Equipment progression: Difference between revisions
Add reviewed October game updates: Tempering, Gridmaster prestige, rewards, shops and encounters |
Add practical Barrows and Warriors Guild gameplay guides with source-checked rewards and defender steps |
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== Armour and utility upgrades == | == Armour and utility upgrades == | ||
Choose armour for the style and fight you are doing. Check requirements before buying, and keep task protection equipped when needed. A nose peg, earmuffs or other Slayer item can matter more than a small armour upgrade. | Choose armour for the style and fight you are doing. Check requirements before buying, and keep task protection equipped when needed. A nose peg, earmuffs or other Slayer item can matter more than a small armour upgrade. | ||
=== Earn a defender and try Barrows === | |||
[[Warriors Guild]] gives a clear melee offhand goal: earn tokens, collect bronze through rune defenders upstairs, then farm a dragon defender in the basement. Carry your latest defender and leave and re-enter the room after each upgrade. | |||
[[Barrows]] is another repeatable equipment route. Bring a spade, combat supplies and the right protection prayers, kill all six brothers and loot the chest. Read the fight guide before starting: Verac ignores protection prayer, and prayer drains underground. | |||
=== Farm armour one piece at a time === | === Farm armour one piece at a time === | ||
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| Scythe of vitur and the accepted Osmumten's fang (or) ingredient || [[Scythe of Amascut]] || '''82 Attack and 90 Strength'''. Its extra-hit behavior depends on target size; its own attack does not need ordinary Scythe blood charges. | | Scythe of vitur and the accepted Osmumten's fang (or) ingredient || [[Scythe of Amascut]] || '''82 Attack and 90 Strength'''. Its extra-hit behavior depends on target size; its own attack does not need ordinary Scythe blood charges. | ||
|- | |- | ||
| Toxic blowpipe and a corrupted Bow of faerdhinen || [[Blazing blowpipe]], then [[Drygore blowpipe]] || Both need '''80 Ranged'''. | | Toxic blowpipe and a corrupted Bow of faerdhinen || [[Blazing blowpipe]], then [[Drygore blowpipe]] || Both need '''80 Ranged'''. Both supply their own ordinary projectiles. Drygore fires two matching hits and its recipe also uses a Twisted bow. Their attacks are for monsters. | ||
|- | |- | ||
| Twisted bow and Zaryte crossbow || [[Twisted zaryte bow]] || '''85 Ranged'''. Maintain supported ammunition for monster combat. | | Twisted bow and Zaryte crossbow || [[Twisted zaryte bow]] || '''85 Ranged'''. Maintain supported ammunition for monster combat. | ||
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Player perks, item perks and tempering are separate systems. Equipment attachments do not take any of your six player-perk slots. | Player perks, item perks and tempering are separate systems. Equipment attachments do not take any of your six player-perk slots. | ||
== Skill prestige and equipment requirements == | |||
[[Skill prestige]] gives permanent combat bonuses after a chosen skill reaches its XP target. '''Prestiging resets the selected skill to level 1; Hitpoints resets to 10.''' Remove all equipment at home before confirming and retrain the levels needed for your setup. Your other skills keep their levels. | |||
Attack ranks improve melee accuracy against monsters; Strength, Ranged and Magic ranks improve their matching monster damage. Defence ranks reduce incoming NPC damage. These rank bonuses stay active while you retrain, but do not replace equipment requirements. | |||
== Before a risky trip == | == Before a risky trip == | ||
Latest revision as of 07:37, 22 October 2026
Equipment progression means building a setup that can finish the trips you want to do. Start with a usable weapon and supplies, then improve armour and utility items. Keep enough money to replace ammunition, runes, food and potions.
Build your first setup
- Choose melee, ranged or Magic for the activity you want to try.
- Train the equipment requirements before buying the next weapon.
- Return home and browse Sarim Shops for weapons, armour and supplies.
- Equip a matching perk build.
- Read the boss or Slayer guide and bring its protection or finishing items.
Use Money making for starter coins. Buy enough supplies for a short trip before spending the rest on equipment.
Early weapon goals
These are useful shop options for regular accounts. Prices appear in the shop panel; Ironmen have a separate store.
| Style | Weapon goal | Requirement |
|---|---|---|
| Melee | Rune scimitar, then dragon scimitar | 40 Attack, then 60 Attack |
| Ranged | Magic shortbow | 50 Ranged; bring arrows |
| Ranged | Rune crossbow | 61 Ranged; bring bolts |
| Magic | An elemental staff with runes for your chosen spells | Meet the spell's Magic level and rune requirements |
| Magic | Ancient staff | 50 Attack and 50 Magic; bring runes for your spells |
The melee shop stocks both scimitars. The ranged shop stocks the shortbow, crossbow and ammunition. The magic shop stocks elemental staves, the ancient staff and runes.
The magic shortbow and rune crossbow are different options. Choose for the fight and ammunition you can maintain, rather than replacing a working setup just because another weapon needs a higher level.
Ironman start
The Iron Man Store sells:
- Rune scimitar: 25,000 coins.
- Dragon scimitar: 185,000 coins.
- Elemental staves: 1,500 coins each.
Gather supplies and work towards drops you can obtain yourself. Regular equipment and supply shops have account restrictions; check the Iron Man Store before planning purchases from a regular shop.
Build a midgame setup
Choose a weapon you can obtain and keep supplied. These goals open different farming routes; you can build one reliable style first, then add another style for encounters that need switches.
| Goal | Requirement | Plan for |
|---|---|---|
| Abyssal whip | 70 Attack | A drop from Abyssal demons, which need 85 Slayer to fight. Build this through Slayer or obtain a tradeable copy where your account allows. |
| Sarachnis cudgel | 65 Attack | A crush weapon from Sarachnis. Read the fight guide before farming it. |
| Toxic blowpipe | 75 Ranged | Darts and Zulrah scales. Zulrah drops the tanzanite fang; use a chisel on it at 53 Fletching to make an uncharged blowpipe, then add darts and scales. |
| Trident of the seas | 75 Magic | Charges. Check its drop sources in Sarim Hub and include charging supplies in your budget. |
Each trident charge uses 1 death rune, 1 chaos rune, 5 fire runes and 250 coins. Use a charging ingredient on the trident to add charges. Check the weapon before leaving home.
Choose a target you can already farm with your current setup. A weapon goal is useful only if you can keep it supplied.
Add a toxic trident
An uncharged trident of the seas and a magic fang from Zulrah make a trident of the swamp at 59 Crafting. Uncharge the seas trident before combining it. The usable swamp trident needs 75 Magic.
Each swamp charge uses 1 death rune, 1 chaos rune, 5 fire runes and 1 Zulrah scale. Keep the scales in your budget alongside the blowpipe's darts and scales.
Plan a raid or late-game weapon goal
The requirements below refer to the usable weapon. Meeting them does not mean your whole setup is ready for the source encounter. Use the raid or boss guide to prepare protection, switches, supplies and a suitable group.
| Style | Goal and route | Requirement and upkeep |
|---|---|---|
| Melee | Osmumten's fang from Tombs of Amascut | 82 Attack. A stab-focused option to compare with your current melee weapon. |
| Melee | Scythe of vitur from Theatre of Blood | 75 Attack. Recharge with blood runes; use Check before a trip. |
| Ranged | Bow of faerdhinen through Gauntlet and crystal singing | 75 Ranged. Make it with an enhanced crystal weapon seed and 100 crystal shards at 82 Crafting and 82 Smithing; keep shards for charging. |
| Ranged | Twisted bow from Chambers of Xeric | 75 Ranged. Bring supported arrows. Its performance depends on the target's Magic level. |
| Magic | Sanguinesti staff from Theatre of Blood | 75 Magic. Each charge uses 3 blood runes. |
| Magic | Tumeken's Shadow from Tombs of Amascut | 85 Magic. Each charge uses 5 chaos runes and 2 soul runes. Use the staff's Charge action with those runes in your inventory. |
Raid rewards are chance-based goals. Build around the items you obtain and can use consistently, and read Drop rate and boosts before buying a bonus for a particular reward.
Bowfa charges and corruption
The ordinary Bow of faerdhinen takes crystal shards; a shard supplies 100 charges, up to 20,000. Its charge dialogue also offers corruption for 2,000 shards. The corrupted version does not use that ordinary charge counter.
Corruption is also a component step for the Blazing blowpipe recipe. Budget the bow's acquisition and shards before treating it as a ready bench ingredient.
Keep an upkeep reserve
The ordinary Scythe of vitur adds one charge per blood rune when recharged on Sarim. The Sanguinesti staff and Shadow use the different costs shown above. Check the actual weapon and its remaining charges; a weapon's name does not establish its charging ingredients.
Keep enough supplies for another trip after an upgrade purchase. Gear Loadouts can save your working setups, but loading a preset preserves current charges and does not refill a weapon.
Armour and utility upgrades
Choose armour for the style and fight you are doing. Check requirements before buying, and keep task protection equipped when needed. A nose peg, earmuffs or other Slayer item can matter more than a small armour upgrade.
Earn a defender and try Barrows
Warriors Guild gives a clear melee offhand goal: earn tokens, collect bronze through rune defenders upstairs, then farm a dragon defender in the basement. Carry your latest defender and leave and re-enter the room after each upgrade.
Barrows is another repeatable equipment route. Bring a spade, combat supplies and the right protection prayers, kill all six brothers and loot the chest. Read the fight guide before starting: Verac ignores protection prayer, and prayer drains underground.
Farm armour one piece at a time
| Style | Source goal | Equip requirements |
|---|---|---|
| Melee | Bandos chestplate and tassets from General Graardor | 65 Defence. |
| Ranged | Armadyl helmet, chestplate and chainskirt from Kree'arra | 70 Ranged and 70 Defence. |
| Ranged | Masori mask, chestplate and chaps from Tombs of Amascut | 80 Ranged and 30 Defence for the ordinary pieces. Fortified versions have different requirements. |
| Magic | Ancestral hat, robe top and robe bottom from Chambers of Xeric | 75 Magic and 65 Defence. |
Use a piece that suits your fight as soon as you can equip it. Check the bonuses shown in the equipment panel and the encounter's attack styles before replacing useful defensive or task equipment. A two-handed weapon also changes what you can carry in your offhand slot.
Gloves and supplies
The Achievement Point Store offers an early glove route:
| Gloves | Achievement Points |
|---|---|
| Mithril | 3 |
| Adamant | 6 |
| Rune | 9 |
| Dragon | 12 |
The store also has a rune pouch for 13 points and a holy wrench for 6 points. Check the full store guide before an upgrade purchase, including whether it consumes a previous item. Achievement Points are separate from coins and perk points.
Improving equipment you plan to keep
Use Item Creation Bench to combine equipment into custom items. Its individual item pages list recipes, requirements, effects and supplies.
Concrete custom branches
| Starting equipment goal | Later bench goal | What changes your plan |
|---|---|---|
| Scythe of vitur and the accepted Osmumten's fang (or) ingredient | Scythe of Amascut | 82 Attack and 90 Strength. Its extra-hit behavior depends on target size; its own attack does not need ordinary Scythe blood charges. |
| Toxic blowpipe and a corrupted Bow of faerdhinen | Blazing blowpipe, then Drygore blowpipe | Both need 80 Ranged. Both supply their own ordinary projectiles. Drygore fires two matching hits and its recipe also uses a Twisted bow. Their attacks are for monsters. |
| Twisted bow and Zaryte crossbow | Twisted zaryte bow | 85 Ranged. Maintain supported ammunition for monster combat. |
| Tumeken's Shadow and Harmonised Nightmare Staff | Shadow of harmony | 85 Magic. Its built-in monster attack does not use ordinary Shadow rune charges. |
| Torva and Justiciar pieces | Blood Torva, then Radiant oathplate | A separate recipe for each armour slot. Read each piece's ingredients and requirements before using a piece of your current set. |
| Ancestral and Virtus pieces | Umbral armour | A separate recipe for each slot; 85 Magic and 75 Defence. |
Every branch also needs its listed binding component. Read the item's page for that component's source. Demonic Pact equipment covers another group of custom recipes. The bench consumes equipment ingredients on success, consumes the binding component on failure, and your account's Temper levels are preserved. The result uses any account Temper that applies to it when equipped. Keep a spare usable weapon before committing a main weapon to a recipe.
Use Item perks to compare equipment attachments by damage, healing, supplies and rewards; Item Workbench to attach them; and Tempering for equipment upgrades. Read the recipe, compatible equipment and cost before spending materials. Prioritise equipment you expect to keep using.
Player perks, item perks and tempering are separate systems. Equipment attachments do not take any of your six player-perk slots.
Skill prestige and equipment requirements
Skill prestige gives permanent combat bonuses after a chosen skill reaches its XP target. Prestiging resets the selected skill to level 1; Hitpoints resets to 10. Remove all equipment at home before confirming and retrain the levels needed for your setup. Your other skills keep their levels.
Attack ranks improve melee accuracy against monsters; Strength, Ranged and Magic ranks improve their matching monster damage. Defence ranks reduce incoming NPC damage. These rank bonuses stay active while you retrain, but do not replace equipment requirements.
Before a risky trip
Check Death and Wilderness before taking valuable equipment into dangerous areas. Charged weapons and other items can have special loss rules. Bring a setup you can replace and keep a spare weapon and supplies in the bank where your account allows it.