Fractured Staff of Armadyl
![]() | |
Fractured Staff of Armadyl | |
---|---|
Release | 26 July 2021 (Update) |
Members | Yes |
Quest item | No |
Properties | |
Tradeable | Yes |
Stacks in bank | Yes |
Equipable | Yes |
Stackable | No |
Disassembly | Yes |
Noteable | Yes |
Destroy | Drop |
Actions [?] | |
Backpack | Wield, Check charges |
Equipped | Check charges |
Values | |
Value | 1,250,000 coins |
High alch | 750,000 coins |
Low alch | 500,000 coins |
On death | Reclaimable Reclaim: 10,807,918 Sacrifice: 43,231,672 |
Weight | 2.8 kg |
Examine | |
The fractured and unstable Staff of Armadyl, taken during Kerapac's reign of terror. | |
Grand Exchange | |
Exchange | 2,147,483,647 coins (info) |
Buy limit | 2 |
Loading... | |
Advanced data | |
Item ID | 51772 |
Links | MRID • recipe |
FAQ • doc |
The fractured Staff of Armadyl is a staff that requires level 95 Magic to wield. It must be assembled from its three fractured pieces - the Armadyl symbol, the stabilisation gem, and the shaft - all of which are dropped exclusively by Kerapac, the bound in hard mode. This process requires level 95 Crafting and is irreversible.
The staff degrades to a broken state over 60,000 charges of combat.
It can be augmented with an augmentor to create the augmented fractured staff of Armadyl. It can also be dyed with barrows, shadow, third-age, blood or ice dye.
Combat stats[edit | edit source]
Requirements | Degrades | ![]() | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
95 ![]() | 60,000 charges | ||||||||||
Class | Slot | ||||||||||
![]() | ![]() | ||||||||||
Tier | |||||||||||
95 | |||||||||||
Weapons | Main | Off | |||||||||
Damage | 0.0 | - | |||||||||
Accuracy | 2765 | - | |||||||||
Style | Spell-casting | ||||||||||
Range | 8 | ||||||||||
Speed | Average (3.6s) | ||||||||||
Attributes | Damage reduction | ||||||||||
![]() | 0.0 | PvM: 0% | PvP: 0% | ||||||||
![]() | 0 | Style bonuses | |||||||||
![]() | 0 | ![]() | ![]() | ![]() | |||||||
FAQ • docs |
Special attack[edit | edit source]

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.
Calculator[edit source]
Many sources contribute to the critical hit chance of an attack for Magic. These include (non-exhaustive list):
- Forced critical hit sources
- The Biting perk (+2% per rank with a ×1.1 if it is on a piece of level 20 gear). With Biting 4, this is either +8% or +8.8%
- Erethdor's grimoire provides a +12% increase to one's critical hit
- Rings such as the Reaver's ring (+5%) and the Channeller's ring (+4%) for each successive hit of a channelled magic ability
- Attacks following Concentrated Blast (+10%) or Greater Concentrated Blast (+15%)
- The Kal'gerion demon familiar provides a passive 1% critical hit chance
- The Kal'gerion Demon scroll (Crit-i-Kal) provides a +5% critical hit chance increase for 60 seconds
- Natural critical hit chance of an ability or auto-attack
- These typically take on a range between 5% and 13.5%
- A calculator for finding the probability of an ability or an auto-attack to land a critical hit can be found here: Calculator:Combat/Critical hit chance
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 | |||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
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.
Creation[edit | edit source]
The staff can be created by combining its relevant pieces: Fractured Armadyl symbol, Fractured stabilisation gem, and Staff of Armadyl's fractured shaft. Each piece of the staff is dropped by Kerapac, the bound in hard mode.
![]() | - | ![]() | ![]() | |
---|---|---|---|---|
600 XP | - | 5 (3s) | 2,147,483,647 | |
Requirements | ||||
![]() | 95 | |||
![]() | ||||
Materials | ||||
Item | Quantity | Price | Total | |
![]() | Fractured Armadyl symbol | 1 | 1,739,587,630 | 1,739,587,630 |
![]() | Fractured stabilisation gem | 1 | 1,134,952,922 | 1,134,952,922 |
![]() | Staff of Armadyl's fractured shaft | 1 | 1,357,702,195 | 1,357,702,195 |
Total price | 4,232,242,747 | |||
Profit | −2,084,759,100 |
Repair[edit | edit source]
Usage cost[edit | edit source]
Combat charges | 60,000 |
---|---|
Method | Repair NPC, armour stand, whetstone |
Item(s) consumed | 4,800,000 × ![]() |
Total GE Price | 4,800,000 |
Per hour | |
Average rate[uc 2] | 144,000 |
High rate[uc 3] | 288,000 |
Maximum rate[uc 4] | 480,000 |
Dyed[edit | edit source]
The fractured Staff of Armadyl can be recoloured with dyes from treasure trails for purely cosmetic purposes. This process is irreversible, and the dyed item cannot be traded. A warning message is given when attempting to dye a plain fractured Staff of Armadyl.
Comparison with other magical weapons[edit | edit source]
Disassembly[edit | edit source]
Fractured Staff of Armadyl | |
---|---|
Disassembly category | Staves |
Disassembly XP | 28.5 |
Item quantity required | 1 |
Material count | 12 |
Base junk chance | 0.0% |
Special materials | |
? × ![]() | Always |
Common materials | |
![]() | 35/100 |
![]() | 30/100 |
![]() | 30/100 |
Rare materials | |
![]() | 3/100 |
![]() | 2/100 |
Gallery[edit | edit source]
Update history[edit | edit source]
- patch 6 September 2021 (Update):
- The Fractured Staff of Armadyl has been added to the Magic Skill Guide.
- 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 31 August 2021 (Update):
- The Staff of Armadyl's special attack's initial hit will now deal 50-200% ability damage as stated in the tooltip.
- update 16 August 2021 (Update):
- Restored the ability for auto attacks critical hits to fire off extra spell casts.
- Fixed an issue where the extra spell cast from the staff was doing offhand damage if you were using dual-wielded weapons.
- Extra spell casts can now only fire off if the critical hit is on the player's main target.
- patch 9 August 2021 (Update):
- The Staff of Armadyl’s special attack is now affected by the Altar of War’s cooldown reset.
- Dyed versions of the Fractured Staff of Armadyl are no longer tradeable.
- hotfix 28 July 2021:
- Changed the Staff of Armadyl's special attack to stop extra spellcasts firing off from non-ability based critical hits whilst we investigate and monitor the power level of the special attack.[1]
References[edit | edit source]
One of the Elder God Wars Dungeon fronts | |||||||||||||||||
| |||||||||||||||||
Rewards |
| ||||||||||||||||
Scenery |
| ||||||||||||||||
Music | |||||||||||||||||
Related |
Elemental |
| ||||||||||||||||||||||||
Slayer |
| ||||||||||||||||||||||||
Ancient Warrior | |||||||||||||||||||||||||
Other |
| ||||||||||||||||||||||||
Dungeoneering | |||||||||||||||||||||||||
Quests |
| ||||||||||||||||||||||||
Minigames |
| ||||||||||||||||||||||||
Promotional | |||||||||||||||||||||||||
Treasure Trails |
|
- Items
- Grand Exchange items
- Members' items
- Items that can be disassembled
- Items that are reclaimable on death
- Untradeable items
- Tradeable items
- Non-GE items
- Equipment
- Tier 95 equipment
- Two-handed slot items
- Degrading equipment
- Magic weapons
- Items that disassemble into Stave parts
- Items that disassemble into Magic parts
- Items that disassemble into Padded parts
- Items that disassemble into Powerful components
- Items that disassemble into Imbued components
- Items that disassemble into Armadyl components
- Disassemble category/staff
- Items that can disassemble into special materials
- Missing special material quantity
- Items that cannot disassemble into Junk
- Nodon Front
- Elder God Wars Dungeon
- Staves
- Weapons
- Weapons that have special attacks
- Augmentable items
- Dyeable equipment