Demonic Pact equipment: Difference between revisions
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Demonic Pact equipment on '''Sarim RSPS''' is a set of seven untradeable equipment targets connected to solo Echo bosses. Each has a component recipe and a rarer direct finished-item drop. This reference explains both routes and the conditions behind the combat effects. | |||
<span id="acquisition"></span> | |||
== Two routes to the same finished item == | |||
{| class="wikitable" | |||
|+ Choose the reward path | |||
|- | |||
! Route | |||
! What you need | |||
! What to expect | |||
|- | |||
! Component recipe | |||
| The correct Echo component plus the listed equipment ingredients | |||
| A 50% base upgrade attempt; donor rank adds percentage points. Failure consumes the component. | |||
|- | |||
! Direct finished drop | |||
| A successful separate roll from the matching solo Echo encounter | |||
| The finished item, without a recipe attempt. No fixed kill count guarantees a drop. | |||
|} | |||
Use <code>::upgrade</code> to inspect equipment recipes. Carry the required ingredients in your inventory and select the result you intend to make. Review the displayed chance before attempting the upgrade. This equipment-recipe system is separate from [[Item Workbench|Workbench material rolls for item attachments]]. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Seven items and their solo Echo sources | |||
|- | |- | ||
! Finished equipment | |||
! Echo source | |||
! Component | |||
! Component rate | |||
! Direct item rate | |||
|- | |- | ||
| | ! Nature’s recurve | ||
| [[Echo Kalphite Queen|Echo Kalphite Queen]] | |||
| Queen’s recurve limb | |||
| 1 in 256 per kill | |||
| 1 in 1,024 | |||
|- | |- | ||
| | ! Infernal tecpatl | ||
| [[Echo Kalphite Queen|Echo Kalphite Queen]] | |||
| Chitinous pact fang | |||
| 1 in 256 per kill | |||
| 1 in 1,024 | |||
|- | |- | ||
| | ! King’s barrage | ||
| [[Echo King Black Dragon|Echo King Black Dragon]] | |||
| Frozen king core | |||
| 1 in 320 per kill | |||
| 1 in 1,024 | |||
|- | |||
! Fang of the hound | |||
| [[Echo Cerberus|Echo Cerberus]] | |||
| Houndfire fang | |||
| 1 in 256 per kill | |||
| 1 in 1,024 | |||
|- | |||
! Devil’s element | |||
| [[Echo Dagannoth Kings|Echo Dagannoth Kings]] | |||
| Elemental pact sigil | |||
| 1 in 160 per trio | |||
| 1 in 768 per trio | |||
|- | |||
! Shadowflame quadrant | |||
| [[Echo Sol Heredit|Echo Sol Heredit]] | |||
| Shadowflame prism | |||
| 1 in 160 per kill | |||
| 1 in 1,024 | |||
|- | |||
! V’s helm | |||
| [[Echo Sol Heredit|Echo Sol Heredit]] | |||
| Viking pact crest | |||
| 1 in 160 per kill | |||
| 1 in 1,024 | |||
|} | |} | ||
Kalphite Queen awards at most one of its two components from a shared 1-in-128 component roll. Sol awards at most one of its two components from a shared 1-in-80 roll. Their finished-item rolls are separate. These are dedicated solo Echo rates, not Forsaken Trials reward rates. | |||
<span id="kq"></span> | <span id="kq"></span> | ||
== | == Nature’s recurve and Infernal tecpatl == | ||
{| class="wikitable" | |||
|+ Kalphite Queen recipes — one of each listed ingredient | |||
|- | |||
! Result | |||
! Echo component | |||
! Equipment ingredients | |||
|- | |||
! Nature’s recurve | |||
| Queen’s recurve limb | |||
| Venator bow (charged or uncharged) + Magic shortbow (i) | |||
|- | |||
! Infernal tecpatl | |||
| Chitinous pact fang | |||
| Arclight + Tzhaar-ket-om | |||
|} | |||
'''Nature’s recurve — sustain from NPC hits.''' A qualifying damaging hit has about a 49.5% chance to restore both Hitpoints and Prayer. Each restores 10% of the hit’s damage, rounded up, with a minimum of one. The effect requires an NPC target and positive damage; it is not restoration on every shot. | |||
'''Infernal tecpatl — built-in double hit.''' Normal attacks against NPCs produce a primary hit and a second hit with half the primary maximum, rounded down. Against NPCs marked as demons, its accuracy boost increases by 0.10 and its maximum damage is multiplied by 1.10, rounded up. The two hits are separate damage rolls. | |||
<span id="kbd"></span> | <span id="kbd"></span> | ||
== | == King’s barrage == | ||
'''Recipe:''' Frozen king core + Dragon hunter crossbow + Armadyl crossbow. | |||
Against NPCs, King’s barrage produces a primary ranged hit and a second hit with half the normal maximum damage, rounded down. A damaging second hit freezes the target for '''32 seconds''' when its freeze effect is enabled. You need at least two bolts equipped to fire. | |||
Use '''Toggle-freeze''' on the weapon in your inventory or equipment to switch the freeze effect. It starts enabled. Choose the setting around whether immobilising the target helps your encounter; the second hit and its freeze require an NPC target. | |||
<span id="cerberus"></span> | <span id="cerberus"></span> | ||
== | == Fang of the hound == | ||
'''Recipe:''' Houndfire fang + Abyssal dagger + Primordial crystal. The ingredient is the crystal, not Primordial boots. | |||
A damaging normal NPC attack has a '''approximately 4.95% chance''' to trigger Flames of Cerberus. Flames add 40% of the primary damage, rounded up, with a minimum of one. | |||
{| class="wikitable" | |||
|+ Ferocity special attack — 50% special energy | |||
|- | |||
! Part | |||
! Implemented result | |||
|- | |||
! Primary hit | |||
| A normal maximum-damage roll. If it deals no damage, there are no flames or burn. | |||
|- | |||
! Flames of Cerberus | |||
| Always follows a damaging primary hit; 40% of primary damage, rounded up. | |||
|- | |||
! Burn | |||
| Total damage is 50% of primary damage, rounded up, plus 15. It is divided across three hits at two-tick intervals. | |||
|} | |||
For a 40-damage primary hit, the flames add 16 and the burn totals 35, split 12 + 12 + 11. The burn stops if the attacker or target can no longer continue, such as on death. The special’s flames are guaranteed after a damaging primary hit; the normal-attack proc is not. | |||
<span id="dks"></span> | <span id="dks"></span> | ||
== | == Devil’s element == | ||
'''Recipe:''' Elemental pact sigil + Mage’s book + Tome of fire + Tome of water. Charged or empty versions of each tome are accepted. | |||
While equipped, Devil’s element boosts '''modern elemental spells against NPCs''': maximum damage is multiplied by 1.30, and the accuracy boost gains 0.30. This is applied in addition to the spell’s elemental-weakness handling. It does not give the same bonus to every spellbook or to PvP. | |||
<span id="sol"></span> | <span id="sol"></span> | ||
== | == Shadowflame quadrant and V’s helm == | ||
Sol Heredit | {| class="wikitable" | ||
|+ Sol Heredit recipes — one of each listed ingredient | |||
|- | |||
! Result | |||
! Echo component | |||
! Equipment ingredients | |||
|- | |||
! Shadowflame quadrant | |||
| Shadowflame prism | |||
| Kodai wand + Smoke battlestaff | |||
|- | |||
! V’s helm | |||
| Viking pact crest | |||
| Slayer helmet (i) + Neitiznot faceguard | |||
|} | |||
'''Shadowflame quadrant — modern elemental casting.''' When casting a modern elemental spell at an NPC, the weapon uses the strongest of that NPC’s air, water, earth and fire weakness values. A damaging primary hit adds a follow-up hit for 40% of its damage, rounded down. The staff supplies elemental runes; other rune requirements still apply. | |||
'''V’s helm — Slayer functionality and a defensive proc.''' The helm is registered for imbued Slayer-helmet combat boosts and protections. A qualifying incoming damaging hit with an NPC attacker has an approximately 4.95% chance to be blocked. Damage without an NPC attacker is outside that proc, so it is not protection from every encounter hazard. | |||
<span id="rates"></span> | <span id="rates"></span> | ||
== | == Upgrade chance, failure and donor ranks == | ||
<blockquote>'''Read the loss rule before attempting a recipe.''' All seven recipes have a 50% base success chance. Failure consumes the Echo component and retains the equipment ingredients. Success consumes the component and equipment ingredients, then gives the finished item. These recipes have no escalating failure-based pity bonus.</blockquote> | |||
{| class="wikitable" | |||
|+ Demonic Pact recipe success chance by donor rank | |||
|- | |||
! Rank | |||
! Added percentage points | |||
! Final chance | |||
|- | |||
! No donor rank | |||
| 0 | |||
| 50% | |||
|- | |||
! Donator | |||
| +1 | |||
| 51% | |||
|- | |||
! Super | |||
| +2 | |||
| 52% | |||
|- | |||
! Elite | |||
| +3 | |||
| 53% | |||
|- | |||
! Noble | |||
| +4 | |||
| 54% | |||
|- | |||
! Gold | |||
| +5 | |||
| 55% | |||
|- | |||
! Platinum | |||
| +7 | |||
| 57% | |||
|- | |||
! Legendary | |||
| +9 | |||
| 59% | |||
|- | |||
! Supreme | |||
| +11 | |||
| 61% | |||
|} | |||
A percentage-point increase adds directly to the base: 50% + 3 points = 53%. See [https://sarimps.com/store/#benefits donor benefits and thresholds] for the rank system. Workbench material-saving benefits are a different process; they do not replace this component-loss rule. | |||
A drop denominator is a probability per roll, not a deadline. The listed 1-in-256 component chance does not guarantee a component by kill 256, and receiving a component does not guarantee a successful recipe. | |||
<span id="perks"></span> | <span id="perks"></span> | ||
== | == Fit the item into your build == | ||
Start with the effect’s conditions. An elemental-spell setup, a demon target, repeated NPC hits and a Slayer assignment are different reasons to choose equipment. Compare the finished item with your [[Perks Menu|active account perks and item attachments]] before committing ingredients. | |||
These seven finished items are untradeable. Their effects are individual equipment behaviors, not a seven-piece set bonus. A listed effect does not by itself establish that an item accepts a particular Workbench attachment; inspect eligibility in the game. | |||
<span id="sources"></span> | <span id="sources"></span> | ||
== | == About this reference == | ||
Recipes, drop units and effect conditions were reviewed against Sarim’s current game source on September 9, 2026, including the combat handlers rather than recipe descriptions alone. The approximate proc percentages above reflect the implemented rolls. For the fight and its unlock, return to the [[Echo bosses|solo Echo encounter reference]]. | |||
[[Category:Game systems]] | [[Category:Game systems]] | ||
Revision as of 23:38, 28 September 2026
Demonic Pact equipment on Sarim RSPS is a set of seven untradeable equipment targets connected to solo Echo bosses. Each has a component recipe and a rarer direct finished-item drop. This reference explains both routes and the conditions behind the combat effects.
Two routes to the same finished item
| Route | What you need | What to expect |
|---|---|---|
| Component recipe | The correct Echo component plus the listed equipment ingredients | A 50% base upgrade attempt; donor rank adds percentage points. Failure consumes the component. |
| Direct finished drop | A successful separate roll from the matching solo Echo encounter | The finished item, without a recipe attempt. No fixed kill count guarantees a drop. |
Use ::upgrade to inspect equipment recipes. Carry the required ingredients in your inventory and select the result you intend to make. Review the displayed chance before attempting the upgrade. This equipment-recipe system is separate from Workbench material rolls for item attachments.
| Finished equipment | Echo source | Component | Component rate | Direct item rate |
|---|---|---|---|---|
| Nature’s recurve | Echo Kalphite Queen | Queen’s recurve limb | 1 in 256 per kill | 1 in 1,024 |
| Infernal tecpatl | Echo Kalphite Queen | Chitinous pact fang | 1 in 256 per kill | 1 in 1,024 |
| King’s barrage | Echo King Black Dragon | Frozen king core | 1 in 320 per kill | 1 in 1,024 |
| Fang of the hound | Echo Cerberus | Houndfire fang | 1 in 256 per kill | 1 in 1,024 |
| Devil’s element | Echo Dagannoth Kings | Elemental pact sigil | 1 in 160 per trio | 1 in 768 per trio |
| Shadowflame quadrant | Echo Sol Heredit | Shadowflame prism | 1 in 160 per kill | 1 in 1,024 |
| V’s helm | Echo Sol Heredit | Viking pact crest | 1 in 160 per kill | 1 in 1,024 |
Kalphite Queen awards at most one of its two components from a shared 1-in-128 component roll. Sol awards at most one of its two components from a shared 1-in-80 roll. Their finished-item rolls are separate. These are dedicated solo Echo rates, not Forsaken Trials reward rates.
Nature’s recurve and Infernal tecpatl
| Result | Echo component | Equipment ingredients |
|---|---|---|
| Nature’s recurve | Queen’s recurve limb | Venator bow (charged or uncharged) + Magic shortbow (i) |
| Infernal tecpatl | Chitinous pact fang | Arclight + Tzhaar-ket-om |
Nature’s recurve — sustain from NPC hits. A qualifying damaging hit has about a 49.5% chance to restore both Hitpoints and Prayer. Each restores 10% of the hit’s damage, rounded up, with a minimum of one. The effect requires an NPC target and positive damage; it is not restoration on every shot.
Infernal tecpatl — built-in double hit. Normal attacks against NPCs produce a primary hit and a second hit with half the primary maximum, rounded down. Against NPCs marked as demons, its accuracy boost increases by 0.10 and its maximum damage is multiplied by 1.10, rounded up. The two hits are separate damage rolls.
King’s barrage
Recipe: Frozen king core + Dragon hunter crossbow + Armadyl crossbow.
Against NPCs, King’s barrage produces a primary ranged hit and a second hit with half the normal maximum damage, rounded down. A damaging second hit freezes the target for 32 seconds when its freeze effect is enabled. You need at least two bolts equipped to fire.
Use Toggle-freeze on the weapon in your inventory or equipment to switch the freeze effect. It starts enabled. Choose the setting around whether immobilising the target helps your encounter; the second hit and its freeze require an NPC target.
Fang of the hound
Recipe: Houndfire fang + Abyssal dagger + Primordial crystal. The ingredient is the crystal, not Primordial boots.
A damaging normal NPC attack has a approximately 4.95% chance to trigger Flames of Cerberus. Flames add 40% of the primary damage, rounded up, with a minimum of one.
| Part | Implemented result |
|---|---|
| Primary hit | A normal maximum-damage roll. If it deals no damage, there are no flames or burn. |
| Flames of Cerberus | Always follows a damaging primary hit; 40% of primary damage, rounded up. |
| Burn | Total damage is 50% of primary damage, rounded up, plus 15. It is divided across three hits at two-tick intervals. |
For a 40-damage primary hit, the flames add 16 and the burn totals 35, split 12 + 12 + 11. The burn stops if the attacker or target can no longer continue, such as on death. The special’s flames are guaranteed after a damaging primary hit; the normal-attack proc is not.
Devil’s element
Recipe: Elemental pact sigil + Mage’s book + Tome of fire + Tome of water. Charged or empty versions of each tome are accepted.
While equipped, Devil’s element boosts modern elemental spells against NPCs: maximum damage is multiplied by 1.30, and the accuracy boost gains 0.30. This is applied in addition to the spell’s elemental-weakness handling. It does not give the same bonus to every spellbook or to PvP.
Shadowflame quadrant and V’s helm
| Result | Echo component | Equipment ingredients |
|---|---|---|
| Shadowflame quadrant | Shadowflame prism | Kodai wand + Smoke battlestaff |
| V’s helm | Viking pact crest | Slayer helmet (i) + Neitiznot faceguard |
Shadowflame quadrant — modern elemental casting. When casting a modern elemental spell at an NPC, the weapon uses the strongest of that NPC’s air, water, earth and fire weakness values. A damaging primary hit adds a follow-up hit for 40% of its damage, rounded down. The staff supplies elemental runes; other rune requirements still apply.
V’s helm — Slayer functionality and a defensive proc. The helm is registered for imbued Slayer-helmet combat boosts and protections. A qualifying incoming damaging hit with an NPC attacker has an approximately 4.95% chance to be blocked. Damage without an NPC attacker is outside that proc, so it is not protection from every encounter hazard.
Upgrade chance, failure and donor ranks
Read the loss rule before attempting a recipe. All seven recipes have a 50% base success chance. Failure consumes the Echo component and retains the equipment ingredients. Success consumes the component and equipment ingredients, then gives the finished item. These recipes have no escalating failure-based pity bonus.
| Rank | Added percentage points | Final chance |
|---|---|---|
| No donor rank | 0 | 50% |
| Donator | +1 | 51% |
| Super | +2 | 52% |
| Elite | +3 | 53% |
| Noble | +4 | 54% |
| Gold | +5 | 55% |
| Platinum | +7 | 57% |
| Legendary | +9 | 59% |
| Supreme | +11 | 61% |
A percentage-point increase adds directly to the base: 50% + 3 points = 53%. See donor benefits and thresholds for the rank system. Workbench material-saving benefits are a different process; they do not replace this component-loss rule.
A drop denominator is a probability per roll, not a deadline. The listed 1-in-256 component chance does not guarantee a component by kill 256, and receiving a component does not guarantee a successful recipe.
Fit the item into your build
Start with the effect’s conditions. An elemental-spell setup, a demon target, repeated NPC hits and a Slayer assignment are different reasons to choose equipment. Compare the finished item with your active account perks and item attachments before committing ingredients.
These seven finished items are untradeable. Their effects are individual equipment behaviors, not a seven-piece set bonus. A listed effect does not by itself establish that an item accepts a particular Workbench attachment; inspect eligibility in the game.
About this reference
Recipes, drop units and effect conditions were reviewed against Sarim’s current game source on September 9, 2026, including the combat handlers rather than recipe descriptions alone. The approximate proc percentages above reflect the implemented rolls. For the fight and its unlock, return to the solo Echo encounter reference.