The Fractured Staff of Armadyl (ice) is a Fractured Staff of Armadyl that has been dyed - it is otherwise the same as the undyed variant. It can be made by using an ice dye on a Fractured Staff of Armadyl.
The Fractured Staff of Armadyl's special attack, Instability. The player is using Exsanguinate
as their primary spell. The initial attack crits, causing an auto-attack to fire. This auto-attack also crits, causing a second auto-attack to fire. This second auto-attack crits as well, causing a third auto-attack to fire, which does not crit and therefore the recursive auto-attacks end.
The Fractured Staff of Armadyl has a special attack called Instability, which costs 50% adrenaline and has a 60 second cooldown between uses.
For 30 seconds, whenever the player inflicts a magic critical hit on their primary target, they will also fire a magic auto-attack; this auto-attack does not interrupt channelled abilities, and can also trigger an additional auto-attack if it lands as a critical hit. This will happen recursively until a fired auto-attack is not a critical hit. The auto-attacks fired consume runes as normal. Unequipping the staff does not remove the self-buff. When dual wielding, the auto-attack takes the player's main-hand weapon into account. Due to this, changing from the staff to dual wield is detrimental as it results in a significant damage loss.
Additionally, activating the special attack inflicts a hit of 50%-200% ability damage.
The effect only works when using magic weapons; while switching to ranged or melee weapons does not remove the buff timer (compared to the eldritch crossbow, where switching the main hand weapon causes the player to lose the effect), the special attack will not create additional attacks from melee or ranged critical hits.
The auto-attacks from the special attack uses the range of the player's mainhand weapon only. This means that when standing at 8 tile distance with a 1-tile attack range magic weapon equipped on the offhand (the holy cithara being the only known example) and a standard 8-tile magic weapon on the mainhand, auto-attacks will still fire for critical hits landed on the target.
The special attack works best with Smoke Tendrils due to their guaranteed critical hits, Omnipower with the Igneous Kal-Mej, and the Armadyl battlestaff's special attack, Tempest of Armadyl, as a way to dump adrenaline to try and proc critical hits along with all other critical hit boosters as listed below. Likewise, the target should also be afflicted with Smoke Cloud to take advantage of the spell's critical damage increase as the staff can easily snowball massive amounts of damage with the proper boosts. The player can also utilise Erethdor's grimoire to further increase their critical hit chance.
The special attack does not grant its critical hit effect in PvP scenarios but does not go on cooldown either.
Many sources contribute to the critical hit chance of an attack for Magic. These include (non-exhaustive list):
- Forced critical hit sources
- Natural critical hit chance of an ability or auto-attack
- These typically take on a range between 5% and 13.5%
If tick 1 is considered to be the tick when the player casts the Instability special attack (50 ticks remain on the bar), then tick 2 is when the initial hit fired from the staff lands on the target (49 ticks remain on the bar). Though it is possible to have a hitsplat land on tick 1, it does not cause an auto-attack to be fired if it crits. Therefore, the first tick possible for a given hit to cause an auto-attack to be fired is tick 2, when there are 49 ticks remaining on the bar.
Furthermore, the time between when the player casts the spell and when the auto-attack lands affects the pace at which auto-attacks are fired from the staff. This in turn sets a maximum number of auto-attacks that can be fired from the staff, given the amount of time left on the buff when the player lands their source hit. The (collapsed) table below shows the time in ticks between the cast and the hit landing on the target.
|Combat spell speed
- ^ Includes area-of-effect properties of spell.
- ^ a b c 1 square away is melee distance (often called MD or md).
template = Calculator:Template/Combat/Instability
form = instabilityCalcForm
result = instabilityCalcResult
param = critInit|Source critical hit chance (%)|30|number|0-100,0.01,0.01||The critical hit chance from a single source hit.
param = critAuto|Auto-attack critical hit chance (%)|30|number|0-100,0.01,0.01||The critical hit chance from the auto-attacks fired from the Instability special attack.
param = ticks|Time remaining on buff bar (game ticks)|49|int|0-49||The time remaining on the buff bar for the special attack in game ticks when the source hit lands on the target. The buff lasts for 30 seconds (50 game ticks).
However, if a hit lands on the cast tick and is a critical hit, it will not cause an auto-attack to be fired. Therefore, the earliest tick that a hit can land is the next tick, when the buff has 49 ticks remaining.
This allows for a maximum of 50 recursive auto-attacks for fast magic spells, 25 for slow magic spells, and 17 for slowest magic spells.
param = speed|Select speed of spell|Slow|buttonselect|Fast,Slow,Slowest||The speed of the spell affects how quickly a recursive auto-attack follows the previous auto-attack. For fast spells, a recursive auto-attack follows 1 game tick after the previous auto-attack. For slow spells, it is 2 game ticks. For slowest spells, it is 3 game ticks.
param = calculateDamage|Calculate total expected damage|false|toggleswitch|true,false|true=expectedDamage|Toggle parameters for calculating the approximate total expected damage.
param = expectedDamage|Calculate total expected damage||group|initHitAverage,autoHitAverage
param = initHitAverage|Source hit average damage|3500|int|0-32767||The expected damage of the source hit.
param = autoHitAverage|Auto-attack average damage|8000|int|0-32767||The expected damage of an auto-attack.
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|Method||Repair NPC, armour stand, whetstone|
|Item(s) consumed||4,800,000 × Coins[uc 1]|
|Total GE Price||4,800,000|
|Average rate[uc 2]||144,000|
|High rate[uc 3]||288,000|
|Maximum rate[uc 4]||480,000|
- ^ Cost at armour stand and whetstone is reduced by 0.5% per Smithing level; 50% at 100 Smithing.
- ^ 1,800 charges per hour.
- ^ 3,600 charges per hour.
- ^ 6,000 charges per hour.
This information has been compiled as part of the update history project. Some updates may not be included - see here for how to help out!
- patch 7 February 2022 (Update):
- The naming of dyed items from the Elder God Wars has been made more consistent.
- The broken version has been renamed from "Fractured Staff of Armadyl (broken, ice)" to "Fractured Staff of Armadyl (ice)(broken)".
- patch 6 September 2021 (Update):
- When a player dies in the Wilderness with the dyed version of the Fractured Staff of Armadyl equipped, they will leave the broken base version of it as loot.
- patch 9 August 2021 (Update):
- Dyed versions of the Fractured Staff of Armadyl are no longer tradeable.
Ice dyed equipment