Category Archives: Guides

Combination Potions Review

What are combination potions? Like the name implies, they combine the effects of certain potions into one dose. Some are useless, but most others have extremely useful effects and can be much, much better than conventional potions.

There are 22 combination potions in total, but before you can make a potion, you must buy the recipe from the Meilyr clan, either from the workers or Lady Meilyr herself. Prices range from 100k to 1000k. 9 of those recipes, however, are lost; to unlock them, you need to go Dungeoneering after talking to Lady Meilyr about the missing recipes to randomly receive a recipe as an item on the floor, much like Dungeoneering keys. A recipe has a chance to spawn every time you open a door, and the chances of it appearing increase by 10% per level, bringing it to 1/320 at 120 Dungeoneering. Hard Mode floors triple the drop rate, so it increases up to 1/107 at 120. Only one recipe can spawn per floor.

Recipes are also available from consistent yak cards randomly received from the Gorajo hoardstalker in the 95 Dungeoneering resource dungeon in the Meilyr clan (guarantees one recipe per dungeon) and the motherload maw from the 115 Dungeoneering resource dungeon (randomly gives items to help with normal/trimmed completionist capes once per day). Finally, recipes can be simply bought from the reward trader for 500k tokens.

Creating combination potions requires a crystal flask (can be created from the Ithell clan) and 4-dose potions. The end result is a 6-dose potion. This raises up an interesting observation: you basically convert 4-dose potions to 6-dose flasks, which means you gain doses, saving money overall! As a result, almost all of these combination potions are more cost-effective than the conventional potions, barring a few exceptions.

As for the potions themselves, let’s take a closer look.

  • Grand potions

Ingredients: Super attack/strength/ranging/magic/defence + attack/strength/ranging/magic/defence
Prices: 100k

These come in grand attack, strength, defence, ranging, and magic ptions, and serve as the mid-point between super and extreme potions. For comparison, at a 99 stat, supers boost up to 112 and extremes boost to 116. Grand potions are right in-between at 114. The main selling point, however, is that they’re tradable, so they’re automatically a better choice over supers, provided the player in mind has a lower Herblore level. Overall, they’re just like any other single-stat potions we’re all familiar with, just the next best tradable option now.

  • Super Melee (requires Dungeoneering)

Ingredients: Super defence + attack + strength
Price: 150k

This potion is a super attack, strength, and defence in one. Though it’s tradable, it’s ultimately pointless because grand potions exist. Avoid using this and just cough up more money for grand potions.


  • Super warmaster’s potion

Ingredients: Super attack + strength + ranging + magic + defence
Price: 200k

Think the super Melee potion, but for all styles and not just Melee. It’s still not worth using over grand potions, so again skip these. However, they do have a tiny niche for Dagannoth Kings for those who don’t have overloads, so if you want to do Dagannoth Kings but lack the Herblore level for overloads, this is a decent choice.

  • Replenishment potion

Ingredients: Adrenaline potion + Super restore
Price: 200k

A combination of an adrenaline potion and super restore, these are extremely useful. In addition to acting as an adrenaline potion, it restores Prayer points and drained stats alongside, and who can say no to free Prayer alongside using an adrenaline potion? I know I can’t.

  • Wyrmfire potion

Ingredients: Super antifire + antifire
Price: 200k

A super antifire that protects against skeletal wyverns’s ice breath as well. I personally say “meh”, but if you kill lots of skeletal wyverns, it may be helpful. Even then, however, if you use Magic and stand far away enough, they won’t use their ice breath, so even with that perk, it’s limited. Avoid this potion.


  • Extreme brawler’s, sharpshooter’s, battlemage’s, and warmaster’s potion (requires Dungeoneering)

Ingredients: Extreme attack + strength + defence / Extreme ranging + defence / Extreme magic + defence / Extreme attack + strength + ranging + magic + defence
Prices: 300k (brawler’s, sharpshooter’s, battlemage’s)/400k (warmaster’s)

Think the above super melee and warmaster’s potions, except for extremes. The names correspond to the style they reference, and the warmaster’s variant is a melting pot of them all – basically, an overload that doesn’t refresh boosts. Not too useful as they’re just trailing behind overloads in level requirements.

  • Supreme potions

Ingredients: Extreme attack/strength/ranging/magic/defence + super attack/strength/ranging/magic/defence
Prices: 500k

But hold on! In addition to the above, we’re pushing the level limits with the next level of potions beyond extremes. These are the single-stat potions we know, and with a 99 stat, they boost up to 118. Not a bad jump at all, even though it’s only 2 levels. Despite that, though, these single-stat boosting potions aren’t worth making. Why? Well, read on.

  • Brightfire potion

Ingredients: Prayer renewal + Super antifire
Price: 600k

A cross between a Prayer renewal and super antifire, this is exactly what it says on the tin. This is useful at QBD, but not for much else. If you make these, keep at a low supply.


  • Super Prayer renewal potion

Ingredients: Prayer renewal + Prayer potion
Price: 750k

This is probably my second favorite combination potion, as this is a cross between a Prayer renewal and potion. You can probably guess why I love it from that description alone; this means an insane amount of Prayer restore per dose – the initial Prayer restore and the even better renewal effect. That’s simply amazing, but the thing that seals the deal is that it’s cheaper than normal Prayer renewals and tradable. If you’re still using normal renewals, stop now and switch! You won’t regret it at all.

  • Holy overload

Ingredients: Overload + Prayer renewal
Price: 700k

A mesh between a Prayer renewal and overload. It’s a great potion for places you’re planning to camp for a long, long time to conserve inventory space like Dagannoth Kings and GWD bosses. Slayer is also a great place to use them, since it’s at such a cheap price. Not much else to say.

  • Searing overload

Ingredients: Overload + Super antifire
Price: 700k

Combination of super antifire and overloads. Again, like brightfire potions, they’re good for QBD, but I also find good use for them with dragon tasks when doing Slayer, as I normally use the demon horn necklace + bonecrusher combination for unlimited Prayer.

  • Overload salve (requires Dungeoneering)

Ingredients: Overload + Super antifire + Antifire + Prayer renewal + Prayer potion + Super antipoison
Price: 800k

This is quite the interesting combination. With this salve, it’s a combination of a wyrmfire, super antipoison, super Prayer renewal, and overload potion, all in one. That’s quite the protection against a variety of sources, even though the only place that would be nice to have them all is KBD (poison and dragonfire). It’s just there for convenience against dragons or Araxxor (poison), but it’s still hilariously impractical to use. Stick to other combinations.

  • Supreme overload

Ingredients: Overload + super attack + strength + ranging + magic + defence
Price: 900k

Behold: my favorite combination potion out of the bunch! Basically, it’s an overload with the boost of a supreme potion. Obviously as the next level up for combat boosts, these are extremely useful for top-end PvM, and the super Prayer renewal and supreme overload combination may even be better than holy overloads in inventory management! Though it would also be expensive in price…

  • Supreme overload salve (requires Dungeoneering)

Ingredients: Supreme overload + Super antifire + Antifire + Prayer renewal + Prayer potion + Super antipoison
Price: 1000k

Basically an overload salve, but has the boost of a supreme overload instead of a normal overload. That’s it. However, this is better off over normal overload salves as it’s basically the only way to get the super Prayer renewal effect with the supreme overload like holy overloads. It also comes with extra benefits like antipoison and antifire as normal, so overall it’s the “best” potion in the game, but impractical in majority of instances.

  • Perfect plus (requires Dungeoneering)

Ingredients: Overload + harmony moss + crystal tree blossom
Price: 1000k

Unlike every other potion on the list, this is not a combat potion. Rather, this is a skilling potion with some benefits at Prifddinas. You get 3% bonus XP under the Voice of Seren, and gain the effects of all of the perfect juju potions, which are as follows:

– Perfect Woodcutting: 5% chance of double logs/chops from trees/ivy
– Perfect Farming: 25% chance of double harmony moss when fully harvesting from a harmony pillar, 5% chance of getting moss from checking a fully grown patch
– Perfect Mining: 10% chance of summoning a stone spirit to auto-smelting and banking of ores when mining and 10% bonus XP obtaining ores for the next few minutes
– Perfect Smithing: 10% chance of corrupted ore when smithing bars
– Perfect Agility: Guaranteed chance of one of two shortcuts to appear on Hefin Agility Course
– Perfect Prayer: 5% more XP from gilded altars and cleansing Seren stones
– Perfect Herblore: 10% additional chance to getting a Dungeoneering recipe when Dungeoneering (boosts to 1/291 chance at 120 Dungeoneering and 1/97 at Hard Mode), 5% more XP from making combination potions
– Perfect Dungeoneering: 5% bonus damage within Dungeoneering, and all skill doors within require two levels lower

Each dose lasts for 4 hours straight. Go nuts.

That covers all combination potions. I hope you learned a thing or two regarding these new additions to Herblore. Have fun and make sure you put some of these to use!

~ Evil Lucario

Auras – What to Prioritize

Auras are special equipment from the Loyalty Shop, only bought with Loyalty Points. These Points can only be accumulated through continuous membership, which increase the longer you remain as a member at a time. Some certain auras can also be upgraded to be even more potent, but require even more Loyalty Points in themselves. The problem is for most: which auras should be bought first, given the limited nature of Loyalty Points? Well, this post is just for you to decide what to get.

What do auras do? Well, they’re little benefits that can be equipped and activated as a passive buff to either combat or skilling, depending on the aura itself. They last a certain amount of time, ranging from less than 20 minutes to over 3 hours, again depending on the aura. After the buff wears out, they deactivate and require waiting a few hours until it can be used again. Some auras can also be upgraded to carry even more potent effects with the appropriate Loyalty Points required, as stated before.

Because there’s a wide variety of auras available to all, people may favor different auras over others. As such, this post will be divided in two sections: combat and skilling.

Before I go on, however, I will introduce the aura that should be obtained first before any other, no matter who you are: Jack of Trades (JoT). This aura is basically a Distraction and Diversion (D&D), where once you turn it on, you have 3 hours to gain XP in a certain number of skills, depending on its level. Once you’ve done that, you earn an XP book from Xuan in Varrock Square/Burthorpe or Dilwyn in Prfiddinas. The XP varies depending on the level of your JoT, and at the best JoT aura at the level 80+, you can easily earn around 18k XP for relatively no effort. It may not seem much, but for only a few minutes worth of time, it adds up every day, and that 99 in that skill you hate would be more and more within reach.

If this still doesn’t tickle your fancy and you want to look at the other auras, read on to decide what to truly get.


There are many great auras for combat, but as a general starting rule, your first picks should be Penance and Vampyrism. Penance restores Prayer for 5% of damage you take. For example, if you get hit by a 1000, 50 Prayer points would be restored. It’s a very potent aura in itself and it can save you multiple doses of Prayer restores. Vampyrism, on the other hand, heals you for 5% of damage you do, up to a cap of 50 LP healed. True, it’s not that great, but combined with Soul Split and other forms of heal-on-hit, it all adds up, and it leads to more health restored over a long period of time. Between those two, Vampyrism should be obtained first because it can help you survive against bosses you normally could not, but Penance is also amazing if you can still manage to evade death at bosses anyway.

Once you’ve got those two auras, pick and choose what you want from here. The list of what I whole-heartedly recommend is Sharpshooter, Runic Accuracy, Invigorate, Inspiration, and Reverence.

Sharpshooter and Runic Accuracy (my personal favorite auras in the game!) are both accuracy-boosting auras for Ranged and Magic respectively. Naturally, if you don’t need extra healing or Prayer from Vampyrism or Penance, these are very good choices to use – unless you have 100% accuracy, of course. They come in four levels, each subsequent level needing more and more Loyalty Points – their boosts are, from worst to best: 3%, 5%, 7%, and 10%. These are best used on bosses where you don’t have much accuracy and use only Ranged or Magic like Vorago, Rise of the Six, and Araxxor. If you’re not an avid bosser that regularly hunts those bosses, you can completely skip out on these auras and not worry at all. Otherwise, these auras will help your combat performance so much more than most other auras.

Invigorate is also another amazing tool for bossing, but for different reasons. After using an Ultimate ability, you save some adrenaline from using it, again varying from what level your Invigorate aura is (ranges from 2.5%, 5%, 7.5%, and 10% adrenaline saved). This also stacks with the ring of vigour, so you can potentially save 20% adrenaline from using an Ultimate ability. Naturally, there are a lot of possibilities to utilize this extra adrenaline. For Slayer and bossing, you can do a ring of vigour switch to Berserk/Death’s Swiftness/Metamorphosis/Sunshine to instantly get 20% adrenaline, so you can reach your Threshold abilities quicker to unleash more hurt on your opponent. As a side note, Pulverize is a Strength ability that normally reduces damage the opponent does by 25% for 30 seconds. However, if you KO something with it, you are instantly refunded 50% adrenaline. With both a ring of vigour and Invigorate, you can instantly get back up to 70% adrenaline KOing something, meaning it’s an extremely powerful ability for only 30% adrenaline. Use this for Slayer with the above Pulverize suggestion and every boss where you utilize damage-boosting Ultimates, which includes all bosses above God Wars Dungeon in difficulty.

Inspiration is a neat little aura that gives you 0.5% adrenaline per attack. That doesn’t seem like much, but think again: that effect counts for multi-hit abilities like Concentrated Blast, Fury, and Fragmentation Shot. This means with the right abilities used, you can refund yourself some free adrenaline for using specific abilities to maximize adrenaline gain. They all add up, and it’s a good alternative to Invigorate. Not to mention, Inspiration doesn’t require any upgrading – it’s stuck at one level, so you don’t need to feed it more Loyalty Points to make it do anything more. Pretty good, but outclassed. Get everything else first.

Reverence slows down Prayer drain and increases the amount of Prayer restored from Prayer restores (Prayer potions and super restores, among more) by 3%, 5%, 7%, or 10%, again depending on the level it’s at. It’s not a bad aura, but it’s just outclassed by Penance. I recommend holding off on buying this until you’ve got everything else you want, as Penance just does a better job at Prayer management. It’s not a bad option when Penance is not available, however.

So in auras from first priority to last in my opinion: Vampyrism > Penance > Supreme Invigorate > Supreme Sharpshooter/Runic Accuracy > Inspiration > Supreme Reverence


Now this is where it gets tricky. All of these auras available basically come down to asking you: what skill do you enjoy the most? The list of skills these skilling auras cover is Fishing (Call of the Sea), Hunter (Tracker), Woodcutting (Lumberjack), Mining (Quarrymaster, the one pictured to the left), Farming (Greenfingers), Thieving (Five-finger discount), and Divination (Enrichment). Unlike Sharpshooter and Runic Accuracy and the like which came in four levels, these skilling auras come in five levels, with boosts of 3%, 5%, 7%, 10%, or 15%.

Personally, if I had to get skilling auras, I would get Greenfingers and upgrade  to the highest level. Greenfingers are extremely helpful for herb runs, and allows me to make even more cash from just simple Farming per hour or day. Every little boost helps, especially if its for free. Other skilling auras I would think is good is Call of the Sea for easier rocktail catching for easy money and Five-finger discount for easier Thieving at Prifddinas elves and dwarf traders, again for easy money.

What if you don’t care for those auras, though? Turn no further to Jack of Trades and Wisdom. I already mentioned Jack of Trades as an aura everyone should have, but Wisdom is also a pretty nice aura. It gives 2.5% more XP in all XP-giving activities for 30 minutes. It’s great for squeezing out as much XP as you can, so don’t miss out if you want all the XP you can get.

With all this in mind, I hope you decided which auras to buy and prioritize. Let us know what were your choices as best auras to buy in the comments below! Regardless, happy shopping and killing/skilling!

~ Evil Lucario

Smart Scaping: Crwys (Farming & Woodcutting)


Players can find the Crwys clan just east of the Tower of Voices.



One: Four Magic trees.

Two: Choking Ivy and farming shop.

Three: Bush and herb patch.

Four: Two Yew trees and a bank as well as Memoriam Crystal 08.

Five: Elder tree patch.

Six: A Spirit tree.

Seven: Crate containing Memoriam Crystal 02.

Voice of Seren

When the Voice of Seren is active in the Crwy clan players will receive the following buffs, as well as the city wide buffs.

  • Replaces all Bird’s Nest drops with Crystal Geodes (affected by Tree-Shaking Scrimshaw and Strung Rabbit’s Foot, does NOT require 94 Woodcutting).
  • Chance of attracting a Guthixian Butterfly while checking health of crops.
  • Chance of crops skipping growth stages.


Adding Elf City to your daily farm runs is highly profitable, as your crops have the chance of skipping growth stages. Players also have access to another Elder tree farming patch and a regular tree patch in the Trahaearn clan. To receive the of the Crwys title players are required to grow an Elder tree and successfully check its health.


In terms of Woodcutting, some of the best in the game can be found all within Elf City. Only a few clicks away players can find an almost never ending supply of Yew, Ivy, and Magic trees to chop. However, what really makes the deal is the bank chest right next to the woodcutting resources.


In addition to Woodcutting and Farming, players can unlock another Spirit Tree by talking to Glouron with 89 Farming (not boostable). Also Crwys contains 2 Memoriam Crystsals. Finally with 97 Thieving, players can pickpocket Crwys workers for seeds, Supercompost, Brawling Gloves (Firemaking/Woodcutting), as well as other universal loot from Elf workers.


See other Elf City Clan guides here.



Smart Scaping: Trahaearn (Mining & Smithing)


The Trahaearn clan in Elf City can be found immediately to the east upon entering the gates of the city.


One: Five Seren Stone deposits

Two: Eight Gem Rock deposits

Three: Eight Coal deposits, six Mithril deposits, two Runite deposits

Four: Eight Adamantite deposits

Five: Four anvils and one forge

Six: Crate containing Memoriam Crystal 07

Seven: One Tree patch

Low Level Mining

While the focus of Trahaearn is on high level mining, a few options exist for those in the lower levels. Coal mining is very efficient as the bank is closer than the deposit box at Living Rock Caverns and there are enough coal deposits to keep you constantly mining. Even if the player cannot access the Seren Stones they still have a chance of receiving Corrupt Ore while mining the other ores in the clan but only while the Voice of Seren is active. Another great mining option are the gem rocks. Anyone who has access to the city will have the ability to mine the gem rocks. Gem rocks can be very rewarding in more than just one way. Firstly, they provide an easy money source as players have the rare chance of mining an uncut Onyx. In addition, the rocks provide many Spirit Gems which are equipped in the pocket slot to save charms during Summoning training.

At exactly an hour of mining (with no Voice of Seren) this was my gatherings, note that my profit would have been tripled if I had received an Onyx.


In addition I received: 6 Spirit Emeralds, 14 Spirit Rubies, 17 Spirit Sapphires, 5 Spirit Diamonds, and 8 Spirit Dragonstones. I was filling my inventory around every 7 and a half minutes.

All in all, gem rocks aren’t very profitable if you don’t get lucky with an Onyx. However, they have the ability to save you countless charms while summoning.

High Level Mining

By far the biggest draw to the Trahaearn clan is the Seren Stones. Comparable to ivy for miners or Living Rock Caverns, these rocks offer effortless mining and are currently the best in the game for exp rates. While mining Seren Stones, players will receive Corrupt Ore, a stackable resource which can be ‘destroyed’ at a forge for smithing exp. Constantly receiving Corrupt Ore is not a guarantee, instead players will receive it around every two or three successful mines.

Upon mining 100 Corrupt Ore players will receive ‘of the Trahaearn’ tite.

At 99 Mining with a Dragon Pickax I’ve been getting almost exactly 200 Corrupt Ore per hour, regardless of the Voice of Seren. With the Voice of Seren active I received exactly 185k Mining exp, without the Voice of Seren players can expect to average between 100k-120k Mining exp an hour dependent on levels.

With full boost and double exp players can reach upwards of 400k Mining exp an hour! Making it by far the fastest method of training in the game.


Exactly 1,500 Corrupt Ore can be smithed per hour, granting a player 225k Smithing exp an hour or 270k Smithing exp if the Voice of Seren is active. This is a great option for Smithing if a player cannot afford other methods, however gathering the ore is slow but provides quality Smithing rates per hour.

After a player has destroyed 100 Corrupt Ore they can speak to Lady Trahaearn located at the Seren Stones to receive a Smithing lamp worth 50k exp.


Pick-pocketing from Trahaearn workers can grant players ores, smelted bars, Dwarven Stout, and Brawling Gloves (Smithing & Mining). These rewards are unique to the Trahaearn workers only.

See other Elf City Clan guides here.

Elf City Guides Database

We’ve put together a detailed guides to the city to show you the best skilling spots, hidden content, as well efficiency training. Since this is a massive city its naturally a huge guide which covers everything you need to know, thus its been split into the different clans of the city. Below you’ll find links to each clan held in the city for further detail about them.

Still trying to get into the city? We got a guide for that too.


Miscellaneous Content & City Overview

Iorwerth (Melee & Slayer)

Cadarn (Ranged & Magic)

Trahaearn (Mining & Smithing)

Crwys (Farming & Woodcutting)


Coming November:

Ithell (Construction & Crafting)

Amlodd (Divination & Summoning)

Hefin (Agility & Prayer)

Meilyer (Dungeoneering & Herblore)

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!

RuneScape Guides: Dagannoth Kings

The Dagannoth Kings (DKS for short) are a trio of mid-level bosses that resides deep within the Waterbirth Dungeon, consisting of Dagannoth Prime, which uses Magic, Dagannoth Supreme, with Ranged, and Dagannoth Rex, with Melee. They are known for being extremely profitable among high-leveled players, as well as being moderately good money for a duo of mid-leveled players. With a high risk, high reward situation, Dagannoth Kings remain as one of the best ways to make money in regards with bossing.


The only requirements needed to access Dagannoth Kings is for you to start the quest The Fremennik Trials. If you didn’t finish the quest, you need to pay a 1,000 gp fee to access Waterbirth Island each time. However, if you did the quest, you can access the island without the fee attachment.

Recommended stats are divided into two groups: those who solo and those who go in a duo. These are the stats I recommend for groups:

~ 80 Attack
~ 80 Strength
~ 80 Ranged
~ 80 Magic
~ 70 Constitution
~70 Defence
~ 70 Prayer
~ 67 Summoning

Dagannoth Kings are special in that each individual king can only be damaged by the style its weak against. For example, because Dagannoth Supreme uses Ranged, it cannot be damaged with anything except melee attacks, which is strong against Ranged. That said, 80+ in all combat styles is highly recommended to dish out enough damage against the Kings. 70 Prayer unlocks the Knights Prayers (Piety, Rigour, Augury), which helps boost damage and accuracy. 67 Summoning unlocks the war tortoise, which is a Summoning familiar that can hold 18 extra items.

When soloing, the recommendations skyrocket:

~ 90 Combat skills
~ 95 Prayer
~ 96 Summoning
~ 96 Herblore

95 Prayer can unlock both Soul Split and Turmoil, Anguish, and Torment after completetion of the Temple at Senntisten. Soul Split can heal you for 5% of damage you deal, and the other three boosts your stats higher than the Knights Prayers. 96 Summoning unlocks the pack yak, another Summoning familiar. It’s multipurpose: not only can it hold 30 items for you, it can also instantly bank one item in your inventory, allowing you to pick up more drops from the Kings. 96 Herblore unlocks overloads, which are very potent stat boosting potions that can boost your combat levels to a maximum of 115 in your combat stats.

Equipment is fairly basic. All you really need is either Barrows armor or God Wars Dungeon armor. Anything above is nice to use, but also fairly risky to take, as DKS takes quite a bit of time to get to. Therefore, I don’t recommend taking anything higher than those two armor sets.

On weapons, just bring in level 80+ weapons. On melee, your only choices are chaotic or drygore weapons. As Supreme is weak to stab, rapiers are one of the best melee weapons to take. However, when using drygores, maces can be used over rapiers for the extra +9 prayer bonus, as with extremely high-leveled weapons, weapon type doesn’t matter much. For Ranged, I highly recommend bringing a royal crossbow or better. Dual chaotic crossbows aren’t recommended, as it takes up an additional inventory slot that could be filled by another piece of supplies. Other options for Ranged exists, with the zaryte bow. Prime is weak to bows, but only bring a zaryte bow if you both have the money for it and are willing to risk losing it. Ascension crossbows aren’t recommended either, as level 80 weapons do just fine. Finally, on Magic, the bare minimum magic weapon is a chaotic staff. A Virtus wand and book can do more damage, but generally not that much better than chaotics. Seismics… are not recommended at all, as they’re not worth risking over, to put it in short.


First, teleport to Rellekka either through the Fremminik Province Lodestone or the house portal. Afterwards, go inside the town and find the western-most dock to a person called Jarvald. Right-click him and select “Travel-Waterbirth”, and make your way to the center of the island, with the opening of the cave in sight.

The next part is fairly annoying, but it’s the reason why DKS aren’t as popular as one would think. There are three special doors that block access to the deeper parts of Waterbirth Dungeon. However, these doors are special: you need the assistance of another player to get through those doors.

The process starts with you and your partner going inside the dungeon. One of the two of you should have a long-ranged weapon like a staff or crossbow. First, take the northern most door. You and your partner should stand on the pressure plates next to the door, and one of you two should click on the door to open it. Afterwards, you both quickly head south to the southern most door. AVOID the middle door; its a red herring designed to confuse players. Open the south door, and one of you quickly run back to the opened north door and go through that. At that point, the player with the long-ranged weapon should attack the door opposite to him/herself, and the other person to take out the other door blocking the partner. Climb down the ladder to the Kings, or climb up if you’re just helping a friend.

Afterwards, the dungeon starts branching off as a mini-labyrinth. Below is a video of the walk from the ladder to the Kings:


To review, each of the Dagannoth Kings each have only one weakness to a certain combat style. Dagannoth Supreme, using ranged, can only be harmed with melee. Dagannoth Rex, using melee, is only harmed by magic. Dagannoth Prime, who uses magic, is only harmed by ranged.

When you enter the lair, turn on Protect from/Deflect Ranged and run south along the water. If you’re lucky, Dagannoth Supreme won’t notice you, allowing you to take no damage during this first step.

Either way, when heading south, attack and kill Rex. When killing him, make sure to stun him. This will bind him in place for more than 15 seconds, and if he’s no longer binded in place, stun him again to keep him again to keep him locked in place right as he starts moving again. Otherwise, your stun will fail, as stuns don’t stack with each other.

After Rex is dead, move on to Prime, switching gear/weapons if Supreme isn’t on you. If Supreme is attacking you at that moment, attack him before Prime. The reasoning for this specific order is to minimize damage taken – getting attacked by more than one king at a time can be very deadly. Anyways, after killing the second king, switch gears again and kill the final king.

This first rotation is the most dangerous part of the entire trip. If multiple kings end up attacking you/your group, be prepared to use quite a bit of food at the beginning. After that, however, the rest of the trip should go smoothly, as there would only be one king to attack at those moments.

Below is another video with an example first rotation:


Loot from the Dagannoth Kings is very good. Each king has a 100% chance of dropping dagannoth bones and hides, each worth 8k and 4k respectively. They also have various noted drops like yew logs, mithril ore, and water talismans. Most valuable of all, however, are the Freminnik rings and the dragon hatchet. The rings range from 600k to at most 1.8m, and the dragon hatchet hovers above 3.8m on the Grand Exchange.

On average, expect a profit of 3m to 5m per hour. Personally, a two-hour solo trip with 135 kills nets me at least one dragon hatchet along with two or three Freminnik rings. Sometimes I go dry with only one dragon hatchet, but the drop rate is reasonable enough to camp for, unlike the God Wars Dungeon bosses. Also, because I have access to a pack yak, I can instantly bank the bones and hides they drop 100% of the time, leading to a further 1.2m from bones and 450k from hides. Because of the huge increase of profit, it’s highly recommended to bring a yak for much higher profit.

~ Evil Lucario