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 [[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.
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 ===
<div class="mw-collapsible">
    <div class="mw-collapsible-content">
'''Kephri''' is considered one of the easier bosses in the raid and is weakest to Stab attacks.
She has two shielded phases and a final phase.
Once her shield has been taken down, she will summon some Scarabs and call Swarms to her which will regenerate her shield.
Focus on killing the large Scarabs during this, particularly the Arcane Scarab as it can deal high damage if left unattended.
During her phases, she will launch fireballs at the players which will explode when they land. These can be avoided simply by moving.
* '''Dung Strike''' is indicated by a swarm of flies around the player. This will knock you back to the wall and create a line of impassable terrain.
* '''Mass Incubation''' will be when Kephri creates eggs around the room. These can be ignored but will deal damage in a 3x3 area if they are left to explode.
    </div>
</div>


=== Path of Scabaras ===


=== Path of Het ===
=== Path of Het ===
<div class="mw-collapsible">
    <div class="mw-collapsible-content">
'''Akkha''' is usually considered the hardest of the four mini bosses. He attacks with all three combat styles and will require all three to be defeated, unless using Veracs Memento.
Akkha begins the fight with melee, and will cycle between melee, ranged and mage. This is indicated by his overhead prayers.
* When Akkha is using melee, the player must use mage.
* When Akkha is using ranged, the player must use melee
* When Akkha is using mage, the player must use ranged.
The arena is divided into four quadrants with a different coloured icon near the center of each. This can modify his special attack damage depending on where you stand.
* Red (fire) will inflict a small, spreadable damage over time
* Black (shadow) will deal low but fast damage to the player and slightly drain stats.
* Yellow (Lightning) will disable your overhead prayers
* White (ice) will slow your attack speed by 1 tick for several seconds.
At 80%, 60%, 40% and 20% health Akkha will become immune to damage and summon a shadow in each quadrant. Focus on killing 1 shadow at a time, and lure Akkha into the quadrant with the dead shadow. Shadows that are not destroyed on time will cause an AOE attack on their quadrant. The progress of the AOE's charging is halted during the Memory Blast special.
* '''Detonate''' special is indicated by players turning white. After a time, players will Detonate outwards in a 3x3 plus (or cross if Feeling Special? Invocation is active) pattern. This can be avoided by spreading out appropriately or DDing (stacking together). This is not used in a solo fight.
* '''Memory Blast''' is indicated by Akkha disappearing. At the same time, the icons in the center of the arena will glow in a pattern. The pattern indicates the tile you should stand on and move to in order to avoid heavy damage. The order will always be perpendicular so you should never have to move diagonally to a safe quadrant.
* '''Trailing Orbs''' will have orbs follow behind the player when they move and will detonate if stood on or walked over. These should be avoided and won't spawn if the player doesn't move.
When Akkha's health is depleted he will regain 20% and enrage. He will take the place of his shadows around the room, and will teleport to another one after he's been hit by a few successful attacks. He also summons multiple orbs around the arena which travel in any one direction and cause damage if they touch the player.
    </div>
</div>


=== Path of Crondis ===
=== Path of Crondis ===
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! <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|Ancestral hat}} || {{plink|Virtus mask}} || {{plink|Hood of subjugation}} ||
|[[File:Head slot.png|center]] || {{plink|Ancestral hat}} || {{plink|Virtus mask}} || {{plink|Hood of subjugation}}  
|-
|-
|[[File:Neck slot.png|center]] || {{plink|Occult necklace}} || || || 
|[[File:Neck slot.png|center]] || {{plink|Occult necklace}} || ||  
|-
|-
|[[File:Cape slot.png|center]] || {{plink|God capes#Imbuing|txt=Imbued god cape|pic=Imbued saradomin cape}} || || || 
|[[File:Cape slot.png|center]] || {{plink|God capes#Imbuing|txt=Imbued god cape|pic=Imbued saradomin cape}} || ||  
|-
|-
|[[File:Body slot.png|center]] || {{plink|Ancestral robe top}} || {{plink|Virtus robe top}} || {{plink|Garb of subjugation}} || 
|[[File:Body slot.png|center]] || {{plink|Ancestral robe top}} || {{plink|Virtus robe top}} || {{plink|Garb of subjugation}}  
|-
|-
|[[File:Legs slot.png|center]] || {{plink|Ancestral robe bottom}} || {{plink|Virtus robe legs}} || {{plink|Gown of subjugation}} || 
|[[File:Legs slot.png|center]] || {{plink|Ancestral robe bottom}} || {{plink|Virtus robe legs}} || {{plink|Gown of subjugation}}  
|-
|-
|[[File:Weapon slot.png|center]] || {{plink|Tumeken's shadow}} || {{plink|Staff of merethiel}} || [[File:Sanguinesti_staff_(uncharged).png]]Sanguinesti staff || 
|[[File:Weapon slot.png|center]] || {{plink|Tumeken's shadow}} || {{plink|Staff of merethiel}} || [[File:Sanguinesti_staff_(uncharged).png]]Sanguinesti staff  
|-
|-
|[[File:Shield slot.png|center]] || {{plink|Elidinis' ward (f)}} || {{plink|Arcane spirit shield}} / {{plink|Elidinis' ward}} || {{plink|Ward of subjugation}} || 
|[[File:Shield slot.png|center]] || {{plink|Elidinis' ward (f)}} || {{plink|Arcane spirit shield}} / {{plink|Elidinis' ward}} || {{plink|Ward of subjugation}}  
|-
|-
|[[File:Ammo slot.png|center]] || See [[#Ranged|Ranged]] || || || 
|[[File:Ammo slot.png|center]] || See [[#Ranged|Ranged]] || ||  
|-
|-
|[[File:Hands slot.png|center]] || {{plink|Nefarious gloves}} || {{plink|Tormented bracelet (or)}} || || 
|[[File:Hands slot.png|center]] || {{plink|Nefarious gloves}} || {{plink|Tormented bracelet (or)}} ||  
|-
|-
|[[File:Feet slot.png|center]] || {{plink|Harmonized boots}} || {{plink|Boots of subjugation}} || [[File:Battle-mage_boots.webp]]Battle-mage_boots || 
|[[File:Feet slot.png|center]] || {{plink|Harmonized boots}} || {{plink|Boots of subjugation}} || [[File:Battle-mage_boots.webp]]Battle-mage_boots  
|-
|-
|[[File:Ring slot.png|center]] || {{plink|Hazelmere's signet ring}} || See: melee/mage section || ||   
|[[File:Ring slot.png|center]] || {{plink|Hazelmere's signet ring}} || See: melee/mage section ||   
|}
|}



Latest revision as of 21:42, 6 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

Kephri is considered one of the easier bosses in the raid and is weakest to Stab attacks.

She has two shielded phases and a final phase. Once her shield has been taken down, she will summon some Scarabs and call Swarms to her which will regenerate her shield.

Focus on killing the large Scarabs during this, particularly the Arcane Scarab as it can deal high damage if left unattended.

During her phases, she will launch fireballs at the players which will explode when they land. These can be avoided simply by moving.

  • Dung Strike is indicated by a swarm of flies around the player. This will knock you back to the wall and create a line of impassable terrain.
  • Mass Incubation will be when Kephri creates eggs around the room. These can be ignored but will deal damage in a 3x3 area if they are left to explode.


Path of Het

Akkha is usually considered the hardest of the four mini bosses. He attacks with all three combat styles and will require all three to be defeated, unless using Veracs Memento.

Akkha begins the fight with melee, and will cycle between melee, ranged and mage. This is indicated by his overhead prayers.

  • When Akkha is using melee, the player must use mage.
  • When Akkha is using ranged, the player must use melee
  • When Akkha is using mage, the player must use ranged.

The arena is divided into four quadrants with a different coloured icon near the center of each. This can modify his special attack damage depending on where you stand.

  • Red (fire) will inflict a small, spreadable damage over time
  • Black (shadow) will deal low but fast damage to the player and slightly drain stats.
  • Yellow (Lightning) will disable your overhead prayers
  • White (ice) will slow your attack speed by 1 tick for several seconds.

At 80%, 60%, 40% and 20% health Akkha will become immune to damage and summon a shadow in each quadrant. Focus on killing 1 shadow at a time, and lure Akkha into the quadrant with the dead shadow. Shadows that are not destroyed on time will cause an AOE attack on their quadrant. The progress of the AOE's charging is halted during the Memory Blast special.

  • Detonate special is indicated by players turning white. After a time, players will Detonate outwards in a 3x3 plus (or cross if Feeling Special? Invocation is active) pattern. This can be avoided by spreading out appropriately or DDing (stacking together). This is not used in a solo fight.
  • Memory Blast is indicated by Akkha disappearing. At the same time, the icons in the center of the arena will glow in a pattern. The pattern indicates the tile you should stand on and move to in order to avoid heavy damage. The order will always be perpendicular so you should never have to move diagonally to a safe quadrant.
  • Trailing Orbs will have orbs follow behind the player when they move and will detonate if stood on or walked over. These should be avoided and won't spawn if the player doesn't move.

When Akkha's health is depleted he will regain 20% and enrage. He will take the place of his shadows around the room, and will teleport to another one after he's been hit by a few successful attacks. He also summons multiple orbs around the arena which travel in any one direction and cause damage if they touch the player.

Path of Crondis

Path of Apmeken

The Wardens

Recommended Equipment

These are not hard requirements and have many options within the game to substitute what you don't have. Ie God Wars gear is fully interchangeable with Sunfreet Hybrid gear and will save you switches. 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.


|-

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.

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.

Master poison purge aura.png Supreme Poison Purge will be useful during the paths of Scabaras and Apmeken.

Invocations and Difficulty Scaling

Mode Raid Level
Tombs of amascut entry mode.webp Entry Mode 0–149
Tombs of amascut normal mode.webp Normal Mode 150–299
Tombs of amascut expert mode.webp 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.

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
Honey locust.png 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.
Ambrosia.png 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.
Blessed crystal scarab.png 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).

Liquid adrenaline.png Liquid adrenaline Has 2 doses. Halves special attack costs for the next 150 seconds.
Nectar.png 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.
Silk dressing.png 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.

Smelling salts.png 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.

Tears of elidinis.png Tears of elidinis Has 4 doses. Restores combat stats and prayer points similarly to a Super Restore.

Rewards