Skull sceptre

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Skull sceptre
File:Skull sceptre.png
Released4 July 2006 (Update)
MembersNo
Quest itemNo
Properties
TradeableNo
EquipableYes
StackableNo
NoteableNo
OptionsWield, Invoke, Divine, Drop
Worn optionsInvoke, Divine
ExamineA fragile magical Sceptre.
Values
Value1 coin
High alch0 coins
Low alch0 coins
Weight1.814 kg
Advanced data
Item ID9013

The skull sceptre is obtained by combining monsters drops from within the Stronghold of Security, as explained below. It can be used to teleport to the entrance of the Stronghold in Barbarian Village, and members can use it to autocast Arceuus combat spells. Note that the sceptre can only be used to autocast combat spells from the Arceuus spellbook and not other spellbooks. Unlike the imbued version, this version cannot autocast crumble undead.

The sceptre is one of the few teleport items available to free-to-play players. This makes it highly desired among these players, though they are advised to imbue it, as explained below.

It may be used up to level 20 Wilderness.

Combat stats

 Attack bonuses
StabSlashCrushMagicRanged
+0-1+7+10+0
 Defence bonuses
StabSlashCrushMagicRanged
+2+3+1+4+0
 Other bonusesSlot
StrengthRangedMagic damagePrayerWeapon slot table
+3+0+0%+0List
Combat styleAttack typeWeapon styleAttack speedRangeExperienceLevel boost
BashCrushAccurate5 ticks (3.0s)1 tileAttack Hitpoints+3 Attack
PoundCrushAggressiveStrength Hitpoints+3 Strength
FocusCrushDefensiveDefence Hitpoints+3 Defence
SpellMagicDefensive Autocast5 ticks (3.0s)10 tilesMagic Hitpoints DefenceNone
SpellMagicAutocastMagic HitpointsNone
Autocasting options

Using the Sceptre

The sceptre has 2 right-click options:

  • Invoke: Teleports the player to Stronghold of Security entrance, consumes one charge.
  • Divine: Shows the amount of charges the player has left.

When all charges have been consumed, a non-imbued sceptre will self-destruct. To prevent this, the sceptre can be imbued as explained below.

The sceptre initially holds 10 charges, but when a player completes different tiers of the Varrock Diary it can contain 14, 18, 22, and 26 charges respectively after each tier. The maximum number of charges carries over to free-to-play worlds, even if the player loses membership.

Creating the Sceptre

Where to find the pieces

Each piece has a roughly 3% chance of being dropped by the following monsters:[1]

Assembly

  1. Use the left skull half on the right skull half to create the strange skull.
  2. Use the top of sceptre on the bottom of sceptre to create a runed sceptre.
  3. Use the strange skull on the runed sceptre to create the skull sceptre.

Upon creation, the sceptre will gain the maximum number of charges unlocked by the player's level of completion of the Varrock Diary. Note that players are required to create a skull sceptre as part of the Varrock Hard Diary.

Requirements
Members
Ticks1 (0.6s)
Materials
ItemQuantityCost
Strange skull1N/A
Runed sceptre1N/A
Total cost0
File:Skull sceptre.pngSkull sceptre1N/A

Products

Failed to find products with those materials - ensure they are spelled correctly. (ERR: no results from SMW)

Imbuing and recharging

Players with the RuneScape Authenticator enabled on their account can imbue the sceptre by taking it to Solztun near the Cradle of Life together with either fancy, fighting or fancier boots (equipped or in your inventory), he will then turn it into a skull sceptre (i). While imbued, it will not break upon depleting all its charges.

Warning: Should players disable the Authenticator, the sceptre will revert to a regular skull sceptre.

The imbued skull sceptre can be recharged with sceptre pieces or bone fragments (bone fragments are tradable). Each bone fragment gives one charge. The amount of charges that a sceptre piece gives can be seen in the table below. It is the same as the amount of bone fragments that would be obtained by using a chisel on the sceptre piece.

Item Default Varrock Diary Completed
Easy Medium Hard Elite
5 6 7 8 9
3 4 5 6 7
3 4 5 6 7
3 4 5 6 7

Products

Failed to find products with those materials - ensure they are spelled correctly. (ERR: no results from SMW)

Comparison between other magic weapons

Magic weapons comparison table ()
Name Level(s) required Magic attack Magic damage Price Notes
Tumeken's shadow

Magic 85

+35 N/A 1,196,689,251
  • Requires 5Chaos 2Soul per charge of the built-in spell.
  • Built-in spell damage scales with the player's Magic level and can hit up to 34 at Magic 99 without any magic damage bonus.
  • Has a passive effect which triples magic attack bonus and magic damage from the player's worn equipment. The magic damage increase is capped at a total of 100%.
  • Because the spell is built-in, the player does not need to carry its runes in their inventory and can use Arceuus spellbook, Lunar spells, or Ancient Magicks while wielding this staff.
Harmonised nightmare staff Magic 82
Hitpoints 50
+16 +15% 401,314,854
Volatile nightmare staff Magic 82
Hitpoints 50
+16 +15% 171,700,042
  • Can autocast both Ancient Magicks and standard spells.
  • Has a special attack which consumes 55% of the player's special attack energy and deals a high amount of damage with 50% increased accuracy. This attack does not consume runes.
  • Otherwise possesses identical bonuses and benefits to the Nightmare staff.
Eldritch nightmare staff Magic 82
Hitpoints 50
+16 +15% 324,886,893
Sanguinesti staff Magic 82 +25 N/A 71,198,434
  • Slightly stronger than the trident of the swamp, with the same stats but able to hit one damage higher.
  • Requires 3Blood per charge of the built-in spell.
  • Built-in spell damage scales with the player's Magic level and can hit up to 32 at Magic 99 .
  • Has a 1 in 6 chance to heal the wielder by half the damage dealt.
  • Because the spell is built-in, the player does not need to carry its runes in their inventory and can use Arceuus spellbook, Lunar spells, or Ancient Magicks while wielding this staff.
Holy Sanguinesti staff
Kodai wand Magic 80 +28 +15% 118,433,874
  • Can autocast Ancient Magicks, Arceuus spells, and standard spells.
  • Provides unlimited water runes while equipped.
  • When a combat spell is cast with the wand, there is a 15% chance that the wand will negate the rune cost for that spell.
  • Offers the second-highest magic attack bonus of a 1-handed staff.
Trident of the swamp Magic 78 +25 N/A 6,019,114
  • Has the same benefits as the Trident of the seas, but with +10 more magic attack bonus.
  • Requires 5Fire 1Chaos 1Death and 1 Zulrah scale (instead of coins) per charge of the built-in spell, and can hold up to 2,500 charges. The enhanced version can hold up to 20,000 charges, but requires 10 kraken tentacles to create.
  • Built-in spell damage scales with the player's Magic level and can hit up to 31 at Magic 99 .
  • Has 25% chance to inflict venom on the target.
  • Because the spell is built-in, the player does not need to carry its runes in their inventory and can use Arceuus spellbook, Lunar spells, or Ancient Magicks while wielding this staff.
Trident of the swamp (e) 11,464,437
Purging staff Magic 77 Attack 50 +37 +10% 54,842,639[n 1]
Toxic staff of the dead Magic 75 Attack +25 +15% 14,663,228
Staff of light Magic 75 Attack +17 +15% 9,024,799
Staff of balance Magic 75 Attack +17 +15% 25,922,132
Staff of the dead Magic 75 Attack +17 +15% 8,704,918
Trident of the seas Magic 75 +15 N/A 39,942
  • Has its own built-in spell, requiring charges which cost 5Fire 1Chaos 1Death runes and 10 coins per cast. Can hold up to 2,500 charges. The enhanced version can hold up to 20,000 charges, but requires 10 kraken tentacles to create.
  • Built-in spell damage scales with the player's Magic level and can hit up to 28 at Magic 99 .
  • Has a weapon speed of 4 (same as scimitars/whip), while all other forms of combat magic only have 5 (same as longswords).
  • Because the spell is built-in, the player does not need to carry its runes in their inventory and can use Arceuus spellbook, Lunar spells, or Ancient Magicks while wielding this staff.
Trident of the seas (e) 6,704,657
Slayer's staff (e) Magic 75
Slayer 55
+12 N/A 24,429[n 2]
Nightmare staff Magic 72
Hitpoints 50
+16 +15% 59,934,260
Ahrim's staff Magic 70
Skills
+15 +5% 245,762
Blue moon spear Magic 75
Attack 70
+30 +5% 766,519
Ancient sceptre Magic 70
Strength 60
Attack 50
+20 +5% 70,563
Warped sceptre

Magic 62

+12 N/A 95,422
  • Requires 5Earth 2Chaos per charge of the built-in spell.
  • Built-in spell damage scales with the player's Magic level and can hit up to 24 at Magic 99 without any magic damage bonus.
  • Because the spell is built-in, the player does not need to carry its runes in their inventory and can use Arceuus spellbook, Lunar spells, or Ancient Magicks while wielding this staff.
Accursed sceptre Magic 70 +22 N/A 2,834,615
  • While charged, an additional 50% magic accuracy and damage boost is applied when attacking any NPC in the Wilderness. This effect will stack with a Slayer helmet or a Salve amulet and their variants, but not both simultaneously.
  • Has a special attack which consumes 50% of the player's special attack energy and deals an attack with 50% increased damage and accuracy. Upon a successful hit, drains the target's Defence and Magic by 15%.
  • Standard version:
    • Built-in spell damage scales with the player's Magic level.
    • Because the spell is built-in, the player does not need to carry its runes in their inventory and can use Arceuus spellbook, Lunar spells, or Ancient Magicks while wielding this staff.
  • Autocast version:
Accursed sceptre (a)
Master wand Magic 60 +20 N/A 1,981,570
Thammaron's sceptre Magic 60 +15 N/A 2,701,949
Thammaron's sceptre (a)
God staves Magic 60 +6 N/A 80,000
  • Required to cast god spells, but cannot be used to autocast them.
  • Those who have Magic 80 and the respective God cape can use the Charge spell, which increases the God spell's damage by 50%.
Iban's staff Magic 50 Attack +10 N/A 200,000[n 3]
  • Only staff able to cast Iban Blast.
  • Can autocast Iban Blast and standard spells.
  • Has 120 charges (2,500 if upgraded). One charge is used when casting Iban Blast on an NPC and two are used when casting it on another player.
  • Iban Blast has a max hit of 25.
Iban's staff (u) 400,000[n 4]
Ancient staff Magic 50 Attack +15 N/A 70,563
Slayer's staff Magic 50
Slayer 55
+12 N/A 22,743
Void knight mace Attack Strength Defence Hitpoints Ranged Magic 42
Prayer 22
+8 N/A Untradeable[n 5]
Mystic smoke staff Magic 40 Attack +14 +10%[n 6] 2,008,117
Smoke battlestaff Magic 30 Attack +12 1,891,413


Salamanders Attack Ranged Magic 30
(Green)
N/A N/A 137
  • Unique and versatile two-handed weapons that facilitate the use of all three combat styles.
  • Cannot autocast spells, but instead have their own unique magic attack, similar to how powered staves have built-in spells.
  • Damage done by salamanders is calculated by a unique formula using a hidden "magic damage bonus" unique to each lizard type.
Attack Ranged Magic 50
(Orange)
170
Attack Ranged Magic 60
(Red)
66
Attack Ranged Magic 70
(Black)
435
Attack Ranged Magic 80
(Tecu)
283,360


Croziers Prayer 60 +10 N/A 8,966
File:Skull sceptre.png Skull sceptre Magic 1 +10 N/A Untradeable
File:Skull sceptre (i).png Skull sceptre (i)

Elemental staves Magic 1
(Basic)
+10 N/A 1,346
Magic 30 Attack
(Battlestaff)
+12 8,983
Magic 40 Attack
(Mystic staff)
+14 25,116
  1. ^ Untradeable; price is of the tormented synapse used to create the staff.
  2. ^ Reverts to standard Slayer's staff when it runs out of charges, and needs to have a Slayer's enchantment reapplied.
  3. ^ Cost to repair the broken staff.
  4. ^ Cost to repair the broken staff and upgrade it to Iban's staff (u), which holds 2,500 charges instead of 120.
  5. ^ Costs 250 Void Knight commendation points.
  6. ^ Is not shown on Equipment Stats, and applies only to the standard spellbook.

Used in recommended equipment

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Changes

Date Changes
[[{{#explode:23 October 2024| |0}} {{#explode:23 October 2024| |1}}]] [[{{#explode:23 October 2024| |2}}]]
(update)

The Skull Sceptre will no longer reset its autocast setting when switching to another weapon and back again.

[[{{#explode:16 June 2021| |0}} {{#explode:16 June 2021| |1}}]] [[{{#explode:16 June 2021| |2}}]]
(update | poll)

The skull sceptre can now autocast spells from the Arceuus spellbook.

[[{{#explode:28 April 2021| |0}} {{#explode:28 April 2021| |1}}]] [[{{#explode:28 April 2021| |2}}]]
(update | poll)

The sceptre's magic attack bonus has been increased from +4 to +10. It was changed from a polestaff to a staff, but no spells could be autocast with it yet.

[[{{#explode:18 November 2020| |0}} {{#explode:18 November 2020| |1}}]] [[{{#explode:18 November 2020| |2}}]]
(update | poll)
  • Bone fragments can now be used to charge the sceptre.
  • The base number of charges you can hold on a completed Sceptre has been raised from 5 to 10.
  • Each completed tier of the Varrock Achievement Diary increases the number of max charges to 14, 18, 22, and 26 respectively.
  • Skull Sceptres are no longer destroyed when they are dropped or when you are killed with an unprotected one in your Inventory.
  • Multiple can be owned.
  • Unimbued Skull Sceptres all share the same charges, and when one shatters, the next is magically back at full charge.
  • Imbuing one skull sceptre now imbues them all, same rule for unimbue.
  • The "Destroy" option was replaced with a "Drop" option.
[[{{#explode:15 March 2018| |0}} {{#explode:15 March 2018| |1}}]] [[{{#explode:15 March 2018| |2}}]]
(update)

The "Teleport" option while equipped was replaced with "Divine" and "Invoke" options.

References

  1. ^