Tombs of Amascut Invocations – Old School Runescape Guides (2024)

ModeTombs of Amascut Invocations – Old School Runescape Guides (1)Raid Level
Tombs of Amascut Invocations – Old School Runescape Guides (2)
Entry Mode
0 – 149
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Normal Mode
150 – 299
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Expert Mode
300 – 600

The Tombs of Amascut makes use of the invocation system, which allows players to customize the difficulty of the raid by choosing to enable various invocations, setting aRaid Levelwhich adjusts the stats of NPCs within the raid; for every 5 raid levels, an NPC’sh*tpoints,defence, accuracy, and damage are increased by 2% additively, with damage capping out at +150%. For example, a raid level of 100 will modify these stats for all enemies within the raid by +40%, whereas a raid level of 500 will modify enemy hitpoints, defence, and accuracy by +200%, and damage by +150%.

Apart from making the raid harder, a higher raid level increases the player’s overall drops and the chances for unique items to be rolled, which are shown in the raid party’s invocation tab within the raid party interface, accessed via theGrouping Obeliskwhere players can form raid parties.

Tombs of Amascut Invocations – Old School Runescape Guides (5)

The invocations interface where players can select preferred invocations, as well as view the raid level and unique rewards that are realistically obtainable at that raid level.

InvocationDetailsRaid lvl modifierCategory
Tombs of Amascut Invocations – Old School Runescape Guides (6)
Try Again
Players have ten attempts to complete a raid.

(An attempt is failed if every member of the party dies during a challenge or boss fight.)

Only one invocation in the Attempts category can be active.

+5
Attempts
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Persistence
Players have five attempts to complete a raid.
+10
Attempts
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Softcore Run
Players have three attempts to complete a raid.
+15
Attempts
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Hardcore Run
Players have one attempt to complete a raid.
+25
Attempts
Tombs of Amascut Invocations – Old School Runescape Guides (10)
Walk for It
Players have 40 minutes to complete the raid, including time spent between each Path.

If unsuccessful, the raid level will decrease by 20.

(The timer begins upon entering the first Path and ends when the Warden reaches 0 health in the final phase of the fight.)

Only one invocation in the Time Limit category can be active.

+10
Time Limit
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Jog for It
Players have 35 minutes to complete the raid.

If unsuccessful, the raid level will decrease by 30.

+15
Time Limit
Tombs of Amascut Invocations – Old School Runescape Guides (12)
Run for It
Players have 30 minutes to complete the raid.

If unsuccessful, the raid level will decrease by 40.

+20
Time Limit
Tombs of Amascut Invocations – Old School Runescape Guides (13)
Sprint for It
Players have 25 minutes to complete the raid.

If unsuccessful, the raid level will decrease by 50.

+25
Time Limit
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Need Some Help?
The quantity of items offered by theHelpful Spiritwill be reduced to 66%.

Only one invocation in the Helpful Spirit category can be active.

+15
Helpful Spirit
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Need Less Help?
The quantity of items offered by the Helpful Spirit will be reduced to 33%.
+25
Helpful Spirit
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No Help Needed
The quantity of items offered by the helpful spirit will be reduced to 10%.
+40
Helpful Spirit
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Walk the Path
Completing a path during the raid will cause other paths to level up.

The first path level will modify enemy hitpoints and damage by +8%, with every additional level modifying these stats by +5%, up to six levels. Furthermore, every two path levels changes each path’s boss mechanics, capping at four path levels:

  • Akkha: Every two levels adds one additional iteration to his Memory Blast attack.
  • Ba-Ba: Her Rockfall attack will fall much quicker, and energy blasts from open sarcophagi will have a wider range of attack.
  • Kephri: Her auto-attacks will be faster. In addition, groups of threescarab swarmscan spawn on each side of the room during her shield healing phases.
  • Zebak: His auto-attacks will be faster, even more so during his enrage phase. In addition, every two levels will also tighten the Tidal Waves’ gap by 1 tile.
+50
Paths
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Pathseeker
All paths will level up once upon entering the raid.

Only one invocation in the Path Level category can be active.

+15
Path Level
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Pathfinder
All paths will level up twice upon entering the raid.
+40
Path Level
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Pathmaster
All paths will level up three times upon entering the raid.
+50
Path Level
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Quiet Prayers
Protection prayers will be 10% less effective within the raid.
+20
Prayer
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Deadly Prayers
Prayer is drained by 20% of damage taken.
+20
Prayer
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On a Diet
Players can no longer eat food within the raid, though potions that restore health (such asSaradomin brews) can still be used.

Players will also no longer be offeredsilk dressingsandhoney locustsshould this invocation be active.

+15
Restoration
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Dehydration
Players can no longer drink potions that restore health.

Players will also no longer be offeredambrosiaandnectarshould this invocation be active.

+30
Restoration
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Overly Draining
Allspecial attacksuse 100% special attack energy.

Drinkingliquid adrenalinewill temporarily reduce the cost to 50%.

+15
Restoration
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Lively Larvae
The number of dark brown eggs launched during Kephri’s Mass Incubation attack will increase from 2 to 4.
+5
Kephri
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More Overlords
An additional scarab is summoned during Kephri’s shield healing phases. The first summons aSoldier Scarab, while the second summons aSpitting Scarab.
+15
Kephri
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Blowing Mud
The number of players targeted by Kephri’s Dung Strike attack is increased to two.

This invocation has no effect in solo encounters.

+10
Kephri
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Medic!
Kephri will summonscarab swarmsoutside her shield healing phases.
+15
Kephri
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Aerial Assault
Kephri’s auto-attack will do more damage, and its attack range will increase from a single tile to a 3×3 area.

This invocation also applies toKephri’s Phantomduring the third phase of the fight withElidinis’ Warden.

+10
Kephri
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Not Just a Head
  • Zebak will occasionally cast a form ofBlood Blitzon all players. This attack will always hit regardless of defensive bonuses, unlessProtect from Magicis active; if damage is inflicted, Zebak will slightly heal.
  • He will also summonBlood Cloudsthat rapidly sap the player’s health if next to one.
+15
Zebak
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Arterial Spray
Zebak’s blood magic will have increased range and healing.

Not Just a Head must be active in order to activate this invocation.

+10
Zebak
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Blood Thinners
ThreeBlood Cloudsare summoned instead of one.

Not Just a Head must be active in order to activate this invocation.

+5
Zebak
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Upset Stomach
Zebak’s acid pools will have increased spread, and jugs will only wash away a 3×3 area instead of 5×5.
+15
Zebak
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Double Trouble
Akkha will perform two special attacks at once.
+20
Akkha
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Keep Back
Akkha’s ranged and magic attacks will also deal melee damage to anyone next to him.
+10
Akkha
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Stay Vigilant
Akkha will randomly switch between attack styles and protection prayers, rather than at set intervals.

This invocation also applies toAkkha’s Phantomduring the third phase of the fight withElidinis’ Warden.

+15
Akkha
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Feeling Special?
  • Akkha’s Detonate attack will trigger in more directions. This is not applied in solo encounters.
  • The Memory Blast attack will only provide twoticksfor players to move between safe quadrants.
  • The Trailing Orbs attack spawns an additional orb two tiles in front of the player.
+20
Akkha
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Mind the Gap!
When Ba-Ba knocks back the player to the bottom of the room at 66% and 33% health, players will fall into the pit and die, unless they stand at the eastern/western ends of the room.
+10
Ba-Ba
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Gotta Have Faith
Energy blasts from open sarcophagi in Ba-Ba’s room will deal additional damage based on the player’s remainingprayer points.
+10
Ba-Ba
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Jungle Japes
Ba-Ba’sbaboonswill drop abanana peelon the floor on death. If stepped on, players take a small amount of damage and is stunned for 3 seconds.
+5
Ba-Ba
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Shaking Things Up
The shockwave from Ba-Ba’s slam attack will damage a wider area.
+10
Ba-Ba
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Boulderdash
Ba-Ba’s rolling boulders will spawn slightly faster.
+10
Ba-Ba
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Ancient Haste
During the first phase of the Wardens’ fight, the Wardens will charge at a faster rate.
+10
The Wardens
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Acceleration
During the second phase of the Wardens’ fight, the Warden attacks faster while the obelisk charges faster.
+10
The Wardens
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Penetration
During the second phase of the Wardens’ fight, the obelisk will deal more damage to successful attacks and also temporarily disable overhead prayers.
+10
The Wardens
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Overclocked
During the final phase of the Wardens’ fight, the slam attack is performed 1tickfaster.
+10
The Wardens
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Overclocked 2
During the final phase of the Wardens’ fight, the slam attack is performed 2ticksfaster.

Overclocked must be active in order to activate this invocation.

+10
The Wardens
Tombs of Amascut Invocations – Old School Runescape Guides (49)
Insanity
During the final phase of the Wardens’ fight, the following are applied:
  • The slam attack is performed 3ticksfaster.
  • There is less time to reverse theEnergy Siphons.
  • The slam attack resumes based on where the Warden left off prior to launching Energy Siphons rather than resetting positions.
  • Red lightning strikes faster
  • Each row of floor tiles are removed at a faster pace.

Overclocked 2 must be active in order to activate this invocation.

+50
The Wardens
Tombs of Amascut Invocations – Old School Runescape Guides (2024)
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