# Ruby bolts (e)

Not to be confused with Ruby bakriminel bolts (e).
 This article has a calculator here.Calculators determine experience and costs based on real-time prices from the Grand Exchange Market Watch.

Enchanted ruby bolts are adamant bolts tipped with ruby bolt tips and enchanted with the level 49 spell Enchant Crossbow Bolt (Ruby). The spell enchants 10 ruby bolts at a time and uses 1 blood rune, 1 cosmic rune, and 5 fire runes.

Enchanted ruby bolts have a 5% chance of triggering the Blood Forfeit effect, which hits the target for up to 20% of their remaining life points, while dealing the player 10% of their own life points as recoil. In player killing situations, the damage is capped at 3,000; against monsters, it is capped at at 10,000 for regular hits. Critical hits are capped at 12,000 (15,000 with Erethdor's grimoire). For monsters with over 1,000,000 life points remaining, the chance of triggering is lowered by 1% for every 1,000,000.

This effect can be triggered with auto attacks and abilities, with abilities consuming one bolt per activation. Multi-target abilities such as ricochet can trigger the effect separately on secondary targets. Abilities that hit multiple times such as rapid fire have a chance to trigger it on each hit separately.

Sacrifice can trigger the effect and will heal according to the damage dealt by the effect.

The chance of the special attack occurring is increased with the Ranged cape perk active and the completion of the Elite Seers' Village achievements.

## Blood Forfeit

The actual effect of these bolts is somewhat complex. Because of its power level, blood forfeit has several restrictions placed on it:

### Chance of occurring

The chance the effect occurs is at most:

For every 1 million health the chance of the effect occurring decreases by 1%. For this reason, the chance of the effect occurring at Seiryu the Azure Serpent is always 1% except during story mode.

When using a bleed ability like Fragmentation shot, the effect cannot occur. During combo abilities like Rapid fire the effect can occur on every hit.

When a monster is hit by the effect, they get a 6 seconds invisible cooldown during which the effect cannot occur on them again. However, if a player hits another target with an area of effect ability like Ricochet, additional targets do not share this cooldown and have their own chance to activate, unaffected by the primary target.

### Damage

To calculate the damage, let ${\displaystyle C}$ be the current life points of the target and let ${\displaystyle M}$ be the maximum life points of the target.

The damage of blood forfeit starts at 20% of the enemy's health but the percentage goes down as their life points decrease (to a minimum of 1%). The percentage of current health the bolts will do is

${\displaystyle {\text{max}}\left(1,\left\lfloor 20\cdot {\frac {C}{M}}\right\rfloor \right)\%}$

Therefore, the damage done from this would be

${\displaystyle \left\lfloor {\text{max}}\left(1,\left\lfloor 20\cdot {\frac {C}{M}}\right\rfloor \right)\%\times C\right\rfloor }$

Furthermore, the bolts have a maximum soft damage cap which by default is 10,000 damage. However, this can be raised to higher values with Smoke Cloud or Erethdor's grimoire. Hits over 10,000[exception 1] are caused by damage modifiers (such as a boosted Ranged level or a prayer/curse such as Anguish), provided the hit is a critical hit. The soft damage cap scales down linearly as life points fall below half.

Define the maximum soft damage cap, ${\displaystyle S_{\text{cap}}^{\text{max}}}$, to be:

${\displaystyle S_{\text{cap}}^{\text{max}}=10{,}000\cdot (1-a)(1-b)+12{,}576\cdot a(1-b)+15{,}000\cdot (1-a)b+15{,}720\cdot ab}$

where ${\displaystyle a}$ and ${\displaystyle b}$ are defined as follows:

${\displaystyle a={\begin{cases}0&{\text{if Smoke Cloud is not active on target}}\\1&{\text{if Smoke Cloud is active on target}}\end{cases}}}$
${\displaystyle b={\begin{cases}0&{\text{if Erethdor's grimoire is not active}}\\1&{\text{if Erethdor's grimoire is active}}\end{cases}}}$

With these, the following table describes the possible values for ${\displaystyle S_{\text{cap}}^{\text{max}}}$:

${\displaystyle S_{\text{cap}}^{\text{max}}}$
10,000
12,576
15,000
15,720

The soft damage cap, ${\displaystyle S_{\text{cap}}}$, is then:

${\displaystyle S_{\text{cap}}={\begin{cases}S_{\text{cap}}^{\text{max}}&{\text{if}}\quad C>M/2\\\left\lfloor S_{\text{cap}}^{\text{max}}\cdot {\frac {2C}{M}}\right\rfloor &{\text{if}}\quad C\leq M/2\end{cases}}}$

The actual damage before boosts, ${\displaystyle D}$, will then be the minimum of these:

${\displaystyle D={\text{min}}\left(\left\lfloor {\text{max}}\left(1,\left\lfloor 20\cdot {\frac {C}{M}}\right\rfloor \right)\%\times C\right\rfloor ,S_{\text{cap}}\right)}$

This formula is similar in PvP situations. The damage is always capped at 3,000 damage but scales down when the opponent's life points fall below half:

${\displaystyle D={\begin{cases}3{,}000&{\text{if}}\quad C>M/2\\\left\lfloor 3{,}000\cdot {\frac {2C}{M}}\right\rfloor &{\text{if}}\quad C\leq M/2\end{cases}}}$

For example, when fighting against Nex in her blood phase and she has 100,000 health left, the player will deal 10% of her current health as damage, with a damage cap of 10,000, resulting in 10,000 damage when the effect occurs without any modifiers. When she falls to 80,000 health and is in her ice phase, the effect will only deal 8% of her current health resulting in 6,400 damage without any modifiers. If the effect occurs against Nex: Angel of Death with 750,000 health remaining, the player will deal 5% of her maximum health (well over 30,000 damage) but with a damage cap of 5,000, resulting in 5,000 damage before modifiers.

Any effect which modifies the damage blood forfeit replaces, such as Needle strike, Prayer, boosted levels or Scrimshaw of cruelty will modify the damage after the above has been calculated, although still subject to the regular damage caps of 10,000 for non-critical hits and 12,000 for critical hits (or 15,000 for critical hits with the grimoire). Anything that modifies Ability damage directly, such as weapon and equipment bonus or level, will not boost the damage as blood forfeit replaces the ability damage. A list of possible boosts can be found on the ability damage page.

For example, in the previous situation where Nex is at 80,000 health points and the effect triggers but the player is using the Desolation curse, boosted by 19 levels using a Supreme overload and under the effects of the remnants of the Stone of Jas from the Glacor Cave, blood forfeit would deal roughly 7,564-7,640 damage. The precise perk guarantees around 7,640 damage.

1. ^ An exception to this is Tuska's Wrath with an active grimoire - the maximum soft damage cap is 15,000 (even for non-critical hits).

### Damage done to the player

The damage done to the player is not affected by any modifiers and will always deal 10% of their current health. Onslaught can trigger the effect (but damage bonuses that do not affect onslaught can also not affect blood forfeit during an onslaught). Onslaught's own self-damage would be taken as normal for that hit. Ruby bolts (e)'s self-damage appears to be 10% of the life points before the previous self-damage hit is taken into account, e.g. if the player had 6,000 life points, Onslaught deals 1,000 self-damage and then the next hit triggers ruby bolts (e), they would take 600 additional damage instead of 500.

## Creation

Ruby bolts (e) ×10
-
59 XP-4 (2.4s) / 1 (0.6s) [r 1]1,770
Requirements
Magic level49
Members only
Materials
ItemQuantityPriceTotal
Ruby bolts101831,830
Fire rune5129645
Blood rune1520520
Cosmic rune1241241
Total price3,236
Profit-1,466
1. ^ When enchanting the first set of bolts

## Update history

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!

## Trivia

• On 23 February 2010, a bug was leaked in which one could duplicate enchanted bolts but was patched on the same day. Many players were banned for using this glitch.