 20-30 hour range or even 50!

Degrade on death is also tweaked. Instead of losing 20%, you only lose 10% of charges. However, losing these charges is still very expensive compared to other degrade-on-death items, so be careful using multiple ones.

  • Barrows equipment

Level 70 weapons and armor from the Barrows minigame, this lasts for roughly 15 hours in combat, which is a higher duration compared to almost every other degrading item.

If you die and fail to protect any Barrows item (even if it was in your inventory!), it will automatically degrade to 0% charge, so be careful if using multiple Barrows sets at once if hybridding. Fairly straightforward otherwise.

  • Ancient Warrior’s Equipment

Like ports gear, there are two versions, if named differently: corrupt and regular.

Corrupt equipment lasts a grand total of 15 minutes before degrading to dust. They do have fairly high levels, as they’re level 65 stats, but they’re completely worthless because of their short warranty.

Normal isn’t that much better. Lasting only an hour before disintegrating, they’re level 78 gear that has Strength bonuses, but they’re outclassed by inferior ports armor simply by virtue of usage.

If you die with these, they don’t degrade on death. However, in a dangerous PvP-situation, they turn into money, which varies depending on the piece dropped. That small benefit does not help their case, however. Avoid using this gear like the plague.

  • Crystal equipment

By equipment, I only mean the bow and shield for now. When attuned crystal weapons come out in Batch 2 of Prifddinas in November, this post will be updated to include them.

Anyway, the crystal bow is a level 70 shortbow that fires self-made arrows, up to a max of 2500 autoattacks before degrading to a tradable crystal seed. Because it only degrades on autoattacks and not abilities, just like the Zaryte bow, the crystal bow can last much longer than 10 hours or so, though not as much as the Zaryte.

The crystal shield is a level 70 Magic shield that, similar to the crystal bow, can take a maximum of 2500 hits before reverting to a crystal seed of its own. However, they don’t degrade on death, so they last a bit longer as a result.

These equipment are very limited, especially the shield, which is already outclassed by the much cheaper at 34k ward of subjugation. They’re a complete skip like Ancient Warrior’s Equipment until attuned crystal weaponry coming in November.

  • Scrimshaws and insignias

Combat pocket items that gives substantial boosts, scrimshaws come from ports and insignias Barbarian Assault with maxed out role of your choice.

Scrimshaws don’t degrade when attacking or getting hit; rather, they run on a timer that goes at the whim of a right-click in the worn equipment screen. You can turn scrimshaws off after at least 10 seconds of initially activating it.

Like the other ports items, there is an inferior and superior version. The inferior version’s timer lasts for 3 hours and superior, in conjunction with a better boost by approximately 30%, lasts 4 hours.

Degrading on death is much, much more penalizing than most other items, however. For both versions, they lose 1 hours of usage per death. In conjunction with both degrading to dust, this could put a major drain on your supplies if you forget too much.

Insignias don’t suffer any degrading on death penalties even when charged, however. Die with them equipped and they don’t suffer any repercussions at all.

 

That covers the topic of degrading. One final thing to note, however: if you’re fighting the Corporeal Beast, nothing about the degrade-on-death mechanics come to play for some strange reason. This means when fighting the Beast, your charges only go down within combat, so don’t worry about protecting the wrong item there.

Regardless, I hope this post taught you the mechanics of degrading armor and how they work. Be careful at combat and good luck!

Niche Equipment: Part 2

Welcome to Part 2 of Niche Equipment. Throughout the next month, there will be a post every Wednesday, up to a total of four editions of Niche Equiment. So without further ado, here comes the list.

  • Twisted bird/split dragontooth/demon horn necklaces

These Dungeoneering Prayer necklaces restore Prayer points for bones buried, with better bones unlocked through better necklaces and restoring more Prayer as a result. Twisted bird requires 30 Dungeoneering/Prayer and 8,500 tokens and can only bury normal bones and restore 50 Prayer points. Split dragontooth (60 Dungeoneering/Prayer and 17k tokens) moves up to include big bones and restore 100 points. Demon horn (90 Dungeoneering/Prayer and 35k tokens) caps off with adding dragon, ourg, and frost dragon bones and restore 150 points. This is very helpful for Slayer and almost all God Wars Dungeon to keep up a continuous supply of Prayer without taking a single sip of Prayer restore, if at all.

  • Ring of vigour

This ring, which requires 62 Dungeoneering/Attack and 50k tokens reduces all special attack costs by 10% and also allows 10% extra adrenaline to remain after using an ultimate. That extra adrenaline saved per second and minute means you can get more out of your adrenaline per boss fight. Not much to say here, fairly self-explanatory.

  • Amulet of zealots

A Dungeoneering reward that requires 48 Dungeoneering, Prayer, and 48k tokens, this boosts normal Prayers’ potency. With it equipped, Steel Skin, Ultimate Strength, Ultimate Reflexes, and its equivalents in Ranged and Magic go from a 6% boost to a whopping 16% boost. To compare, Turmoil and its equivalents only boost 10%. However, in doing this, you lose the benefits of Strength bonus on a different amulet and gain a pretty hefty negative Prayer bonus, which can drain at supplies more. Turmoil also carries the benefit of draining the opponent’s stat rating to further close the gap between zealots and Turmoil. Despite those negatives however, using a zealots for combat is still a very good choice for those without 95 Prayer, and can even slightly edge over Turmoil if Soul Split is not viable to use and/or the target is immune to Turmoil drains due to higher accuracy from the better Prayer boosts.

That concludes this week’s Niche Equipment. Come back next Wednesday for more!

~Evil Lucario

Niche Equipment: Part 1

This is a part of a new series of successive posts that pertain to specific niche equipment that can prove to be very useful to those willing to go through the mettle of combat. Sit back and enjoy.

Welcome to Part 1 of Niche Equipment. Throughout the next month, there will be a post every Monday, up to a total of four editions of Niche Equiment. So without further ado, here comes the list.

  • Godswords (GS)

They’re a top choice for people needing level 75 weapons, but even maxed players like me can find uses for them and they lie in how well their special attacks influence combat. These come in four different flavors: Zamorak, Bandos, Armadyl, and Saradomin.

The first to mention is probably the most situational one: the Zamorak godsword (ZGS). While this does decent damage, the freeze only matters much for PvP when you need to stop someone in their tracks. Not bad, but its left behind in a PvM-dominated RuneScape and Ice Barrage outclasses it in almost every way, except this special attack is Melee-based.

The other three are extremely good, however – at least for PvM.

The Bandos godsword (BGS) special attack is a heavy cost in terms of adrenaline (100%, same as an ultimate), but it’s very useful for PvM, as it drains armor rating of the target, making it extremely desirable for high-leveled bossing with one main target. The Defence drains are noticable, and you’ll find that it’s a handy tool that can really make a difference for bossing.

The Armadyl godsword’s (AGS), though more PvP-based for landing a big hit to knock-out your opponent, has its merits for PvM too with a skillful ability rotation. You can use Berserk and build up to Assault to use that. When you hit 50% adrenaline, you can finish Assault then right after use the special attack. You’ll do more than what you can normally accomplish with just Berserk, Assault, and one hit of Destroy. It’s useless with adrenaline potions however, considering Berserk with Assault and Destroy does more than suggested.

Finally, there’s the Saradomin godsword (SGS). Since its return as a special weapon, it is possible to stack the special attack with Berserk, easily hitting above 8k and healing for 4k LP. Though this is risky and not worth doing for bosses, this is amazing to use for Slayer and eliminates the need for Soul Split and food for all levels.

  • Demon slayer equipment

This is classified as two groups: Darklight and demon slayer armor.

Darklight is a reward from the quest Shadow of the Storm and is probably the best weapon against demons. When equipped, damage and accuracy is doubled. Too bad Darklight has pitiful stats, meaning that bonus is useless… right?

Wrong. Because damage and accuracy works off of your raw stats, weapon, and offhand weapon, you can attach your best offhand weapon and watch as you out-damage everything against demons.

Demon slayer armor is also extremely powerful as well. If on a Slayer task with a Slayer helmet with all other four pieces of armor, you’ve got a damage boost of over 30%. Even without a Slayer task, wearing the set gives you a reasonable damage boost over 15%. That’s not even accounting that this piece of armor is a very cheap, effective level 60 Power armor for Ranged, easily substituting Armadyl armor from God Wars Dungeon. Plus, it looks awesome.

  • Enhanced Excalibur (EE)

An offhand weapon with level 72 weapon damage and level 70 accuracy, this is the reward from doing the Hard Seers’ Village Tasks. When equipped, you can go into your equipment screen and do a right-click activate function to heal 2,000 LP over 20 seconds. Completing the Elite Tasks of the same area doubles the effect, healing 4,000 LP over 40 seconds. To compare, it heals roughly the same (a bit higher even!) as Guthix’s Blessing, Rejuvenate, and Ice Asylum. EE’s special can also be used without using up any adrenaline or special attack energy, meaning you can use it every five minutes for a free 4,000 LP. The timer even resets every time you log out to the lobby or out of the game, meaning you can abuse the free healing as much as you want.

It’s also worth mentioning that you can even unequip EE after the special is activated and it will still heal you, allowing a quick switch and activate then going back to your main offhand weapon. Overall, this is a fantastic Task reward, probably the single best one in the entire game. Maybe Prifddinas’s release of a new weapon as a task could be even better? For now however, this is by far the best Task reward in my opinion.

That concludes this week’s Niche Equipment. Come back next Wednesday for more!

~Evil Lucario

New Name!

kitnamedit

 

Well I finally changed my name. With the latest name release (I-M) I figured I’d give it a shot and see if I could grab anything that I wanted. So I showed up on Wednesday mid morning with my list of 10 names I was going to attempt for, however, per usual the whole system locked up about 5 minutes before the release. The ingame name change button wasn’t opening and the website name change feature was always crashing. Ten minutes in all the names I wanted were gone except one and surprisingly it seemed as the name went unnoticed. So for 45 minutes I hit refresh repeatedly trying to get my name through the website, but it never worked and nearly an hour later my last name on my list was taken. Disappointed that even after 45 minutes I couldn’t get the name I gave up and logged off.

But curiosity got the best of me and about 30 minutes later I came back and decided to try and find another name I wanted. So I was going through three letter words to see if any were open and stumbled upon ‘Kit’. At the same time I saw on the forums that people were having trouble with Chrome and suggested using a different browser. So I changed browsers and after the third attempt I landed the name.

In the end I’m happy with the new name. Its simplistic, has meaning, and is something new.

It’s coming!

In under a month the gates leading to the Elf City will finally be opened and over a stretch of 2 updates the city will be fully released. Granted, its a massive 2 updates. With so many things to do, train, and explore it’s going to be overwhelming. But don’t worry! We’ll be here to shed some light on the update.

We’ll be writing up a massive guide to the city, best places to skill, cool locations to check out, and all the other little things you might overlook. So if you’re ever lost you know where to look!