While the addition of new regions, quests, and activities in OSRS are great, players are mostly focused on the new items in the game. There’s a surprisingly large amount of goods to be had in OSRS right now but these beat them all. We’re going to show you a quick guide to the best new OSRS items, as well as a guide on how you can get them.
Moon Sets
The Moon sets are gear sets that you can get from beating the Moons of Peril. You can only get the specific gear set for the boss that you beat so farming a specific set is pretty straightforward. However, since the sets are rare drops, you’ll still need to do a bit of work to get them. We’re going to give you a quick guide on doing farm runs later on. We’ll discuss the sets first.
Blood Moon Set
The Blood Moon set is a pure melee build with unique mechanics. The weapon on this set allows you to hit twice in a single attack. The second hit will always have lower accuracy. The weapon isn’t too overpowered though as their max hit will always be halved.
This is one of the weaker sets of the Blood Moon equipment but it’s still worth using, especially in PvE instances.
Item | Attack Bonuses | Defense Bonuses | Other | ||||||||||||||
Stab Attack | Slash Attack | Crush Attack | Magic Attack | Ranged Attack | Stab Defense | Slash Defense | Crush Defense | Magic Defense | Range Defense | Melee Strength | Magic Damage | Ranged Strength | Prayer Bonus | Weight | P2P? | ||
Blood moon helm | -6 | -2 | 20 | 31 | 34 | 7 | 29 | 4 | 0% | 1 | Yes | ||||||
Blood moon chestplate | -15 | -10 | 60 | 80 | 80 | 40 | 79 | 4 | 0% | 5.443 | Yes | ||||||
Blood moon tassets | -21 | -7 | 30 | 50 | 49 | 32 | 46 | 2 | 0% | 4.082 | Yes | ||||||
Dual macuahuitl | 115 | -4 | 121 | -4 | 81 | 0% | 3.628 | Yes | |||||||||
Totals | 115 | -4 | 121 | -46 | -19 | 110 | 161 | 163 | 79 | 154 | 91 | 0% | 14.153 | N/A |
Blue Moon Set
The blue moon is a melee/magic hybrid that shines the most when it comes to freezing enemies in place. Along with the Eclipse Moon set, this is better used for PvP.
Item | Attack Bonuses | Defense Bonuses | Other | ||||||||||||||
Stab Attack | Slash Attack | Crush Attack | Magic Attack | Ranged Attack | Stab Defense | Slash Defense | Crush Defense | Magic Defense | Range Defense | Melee Strength | Magic Damage | Ranged Strength | Prayer Bonus | Weight | P2P? | ||
Blue moon helm | 6 | 10 | 6 | 3 | 0% | 0.453 | Yes | ||||||||||
Blue moon chestplate | 30 | 51 | 28 | 2 | 0% | 3.175 | Yes | ||||||||||
Blue moon tassets | 22 | 23 | 32 | 1 | 0% | 1.36 | Yes | ||||||||||
Blue moon spear | 70 | 62 | 62 | 30 | 71 | 5% | 3 | Yes | |||||||||
Totals | 70 | 62 | 62 | 88 | 84 | 66 | 77 | 5% | 7.988 | N/A |
Eclipse Moon Set
This is one of the better sets in the game and it’s a range/melee hybrid. The only real downside we see from this is that the weapon has a pretty short range and it can only use the Atlatl Darts as ammo. Still, having this is good particularly when it comes to PvP because of the sheer damage it can deal.
Item | Attack Bonuses | Defense Bonuses | Other | ||||||||||||||
Stab Attack | Slash Attack | Crush Attack | Magic Attack | Ranged Attack | Stab Defense | Slash Defense | Crush Defense | Magic Defense | Range Defense | Melee Strength | Magic Damage | Ranged Strength | Prayer Bonus | Weight | P2P? | ||
Eclipse moon helm | -6 | 8 | 2 | 3 | 14 | 10 | 4 | 3 | 0% | 0.907 | Yes | ||||||
Eclipse moon chestplate | -15 | 31 | 15 | 18 | 57 | 55 | 32 | 3 | 0% | 3 | Yes | ||||||
Eclipse moon tassets | -15 | 17 | 9 | 13 | 37 | 31 | 17 | 1 | 0% | 1 | Yes | ||||||
Eclipse atlatl | 87 | 40 | 0% | 3.628 | Yes | ||||||||||||
Totals | -36 | 143 | 26 | 34 | 108 | 96 | 53 | 47 | 0% | 8.535 | N/A |
How To Get The Moon Sets
To get the Moon sets, you’ll have to beat the corresponding moon for the set that you want to get. While that might sound easy enough, the fight is still relatively challenging all in all. Here’s how you can efficiently farm the Perilous Moons to get one or all of the moon sets.
How to get there
To get to the bosses, they are over in the Kingdom of Varlamore underneath Ralo's Rise in the Dwarven city known as Cam Torum. There are several ways to get here. You can use the teleports that you unlock by taking them from Verac or the City and just teleporting to here and running down.
There's also a quetzel station down here that you could teleport to and run to quel here if you've unlocked it. There's a fairy ring code over here for AJP and you can just run all the way over to Cam Torum if you have it unlocked and have done any mining on the inside.
Our personal favorite and favorite way of getting there, and the one we'll be using today, is using the calcified moths which you can get for mining inside of Cam Torum. Once you pop the calcified moth, it just teleports you directly inside of Cam Torum and you can just run directly north and you'll end up finding yourself at the entrance to the Moons of Peril.
Running to Boss
You'll enter down here at the city entrance and just run all the way to the north to the Napley entrance. Once inside the Napley entrance, go ahead and keep running north, but instead of going to the left, run right to the east and go up the northeastern path through the dungeon that you’re in currently, the little Napotzli dungeon.
Run across this little bridge to the northeast over here and continue running. You'll see a cooking station up here if you've completed the quest and set up the camps already. If not, you want to run up here and set up a camp up nearby. Once you reach the station up here, go ahead and make a cup of tea to recover your run energy, and we'll go over the gearing and inventory setup now.
Gear for For Fight
Then heading over to the Blue Moon boss, we are doing it again from the most effective on the left to the least effective on the right. The Blue Moon boss is weak to crush, and the Eclipse Moon is weak to stab. Now we're going to head over to the Blood Moon boss, and the Blood Moon boss, again most effective on the left and least effective on the right, is weak to slash damage and has that healing effect, so you tend to go with a bit more tankier gear for this boss.
Here’s a list of setups for the fight.
Gear Slot | Blood Moon | Eclipse Moon | Blue Moon |
Head | - Torva full helm - Serpentine helm / Neitiznot faceguard - Justiciar faceguard - Torag's helm - Helm of neitiznot / Berserker helm | - Torva full helm - Serpentine helm / Neitiznot faceguard - Justiciar faceguard - Torag's helm - Helm of neitiznot / Berserker helm | - Torva full helm - Serpentine helm / Neitiznot faceguard - Justiciar faceguard - Torag's helm - Helm of neitiznot / Berserker helm |
Neck | - Amulet of torture - Amulet of fury - Amulet of strength - Amulet of glory - Amulet of power | - Amulet of torture - Amulet of fury - Amulet of strength - Amulet of glory - Amulet of power | - Amulet of torture - Amulet of fury - Amulet of strength - Amulet of glory - Amulet of power |
Back | - Infernal cape - Fire cape - Mythical cape - Strength cape(t) / Cape of Accomplishment (t) - Obsidian cape | - Infernal cape - Fire cape - Mythical cape - Strength cape(t) / Cape of Accomplishment (t) - Obsidian cape | - Infernal cape - Fire cape - Mythical cape - Strength cape(t) / Cape of Accomplishment (t) - Obsidian cape |
Body | - Torva platebody - Justiciar chestguard - Torag's platebody - Bandos chestplate - Fighter torso | - Torva platebody - Bandos chestplate - Justiciar chestguard - Torag's platebody - Fighter torso | - Torva platebody - Justiciar chestguard - Torag's platebody - Bandos chestplate - Fighter torso |
Legs | - Torva platelegs - Justiciar legguards - Torag's platelegs - Bandos tassets - Dragon platelegs | - Torva platelegs - Bandos tassets - Justiciar legguards - Torag's platelegs - Dragon platelegs | - Torva platelegs - Justiciar legguards - Torag's platelegs - Bandos tassets - Dragon platelegs |
Weapon | - Scythe of vitur - Blade of saeldor - Abyssal tentacle / Abyssal whip - Zamorakian hasta (Slash) - Sulphur blades | - Ghrazi rapier - Scythe of vitur (Slash) - Abyssal dagger / Voidwaker - Zamorakian hasta (Stab) - Osmumten's fang | - Scythe of vitur (Crush) - Dual macuahuitl - Inquisitor's mace - Zamorakian hasta (Crush) / Abyssal bludgeon - Sarachnis cudgel / Zombie axe |
Shield | - Dragonfire shield - Avernic defender - Dragon defender - Elysian spirit shield / Toktz-ket-xil - Crystal shield | - Dragonfire shield - Avernic defender - Dragon defender - Elysian spirit shield / Toktz-ket-xil - Crystal shield | - Dragonfire shield - Avernic defender - Dragon defender - Elysian spirit shield / Toktz-ket-xil - Crystal shield |
Ammo/Spell | - Rada's blessing 4 | - Rada's blessing 4 | - Rada's blessing 4 |
- God blessing / Rada's blessing 3 / Rada's blessing 2 | - God blessing / Rada's blessing 3 / Rada's blessing 2 | - God blessing / Rada's blessing 3 / Rada's blessing 2 | |
Hands | - Ferocious gloves - Barrows gloves - Dragon gloves - Rune gloves - Regen bracelet | - Ferocious gloves - Barrows gloves - Dragon gloves - Rune gloves - Regen bracelet | - Ferocious gloves - Barrows gloves - Dragon gloves - Rune gloves - Regen bracelet |
Boots | - Primordial boots - Dragon boots - Guardian boots / Echo boots - Granite boots - Spiked manacles / Rune boots | - Primordial boots - Dragon boots - Guardian boots / Echo boots - Granite boots - Spiked manacles / Rune boots | - Primordial boots - Dragon boots - Guardian boots / Echo boots - Granite boots - Spiked manacles / Rune boots |
Ring | - Ultor ring - Berserker ring (i) - Bellator ring - Ring of suffering (ri) / Lightbearer | - Ultor ring - Berserker ring (i) - Ring of suffering (ri) - Lightbearer | - Ultor ring - Berserker ring (i) - Ring of suffering (ri) - Lightbearer |
Special Attack | - Dragon claws - Abyssal dagger / Dragon dagger - Crystal halberd | - Crystal halberd - Voidwaker | - Dragon claws - Abyssal dagger / Dragon dagger - Crystal halberd |
Eclipse Moon Fight
There are a couple special phases during the bosses, and we're going to showcase them all, so we'll try not to phase skip anything. We're just going to start with the Eclipse Moon.
Once you walk into the room and you see a glowing tile, you're going to want to stand on these glowing tiles the entire fight and then click on the boss to keep damaging him. Every time he attacks twice, these glowing tiles are going to rotate.
So he's attacked us twice; they're going to rotate. He's attacked us once; he's attacked us twice. But instead of rotating this time, he's going to do a special effect, one of his moves. For this one, he's going to teleport around you, and all you have to do is click in front of him to damage him. So that's what we're doing right here.
He's just going to keep teleporting around us, and we're just going to keep clicking right in front of where he spawns. You don't have to wait until your character finishes the animation. You just want to tap right where he is as soon as you see him coming. Your character will take zero damage, and you'll deal some to him.
You’ll need to stop hitting him though. As you could end up killing him, and that is not our goal. So he's going to spawn back into the center and start doing the moon phases again where you're going to want to stay on the highlighted tiles. He's going to hit you twice and rotate around the room. Stand on the glowing tile still, just let him hit you. Start hitting him if you need to, obviously doing some damage. We're at the last one, so he's going to do his next special effect. This one's really nice and super easy.
This is going to start moving, and we have a couple tiles highlighted. As soon as it starts moving, you can leave your run energy on and just move to the next corner tile. We see people clicking their run energy on and off and on and off, doing a walking-running sprint. It's really whatever you're comfortable with.
But we think that the running from corner to corner is easiest. You can just run from corner to corner and not get hit. On the last stop one, you can just run out and just go and start hitting him at this glowing tile over here, which is why we have a label "last stop" so we know which one.
Or you can just count it moves across all four corners, but we don't want to count. And that is all there is for the Eclipse Moon. Just keep rotating with the tiles as they light up and hitting him, and boom, those were his two special attacks. Alright, let's go ahead and eat some fish, top off our health, take a sip of tea to refill our run energy, and go ahead and run over to the east through these next doors over here with the statues at it for the Blue Moon boss.
Blue Moon Fight
The Blue Moon is weak to crush damage. So we'll be swapping our weapons from the Fang over to whatever best crush weapon you have or whatever it is. Go ahead and sip the Moonlight potion for the bonus, and we're going to walk through. Alright, so for this special right here, tornadoes go around the room. He'll start healing his health up a little bit, and all you have to do is run over to these braziers and light them to heal or to stop his healing effect.
He can only light up one at a time, but for this one, he is weak to crush, so go ahead and click on him. For this little next special attack that he's doing, we call it tornadoes because we don't know what else to call it. He throws out two tornadoes that spin around the room, and all you have to do is run into the middle of them.
So once you are in the middle of them, they don't deal damage. They just go around the room, and you can just stand in the center and not take any damage and keep hitting him. Once you finish him off, he will spawn into the middle again and start healing, and you'll run around to the braziers to light them.
But for the tornadoes right now, just run into the center of the room where he is, and keep hitting him. They're going to despawn. So now he's going to do another effect where he splits up into three mini little bosses. They all are just damage-dealing effects, so the one that is doing a twirl around the room like that is the one that you have to stand behind these little walls in the room to avoid his attack, and you can just keep hitting him.
It will stop you from taking damage from the boss fight and get him to stop taking any of the damage or stop healing, guys. That is it for the Blue Moon boss. Keep avoiding these tornadoes, keep hitting him, keep dealing damage, and once he does his other special, we will showcase it.
Blood Moon Fight
For the Blood Moon boss, we're going to swap out our Abyssal Tentacle and Dragon Fire Shield just to be a little bit more tanky in the fight, guys. Now the Blood Moon is going to heal up off of all of your health, or not off your health, off of the amount of damage he deals to you.
So if you see these little glowing totems around the room, all you're going to want to do is click on them and use them to get a 10% damage increase for dealing damage to him. You see these little white orbs going around the room?
You can either run through them or click on them, and it will turn them to red orbs, which deals him damage. So we currently have two red orbs going around the room, and all you have to do is just click them and start dealing damage. Then just start running through them.
It's not really a super effective method because it's not a whole lot of damage to him, but it is better than nothing. If you're going to do the run energy and start kiting him around the room, if you have a scythe, we would highly recommend using that. You'll deal more damage, a little bit more AOE damage to him in the fight, but for us, we're just going to tank it and use the Abyssal Tentacle.
Sunfire Fanatic
The Sunfire Fanatic is an armor set that you can get from the Fortis Colosseum. While not as powerful as other armor sets in the game, it’s the best when it comes to giving your Prayer bonus. You’ll need all of the armor pieces to have the highest Prayer Bonus in the game available currently which is 73.
Item | Attack Bonuses | Defence Bonuses | Other | ||||||||||||||
Stab Attack | Slash Attack | Crush Attack | Magic Attack | Ranged Attack | Stab Defense | Slash Defense | Crush Defense | Magic Defense | Ranged Defense | Melee Strength | Magic Damage | Ranged Strength | Rayer Bonus | Weight | P2P? | ||
Sunfire fanatic helm | -6 | -3 | 30 | 32 | 27 | -1 | 30 | 0% | 6 | 2.267 | Yes | ||||||
Sunfire fanatic cuirass | -30 | -15 | 82 | 80 | 72 | -6 | 80 | 0% | 10 | 8.618 | Yes | ||||||
Sunfire fanatic chausses | -4 | -11 | 51 | 49 | 47 | -4 | 49 | 0% | 8 | 7.711 | Yes | ||||||
Totals | -40 | -29 | 163 | 161 | 146 | -11 | 159 | 0% | 24 | 18.596 | N/A |
How To Get Sunfire Fanatic Set
To get the Sunfire Fanatic, you’ll need to beat the Fortis Colosseum a few times first. Here’s a guide on how you can do it easily.
Fortis Colosseum Overview
Let's go over the monsters and the invocations quickly so we can put it all together on every wave. Three Fremmies will spawn, each with a different combat style. If we attack the melee with Mage, the Ranger with melee, and the Mjor with ranged, we will always deal our max hit. If we have an SGS, save a special attack for the Ranger to guarantee a heal.
They will always run towards us and move along with us, attacking every six ticks and one tick apart. When learning, it's nice to freeze them while we solve the wave, starting with the other mobs. They all attack every five ticks, except for the Mantor. The Serpent Shaman occupies one tile and attacks with Mage.
That's it. This is by far the simplest out of all the monsters in the Coliseum, but can still hit pretty high on waves 1 through 6. If we take long enough to defeat all enemies, a Jaguar Warrior will spawn. He attacks with melee and can deal three hits in a single tick. With bad luck, this guy can quite literally one-shot us, so move around the pillar to safe spot him until it's time to take him down.
The Javelin Colossus attacks with rang, and every fifth attack he will throw a javelin up to the sky, and a few ticks later it will land on the position we were at. They have ridiculous vision range, so they are not as easy to outrun when we're in trouble. The Manticore is the first enemy of its kind in OSRS.
When they spawn, they will take a few ticks to charge up their attack after they see us. Green means ranged, blue means Mage, and red means melee. The orbs will be launched every single tick and they need to charge up before doing it again. The melee orb will always be last, meaning that the first one is a 50/50 between ranged and Mage.
It is extremely important to note that when two Manacors spawn together, they will not attack at the same time, meaning we need to time both of their volleys. The Shockwave Colossus is simply a stronger Mage and there's not much to it other than also having crazy range vision. They are extremely weak to all styles but can deal pretty crazy damage, so look at it as a glass cannon.
Finally, starting on wave 7, a Minotaur will spawn halfway through and will chase after us. He will fully heal any other NPCs in his line of sight, so it is extremely important to safe spot him correctly, which we will learn how to do in a few minutes. Other than these, we have the final boss, which will have its own segment at the end.
Sol Heredit
Sol Heredit is the final boss in this new encounter, and not only that, he is now the strongest monster in the history of the game. He is weak to slash, so we are bringing our best melee items for this fight. As soon as you start, the following invocations will carry on to wave 12 if we choose them from waves 1 through 11: Beast, Blasphemy, Doom, Doom Scorpion, Frailty, Myopia, Relentless, Solar Flare, Totemic, and Volatility.
Molten sand should be left behind thanks to re-entry 2 and 3 will also stay on the arena. If a Javelin Colossi launches spears in the middle of the area, the most important invocation to watch out for is Quartet.
When the fight starts and you have the right invocations, a random Fenix will appear, which you will have to deal with quickly. When this is done, it’s time to deal with Sol’s mechanics. As soon as you’re able to, click on him so he doesn’t move, since movement plays a big role in the fight, and if we’re near a wall, it will make things more difficult.
He has two basic attacks known as Spear and Shield. His first attack will always be Spear, and our safe tiles will be in the middle and near the edges of his area. From here on out, we will have to react based on his previous attack. If Soul attacks with Spear again, this time the two diagonal tiles will be safe instead of the three for the first attack. When he uses Shield for the first time, all the tiles one space away from him will be safe, so walk one square back.
If he does back-to-back Shield attacks, this time we will have to be two tiles away from him since the safe squares will be farther away. So the key to the cycle goes as follows: Spear first, move back; if Spear, Spear, move back diagonal; if Spear, Shield, move back one tile; and if Shield, Shield, move back two tiles.
The key is simply remembering what attack was used previously so we can react accordingly. It sounds easier than it is, but trust us, with enough practice, we will get through them no problem. Starting at 1,300 HP and throughout the whole fight, Sol Heredit will stop and summon beams of light, which will leave molten sand behind. This works just like re-entry. They will deal a bit of damage for every tick we stand on them, so avoid them as much as possible.
Along the beams of light, crystals will start spawning and rotating around the edges of the arena, increasing in numbers as his HP goes down. When they stop, they will shoot a thinner beam of light across the arena, and a few ticks after, the crystals will shoot a projectile dealing up to 70 damage in their path.
This is probably the deadliest attack we will have to watch out for as it deals incredible damage. Soul also has a triple attack where his spear will start glowing. Make sure we have Protect from Melee on throughout the entire fight because when any of these three strikes are launched, he deactivates our overhead prayer, and we won’t be able to use it for the next attack.
You must count to three ticks for us to reactivate our prayer and to turn it off for the next tick, doing so for all three attacks. When Soul is under 50% HP, the last attack will take four ticks to be launched instead of three.
The final attack is called the Grapple. Sol will announce that he will crush a part of our body, and we have a few ticks to unequip the piece of gear he shouted, otherwise he will deal massive damage. This includes our cape, body, legs, gloves, and boots. If we unequip the item during the final tick when he starts reaching towards us, we will do what’s known as a perfect parry, and our next attack will guarantee a max hit.
So if we have a scythe or a chally, we can deal over 70 damage in a single hit. If we panic, there’s no punishment if we spam click all the items in our equipment between all the special attacks. The basic hits will continue, and we will have to dodge them as we deal damage. Soul summons additional beams of light and crystals at 1,100, 750, 400, and finally 150 HP. When we defeat Soul Heredit, make sure to move away if we have Volatility active, otherwise, we might potentially skip out on our first completion.
Two tips that can help immensely are: we want to go right back next to him after his basic attacks because the farther we move, the less space we have to maneuver around. The second is if we get hit by the basic attacks, stand on the exact same tile where we took damage because it will pretty much be a safe tile for the next basic attack.
Modifiers (Invocations)
Time for the invocations, and we will also talk about them quickly because these are pretty self-explanatory. But we will tell you a few tips for each one of them and our personal ranking at the end.
Blasphemy: Drains our prayer depending on how much damage we take. Tier 1 drains 20% of damage taken, Tier 2 drains 40%, and Tier 3 drains 60%.
Relentless: Makes enemies never miss, meaning they will ignore accuracy checks against us and deal extra damage. Tier 1 increases their max hit by 1, Tier 2 increases max hit by 3, and Tier 3 increases it by 6.
Frailty: Reduces our maximum HP by a set percentage, and we can no longer overheal with Bruth. Tier 1 reduces it by 10%, Tier 2 by 20%, and Tier 3 by a disgusting 40%.
Bees: Will spawn swarms of Beast with one HP and will respawn after a few seconds when we kill them. They can also poison us, but poison damage is pretty low. Tier 1 spawns one swarm, and Tier 2 and 3 spawn the same number of swarms respectively.
Myopia: Simply reduces our attack range, but manually or autocasting ancient spells completely bypasses this restriction. Tier 1 reduces our range by two tiles, Tier 2 by four tiles, and Tier 3 by six tiles, which looks a little funny.
Re-entry: Makes the javelin colossi leave molten sands where the spears land. Tier 1 leaves one pool of sand, and they will clear after every wave. Tier 2 will spread it to a total of two tiles, but molten sand is now permanent, and Tier 3 will spread to three tiles, also being permanent.
Solar Flare: Will spawn orbs surrounding the pillars and damage us if they hit us. Tier 1 makes them pretty slow, Tier 2 makes them faster and hit harder, and Tier 3 makes them even faster, and they will also deactivate our prayer if they hit us.
Volatility: Simply makes enemies explode a few ticks after they reach zero HP. Tier 1 makes the explosion one tile larger than their size, Tier 2 makes it two tiles larger, and Tier 3 has the same effect as two but will leave behind the molten sand, which clears at the end of the wave and isn’t permanent, unlike re-entry 2 and 3.
Doom Scorpion: Makes a scorpion spawn on each wave, which will chase after us. If it hits us, it will apply Doom stacks, and by reaching 20 of these, we will die immediately. Tier 1 moves slow and applies two stacks of Doom, Tier 2 makes it faster and applies four stacks, and Tier 3 makes it even faster, applying eight stacks.
From here on out, all invocations are single-use and don’t go up by tier. Starting with doom, when taking damage off prayer, we will get Doom stacks. This goes hand in hand with Doom scorpion applying Doom stacks as well, killing us if we reach 20. Dynamic Duo makes it so two shock wave colossi will spawn whenever they start appearing in the waves. Like we said before, they are pretty weak but can make management more difficult. Red Flag will prevent us from safe spotting the Minotaur, and wherever we are, he will go crazy with pathfinding and always end up next to us. Quartet makes a fourth frenic spawn for each wave, and the attack style will completely be up to chance, so if we get double melees, we could get slapped for a double 40. Finally, Totemic will spawn healing totems when enemies fall below 50% HP. They have one HP, and we can deal with them pretty quickly but can waste a lot of time if they heal enemies successfully.
Our personal ranking from worst to best is Doom scorpion, Doom, totemic, Red Flag, dynamic duo, Beast, quartet, Relentless, re-entry, Frailty, volatility, solar flare, myopia, and finally blasphemy for the best one.
In our opinion, we basically want to avoid invocations that are going to force us to move or move more during the wave, such as scorpion, totems, red flags, and beasts. We also want to prioritize invocations that are not going to affect the final fight too much or at all, such as Relentless, re-entry, and myopia. The more we practice, the more we will know how each one affects the way we play.
Setup
Gear Slot | Ranged/Magic | Melee | Alternative Setup |
Head | - Justiciar faceguard - Crystal helm (Only with Bow of Faerdhinen) - Verac's helm | - Justiciar faceguard - Crystal helm (Only with Bow of Faerdhinen) - Verac's helm | - Neitiznot faceguard - Blood moon helm |
Neck | - Occult necklace - Necklace of anguish - Amulet of fury - Amulet of blood fury | - Occult necklace - Necklace of anguish - Amulet of fury - Amulet of blood fury | - Amulet of torture - Amulet of fury |
Back | - Max cape - Ranging cape (t) - Ava's assembler | - Max cape - Ranging cape (t) - Ava's assembler | - Infernal cape - Fire cape - Ava's assembler |
Body | - Masori body (f) - Virtus robe top - Crystal body - Ancestral robe top - Armadyl chestplate - Ahrim's robetop - Karil's leathertop - 3rd age robe top | - Masori body (f) - Virtus robe top - Crystal body - Ancestral robe top - Armadyl chestplate - Ahrim's robetop - Karil's leathertop - 3rd age robe top | - Bandos chestplate - Fighter torso |
Legs | - Masori chaps (f) - Virtus robe bottom - Crystal legs - Ancestral robe bottom - Armadyl chainskirt - Ahrim's robeskirt - Karil's leatherskirt | - Masori chaps (f) - Virtus robe bottom - Crystal legs - Ancestral robe bottom - Armadyl chainskirt - Ahrim's robeskirt - Karil's leatherskirt | - Bandos tassets - Justiciar legguards - Obsidian platelegs |
Weapon | - Kodai wand (or Eldritch nightmare staff) - Twisted bow - Nightmare staff - Bow of faerdhinen - Blood ancient sceptre - Ice ancient sceptre - Armadyl crossbow | - Scythe of Vitur | - Scythe of vitur - Kodai wand - Blade of saeldor - Blood ancient sceptre - Ice ancient sceptre - Toxic blowpipe |
Shield | - Elysian spirit shield - Crystal shield - Elidinis' ward (f) - Dragonfire shield | - Elysian spirit shield - Crystal shield - Elidinis' ward (f) - Dragonfire shield | - Crystal shield - Elidinis' ward (f) - Dragonfire shield |
Ammo/Spell | - Dragon arrows - Dragon dart - Amethyst dart - Ruby dragon bolts (e) - Diamond dragon bolts (e) (if using crossbow) | - Dragon arrows - Dragon dart - Amethyst dart - Ruby dragon bolts (e) - Diamond dragon bolts (e) (if using crossbow) | - Atlatl dart - Ruby dragon bolts (e) - Diamond dragon bolts (e) (if using crossbow) |
Hands | - Zaryte vambraces - Barrows gloves | - Zaryte vambraces - Barrows gloves | - Barrows gloves |
Boots | - Devout boots - Pegasian boots - Guardian boots | - Devout boots - Pegasian boots - Guardian boots | - Dragon boots |
Ring | - Lightbearer - Ring of suffering (i) - Ring of the gods (i) | - Lightbearer - Ring of suffering (i) - Ring of the gods (i) | - Berserker ring (i) |
Special Attack | - Eldritch nightmare staff - Toxic blowpipe - Saradomin godsword | - Dragon warhammer - Bandos godsword | - Toxic blowpipe - Crystal halberd |
General Tips
From waves 1 through six, the furry will spawn later in the wave, and if we’re on this pillar, we can safe spot him like so. Watch out with solar flare since the save tiles will be directly next to the pillar, so even moving a single tile back will make him go after us. If we find ourselves in a difficult spot, we can freeze him, and with enough practice, we can also make it so he starts attacking us when other monsters are also on us but on different ticks, such as a ranger.
If we have re-entry on, one of the most important solves during the waves is if two monsters are vertically stuck behind the pillar. What we need to do is stand at the center tile, pray against the monsters on the back, walk out, and then pray against the other one.
If we are on the Northwestern pillar, we will have to walk south, and if we are on the Southwest pillar, we will have to walk west, and they will attack one tick apart. If we are in a situation where we have three monsters and the back one won't let us perform this safely, if we have a long-range weapon like BofA, Deo, or Shadow, we can go to the farthest tile down from the pillar, and the monster on the opposite end won’t even be able to attack us. Keep in mind that this is only possible if the front of the two mobs attack with the same style.A simple tip involving the major is to try to move around. If we have a weird stack, more often than not, the way other monsters will move around will change the stack to make it a little easier, and the Mage can get unstuck to try to reach us.
When the Minotaur spawns, remember that we have these four tiles to move around, so we can safe spot him. If we don’t have free-entry, when we have more monsters behind the pillar, move to the leftmost corner of the pillar so that the other mobs don't make the Minotaur get stuck behind them.
If this happens, we will have to run out to free the Minotaur since it's the most important one to defeat past Wave Six. If we have blood barrage, this is a great time to heal if we have taken heavy damage.These are the most important tips so far, but when everything else fails, we have to run to another pillar. If we are presented with an unsolvable wave stack, meaning there’s no way to deal damage without taking damage ourselves, it is time to run south.
Pray against whatever is going to deal the highest amount of damage and wear armor to mitigate damage. We will be tanking, praying correctly against manticor since they can hurt quite a lot.
When we run south and we have many mobs on us, the way they move might make two of them attack us on the other pillar. Because of this, we can make it so one or two of them see us when we’re nearing the other pillar, and because they will stay in place, monsters to the right will continue walking towards us, and one of them may make it around to attack.
This is how we simplify the wave by dealing with monsters one by one, and we may have to run again in case the stack is garbage, but with practice, we will make it just fine. With all that being said, we are going to include a bunch of links in the description so we can see all our successful runs on stream to see how we solved the waves in many different setups.
Dizana’s Quiver
This quiver is one of the best in slot for Rangers in the game. This provides an additional ammo slot so you can bring more bolts or arrows if needed for your character. There are a few mechanics to consider though:
It can hold two different ammo types but only the applicable type will be used depending on what weapon you have equipped.
You can equip two of the same ammo type equipped and swap which ones to use using the menu.
Just like the Fanatic Set, you can only get this from doing the Fortis Colosseum but you’ll only need to beat the challenge once for it to appear.
More Items To Come
There’s still a sizeable amount of content coming to the game this year and we’re sure that there are more interesting items to get. The list above doesn’t even include all of the new items to get in OSRS but these are the most notable ones at least. If you want help getting some of them, please reach out to RPG Stash.