top of page

Armour Spikes

Armour_spikes_(alloy).png
Armour_spikes_detail.png
Armour spikes

Armour spikes are a consumable item that can inflict damage to enemies attacking from adjacent tiles. 1000 armour spikes can be smithed from one elder rune bar, requiring level 90 Smithing and awarding 1000 Smithing experience. They can be equipped in the ammunition slot, although this is not necessary for the activation of their effect.

Effect

Armour spikes can be carried in the inventory or equipped in the ammo slot. They cannot be placed in a Tirannwn quiver.

One armour spike is consumed per activation and inflicts damage to the opponent equal to the player's current Smithing level, capping at 106 with the use of pulse cores. If the player has any shield equipped, the damage they deal is doubled, and if a defender is equipped, the damage is increased by 50% rounded down.

For armour spikes' effect to activate, all of the following conditions must be met:

  • Armour spikes are carried in the inventory or equipped in the ammo slot.

  • Only melee weapons are equipped.

  • Melee torso and leg armour are worn.

  • The player is attacked by an enemy (both successful and blocked hits suffice).

  • The enemy is directly adjacent to the player with no game squares in between. Armour spikes do not work at a range of 2 (halberds). The enemy only needs to be adjacent; their combat style is irrelevant (i.e. they do not need to attack with melee).

If a monster dies to armour spike damage without having taken damage from any other source, the player will receive credit for the kill and receive appropriate experience.

Armour spikes (Alloy)

Armour spikes (alloy) are a consumable item that can inflict damage to enemies attacking from adjacent tiles. They are an upgraded version of regular armour spikes. 1000 alloy armour spikes can be smithed from 1000 regular armour spikes and one concentrated alloy bar, requiring level 99 Smithing and awarding 100 Smithing experience. They can be equipped in the ammunition slot, although this is not necessary for the activation of their effect. To upgrade the armour spikes, use a normal anvil under the masterwork section.

Effect

Alloy armour spikes can be carried in the inventory or equipped in the ammo slot. They cannot be placed in a Tirannwn quiver. One alloy armour spike is consumed per activation and inflicts typeless damage to the opponent equal to the player's current Smithing level, capping at 106 with the use of pulse cores. If the player has any shield equipped, the damage the spikes deal is doubled, and if a defender is equipped, the damage is increased by 50%, rounded down. Alloy armour spikes have a 10% chance to inflict ten times the normal amount of damage; thus, at level 99 Smithing, dealing 990, 1980 or 1485 damage. On average, this is 1.9 times the damage output of regular armour spikes.

For alloy armour spikes' effect to activate, all of the following conditions must be met:

  • Armour spikes (alloy) are carried in the inventory or equipped in the ammo slot.

  • Only melee weapons are equipped.

  • Melee torso and leg armour are worn.

  • The player is attacked by an enemy (both successful and blocked hits suffice).

  • The enemy is directly adjacent to the player with no game squares in between, or the enemy is using melee at any range (e.g. AraxxorMoss golemsDevil's snares, or Ripper dinosaurs).

If a monster dies to alloy armour spike damage without having taken damage from any other source, the player will receive credit for the kill and receive appropriate experience.

bottom of page