Gridmaster combat relics

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FeatureGridmaster combat relics
Details
Feature typeSeasonal relic rewards
AccessGridmaster board Relics tab; ::gridmaster for relic actions
Rules and progression
RequirementsClaim the matching board reward.
EffectsCombat, healing, resource and Slayer benefits.
LimitsEach relic keeps its own target, area and cooldown rules.
AvailabilityGridmaster

Gridmaster combat relics provide combat, healing, resource and Slayer benefits. Claim a relic from its completed tile or line. Passive relics then work whenever their conditions are met. Use the board's Relics tab or ::gridmaster for Guardian and spellbook actions.

The relics below have separate conditions. Most outgoing damage effects require an NPC target. Last Stand, ordinary resource preservation and some defensive effects can also work during PvP.

Relic directory

Relic Unlock Main benefit
Minimum Potential Kill the Wizards' Tower demon Raises positive direct NPC damage below 5 to 5 before accuracy and mitigation.
Precision Complete column 2 10% extra ordinary attack roll against NPCs.
Exposure Complete column 6 Qualifying special hits have a 50% chance for 50% extra rolled damage.
Specialist Complete the Inferno Usually 20% energy per NPC special, double special attack roll, a 10% refund on an accuracy miss and 15% energy restored on credited NPC kills.
Dragonbane Kill the King Black Dragon 10 times Dragonfire immunity and 20% extra direct damage to dragon NPCs.
Vampyric Touch Complete a Chambers of Xeric raid Restores 10% of direct NPC damage actually dealt.
Spiky Aura Receive an Araxxor unique Reflects a quarter of actual NPC damage received, rounded up.
Guardian Thrall Complete row 6 Summons a 30-minute companion that attacks NPCs every four ticks.
Last Stand Receive a Yama unique Survives a qualifying lethal hit, boosts combat stats and restores Hitpoints from NPC damage dealt during its protection.
Slayer Master Complete your first Slayer task Recognized Slayer families count as on task, with off-task Slayer XP, unlocks and a one-time 100-kill family bonus.
Rune Saviour Kill Zulrah 10 times Free spell runes and charge preservation for supported magic weapons and tomes.
Devout Bury 100 dragon bones Slower ongoing Prayer drain and automatic burial of eligible NPC bones and ashes outside the Wilderness.
Bottomless Brew Make a Zamorak brew Preserves ordinary potion doses, including Chambers potions; separate Tombs supplies still consume doses.
Grimoire Kill Vorkath 10 times Spellbook switching, prayer unlocks and access to thrall spells without the Elite combat-achievement gate.

See Gridmaster equipment for the eight fixed equipment rewards. Gridmaster skilling relics covers Combatant's permanent skill links. Gridmaster utility relics covers travel, banking, clues and loot settings.

Minimum Potential

Minimum Potential raises positive direct NPC damage of 1–4 to 5. A zero roll stays zero. The effect happens before the accuracy check, damage caps and protection, so a miss or an immune target can still take no damage.

Precision

Precision multiplies the ordinary NPC attack roll by 1.1. It increases accuracy, with no separate damage or speed bonus. It combines with the tier III mastery multiplier. It does not increase the chance of an already accurate tier VI ranged attack above 100%.

Exposure

Each qualifying special hit has a 50% chance to gain 50% extra rolled damage, rounded down. Multi-hit specials can have separate rolls for their direct hits. Accuracy, protection and encounter damage caps still apply.

The order is Minimum Potential, then Dragonbane, then Exposure. A positive roll of 3 becomes 5 with Minimum Potential, 6 against a dragon with Dragonbane, and 9 if Exposure activates. This is before any later mitigation.

Specialist

Against NPCs, Specialist sets the usual special attack cost to 20% and doubles the attack roll of qualifying special hits. A special hit that fails its accuracy roll restores 10% energy. A blocked boss phase or a hit dealing zero damage does not automatically give this refund.

Liquid adrenaline halves the 20% cost to 10%. In Tombs of Amascut, Overly Draining overrides the cost to 100%, or 50% with liquid adrenaline. These costs apply after earlier cost-reduction effects.

The refund is per qualifying missed hit. For a single-hit special with no other changes, an accuracy miss therefore leaves a net cost of 10%. Damage bonuses such as Exposure still need the hit to pass its accuracy and encounter checks.

Each qualifying NPC kill also restores 15% energy. You need positive damage credit and must remain alive and online on the same floor within 32 tiles when the NPC dies. Marked solo Echo bosses are excluded. This kill restoration also works on ordinary NPCs that are not board-task targets.

Dragonbane

Dragonbane gives full dragonfire immunity, including native dragonfire attacks that penetrate ordinary protection. It also adds 20% to rolled direct damage against NPCs classed as dragons, rounded down.

The damage bonus requires a dragon NPC. Its name alone does not determine this. Dragonfire protection and the damage bonus have separate checks; ordinary non-dragonfire attacks still damage you.

Vampyric Touch

Vampyric Touch restores 10% of actual direct damage dealt to NPCs. Fractions below one Hitpoint carry into the next hit. Overkill does not count as extra damage. The tier II mastery restoration bonus applies to each whole restore.

For example, direct hits dealing 7 and then 3 damage produce one raw Hitpoint of healing. Higher mastery does not turn this one-point restore into two. A 100-damage hit produces 10 raw healing, or 12 with tier II, if enough Hitpoints are missing.

Guardian, echoes and other secondary hits do not receive Vampyric Touch healing. Ordinary healing is also blocked while Last Stand is active.

Spiky Aura (Recoil)

Spiky Aura returns a quarter of actual damage received from an NPC, rounded up. A 9-damage hit reflects 3 damage. The attacker must still be alive.

Tier IV incoming reduction is applied before the reflection is calculated. A hit stopped by Last Stand reflects nothing. Spiky Aura does not reflect attacks from players.

Guardian Thrall

Choose Summon guardian in Relics or ::gridmaster. The same action dismisses an active Guardian. There is no rune cost or summon cooldown, and each summon lasts up to 30 minutes. The Guardian is separate from an Arceuus thrall.

It attacks your current NPC target every 4 ticks while the target is within 10 tiles and can be attacked. It chooses Crush, Ranged or Magic using the target's lowest defence roll. Its base damage is 5–13 with a fixed attack roll of 45,000. Accuracy, target protection and encounter mechanics still apply.

The Guardian follows you, teleporting beside you when it is more than three tiles away. It pauses while you are locked or teleporting and ends when you log out, die or its duration expires. Temporary inventory or equipment activities prevent it from being active.

Area attacks

Toggle Guardian area attacks in Relics or ::gridmaster. The setting starts off. Area attacks occur only when the Guardian chooses Ranged or Magic and both you and the primary target are in multi-combat.

It can strike the primary target and up to eight additional attackable NPCs within one tile of that target. Additional targets must also be in multi-combat. A Crush attack remains single-target.

Guardian hits do not use the ordinary player mastery damage rolls, healing or outgoing equipment bonuses. Some weapon sigils can still interact with them and consume charges. Guardian damage contributes to Last Stand's recovery total.

Last Stand

When ready, Last Stand stops a qualifying lethal hit, leaves you at 1 Hitpoint and raises Attack, Strength, Defence, Ranged and Magic to 255. It protects you for 16 ticks (9.6 seconds). Further qualifying damage cannot reduce you below 1 Hitpoint during this time.

The cooldown is 3 minutes from activation. The boosted stats fall toward your base level plus 15 over the protection period. At base level 99, that means a final boosted level of 114.

Normal healing and Hitpoints regeneration are blocked during protection. Keep dealing damage to NPCs: when the protection ends, the actual NPC damage you dealt is added to your remaining Hitpoints, up to your normal maximum. Guardian and echo damage can contribute. There is a further one-tick damage grace period after recovery.

For example, if you remain at 1 Hitpoint and deal 60 actual NPC damage, you finish with 61 Hitpoints, subject to your maximum. Damage dealt to players does not increase this recovery. Death resets Last Stand's cooldown and protection state.

Last Stand can activate against ordinary PvP damage and some scripted damage. Secondary hits and direct Hitpoints changes can bypass its protection. Tier IV incoming reduction is applied before the lethal-hit check.

Slayer Master

Slayer Master treats recognized Slayer families as on task, even without a matching assignment. This allows the appropriate Slayer helmet bonuses. You still need the monster's Slayer level and must follow its access and combat rules.

It unlocks the native Slayer unlocks, including superior creatures. Eligible kills outside an assignment grant Slayer XP based on the NPC's maximum Hitpoints; superior creatures give ten times that base amount. A kill already handled by the normal assignment counter does not receive a second base XP award.

The first 100 credited kills of each recognized family give a one-time XP bonus. The base bonus ranges from 1,000 to 15,000 with the family's Slayer requirement, before the seasonal XP multiplier. The Abyssal demon family gives 13,000 base Slayer XP at its 100th kill.

Having the relic does not create an assignment or award assignment completion points for every kill. Assignment counters, location rules and effects that require an actual assignment keep their own checks. Superior creatures can spawn without an assigned task, but their normal spawn chance still applies.

Rune Saviour

Rune Saviour supplies the runes for spells without consuming them. You do not need those runes in your inventory. Non-rune ingredients and other spell requirements still apply.

It also prevents charge use for the supported tridents, Sanguinesti staves, Tumeken's shadow and tomes of fire and water. Supported empty forms become charged forms when prepared for combat. This does not supply ammunition or make every charged item free.

These resource benefits have no separate NPC-target requirement, so they can also apply to eligible spells during PvP. Without Rune Saviour, the tier I mastery preservation chance still requires real supplies before the attack or spell begins.

Devout

Outside the Wilderness, Devout halves ongoing Prayer drain. This affects active-prayer drain, rather than direct Prayer costs or drains from other mechanics.

It automatically buries or scatters recognized bones and ashes from ordinary NPC drops for three times their base Prayer XP, before the seasonal XP multiplier. Noted forms count as their unnoted form. These drops are consumed before Loot Hound can bank them.

Both automatic burial and slower Prayer drain stop in the Wilderness. Instance-only items are excluded from automatic drop handling.

Bottomless Brew

Bottomless Brew preserves ordinary potion doses, including Chambers of Xeric potions. The potion still applies its effect. Drinking delays, duel restrictions, potion-specific requirements and other normal limits remain.

Tombs of Amascut supplies such as ambrosia, tears, nectar and liquid adrenaline still consume doses. Their separate drinking effects do not receive Bottomless Brew's dose preservation.

There is no separate Wilderness or PvP restriction on dose preservation. It does not preserve food or every special consumable.

Grimoire

Choose Grimoire: change spellbook in Relics or ::gridmaster to select a spellbook. You must be able to use the relic action and cannot change while using a temporary inventory or equipment activity.

Claiming Grimoire unlocks Rigour, Augury and Preserve. You still need the prayer's normal levels. It also removes the Elite combat-achievement requirement for Arceuus thrall spells, while their Magic level, Prayer cost and other requirements remain. Guardian uses a separate summon and can coexist with a normal thrall.

See also