Passive effect
Passive effects are effects that can trigger without user interaction. The most common passive effects in RuneScape come as set bonuses, which are obtained when wearing a full set or multiple pieces of a specific type of armour. Passive effects can affect combat, skilling and any gameplay mechanic, from adding new dialogues to allowing access to certain areas.
Equipment[edit | edit source]
Armour sets and skilling outfits[edit | edit source]
Wearing a particular armour set can provide players with a passive set bonus. For example, wearing a full set of warpriest of Zamorak armour will provide a chance to reduce the damage a player takes to 90%. Wearing skilling outfits also provides bonuses for a specific skill. For example, wearing pieces of the black ibis outfit provides an extra 1% experience to Thieving per outfit piece worn, and an extra 1% when the full outfit is worn.
Head slot[edit | edit source]
Armour | Effect |
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Randomly reduces the opponent's Defence level, draining one charge. Increases melee accuracy and damage by 12.5% against monsters currently assigned as a Slayer task. |
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Increases ranged damage and accuracy by 12.5% against monsters currently assigned as a Slayer task. |
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Increases magic damage and accuracy by 12.5% against monsters currently assigned as a Slayer task. |
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Increases all damage and accuracy dealt to Slayer tasks by 12.5%, 13%, 13.5%, 14%, or 14.5%, depending on the upgrade tier. |
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Gives a 5% chance of saving a piece of leather (automatically banked). |
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Gives a +1% double bar chance. |
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Gives a 5% chance of making duplicate potions (automatically banked). |
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Gives a 5% chance of saving energy while weaving or transmuting. |
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Gives a 2% chance of saving seeds when planting them. |
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Gives a 2% chance of saving bones when buried or used on an altar. |
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Gives a 5% chance of cooking a duplicate food item (automatically banked). |
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Gives a 5% chance of saving a charm when infusing pouches. |
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Gives a chance for treasure trail reward caskets to also grant a casket of the tier below the completed one as part of the reward. Does not work on easy treasure trails. |
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Back slot[edit | edit source]
Armour | Effect |
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Prevents the player from failing any Agility obstacles, except for the Agility Pyramid sliding block and the Brimhaven Agility Arena sawblade (both can still deal damage if timed improperly, even whilst cape is equipped). |
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Gives an additional 1% sprite focus whenever some is gained. |
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Ardougne cloak 2 and 3 | 10 seconds of immunity when teleporting to the Wilderness via the lever in East Ardougne. |
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Gives a 2% chance for degradable items not to degrade. This does not apply to augmented items, except for those that degrade to dust. |
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Gives a 5% chance to save any plank type when building. |
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Prevents all food from burning while cooking. |
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Provides the effects of a sign of life/portent of life once an hour, and unlike them, it is not destroyed upon activation. It has a 1 hour cooldown, shared with the sign of life, portent of life, sign of death, and the portent of death. |
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Boosts a spring's minimum duration by 30 seconds, one time per spring. This effect does not stack with that of Ethereal Connection. |
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Provides a 5% chance per action to instantly harvest all remaining resources from a crop (stacks with juju farming potion and greenfinger auras), and notes the harvested crops automatically. |
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Fire cape, TokHaar-Kal-Ket, Mej and Xil | Doubles fire spells' damage dealt to ice strykewyrms. In addition, it also increases melee and ranged damage by +40 and fire spells by +200 per hit. |
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Provides a 5% chance to gain an additional catch. No experience is given for the additional catch. |
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Provides a 0.75% chance to make extra bolts, arrows, and darts when fletching them. |
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Enables the creation of overload, supreme overload, and elder overload potions in batches of five, using 20% fewer ingredients. |
Igneous Kal-Ket, Mej, Xil and Zuk |
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Provides a 2% charge drain reduction, which stacks multiplicatively with other reductions. |
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Provides a 5% double ore chance on all core rocks. |
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Increases the special effect chance of ranged ammunition by 20% of its current chance. |
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Gives a 20% chance to choose what a new task will be from a Slayer master. |
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Whenever an unfinished Smithing item is reheated, the next strike generates +5 base progress. This works with the Autoheater item and the Superheat spell, providing the same bonus. |
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After being bought, the special move cost for combat Summoning familiars is reduced by 20% at all times even when the cape is not worn. |
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Causes Dismember's damage over time to last an extra 3.6 seconds (an extra 3 hits for a total of 8). |
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Provides a 2% chance not to consume a charm when infusing Summoning pouches, which stacks with spirit gems and the modified shaman's headdress. |
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Automatically notes all Thieving loot from pickpocketing. |
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Provides an increased chance of receiving a bird's nest or crystal geode. |
Quest Cape and Master quest cape | Adds 30 seconds onto the player's time in Tears of Guthix. |
Neck slot[edit | edit source]
Armour | Effect |
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Provides a chance to conserve seeds when planting in an allotment patch. It can activate 10 times before degrading to dust. |
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If bound to allotment or flower patches, it will hum when the patch becomes diseased or grows completely. |
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When it has stored charges, it will increase the chance of finding geodes by 1%. |
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If bound to a Farming patch, it will hum when the patch becomes diseased or grows completely. |
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Improves the set effects of the six original Barrows equipment sets. See the relevant page for a list of all effects. |
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Leech curses and prayers that solely boost a single stat will have their Attack or Defence bonuses increased by 10%. Strength boosts increase by 10%. |
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Increases the amount of damage the wearer does when wielding an obsidian melee weapon by 5%. |
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Gives a 100% success rate in making combination runes through the Runecrafting skill. |
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Will periodically (every 15 seconds) deal between 200 to 500 damage to the enemy, healing the player by the damage dealt. Has a maximum healing cap of 1,200 if it hits enemies adjacent to the main target. |
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Provides a chance to brew a 4-dose potion instead of a 3-dose potion while training Herblore. It starts with 5 charges, and one charge is used when a 4-dose potion is created. |
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Allows players to speak with certain cabbages. |
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Allows players to speak with certain camels. |
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Allows players to speak with certain cats. |
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Combines the effects of other translation amulets. |
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Allows players to speak with certain crocodiles. |
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Restores up to 150 prayer points when burying certain bones. |
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Successfully cutting a Kharidian cactus gives 2 units of water. |
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Offers double experience from burying dragon bones, babydragon bones, frost dragon bones, hardened dragon bones, reinforced dragon bones and Dragonkin bones. |
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Grants the effects of both the Amulet of Souls and the Reaper necklace, and can also store the special attack of any weapon. |
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Food eaten will grant an additional 50 life points. |
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Grants a universal accuracy buff of 1%. |
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Gives a chance to take no damage and avoid being stunned when caught Thieving. Contains 10 charges. |
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Allows players to speak with ghosts. |
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Allows access to the Waterfall dungeon when worn or carried in the inventory. |
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Can be permanently upgraded using a Dark Facet of Grace, which adds the following effects:
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If fighting a vampyre or Feral vampyre, the Vampyre will receive a pair of debuffs that lower its attack and defence stats by 25%. |
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Allows players to speak with monkeys. |
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Food eaten will grant an additional 100 life points. Contains 20 charges, |
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On damaging attacks: +15% accuracy and damage against dinosaurs. Provides a 3% improvement to drop chances from Rex Matriarchs and dinosaurs[1]. |
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Summoning familiars will not drain a player's summoning points after they have been initially summoned. |
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Automatically restore the wearer's life points by 30% of maximum if they drop below 20% of the maximum. |
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All hits will increase the wearer's hit chance by 0.1% for 55 seconds, stacking up to 30 times. |
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Increases the damage and accuracy by 15% (20% for the enchanted version) for all combat styles while fighting undead monsters. |
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Restores up to 100 prayer points when burying certain bones. |
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Restores up to 50 prayer points when burying certain bones. |
Ammunition slot[edit | edit source]
Armour | Effect |
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Deathmark: The player is instantly given 10% adrenaline, while gaining an additional 1% from basic abilities for 15 seconds. |
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One of three effects can be chosen to be activated against players using magic in PvP:
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Deal 40% more damage with auto-attacks and 25% more damage with abilities and increases accuracy by 30% against its intended targets. |
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All abilities apply a stack (max 200) of Evolving Toxin on hit and have a 33% chance to consume an arrow. Target takes +2% poison damage for each stack of Evolving Toxin they have. After 30 seconds without an ability using a Bik arrow hitting the target, all stacks are removed. |
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Reduces the target's base armour rating by 0.75% (to a maximum of 22 armour) for each attack, capping at 15% armour reduction (to a maximum of 454 armour). |
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Armour Piercing: The player ignores the opponent's defence level and their own accuracy bonuses, always hitting the opponent and dealing up to 15% more damage. |
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Dragon's breath: The player instantly attacks the opponent a second time for 25% of the first hit as dragonfire damage. This effect is negated by dragons and opponents with dragonfire protection (e.g. Antifire potion or anti-dragon shield). |
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Magical Poison: Poisonous gas is dispersed towards the opponent, poisoning them for 4% of the player's weapon damage. |
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Act like bronze arrows but randomly add between approximately 460 to 720 damage to each hit, after the damage is calculated, against Order of Ascension members. |
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All abilities deal +15% damage, but have -10% accuracy. |
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1/5 chance of dealing earth damage while using the Guthix bow's special attack. |
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Nature's Cradle: 25% chance to not use runes when using combat spells. |
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Earth's Fury: A rock slide tumbles down on the opponent, stunning them for 4.8 seconds. In PvP, the bolts will bind instead. |
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Deal +30% damage and have +20% hit chance against its intended targets. |
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Life leech:Leeches the opponent's vitality, dealing 25% more damage and healing the player by 25% of the damage potential of the attack, capping at 2,500 lifepoints. |
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Lucky Lightning: A lightning bolt strikes the opponent, dealing 10% more damage. |
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Sea Curse: A mighty bolt of water splashes onto the opponent, dealing +15% more damage to opponents that are weak to water, while opponents weak to fire will be dealt 15% less damage. In PvP, the opponent's run will be turned off. |
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Blood Forfeit: The player sacrifices 10% of their current lifepoints to deal damage equal to 20% of the opponent's current lifepoints. Damage dealt to players caps at 3,000. For NPCs, the percentage of damage dealt scales down linearly as the NPC loses health, capping at 10,000 (12,000 for critical hits). Furthermore, the chance to trigger this effect lowers by 1% for every 1,000,000 of the NPC’s remaining health, capping at a minimum of 1%. |
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Clear Mind: The player steals 5% of the opponent's maximum prayer points and transfers it to themselves. |
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1/5 chance of dealing water damage while using the Saradomin bow's special attack. |
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All attacks used for 4.2 seconds (7 ticks) after Greater Dazing Shot will also apply Puncture stacks, consuming an arrow per stack during the active period until the target(s) reach 13 stacks. Reapplying Puncture will result in the stack duration being reset to 9 seconds, and the bleed damage resetting to its highest hit. |
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Down to Earth: A pair of arms claw the player from underground, reducing the opponent's magic level by 2 and damage by 1%. This effect caps at 10 levels and 5% damage. |
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All basic abilities generate a stack (max 15) of Icy Chill on hit. Threshold and ultimate abilities consume these stacks and convert them to 0.6 seconds and one stack of Icy Precision per stack. Icy Precision blocks consumption of Icy Chill and gives threshold Ranged abilities +2% damage and accuracy per stack. Ultimate Ranged abilities gain +3% base damage (+3% damage in PvP) and accuracy per stack. The consuming ultimate or threshold ability benefits from this damage buff. |
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1/5 chance of dealing fire damage while using the Zamorak bow's special attack. |
Melee weapons[edit | edit source]
Weapon | Effect |
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When using bane melee equipment in both hands, damage against abyssal demons is increased by 25%. |
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25% chance to raise the wielder's Attack and Strength levels by 1 level, up to a maximum of 10% of the levels, with each successful hit. Does not stack with other boosting effects such as potions. |
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If wielding attuned crystal equipment on both hands, there is a chance to deal 25% more damage, the chance scaling with agility level, maxing at 12% at level 99. |
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Gains 30% (45% with upgraded balmung) extra hit chance and deals 25% (45% with upgraded) more damage against dagannoths or 15% (35% with upgraded) against Dagannoth Supreme. When using abilities, the damage increase to dagannoths is 12.5% (22.5% with upgraded) and 7.5% (17.5% with upgraded) to Dagannoth Supreme. |
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25% chance to lower the target's Defence level by 1, down by up to a maximum of 10% of the level, with each successful hit. |
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Upon hitting your opponent, there is a chance for the blackjack to proc, stunning your opponent for 3 ticks. |
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Fully effective against all vampyres, vyrewatch, and vyrelords/ladies, and when fighting them, the ability to: Prevent juvinates in Darkmeyer (but not elsewhere) from transforming into dust and escaping, give a flat +50% hit chance, a chance to deal up to double the normal damage for that attack (including bleeds like Dismember), and for every 50 vyre corpses cremated in the Columbarium grants +10 damage (a maximum of +100). The sunspears also automatically cremate vyre corpses, granting 280 Prayer and 200 Firemaking experience (+50% with Morytania achievements complete), with a 20% chance of dropping additional loot (similar to Shiny columbarium key loot; increased chance with columbarium ring). |
Dark ice shard or Dark Shard of Leng with Dark ice sliver or Dark Sliver of Leng | Hurricane can be used while dual-wielding and no longer shares a cooldown with Destroy. |
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Deals 125-224% damage (150-249% with passive upgrade) and gains 20% (30% with upgrade) hit chance against demonic creatures. For auto-attacks, it deals 200% instead (250% with upgrade). |
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Allow the use of both melee dual-wielding and shield abilities, as well as having a +3% accuracy boost and 1/15 chance to decrease the damage taken from a hit by 50-100%, which also increases the player's accuracy for their next attack by 20%. |
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When using bane melee equipment in both hands, damage against dragons is increased by 25%. |
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Deals more damage and becomes more accurate against shades, which makes it useful for the Shades of Mort'ton minigame. |
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Same effect as the blisterwood weapons. |
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Grants 33.3% more damage against scarab creatures and kalphites. Also grants 15% (25% with Desert amulet 3 or higher) extra hit chance and a chance to deal 300% damage instead of the usual 33.3% increase. |
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Melee bleeds have their duration extended by 50%, rounded to the nearest whole number. Bleeds that may be used with a two-handed weapon are Blood Tendrils, Dismember and Slaughter, all of which normally deal 5 hits. See Masterwork Spear of Annihilation for more information. |
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When using bane melee equipment in both hands, damage against revenants is increased by 25%. |
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Increases damage dealt to the target if they have under 50% of their maximum life points. |
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25% chance to restore 3% of maximum life and Prayer points with each successful hit. |
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Deals 125-224% damage and gains 20%hit chance against demonic creatures. For auto-attacks, it deals 200% instead. |
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Same effect as the blisterwood weapons. |
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Primal Savagery:
Can be permanently upgraded using an Enchantment of savagery, which adds the following effect:
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+5% XP per lap completion at the Wilderness Agility Course when wielding or carrying the Wilderness sword. |
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Stops the residents of Canifis from morphing into their more powerful Werewolf form. |
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25% chance to briefly stun the target with each successful hit. |
Magic weapons[edit | edit source]
Weapon | Effect |
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If wielding attuned crystal equipment on both hands, there is a chance to deal 25% more damage, the chance scaling with agility level, maxing at 12% at level 99. |
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Fully effective against all vampyres, vyrewatch, and vyrelords/ladies, and when fighting them, the ability to: Prevent juvinates in Darkmeyer (but not elsewhere) from transforming into dust and escaping, give a flat +50% hit chance, a chance to deal up to double the normal damage for that attack (including bleeds like Dismember), and for every 50 vyre corpses cremated in the Columbarium grants +10 damage (a maximum of +100). The sunspears also automatically cremate vyre corpses, granting 280 Prayer and 200 Firemaking experience (+50% with Morytania achievements complete), with a 20% chance of dropping additional loot (similar to Shiny columbarium key loot; increased chance with columbarium ring). |
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Dark Wither:
Can be permanently upgraded using an Enchantment of affliction, which adds the following effect:
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1/30 (or 1/15 for the master one) chance to save all the runes of a type used for a spell. Also provides infinite water runes. |
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Allow the use of both magic dual-wielding and shield abilities, as well as having a +3% accuracy boost and 1/15 chance to decrease the damage taken from a hit by 50-100%, which also increases the player's accuracy for their next attack by 20%. |
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When wielded within Pyramid Plunder, players receive the following benefits:
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Each combat spell cast with the weapon has a 1/8 (12.5%) chance of drawing its power completely from the weapon, negating its rune cost. |
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Ranged weapons[edit | edit source]
Weapon | Effect |
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If wielding attuned crystal equipment on both hands, there is a chance to deal 25% more damage, the chance scaling with agility level, maxing at 12% at level 99. |
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Fully effective against all vampyres, vyrewatch, and vyrelords/ladies, and when fighting them, the ability to: Prevent juvinates in Darkmeyer (but not elsewhere) from transforming into dust and escaping, give a flat +50% hit chance, a chance to deal up to double the normal damage for that attack (including bleeds like Dismember), and for every 50 vyre corpses cremated in the Columbarium grants +10 damage (a maximum of +100). The sunspears also automatically cremate vyre corpses, granting 280 Prayer and 200 Firemaking experience (+50% with Morytania achievements complete), with a 20% chance of dropping additional loot (similar to Shiny columbarium key loot; increased chance with columbarium ring). |
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Perfect Equilibrium: For each hit, the player gains a stack of Perfect Equilibrium. Once 8 stacks have been reached, a single attack is launched passively, clearing the number of stacks. This attack deals a sum of 8%-14% ability damage and 35%-60% of the damage from the attack that triggered this effect. |
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Can hit up to 9 targets in a 3x3 area with most abilities. See the main articles for a list of exceptions. |
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The deathtouched dart is an item that will kill almost any monster in the game with one hit. See deathtouched dart for the monsters it cannot kill and more explanation. |
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Soul Gaze:
Can be permanently upgraded using an Enchantment of dispelling, which adds the following effect:
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Provides a large damage boost against certain demons. Gains 40% (50% with darklight upgrade) hit chance against all demonic creatures. |
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Drains run energy by 50% when thrown at a player in PvP. |
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Allow the use of both ranged dual-wielding and shield abilities, as well as having a +3% accuracy boost and 1/15 chance to decrease the damage taken from a hit by 50-100%, which also increases the player's accuracy for their next attack by 20%. |
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Stores damage taken and releases it in the form of an extra shot every 5 auto-attacks, 15 ability hits (excluding bleed hits), or a mix of both. Stores up to 80,000 damage. |
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All attacks are considered poisonous. Poison damage will proc twice as frequently but with half of its normal damage. |
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Can inflict a bleed that strengthens over time. The effect does not work against poison-immune monsters. |
Main-hand skilling tools[edit | edit source]
Tool | Effect |
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Gives a 2% chance of receiving an additional gem of the type that are cut while using the chisel, applicable to sapphire, emerald, ruby, diamond and dragonstone. Reverts back to a crystal tool seed after producing 28 (or 56 if used in Prifddinas) gems. |
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Increases the success rate when fishing in spots that require a rod by 5%. Reverts back to a crystal tool seed after caughting 500 (or 1,000 if used in Prifddinas) fish. |
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Gives a +1% chance for double progress when smithing any core metal. Reverts back to a crystal tool seed after 3,000 strikes. |
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Reverts back to a crystal tool seed after activating 28 (or 56 if used in Prifddinas) times. |
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Adds a hidden +3 bonus to the player's Construction skill. Reverts back to a small crystal seed after building 28 (or 56 if used in Prifddinas) items. |
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Adds a hidden +5 bonus to the player's Construction skill. Reverts back to a crystal tool seed after building 28 (or 56 if used in Prifddinas) items. |
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Gives quintuple the chance of spawning a fire spirit while at a bonfire. Reverts back to a crystal tool seed after spawning 28 (or 56 if used in Prifddinas) fire spirits. |
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When used to cut trees, provides a chance of instantly burning any logs received, for Woodcutting and Firemaking experience. |
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Torso slot[edit | edit source]
Armour | Effect |
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Shields[edit | edit source]
Armour | Effect |
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Adjacent abyssal demon targets that hit the wearer have reflect damage dealt in the same manner as armour spikes - damage equal to Smithing level, doubled. This can be stacked with armour spikes. |
Arcane, elysian and divine spirit shields (including their lucky variants) | All incoming damage (with sufficient Prayer points) will be reduced by 30%. Prayer points will be reduced by 6% of the damage received. |
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Randomly reduces the opponent's Attack, Defence, or Strength level, depending on the shield, draining one charge. |
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Adjacent dragon targets that hit the wearer have reflect damage dealt in the same manner as armour spikes - damage equal to Smithing level, doubled. This can be stacked with armour spikes. |
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Ability to use a new emote by operating the shield when worn. |
Falador shield 2 and 3 |
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Adjacent revenant targets that hit the wearer have reflect damage dealt in the same manner as armour spikes - damage equal to Smithing level, doubled. This can be stacked with armour spikes. |
Off-hand skilling tools[edit | edit source]
Tool | Effect |
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Combines the effects of the Farmer's, Hunter's and Runecrafter's Catalyst fragment. |
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Can cure diseased herb patches for free and grants extra experience in the form of shadow-infused herbs. |
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Resets box, tortle, imp, and bird traps, and marasamaw plants on failure to trap prey while hunting. |
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Halves the degrade rate of runecrafting pouches (stacking with any bonuses of the infinity ethereal outfit, if owned). |
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Consuming Flame:
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Shattering Strikes:
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Legs slot[edit | edit source]
Armour | Effect |
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Hands slot[edit | edit source]
Armour | Effect |
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Mines Soft clay instead of normal clay, disintegrates after 28 uses. |
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20% more damage to opposing side in Castle Wars, and bandages are 50% more effective, breaks after 3 uses. |
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Increases damage of bolt spells by 10%. |
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Grants each attack a 1/6 chance to poison the target, and increases the base poison damage coefficient, stacking with all other poisons. If the target is already poisoned, the gloves add a 1/6 chance for poison hits to refresh the poison effect and deal an extra hit. |
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Has a 20% chance of reflecting 25-50% of received damage back to the attacker. |
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Instantly builds a single temple wall in Shades of Mort'ton. |
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Enduring Ruin: After the Havoc or Smash ability successfully hits:
Can be permanently upgraded using an Enchantment of agony, which adds the following effects:
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Goliath gloves | Each melee auto-attack or basic ability has a 5% chance of triggering all three of the following effects:
They also reduce incoming melee damage by 1–5%, with a 5% chance of reducing by 25%–50% instead. |
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Allows a chance for on-assignment Slayer kills to count as double, for no additional XP. |
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Allows the chance for Slayer kills to not reduce the assignment count, but still award experience. |
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Protects user from 500 poison damage, breaks after protection has been used up. |
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10% extra Agility experience from obstacles in the Brimhaven Agility Arena. |
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For 6 seconds after using the Dragonbreath ability, damage dealt from the Combust ability will happen instantly and deal 25% more damage.
Can be permanently upgraded using an Enchantment of flames, which adds the following effect:
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Steady Hands: +25% accuracy and allows movement when using the Snipe ability.
Can be permanently upgraded using an Enchantment of dread, which adds the following effect: |
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Increases the natural rate at which life points regenerate by 3x. This effect will stack with the Rapid Heal or Rapid renewal prayer. It does not stack with resting. |
Spellcaster gloves | Each magic auto-attack or basic ability has a 5% chance of triggering the gloves' passive effect:
When this effect is triggered, the auto-attack or basic ability will hit 0.6 seconds (1 tick) after the cast, and the stat drain will be applied 1.2 seconds (2 ticks) after the cast. The auto-attack or basic ability does not need to hit for the bind and stat reduction to be applied. |
Swift gloves | Each ranged auto-attack or basic ability has a 5% chance of firing an additional attack which:
They also reduce incoming ranged damage by 1–5%, with a 5% chance of reducing by 25%–50% instead. |
Feet slot[edit | edit source]
Armour | Effect |
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Inner Wrath: Increases the charge rate of Detonate by 100% (the charge time for Detonate is reduced by 33%, by doubling the charges gained. A full charge would be ready in 2.4 seconds). |
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Winds End: Allows Rapid Fire to be used when moving. Increases hit chance when using Rapid Fire by +10%. |
Fremennik sea boots 2 and 3 | Access to the broken pier shortcut between Miscellania and Etceteria. |
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Blade Master: Grants access to Bladed Dive when wielding a single melee weapon (Bladed Dive's area of effect is increased to 5x5 if used in conjunction with a halberd-classed weapon). |
Ring slot[edit | edit source]
Armour | Effect |
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Gives a chance for certain monsters to drop undercooked mystery meat when they die. |
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Has a 10% chance to negate the adrenaline cost from using threshold abilities. Also has a 40% chance of saving 25% of a special attack's original adrenaline cost. |
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Crimson Strikes: adds 3% critical strike chance against bleeding targets.
Can be permanently upgraded using an Enchantment of heroism, which adds the following effects:
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Runic Embrace: adds 4% stacking critical strike chance per hit when casting magic channelled abilities.
Can be permanently upgraded using an Enchantment of metaphysics, which adds the following effect:
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Increases the chance to receive the sunspear effect when killing Vyrewatch. |
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All the effects from the Pontifex shadow ring, plus:
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10% chance of crafting an additional air, earth, fire, or water rune per essence, at the appropriate altar (not the Ourania Runecrafting Altar), granting additional experience. |
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Increases all hits dealt in Kuradal's Dungeon by 4%, and when the user has less than 10% of their life points remaining, they will be teleported to Kuradal. |
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Can be permanently upgraded using a Dark Facet of Luck, which adds the following effects:
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Allows access to portals to the parallel Spirit Realm. |
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Increases all hits dealt to Metal Dragons in by 4% (or 8% in Kuradal's Dungeon). |
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Decreases incoming damage by 50% at a chance of 2% (5% for the superior version) per each attack received. |
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Luck: Tier 4 luck.
Can be permanently upgraded using a Dark Facet of Luck, which adds the following effects:
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All the effects from the Pontifex observation ring, plus:
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Reckless Assault: adds 5% critical strike chance but reduces accuracy by 5%. |
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Deceive werewolves such as the inhabitants of Canifis or the guardian outside the Werewolf agility course into thinking the player is also a werewolf. |
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Allows to bend the wills of the weak-minded and get different dialogs and benefits. See the relevant article for a list of all the effects it provides. |
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It has a 50% chance of restoring the wearer adrenaline by 1% for every 1500 of the target's maximum life points when that target dies to a maximum of 5% adrenaline. If you die with the ring equipped you will be revived but will have a damage over time effect for 3 minutes. |
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Decreases the amount of iron ore to smelt an iron bar from two to one. |
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When the user has less than 10% of their life points remaining, they will be teleported to their respawn point, consuming the ring. |
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Gives an approximate 6% chance to receive double experience when catching butterflies barehanded (also applies to catching charming moths). |
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10% of the damage received is dealt back to the attacker, whether a monster or another player. |
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Usage of ultimate abilities will drain the adrenaline bar to 10% instead of 0%. It is possible to make the effect permanent after completing Extinction. |
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Allows to see entities in the Shadow Realm like ghosts and objects that are normally invisible. |
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Shadow's Mercy: adds 3% critical strike chance when using a bow.
Can be permanently upgraded using an Enchantment of shadows, which adds the following effects:
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Provides a 10% damage bonus when fighting TzHaar, Fire and Obsidian creatures. |
Pocket slot[edit | edit source]
Armour | Effect |
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Automatically collects coins dropped by monsters for the player, and add them to the player's money pouch, destroying 10% of the coins it gathers. |
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Icicles hit and surround the target, dealing 120-200% damage (40-120% in PvP) and binding the target for 4 seconds. |
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A brown/blue tornado spins at the target's location, dealing 4 hits of damage in 4 ticks, dealing 30-50%, 30-50%, 60-100%, and 60-100% damage for a total of 180-300% damage. If the target moves from the tornado, the damage is halted. In PvP, the effect deals 10-30%, 10-30%, 20-60%, and 20-60% damage for a total of 60-180% damage. |
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Has a chance to apply a damage-over-time effect on the enemy. Hits 500 four times for a total of 2,000 if charged or 50 four times for a total of 200 if uncharged. |
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A shockwave hits the target, dealing 90-150% damage (30-90% in PvP) and reducing the target's Defence level by 5% + 5 and increasing its affinity values by 3 for 12 seconds. |
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Accumulates charges while being one space away from a bank while held in the inventory or equipped. The device gains 3.33% charge every 10 game ticks, reaching full charge after 300 game ticks (3 minutes). It will charge until 100% at which point it will explode, giving 5 sets of 25 random common parts (excluding crystal) and 4 sets of 1 uncommon component (excluding refined). In addition, it will also have a 1% chance of giving 1 rare component. |
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All bones defined by the bonecrusher's settings dropped by monster kills, or obtained from hunting, will be automatically converted into Prayer experience. Can be upgraded to give an option to toggle picking-up bones that aren't marked for crushing, placing them into the inventory unnoted. |
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Blood essences are pocket slot items with combat benefits unlocked after River of Blood, made using potions and congealed blood, which in turn is also used to recharge them. They provide both a passive effect and an activated effect, which works in a similar way to a God book. See the relevant page for a list of all effects. |
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Automatically collects charms and spirit gems before they drop on the ground, putting them instantly in your inventory (or in a spirit gem bag, if one is held in the inventory). Alternatively, the charming imp can convert unwanted charms and spirit gems into Summoning experience if the player chooses the option. |
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Increases the worn armour bonus by 25, which is doubled to 50 when wearing a shield. When the insignia is charged, the bonus increases by a factor of six—150 without a shield, or 300 with one. |
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Automatically collects all coins dropped by monsters and adds them to the player's Money pouch. It can collect a total of 1 million coins before degrading to dust. |
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The sword of edicts falls on the target and then burns and explodes. This deals an initial hit of 90-150%, 3 hits of 7.5-12.5%, and finally a hit of 37.5-62.5% (with the final hit being split in a 3x3 area if there are multiple targets nearby) for a total of 150-250%. In PvP, the damage is initially 30-90%, then 3 hits of 2.5-7.5%, and finally a hit of 12.5-37.5 being split in a 3x3 area should there be multiple targets for a total of 50-150% damage. |
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When charged, the insignia increases the life points restored by any food by 5%, rounding down. When it is uncharged, the life points restoration boost is reduced to 1%. |
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Automatically destroys grimy herbs from monster drops and rewards the player double the experience that would have been received from cleaning the herb. |
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Prayer-restoring potions restore additional Prayer points, depending on the Prayer level when equipped or carried in the inventory. |
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A lightning strike hits the target, dealing 165-275% damage (55-165% in PvP). |
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Scrimshaws provide both combat and skill effects. See the relevant page for a list of all effects. |
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Nature's Veil: When using non-combat skills, you will occasionally reveal a catalyst of alteration, which can be interacted with for rewards. Upon gaining rewards, receive a 5% XP boost for 1 minute. |
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Gladiator's Rage: On hit, has a 6.6% chance to activate: For 15 seconds, increases damage dealt by 20%, and damage taken by 10%. 15s cooldown. |
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Time rift: For 10 seconds, all damage from your abilities whilst time rift is active gets stored. Once the time rift closes, 20% of the total damage is applied to your opponent. |
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Sheer Cold: Each attack has a chance to summon an icy beam for 3.6 seconds that attacks anything standing in it. Once targets have been hit 5 times by the beam, they will shatter for 400% ability damage. |
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Automatically destroys selected seeds dropped by monsters in combat, in exchange for double the experience the player would normally receive from planting the seeds in a Farming patch. Can be upgraded to automatically pick up all seeds which are not destroyed. |
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Like Scrimshaws, signs provide both combat and non-combat effects. |
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Upon reaching 0% heat, the auto-heater will consume 5 coal from the metal bank to set the heat back to 30%. |
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Processes drops while consuming springs in several different modes of operation:
Some of the modes are only available for upgraded versions of the device. |
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A dark explosion hits the target and the surrounding targets in a 3x3 area, dealing 150-250% damage that is split over all targets. Deals 50-150% in PvP. |
Backpack[edit | edit source]
Item | Effect |
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When excavating, automatically screen gathered soil into archaeology materials. Each screened soil drains 3.33 energy from the player's charge pack. |
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Prevents Sprite Focus from dropping below 10% while excavating. The player must keep excavating for the effect to work; stopping excavating allows the Sprite Focus to drop below 10% even with the cosmic focus. If Sprite Focus is already below 10% while excavating, it will prevent it from dropping further. |
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Automatically note or disassemble flatpacks while creating them at a workbench in your Player-owned house or while using a portable workbench. |
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Offers tiered benefits that can be unlocked by progressing through the Legacy of Zamorak storyline. At tier 6, it can be permanently added to the toolbelt.
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Each urn teleported grants 25% extra experience at a cost of 20 charges. |
Daemonheim[edit | edit source]
Armour | Effect |
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Will periodically (every 15 seconds) deal between 200 to 500 damage to the enemy, healing the player by the damage dealt. Has a maximum healing cap of 1,200 if it hits enemies adjacent to the main target. |
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Can apply 100 damage combust on the target, slow down their attack speed, or increase the player's magical accuracy by up to 50%. |
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Can increase accuracy with bows by up to 20%, reduce the target's Defence level by 1 per attack, or increase the player's ranged level by up to 20% for the purposes of calculating damage. |
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Can reduce damage by up to 15% if wearing a shield and increase accuracy with one or two-handed weapons by up to 20%. |
Unlockable passive buffs[edit | edit source]
Passive buffs are benefits that are applied to your account in a passive sense by completing an activity, achievement or unlock. There are both permanent buffs and buffs that are active when certain conditions are met.
Luck enhancers[edit | edit source]
Some items can increase the player's luck tier, a mechanic that determines the chance for receiving certain rare or special drops and rewards from various sources.
God Wars Dungeon protection[edit | edit source]
Many pieces of equipment affiliated with the gods Saradomin, Zamorak, Armadyl, Bandos, and Zaros provide a passive effect that prevents followers of that particular faction from being aggressive within the God Wars Dungeon. This effect does not apply to the bosses or to their bodyguards. In the case of Zarosian items, the protection is applied to all four factions, but they will not protect from Zarosian followers in the Ancient Prison, except for the Shard of Zaros. The faction insignias and the Shard of Mah provide similar protection against Heart of Gielinor monsters, while the Shard of Erebus does so for the Elder God Wars Dungeon monsters.
Perks[edit | edit source]
The Invention skill allows players to add specific perks, or effects, onto their augmented equipment.
Familiars[edit | edit source]
Some Familiars provide passive effects when summoned.
Relic powers[edit | edit source]
Relic powers can be unlocked by offering various relics at the mysterious monolith. They are the central benefit of the Archaeology skill. Harnessing relic powers costs chronotes and monolith energy, and is done via the interface at the mysterious monolith. Relic powers have no upkeep cost and are permanently active if selected. The chronotes cost to harness a relic power will always be the required monolith energy times 20.
References[edit | edit source]
Modes |
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Calculations | |
Equipment | |
Mechanics | |
Miscellaneous |
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