Kadence, Author at Gamer Empire https://gamerempire.net/author/kadence/ Everything Gaming Wed, 15 May 2024 07:19:45 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.5 https://gamerempire.net/wp-content/uploads/2019/09/cropped-Gamerempire-logo-black-n-orange-512-150x150.png Kadence, Author at Gamer Empire https://gamerempire.net/author/kadence/ 32 32 Old School RuneScape (OSRS) – How to Obtain the Fire Cape https://gamerempire.net/old-school-runescape-how-to-obtain-the-fire-cape/ https://gamerempire.net/old-school-runescape-how-to-obtain-the-fire-cape/#respond Wed, 15 May 2024 07:16:51 +0000 https://gamerempire.net/?p=48942 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 MonstersCombat LevelCombat Style They Attack WithCombat Description
Tz-KihLvl 22MeleeThey will drain your Prayer points as they attack you. Keep your distance from them as much as possible.
Tz-KekLvl 45MeleeWhen you attack with Melee, it will recoil damage back.
Tz-KekLvl 22MeleeWhen you kill the Lvl 45 Tz-Kek, two will spawn from it.
Tok-XilLvl 90Ranged & MeleeAs 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-MejKotLvl 180MeleeWill occasionally heal itself and nearby monsters. Kill them first when present to get through the waves quicker.
Ket-ZekLvl 360Magic & MeleeStay outside of Melee range, pray “Protect from Magic” when present, and kill them first.
TzTok-JadLvl 702Melee, Ranged & MagicThe final boss of the Fight Caves. Keep out of melee distance and switch Protection prayers between Magic and Ranged.
YT-HurkotLvl 108MeleeFour 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.

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Old School RuneScape (OSRS) – Magic Gear Progression Guide https://gamerempire.net/old-school-runescape-magic-gear-progression-guide/ https://gamerempire.net/old-school-runescape-magic-gear-progression-guide/#respond Wed, 15 May 2024 06:34:22 +0000 https://gamerempire.net/?p=49429 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

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.

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Old School RuneScape (OSRS) – Ranged Gear Progression Guide https://gamerempire.net/old-school-runescape-ranged-gear-progression-guide/ https://gamerempire.net/old-school-runescape-ranged-gear-progression-guide/#respond Mon, 22 Apr 2024 08:51:08 +0000 https://gamerempire.net/?p=49428 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

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.

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Old School RuneScape (OSRS) – Melee Gear Progression Guide https://gamerempire.net/old-school-runescape-melee-gear-progression-guide/ https://gamerempire.net/old-school-runescape-melee-gear-progression-guide/#respond Mon, 22 Apr 2024 08:19:31 +0000 https://gamerempire.net/?p=49357 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.

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Old School RuneScape (OSRS) – Where Can You Sell Items? https://gamerempire.net/old-school-runescape-where-can-you-sell-items/ https://gamerempire.net/old-school-runescape-where-can-you-sell-items/#respond Fri, 05 Apr 2024 08:18:57 +0000 https://gamerempire.net/?p=48726 Gold makes the world go round! Especially in Old School RuneScape, gold is prevalent in progressing your account and getting the best gear you can.

While getting gold can be as simple as collecting a mass amount of a specific item and selling it, it can sometimes be a chore.

Recommended Read: How to Move Your House in OSRS

There are hundreds of different shops in Old School RuneScape, some specializing in certain items that will give you higher prices if you sell them to them. But in the end, there is normally one place where all players dump their items for sale.

You can sell items in OSRS at the Grand Exchange, at a General Store, or at many specialty shops around Gielinor. Some shops even buy items at increased rates, allowing players like Ironman accounts to make more profit than they normally would selling it to a regular shop.


Table of Contents


Where Can You Sell Items in OSRS?

Almost every item can be sold in Old School RuneScape, whether to a store or another player.

First-time players may be tempted to go directly to a General Store to sell any items they get.

While this can be a quick and easy way to get rid of some things in mass quantities, you are much better off selling to the much more reliable Grand Exchange.

The Grand Exchange, located in Varrock’s North West portion, is a players’ trading hub. Here, you can sell/ buy tradable items to/ from players across every server in Old School RuneScape.

More importantly, you can set the price and quantities of what you want to buy down to the singular gp, making your trade completely customizable.

Before the Grand Exchange, players would need to go to World 2 in either Varrock West Bank or Falador Square to trade specific items in mass amounts.

Now, you can put any item up for sale on one world, and if another player has a buy offer for that item (regardless of what World they are on), you can sell it instantly.

Be warned: the Grand Exchange also has plenty of bots and scammers that will spam messages and try to persuade you to trade them. Avoid them at all costs, and always double-check before making a trade with anyone to ensure you get a fair deal.


Where Can Ironman Accounts Sell To?

Ironman accounts are a different story in terms of trading. The key point about Ironman accounts is that they are not allowed to trade with other players, so using the Grand Exchange or standard trade window is impossible.

However, they can still sell their items to shops in exchange for gp.

There are dozens of different types of shops you can buy/sell from, ones specializing in Mining supplies, Herblore, Hunter, Weapons, etc. If all else fails, the General Store will still accept any item in exchange for a small amount of gp.

But if you want to maximize the amount of gp you get from selling your items, you should know that if you sell an item to a shop of the same category, you will be given more gp for that item.

For example, if you sold Yew Longbows to an Archery Shop (such as the one in Varrock Square), you will get more gp than if you sold it to a General Store.

Even further, some shops in Old School RuneScape buy items for the price of that item’s High Alchemy value or higher. The best shops that buy at higher rates include:

  • Wilderness Bandit Camp Shop
  • Rogues’ Den Shop
  • Karamja General Store
  • Shilo Village General Store
  • Moon Clan General Store

In short, if you sell items to a shop, it is best to sell them to one that buys items at a higher rate, as you will earn a lot more gp.

When it comes down to trading and selling items in Old School RuneScape, it is best to follow these rules:

  • Use the Grand Exchange for custom trade offers.
  • Avoid scammers and bots (make sure you are getting a good deal in the trade window BEFORE ACCEPTING).
  • For Ironman accounts, sell items to shops that buy at High-Alch value or higher.
  • If the mentioned shops aren’t available, go to specialty shops to sell items at increased rates.

That is where you can sell items in Old School RuneScape!

Do you have any input or suggestions for this article? Let us know in the comment section below.

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Old School RuneScape (OSRS) – How to Move Your House https://gamerempire.net/old-school-runescape-how-to-move-your-house/ https://gamerempire.net/old-school-runescape-how-to-move-your-house/#respond Thu, 04 Apr 2024 09:13:52 +0000 https://gamerempire.net/?p=48595 Played-Owned Houses, more commonly called “POHs” in Old School RuneScape, serve as the personalized HUB for players.

Coming with features like Teleport Portals to all over RuneScape, the different garden pools that can instantly restore your stats, altars where you can offer bones for Prayer experience, and many more, POHs serve as a fantastic investment for players looking to increase their Quality of Life in the game.

Recommended Read: How to Make Planks in OSRS

However, with the POH Portals hosted in multiple locations, how can you move them all to a different location? Thankfully, the process of moving your house is extremely simple.

You can move your POH in OSRS by talking to one of the Estate Agents in the game and paying the appropriate fee to move your house. You will also need the correct requirements to unlock the new POH before moving it there.


Table of Contents


How to Move Your House in OSRS

In Old School RuneScape, there are currently 8 different POH portals where you can host your house. Each has its benefits and disadvantages to having your house there.

As you progress your account, or when you begin certain skilling/bossing grinds, you may want to move your house to a specific location to help cater to your needs.

For example, those who just received a Vorkath slayer task may want to move their POH to the Rellekka POH to quickly reach Vorkath and back without using Waterbirth teleports.

To move your POH, you can start by talking to one of the many Estate Agents in Old School RuneScape. They can be found in:

  • Varrock (Next to the Varrock Museum)
  • Falador (Next to the Blue Moon Inn)
  • Ardougne (Next to the East Bank)
  • Hosidius (North-portion of the city)
  • Varlamore (Town Square of Civitas Illa Fortis)

By talking to them, you can select a new location to move your POH to if you have the appropriate amount of gp.

Each location costs an amount to move to, with some POH locations needing other requirements to access.

POH LocationConstruction Level RequiredGP Cost & Other Requirements
RimmingtonLvl 15k
TaverlyLvl 105k
PollnivneachLvl 207.5k
HosidiusLvl 258.75k and need to have visited Kourend at least once.
RellekkaLvl 3010k
BrimhavenLvl 4015k
YanilleLvl 5025k
PrifddinasLvl 7050k and completion of the “Song of the Elves” quest.

That is how to move your house in Old School RuneScape!

Do you have any input or suggestions for this article? Let us know in the comment section below.

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Old School RuneScape (OSRS) – How to Make Planks https://gamerempire.net/old-school-runescape-how-to-make-planks/ https://gamerempire.net/old-school-runescape-how-to-make-planks/#respond Tue, 02 Apr 2024 07:33:59 +0000 https://gamerempire.net/?p=48417 Planks are one of many commodities in Old School RuneScape used to train various skills. More commonly used in Construction, planks come in four different types: regular, Oak, Teak, and Mahogany.

Unsurprisingly, making planks is not as simple as using a Saw on a set of logs. Instead, you will need outside assistance to create them or use magic to make them yourself from scratch.

Recommended Read: How to Get to Fossil Island in OSRS

You can make planks in OSRS by taking logs to a sawmill and paying for them to turn them into planks or by casting the “Plank Make” spell on a log in your inventory to make them yourself.


Table of Contents


How to Make Planks in OSRS

Planks are highly traded items that can often burn through your gp if you plan on buying them in bulk from the Grand Exchange.

However, there are ways that you can make planks on your own, even making a decent profit in the process.

Making Planks Through a Sawmill

Players can take a stack of any applicable logs, along with a stack of gp to pay for the process, to any of the sawmills in Old School RuneScape to turn them all into planks.

There are currently three sawmills in Old School RuneScape:

  • Varrock Lumberyard
  • Woodcutting Guild
  • North-East of Prifddinas

The price for each plank depends on which kind of log you are trying to convert. However, for all of them, you are expected to make a couple hundred gp profit per log.

  • Regular Logs – 100gp
  • Oak Logs – 250gp
  • Teak Logs – 500gp
  • Mahogany Logs – 1,500gp

For players looking to solely make planks for money-making, the most efficient method is to utilize the Hot Air Balloon transport system between the Varrock Lumberyard and the bank chest at Castle Wars.

This will require the completion of the “Enlightened Journey” quest, along with you completing the various Hot Air Balloon routes for continued use.

Making Planks With Lunar Magicks

For players who have completed the “Lunar Diplomacy” and “Dream Mentor” quests, they will be able to cast the “Plank Make” spell.

The “Plank Make” spell requires 86 Magic, as well as 15 Earth, 2 Astral, and 1 Nature Rune to cast. You will still need logs and gp to create the planks as if you are taking them to a sawmill.

The cost for each log is reduced by around 30% of the regular price at a sawmill, making this method even more profitable than taking logs to a sawmill.

  • Regular Logs – 70gp
  • Oak Logs – 175gp
  • Teak Logs – 350gp
  • Mahogany Logs – 1,050gp

Once you cast “Plank Make” on a log, it will start to cast the spell one by one for each log steadily.

Alternatively, if you want to increase the amount of planks you make per hour, you can quickly click on the spell and each log to make them more efficient.

”Plank Make” is one of the best spells to train Magic, as not only can you earn between 85k-170k Magic exp/hr, but you can also make around 350k gp/hr.


That is how to make planks in Old School RuneScape!

Do you have any input or suggestions for this article? Let us know in the comment section below.

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Old School RuneScape (OSRS) – How to Get to Fossil Island https://gamerempire.net/old-school-runescape-how-to-get-to-fossil-island/ https://gamerempire.net/old-school-runescape-how-to-get-to-fossil-island/#respond Sun, 31 Mar 2024 08:14:29 +0000 https://gamerempire.net/?p=48112 Fossil Island, like many recent expansions to Old School RuneScape within the past few years, has been a new source of fresh content across all types of gameplay.

Whether training Hunter by tracking the elusive Herbiboar or killing the powerful Ancient Wyverns to finish your Slayer task, Fossil Island has plenty to offer for players of all skill levels.

Recommended Read: How to Cut Gems in OSRS

Much like other referenced areas, it has a few requirements to be able to access Fossil Island and requires a bit more work to be able to reach there consistently. Thankfully, once you unlock access, you will be able to get to Fossil Island with no issue.

Players can reach Fossil Island in OSRS after completing the “Bone Voyage” quest. Then, they can travel via the Barge at the Dig Site or by teleporting with a Digsite Pendant or Volcanic Mine teleport tab.


Table of Contents


How to Get to Fossil Island in OSRS

Fossil Island is a large area isolated from the rest of Old School RuneScape. Before you can reach there, you will first need to complete the “Bone Voyage” quest.

Bone Voyage Quest Requirements

  • Completion of “The Dig Site” quest.
  • At least 100 Kudos with the Varrock Museum.

After completing the quest (which is all about reaching Fossil Island in the first place), you will be able to travel to Fossil Island as you please.

Method 1: Travel via The Dig Site Barge

The first method to get to Fossil Island is to go to the dock North of the Dig Site and travel via the barge. You can either travel to the base camp or other parts of Fossil Island.

This method is a bit tedious, as you will need to run to the Dig Site, most likely from Varrock.

However, it is arguably a quicker method of reaching the base camp as opposed to other methods.

Method 2: Teleporting via Digsite Pendant

The Digsite Pendant is one of the few ways that you can teleport directly to Fossil Island. However, you will need to first learn how to make them yourself before you can use it.

This will require cleaning specimens at the Varrock Museum until you find a pendant to investigate. Once it is cleaned, shown to another worker, and enchanted, you will be able to make Digsite Pendants on your own.

Not only will you be able to teleport directly to the Dig Site barge, but you can further use it on the Strange Machine in the house on the hill to be able to teleport next to a Mushroom Tree (which can further take you to other corners of Fossil Island).

Method 3: Teleporting Using Volcanic Mine Teleports

One of the minigames on Fossil Island is the Volcanic Mine, which serves as an excellent low-effort method of training Mining.

Using the points you earned from participating in the Volcanic Mine, you can buy Volcanic Mine Teleport Tablets to teleport directly there.

While they can be used to quickly access the minigame, they can also be used in a pinch to quickly reach Fossil Island in general from all parts of Old School RuneScape (i.e. all of your Digsite Pendants have turned to dust or you’re not in Varrock).


Why Go to Fossil Island?

Fossil Island is home to plenty of activities that benefit players of all skill levels.

As previously discussed in our article on the best quest rewards in OSRS, there are plenty of reasons to unlock Fossil Island to help better your account progression.

Such activities include:

  • Hunting the Herbiboar (Hunter Activity)
  • Collecting Fossils for the Varrock Museum/Mycelium Pool (Experience Lamps & Prayer Training)
  • Farming Seaweed Underwater (Farming Activity)
  • Fighting the Derranged Archeologist (Bossing Activity)
  • Completing Birdhouse Runs (AFK Hunter Activity)
  • Killing Ancient Wyverns (PvM Activity)
  • Helping With The Volcanic Mine (Mining Activity)

That is how to get to Fossil Island in Old School RuneScape!

Do you have any input or suggestions for this article? Let us know in the comment section below.

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Old School RuneScape (OSRS) – How to Cut Gems https://gamerempire.net/old-school-runescape-how-to-cut-gems/ https://gamerempire.net/old-school-runescape-how-to-cut-gems/#respond Sun, 31 Mar 2024 07:57:23 +0000 https://gamerempire.net/?p=48021 Gems are a Mining resource in Old School RuneScape commonly acquired through mining or specific PvM drops. They are used to craft jewelry (which is further used to create enchanted jewelry for skilling or PvM purposes).

Gems come in all sorts of types and rarities, from a standard Sapphire, which sells for a few hundred gp, to an Onyx, which is used to create Zenyte jewelry that costs upwards of 13m on average.

Recommended Read: How to Get Museum Kudos in OSRS

Gems often need to be cut beforehand to be processed and crafted. While the process of cutting gems is extremely easy, it is not taught right off the bat for newer players.

You can cut Gems in OSRS using a chisel in your inventory.


Table of Contents


How to Cut Gems in OSRS

There are currently 10 different gems within Old School RuneScape, all of which can be cut by using the Crafting skill.

To cut a gem, you only need to use a Chisel on them in your inventory.

If you have multiple gems, you will see a pop-up window displaying how many gems you want to cut (with you cutting them one by one until you reach the specified amount).

Once you have a cut gem, it can be used to train the Crafting skill in the form of making different jewelry types.

Remember that for three of the gem types, Jade, Opal and Red Topaz, there is a chance that you will fail to cut it, crushing it and making it worthless.


Why Cut Gems?

While cutting gems is often used to further train the Crafting skill (often for Ironman accounts or for newer players), there is another purpose to cutting gems.

The cut variants of most gems are often sold at a higher price, making this a viable money-making method for players collecting gems in high quantities.

While it may seem unreasonable to stock up on more than a dozen Onyxes or Zenytes, those with a large amount of gems such as Dragonstone or Diamond will find this a decent way to make money while also earning Crafting experience.


That is how to cut gems in Old School RuneScape!

Do you have any input or suggestions for this article? Let us know in the comment section below.

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Old School RuneScape (OSRS) – How to Get Museum Kudos https://gamerempire.net/old-school-runescape-how-to-get-museum-kudos/ https://gamerempire.net/old-school-runescape-how-to-get-museum-kudos/#respond Sun, 31 Mar 2024 07:31:58 +0000 https://gamerempire.net/?p=47902 The Varrock Museum is home to various displays and artifacts that display Old School RuneScape’s history.

However, it also gives players the chance to earn experience lamps and unlocks other areas through the use of its Kudos system. Kudos are essentially “brownie points” that are rewarded to the player for completing certain activities that help build their reputation with the Varrock Museum.

Recommended Read: Where to Buy Pickaxes in Old School RuneScape

There are multiple ways to earn Museum Kudos within Old School RuneScape, some of which are much more straightforward than others.

While the available Kudos to earn can be displayed from the Kudos checker on the ground floor of the Varrock Museum, you may need to go out of your way to learn how to earn them yourself.

You can get Museum Kudos for the Varrock Museum in OSRS by completing certain quests, taking the Natural History quizzes, cleaning uncleaned finds at the Specimen Benches, turning in any Ancient Relics you find, and turning in cleaned fossil sets from Fossil Island.


Table of Contents


How to Get Museum Kudos in OSRS

Museum Kudos in Old School RuneScape allow players to judge their performance with the Varrock Museum.

Completing tasks and activities that directly aid the Varrock Museum will earn players more Kudos and experience lamps that they can use on skills of their choice.

There are multiple ways to earn Museum Kudos, with some earned through general account progression.

Completing Quests

The most common method of earning Kudos is completing specific quests within Old School RuneScape.

While not every quest in the game rewards you with Kudos, there are plenty that involve the Varrock Museum and will earn you enough Kudos to earn at least the first tier of rewards.

  • A Tail of Two Cats – 5 Kudos
  • Curse of the Empty Lord – 10 Kudos
  • Defender of Varrock – 5 Kudos
  • Demon Slayer – 5 Kudos
  • Hazeel Cult – 5 Kudos
  • In Aid of the Myreque – 5 Kudos
  • Making History – 5 Kudos
  • Merlin’s Crystal – 5 Kudos
  • Observatory Quest – 5 Kudos
  • Priest in Peril – 5 Kudos
  • Rune Mysteries – 5 Kudos
  • Shield of Arrav – 5 Kudos
  • Temple of Ikov – 5 Kudos
  • The Grand Tree – 5 Kudos
  • What Lies Below – 5 Kudos

Once you complete one of the listed quests, you can talk to Historian Minas at the Varrock Museum to tell them about what you have experienced in exchange for Kudos.

Natural History Quizzes

By talking to Orlando Smith in the Varrock Museum, you can hear his lecture about the different displays in the Museum and take quizzes on what you have learned.

After passing each of his tests, you will be rewarded with Kudos, as well as experience in both Hunter and Slayer. In total you can earn up to 28 Kudos and enough experience to reach both 9 Hunter and Slayer.

Cleaning Uncleaned Finds

After completing the “The Dig Site” quest, you can clean the uncleaned finds from the Dig Site itself.

To accomplish this, you will need to have all the appropriate tools equipped and/or in your inventory (Leather Boots, Gloves, Trowel, Rock Pick, Specimen Brush).

Continue to clean from the specimen rock pile in the Varrock Museum until you obtain the five different artifacts that can be found here:

  • Ancient Coin
  • Ancient Symbol
  • Old Coin
  • OId Symbol
  • Pottery

After you take the finds to one of the workers, they can be displayed in their associated cases, and you will be rewarded with 10 Kudos each.

Finding Ancient Relics

After completing the “Below Ice Mountain” quest, you will be able to mine from the various Barronite deposits within the Ruins of Camdozaal. These ruins can uncover an Ancient Relic while you are mining them.

Each Ancient Relic can be turned into Curator Haig Halen in the Varrock Museum in exchange for 5 Kudos and 1k coins in total.

While this doesn’t reward many Kudos overall, it is still required to maximize your standing with the Varrock Museum.

Turning in Completed Fossils

Once you complete the “Bone Voyage” quest, you can unlock Fossil Island and start obtaining the Fossils randomly found there.

Fossils have a variety of uses. However, they can be cleaned and completed in exchange for Museum Kudos.

While you are cleaning Fossils, they can be stored in a Fossil Storage Crate, where you can see which of the sets you have completed (Small, Medium, Large, or Plant).

With a full set, you can take them to the Varrock Museum, where they can be put on display.

There are 36 different displays that can be completed, each rewarding you with either 2k, 3.5k, or 5k experience in a chosen skill. When completing all of the display cases, you will also earn upwards of 72 Museum Kudos.


Museum Kudos Rewards

While Museum Kudos are often considered when determining the requirements for certain quests, there are also other rewards and benefits to taking the time to earn them from the Varrock Museum.

  • 51 Kudos – Rewarded with 1k Mining experience.
  • 100 Kudos – Able to complete the “Bone Voyage” quest.
  • 101 Kudos – Rewarded with 2.5k Crafting and 3.5k Mining experience.
  • 150 Kudos – Able to participate in the Volcanic Mine minigame on Fossil Island.
  • 151 Kudos – Rewarded with 4k Crafting, Hunter, Prayer, Slayer and Smithing experience.
  • 153 Kudos – Able to use the Workman’s Gate entrance to the Dig Site.

That is how to get Museum Kudos in Old School RuneScape!

Do you have any input or suggestions for this article? Let us know in the comment section below.

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