Armour and Weapons
Armour
General Armour Introduction
⬥ There are three categories of armour:
• Power: any armour with a style bonus
• Hybrid: anything stated as "hybrid"
• Tank: any other item (also has more armour than power / hybrid)
⬥ Armour tiers are based on the level required to equip them
⬥ Equipping armour provides style and armour bonuses
• These bonuses are based on armour category and tier
• Generally armours in the same category and tier will have equal bonuses
⬥ Wearing off-style armour slots (excluding cape slot) provides an accuracy penalty based on armour bonus
• "Off-style" is any style that does not match your equipped main hand / 2H weapon
• Hybrid gear incurs no penalty
• This penalty is near-doubled (0.8→1.5) when using the Necromancy combat style.
⬥ Some armour sets have set effects which may be useful
Notable Armour
⬥
(Vestments of Havoc) has effects that greatly benefit melee. Should be used over
. Does T100 damage and has armour equal to T75 power armour
⬥
(Sirenic) is solid cheap ranged power armour
⬥
(Elite Dracolich) is very strong ranged power armour when used with a bow
⬥
(Ganodermic) is very cheap magic tank gear to use with Animate Dead 
⬥
(Cryptbloom) is the best overall tank armour in game, but not always needed - see !crypt
⬥
(The First Necromancer's equipment) is the best overall Necromancy armour in the game
Gloves
Boots and Capes
Weapons
General Weapons Introduction
⬥ The tier of a weapon is the listed equip requirement. Generally the damage and accuracy tier match that
• Exceptions include:
(T90 damage, T75 accuracy), GWD2 weapons (T80 damage, T90 accuracy), and
(T88 damage, T85 accuracy)
⬥ For dual-wield weapons:
• Overall damage tier is equal to 66% of the main hand's tier and 33% of the off-hand's tier
• Overall accuracy tier you have is equal to your main hand's tier fully.
⬥ For ammo'd
weapons and
weapons:
• Damage tier is equal to the minimum between the weapon tier and the ammo / spell tier
⬩ E.g. a T90 weapon with a T1 ammo / spell has T1 damage
T60-T89 Weapons
Notable Weapons
⬥
is a solid spec weapon for mage, deals decent damage and improves accuracy
⬥
are solid melee DW. They do T88 damage but have T85 accuracy. Use !leng for effect info
⬥
with
are your primary magic DW until purchasing
. They do T80 damage but have T90 accuracy
⬥
if unlocked can serve as your permanent magic DW, as the cost for
or
is no longer worthwhile
⬥
is BiS halberd weapon where applicable. It does T90 damage but has T75 accuracy
⬥
is the primary way to deal AoE damage with ranged
T90-95 Weapons
Notable Weapons
⬥
is BiS halberd where
splashes
⬥
is a solid 2H to use until
/ 
⬥
adds 2 hits to
,
, and
and 3 hits to

⬥
best 2H until
. Has a strong special attack, see !sgb for some more info
⬥
has a very strong special attack, but is relatively hard to use well
⬥
have passive effects and a special attack on the mainhand, see !sanctumdw for more info
⬥
has one of the strongest special attacks, and passive effects. See !fsoa for some more info
⬥
best 2H, has a strong spec, and is very consistent, see !bolg for more info
⬥
strong passive, deals high damage if spec is used on Flamebound Rival
⬥
has a great special attack (can use t70 for
!)
⬥
best necromancy main hand
⬥
best necromancy off-hand
⬥
have passive effects and a special attack on the main hand
Defenders and Shields
Rings
Necklaces
Skillcape Perks
Pocket Slot
Notable Pocket Slots
⬥
is a very cheap pocket slot to buy and average to maintain, and relatively good to use (
194,526 per hour)
⬥
is an expensive pocket slot to buy, but is strong and very cheap to use (
40,915 per hour)
⬥
a pivotal pocket slot for every style, but costly to use (
7,128,707 per hour), see !grim for more info
⬥
(
266,643) /
(
392,317) are both strong choices for killing mobs and AOE targets
Ammo Slot
Rune Pouch Setup
⬥ General Magic
-
(
)
⬥ General Magic 2
-

⬥ Non-Magic (
)
-

• if using
, replace
with 
• if using
, replace
with 
• if using both, use general Magic setup
⬥ Normal Spellbook
-

Banking Preset
upgrades
/
/
to T90 and allows enchantments to work
• The T90 gloves can also be bought directly from the G.E.
⬥ Gloves covered:
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is cast, the next
to hit within 6s has all its remaining hits applied at once for 25% (40% with enchantment of flame) more damage
• Dracolich infusion at 3 pieces, after a full
has +25% hitchance and can be walked
⬥ Enchantment of dread makes
/
are cast the following occurs:
• The next attack deals 10% (16% using agony enchantment) more damage
⬩ Affects non-bleed attacks cast that tick, bleeds snipe it for no benefit
• Bleeds deal 20% (25% using agony enchantment) more damage for 10s
⬩ Does not affect
/
/
"bleeds" as they are not bleeds
/
upgrades
/
/
to T90
charges 40%/tick instead of 20%/tick
⬥ Laceration Boots
with only a MH or 2H melee weapon
⬥ Fleeting Boots
- used to make the respective Zuk cape
⬥ Igneous Kal-Mej
-
is 60% adren and hits 4x at 90-180% ability dmg
⬥ Igneous Kal-Ket
-
is 60% adren and hits 2x
⬥ Igneous Kal-Xil
-
is 60% adren, more damage, and +2 bleed hits
⬥ Igneous Kal-Mor
-
is 60% adren, and bounces 2 more times
⬥ Igneous Kal-Zuk
- All Igneous capes in one
⬥ Barrows
⬥ Abyssal Whip
⬥ Death Guard
⬥ Skull Lantern
⬥ Sara. Sword
⬥ Abyss. Mage
⬥ Staff of Light
⬥ Arma. Cbows
⬥ Handcannon
⬥ Mech. Chin
⬥ Sunspear
⬥ Statius Hammer
⬥ Bane Weapons
• Refer to
⬥ Virtus
⬥ Zaryte Bow
⬥ Royal Crossbow
⬥ Attuned Crystal
⬥ Chaotics
⬥ Masuta's Warspear
⬥ Laniakea's Spear
⬥ Death Guard
⬥ Skull Lantern
⬥ Fury Blades
⬥ Ripper Claws
⬥ Tetsu
⬥ Dark Ice
⬥ Shadow Glaive
⬥ Wyvern Crossbow
⬥ Camel Staff
⬥ Annihilation
⬥ Decimiation
⬥ Obliteration
⬥ Elite Tetsu
⬥ Sup. Vesta
⬥ Elite Seasinger
⬥ Sup. Morrigan
⬥ Seismics
⬥ Noxious Scythe
⬥ Death guard
⬥ MW Spear
⬥ Abyssal Scourge
⬥ Staff of Sliske
⬥ Praesuls
is a T70 MH + shield)
⬥ Bone shield
/
is unlocked via
and allows the use of defensive shield abilities without a physical shield, costing necrotic runes.
• With lvl120
and
(
(
(
)
(
(
(
(
(T70)
⬥ Ancient
(T80)
⬥ Kalphite
(T90)
(T85)
), but are effectively superseded by
or very long
)
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|
⬥
(has 5x charges)
• This does not affect conjure attacks or Bloat
after the first hit
• This does not affect conjure attacks or Bloat
can proc for every target and every hit
|
|
⬥ Ornament kits provide +2 style bonus to
healing 25-50% more (~18.75% average heal increase)
⬥ Protection / Deflect prayers increased to 60% reduction (from 50%)
+
can have 3 cape perks,
2, and Anachronia Cape Stand 1
⬥
- Acts as a sign of life
⬥ Strength
-
- Doubles base health regen and allows healing at banks in combat
⬥ Ranged
(
(
(
⬥ Ancient Book
⬥ Book of Wisdom
⬥ Book of War
⬥ Book of Chaos
⬥ Book of Balance
⬥ Scripture of Jas
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⬥ Potions to use pre-fight
• Overload
, Weapon Poison+++
, Thermal Flask
⬥ Runes to restock pouches, and Magic cape to change spellbooks
⬥ Incense sticks - Spirit Weed
, Kwuarm
, Lantadyme
⬥ Preferred book
⬥ Divine Charges
and assorted utility items