Difference between revisions of "Tombs of Amascut"

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=== Path of Crondis ===
=== Path of Crondis ===
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Zebak is capable of using all three combat styles. His range and mage attack can be fully prayed against, assuming no selected invocations change that. His melee attack can hit through prayer and do high damage. It's possible to dodge this by stepping back if you ate comfortable doing so. Still, it is recommended to range this boss. Mage is viable with high enough accuracy.
His ranged attack will look like a large rock while his mage attack is a jar or pot.
Zebak has two Special Attacks that he can use. At 85%, 70%, 55% and 40% HP he will use one and then alternate between them.
* '''Great Roar''' - Zebak will throw acid, rocks and pots onto the arena while charging up a deadly roar attack. You must hide directly in line behind a rock (up to 3 tiles behind is safe). The pots can be pushed/pulled and destroyed to clear any acid pools that might be in your safespot. Every pattern should have at least 1 safespot.
* ''' Tidal Waves ''' - Zebak throws pots and acid pools onto the arena and causes large waves to travel from one side to the other. There will be a gap in the wave that you can dodge through and avoid being swept away.
At 25% health Zebak will enrage and will increase his attack speed.
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=== Path of Apmeken ===
=== Path of Apmeken ===
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Ba-Ba will attack with melee and is weakest to Stab, though ranged can be a viable option. Her attacks can hit through prayer. Despite being undead, the Salve Amulet effect does not work here.
In addition to the melee attacks, Ba-Ba has a few Special Attacks.
* ''' Rockfall ''' - causes rocks to fall from the ceiling. There will be 1 for each player in the raid and will land on the players position when the attack was used. Two piles of Debris will also land in the arena.
* ''' Rock Throw ''' - a large boulder is thrown at every player in the arena, dealing massive damage. Mitigate this by standing next to a Debris pile, unopened Sarcophigi or a Baboon; debris reduces the damage by ~94%, a sarcophagi by ~45%, and a baboon by ~55%.
* '''Shockwave''' - Ba-Ba will face one of eight directions and shadows will appear on the ground in front of her. Shortly afterwards, she will swipe the area, dealing damage dependent on the player's position if they did not move out of the way. This attack has a rough 5x5 AoE, or 7x7 if Shaking Things Up is active.
* '''Baboon's Discharge''' - small Baboons are called to assist Ba-Ba. They can attack the player with ranged, or attempt to open a Sarcophigi which once opened can start dealing damage in a conal pattern.
* '''Rolling Stones''' - at 66% and 33% health, Ba-Ba jumps to the top of the arena and will knock players to the bottom (This is fatal if 'Mind the Gap' is active and a player is knocked towards the hole in the center). She will roll large boulders down the arena which knock back and deal damage to players on contact. One boulder in the line will be cracked indicating it is weaker, attacking this with ranged will guarantee a max hit. Attacking Ba-Ba with a melee attack beyond the point of the falling boulders will skip the rest of the mechanic.
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=== The Wardens ===
=== The Wardens ===
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The Wardens is a multi phase encounter and the last of the raid.
==== Phase One ====
Attack the Obelisk in the center of the room, which will start sending orbs down the paths to Elidinis' and Tumeken's Warden on either side. This will charge up various attacks. To avoid these attacks happening at the same time, you must stand in one of the paths for a bit to offset the charging. The orbs will deal chip damage to the player. It is only recommended to block one side.
* '''Charged Shot''' is a slow moving ball shot towards players. A small ball from Elidinis' Indicates players must spread apart. A large ball from Tumeken indicates the players must stack next to or on top of each other. You can't mitigate this in solo but it will not be fatal.
* '''UFOs''' large red or yellow pyramids will appear over sections of the arena. Simply dodge by moving to unnocupied space. If you did not offset the Wardens charging, both will appear at the same time and a safe area is at the edge of the arena.
Once the Obelisk reaches 0 hp the Warden who's energy you blocked will be destroyed and the other will activate.
==== Phase Two ====
Both Wardens are almost identical in this phase.
It will protect from 2 combat styles at a time. Protect from Melee will always be one of the two. You must attack the warden until it ejects it's Core.
The Warden can attack with all 3 styles so you must prayer switch accordingly.  Oth Wardens will follow the player, Elidinis' Warden will stop a few tiles short but Tumeken's will close the gap making protect from melee necessary.
Both will make use of special attacks
* '''Divine Projectile''' - Your protection prayer will be disabled and a red scimitar (melee), white arrow (ranged) or blue spell (mage) will target players. Activate the necessary prayer.
* '''Imprisonment''' will target players with a dark ranged projectile. Getting hit by this will turn you into stone. Either avoid by moving or spam click out if trapped.
The Obelisk will also charge Special Attacks during this phase.
* '''Converging Beam''' will be a beam shot out to the edge in two cardinal directions. It will then spread out and converge towards the Obelisk. Stay in a clear quadrant of the arena or dodge by running over with correct timing.
* '''Windmill Beam''' will be beams shot out from the Obelisk and will rotate around like a windmill. This can be moved away from or ran over at it's thinner points.
* '''Lightning Skull''' will be skulls fired from the Obelisk. A shadow on the ground indicates where they will land and explode outwards in a 7x7 area. The two tiles in each cardinal direction from the landing point are safe to stand on.
Once the Wardens Core has been ejected you have time to attack it and deal true damage to The Warden. The Core will take max hits from melee so it's recommended to use your fastest strongest weapon. A Dragon Dagger spec is very effective here. If the Warden does not die during a Core down, it will call the Core back and repeat the above cycles.
==== Phase Three ====
The Warden will not use protection prayers or standard combat style attacks. Instead, it will slam its fists causing a Shockwave to surge through part of the arena.
The Warden will always start by slamming the (Your) left side of the arena, then the right side, then both sides. You must stand on the safe side of the arena to avoid damage. You can use the middle three tiles of the arena to easily achieve this. Start on one tile to the right, move two tiles left after the slam, then stand between those two tiles. The frequency of the slams depends if Overclocked, Overclocked 2 and/or Insanity is active; by default, the Warden has an attack speed of 7, and these will decrease them to 6, 4 and 3 ticks between attacks.
The attack travels outwards from the Warden so if you are far enough away, and have good timing you can avoid damage if you are caught on the wrong side.
At 80%, 60%, 40% and 20% health the warden stops slamming, activates 3 protection prayers and launches red skulls. You must use a melee weapon to attack the skulls and you will have no attack delay between them allowing you to rapidly bounce between them. They have very low health and will only take 1 hit to kill.
The Skulls are always launched in the same pattern, with solo players having a different layout. This will adjust accordingly should players die during the fight.
You will have little time to clear the skulls and if any are left, the Warden explodes them sending out a high damage Shockwave from the center of the arena.
After the Skulls are resolved, the Warden will reset its slam sequence from the beginning. If the Insanity invocation is active you will have less time to kill the skulls and the Warden will resume the slams from the point it stopped.
After the second and third skull set, phantoms of the earlier bosses will appear to help the Warden. This depends on the Warden you are fighting. if Elidinis' Warden is being fought, this will be Akkha's Phantom, with the other phantom being Kephri's. If Tumeken's Warden is being fought, this will be Zebak's and Ba-Ba's Phantom respectively.
* Akkha will attack with magic and ranged, starting with ranged and Will switch every 3 attacks. If the Stay Vigilant invocation was active the switch will be random.
* Kephri will launch her fireball attack at the player as in her original fight. If the Aerial Assault invocation was active this will be a 3x3 area.
* Zebak will fire ranged and magic attacks as in his earlier fight, swapping at random.
* Ba-Ba will drop his boulder on the players position which can easily be avoided.
==== Enrage Phase ====
The Warden will recover up to 20% of its health. It will not slam the arena but will lightning strike parts of the arena, indicated by shadows on the ground. Tiles will also be stripped from the floor starting from the back, forcing you to move closer to him. The last row of tiles cannot be removed. You will still have to handle the phantom boss' attacks at the same time.
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== Recommended Equipment ==
== Recommended Equipment ==
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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 ||   
|}
|}


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== Rewards ==
== Rewards ==
After defeating The Wardens, you will be able to access the treasure room to claim your reward for helping Osmumten defeat Amascut's thralls.
Similar to the other raids, if you receive a unique item, the chest in the middle of the room will have a purple aura, with the designated played being able to open it. Only one unique can be receive per raid.
If there is no unique drop, you will instead loot one of the 8 chests around the room. Your chest will be indicated by a key.
The possible unique rewards are:
* {{plink| Osmumten's fang}}
* {{plink| Lightbearer}}
* {{plink| Elidinis' ward}}
* {{plink| Masori mask}}
* {{plink| Masori body}}
* {{plink| Masori chaps}}
* {{plink| Tumeken's shadow}}
Your chance of receiving a rare reward depends on your contribution during the raid and also on overall raid level.
Between raid level 0 - 49, the rate of receiving Osmumten's fang and Lightbearer is drastically reduced, requiring an additional 1/50 roll.
Between raid level 0 - 149, the rate of receiving any other item is drastically reduced, requiring an additional 1/50 roll.
=== Challenge Rewards ===
The following items are guaranteed assuming the correct conditions are met.
* Cursed Phalanx - a cosmetic kit to change the appearance of Osmumten's fang. Received at raid level 500+ with 0 deaths.
* Masori Crafting Kit - a cosmetic kit for the Assembler Max Cape variant. Received at raid level 350+ with 0 deaths.
* Menaphite Ornament Kit - a cosmetic kit for Elidinis' ward (f). Received at raid level 425+ with 0 deaths.
* Remnant of Akkha - a pet transmorph. Received at raid level 450+ with all Akkha invocations active and having 0 deaths. Additionally Akkha must be defeated at path level 4.
* Remnant of Ba-Ba - a pet transmorph. Received at raid level 450+ with all Ba-Ba invocations active and having 0 deaths. Additionally Ba-Ba must be defeated at path level 4.
* Remnant of Kephri - a pet transmorph. Received at raid level 450+ with all Kephri invocations active and having 0 deaths. Additionally Kephri must be defeated at path level 4.
* Remnant of Zebak - a pet transmorph. Received at raid level 450+ with all Zebak invocations active and having 0 deaths. Additionally Zebak must be defeated at path level 4.
* Ancient Remnant - a pet transmorph. Received at raid level 450+ with all Warden invocations active and having 0 deaths.

Latest revision as of 22:04, 8 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

Zebak is capable of using all three combat styles. His range and mage attack can be fully prayed against, assuming no selected invocations change that. His melee attack can hit through prayer and do high damage. It's possible to dodge this by stepping back if you ate comfortable doing so. Still, it is recommended to range this boss. Mage is viable with high enough accuracy.

His ranged attack will look like a large rock while his mage attack is a jar or pot.

Zebak has two Special Attacks that he can use. At 85%, 70%, 55% and 40% HP he will use one and then alternate between them.

  • Great Roar - Zebak will throw acid, rocks and pots onto the arena while charging up a deadly roar attack. You must hide directly in line behind a rock (up to 3 tiles behind is safe). The pots can be pushed/pulled and destroyed to clear any acid pools that might be in your safespot. Every pattern should have at least 1 safespot.
  • Tidal Waves - Zebak throws pots and acid pools onto the arena and causes large waves to travel from one side to the other. There will be a gap in the wave that you can dodge through and avoid being swept away.

At 25% health Zebak will enrage and will increase his attack speed.


Path of Apmeken

Ba-Ba will attack with melee and is weakest to Stab, though ranged can be a viable option. Her attacks can hit through prayer. Despite being undead, the Salve Amulet effect does not work here. In addition to the melee attacks, Ba-Ba has a few Special Attacks.

  • Rockfall - causes rocks to fall from the ceiling. There will be 1 for each player in the raid and will land on the players position when the attack was used. Two piles of Debris will also land in the arena.
  • Rock Throw - a large boulder is thrown at every player in the arena, dealing massive damage. Mitigate this by standing next to a Debris pile, unopened Sarcophigi or a Baboon; debris reduces the damage by ~94%, a sarcophagi by ~45%, and a baboon by ~55%.
  • Shockwave - Ba-Ba will face one of eight directions and shadows will appear on the ground in front of her. Shortly afterwards, she will swipe the area, dealing damage dependent on the player's position if they did not move out of the way. This attack has a rough 5x5 AoE, or 7x7 if Shaking Things Up is active.
  • Baboon's Discharge - small Baboons are called to assist Ba-Ba. They can attack the player with ranged, or attempt to open a Sarcophigi which once opened can start dealing damage in a conal pattern.
  • Rolling Stones - at 66% and 33% health, Ba-Ba jumps to the top of the arena and will knock players to the bottom (This is fatal if 'Mind the Gap' is active and a player is knocked towards the hole in the center). She will roll large boulders down the arena which knock back and deal damage to players on contact. One boulder in the line will be cracked indicating it is weaker, attacking this with ranged will guarantee a max hit. Attacking Ba-Ba with a melee attack beyond the point of the falling boulders will skip the rest of the mechanic.


The Wardens

The Wardens is a multi phase encounter and the last of the raid.

Phase One

Attack the Obelisk in the center of the room, which will start sending orbs down the paths to Elidinis' and Tumeken's Warden on either side. This will charge up various attacks. To avoid these attacks happening at the same time, you must stand in one of the paths for a bit to offset the charging. The orbs will deal chip damage to the player. It is only recommended to block one side.

  • Charged Shot is a slow moving ball shot towards players. A small ball from Elidinis' Indicates players must spread apart. A large ball from Tumeken indicates the players must stack next to or on top of each other. You can't mitigate this in solo but it will not be fatal.
  • UFOs large red or yellow pyramids will appear over sections of the arena. Simply dodge by moving to unnocupied space. If you did not offset the Wardens charging, both will appear at the same time and a safe area is at the edge of the arena.

Once the Obelisk reaches 0 hp the Warden who's energy you blocked will be destroyed and the other will activate.

Phase Two

Both Wardens are almost identical in this phase.

It will protect from 2 combat styles at a time. Protect from Melee will always be one of the two. You must attack the warden until it ejects it's Core.

The Warden can attack with all 3 styles so you must prayer switch accordingly. Oth Wardens will follow the player, Elidinis' Warden will stop a few tiles short but Tumeken's will close the gap making protect from melee necessary.

Both will make use of special attacks

  • Divine Projectile - Your protection prayer will be disabled and a red scimitar (melee), white arrow (ranged) or blue spell (mage) will target players. Activate the necessary prayer.
  • Imprisonment will target players with a dark ranged projectile. Getting hit by this will turn you into stone. Either avoid by moving or spam click out if trapped.

The Obelisk will also charge Special Attacks during this phase.

  • Converging Beam will be a beam shot out to the edge in two cardinal directions. It will then spread out and converge towards the Obelisk. Stay in a clear quadrant of the arena or dodge by running over with correct timing.
  • Windmill Beam will be beams shot out from the Obelisk and will rotate around like a windmill. This can be moved away from or ran over at it's thinner points.
  • Lightning Skull will be skulls fired from the Obelisk. A shadow on the ground indicates where they will land and explode outwards in a 7x7 area. The two tiles in each cardinal direction from the landing point are safe to stand on.

Once the Wardens Core has been ejected you have time to attack it and deal true damage to The Warden. The Core will take max hits from melee so it's recommended to use your fastest strongest weapon. A Dragon Dagger spec is very effective here. If the Warden does not die during a Core down, it will call the Core back and repeat the above cycles.

Phase Three

The Warden will not use protection prayers or standard combat style attacks. Instead, it will slam its fists causing a Shockwave to surge through part of the arena.

The Warden will always start by slamming the (Your) left side of the arena, then the right side, then both sides. You must stand on the safe side of the arena to avoid damage. You can use the middle three tiles of the arena to easily achieve this. Start on one tile to the right, move two tiles left after the slam, then stand between those two tiles. The frequency of the slams depends if Overclocked, Overclocked 2 and/or Insanity is active; by default, the Warden has an attack speed of 7, and these will decrease them to 6, 4 and 3 ticks between attacks.

The attack travels outwards from the Warden so if you are far enough away, and have good timing you can avoid damage if you are caught on the wrong side.

At 80%, 60%, 40% and 20% health the warden stops slamming, activates 3 protection prayers and launches red skulls. You must use a melee weapon to attack the skulls and you will have no attack delay between them allowing you to rapidly bounce between them. They have very low health and will only take 1 hit to kill.

The Skulls are always launched in the same pattern, with solo players having a different layout. This will adjust accordingly should players die during the fight.

You will have little time to clear the skulls and if any are left, the Warden explodes them sending out a high damage Shockwave from the center of the arena.

After the Skulls are resolved, the Warden will reset its slam sequence from the beginning. If the Insanity invocation is active you will have less time to kill the skulls and the Warden will resume the slams from the point it stopped.

After the second and third skull set, phantoms of the earlier bosses will appear to help the Warden. This depends on the Warden you are fighting. if Elidinis' Warden is being fought, this will be Akkha's Phantom, with the other phantom being Kephri's. If Tumeken's Warden is being fought, this will be Zebak's and Ba-Ba's Phantom respectively.

  • Akkha will attack with magic and ranged, starting with ranged and Will switch every 3 attacks. If the Stay Vigilant invocation was active the switch will be random.
  • Kephri will launch her fireball attack at the player as in her original fight. If the Aerial Assault invocation was active this will be a 3x3 area.
  • Zebak will fire ranged and magic attacks as in his earlier fight, swapping at random.
  • Ba-Ba will drop his boulder on the players position which can easily be avoided.

Enrage Phase

The Warden will recover up to 20% of its health. It will not slam the arena but will lightning strike parts of the arena, indicated by shadows on the ground. Tiles will also be stripped from the floor starting from the back, forcing you to move closer to him. The last row of tiles cannot be removed. You will still have to handle the phantom boss' attacks at the same time.


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.


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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

After defeating The Wardens, you will be able to access the treasure room to claim your reward for helping Osmumten defeat Amascut's thralls.

Similar to the other raids, if you receive a unique item, the chest in the middle of the room will have a purple aura, with the designated played being able to open it. Only one unique can be receive per raid.

If there is no unique drop, you will instead loot one of the 8 chests around the room. Your chest will be indicated by a key.

The possible unique rewards are:

Your chance of receiving a rare reward depends on your contribution during the raid and also on overall raid level.

Between raid level 0 - 49, the rate of receiving Osmumten's fang and Lightbearer is drastically reduced, requiring an additional 1/50 roll.

Between raid level 0 - 149, the rate of receiving any other item is drastically reduced, requiring an additional 1/50 roll.

Challenge Rewards

The following items are guaranteed assuming the correct conditions are met.

  • Cursed Phalanx - a cosmetic kit to change the appearance of Osmumten's fang. Received at raid level 500+ with 0 deaths.
  • Masori Crafting Kit - a cosmetic kit for the Assembler Max Cape variant. Received at raid level 350+ with 0 deaths.
  • Menaphite Ornament Kit - a cosmetic kit for Elidinis' ward (f). Received at raid level 425+ with 0 deaths.
  • Remnant of Akkha - a pet transmorph. Received at raid level 450+ with all Akkha invocations active and having 0 deaths. Additionally Akkha must be defeated at path level 4.
  • Remnant of Ba-Ba - a pet transmorph. Received at raid level 450+ with all Ba-Ba invocations active and having 0 deaths. Additionally Ba-Ba must be defeated at path level 4.
  • Remnant of Kephri - a pet transmorph. Received at raid level 450+ with all Kephri invocations active and having 0 deaths. Additionally Kephri must be defeated at path level 4.
  • Remnant of Zebak - a pet transmorph. Received at raid level 450+ with all Zebak invocations active and having 0 deaths. Additionally Zebak must be defeated at path level 4.
  • Ancient Remnant - a pet transmorph. Received at raid level 450+ with all Warden invocations active and having 0 deaths.