Passive effect

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Many items and equipment sets have passive effects or set effects, which trigger on their own when equipped. These effects confer a wide variety of benefits, both combat and non-combat. In the case of a passive effect that applies to an equipment set, all items of that set must generally be equipped for the set to activate.

Weapons

Weapon Effect
Accuracy and damage is increased in correspondence to the target's Magic level.
The effects of enchanted bolts are strengthened by 10%.
Accuracy and damage are increased by 30% and 25% respectively when fighting draconic creatures (excluding Elvarg and revenant dragons).
Accuracy and damage are increased by 20% when fighting draconic creatures (excluding Elvarg and revenant dragons).
Accuracy and damage are increased by 50% and 20% respectively when fighting draconic creatures (excluding Elvarg and revenant dragons).
When charged with at least 1000 revenant ether, the weapon gains +50% damage and accuracy against all monsters in the Wilderness. Each attack consumes one ether.
Each combat spell cast with the weapon has a 1/8 (12.5%) chance to not consume runes.
Each combat spell cast with the weapon has a 3/20 (15%) chance to not consume runes.
Each successful hit has a 1 in 6 chance of healing the wielder half the amount of Hitpoints dealt to a target.
Increases the player's max hit by 60% against demonic creatures.
Increases the player's accuracy and damage by 70% against demonic creatures.
Performs strongly against demons.
Increases the player's accuracy and damage by 30% against demonic creatures.
Doubles the bonuses of demonbane spells and those gained from Mark of Darkness.

Additionally, Mark of Darkness lasts 5 times longer if the staff is equipped when it is cast.

All blackjacks have a chance to stun a target upon hitting, causing them to briefly stop attacking the player; the better the material, the more chance of stunning occurring.
Grants 33% more damage against scarab creatures and kalphites. Also has a 1/51 chance to deal triple damage. The Keris partisan of breaching has a 33% accuracy bonus in addition to the aforementioned effects.
Applies only within the Tombs of Amascut:
  • Accuracy is increased by 25% for targets with less than 25% health.
  • Upon killing a target, the player is healed for 12 Hitpoints at the cost of 5 prayer points; this effect can overheal up to 20% of one's base Hitpoints level.
When wielded, the dagger stops the residents of Canifis from morphing into their more powerful Werewolf form.
Increases the wielder's maximum hit against larger enemies using the formula , where is capped at 5.
Damage is increased by 17.5% when fighting turoths and kurask. This does stack with a slayer helmet or equivalent's bonuses.
  • Rolls accuracy twice; the higher accuracy roll between the two takes precedence when rolling for a successful hit.
  • Successful hits always deal between 15% and 85% of the player's max hit.
Magic Attack and Magic damage are tripled from the player's worn equipment. This is increased to 4x while inside the Tombs of Amascut.
Boosts Ancient Magicks combat spells:
Boosts the secondary effects of Ancient Magicks combat spells by 10%.
Boosts the secondary effects of Ancient Magicks combat spells by 10%. Also allows players to overheal up to 10% over the player's base Hitpoints when using blood spells.
Boosts the secondary effects of Ancient Magicks combat spells by 10%. Also grants an additional 10% accuracy bonus given to ice spells on targets that can be frozen and are not currently frozen.
Boosts the secondary effects of Ancient Magicks combat spells by 10%. Also lowers a target's Attack, Strength, and Defence levels when casting shadow spells.
Boosts the secondary effects of Ancient Magicks combat spells by 10%. Also temporarily reduces a poisoned target's ability to heal by 20% for 6 seconds after taking damage when casting spells.
Adds 10 damage to the player's max hit. Can only be used against rats.

Armour pieces

Armour Effect
There is a 70% chance of reducing the damage the player receives by 25%. Does not work against non-combat damage (e.g. poison).
Reduces the effectiveness of all Prayer draining attacks by 50%. Does not work against other players.
If the block style is chosen, 20% less damage is taken; however, the player forfeits their ability to attack. Does not work against other players.

If the pummel style is chosen, the player's maximum hit increases according to their defence bonuses for stab, slash, crush and Ranged combined.

Offers partial protection against dragonfire when worn.
Offers partial protection against wyverns' icy breath when worn.
Offers partial protection against dragonfire and wyverns' icy breath when worn. The Ancient wyvern shield offers a full immunity against the freezing effect of the wyverns' icy breath.
Increases Melee damage and accuracy by 16.67% while fighting monsters assigned as the player's current Slayer task. The imbued mask or helmet also increases Magic and Ranged damage and accuracy by 15%.
Charged black mask:
Also randomly reduces the opponent's Defence level, draining one charge.
Charged:
Randomly reduces the opponent's Attack, Defence, or Strength level, depending on the colour of the shield, draining one charge.
Increases damage by bolt spells by +3.
If the target is an NPC and worn in conjunction with a venomous weapon (toxic staff of the dead when casting combat spells, toxic blowpipe or trident of the swamp), the chance to envenom a target is 100% per attack. If worn in conjunction with any poisoned melee weapon or Ranged ammunition (excluding emerald bolts (e)), the chance to envenom a target is 50%. Otherwise, if worn in conjunction with any non-poisoned melee weapon, the chance to envenom a target (including other players) is 16.7%.

Also grants immunity to becoming poisoned and envenomed.

Offers partial protection against the electrical attacks of rune dragons and the blue ball explosion during Phase 2 of the fight against Verzik Vitur.
Reduces the maximum damage taken from the ice troll females' and thrower trolls' throwing rock attacks from 6 to 2.
File:Blood'n'tar snelm (pointed).png Offers considerable protection against snails crawling around in Morytania.
Arrows and bolts fired gain an additional +1 Ranged Strength and +10 Ranged accuracy.

Jewellery

Jewellery Effect
When the user is hit down to less than 20% of their maximum Hitpoints (including being hit for 0), they will have their Prayer restored for 10% of their Prayer level, destroying the necklace in the process.
When the user is hit down to less than 10% of their maximum Hitpoints (including being hit for 0), they will be teleported to their respawn point, destroying the ring in the process. If both the ring of life and phoenix necklace are equipped, then the phoenix necklace will activate first.
When the user is hit down to less than 20% of their maximum Hitpoints (including being hit for 0), they will heal for 30% of their maximum Hitpoints, destroying the necklace in the process. If both the ring of life and phoenix necklace are equipped, then the phoenix necklace will activate first.
Ring of wealth When killing an NPC, removes empty slots on the rare drop table and automatically collects currency monster drops (e.g. coins) in the user's inventory.
Imbued:
Doubles the chances of receiving a clue scroll while in the Wilderness.
Charged:
Increases the chance of finding gems while mining. Greatly increases the speed at which gem rocks are mined.
When damaged by an NPC, they are dealt back 10% of the same damage, rounded down. The effect can be disabled on the ring of suffering.
Ring of suffering
If worn with the obsidian sword, dagger, maul or mace, damage is increased by 20%. The damage bonus does stack with obsidian armour.
Provides buffs to full barrows equipment sets in addition to their normal passive effects. See Equipment sets/Barrows.
When worn, every NPC item drop in the Revenant Caves is noted, and damage and accuracy against revenants is increased by 20%. The player is permanently skulled until the amulet is unequipped, in which case the skull will disappear after 20 minutes.
When worn, combat spells have a 25% chance to ignore 10% of the opponent's total Magic defence.
When worn, special attack energy is regenerated twice as fast (~15 seconds per 10%). Unequipping the ring will reset the special attack energy restoration timer.

Armour sets

Void Knight

Void Knight equipment has a set effect, directed by the combat class of the worn helmet, that increases the user's accuracy and possibly damage in the chosen style.

Helmet Set effect
+10% melee accuracy and strength
+10% ranged accuracy and strength[1]
+45% magic accuracy[1]
  1. ^ 1.0 1.1 Additional 2.5% damage bonus if Elite Void Knight armour is worn.

Shayzien

Shayzien armour has a passive effect where damage taken by the poison attack used by lizardman shamans is reduced. The higher the tier, the more damage reduced; the damage is completely negated when the tier 5 set is worn.

Tier Damage Reduction
1 20%
2 40%
3 60%
4 80%
5 100%

Justiciar

Justiciar armour has a set effect where damage taken is reduced depending on the player's Defence bonus towards it (except in PvP). The exact formula for the amount of damage reduced is:

, where bonus is the player's defence bonus for that particular style. For example, if an enemy was using a crush style attack, and the player has a crush defence bonus of +450, then 15% of the damage (450/3,000) is reduced.

Required items
Set effect
Reduces damage taken[1]
  1. ^ Formula is , where is the player's defence bonus against the attack style.

Inquisitor

Inquisitor's armour has a set effect where each piece worn boosts damage and accuracy by 0.5% when using the crush attack style. If all three pieces are equipped, the boost is increased to 2.5%.

Item Boost[1]
+0.5%
+0.5%
+0.5%
Set bonus +1.0%
Total +2.5%
  1. ^ To damage and accuracy while using crush.

Virtus

Each piece of Virtus robes has a 2% magic damage bonus, but this is increased by a further 3% when using combat spells from Ancient Magicks, for a total of 5% per piece. This results in a 15% damage bonus to Ancient Magicks overall when all three pieces are equipped (6% base magic damage bonus, plus 9% to Ancient Magicks specifically).

Item Boost[1]
+3%
+3%
+3%
Total +9%
  1. ^ To damage when using Ancient Magicks.

Equipment sets

Barrows

Each Barrows set grants its own unique special effect when ALL four pieces of the set of a particular Barrows brother are equipped.

If an amulet of the damned is worn in addition to a full set, the set effect is enhanced or an additional passive effect is provided. This additional effect can trigger simultaneously with the standard effect, if applicable.

Weapon Name Description Animation
Dharok's greataxe Wretched Strength Attacks do more damage as the player's Hitpoints decrease.

With an amulet of the damned:
When hit, there is a 25% chance of recoiling 15% of the damage taken. This effect can stack with the Vengeance spell and a ring of recoil to recoil 100% of the damage taken.
Torag's hammers Corruption Successful melee attacks have a 25% chance of lowering the victim's run energy by 20%.

With an amulet of the damned:
Defence increased by 1% for every 1 health missing.
Guthan's warspear Infestation Attacks have a 25% chance of replenishing the player's health equal to the damage dealt.

With an amulet of the damned:
The healing effect can heal players 10 hitpoints above their base Hitpoints level.
Verac's flail Defiler Attacks have a 25% chance of ignoring any armour, Defence, and protection prayers.

With an amulet of the damned:
Additional +7 Prayer bonus (not counting the amulet's +3).
Karil's crossbow Tainted Shot Successful ranged attacks have a 25% chance of lowering the enemy's Agility level by 20%.

With an amulet of the damned:
For each attack, there is a 25% chance of dealing two hitsplats. The second hitsplat will deal half the damage of the first hitsplat.
Ahrim's staff Blighted Aura Successful magical attacks have a 25% chance of lowering the enemy's Strength by 5 levels.

With an amulet of the damned:
Able to autocast Ancient Magicks. Also a 25% chance of dealing a hit with 30% increased damage.

Obsidian

Obsidian equipment has a set effect, where obsidian weaponry gain a 10% Attack and Strength boost if a full set of obsidian armour is worn (excluding shield and cape). This does stack with the Berserker necklace damage bonus.

Required items
Wield any obsidian weapon
Set effect
+10% melee accuracy
+10% melee strength

Crystal

Each piece of crystal armour when worn with a crystal bow or Bow of faerdhinen gives an accuracy and damage bonus. If the entire set is worn, this becomes 15% damage and 30% accuracy increase.

Item Damage[1] Accuracy[1]
+2.5% +5.0%
+7.5% +15.0%
+5.0% +10.0%
Totals +15.0% +30.0%

Eclipse moon

Eclipse moon armour has a set effect where the eclipse atlatl has a 20% chance to inflict a burn effect on the targets. Whilst burnt, the target will be dealt 10 damage over the course of 40 ticks, or 24 seconds (1 damage every 4 ticks), and can be stacked up to five times.

Required items

Blue moon

Blue moon armour has a set effect where after casting a bind spell, the blue moon spear has a 20% chance for its next melee attack to be unaffected by action delays. The chance is further increased to 50% if the Arceuus spellbook is used.

Required items

Blood moon

Blood moon armour has a set effect where the dual macuahuitl has a 33% chance to attack one tick earlier than usual upon a successful hit, allowing the player to attack again after 3 ticks. Both hits count towards this independently, meaning there is a 55% chance to trigger the effect if both hits are successful.

Required items

God Wars Dungeon protection

Many pieces of equipment affiliated with the gods Saradomin, Zamorak, Armadyl, Bandos, and Zaros provide a passive effect that prevents followers of that particular faction from being aggressive within the God Wars Dungeon. This effect does not apply to the bosses or to their bodyguards.

Poison and venom

Some items have the ability to add weapon poison on it, which in turn makes the weapon poisonous such as the popular dragon dagger. When fighting an opponent, there is a chance of inflicting poison on them, starting at 6 damage with the highest weapon poison applied to the weapon. The damage will gradually decrease and will go away.

Venom works slightly differently to poison. Only a few items have the ability to inflict venom, namely items that are dropped by Zulrah. When fighting an opponent, there is a chance of inflicting venom on them, starting at 6 damage and will gradually increase to a maximum of 20 damage per hit. Venom does not cure itself.

See also