Difference between revisions of "Tombs of Amascut"
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== Raid Encounters == | == Raid Encounters == | ||
The paths can be tackled in any order. After clearing the 2nd and 4th paths, a | The paths can be tackled in any order. After clearing the 2nd and 4th paths, a [[Helpful Spirit]] will appear in the lobby and offer you a choice of supplies that can be crucial to your success in the rest of the raid. | ||
=== Path of Scabaras === | === Path of Scabaras === | ||
Line 50: | Line 50: | ||
|-| | |-| | ||
Range= | Range= | ||
Ranged is primarily used for Zebak, Akkha, and Wardens. The Twisted bow does well against the Wardens and is the strongest weapon at Zebak. The Toxic blowpipe does well on bosses with lower defence and the various minions, (especially with Masori armour), while the Bow of faerdhinen and Crossbows with ruby bolts can deal with higher HP and defence targets. You may also consider a Venator bow, or using Farsight Decimation for it's special attack or main weapon. | |||
{| class="wikitable sticky-header" style=text-align:center; | {| class="wikitable sticky-header" style=text-align:center; | ||
! <center>Slot</center> !! colspan="5"|<center>Item (most effective → least effective) </center> | ! <center>Slot</center> !! colspan="5"|<center>Item (most effective → least effective) </center> | ||
|- | |- | ||
|[[File:Head slot.png|center]] || {{plink|Masori mask}} || {{plink|Pernix cowl}} / {{plink|Crystal helm}} (if using full crystal armor and {{plink| | |[[File:Head slot.png|center]] || {{plink|Masori mask}} || {{plink|Pernix cowl}} / {{plink|Crystal helm}} (if using full crystal armor and {{plink|Bow of faerdhinen}}) || See melee/mage sections | ||
|- | |- | ||
|[[File:Neck slot.png|center]] || {{plink|Necklace of anguish (or)}} || See: Melee/magic section | |[[File:Neck slot.png|center]] || {{plink|Necklace of anguish (or)}} || See: Melee/magic section | ||
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|[[File:Legs slot.png|center]] || {{plink|Masori chaps}} || {{plink|Pernix chaps}} / {{plink|Crystal legs}} || {{plink|Armadyl chainskirt}} | |[[File:Legs slot.png|center]] || {{plink|Masori chaps}} || {{plink|Pernix chaps}} / {{plink|Crystal legs}} || {{plink|Armadyl chainskirt}} | ||
|- | |- | ||
|[[File:Weapon slot.png|center]] || {{plink|Twisted bow}} + {{plink|Toxic blowpipe}} ({{plink|Dragon darts}}) || {{plink|Zaryte crossbow}} / {{plink|Bow of | |[[File:Weapon slot.png|center]] || {{plink|Twisted bow}} + {{plink|Toxic blowpipe}} ({{plink|Dragon darts}}) || {{plink|Zaryte crossbow}} / {{plink|Bow of faerdhinen}} || {{plink|Armadyl crossbow}} | ||
|- | |- | ||
|[[File:Shield slot.png|center]] || {{plink|Twisted buckler}} (only with a crossbow) || {{plink|Dragonfire ward}} || {{plink|Odium ward}} | |[[File:Shield slot.png|center]] || {{plink|Twisted buckler}} (only with a crossbow) || {{plink|Dragonfire ward}} || {{plink|Odium ward}} | ||
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</tabber> | </tabber> | ||
=== Auras and Pet Perks === | === Relics, Auras and Pet Perks === | ||
All combat styles are useful within Tombs of Amascut, so which relic you decide to use will likely be dictated by the rest of your setup and [[Pet Perks]]. | |||
[[File:Master poison purge aura.png]] Supreme Poison Purge will be useful during the paths of Scabaras and Apmeken. | |||
== Invocations and Difficulty Scaling == | |||
{| class="wikitable align-center-1 floatright" | |||
! colspan="2" | Mode | |||
!Raid Level | |||
|- | |||
|[[File:Tombs of amascut entry mode.webp|link=]] | |||
|Entry Mode | |||
|0–149 | |||
|- | |||
|[[File:Tombs of amascut normal mode.webp|link=]] | |||
|Normal Mode | |||
|150–299 | |||
|- | |||
|[[File:Tombs of amascut expert mode.webp|link=]] | |||
|Expert Mode | |||
|300–600 | |||
|} | |||
Tombs of Amascut's difficulty is customizable. A raid level of 0 is very accessible and can be done in very low gear requirements. This raid level can be altered by using the Invocation System. | |||
For every 5 raid levels, NPC hitpoints, defence, accuracy, and damage are increased by 2%, with damage capping at 150%. | |||
Turning on invocations increases the raid level by a certain amount and also adds a specific mechanical change to the raid itself. | |||
While this makes the raid harder, it increases the quantity of standard loot and also increases your chance of rolling unique items. | |||
{| class="wikitable sortable sticky-header align-center-1" style="text-align:left;" | |||
! colspan="2" style="width: 15%" | Invocation | |||
! class="unsortable" style="width: 70%" | Details | |||
! style="width: 7%" | Raid lvl modifier | |||
! style="width: 8%" | Category | |||
|- | |||
| data-sort-value="Try Again" | [[File:Invocations attempts.webp|link=]] | |||
|Try Again | |||
|Players have ten attempts to complete a raid. | |||
An attempt is failed if the team wipes during a challenge, but if the team wipes just as the challenge is completed, it will not count as a fail. | |||
''Only one invocation in the Attempts category can be active.'' | |||
| +5 | |||
|Attempts | |||
|- | |||
| data-sort-value="Persistence" | [[File:Invocations attempts.webp|link=]] | |||
|Persistence | |||
|Players have five attempts to complete a raid. | |||
| +10 | |||
|Attempts | |||
|- | |||
| data-sort-value="Softcore Run" | [[File:Invocations attempts.webp|link=]] | |||
|Softcore Run | |||
|Players have three attempts to complete a raid. | |||
| +15 | |||
|Attempts | |||
|- | |||
| data-sort-value="Hardcore Run" | [[File:Invocations attempts.webp|link=]] | |||
|Hardcore Run | |||
|Players have one attempt to complete a raid. | |||
| +25 | |||
|Attempts | |||
|- | |||
| data-sort-value="Walk for It" | [[File:Invocations time limit.webp|link=]] | |||
|Walk for It | |||
|Players have 40 minutes to complete the raid, including time spent between each Path. | |||
If unsuccessful, the raid level will decrease by 20. | |||
''(The timer begins upon entering the first Path and ends when the Warden reaches 0 health in the final phase of the fight.)'' | |||
''Only one invocation in the Time Limit category can be active.'' | |||
| +10 | |||
|Time Limit | |||
|- | |||
| data-sort-value="Jog for It" | [[File:Invocations time limit.webp|link=]] | |||
|Jog for It | |||
|Players have 35 minutes to complete the raid. | |||
If unsuccessful, the raid level will decrease by 30. | |||
| +15 | |||
|Time Limit | |||
|- | |||
| data-sort-value="Run for It" | [[File:Invocations time limit.webp|link=]] | |||
|Run for It | |||
|Players have 30 minutes to complete the raid. | |||
If unsuccessful, the raid level will decrease by 40. | |||
| +20 | |||
|Time Limit | |||
|- | |||
| data-sort-value="Sprint for It" | [[File:Invocations time limit.webp|link=]] | |||
|Sprint for It | |||
|Players have 25 minutes to complete the raid. | |||
If unsuccessful, the raid level will decrease by 50. | |||
| +25 | |||
|Time Limit | |||
|- | |||
| data-sort-value="Need Some Help?" | [[File:Invocations helpful spirit.webp|link=]] | |||
|Need Some Help? | |||
|The quantity of items offered by the [[Helpful Spirit]] will be reduced to 66%, with a minimum of one supply of that type. | |||
Despite the name, the reduction may or may not occur - e.g it's still possible to get an unaffected Power option (2 salt + 1 adrenaline) but has a chance of being reduced (1 salt + adrenaline) | |||
''Only one invocation in the Helpful Spirit category can be active.'' | |||
| +15 | |||
|Helpful Spirit | |||
|- | |||
| data-sort-value="Need Less Help?" | [[File:Invocations helpful spirit.webp|link=]] | |||
|Need Less Help? | |||
|The quantity of items offered by the Helpful Spirit will be reduced to 33%, with a minimum of one supply of that type. | |||
| +25 | |||
|Helpful Spirit | |||
|- | |||
| data-sort-value="No Help Needed" | [[File:Invocations helpful spirit.webp|link=]] | |||
|No Help Needed | |||
|The quantity of items offered by the helpful spirit will be reduced to 10%, with a minimum of one supply of that type. | |||
| +40 | |||
|Helpful Spirit | |||
|- | |||
| data-sort-value="Walk the Path" | [[File:Invocations walk the path.webp|link=]] | |||
|Walk the Path | |||
|Completing a path during the raid can cause other paths to level up. Four level ups are given per raid, although the path they are given to are random. Completing the first path randomly adds levels to two other paths; the second adds a level to one of the other two paths, and then the third path adds another level to the final path. | |||
The first path level will modify most enemy hitpoints and damage by +8%, with every additional level modifying these stats by +5%, up to six levels. Furthermore, every two path levels changes each path's boss mechanics, capping at four path levels: | |||
* Akkha: Every two levels adds one additional iteration to his Memory Blast attack and increases damage from the white orbs in enrage phase. | |||
* Ba-Ba: Her Rockfall attack will fall much quicker, and energy blasts from open sarcophagi will have a wider range of attack. The boulders that spawn also have their health increased. | |||
* Kephri: Her auto-attacks will be faster. In addition, groups of three Scarab Swarms may spawn during the shield charging phase. | |||
* Zebak: His auto-attacks will be faster, even more so during his enrage phase. In addition, every two levels will also tighten the Tidal Waves' gap by 1 tile. | |||
| +50 | |||
|Paths | |||
|- | |||
| data-sort-value="Pathseeker" | [[File:Invocations path level up.webp|link=]] | |||
|Pathseeker | |||
|All paths will level up once upon entering the raid. | |||
''Only one invocation in the Path Level category can be active.'' | |||
| +15 | |||
|Path Level | |||
|- | |||
| data-sort-value="Pathfinder" | [[File:Invocations path level up.webp|link=]] | |||
|Pathfinder | |||
|All paths will level up twice upon entering the raid. | |||
| +40 | |||
|Path Level | |||
|- | |||
| data-sort-value="Pathmaster" | [[File:Invocations path level up.webp|link=]] | |||
|Pathmaster | |||
|All paths will level up three times upon entering the raid. | |||
| +50 | |||
|Path Level | |||
|- | |||
| data-sort-value="Quiet Prayers" | [[File:Invocations prayer effectiveness.webp|link=]] | |||
|Quiet Prayers | |||
|Protection prayers will be 10% less effective within the raid. | |||
| +20 | |||
|Prayer | |||
|- | |||
| data-sort-value="Deadly Prayers" | [[File:Invocations prayer effectiveness.webp|link=]] | |||
|Deadly Prayers | |||
|Prayer is drained by 20% of damage taken. | |||
| +20 | |||
|Prayer | |||
|- | |||
| data-sort-value="On a Diet" | [[File:Invocations on a diet.webp|link=]] | |||
|On a Diet | |||
|Players can no longer eat food within the raid, though potions that restore health (such as [[Saradomin brew]]s) can still be used. | |||
Players will also no longer be offered [[silk dressing]]s and [[honey locust]]s should this invocation be active. | |||
| +15 | |||
|Restoration | |||
|- | |||
| data-sort-value="Dehydration" | [[File:Invocations dehydration.webp|link=]] | |||
|Dehydration | |||
|Players can no longer drink potions that restore health. | |||
| +30 | |||
|Restoration | |||
|- | |||
| data-sort-value="Overly Draining" | [[File:Invocations overly draining.webp|link=]] | |||
|Overly Draining | |||
|All special attacks use 100% special attack energy. | |||
Drinking liquid adrenaline will temporarily reduce the cost to 50%. | |||
| +15 | |||
|Restoration | |||
|- | |||
| data-sort-value="Lively Larvae" | [[File:Invocations kephri.webp|link=]] | |||
|Lively Larvae | |||
|The number of dark brown eggs launched during Kephri's Mass Incubation attack will increase from 2 to 4. | |||
| +5 | |||
|Kephri | |||
|- | |||
| data-sort-value="More Overlords" | [[File:Invocations kephri.webp|link=]] | |||
|More Overlords | |||
|An additional scarab is summoned during Kephri's shield healing phases. The first summons a Soldier Scarab, while the second summons a Spitting Scarab. | |||
| +15 | |||
|Kephri | |||
|- | |||
| data-sort-value="Blowing Mud" | [[File:Invocations kephri.webp|link=]] | |||
|Blowing Mud | |||
|The number of players targeted by Kephri's Dung Strike attack is increased to two. | |||
This invocation has no effect in solo encounters. | |||
| +10 | |||
|Kephri | |||
|- | |||
| data-sort-value="Medic!" | [[File:Invocations kephri.webp|link=]] | |||
|Medic! | |||
|Kephri will summon scarab swarms outside her shield healing phases. These swarms move 50% slower. | |||
| +15 | |||
|Kephri | |||
|- | |||
| data-sort-value="Aerial Assault" | [[File:Invocations kephri.webp|link=]] | |||
|Aerial Assault | |||
|Kephri's auto-attack will do more damage, and its attack range will increase from a single tile to a 3x3 area. | |||
This invocation also applies to the Bomber Scarabs that appear during the shield healing phase and Kephri's Phantom during the third phase of the fight with Elidinis' Warden. | |||
| +10 | |||
|Kephri | |||
|- | |||
| data-sort-value="Not Just a Head" | [[File:Invocations zebak.webp|link=]] | |||
|Not Just a Head | |||
| | |||
* Zebak will occasionally cast a form of Blood Blitz on all players, causing one of two effects: | |||
** Blood Blitz will attack as normal, always hitting regardless of the player's defence bonuses for 8-11 damage, healing roughly ~66% of that amount. If players are clumped, the damage is increased and will splash onto them. | |||
** Summons a Blood Cloud that chases after players. It will take damage upon spawning but will heal if it makes contact with a player, dealing rapid but light damage. | |||
| +15 | |||
|Zebak | |||
|- | |||
| data-sort-value="Arterial Spray" | [[File:Invocations zebak.webp|link=]] | |||
|Arterial Spray | |||
|Zebak's blood magic will have increased range and healing. | |||
Not Just a Head must be active in order to activate this invocation. | |||
| +10 | |||
|Zebak | |||
|- | |||
| data-sort-value="Blood Thinners" | [[File:Invocations zebak.webp|link=]] | |||
|Blood Thinners | |||
|Three Blood Clouds are summoned instead of one. | |||
Not Just a Head must be active in order to activate this invocation. | |||
| +5 | |||
|Zebak | |||
|- | |||
| data-sort-value="Upset Stomach" | [[File:Invocations zebak.webp|link=]] | |||
|Upset Stomach | |||
|Zebak's acid pools will have their spread increased from 3x3 to 5x5 and the jugs will have their water reduced from 5x5 to 3x3. | |||
| +15 | |||
|Zebak | |||
|- | |||
| data-sort-value="Double Trouble" | [[File:Invocations akkha.webp|link=]] | |||
|Double Trouble | |||
|Akkha will perform two special attacks at once. | |||
| +20 | |||
|Akkha | |||
|- | |||
| data-sort-value="Keep Back" | [[File:Invocations akkha.webp|link=]] | |||
|Keep Back | |||
|Akkha will use melee alongside his ranged and magic attacks, which lands just before the projectile attack with no animation. | |||
| +10 | |||
|Akkha | |||
|- | |||
| data-sort-value="Stay Vigilant" | [[File:Invocations akkha.webp|link=]] | |||
|Stay Vigilant | |||
|Akkha will randomly swap between attack styles and protection prayers rather than at set intervals. | |||
This invocation also applies to Akkha's Phantom during the third phase of the fight with Elidinis' Warden. | |||
| +15 | |||
|Akkha | |||
|- | |||
| data-sort-value="Feeling Special?" | [[File:Invocations akkha.webp|link=]] | |||
|Feeling Special? | |||
| | |||
* Akkha's Detonate attack will trigger in more directions. This is not applied in solo encounters. | |||
* The Memory Blast attack will only provide two ticks for players to move between safe quadrants. | |||
* The Trailing Orbs attack spawns an additional orb in front of the player. | |||
| +20 | |||
|Akkha | |||
|- | |||
| data-sort-value="Mind the Gap!" | [[File:Invocations ba-ba.webp|link=]] | |||
|Mind the Gap! | |||
|When Ba-Ba knocks back the player to the bottom of the room at 66% and 33% health, players will fall into the pit and die, unless they stand at the northern/southern sides of the room. | |||
| +10 | |||
|Ba-Ba | |||
|- | |||
| data-sort-value="Gotta Have Faith" | [[File:Invocations ba-ba.webp|link=]] | |||
|Gotta Have Faith | |||
|Energy blasts from open sarcophagi in Ba-Ba's room will deal additional damage based on the player's remaining prayer points. | |||
| +10 | |||
|Ba-Ba | |||
|- | |||
| data-sort-value="Jungle Japes" | [[File:Invocations ba-ba.webp|link=]] | |||
|Jungle Japes | |||
|Ba-Ba's baboons will drop a banana peel on the floor on death. If stepped on, players take a small amount of damage and are stunned for 3 seconds. | |||
| +5 | |||
|Ba-Ba | |||
|- | |||
| data-sort-value="Shaking Things Up" | [[File:Invocations ba-ba.webp|link=]] | |||
|Shaking Things Up | |||
|The shockwave from Ba-Ba's slam attack will damage from a 3x3 (+1 tile to the north/west/east/south) to 5x5 (+1 tile to the north/west/east/south). | |||
| +10 | |||
|Ba-Ba | |||
|- | |||
| data-sort-value="Boulderdash" | [[File:Invocations ba-ba.webp|link=]] | |||
|Boulderdash | |||
|Ba-Ba's rolling boulders spawn twice as fast. | |||
| +10 | |||
|Ba-Ba | |||
|- | |||
| data-sort-value="Ancient Haste" | [[File:Invocations wardens.webp|link=]] | |||
|Ancient Haste | |||
|During the first phase of the Wardens' fight, the Wardens will charge at a faster rate. | |||
| +10 | |||
|The Wardens | |||
|- | |||
| data-sort-value="Acceleration" | [[File:Invocations wardens.webp|link=]] | |||
|Acceleration | |||
|During the second phase of the Wardens' fight, the Warden attacks faster while the obelisk charges faster. | |||
| +10 | |||
|The Wardens | |||
|- | |||
| data-sort-value="Penetration" | [[File:Invocations wardens.webp|link=]] | |||
|Penetration | |||
|During the second phase of the Wardens' fight, the obelisk will deal more damage to successful attacks and also temporarily disable overhead prayers. | |||
| +10 | |||
|The Wardens | |||
|- | |||
| data-sort-value="Overclocked" | [[File:Invocations wardens.webp|link=]] | |||
|Overclocked | |||
|During the final phase of the Wardens' fight, the slam attack is performed 1 tick faster. | |||
| +10 | |||
|The Wardens | |||
|- | |||
| data-sort-value="Overclocked 2" | [[File:Invocations wardens.webp|link=]] | |||
|{{nowrap|Overclocked 2}} | |||
|During the final phase of the Wardens' fight, the slam attack is performed 2 ticks faster. | |||
''Overclocked must be active in order to activate this invocation.'' | |||
| +10 | |||
|{{nowrap|The Wardens}} | |||
|- | |||
| data-sort-value="Insanity" | [[File:Invocations wardens.webp|link=]] | |||
|Insanity | |||
|During the final phase of the Wardens' fight, the following are applied: | |||
* The slam attack is performed 3 ticks faster. | |||
* There is less time to reverse the Energy Siphons. | |||
* The slam attack resumes based on where the Warden left off prior to launching Energy Siphons rather than resetting positions. | |||
* Enrage phase: | |||
** Red lightning strikes faster | |||
** Tiles are ripped faster | |||
** Phantom bosses attack faster | |||
''Overclocked 2 must be active in order to activate this invocation.'' | |||
| +50 | |||
|The Wardens | |||
|} | |||
== Consumables == | |||
Inside the Tombs you will be able to receive gifts from the [[Helpful Spirit]]. These are very beneficial and can be much stronger than the potions and food you can take into the raid yourself. The available items are: | |||
{| class="wikitable align-center-1" style="text-align:left; width:650px;" | |||
! colspan=2|Item | |||
! class="unsortable" |Effect | |||
|- | |||
|{{plinkt|Honey locust}} | |||
|Stacks in the inventory. Heals 20 [[Hitpoints]] (can overheal), and restores prayer points equal to a dose of prayer potion. Automatically given during wipes, unless the "On a Diet" invocation is enabled. | |||
|- | |||
|{{plinkt|Ambrosia|txt=Ambrosia}} | |||
|Has 2 doses. Fully restores [[hitpoints]], prayer points and run energy, and acts as a dose of antidote++. Can not be consumed if the "Dehydration" invocation is enabled. | |||
* Hitpoints are fully restored, then boosted by up to 26 at 99 Hitpoints. | |||
* Prayer points are fully restored, then boosted by up to 24 at 99 Prayer. | |||
|- | |||
|{{plinkt|Blessed crystal scarab|txt=Blessed crystal scarab}} | |||
|Has 2 uses. Restores 8 Prayer points every 4 ticks (2.4 seconds), 9 times. | |||
This yields a total restoration of 72 Prayer points over the course of 40 ticks (24 seconds). | |||
|- | |||
|{{plinkt|Liquid adrenaline|txt=Liquid adrenaline}} | |||
|Has 2 doses. Halves special attack costs for the next 150 seconds. | |||
|- | |||
|{{plinkt|Nectar|txt=Nectar}} | |||
|Has 4 doses. Heals [[Hitpoints]] (can overheal), and drains [[Attack]], [[Strength]], [[Defence]], [[Ranged]], and [[Magic]], similar to a Saradomin Brew. Can not be consumed if the "Dehydration" invocation is enabled. | |||
|- | |||
|{{plinkt|Silk dressing|txt=Silk dressing}} | |||
|Has 2 uses. Heals 5 hitpoints every 5 ticks (3 seconds), 20 times. | |||
This yields a total restoration of 100 hitpoints over the course of 100 ticks (60 seconds). Not provided if the "On a Diet" invocation is enabled. | |||
|- | |||
|{{plinkt|Smelling salts|txt=Smelling salts}} | |||
|Has 2 uses. Restores run energy by 25% and boosts [[Attack]], [[Strength]], [[Defence]], [[Ranged]], and [[Magic]]. At level 99 this will be a +26 boost. | |||
The combat boost is refreshed every 15 seconds for 8 minutes. | |||
|- | |||
|{{plinkt|Tears of elidinis|txt=Tears of elidinis}} | |||
|Has 4 doses. Restores combat stats and prayer points similarly to a Super Restore. | |||
|} |
Latest revision as of 14:15, 4 March 2025
Tombs of Amascut is a raid consisting of 5 encounters, 4 paths and the final fight. The difficulty can be scaled using the invocation system. The higher your raid level, the more chance you have at lucrative rewards.
Raid Encounters
The paths can be tackled in any order. After clearing the 2nd and 4th paths, a Helpful Spirit will appear in the lobby and offer you a choice of supplies that can be crucial to your success in the rest of the raid.
Path of Scabaras
Path of Het
Path of Crondis
Path of Apmeken
The Wardens
Recommended Equipment
Upgrade/Downgrade where necessary and consider any Pet Perks or Relics you plan to use.
Melee is primarily used for Ba-ba, Kephri, Akkha, and Warden's core, and most bosses in the raid are weakest to Stab. Hybrid sets from Sunfreet are comparible to God Wars armour and a Bandos Godsword is preferable for defence reduction but Elder Maul and Statius' Warhammer will also work. Due to the Warden's core taking max hits from melee, the dragon dagger is an excellent special weapon to use there.
Ranged is primarily used for Zebak, Akkha, and Wardens. The Twisted bow does well against the Wardens and is the strongest weapon at Zebak. The Toxic blowpipe does well on bosses with lower defence and the various minions, (especially with Masori armour), while the Bow of faerdhinen and Crossbows with ruby bolts can deal with higher HP and defence targets. You may also consider a Venator bow, or using Farsight Decimation for it's special attack or main weapon.
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File:Swift gloves.pngSwift gloves | See: Melee/mage sections | |||
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See: Melee/mage sections | |||
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See: Melee/mage section |
Magic is primarily used for Akkha and Wardens. Even a base Trident of the seas/swamp would be a solid choice if no access to some of the later game weapons.
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See: melee/mage section |
Relics, Auras and Pet Perks
All combat styles are useful within Tombs of Amascut, so which relic you decide to use will likely be dictated by the rest of your setup and Pet Perks.
Supreme Poison Purge will be useful during the paths of Scabaras and Apmeken.
Invocations and Difficulty Scaling
Mode | Raid Level | |
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Entry Mode | 0–149 |
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Normal Mode | 150–299 |
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Expert Mode | 300–600 |
Tombs of Amascut's difficulty is customizable. A raid level of 0 is very accessible and can be done in very low gear requirements. This raid level can be altered by using the Invocation System.
For every 5 raid levels, NPC hitpoints, defence, accuracy, and damage are increased by 2%, with damage capping at 150%.
Turning on invocations increases the raid level by a certain amount and also adds a specific mechanical change to the raid itself.
While this makes the raid harder, it increases the quantity of standard loot and also increases your chance of rolling unique items.
Invocation | Details | Raid lvl modifier | Category | |
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Try Again | Players have ten attempts to complete a raid.
An attempt is failed if the team wipes during a challenge, but if the team wipes just as the challenge is completed, it will not count as a fail. Only one invocation in the Attempts category can be active. |
+5 | Attempts |
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Persistence | Players have five attempts to complete a raid. | +10 | Attempts |
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Softcore Run | Players have three attempts to complete a raid. | +15 | Attempts |
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Hardcore Run | Players have one attempt to complete a raid. | +25 | Attempts |
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Walk for It | Players have 40 minutes to complete the raid, including time spent between each Path.
If unsuccessful, the raid level will decrease by 20. (The timer begins upon entering the first Path and ends when the Warden reaches 0 health in the final phase of the fight.) Only one invocation in the Time Limit category can be active. |
+10 | Time Limit |
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Jog for It | Players have 35 minutes to complete the raid.
If unsuccessful, the raid level will decrease by 30. |
+15 | Time Limit |
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Run for It | Players have 30 minutes to complete the raid.
If unsuccessful, the raid level will decrease by 40. |
+20 | Time Limit |
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Sprint for It | Players have 25 minutes to complete the raid.
If unsuccessful, the raid level will decrease by 50. |
+25 | Time Limit |
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Need Some Help? | The quantity of items offered by the Helpful Spirit will be reduced to 66%, with a minimum of one supply of that type.
Despite the name, the reduction may or may not occur - e.g it's still possible to get an unaffected Power option (2 salt + 1 adrenaline) but has a chance of being reduced (1 salt + adrenaline) Only one invocation in the Helpful Spirit category can be active. |
+15 | Helpful Spirit |
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Need Less Help? | The quantity of items offered by the Helpful Spirit will be reduced to 33%, with a minimum of one supply of that type. | +25 | Helpful Spirit |
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No Help Needed | The quantity of items offered by the helpful spirit will be reduced to 10%, with a minimum of one supply of that type. | +40 | Helpful Spirit |
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Walk the Path | Completing a path during the raid can cause other paths to level up. Four level ups are given per raid, although the path they are given to are random. Completing the first path randomly adds levels to two other paths; the second adds a level to one of the other two paths, and then the third path adds another level to the final path.
The first path level will modify most enemy hitpoints and damage by +8%, with every additional level modifying these stats by +5%, up to six levels. Furthermore, every two path levels changes each path's boss mechanics, capping at four path levels:
|
+50 | Paths |
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Pathseeker | All paths will level up once upon entering the raid.
Only one invocation in the Path Level category can be active. |
+15 | Path Level |
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Pathfinder | All paths will level up twice upon entering the raid. | +40 | Path Level |
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Pathmaster | All paths will level up three times upon entering the raid. | +50 | Path Level |
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Quiet Prayers | Protection prayers will be 10% less effective within the raid. | +20 | Prayer |
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Deadly Prayers | Prayer is drained by 20% of damage taken. | +20 | Prayer |
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On a Diet | Players can no longer eat food within the raid, though potions that restore health (such as Saradomin brews) can still be used.
Players will also no longer be offered silk dressings and honey locusts should this invocation be active. |
+15 | Restoration |
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Dehydration | Players can no longer drink potions that restore health. | +30 | Restoration |
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Overly Draining | All special attacks use 100% special attack energy.
Drinking liquid adrenaline will temporarily reduce the cost to 50%. |
+15 | Restoration |
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Lively Larvae | The number of dark brown eggs launched during Kephri's Mass Incubation attack will increase from 2 to 4. | +5 | Kephri |
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More Overlords | An additional scarab is summoned during Kephri's shield healing phases. The first summons a Soldier Scarab, while the second summons a Spitting Scarab. | +15 | Kephri |
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Blowing Mud | The number of players targeted by Kephri's Dung Strike attack is increased to two.
This invocation has no effect in solo encounters. |
+10 | Kephri |
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Medic! | Kephri will summon scarab swarms outside her shield healing phases. These swarms move 50% slower. | +15 | Kephri |
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Aerial Assault | Kephri's auto-attack will do more damage, and its attack range will increase from a single tile to a 3x3 area.
This invocation also applies to the Bomber Scarabs that appear during the shield healing phase and Kephri's Phantom during the third phase of the fight with Elidinis' Warden. |
+10 | Kephri |
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Not Just a Head |
|
+15 | Zebak |
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Arterial Spray | Zebak's blood magic will have increased range and healing.
Not Just a Head must be active in order to activate this invocation. |
+10 | Zebak |
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Blood Thinners | Three Blood Clouds are summoned instead of one.
Not Just a Head must be active in order to activate this invocation. |
+5 | Zebak |
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Upset Stomach | Zebak's acid pools will have their spread increased from 3x3 to 5x5 and the jugs will have their water reduced from 5x5 to 3x3. | +15 | Zebak |
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Double Trouble | Akkha will perform two special attacks at once. | +20 | Akkha |
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Keep Back | Akkha will use melee alongside his ranged and magic attacks, which lands just before the projectile attack with no animation. | +10 | Akkha |
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Stay Vigilant | Akkha will randomly swap between attack styles and protection prayers rather than at set intervals.
This invocation also applies to Akkha's Phantom during the third phase of the fight with Elidinis' Warden. |
+15 | Akkha |
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Feeling Special? |
|
+20 | Akkha |
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Mind the Gap! | When Ba-Ba knocks back the player to the bottom of the room at 66% and 33% health, players will fall into the pit and die, unless they stand at the northern/southern sides of the room. | +10 | Ba-Ba |
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Gotta Have Faith | Energy blasts from open sarcophagi in Ba-Ba's room will deal additional damage based on the player's remaining prayer points. | +10 | Ba-Ba |
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Jungle Japes | Ba-Ba's baboons will drop a banana peel on the floor on death. If stepped on, players take a small amount of damage and are stunned for 3 seconds. | +5 | Ba-Ba |
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Shaking Things Up | The shockwave from Ba-Ba's slam attack will damage from a 3x3 (+1 tile to the north/west/east/south) to 5x5 (+1 tile to the north/west/east/south). | +10 | Ba-Ba |
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Boulderdash | Ba-Ba's rolling boulders spawn twice as fast. | +10 | Ba-Ba |
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Ancient Haste | During the first phase of the Wardens' fight, the Wardens will charge at a faster rate. | +10 | The Wardens |
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Acceleration | During the second phase of the Wardens' fight, the Warden attacks faster while the obelisk charges faster. | +10 | The Wardens |
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Penetration | During the second phase of the Wardens' fight, the obelisk will deal more damage to successful attacks and also temporarily disable overhead prayers. | +10 | The Wardens |
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Overclocked | During the final phase of the Wardens' fight, the slam attack is performed 1 tick faster. | +10 | The Wardens |
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Overclocked 2 | During the final phase of the Wardens' fight, the slam attack is performed 2 ticks faster.
Overclocked must be active in order to activate this invocation. |
+10 | The Wardens |
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Insanity | During the final phase of the Wardens' fight, the following are applied:
Overclocked 2 must be active in order to activate this invocation. |
+50 | The Wardens |
Consumables
Inside the Tombs you will be able to receive gifts from the Helpful Spirit. These are very beneficial and can be much stronger than the potions and food you can take into the raid yourself. The available items are:
Item | Effect | |
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Honey locust | Stacks in the inventory. Heals 20 Hitpoints (can overheal), and restores prayer points equal to a dose of prayer potion. Automatically given during wipes, unless the "On a Diet" invocation is enabled. |
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Ambrosia | Has 2 doses. Fully restores hitpoints, prayer points and run energy, and acts as a dose of antidote++. Can not be consumed if the "Dehydration" invocation is enabled.
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Blessed crystal scarab | Has 2 uses. Restores 8 Prayer points every 4 ticks (2.4 seconds), 9 times.
This yields a total restoration of 72 Prayer points over the course of 40 ticks (24 seconds). |
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Liquid adrenaline | Has 2 doses. Halves special attack costs for the next 150 seconds. |
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Nectar | Has 4 doses. Heals Hitpoints (can overheal), and drains Attack, Strength, Defence, Ranged, and Magic, similar to a Saradomin Brew. Can not be consumed if the "Dehydration" invocation is enabled. |
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Silk dressing | Has 2 uses. Heals 5 hitpoints every 5 ticks (3 seconds), 20 times.
This yields a total restoration of 100 hitpoints over the course of 100 ticks (60 seconds). Not provided if the "On a Diet" invocation is enabled. |
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Smelling salts | Has 2 uses. Restores run energy by 25% and boosts Attack, Strength, Defence, Ranged, and Magic. At level 99 this will be a +26 boost.
The combat boost is refreshed every 15 seconds for 8 minutes. |
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Tears of elidinis | Has 4 doses. Restores combat stats and prayer points similarly to a Super Restore. |