Money making guide/Tombs of Amascut (Expert)
Lua error in ...ribunto/includes/Engines/LuaCommon/lualib/mwInit.lua at line 23: bad argument #1 to 'old_ipairs' (table expected, got nil). This page assumes that the rate of receiving a unique drop per raid is roughly 1/22.5. It may be higher or lower depending on certain path invocations enabled and any deaths within the raid. The profit rate assumes kills per hour in solos with 0 deaths. Your actual profits may be higher or lower depending on your actual kc/hour, your group size, the number of deaths per raid and luck. kills per hour is considered to be on the average/good side and accounts for few mistakes and a small down time between runs. The supply cost given is the average supply cost for completing a raid solo with a Sanguinesti staff.
Most of the profit from Tombs of Amascut comes from the raid's unique drops. The chance of a unique being received varies based on a number of factors such as raid level, total damage done, number of deaths and number of players. This guide assumes the rate for a deathless solo lvl 300 raid is approximately 1/22.5. Upon receiving a unique drop, it is given to one of the players in the raid at random (with the MVP having a higher chance). The weighting for unique drops is:
Item | Weighting (% chance) | GE Price | |
---|---|---|---|
Lightbearer | 7/24 (29.17%) | 1,631,168 | |
Osmumten's fang | 12,475,873 | ||
Elidinis' ward | 3/24 (12.5%) | 4,122,606 | |
Masori mask | 2/24 (8.33%) | 8,560,940 | |
Masori body | 67,575,413 | ||
Masori chaps | 49,967,783 | ||
Tumeken's shadow (uncharged) | 1/24 (4.17%) | 1,196,689,251 |
This page assumes that you are using an Osmumten's fang for melee, a Twisted bow and Toxic blowpipe (dragon darts) for ranged, and a Sanguinesti staff for magic.
It's hard to recommend a certain list of invocations to use because they're based on preference. Here is an example of the invocations one can use to reach at least raid level 300:
Invocation | Details | Raid lvl modifier | |
---|---|---|---|
Softcore Run | Players have three attempts to complete a raid. Helps cover wipes against any mistake without having to pay costly death fees, which can quickly stack up with high-level gear.
Only one invocation in the Attempts category can be active. |
+15 | |
Walk for It | Players have 40 minutes to complete the raid, including time spent between each Path.
If unsuccessful, the raid level will decrease by 20. (The timer begins upon entering the first Path and ends when the Warden reaches 0 health in the final phase of the fight.) Only one invocation in the Time Limit category can be active. This allows you plenty of time to complete the raid (although not 2/hr) without risk of your raid level dropping at the end. |
+10 | |
Walk the Path | Completing a path during the raid will cause other paths to level up.
The first path level will modify enemy hitpoints and damage by +8%, with every additional level modifying these stats by +5%, up to six levels. Furthermore, every two path levels changes each path's boss mechanics, capping at four path levels:
If you dislike fighting a certain boss when its path level reaches level 2, you can fight that boss earlier on in the raid depending on the kill order set. |
+50 | |
Deadly Prayers | Prayer is drained by 20% of damage taken.
A nice invocation to add 20 points to your raid. If not used before, bring extra prayer potions to calculate prayer needs. |
+20 | |
On a Diet | Players can no longer eat food within the raid, though potions that restore health (such as Saradomin brews) can still be used.
Players will also no longer be offered silk dressings and honey locusts should this invocation be active. Since you'll be usually using brews to heal in the raid, this is another nice 15 points to add to your raid. |
+15 | |
Lively Larvae | The number of dark brown eggs launched during Kephri's Mass Incubation attack will increase from 2 to 4.
You can use the Agile scarabs to blood barrage if you take a lot of damage during the fight with Kephri. |
+5 | |
Blowing Mud | The number of players targeted by Kephri's Dung Strike attack is increased to two.
This invocation has no effect in solo encounters. If you're in a team, make sure the 2 people at the top of the team order stand next to each other before the dung strike attack to prevent multiple walls being placed. |
+10 | |
Not Just a Head |
Usually causes small damage if not praying magic. If in a team, be sure to stay spread out. |
+15 | |
Arterial Spray | Zebak's blood magic will have increased range and healing.
Not Just a Head must be active in order to activate this invocation. |
+10 | |
Blood Thinners | Three Blood Clouds are summoned instead of one.
Not Just a Head must be active in order to activate this invocation. |
+5 | |
Stay Vigilant | Akkha will randomly switch between attack styles and protection prayers, rather than at set intervals.
This invocation also applies to Akkha's Phantom during the third phase of the fight with Elidinis' Warden. This invocation is optional, as it requires frequent prayer and gear switching along with having to check which combat style Akkha would use. |
+15 | |
Feeling Special? |
If you find yourself struggling with the memory blast attack, turn it off. Alternatively, Double Trouble can be used, at the cost of much slower kill times. |
+20 | |
Mind the Gap! | When Ba-Ba knocks back the player to the bottom of the room at 66% and 33% health, players will fall into the pit and die, unless they stand at the northern/southern sides of the room.
If you find yourself dying to this invocation, try watching Ba-Ba's health and thinking about where you need to stand ahead of time. |
+10 | |
Gotta Have Faith | Energy blasts from open sarcophagi in Ba-Ba's room will deal additional damage based on the player's remaining prayer points.
Assuming you aren't letting baboons open the sarcophagi or that many of them aren't open, this invocation is free. |
+10 | |
Jungle Japes | Ba-Ba's baboons will drop a banana peel on the floor on death. If stepped on, players take a small amount of damage and is stunned for 3 seconds.
Can be annoying if you hit a banana. Mark ones that spawn on the floor with object markers plugin on runelite. You can tile skip over them while running. |
+5 | |
Shaking Things Up | The shockwave from Ba-Ba's slam attack will damage a wider area.
The shockwave is a 7x7. If you move 4 tiles away, you'll dodge it. |
+10 | |
Ancient Haste | During the first phase of the Wardens' fight, the Wardens will charge at a faster rate.
If you struggle to kill the obelisk fast enough, you can optionally turn this off to save supplies for the warden fight. |
+10 | |
Acceleration | During the second phase of the Wardens' fight, the Warden attacks faster while the obelisk charges faster.
If you struggle to dodge the obelisk attacks, you can optionally turn this off so you get less obelisk special attacks during P2. |
+10 | |
Penetration | During the second phase of the Wardens' fight, the obelisk will deal more damage to successful attacks and also temporarily disable overhead prayers.
You can optionally turn this invocation off if you struggle to dodge the obelisk special attacks. |
+10 | |
Overclocked | During the final phase of the Wardens' fight, the slam attack is performed 1 tick faster. | +10 | |
Overclocked 2 | During the final phase of the Wardens' fight, the slam attack is performed 2 ticks faster.
Overclocked must be active in order to activate this invocation. |
+10 | |
Insanity | During the final phase of the Wardens' fight, the following are applied:
Overclocked 2 must be active in order to activate this invocation. |
+50 | |
You can choose to optionally switch out invocations that you do / don't like based on preference. | Total Raid Level (with everything here enabled) 325 |
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