The necklace has a passive effect that activates every 15 seconds and damages monsters in combat with the wearer for 200 to 500 life points, while healing the wearer for the same amount. The necklace will target the monster that last damaged the wearer or the monster the wearer last damaged (whichever was most recent), and any other nearby monsters (even if they aren't in combat with the wearer). The maximum the necklace can heal per activate is 1,200 life points. If the necklace was intended to do more damage than its target had left (e.g. the target had 240 life points, and the necklace rolled to hit a 500), then the necklace will still heal the full amount to its wearer.
Attributes | Values |
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rdf:type
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rdfs:label
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rdfs:comment
| - The necklace has a passive effect that activates every 15 seconds and damages monsters in combat with the wearer for 200 to 500 life points, while healing the wearer for the same amount. The necklace will target the monster that last damaged the wearer or the monster the wearer last damaged (whichever was most recent), and any other nearby monsters (even if they aren't in combat with the wearer). The maximum the necklace can heal per activate is 1,200 life points. If the necklace was intended to do more damage than its target had left (e.g. the target had 240 life points, and the necklace rolled to hit a 500), then the necklace will still heal the full amount to its wearer.
- The necklace has a passive effect that activates every 15 seconds which damages monsters in combat with the wearer for 200 to 500 life points, while healing the wearer for the same amount. The necklace will target the monster that last damaged the wearer or the monster the wearer last damaged (whichever was most recent), and any other nearby monsters (even if they aren't in combat with the wearer). The maximum the necklace can heal per activate is 1,200 life points. If the necklace was intended to do more damage than its target had left (e.g. the target had 240 life points, and the necklace rolled to hit a 500), then the necklace will still heal the full amount to its wearer.
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Strength
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Version
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ikod
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dcterms:subject
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store
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low
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Examine
| - The energy from this necklace is channelled into ranged power. It has blood necklace capabilities.
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Tradeable
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stacksinbank
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mainDamage
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Equipable
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degrades
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alchable
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destroy
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disassembly
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offAccuracy
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Quest
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offDamage
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mainAccuracy
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kept
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dbkwik:darkscape/p...iPageUsesTemplate
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dbkwik:rune-scape/...iPageUsesTemplate
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dbkwik:runescape/p...iPageUsesTemplate
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Prayer
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Stackable
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Tier
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Slot
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Magic
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Name
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Value
| - 600000(xsd:integer)
- 4600000(xsd:integer)
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Caption
| - A player wearing a farsight blood necklace.
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Members
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Weight
| - 0(xsd:integer)
- 0(xsd:double)
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Update
| - Prifddinas - Lost City of the Elves - Part 2
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Tooltip
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Armour
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Class
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Image
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Life
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Accuracy
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ID
| - 32697(xsd:integer)
- 32698(xsd:integer)
- 32699(xsd:integer)
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high
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Release
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Damage
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Ranged
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Requirements
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abstract
| - The necklace has a passive effect that activates every 15 seconds and damages monsters in combat with the wearer for 200 to 500 life points, while healing the wearer for the same amount. The necklace will target the monster that last damaged the wearer or the monster the wearer last damaged (whichever was most recent), and any other nearby monsters (even if they aren't in combat with the wearer). The maximum the necklace can heal per activate is 1,200 life points. If the necklace was intended to do more damage than its target had left (e.g. the target had 240 life points, and the necklace rolled to hit a 500), then the necklace will still heal the full amount to its wearer. This effect does not work against most boss monsters, specifically ones that are immune to reflect damage (i.e. Deflect curses, etc). The exceptions to this rule are the Dagannoth Kings, Kalphite Queen, Corporeal Beast and 4 God Wars Dungeon generals, excluding Nex. The necklace degrades in combat, and lasts for 60,000 charges (a minimum time of 10 hours) before it becomes empty. Even after the necklace runs out of charge, it retains its combat bonuses and may be equipped and used, but without the healing effect. A full recharge costs:
* 3000 blood runes (effective cost )
* If recharged in Drakan's crypt south of Burgh de Rott, this is reduced to 2400 blood runes (effective cost )
* at a Repair NPC
* with a 0.5% discount per Smithing level of the repairer at an armour stand
* The Smithing level at which the cost is equal is ; thus, using blood runes is never cheaper.
* Within Drakan's crypt, the crossover level increases to . Unlike most other items repairable on an armour stand, the repair of blood necklaces is rounded up to the nearest 1% of the charge (e.g. repairing an amulet with 52.5% charge remaining will charge for a 48% repair).
- The necklace has a passive effect that activates every 15 seconds which damages monsters in combat with the wearer for 200 to 500 life points, while healing the wearer for the same amount. The necklace will target the monster that last damaged the wearer or the monster the wearer last damaged (whichever was most recent), and any other nearby monsters (even if they aren't in combat with the wearer). The maximum the necklace can heal per activate is 1,200 life points. If the necklace was intended to do more damage than its target had left (e.g. the target had 240 life points, and the necklace rolled to hit a 500), then the necklace will still heal the full amount to its wearer.
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is neck
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