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OSRS – Preparing for The Gauntlet
Before you dive into The Gauntlet, you should get ready for what’s to come.
If you need a strategy for completing the Gauntlet boss fight, then you’ll want to prepare yourself for battle. You might be parting ways with your OSRS gold to get to where you need to be, but before you go looking for OSRS gold for sale, there are other preparations that you can make. We’ll be checking out the recommended skill levels, getting to the boss, and what to expect from it during the fight itself.
Requirements
For starters, it isn’t just going to buy OSRS gold then speeding our way to the skill levels we need to be at. A requirement for taking on this challenge is having to finish Song of the Elves, which is the last quest in the Elf quest series.
As for your combat stats, you should make sure that the majority of them are at level 85 or higher. So get your attack, strength, defense, range, magic, and hitpoints up to at least 85. As for your prayer, it’s recommended that you have it up to at least 77. On the subject of prayer, it would be useful to you to have the Augury and Rigour prayers available. There’s also the Piety prayer that’s handy, which you need to have completed both King’s Ransom and Knight Waves Training Grounds. Rather than finding OSRS items for sale, you can get your cooking, fishing, mining, woodcutting, and farming skills high enough to gather resources really quickly.
Reaching The Gauntlet
We now need to get to the location of the fight. To start off with, use the eternal teleport crystal that will take you to Prifddinas. From here, go to the northwest to get to where the Gauntlet Portal is. Alternatively, you can travel to Prifddinas by charter ship, then head to the east and north to reach the portal that you need. There’s a Prifddinas teleport that will take you just south of the portal as well, or you can use a Spirit Tree to travel to the location.
The Boss Fight
In the fight itself, you’ll find that the boss is located in the middle of the room. This is divided into a 7×7 grid and is next to the room that you start in. The boss is known as the Crystalline Hunllef, which is a level 674 creature that has 600 hit points with it. You will need to beat this boss if you’re going to complete The Gauntlet in its entirety. After you do, you will find yourself in a location where you can claim your reward.
The Gauntlet Tactics
A popular method for completing this task is called the 5:1 technique. This is where you essentially get the boss’ protection prayer to switch so that you can make more of your time with DPS with the aid of tier 3 perfected crystal bow equipped. Use this for the first five attacks before switching to melee and magic. This will prevent the boss from using Protect from Missiles, meaning it is worth pursuing. To ensure that this works, you’ll need a bow and a staff with the attack styles all ready to use.
Another method alongside 5:1 is known as the redemption method. This will help to cut down any tick loss that you get from the boss battle courtesy of the Redemption prayer. To make sure that you can use this method, you need to use the relevant protection prayer to get the attack that is cast, then turn to Redemption prayer as the projectile is in flight. When it’s active, take a quick gulp of your potion then get your prayer ready. Keep in mind also that you’ll need up to eight paddlefish since you can’t rely on Redemption prayer in high-risk situations. When you do find yourself fishing for the raw paddlefish, take vials and get water from the fishing spots. Doing so will save you a few ticks towards the end, meaning that you can complete it faster.
It will be worth your time having enough OSRS GP to help prepare for this run. There are plenty of OSRS items for sale that can be used to good effect, especially when getting those levels up. If you are going to purchase gold, then there’s an element of precaution that you need to be taking.
It isn’t just a case of finding a source that can help you to get cheap OSRS gold. You will want to find the most trusted OSRS gold website as well. Keep an eye on their performance as a site seller, by taking a look at whether or not they offer customer service chat around the clock. This is usually a good indicator of legitimacy.
Have you completed The Gauntlet? Let us know in the comments below!
Runescape 3 – How to Get Mining to 99/120
Here’s what you need to do in order to get your Mining skill up to 99.
If you have been looking for ways to get your Mining skill up to 99 in Runescape, then we have you covered. You’re going to need a great pickaxe and an urn in preparation. These are the Runescape items that you should take with you if you’re going to get the most out of this technique. Skills are great ways to earn Runescape gold and experience, and Mining is up there with the past of them when used in the right way. So here’s how to level up your Mining skill.
Level 1-10
When you are in the first 10 levels, you’ll want to start out by mining either tin or copper. This will bag you at 5,000 experiences on an hourly basis. This is your best option at this early stage, and you can do so over at the Burthorpe mine. Alternatively, you can try the mining site to the southeast of Varrock or Lumbridge Swamp. It should only take you less than an hour to reach level 10, just make sure you don’t bother with clay and go for the best ore.
Level 11-20
Once at level 11, you can earn 15,000 XP per hour by going with iron ore. Go to the mining sites at south-west Varrock or south-west Lumbridge Swamp. Keep an eye on your stamina at this point, and make sure that you’re not going AFK. This will be detrimental to your experience, as will not use your urn so be sure that you are using it. You are going to see just how beneficial this is even at these early stages.
Level 21-30
Go over to the Falador mining site, or the Barbarian Village site to mine coal rocks. You can also go to the southwest Lumbridge Swamp. Here you can expect to get around 25,000 XP per hour. So fill up your urns and head back to get your experience. Rinse and repeat the process and you will be at level 30 in no time.
Level 31-40
We’re moving onto other ores now. There are the Karmaja Volcano or south-west Varrock mining sites for this one. Go for mithril ore rocks and you will get around 40,000 experience every hour.
Level 41-50
The main ore for this stage is Adamantite. You can find this at south-east Varrock’s mining site, as well as the sites in Rimmingtone and the Anachronia western ruin mine. Luminite is also a good choice here, which you can locate on the Battlefield mining area, as well as the previously mentioned Anachronia mine and the Mining Guild resource dungeon. You can also check out the Dwarven mine for this too. Doing so will get you 45,000 XP per hour.
Level 51-60
You are going to need strength at this point as you are getting to where F2P training peaks. Here, runite ore rocks grant you 60,000 experiences every hour. Go to the Mining Guild, the Crandor mining site to the north, the Fight Arena and the southern Crandor site too.
Level 61-75
You’ll be able to earn 70,000 XP per hour mining either drakolith or orchalcite. The Mining Guild is where you will want to go, or at the Wilderness mining site to the south-west for orchalchite. For drakolith, you can go to the resource dungeon in the Mining Guild or Al Kharid, as well as the Heroes’ Guild and Karamja mining site.
Level 75-81
Going through the next six levels we will be focusing on either phasmatite or necrite. These aren’t amongst the RS3 discontinued items, they are in fact ore rocks that can earn you around 85,000 XP per hour. The latter is found in the Al Kharid mining site resource dungeon or the Uzer mining site, so whichever you want to go to. Otherwise, the phasmatite is in the Abandoned Mine, the Dwarven Mine, and to the south of Port Phasmatys. You can earn up to 85,000 experience per hour by doing this.
Level 82-89
Go to Abomination Cave, Jatizso Dungeon or Glacor Cave. Here you’ll be able to mine banite that will offer hourly rates of 110,000 XP. You can do this once you have finished the Ritual of Mahjarrat or Hero’s Welcome quests, as well as completing the Fremennik achievements too.
Level 90+
Finish the Plague’s End quest then go for corrupted ore by the Seren Stones. You could opt for light or dark Animica in the Lletya mining site. The former will net you around 180,000 experiences per hour. Once you’re at around 97, you can go to Alaea Crablets to get the sea salt they drop. Sell it for supplies to get RS3 gold and you’ll be ready to gear up and carry on.
Have you tried these Runescape mining methods? Let us know in the comments section below!
OSRS Ironman Woodcutting Guide: Leveling from 1-99
Old School RuneScape (OSRS) – How to Obtain the Fire Cape
The Fire Cape is one of the most iconic items in Old School RuneScape. Earned by completing the Fight Caves, it is considered a coveted achievement for those progressing in their OSRS journey.
Commonly seen as a “must need” item for players upgrading their Melee loadout, it is the game’s second-best Melee cape slot item, just behind the Infernal Cape.
Recommended Read: Where Can You Sell Items in OSRS?
However, getting a Fire Cape won’t be easy, as you must undergo the many monsters of the Fight Caves to earn it yourself.
To obtain the Fire Cape in OSRS, you must complete the entirety of the Fight Caves, defeating TzTok-Jad at the end. This will require moderate/advanced knowledge of combat mechanics and decent combat stats and gear.
Table of Contents
Fight Caves Guide for OSRS
The Fight Caves is a PvM endurance test where players must fight through 63 waves of monsters completely solo.
Depending on how long they last, they will earn a specified amount of Tokkul or the Fire Cape if they complete all 63 waves.
Overall, the Fight Caves is much more of a marathon than other PvM content in Old School RuneScape. With a single misclick causing you to die and have to start over, it is highly advised to stay focused one wave at a time.
Note: The Fight Caves are considered a “Safe Death” area, where you will NOT lose any items if you die. Furthermore, for Hardcore accounts, it is considered a SAFE death for solo HCIM, but it is NOT SAFE for Group HCIM accounts.
Basic Fight Caves Gear Setup & Recommended Stats
The basic setup for completing the Fight Caves that most players go for is a well-balanced Ranged set-up with some Prayer-boosting items.
Since monsters will come from all angles, quickly attacking them from a distance is critical to efficient runs.
That being said, there are a few stats that are recommended if you are completing the Fight Caves for the first time:
- 43+ Prayer (The only “required” stat as you will need to use all three Protection Prayers to increase your chances of survival)
- 75+ Ranged
- 70+ Defence
With 75 Ranged, you can use a Toxic Blowpipe, a fantastic Ranged weapon with a high DPS. Not only will the Toxic Blowpipe allow you to poison enemies, but its special attack will heal you based on the damage dealt, further prolonging your trips and saving on supplies.
If a Toxic Blowpipe is not feasible, you can still use a Dragon/Rune Crossbow with the best bolts possible (enchanted Diamond/Ruby bolts are highly recommended here).
With 70 Defence and a minimum of 70 Ranged, you can wear Karil’s armour, which provides excellent offensive and defensive Ranged bonuses. However, Black D’Hide armour, although much cheaper and only requiring 40 Defence and 70 Ranged, is still effective if you want to invest more in your supplies and offensive items.
All other gear slots should include your best-in-slot Ranged DPS items, yet a few can be traded out in place for Prayer bonus.
For example, a Dragonbone Necklace gives the same offensive bonuses as an Amulet of Fury but gives a +12 Prayer bonus at the trade-off of some defensive stats.
Other notable items to use include an Ava’s Device (Attractor, Accumulator, Assembler) to save on ammunition, Barrow’s Gloves (which give all-around combat bonuses), a Helm of Neitiznot/Armadyl Helm, and Blessed D’Hide Boots or greater.
It may be worth getting TzHaar creatures or even TzTok-Jad as a Slayer Task from a Slayer Master. This way, you can equip a Slayer’s Helm and utilize the extra 15% Ranged accuracy and damage when fighting against all TzHaar creatures (which will make a major difference in DPS).
It is recommended that your inventory include a mix of Saradomin Brews and Super Restores. By following the 3:1 ratio between the two, you will be able to heal efficiently while restoring your Prayer points.
Bringing one or two Ranging potions is also recommended. Some players also opt to bring a Rune Pouch with runes for Blood Barrage or Ice Barrage, utilizing Ancient Magicks for emergency healing/ preventing Melee-based monsters from reaching them.
It is also worth noting that you cannot bring a Dwarf Multicannon into the Fight Caves.
All items mentioned can be interchanged for higher-tiered gear, such as Armadyl, Masori, Dizana’s Quiver, Pegasian Boots, and/or a Necklace of Anguish. This is merely a basic setup for encountering the Fight Caves for the first time.
Fight Caves Monsters
In the Fight Caves, you will encounter eight different types of monsters. Starting at level 22, each monster’s combat level doubles, with TzTok-Jad’s being the highest at 702.
Fight Caves Monsters | Combat Level | Combat Style They Attack With | Combat Description |
---|---|---|---|
Tz-Kih | Lvl 22 | Melee | They will drain your Prayer points as they attack you. Keep your distance from them as much as possible. |
Tz-Kek | Lvl 45 | Melee | When you attack with Melee, it will recoil damage back. |
Tz-Kek | Lvl 22 | Melee | When you kill the Lvl 45 Tz-Kek, two will spawn from it. |
Tok-Xil | Lvl 90 | Ranged & Melee | As long as you keep your distance, you will only use a Ranged attack. Say the prayer “Protect from Range” unless a Ket-Zek has spawned. |
Yt-MejKot | Lvl 180 | Melee | Will occasionally heal itself and nearby monsters. Kill them first when present to get through the waves quicker. |
Ket-Zek | Lvl 360 | Magic & Melee | Stay outside of Melee range, pray “Protect from Magic” when present, and kill them first. |
TzTok-Jad | Lvl 702 | Melee, Ranged & Magic | The final boss of the Fight Caves. Keep out of melee distance and switch Protection prayers between Magic and Ranged. |
YT-Hurkot | Lvl 108 | Melee | Four of them will spawn when TzTok-Jad reaches half health and will start to heal him. “Hit” each of them once to shift their focus and continue killing Jad. Note that as long as Jad dies, the Fight Caves will be over, so they do not necessarily need to be killed. |
Fight Caves Fight Breakdown
As you go through the Fight Caves, you will start to expect what creatures will spawn in the next wave. It can be tracked by the combat level of the monsters currently spawning.
For example, wave 1 will only have a single Tz-Kih (Lvl 22), wave 2 will have two Tz-Kihs (Two Lvl 22s), and wave 3 will have a Tz-Kek (Lvl 45; i.e., doubling the previous number of combat levels).
While memorizing what spawns at every single wave is handy, it is not necessary when completing runs. Instead, you can remember the priority of monsters that should be killed and note some of the more critical waves.
The priority for killing monsters while progressing through the Fight Caves (from first to last) goes as follows:
Tz-Kih (Lvl 22) > Tok-Xil (Lvl 90) > Ket-Zek (Lvl 360) > Yt-MejKot (Lvl 180) > Tz-Kek (Lvl 45)
There are also a few notable waves you should keep an eye on that will cause you to change how you continue the fight:
- Wave 7: Tok-Xils will start to spawn. Continue to pray “Protect from Range,” killing them first and using hit-and-run tactics against the Melee-only monsters.
- Wave 15: YT-MejKots will start to spawn. Use safe spots around the map or other monsters to prevent them from attacking you. Otherwise, continue attacking the Ranged monsters first while safe spotting them, and use “Protect from Melee” if needed.
- Wave 31: Ket-Zeks will start to spawn. Keep “Protect from Magic” active at all times, as they hit the hardest of the other monsters. Kill them first, using safe spots and hit-and-run tactics to avoid the others.
- Wave 62: Two Ket-Zeks will spawn, one of which will be orange. The spot where the orange Ket-Zek spawns will be the same one from which Jad spawns.
- Wave 63 (The Final Wave): Tz-Tok Jad will spawn. Watch its attack animation and sound ques to use the correct Protection Prayer against it quickly. When the healers spawn, they hit them once, so they stop trying to heal Jad and continue to kill Jad. Use map-safe spots to avoid Jad while killing off the healers so you can focus more on Jad.
If you die in the Fight Caves, you will spawn back in the lobby, and your stats will be replenished. You will also earn an amount of Tokkul equal to (( Number of waves completed – 1 ) * Number of waves completed ) / 2.
Fight Caves Safe Spots
Multiple spots in the Fight Caves can be used as safe spots against certain creatures. The two important ones are “Italy Rock” on the west side of the caves and “Long Rock” on the east side.
These can be used to kite monsters around a corner so you can focus on killing monsters while avoiding the attacks of others.
The most common example is kiting the Yt-MejKot around Italy Rock so they can’t reach you while you attack the Tok-Xils and Ket-Zeks at later waves.
Jad can also be trapped around one of these rocks if you want to breathe or reassess your inventory. Run to the corner of one end, ensuring Jad follows you, then quickly run to the other side.
Note that you will need to continue using the appropriate protection prayers and Protect from Melee when you are close while setting up the safe spot.
However, once Jad is in position, it will not be able to reach you with any combat style, and you can safely turn your Prayer off to conserve points.
Defeating Jad
Once you reach Wave 63, Jad will spawn along with a dialogue message. Once you click off the dialogue box, Jad will start to attack, so it is always good to immediately turn on Protect from Magic as soon as possible.
When fighting Jad from a distance, Jad will attack with one of two animations, each indicating either a Ranged or Magic attack. Stay calm, continue attacking while switching between the correct protection prayer.
- Lifts legs and stomps them on the ground: Ranged Attack / Use Protect from Ranged
- Raises legs and stands on hind legs for a moment: Magic Attack / Use Protect from Magic
When Jad reaches half of his health, four healers will spawn and head towards him to heal him. Attack each of the healers to draw their attention away from Jad.
From here, there are multiple methods to deal with them, as them attacking you will also allow them to heal Jad:
- Trap Jad behind one of the main safe spots, luring the healers away to kill them off, going back to fight Jad when they are dead (Beginner Method)
- Pray switch between Protect from Melee, Ranged, and Magic for the rest of the fight (Advanced Method).
- With all healers focused and standing next to you, quickly run through Jad, trapping them on the other side and making it so you can continue killing Jad without dealing with the healers (Easiest Method).
Regardless of which method you choose, keep an eye on using the correct protection prayers and drink your supplies when needed. Since this is the final wave, spare no expense to completing the fight!
Once Jad is defeated, the Fight Caves will be over. You don’t have to defeat the healers but make sure they don’t get close and accidentally kill you.
All Fight Caves Rewards
Once TzTok-Jad is defeated, you will respawn in the lobby of the Fight Caves and earn 8,032 Tokkul and the Fire Cape!
Additionally, you will have a chance to receive the TzRek-Jad Pet at a 1/200 rate at completion. You can also trade in a Fire Cape for another roll at the pet.
The Fire Cape
The Fire Cape is the second-best melee cape in Old School RuneScape, and it is a great item to work towards.
While it only provides a +1 bonus to all offensive combat styles, it gives +11 bonuses to all defensive combat styles, +4 Melee Strength, and +2 Prayer bonus.
The Fire Cape can also be used to enter Mor Ul Rek (the inner ring of TzHaar city) by showing it to a guard at least once. You must also sacrifice one Fire Cape to partake in the Inferno.
That is how to obtain the Fire Cape in Old School RuneScape!
Do you have any input or suggestions for this article? Let us know in the comment section below.
Old School RuneScape (OSRS) – Magic Gear Progression Guide
The most versatile combat style in Old School RuneScape, Magic involves using runes to cast powerful spells that can be used for both combat and utility purposes.
With such versatility, it should come as no surprise that there are dozens of different gear items to choose from when assembling a Magic-based setup.
Recommended Read: How to Obtain the Fire Cape in OSRS
However, since magic gear also has much horizontal progression, it can be tricky to pinpoint which gear you should invest in. The key point is that it all comes down to the content you will participate in (whether combat, skilling-based, or otherwise).
Players often start with simple Wizard’s Robes and the different Elemental Staves for Magic gear progression in OSRS. Eventually, they can move on to Mystic Robes, Ahrim’s Robes, and Ancestral Robes. As for their weapons, it is worth upgrading to either a Master/Kodai Wand or a Trident of the Sea/Trident of the Swamp.
Table of Contents
- Magic Gear Progression in OSRS
- Levels 3-40: Wizard Robes, Mystic Robes, Mystic Battlestaves
- Levels 40-70: Void Knight Armour, Swampbark/ Bloodbark Armour, God Staffs
- Levels 70-100: Ahrim’s Robes, Ancestral Robes, Imbued God Cape, Master Wand, Trident of the Seas/ Trident of the Swamp
- Levels 100-126: Virtus Robes, Kodai Wand, Eternal Boots, Elidinis’ Ward/ Elidinis’ Ward (f)
- Other Magic Items to Consider
Magic Gear Progression in OSRS
While Magic relies on runes to cast spells, it relies heavily on various staves, wands, robes, and other items to grant additional bonuses and abilities.
More commonly, various staves and wands in Old School RuneScape will provide an unlimited amount of a specific rune (e.g., the Staff of Fire gives you an unlimited Fire Rune source while equipped).
As you progress in your Magic level and upgrade your armour and gear, consider acquiring items that enhance your Magic capabilities.
Staves, wands, robes, and other items, like magic books and the Imbued Heart, can significantly boost your Magic abilities. Although not traditionally considered ‘gear,’ these items play a crucial role in your Magic setup.
Note: When you see brackets indicating an average Magic level, it’s important to note that they can also be interpreted as your combat level.
Wearing certain gear may require additional Defence or Hitpoint levels. Understanding this can help you plan your gear progression more effectively.
Levels 3-40: Wizard Robes, Mystic Robes, Mystic Battlestaves
When starting to train magic, using the basic Wizard Robes is your best bet. This is also when you get acclimated to the different elemental staffs and can save up on runes.
At 40 Magic and 20 Defence, you can wear Mystic Robes, which are cheap but effective armour for mid-level Slayer, PvM, and even some PvP activities.
You can also equip the different Mystic Battlestaves at 40 Magic and 40 Attack, with some staffs, like the Mystic Smoke Battlestaff, giving extra offensive bonuses when casting Fire Spells.
Levels 40-70: Void Knight Armour, Swampbark/ Bloodbark Armour, God Staffs
While Mystic Robes can continue to be worn well within the mid-level combat bracket, there are other alternatives that you can strive for.
At 42 Magic (as well as 42 Ranged, 42 Attack, 42 Strength, 42 Defence, 42 Hitpoints, and 22 Prayer), you can wear Void Knight armour, unlocked through Pest Control.
The completed set is extremely effective for all sorts of content, primarily because it is great for hybrid/tridbriding and because of its set effect.
While wearing the full Void Knight outfit with the Void Mage Helm, you will have an increased 45% Magic accuracy.
There is also the Elite Void Knight outfit that you can unlock, which will give you another 2.5% Magic accuracy and some Prayer bonuses.
At 50 Magic and 50 Defence, you can wear Swampbark Armour, with Bloodbark Armour being unlocked at 60 Magic and 60 Defence.
While relatively low in defensive bonuses, each set provides decent offensive Magic bonuses and comes with its own set effects:
- Swampbark: Increases the duration of binding spells, such as Bind, Snare, and Entangle, depending on how much of the armour set you wear.
- Bloodbark: Increases the siphoning effect of Blood spells depending on how much of the armour set you are wearing.
These set effects make both Swampbark and Bloodbark armour viable for PvP content.
At 60 Magic, you can complete the Mage Arena and earn a God Cape and God Staff. The God Capes are effective Magic-based capes with a +10 Offensive and Defensive Magic bonus.
There are also three God Staffs in Old School RuneScape that can be used to cast their associated god spell (after casting said spell 100 times within the Mage Arena).
While the cost efficiency to continuously cast each spell is relatively high, they are still worth using in some PvM and PvP encounters.
- Guthix Staff – “Claws of Guthix” spell – Lowers a target’s Defense on hit.
- Zamorak Staff – “Flames of Zamorak” spell – Lowers a target’s Magic on hit.
- Saradomin Staff – “Saradomin Strike” spell – Lowers a target’s Prayer on hit.
Levels 70-100: Ahrim’s Robes, Ancestral Robes, Imbued God Cape, Master Wand, Trident of the Seas/ Trident of the Swamp
You can wear Ahrim’s Robes at 70 Magic and 70 Defence. Considered one of the best magic armour sets in Old School RuneScape, they provide a high number of Offensive and Defensive stats.
Earned naturally as a reward from the Barrows minigame, the Ahrim’s Robes has an average of +100 Defensive bonuses to all combat styles. The full set itself (including the Ahrim’s Staff) also has a set effect that will reduce the Strength of a target.
However, since the set effect is not normally utilized, most players will wear the robes and a more powerful staff when creating a magic setup.
On the other hand, wearing the full set along with an Amulet of the Damned will allow you to auto-cast Ancient Magicks with the Ahrim’s Staff, making this a powerful set to wear for PvP scenarios.
Ancestral Robes, which are much more expensive yet stronger than Ahrim’s robes, can be worn at 75 Magic and 65 Defence. Earned as a reward from the Chambers of Xeric raid, the full set can sell for around 400m on the Grand Exchange.
Ancestral Robes provide the highest Offensive Magic bonuses in the entire game, giving a total of +69 Magic Attack and moderate Defensive stats. This makes them top-tier for using Magic against the toughest bosses.
Once you have 75 Magic, you can complete the “Mage Arena II” miniquest and earn the Imbued God Capes.
A step up from the regular God Capes, they are the best-in-slot Magic capes in Old School RuneScape, giving +15 Offensive and Defensive Magic bonuses and an extra +2% Magic Strength.
At 75 Magic, you can also wield the Trident of the Seas. A powerful staff dropped from both the Cave Krakens and the Kraken Boss gives you a +15 Offensive and Defensive Magic bonus and is excellent for any kind of Magic-based combat.
The Trident of the Seas has a built-in spell, so you must charge it instead of bringing runes.
The Trident of the Seas also comes with an upgraded variant: the Trident of the Swamp, giving it a venoming effect similar to items earned through Zulrah.
Requiring 78 Magic to wield, the Trident of the Swamp is an incredibly effective Magic weapon used in nearly every PvM scenario, often side-by-side with Ancient Magicks in some cases.
In addition to the different tridents, the Master Wand becomes available at 60 Magic.
While only a moderate Magic level is required, it is one of the few weapons that can auto-cast Ancient Magicks. Therefore, in situations where you will be predominately using Ancient Magicks (Raids, PvP, etc.), the Master Wand is worth investing in.
Levels 100-126: Virtus Robes, Kodai Wand, Eternal Boots, Elidinis’ Ward/ Elidinis’ Ward (f)
Virtus Robes, which require 78 Magic and 75 Defence to wear, is a powerful and unique set of Magic robes that are earned naturally as drops from the different “Desert Treasure II” bosses.
Like Ancestral Robes, they have increased Defensive and Prayer bonuses and a set effect that increases damage dealt when using Ancient Magicks.
Knowing this, these robes are often preferred over Ancestral Robes when solely using Ancient Magicks, while Ancestral Robes are used to increase overall magic DPS.
While various boots in Old School RuneScape provide Magic bonuses, Eternal Boots are the best-in-slot boots for Magic.
They require 75 Magic and 75 Defence to wear and give a +8 Offensive and Defensive Magic bonus; while this is not much of a difference to cheaper boot alternatives, it can make a difference when partaking in high-level content.
The Kodai Wand is the highest-tiered wand available. It is created by using a Kodai Insignia on a Master Wand.
Able to be used at 80 Magic, it can auto-cast any spell book, has a chance of not spending runes when casting a spell, and provides an additional 15% Magic damage.
The Kodai Wand also gives you an unlimited supply of Water Runes, similar to a Staff of Water, making it an excellent choice for casting Ice Spells.
Able to be used in any scenario, the Kodai Wand is considered one of the strongest weapons in the game and a staple to an endgame Magic gear setup.
Out of all off-hand items that provide Magic bonuses, the Elidinis’s Ward is the most powerful magic-based off-hand.
Requiring 80 Magic, 80 Defence, and 80 Prayer to equip, it gives a +5 Offensive Magic, +3% Magic Strength, and +1 Prayer bonus.
However, this shield truly shines when combined with an Arcane Spirit Shield to create the Elidinis’ Ward (f). This fortified variant gives you +25 Offensive Magic Attack, +5% Magic Strength, +4 Prayer, and a plethora of Defensive bonuses across all combat styles.
This shield can turn any player into a Magic tank with its excellent combination of offensive and defensive bonuses.
Other Magic Items to Consider
While most players will focus on the robes or weapons they use to upgrade their gear, plenty of other items provide additional bonuses/ effects to progress your Magic loadout.
Imbued Heart/ Saturated Heart
Earned as a drop from superior slayer creatures, the Imbued Heart temporarily boosts your Magic level by a certain amount (depending on your current Magic level).
Although you do not need a specified Magic level to use it, it is a great item to have with you to help give you extra Magic capabilities.
The Imbued Heart can also be upgraded into the Saturated Heart, which will not only increase the boost by an extra +3 when used but also prevent your Magic boost from gradually draining for a certain amount of time while decreasing the cooldown to use it again.
Seers Ring/ Seers Ring (i)/ Magus Ring
There are two rings in Old School RuneScape that directly give you additional Magic bonuses.
The Seers Ring dropped from Dagannoth Prime gives a +6 Offensive and Defensive Magic bonus.
Additionally, it can be imbued through the Nightmare Zone, Soul Wars, or Last Man Standing to turn it into the Seers Ring (i), doubling the bonuses to +12.
Even further, the Magus Ring is a ring earned from Duke Sucellus (one of the Desert Treasure II bosses) that provides a total of +15 Offensive and Defensive Magic bonuses, the highest in the entire game.
While there is not technically a level requirement to wear it, you must complete the “Desert Treasure II” quest, which already requires 75 Magic.
Tormented Bracelet
The Tormented Bracelet requires 75 Hitpoints to wear and is the best-in-slot glove-slot item for Magic in OSRS.
It provides a +10 Magic Attack, a +2 Prayer bonus, and a +5% Magic Strength bonus, making it very effective for any DPS-based Magic setup.
Barrows Gloves
While not specific to Magic, Barrows Gloves are fantastic gloves that provide +6 Offensive and Defensive Magic bonuses and a +10 bonus to all other stats, making them incredibly useful for any kind of gear setup.
Earned after completing the “Recipe for Disaster” quest, Barrows Gloves are an iconic item that can be used in virtually any scenario and are much cheaper than the Tormented Bracelet.
Book of Darkness/ Mage’s Book
Once you complete the “Horror from the Deep” quest, you can fill and complete the different god books available. One of which, Zaro’s book, or the Book of Darkness, directly provides additional Magic bonuses when worn.
While equipped, it gives you a +10 Offensive Magic bonus and a +5 Prayer bonus. Given that wielding it does not require a specific Magic skill, it is a fantastic off-hand item for a Magic setup, albeit at a low price.
On the same note, the Mage’s Book is earned from the Mage Training Arena or bought from the Grand Exchange for around 3m.
Requiring 60 Magic to wear gives a +15 Offensive and Defensive Magic bonus, making it the third-best off-hand item for Magic attack.
Tome of Fire/ Tome of Water
Two books in the game, the Tome of Fire and the Tome of Water provide additional rune supplies and magic bonuses.
The Tome of Fire is earned as a reward from the Wintertodt boss. It requires 50 Magic to wield, but it can be charged with Burnt Pages/ Seared Pages, which can be used in place of Fire Runes.
Using the Tome of Fire will increase the hit of Fire Spells by 50%, making it incredibly useful when paired with something like the Mystic Smoke Battlestaff, which also increases your damage and accuracy.
Furthermore, if the Tome of Fire is charged with Seared Pages, it will increase your minimum hit by 10%, effectively making it so you can never hit a zero when using Fire Spells.
On the other hand, the Tome of Water is a reward from the Tempoross boss and requires 50 Magic to wield. When charged with Soaked Pages, it can be used as a supplement for Water Runes.
With the Tome of Water equipped, you will also have additional benefits when casting certain spells, including:
- Water spells have a 20% increased accuracy and damage bonus.
- Curse spells have a 20% increased accuracy bonus.
- Stat-draining spells have a 50% increased effectiveness.
This can make the Tome of Water incredibly effective when paired with Swampbark armour, which also gives bonuses to binding spells.
Occult Necklace
Considered the best Magic necklace in Old School RuneScape, the Occult Necklace requires 70 Magic to wear and is dropped from Smoke Devils.
The +12 Offensive Magic bonus also gives you +10% Magic Strength and a +2 Prayer bonus, which will drastically increase your Magic DPS while worn.
This has been a Magic gear progression guide for Old School RuneScape!
Do you have any input or suggestions for this article? Let us know in the comment section below.
Old School RuneScape (OSRS) – Ranged Gear Progression Guide
The most dangerous combat style in Old School RuneScape, Ranged combat allows players to fight from a distance while delivering a multitude of powerful attacks from bows, crossbows, and other Ranged weaponry.
Most often used in bossing content, the Ranged combat style has an entire arsenal of weapons and gear to choose from.
Recommended Read: Old School RuneScape – Magic Gear Progression Guide
Since the Ranged skill is one of the easiest to train in Old School RuneScape, you will find yourself upgrading your gear often. But with so many different options and weapons, deciding which to use as you progress your account can be challenging.
As you train your Ranged level in OSRS, you will progress your gear by first going through the different leather armour, up to Black D’Hide at 70 Ranged. Eventually, you can start to wear Karil’s armour, Armadyl, then Masori armour at 80 Ranged. As for your weapons, they will vary between the different metal darts/knives available and the higher-tiered crossbows (Rune, Dragon, Armadyl, and Zaryte). The Toxic Blowpipe and the Twisted Bow are also incredibly strong weapons that you may work towards.
Table of Contents
- Ranged Gear Progression in OSRS
- Levels 3-40: Leather Armour, Snakeskin, Green D’Hide, Darts/Knives
- Levels 40-70: Void Equipment, D’Hide Armour, Magic Shortbow, Rune/ Dragon Crossbow
- Levels 70-100: Karil’s Armour, Crystal Armour, Armadyl Armour & Crossbow, Dragon Hunter Crossbow
- Levels 100-126: Masori Armour, Zaryte Crossbow & Vambraces, and Twisted Bow
- Other Gear to Consider
Ranged Gear Progression in OSRS
Unlike the progression for Melee gear, we don’t need to differentiate between playing a Tank/DPS role because Ranged gear is mostly the same.
While you can still use Ranged combat and play a DPS role, the only true difference would be swapping one or two items for an equipment item that has higher defense (i.e., switching a Twisted Buckler for a Dragonfire Shield or Pegasian Boots for Guardian Boots).
Another key difference is that while there is a high number of different Ranged gear to choose from, much of it has linear progression.
In other words, you wouldn’t be missing out on a key bonus or feature by choosing the higher-tiered armour over another.
This is handy because you can simply upgrade your gear with the best Ranged armour you can wear while spending more time focusing on which weapon you will use (which is arguably much more important as the best-in-slot (BIS) will change depending on what you will be fighting.
Note: The level brackets below are used to describe the average combat level you will be at for each selection of gear upgrades, however, they can also be interpreted as what your current Ranged/Defence level is.
Levels 3-40: Leather Armour, Snakeskin, Green D’Hide, Darts/Knives
As you start your Ranged journey, you will learn about the different types of Leather armour and other basic forms of weaponry.
Aside from standard Leather armour, you will eventually unlock Studded Leather at 20 Ranged, Frog Leather at 25 Ranged, Snakeskin at 30 Ranged, and finally Green D’Hide armour at 40 Ranged.
Note: To wear the Green D’Hide Body, you will need to complete the “Dragon Slayer I” quest. However, you can still wear the Chaps and Vambraces.
While unlocked early, Darts and Knives are a great way to quickly train your Ranged level.
In this combat bracket, you can use up to Rune Darts and Rune Knives; however, it is much more efficient to use a cheaper metal like Mithril or Steel, as you will be using a lot of them to train your Ranged level.
Levels 40-70: Void Equipment, D’Hide Armour, Magic Shortbow, Rune/ Dragon Crossbow
You may have started the process to unlock Void Knight Equipment at around this level, which will drastically boost your accuracy and damage when wearing the full Ranged set.
Due to its versatility in being able to change combat styles in a single equipment switch, Void armour is continuously used, even for endgame content.
Other than Void equipment, you will also begin to wear higher tiers of D’Hide armour, with Blue D’Hide unlocked at 50 Ranged, Red D’Hide at 60 Ranged, and Black D’Hide at 70 Ranged.
It is worth noting that D’Hide armour also provides excellent Magic Defence, so it is often used in the Wilderness for its cheap cost but great stats to defend against Pkers.
At 45 Defence and after completing the “Fremennik Trials” quest, you can wear the Archer’s Helm, one of the Fremennik helms suited directly for Ranged combat.
While not much of a bonus, the additional +6 Ranged Attack and minimum +6 Defensive bonuses can make a difference when training early on.
The Magic Shortbow and Magic Longbow are unlocked at 50 Ranged, providing decent Ranged DPS at an early to mid-game level.
While they aren’t typically used beyond 60 Ranged except for niche scenarios, they could still be used as an effective training/casual PvM weapon for when Ranged combat is called for.
More importantly, the Magic Shortbow can be imbued with a scroll to be turned into the Magic Shortbow (i), which decreases the special attack energy from 55% to 50%, allowing you to use it back-to-back.
You can equip the Rune Crossbow at 61 Ranged, and the Dragon Crossbow at 64 Ranged. Both are excellent weapons that are still used in mid-to-high level PvM content.
While the Dragon Crossbow is only an okay step up from the Rune Crossbow, it sells for around 2m on the Grand Exchange, far more expensive than a Rune Crossbow that sells for around 10k.
However, the Dragon Crossbow comes with a special attack and is able to fire dragon ammunition, which is significantly stronger than regular bolts.
Levels 70-100: Karil’s Armour, Crystal Armour, Armadyl Armour & Crossbow, Dragon Hunter Crossbow
Once you enter what is often considered mid-game Old School RuneScape, you unlock equipment and weapons that will be standard at most bossing and Raid activities.
Ranged gear in Old School RuneScape has a linear progression with little horizontal variety.
Therefore, you are safe to invest in a single setup for the best Ranged DPS you can gather and only have to switch one or two gear items for other scenarios.
At 70 Ranged and 70 Defence, you can wear Karil’s armour, which is a great set of armour to wear as soon as you can.
While Ironman can unlock Karil’s armour as a Barrows reward, you can purchase the Karil’s Leathertop and Leatherskirt for around 2m total on the Grand Exchange, which is cheap when comparing it to higher-tiered armour, while still providing excellent offensive and defensive bonuses.
Also at 70 Ranged and 70 Defence is Armadyl armour, the second strongest Ranged-based armour in Old School RuneScape.
Coming with the full set of the Armadyl Helm, Armadyl Chestplate, and Armadyl Chainskirt, it is obtained as a drop from Kree’arra of the God Wars Dungeon, or purchased from the Grand Exchange for a total of 90m.
Wearing full Armadyl gives you incredible bonuses, with a +10 to Ranged Attack and a minimum of +82 to all Defensive stats. You will also have a total +3 Prayer bonus, which is uncommon for most equipment in the game.
At 70 Defence (and 60 Ranged used to unlock the set itself), you can wear Crystal Armour. This armour set, similar to Void Equipment, can be used for multiple combat styles and has a set effect that will help increase your DPS depending on your weapon.
Earning by converting Crystal Armour Seeds into the different gear items (Helm, Body, Legs), wearing the full set will give you an increased 30% accuracy and 15% damage when using Crystal weaponry.
For Ranged progression, this makes using the Crystal Bow or the Bow of Faerdhinen a prime choice for this set.
Both the Crystal Bow and the Bowfa come with an increased Ranged distance and are often used for endurance-based and other PvM scenarios where you need high Defensive bonuses but don’t want to trade off DPS, such as the Fight Caves, the Inferno, and Raids.
Often considered some of the best Ranged weapons in Old School RuneScape, they are worth considering if you have the spare gp to create the entire Crystal Armour set, along with a bow to go with it.
The Dragon Hunter Crossbow can also be used at 70 Ranged.
One of two Dragonbane weapons currently in Old School RuneScape will give you an increased 30% accuracy and 25% damage when fighting against draconic creatures, making it excellent for Vorkath or the Chambers of Xeric.
The Armadyl Crossbow is also the next step-up from the Dragon Crossbow. It is unlocked at 70 Ranged and can fire dragon ammunition.
This incredibly strong crossbow comes with a +100 Ranged Attack bonus and has a special attack that will increase your accuracy and chance to trigger an enchanted bolt effect, making it excellent against bosses with a high defense.
The Toxic Blowpipe can be used starting at 75 Ranged, and it is considered one of the most effective weapons in Old School RuneScape.
Using any kind of darts as ammunition, it is a versatile Ranged weapon that can be used for casual Slayer, high-level bossing, and everything in between.
The Toxic Blowpipe also has a special attack that will heal you depending on how much damage is dealt, making it ideal for endurance challenges.
Furthermore, if you use the Toxic Blowpipe while having the Serpentine Helm equipped, you will guarantee to inflict venom on your target (if they can be venom’d).
Levels 100-126: Masori Armour, Zaryte Crossbow & Vambraces, and Twisted Bow
As you max your account, you will eventually be able to wear and use the best Ranged equipment in OSRS.
Masori armour can be equipped at 80 Ranged and 30 Defence and provides the best overall offensive Ranged stats for Ranged armour.
Costing around 115m off the Grand Exchange, or earned as a reward from the Tombs of Amascut, the complete set gives you a +82 Ranged Attack, +8 Ranged Strength, and between +50-70 defensive bonuses to all combat styles.
Masori armour also comes with a fortified variant, labeled “Masori Armour (i),” which has the same offensive Ranged bonuses but nearly doubles all of its variant’s defensive stats.
Naturally made using Armadyl Plates on Masori Armour, it is by far the best Ranged armour in the entire game and is sought after by all endgame players.
Another main gear upgrade for max accounts is Zaryte Vambraces, which can be earned as a drop from Nex or bought from the Grand Exchange for around 120m.
They require 80 Ranged and 45 Defence to wear and are considered the best Ranged gloves in Old School RuneScape.
They give you an extra +18 Ranged Attack, +2 Ranged Strength, and +1 Prayer bonus, making them ideal if you want to have as much Ranged DPS as possible.
The Zaryte Crossbow can be equipped at 80 Ranged and is the strongest crossbow in Old School RuneScape. It sells for a crazy 400m or can be earned by using a Nihil Horn (dropped from Nex) on an Armadyl Crossbow.
Not only does it have a +110 Ranged Attack bonus, but it is one of the only weapons in the game that provides defensive bonuses and a +1 Prayer bonus.
What makes the Zaryte Crossbow so strong, on top of its bonuses, is that it has a special attack that doubles your accuracy and automatically triggers the special ability of the enchanted bolts you have equipped.
It also increases the effectiveness of all enchanted bolts’ abilities (i.e., Increasing the max hit of enchanted Diamond bolts from 115% to 126%).
Besides the Zaryte Crossbow, the Twisted Bow has long reigned as the most powerful weapon in the game. Earned as a reward from the Chambers of Xeric and currently selling for a whopping 1.6b on the Grand Exchange, it’s no secret why.
The Twisted Bow, requiring 85 Ranged to use, has a +70 Ranged Attack bonus and a +20 Ranged Strength bonus on top of any Ranged Strength bonuses added from your ammunition.
While that may not sound too impressive, the Twisted Bow also has a passive ability that increases its damage and accuracy based on how high a target’s Magic level is, making it incredibly strong against some of the hardest PvM content in the game (Raids, the Inferno, Corporeal Beast, etc.).
Other Gear to Consider
While upgrading your main Ranged gear is ideal as you progress your account, other Ranged-based items can be invested in to optimize your gear setup further.
Thankfully, most of them do not require any Ranged level to wear, so they can be used at any time.
Dwarf Multicannon
A staple to Old School RuneScape weaponry (and riots), the Dwarf Multicannon is a powerful passive weapon that can be placed and fired at nearby targets.
Able to be used after completing the “Dwarf Cannon” quest, it is incredibly useful to get through Slayer Tasks quickly, provide extra DPS for bosses, and many other scenarios.
Archer’s Ring/ Venator Ring
Two rings in Old School RuneScape provide additional Ranged bonuses. The first is the Archer’s Ring, dropped from Dagannoth Supreme and sold on the G.E for around 4m. While worn, it provides a +4 Ranged Attack and Defence bonus.
The Archer’s Ring can also be imbued through the Nightmare Zone, Soul Wars, or LMS to be turned into an Archer’s Ring (i), which doubles the bonuses to give you +8 Ranged Attack and Defence.
The Venator Ring is one of the four ancient rings that can be worn after completing the “Desert Treasure II—The Fallen Empire” quest.
It was created by combining an Archer’s Icon, a Venator Vestige, three Chromium Ingots, and a Ring Mould. The rings sell on the Grand Exchange for around 45m and provide a +10 Ranged Attack and +2 Ranged Strength bonus.
Barrows Gloves
While not specific to Ranged, Barrows Gloves can be earned after completing the “Recipe for Disaster” quest and provides a +12 bonus to all combat states (aside from Magic, which is a +6).
If you do not wish to invest in something like Zaryte Vambraces, Barrows Gloves are an excellent choice for any combat scenario.
Ava’s Attractor/Accumulator/Assembler
After completing the “Animal Magnetism” quest, you can start to unlock the different Ava’s Devices, all of which provide a small amount of Ranged bonuses.
More importantly, they have a chance to retrieve the ammunition you fired, allowing you to save on ammunition costs and prolong trips that heavily involve Ranged combat.
Dizana’s Quiver/ Blessed Dizana’s Quiver
The most recently released item at the time of this article, the Dizana’s Quiver, is a reward for completing the Fortis Colosseum and can be worn at 75 Ranged.
Not only does the Dizana’s Quiver give a +18 Ranged Attack and +3 Ranged Strength bonus, but it will allow you to store a stack of arrows and bolts at the same time, allowing you to quickly switch between using a bow and crossbow while saving inventory slots.
Dizana’s Quiver can be upgraded to the Blessed Dizana’s Quiver by using it on the Shrine of Ralos with 150k Sunfire Splinters. This will give you an additional +10 Ranged Attack and +1 Ranged Strength while worn.
That is how to upgrade your Ranged gear as you level in Old School RuneScape!
Do you have any input or suggestions for this article? Let us know in the comment section below.
Old School RuneScape (OSRS) – Melee Gear Progression Guide
Being the most commonly used combat style in Old School RuneScape, Melee involves getting up close and personal with whatever you’re killing, often while serving in a DPS or tank role.
Arguably being the cheapest form of combat, you don’t have to worry about wasting ammunition or runes, instead focusing on keeping your health and Prayer Points up while taking the brunt of enemy attacks.
Recommended Read: Old School RuneScape – Ranged Gear Progression
Whether starting against Level-2 Cows or going against the bosses of the God Wars Dungeon, you will want to have the best gear possible to have efficient kills. However, the gear you will end up using will often change based on your levels and the type of combat you will be doing.
Melee gear progression in OSRS involves investing in either DPS-based or Tank-based gear. Players typically start with the standard metal armour, before breaking off into Void equipment, Barrows Gear, and Bandos at mid-levels, then finally obtaining Torva or Justiciar equipment when they reach the endgame. This doesn’t include earning a Fire/Infernal Cape, investing in the Fremennik/Ancient Rings, earning Primordial or Guardian boots, and getting a Dragon/Avernic Defender.
Table of Contents
Melee Gear Progression in OSRS
When you first complete Tutorial Island and look around at the different gear that people are wearing, the different amounts of gear setups and combinations can be intimidating. However, you will eventually get used to seeing the same types of armour and equipment in the same areas.
The important thing to note about using Melee gear is that they often fall under one of two categories: DPS and tank.
For most PvM and PvP scenarios, players wear DPS-based gear so they can deal as much damage as possible. This can range from completing Slayer Tasks to casual combat training to fighting other players in the Wilderness.
In cases where you are expected to be attacked by multiple enemies/ different attack types, wearing Tank-based gear is recommended.
This can include wearing gear like Justiciar against General Graardor, using Guthan’s to heal against high-level Slayer monsters repeatedly, or even using tank gear to defend against Pkers while training Prayer at the Chaos Altar in the Wilderness.
With that out of the way, we can start to discuss the gear available at different levels and where it could be applied.
Note: When referring to each level bracket, this refers to the average combat level bracket. However this can also be interpreted as a player’s Defence level, as that is the primary designator for what gear you can wear.
Levels 3-40: Fighter’s Torso, Standard Plate, Proselyte Armour
When beginning your combat journey, it is normal to start by going through the standard metal armour available in Old School RuneScape. From levels 1-40 Defence, you can start with Bronze armour, eventually capping out at Rune armour.
Note: The Rune Platebody can only be worn after completing the “Dragon Slayer” quest. However, the Rune Chainbody is still available.
Other than the standard metal armour, you can also wear Proselyte Armour, available after completing the “Slug Menace” quest.
Despite having relatively low requirements, Proselyte Armor is still used in high-level situations where players wish to increase their Prayer bonus as much as possible (often in Slayer Tasks when using Protection Prayers is a near necessity).
However, what is most notable at 40 Defence is the Fighter’s Torso, the third-best body slot item in terms of Strength bonus. While having decent defensive stats, it comes with a +4 Strength bonus, making it fantastic for DPS scenarios.
Note: While it is possible to wear Inquisitor’s armour with 30 Defence, you will also need 70 Strength to equip it, so it is not normally used until you reach a higher combat level.
In this combat bracket, weapons and other equipment slots are limited to regular Scimitars and kiteshields, but that quickly changes as you level up.
Levels 40-70: Void Equipment, Obsidian, Fremennik Helms, Slayer Weapons
From combat levels 40-70, you soon unlock a few gear items that will continue to be used at higher levels.
Arguably, the most versatile at this bracket is Void Equipment, which greatly boosts accuracy and damage across all three combat styles. There is also a way to get Elite Void Equipment, increasing your DPS even further.
Starting at 60 Defence, you will also be able to wear both Obsidian and Dragon armour.
While some Dragon armour is considered useful (specifically the Boots, Platelegs/Plateskirt, Dragon Med Helm), Obsidian gear boosts your Strength skill, making it popular amongst Pure accounts.
More specifically, when you wear the Obsidian Helm, Platebody, and Legs, you have an increased 10% accuracy and damage when using Obsidian Weapons.
Once you reach 45 Defence and have completed the “Fremennik Trials” quest, you can wear the Fremennik Helms. For melee, the Warrior and Berserker Helm give additional bonuses to Attack and Strength.
This improves at 55 Defence when you unlock the Helm of Neitiznot after completing the “Fremennik Isles” quest.
For weapons, players around this bracket will start using the Dragon Scimitar (after finishing “Monkey Madness I”), the Abyssal Whip (with 70 Attack), and the different Slayer Weapons available at 55 Slayer.
With 65 Attack, you can also use the Viggora’s Chainmace, which is a popular item for players doing intense PvM activities in the Wilderness.
Levels 70-100: Barrows, Bandos, Fire Cape, Cerberus Boots
The combat level bracket of 70-100 is somewhat considered the “mid-game” of Old School RuneScape. At this time, you are getting more familiar with higher-level PvM activities.
You likely have base 70 or 80 combat stats and might even be close to earning your Quest Cape.
This is also the bracket where many better money-making methods become available, often through killing certain Slayer Monsters/Bosses or having non-combat skills become a high enough level to complete other skilling activities.
Therefore, it is safe to assume that most of the gear you wore during the previous brackets can be sold/upgraded to better your Melee progression.
If you haven’t done so, now is a good time to get a Fire Cape by completing the Fight Cave in TzHaar City.
While the Fire Cape doesn’t have any requirements to wear, fighting through 63 waves of powerful monsters, not including Jad at the very end, will require some combat experience and a decent gear setup.
The Fire Cape is the second-best Melee-based cape in Old School RuneScape. It provides excellent defensive stats and a +4 Strength bonus.
Once you reach 70 Defence, you can wear Barrows equipment. Originating from the six Barrows Brothers (and their associated minigame), each set has their own defensive bonuses and quirks that are worth using.
More specifically, Dharok’s and Torag’s armour is considered very tanky, while Verac’s armour provides decent defensive stats but an increase in Prayer bonus. Guthan’s armour is often used for its healing-set effect against targets that require you to heal often.
Even though they are considered mid-tier armour, Barrows gear is still used in plenty of high-level PvM activities, including at the God Wars Dungeon, the Corporeal Beast, and for Raids.
There is also a way to earn the armour yourself if you don’t want to buy from the Grand Exchange directly, or if you are an Ironman account.
The Bandos Chestplate is a major step up from the Fighter’s Torso. The BCP, along with the Bandos Tassets, is some of the best Melee armour in Old School RuneScape, and it is available to equip at 65 Defence.
Dropped from General Graardor and his minions in the God Wars Dungeon, the Bandos Chestplate and Bandos Tassets often sell for around 30m a piece.
However, they provide a significant increase in defensive bonuses, giving a base +160 all-around melee defensive and +6 Strength when worn together.
While you can still use Dragon/ Bandos Boots at this bracket, you can also consider getting Primordial Boots or Guardian Boots, which each provide the best-in-slot Melee Strength and Prayer bonus in the entire game, respectively.
Primordial Boots require 75 Strength and Defence to equip and can sell for around 34m on the Grand Exchange. Guardian Boots only require 75 Defence to wear and usually sell for around 5m.
As for your helm slot, you may consider upgrading to a Neitiznot Faceguard or even investing in a Serpentine Helm.
The Neitiznot Faceguard requires 70 Defence and completion of the “Fremennik Exiles” quest. However, it provides the highest Melee Strength bonus of any helmet in the game, at +6.
The Serpentine Helm, requiring 75 Defence to wear, is unique in that it comes with several additional properties.
When charged with Zulrah Scales, it will not only make you immune to poison and venom effects but also have a chance of inflicting venom on your opponent.
This makes it useful for situations where you are fighting multiple enemies at once or if you are going against venom-based bosses like Zulrah or Vorkath.
To upgrade your weapon and off-hand slot in this bracket, you should work to unlock the Dragon Defender and invest in a strong accuracy-based weapon like a Ghrazi Rapier or Zamorakian Spear/Hasta.
The Dragon Defender is relatively easy to obtain and is one of the best off-hand items you can use when fighting in a DPS role. Excelling in providing additional Strength bonuses, it can be used in nearly every combat scenario.
While using a weapon like an Abyssal Whip is still viable in this bracket, you can save to obtain a Ghrazi Rapier or Zamorakian Spear/Hasta if you want to take things further.
The Ghrazi Rapier requires 80 Attack to wield, but it is one of the most accurate weapons in the game, allowing you to take on most enemies by yourself.
As for the Zamorakian Spear/Hasta, while it is often used in more niche scenarios, it can be handy when fighting against opponents who are vulnerable to the Stab attack style (the latter is also a lot cheaper than the former, going for around 15m on the Grand Exchange as opposed to 55m).
Levels 100-126: Torva, Justiciar, Avernic, Inferno Cape
Once you reach the endgame of Old School RuneScape, you will find yourself taking on the toughest bosses in the game and possibly doing intense PvP activities where having the best gear is essential.
By this point, you may have earned the Quest Cape, you are well experienced with most bossing/Raiding activities, and you are starting to finalize your bank with all the essential gear you desire.
The best melee armour in Old School RuneScape is Torva armour, earned as a drop from Nex in the God Wars Dungeon.
Requiring 80 Defence to wear, Torva armour provides the strongest Strength bonuses in the entire game, providing a minimum +250 defensive bonus to all combat styles (besides Magic) and +18 Strength.
Also the most expensive armour in Old School RuneScape, the complete set (Helm, Platebody, Platelegs) can cost over 1b (yes, 1 billion) on the Grand Exchange.
Aside from Torva, Justiciar armour is also well-suited for players taking on PvM content. Requiring 75 Defence to equip, it even surpasses Torva armour in terms of defensive bonuses, giving a minimum of +270 to all defensive stats.
Justiciar is also popular due to its incredible Prayer bonus, which provides a total of +10 Prayer when worn together.
Justiciar armour also comes with a set effect that helps negate damage taken when the full set is worn completely, making it the perfect tank-based set in Old School RuneScape.
Both Torva and Justiciar are considered the best armour sets in OSRS and are always considered when playing endgame content.
The Dragon Defender can also be upgraded to the Avernic Defender by using an Avernic Defender Hilt.
Earned as a drop from the Theatre of Blood or bought from the Grand Exchange for around 65m, this is the best off-hand item for melee DPS, as it provides an additional +8 Strength bonus.
Other than using a defender, for a more tanky approach to melee gear progression, you can invest in a Dragonfire Shield or even an Elysian Spirit Shield.
Each provides some of the best Melee and Ranged defensive bonuses in OSRS. Both shields require 75 Defence to equip, but they are well worth it when trying to fight bosses that are known to hit well through high-defensive gear (e.g., the Corporeal Beast, the GWD bosses).
The best Melee cape is the Infernal Cape, earned by completing the Inferno, the toughest PvM challenge in the game.
After fighting through 69 waves of enemies, including defeating Zuk at the end, you will have a cape that provides base +12 defensive bonuses to all combat styles, including a +8 Strength and +2 Prayer bonus.
Other Items to Consider
While most Melee gear progression involves upgrading your armour/weapon/shield slots, there are other items that you can consider to make the most of your combat gear.
Two Fremennik rings, the Berserker and Warrior Ring, give additional boosts to melee combat. Each is earned as a drop from the Dagannoth Kings on Waterbirth Island.
Giving additional bonuses to Strength and Attack, respectively, they can also be imbued through the Nightmare Zone, LMS, or Soul Wars to double their bonuses to +8 Strength and +8 Attack.
Stepping up from those rings are the Ultor and Bellator Rings, two of the Ancient Rings created with materials from the “Desert Treasure II” bosses.
The Ultor Ring and Bellator Ring are the best-in-slot melee rings in Old School RuneScape. The Ultor Ring provides a +12 Strength bonus, while the Bellator Ring gives a +6 Strength and +20 Slash bonus.
However, they each sell for around 180m and 45m on the Grand Exchange and require completion of the “Desert Treasure II” quest to wear.
When considering which gloves to use for melee combat, Barrows Gloves are an easy choice.
Earned as a reward for completing the “Recipe for Disaster” quest, they provide base +12 defensive bonuses to all combat styles (Magic is +6) and +12 Strength.
Barrows Gloves can also be upgraded into Ferocious Gloves by using a price of Hydra Leather on them. These gloves require 80 Attack and Defence to wear and completion of the “Dragon Slayer II” quest to create.
Instead, they provide +16 offensive melee bonuses and +14 Strength, making them best-in-slot for melee DPS.
For your necklace slot, the Amulet of Fury and Amulet of Torture are the best necklaces for melee combat.
The Amulet of Fury provides all combat styles a +10 offensive bonus and a +15 defensive bonus. It also gives a +8 Strength and +5 Prayer bonus, making it a fantastic item to wear for all-around combat.
The Amulet of Torture, on the other hand, is DPS-based, providing a +15 offensive bonus to melee stats, +10 Strength, and +2 Prayer bonus, making it the best-in-slot necklace for Melee combat.
This is how to progress your Melee gear in Old School RuneScape!
Do you have any input or suggestions for this article? Let us know in the comment section below.
Old School RuneScape starts checking the results of Deadman Armageddon to determine the winners
Old School RuneScape brings back slayer partners after a four-year absence
An In-Depth OSRS Gear Progression Guide
Classic MMO is hosting a $25,000 PvP tournament anyone can enter
Old School Runescape may not have the flashiest visuals, but it maintains a huge community of players who are constantly on the hunt for XP and every skillcape in Gilenor. For anyone brave enough, there's also a hefty amount of prize money available soon as the game will be hosting its annual Deadman mode tournament.
10 best free mobile games to play in 2024
Many mobile games offer hundreds and even thousands of hours of game time without requiring players to spend a dime on it, unless they want to. The 10 best free mobile games players can play right now in 2024 on Android and iOS devices offer content, quality, and worlds worth experiencing without the necessity to pay to enjoy them.
With a focus on games across various genres and styles, these are the 10 best free mobile games worth your attention in 2024.
Genshin Impact
Genshin Impact shows the true potential of mobile gaming in 2024 with its continuous updates that improve and expand upon the massive world of Teyvat. There is always a new character to collect, region to explore, and events to partake in. And the best part is most of this is totally free to pursue. The gameplay feels a step above most mobile games, with each playable character having unique powers and the gorgeous cel-shaded, anime-style world.
Pokémon Go
Many years after its unmatched released, Pokémon Go is still going strong with new seasons and frequent releases of new Pokémon to collect. The formula remains the same of walking around the real world to find, catch, and evolve Pokémon. However, raids, various limited-time events, new shiny Pokémon, and more mean this is the best time to check out this game.
Among Us
There is still nothing quite like the mobile game phenomenon that is Among Us. The eternal battle between the crew mates and completing their tasks versus the shadowy imposters is a simple but timeless formula. Whether it is investigating to figure out who the killers are or trying your best to cover your bloody tracks, this is one of the best mobile multiplayer experiences available today.
Marvel Snap
Marvel Snap blends together two of the most compelling ideas for a mobile game: Marvel superheroes and card-battling. Each match only lasts a few minutes with some of the fastest pacing in the genre, which ensures there is the right mix of challenge and excitement. It is just accessible enough, too, to welcome anyone even if you've never played a card game like this before.
Honkai: Star Rail
The other main free mobile game from HoYoVerse is certainly worth a look, even if you aren’t into Genshin Impact. While the style and characters feel quite similar, Honkai: Star Rail trades whimsical fantasy for widespread galactic exploration. In addition, the strategic turn-based RPG combat might be more appealing to those looking for a mobile game with depth but not nearly as demanding.
Roblox
No mobile game in 2024 carries the level of freedom and content as Roblox. Think of any genre or gameplay experience and Roblox likely has it with surprising quality at the same time. Classic games like Murder Mystery 2 let players sus out and defeat the murderer alongside games like Natural Disaster Survival tasks players with staying alive amidst tsunamis and wildfires. There are also newer Roblox experiences these days, such as the incredible Ancient Egypt Roleplay where players start as a peasant and work their way up to pharaoh.
Brawl Stars
Brawl Stars is the latest creation from the makers of Clash of Clans. While it carries the lovable, colorful art style of the studio’s other games, this particular mobile title has a compelling blend of a top-down shooter with the gameplay hook of a MOBA. There are seven different game modes to choose from, including Team Deathmatch-like experiences, objective-based modes, and more.
Call of Duty: Warzone Mobile
The beauty of Warzone Mobile is how it sacrifices almost nothing to bring a pure Call of Duty battle royale experience to Android and iOS. Out of all of the various first-person shooters on mobile, this is the one that feels the closest to console and PC FPS gameplay. Besides its connection to the other games in the franchise with shared progression, it also includes the return of the beloved Verdansk battle royale map.
Wuthering Waves
The newest contender in the open-world mobile action RPG genre may look like Genshin Impact and carry the same gacha-style mechanics, but Wuthering Waves sets itself apart in terms of its gameplay. The combat centers around Echoes, which players collect from enemies around the world to unlock unique skills and temporary transformations. While it had a rough launch, its movement and combat remain exceptional.
Old School RuneScape
Yes, an entire MMORPG exists on mobile for players to check out for free on Android and iOS. This is the exact same RuneScape fans may remember from their childhood but revamped to work with a mobile control scheme. Moving your character around the world and engaging in the slow-paced but methodical combat feels great. Plus, it offers some of the best gameplay variety from its quests to PvP to just sitting around hacking at the same trees all day.
The post 10 best free mobile games to play in 2024 appeared first on Destructoid.
Five of the Best: Gods
Five of the Best is a weekly series for supporters of Eurogamer. It's a series that highlights some of the features in games that are often overlooked. It's also about having your say, so don't be shy, use the comments below and join in!
Oh and if you want to read more, you can - you can find our entire Five of the Best archive elsewhere on the site.
The more I've tried to pin down the definition of a god in a game, the harder time I'm having with it. I began by thinking 'out-and-out gods only', the kind that represent the dominant powers in the games we play, whether we fight against them or with them. But the more I thought about it, the more that definition broadened, because aren't we always a kind of god when we play a game - don't we always have a kind of godlike power? We are able to die and keep trying until we've - usually - defeated a godlike boss or bosses, depending on what the game is. What does that make us if not a god? I am open to any and all arguments here, so have at it. Which gods in games do you think are the best?
Five of the Best: Gods
Five of the Best is a weekly series for supporters of Eurogamer. It's a series that highlights some of the features in games that are often overlooked. It's also about having your say, so don't be shy, use the comments below and join in!
Oh and if you want to read more, you can - you can find our entire Five of the Best archive elsewhere on the site.
The more I've tried to pin down the definition of a god in a game, the harder time I'm having with it. I began by thinking 'out-and-out gods only', the kind that represent the dominant powers in the games we play, whether we fight against them or with them. But the more I thought about it, the more that definition broadened, because aren't we always a kind of god when we play a game - don't we always have a kind of godlike power? We are able to die and keep trying until we've - usually - defeated a godlike boss or bosses, depending on what the game is. What does that make us if not a god? I am open to any and all arguments here, so have at it. Which gods in games do you think are the best?
Five of the Best: Gods
Five of the Best is a weekly series for supporters of Eurogamer. It's a series that highlights some of the features in games that are often overlooked. It's also about having your say, so don't be shy, use the comments below and join in!
Oh and if you want to read more, you can - you can find our entire Five of the Best archive elsewhere on the site.
The more I've tried to pin down the definition of a god in a game, the harder time I'm having with it. I began by thinking 'out-and-out gods only', the kind that represent the dominant powers in the games we play, whether we fight against them or with them. But the more I thought about it, the more that definition broadened, because aren't we always a kind of god when we play a game - don't we always have a kind of godlike power? We are able to die and keep trying until we've - usually - defeated a godlike boss or bosses, depending on what the game is. What does that make us if not a god? I am open to any and all arguments here, so have at it. Which gods in games do you think are the best?
Most Played MMORPGs in 2024 by Peak Concurrent Players
While we’re still waiting for the next great new MMORPG to take the world by storm like World of Warcraft did years ago, there are still plenty of great active ones to choose from. These are the 10 most played MMORPGs on PC in 2024, ranked by their peak concurrent players.
Editor’s Note: Data sources used for this list include MMO Population, activeplayer.io, PlayerAuctions, and MMOStats. Data for every title except for RuneScape is not provided by the devs, but by Steam or some other service. That data excludes any players that play on official clients. Still, we included as accurate predictions as we could to make the ranking as fair as possible.
What we've been playing - our favourite matchmaking moments
Hello! Welcome back to our regular feature where we write a little bit about some of the games we've been playing over the past few days. This week we've gone with a bit of a theme: matchmaking. We've pulled on some of our most memorable matchmaking experiences from games we loved. Can you remember any of yours?
If you fancy catching up on some of the older editions of What We've Been Playing, here's our archive.
RuneScape is a game with a lot of grinding and, in many cases, this means a lot of standing around. Be it Woodcutting or Fishing, you'll find yourself fixed to one location where the only movement is between skill-spots or when it's time for a bank run to deposit your goods. (Unless you're a litterbug who just dumps everything on the ground.) Due to this I, and many other RuneScape players, have partaken in the long standing tradition of chatting away as your XP slowly climbs to the next level.
Twitter Banned Runescape's Account Because It Thought An 8-Year-Old Created It
Earlier this week, the official Runescape Twitter/X account got banned. It’s since returned, but the reason behind its temporary ban was that someone at the social media company thought the account was created by an eight-year-old kid, which would be a violation of Twitter’s rules.
RuneScape makers Jagex are being bought by the multibillion sports giant behind Six Nations and LaLiga
Jagex, the British developers of veteran fantasy MMO RuneScape, have announced their acquisition by a potentially surprising new owner: the private equity firm best-known for owning major sports brands including Six Nations Rugby, Spanish football league LaLiga, French football governing body Ligue de Football and the Women’s Tennis Association. The deal was reportedly closed for almost a billion pounds.