Difference between revisions of "Tombs of Amascut"
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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]]. | 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. | |||
[[File:Master poison purge aura.png]] Supreme Poison Purge will be useful during the paths of Scabaras and Apmeken. | |||
== Invocations and Difficulty Scaling == | == Invocations and Difficulty Scaling == |
Revision as of 11:47, 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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See melee/mage sections | |||
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See: Melee/magic section | ||||
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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 Ranged | |||||
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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:
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+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 |
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+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? |
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+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. |