Contents
- 1 Useful equipment
- 1.1 Generic experience boosts
- 2 Summary
- 3 Starting off
- 4 Combat setup
- 4.1 Weapons
- 4.2 Armour
- 4.2.1 Hybrid power armour
- 4.2.2 Levels 1–60
- 4.2.3 Levels above 70
- 4.3 Other slots
- 4.4 Revolution ability bar
- 4.5 Prayers
- 4.6 Miscellaneous
- 5 Combat training
- 5.1 Levels 1–30
- 5.2 Levels 30–40
- 5.3 Levels 40–50
- 5.4 Levels 50–60
- 5.5 Levels 60–70
- 5.6 Levels 70–80
- 5.7 Levels 80–90
- 5.8 Levels 90–120
- 6 High-level rituals (levels 90–120)
- 6.1 Ritual disturbance mechanics
- 6.2 Ritual training tips
- 6.3 Levels 90–99
- 6.4 Levels 99–120
- 7 Alternative methods of gaining experience
- 7.1 Quests that give Necromancy experience
- 8 References
This guide lists the most effective methods to train Necromancy, RuneScape's 29th skill, from levels 1 to 120. Necromancy is the game's fourth combat style and sits outside of the the combat triangle, being equally effective against all three styles. Acquiring experience for the skill can be gained through combat or its dedicated skilling activity: rituals. Typically, players must train Necromancy using a combination of combat and rituals. This guide provides the recommended training methods for both combat and rituals, detailing what gear to use, which monsters to fight, and which rituals to perform and with which glyphs.
Free-to-play players can only train Necromancy up to level 20, whilst members can reach level 120. Since level 20 Necromancy is very easy to attain, this guide is targeted to members.
Useful equipment[edit | edit source]
Item | Effect | Slot | Description | Requirements | |
---|---|---|---|---|---|
| Underworld Grimoire | +3 to 12% XP from disturbances | Increases experience gained from completing ritual disturbances by 3%, 6%, 9%, or 12% with the Underworld Grimoire 1, 2, 3, and 4, respectively. | Underworld achievements | |
Alteration necklace | Improve alteration glyphs power by 20% | Increases the power of alteration glyphs by 20% multiplicatively during rituals (e.g. Attraction III's 150% soul attraction increase becomes 180% instead). Increased soul attraction means more frequent and higher level disturbances, which in turn increases experience earned from rituals. | None | ||
Pumpkin masks | Prevent light sources degradation | The pumpkin mask prevents light sources placed on tier 1 and 2 light source spots from degrading during rituals. The ensouled mask prevents all light sources from degrading. | None | ||
Necromancy cape | Provide the effect of an alteration glyph | Provides the effect of an alteration glyph during rituals. The glyph can be changed at will, but boosts cannot be used to select a glyph above the player's base level. | 99 |
Generic experience boosts[edit | edit source]
Most experience-boosting effects that apply to all skills also apply to Necromancy. This includes but is not limited to the following buffs:
Item | Max XP increase | Description | |
---|---|---|---|
Clan Avatar XP boost | +6% | Grants a 3-6% experience boost after activating the skilling bonus at the Avatar Control Stone in a Clan Citadel. | |
Torstol incense sticks | +2% | Each potency level of torstol incense sticks provides a 0.5% experience boost. The potency level increases every 10 minutes, reaching its maximum at level 4 (+2% experience). Overloading consumes 6 sticks, instantly reaching maximum potency. | |
Wise perk | +4% | Grants a 1-4% experience boost (based on perk rank) while wearing or wielding an item augmented with this perk, up to 50,000 additional experience per day. | |
| Wisdom auras | +2.5% | Grants a 2.5% experience boost for 30 to 90 minutes, depending on the aura's tier. |
Inspire relic powers | +2% | When harnessed, 2% extra experience is earned when training skills relevant to the specific Inspire relic. | |
Advanced pulse core | +50%/+10% | Grants a 50% experience boost, exploding after experience equal to a medium prismatic lamp has been accumulated. After exploding, it provides a 2% (stacking up to 5 times for up to 10%) experience boost for 10 minutes. | |
Sceptre of enchantment | +4% | Using a charge grants the wielder a 4% experience boost for 24 hours. Nearby players receive a 2% experience boost for 2 hours. | |
Coin of enchantment | +2% | Using a charge grants the wielder a 2% experience boost for 24 hours. Nearby players receive a 1% experience boost for 2 hours. | |
Rock of Resilience | +4% | Using a charge grants the user a 4% experience boost for 60 minutes. Nearby players receive a 2% experience instead. | |
Premier artefact | +10% | Once per day, the premier artefact can be activated to gain a 10% experience boost for 60 minutes. | |
Desert pantheon aura | +10% | The Wisdom of Scabaras effect of the Desert pantheon aura gives a 10% experience boost for 1 hour at the cost of 200 charges. |
Summary[edit | edit source]
The following table summarises the optimal experience methods for Necromancy. While levelling to max, players will have to frequently switch between combat, rituals, and quests as new gear and abilities are available to be unlocked.
When training via combat, undead are suggested for most tasks, because of various damage-boosting effects against them. At every 10th level, players should always complete Kili's task and craft the highest tier Death Skull equipment that are available to them.
Level | Method | Notes |
---|---|---|
1–5 | Complete the Necromancy! quest | Start next to Draynor lodestone |
5–26 | Lesser communion ritual using fragile memento | Acquire 400 souls, which are required for tier 3 talents |
26–27 | Kili Row and Rune Mythos | Both mandatory quests; only the latter yields experience |
27–90 | Combat | Upgrade equipment every 10th level, except for T80 armour. Complete ensoul and communion rituals as needed to unlock talents and upgrade your equipment |
90–120 | Rituals | Fastest training method; active. Maximise soul attraction on powerful rituals for maximum XP |
Combat | Slower training method; AFK. |
Starting off[edit | edit source]
To begin training Necromancy, you must first complete the Necromancy! quest, which explains the lore and basic mechanics of the skill. You can start this quest by attempting to enter the glowing blue portal by the Draynor lodestone.
For the next step, you will need 50 fragile mementos. These can be purchased from the Grand Exchange for 2,314 coins each; 115,700 coins in total. Now, head to the ritual site at the west of the City of Um. Go to the platform south of the pedestal and light source spot. Here, you should do rituals to increase the number of souls in the Well of Souls, which allows you to unlock various Talents that grant powerful combat abilities to help you train faster. You should use the fragile mementos to perform lesser communion rituals. After doing 50 lesser communion rituals, you will have 400 souls, which is one requirement to access tier 3 of the Talent tree. You will not have enough talent points to purchase all the talents and you will earn talent points soon through combat.
Ritual disturbances can sometimes appear, which show up along with a pop-up text box. The experience granted by disturbances scales with Necromancy level and is low at first, but quickly increases as you level up.
After reaching level 26, it is the best time to finish two quests: Kili Row and Rune Mythos. Both of these quests give essential unlocks for the Necromancy skill: Kili Row allows upgrading Necromancy equipment, and Rune Mythos unlocks incantations. Completing the quests will yield another 1,500 experience, putting you at level 27.
Finally, complete two lesser ensoul material rituals to create two lesser ensouled bars and upgrade death guard and skull lantern to tier 20, if you have level 15 Smithing.
Combat setup[edit | edit source]
Unlike other combat skills, the damage output that players have while using Necromancy weapons and abilities scales based on the player's hit chance. Attacks will not miss targets when the player has over 25% hit chance, but how hard the target is hit depends on the player's accuracy.
Weapons[edit | edit source]
Only dual-wielding exists for Necromancy, via a main-hand siphon and an off-hand conduit. A death guard and a skull lantern are obtained as a reward from the introductory Necromancy! quest, and can be upgraded from tier 10 up to tier 90 as the skill is progressed after completing Kili Row.
The highest tier of death guard and skull lantern should always be used. When levelling up to a new 10th level, the player should always complete Kili's task and upgrade their weapons.
Armour[edit | edit source]
Hybrid power armour[edit | edit source]
Certain hybrid armour items are available which can be equipped by players at level 1 Necromancy:
Item | Bonus | Tier | Notes | Price | |
---|---|---|---|---|---|
Deathtouch bracelet | 14.5 | T93 | Any reflect damage from deathtouch bracelet gloves (or other sources or reflect/deflect) does not count for Necromancy experience. | 61,981,792 | |
Cinderbane gloves | 11.0 | T70 | Any poison damage from cinderbane gloves (or other sources) does not count for Necromancy experience. | 78,607,065 | |
Culinaromancer's gloves 10 | 8.5 | T61 | A cheaper non-degradable pair of power gloves available after full completion of Recipe for Disaster; lower tiers are available with partial completion. | 100,000 | |
Silverhawk boots | 6.9 | T44 | Silverhawk boots are available in multiple combat tiers; level 60 boots gives the highest bonus. | Free |
Levels 1–60[edit | edit source]
At lower levels (1–60 Necromancy), players should train using hybrid tank armour, such as the Dragon Rider armour, which provides a T55 armour rating and costs 3,069,366 coins for the head, body, and legs. A slightly more expensive augmentable alternative is Akrisae the Doomed's equipment, which provides a T55 armour rating and costs 3,446,830 coins for the three pieces. A more expensive augmentable alternative is the Anima core of Sliske armour, costing 122,681,358 coins for the three pieces and providing a T65 armour rating. Players who own it should use a mighty or corrupted slayer helmet, which offer a tier 70 Defence rating.
After reaching level 60, players should train with Necromancy armour. Deathwarden robe armour are tier 10 Necromancy robes that can be purchased from Buried Bargains. Similar to the weapons, the robes can be upgraded up to tier 90, with an upgrade available every 10 levels. Each upgrade must be crafted by players before they can be equipped; they cannot simply be purchased from the Grand Exchange. Upon reaching level 60 the player can craft the deathwarden nexus, which acts similarly to a rune pouch. The nexus can hold a maximum stack (2,147,483,647) of each necrotic rune and ectoplasm.
Level | Suggested armour | Notes | Defence Tier | Price | ||
---|---|---|---|---|---|---|
Full[n 1] | ||||||
1-60 | Ghost hunter equipment | Ghost hunter equipment is free but hard to obtain. It only works on monsters that give Prayer experience through an ectoplasmator, though these monsters are heavily featured in this guide for lower levels. | 55 | 0 | N/A | |
Dragon Rider armour | Dragon rider armour is cheap and has relatively low Defence rating. | 55 | 3,069,366 | 3,120,224 | ||
Akrisae the Doomed's equipment | Akrisae's equipment is also cheap, has low Defence rating, and is augmentable, but requires completion of Ritual of the Mahjarrat. | 55 | 3,446,830 | N/A | ||
Anima core of Sliske armour | Anima Core of Sliske is expensive, has higher Defence rating, and is augmentable, but is also able to mimic a set effect of warpriest armour. | 65 | 122,681,358 | N/A | ||
Mighty slayer helmet | Requires 55 Crafting, completion of Smoking Kills, and a total of 1,100 Slayer points for the highest armour tier Slayer helmet. Has very high Defence rating. | 85 | 1,119,904[n 2] 1,100 | N/A | ||
60-70 | Deathwarden robe armour (T60) | Must be crafted before can be worn. | 60 | 757,375 | 1,269,396 | |
Akrisae the Doomed's equipment | Same as above | |||||
Anima core of Sliske armour | Same as above | |||||
Mighty slayer helmet | Same as above |
- ^ Includes hands and feet as well.
- ^ Includes only head slot.
Levels above 70[edit | edit source]
At level 70, players may choose between two different task sets to upgrade their equipment from Kili, resulting in either tank or power armour. Either task set will allow the weapons to be upgraded to tier 70. If players remain on the tank route, their Deathwarden robe armour will now provide a small chance to dodge incoming attacks for each piece worn. Apart from having the pie and souls, players will also need to kill various bosses, albeit easy ones. Tier 70 Deathwarden robe armour provides more health and better survivability at the cost of less damage.
If players choose the power route, they will craft Deathdealer robe armour instead. In addition to increasing outgoing Necromancy damage, tier 70 Deathdealer robe armour provides a small chance per piece to apply Death Mark on every Necromancy attack. The Death Mark debuff instantly kills the affected enemy if they fall below 20% of their max health or 30,000 total health, whichever is lower. However, the power route is harder than the tank route; while no pies or souls are needed, players must kill much stronger bosses. In addition, creating Deathdealer robe armour requires the player to acquire hermodic plates from Hermod, which are dropped at a 1/10 rate. 30 total hermodic plates are required for the tier 90 set.
Bossing requirements can be either completed in a solo or group encounter if available. In a solo encounter, the player has to deal the majority of their damage as Necromancy. In a group encounter, dealing any amount of damage with Necromancy will satisfy the requirement, even if other players use other combat styles or other options such as deathtouched darts.
It is recommended to eventually create both sets of armour (unless the player already owns the First Necromancer set), however the second set can be created at a later time. If not planning on rushing bossing or the tier 80/90 gear right away, players should craft the power armour set first, otherwise they should craft the tank set first. It is important to note, however, that the tank set is easier to craft than the power set, and it will provide access to tier 80/90 weapons which can then be used to complete the power tasks more easily.
Players should not upgrade their armour to tier 80 until they reach level 90 Necromancy. Tier 80 and 90 armour variants require greater ensouled cloth and greater ensouled thread which is created from expensive subjugation robe armour and algarum thread. Once the full ritual site is unlocked at level 90, players can boost to draw five Multiply III glyphs for a +300% output bonus. Each ritual will yield four materials, saving players a massive amount of money in the process.
Players who wish to train to level 99 using rituals can be even more conservative. With the Necromancy cape perk, players can draw six Multiply III and put Multiply II onto the cape. This results in a +400% output bonus and five materials per ritual.
If crafting the tank armour, 19 cloth and 15 thread are required; for the power armour, 20 cloth and 15 thread is needed (the tier 90 power task requires one). In total, you will need 39 cloth and 30 thread. If performing rituals at level 90, you will need 10 pieces of subjugation armour and 8 pieces of algarum thread. If performing rituals at level 99, you will need 8 pieces of subjugation armour and 6 pieces of algarum thread.
Tier | Walkthrough | Task list | |
---|---|---|---|
Tank armour | Power armour | ||
70 | Fish pie | 5 hideous moleskin (Giant mole) | |
80 | Redberry pie | 5 Zaryte fragments (Nex)[n 3] | |
90 | Blueberry pie | Fragment of anima (Vorago, Telos, or Solak)[n 5] |
- ^ Only the original six brothers are needed. You will need to backtrack for the brother that leads to the tunnels, then loot the chest once all six individual necroplasms are obtained. You may need your upgrade equipment task list in your backpack when looting the chest for all the necroplasm to be combined.
- ^ Kill each boss then use the uncharged hammer on their respective altars.
- ^ Highly recommended to kill in a group encounter
- '^ Must be TzTok-Jad, fought at the last wave of the TzHaar Fight Cave.
- ^ Highly recommended to kill Telos, as it is the fastest of the three bosses.
- ^ Highly recommended that the dungeon be cleared in a group encounter; combat style used is irrelevant until final boss. In group encounter, deal damage with necromancy and let other team members kill boss)
Other slots[edit | edit source]
There are several items which can help with training Necromancy on groups of enemies. Many of these items have a Necromancy bonus stat:
- ^ a b c d e f The ammo items do not have necromancy bonus; the first three have prayer bonus of 4. Lower level Tirannwn quivers 3-1 have lower prayer bonus 3-1.
- ^ Zemouregal's nexus gives a +15 level boost to Bone Shields after being worn for 9s.
- ^ Ring of Death is best-in-slot due to its adrenaline-generating passive
The following equipment can be situationally useful:
Item | Notes |
---|---|
Salve amulet (e) | Provides a 20% damage and accuracy increase against Undead |
Demon slayer equipment | Per pieces, provides a 2% experience boost and 4% damage boost against Demons |
Demon horn necklace | Restores prayer points when burying bones or scattering ashes, which can rapidly restore prayer points in combination with the bonecrusher or attuned ectoplasmator |
Penance aura | Restores prayer points upon taking damage |
Revolution ability bar[edit | edit source]
Use the following ability bars for Revolution against multiple enemies. You should toggle threshold and ultimate abilities to be triggered automatically (Revolution++):
Action bar before the last Spectral Scythe talent is unlocked | |
Alternative without Conjure Zombie | |
If more healing is desired. | |
With igneous Kal-Mor. | |
With omni guard. | |
With igneous Kal-Mor and omni guard. |
Prayers[edit | edit source]
Standard prayers feature prayers that boost Necromancy Attack (Hand of Judgement, Hand of Fate, Hand of Doom) and Strength (Decay, Hastened Decay, Accelerated Decay). They can be unlocked through Selene.
Ancient Curses have Sap Necromancy Strength, Leech Necromancy Strength, and other curses that boost Necromancy damage, and can also be unlocked through Selene.
Miscellaneous[edit | edit source]
Weapon poison does not contribute to Necromancy experience. For example, if a monster has 10,000 life points, and a player kills it using only Necromancy while using weapon poison that deals 1,000 life points worth of damage, then (an estimated) only 450 Necromancy experience is gained. Thus, weapon poison is a waste for the purposes of experience. Cinderbane gloves may be used for the power bonus, but their poison will also not contribute to Necromancy experience.
Using a dwarf multicannon, Oldak coil, or kinetic cyclone will also not contribute to Necromancy experience.
Combat training[edit | edit source]
Combat experience is proportional to the monster's life points. The following methods are recommended, mostly comprising undead and demons:
Levels 1–30[edit | edit source]
Make sure to have completed Kili Row, and craft a tier 20 death guard and skull lantern.
Monster | Location | Level | Life points | Experience | Notes | |
---|---|---|---|---|---|---|
Ghostly troll bruiser Ghostly troll thrower | 7 | 1,800 | 90 29.7 |
|
Levels 30–40[edit | edit source]
At level 30, you can complete the Kili's Knowledge I task to craft a tier 30 death guard and skull lantern, requiring 2 total lesser ensouled bars.
Monster | Location | Level | Life points | Experience | Notes | |
---|---|---|---|---|---|---|
Ghostly troll bruiser Ghostly troll thrower | 7 | 1,800 | 90 29.7 |
| ||
Fetid zombie | Wilderness north of Fort Forinthry | 66 | 5,500 | 250 82.5 |
|
Levels 40–50[edit | edit source]
At level 40, you can complete the Kili's Knowledge II task to craft a tier 40 death guard and skull lantern, requiring 4 total lesser ensouled bars. You can unlock the Threads of Fate incantation from the Well of Souls. Threads of Fate can be very helpful for levelling due to its effectiveness in AoE combat, but using it requires an active playstyle and is not particularly beneficial for the rune cost while training.
You can also unlock Conjure Vengeful Ghost and Conjure Putrid Zombie abilities from the Well of Souls. However, you can only control one conjure at a time until level 52 Necromancy.
Monster | Location | Level | Life points | Experience | Notes | |
---|---|---|---|---|---|---|
Ankou | Stronghold of Security 4th level | 60 | 7,250 | 362.5 119.6 |
| |
Ghoul | North of Canifis | 64 | 6,500 | 380 125.4 |
|
Levels 50–60[edit | edit source]
At level 50, you can complete the Kili's Knowledge III task to craft a tier 50 death guard and skull lantern, requiring 6 total lesser ensouled bars. At level 52, you can control two conjures at once.
Monster | Location | Level | Life points | Experience | Notes | |
---|---|---|---|---|---|---|
Ghoul | North of Canifis | 66 | 6,500 | 380 125.4 |
| |
Shadow warrior | Basem*nt of the Legends' Guild | 65 | 7,800 | 390 128.7 |
| |
Bandit | 54 | 1,950 | 97.5 32.1 |
|
Levels 60–70[edit | edit source]
At level 60, you unlock greater rituals. This is a good time to go back to the ritual site to complete greater communion rituals using spirit mementos. By placing two Multiply II glyphs (requires level 66, therefore you may have to keep drinking necromancy potions to place/repair the glyphs), you can obtain 43 souls per ritual. Spectral Scythe is an extremely powerful ability for levelling Necromancy; it can be unlocked at 2,000 souls, with further upgrades at 4,500 and 8,500 souls, requiring level 70 and 80 Necromancy respectively. To unlock the basic Spectral Scythe, you will need to do 38 greater communion rituals. It may be prudent to prepare an additional 58+93 greater communion rituals to make the most use of Spectral Scythe upgrades before level 90, where a faster method of obtaining souls would be made available. If you do not have it already, you should acquire the Underworld Grimoire 2, which provides a 6% increase to disturbance experience when worn. The grimoire also provides various benefits and free teleports to the ritual site and smithy. Another unlock which will help greatly is the deathwarden nexus, this acts similarly to a rune pouch. The nexus can hold a maximum stack (2,147,483,647) of each necrotic rune and ectoplasm. The nexus can be crafted in the soul forge with one ensouled bar, one silver bar, and one cut sapphire, and then attuned at the dark portal directly north-east of the smithy.
You can also complete the Kili's Knowledge IV task to craft a tier 60 death guard and skull lantern, requiring 6 total ensouled bars. At this level, the tier 60 deathwarden robe armour will outperform the hybrid Dragon Rider armour. Crafting it will require several more rituals, but this process can be sped up by using three Multiply II glyphs to double the output of lesser ensoul material rituals for the tiers below 60, if you haven't crafted those already.
Monster | Location | Level | Life points | Experience | Notes | |
---|---|---|---|---|---|---|
Armoured zombie | 86 | 6,200 | 310 102.3 | Requires partial completion of Defender of Varrock in order to access.
| ||
Bound skeleton | Wilderness north of Fort Forinthry | 70 | 12,000 | 600 198 | Highly recommended to capture souls and place in player-owned slayer dungeon
|
Levels 70–80[edit | edit source]
To reach 4,500 souls, 58 more greater communion rituals are needed. Upon reaching 4,500 souls, unlock Spectral Scythe II. Along with Spectral Scythe, you will also need 3,000 souls in order to start The Spirit of War quest, which is required in order for the tier 70 upgrades. The tier 70 armour will outperform anima core of Sliske armour as well as any variant of the Slayer helmet.
At level 70, you have a choice on whether to continue the Deathwarden line, or branch into the Deathdealer line. Tier 70 Deathwarden armour, apart from increasing overall health total by 500, provides a 1% chance per piece to dodge an incoming attack. Deathdealer armour on the other hand, is the skill's power armour. This provides extra damage at the cost of survivability, as it will not provide the lifepoints bonus that Deathwarden provides. Deathdealer armour also has a set effect that provides a 1% chance to passively apply Death Mark onto an enemy, instantly killing it if it falls below 20% of its maximum health or 30,000 health, whichever is lower.
Regardless of your choice, you must first complete the quest The Spirit of War. After the quest, talk to Kili to choose your armour upgrade. The tank tasks are still the same as normal, while the power armour requires killing particularly strong bosses (for their levels). To craft tank armour, complete Kili's Knowledge V, requiring a kill of The Barrows Brothers and 100 dragon souls or 20 greater communion rituals. To craft power armour, complete Kili's Knowledge V (power), requiring 5 kills of the giant mole and 5 kills of the Kalphite Queen. As a component for power armour, you additionally need 5 hermodic plates, which are obtained as a 1/10 drop from Hermod, the Spirit of War.
Be sure to upgrade your weapons, requiring 8 ensouled bars and completion of either Kili task. You can also augment your equipment at level 70; the equipment will retain augmentation and perks when upgraded. See: optimal PvM perk setup. Strongly consider using the scavenging 4 perk for a chance at obtaining rare materials while training.
Monster | Location | Level | Life points | Experience | Notes | |
---|---|---|---|---|---|---|
Armoured zombie | 86 | 6,200 | 310 102.3 |
| ||
Bound skeleton | Wilderness north of Fort Forinthry | 70 | 12,000 | 600 198 | Highly recommended to capture souls and place in player-owned slayer dungeon
| |
Abyssal demon |
| 98 | 8,500 | 425 140.2 |
|
Levels 80–90[edit | edit source]
To reach 8,500 souls, 93 more greater communion rituals are needed. Upon reaching 8,500 souls, unlock Spectral Scythe (Cast 3) and Darkness. The latter adds a 20% chance to dodge incoming attacks, which can be used to increase survival rates while training.
Complete Kili's Knowledge VI or Kili's Knowledge VI (power) depending on your armour path. The tank path will require players to kill the original God Wars Dungeon generals, then use the uncharged spiritbound hammer on each general's respective altar as soon as they die to charge it. 150 slayer souls or 30 greater communion rituals are also required for this task. The power path requires players to kill the Queen Black Dragon and Nex 5 times each; as Nex will be very daunting at such a point, it is recommended to find other players to assist in the task, as the required items will still drop as long as the player's damage was dealt via Necromancy.
Upgrade the weapons as soon as you can, but consider waiting to upgrade the armour until level 90. Upgrading now would cost approximately 38,778,933 but waiting until level 90 would allow using the full ritual site and Multiply III glyphs to reduce the cost to approximately 10,854,846.
Monster | Location | Level | Life points | Experience | Notes | |
---|---|---|---|---|---|---|
Armoured zombie | 86 | 6,200 | 310 102.3 |
| ||
Bound skeleton | Wilderness north of Fort Forinthry | 70 | 12,000 | 600 198 | Highly recommended to capture souls and place in player-owned slayer dungeon
| |
Abyssal demon |
| 98 | 8,500 | 425 140.2 |
| |
Abyssal savage |
| 111 | 15,000 | 750 247.5 |
|
Levels 90–120[edit | edit source]
Upon reaching level 90, the fastest training method is to exclusively train via rituals (see next section). However, players who wish for a completely AFK training method may still want to train via combat. 30,000 souls is a requirement to start Alpha vs Omega (and access Rasial's boss fight) and 35,000 souls unlocks Split Soul and Conjure Undead Army, both of which are extremely useful against bosses.
Unlock the Sorrow curse from Selene, requiring 95 Prayer. If the player can afford a praesul codex, 95 Necromancy and 99 Prayer, unlock the Ruination curse. If you are using tank armour, you should now swap to power armour instead. Complete Kili's Knowledge VII (power), which requires killing several difficult bosses - this is much faster compared to the tank task. Deathdealer armour is the most efficient for training due to the increased frequency of applying Death Mark, even outperforming the T95 First Necromancer's equipment when fighting groups of enemies.
Monster | Location | Level | Life points | Experience | Notes | |
---|---|---|---|---|---|---|
Ravenous ghoul | 105 | 14,500 | 725 239.2 |
| ||
Abyssal savage |
| 111 | 15,000 | 750 247.5 |
| |
Abyssal beast | South of Lava Maze | 119 | 39,000 | 1,950 643.5 |
| |
Armoured phantom | 150 | 52,500 | 2,625 866.2 |
|
High-level rituals (levels 90–120)[edit | edit source]
Upon reaching level 90 Necromancy, you are able to remove all dust blocking the ritual site, which allows rituals to reach their maximum potential. You will unlock powerful (tier 3) rituals, which yield the highest experience rates. At this stage, rituals will outperform combat, with the downside of being less AFK.
The bulk of the experience gained during a ritual comes from ritual disturbances. The experience earned from completing the actual ritual is only less than 10% of the total experience. Therefore, completing disturbances is required for this method. Experience is granted upon successful completion of a disturbance, and the experience gained by rituals increases as you level up. If you do not have it already, you should acquire the Underworld Grimoire 2, which provides a 6% increase to disturbance experience when worn.
The mechanics of soul attraction are very important. Soul attraction determines which types of ritual disturbances you get, with a higher attraction value yielding more and better disturbances. Soul attraction is affected by alteration glyphs; you should fill every empty glyph slot with an alteration glyph. Suggested alteration glyphs can be found in the tables below. Multiply glyphs will yield higher output, while Attraction will give higher soul attraction and experience.
At 301% soul attraction, the soul storm disturbance can spawn, which is the disturbance that yields the second-most experience. At 501% soul attraction, for powerful rituals only, the Defile disturbance can spawn, which yields the most experience.
Most players should focus on obtaining 35,000 souls so that Split Soul, the highest tier talent, can be unlocked from the talent tree. Once the desired amount of souls are acquired, the player should then swap to a more profitable ritual.
Ritual disturbance mechanics[edit | edit source]
- Although the exact mechanics are not currently known, having a higher soul attraction will increase the player's chance of seeing higher tier disturbances. For example, a player with 550% Soul Attraction will see fewer Defile disturbances than a player with 700% Soul Attraction. For the absolute maximum experience, one should draw the maximum number of Attraction III glyphs, although this method may be costly for some players.
- An alternative method of training exists at 610% soul attraction with 3 Attraction III glyphs and Speed II in your Necromancy cape. This eliminates the last 10 ritual ticks on a powerful ritual, leading to more events per hour and a ~2.5%[1] experience per hour increase over 700% Soul Attraction training. This method also requires the player to step off of the ritual platform at 1 ritual tick left when the last event spawns to prevent the ritual from ending and despawning the event.
- Disturbances appear on a consistent schedule. Each disturbance will appear 12 ritual ticks after the previous one spawned, with the spawn time of the first depending on the ritual being completed. For example, when completing a Tier 3 ritual, disturbances will always spawn when the ritual timer shows 70, 58, 46, 34, 22, and 10.
- At above 500% soul attraction, a ritual disturbance is guaranteed to appear on each eligible tick. Below 500% attraction, disturbances have a chance to appear on each tick.
- When performing tier 3 rituals, if all glyphs are drawn at the same time and repaired only when depleted, they will all simultaneously deplete after 36 rituals have been performed.
Ritual training tips[edit | edit source]
- There is a repair all option available on the pedestal in the centre, saving you time from repairing each tile.
- On the Defile event, the purple smoke can be countered by clicking the miasma once (as soon as possible) after the player hears the smoke's sound. This results in a delay in siphoning that precisely avoids the time that the player would have been penalised.
- As there are currently no experience boosting outfits for Necromancy, one can use silverhawk boots with the nimble outfit for Agility experience whilst doing rituals.
- It is possible that disturbances can appear with a significant delay (and rarely not appear at all) on lower frame rates. If you experience this, try to lower your graphics settings.
- Turning on your game audio can help to hear ritual disturbances.
- Wandering ghosts and shambling horrors appear as a yellow dot on the minimap.
- Leaving your camera fixed may help with wandering soul visibility.
- Dive and Bladed Dive can be helpful for reaching disturbances quickly. Having either the Shadow's Grace active or having an augmented item with the Mobile perk equipped will allow diving more frequently.
Levels 90–99[edit | edit source]
Starting at level 90, you should use Necromancy boosts to draw tier III glyphs for maximum efficiency. To draw an Attraction III glyph at level 90, a +17 level boost is needed, which can be obtained with either a supreme or elder overload potion. If your level is above 90, it is cheaper to instead use a regular, super, or extreme necromancy potion depending on your level. To draw Multiply III, an extreme necromancy potion is sufficient at level 90. The following rituals are recommended:
Ritual | Suggested alteration glyphs | Ink/Ectoplasm cost | Input | Output | Profit[l 1] | Completion Experience | Notes |
---|---|---|---|---|---|---|---|
Greater necroplasm |
| 45,661.22 | 200 Lesser necroplasm30,400 | 405 Greater necroplasm 28 Ectoplasm Output value: 207,640 | 131,578.78 | 1,480 |
|
Powerful communion |
| 44,464.89 | 1 Robust memento1,337 | 60 souls 15 Ectoplasm Ectoplasm value: 36,600 | −9,201.89 | 6,600 |
|
1 Powerful memento18,028 | 165 souls 33 Ectoplasm Ectoplasm value: 80,520 | 18,027.11 | |||||
Powerful necroplasm |
| 40,047.11 | 200 Greater necroplasm68,800 | 105 Powerful necroplasm 15 Ectoplasm Output value: 84,690 | −24,157.11 | 6,600 |
|
Powerful essence |
| 40,139 | 800 Pure essence124,800 | 300 Impure essence 15 Ectoplasm Output value: 149,100 | −15,839 | 8,840 |
|
- ^ Successfully completing ritual disturbances rewards players with various items, some of which are worth a decent amount of coins. Due to the uncertain drop rates, the value of these items is not included into the following table. Therefore, the overall profit may be higher than expected.
- ^ Speed II is used instead of Speed III because Speed III will remove too much ritual progress, taking away a chance at a ritual disturbance. Speed II will remove progress without taking away a chance at a disturbance. Do not use more than 1 Speed II glyph.
- ^ a b c Not recommended to use Multiply glyphs due to low Defile frequency. If seeking a profitable method, do greater necroplasm instead.
Levels 99–120[edit | edit source]
At level 99, you can claim the Necromancy cape. This cape gives the effect of a single Alteration glyph for free. However, you must be the required level to draw the glyph without boosts. You should always put a tier III glyph in the cape whenever possible; if you do not have the required levels, you can use a tier II glyph instead.You should perform the following rituals:
Ritual | Suggested alteration glyphs | Ink/Ectoplasm cost | Input | Output | Profit[h 1] | Completion experience | Notes |
---|---|---|---|---|---|---|---|
Greater necroplasm |
| 45,661.22 | 200 Lesser necroplasm30,400 | 465 Greater necroplasm 32 Ectoplasm Output value: 238,040 | 161,978.78 | 1,480 |
|
Powerful communion | 44,464.89 | 1 Powerful memento18,028 | 165 souls 33 Ectoplasm Ectoplasm value: 80,520 | 16,400.44 | 6,600 |
| |
Powerful necroplasm |
| 40,047.11 | 200 Greater necroplasm68,800 | 105 Powerful necroplasm 15 Ectoplasm Output value: 84,690 | −24,157.11 | 6,600 |
|
165 Powerful necroplasm 24 Ectoplasm Output value: 134,130 | 25,282.89 | ||||||
Powerful essence |
| 40,139 | 800 Pure essence124,800 | 300 Impure essence 15 Ectoplasm Output value: 149,100 | −15,839 | 8,840 |
|
- ^ Successfully completing ritual disturbances rewards players with various items, some of which are worth a decent amount of coins. Due to the uncertain drop rates, the value of these items is not included into the table. Therefore, the overall profit may be higher than expected.
- ^ a b Speed II is used instead of Speed III because Speed III will remove too much ritual progress, taking away a chance at a ritual disturbance. Speed II will remove progress without taking away a chance at a disturbance. Do not use more than 1 Speed II glyph.
- ^ Not recommended to use Multiply glyphs due to lower Defile frequency. If seeking a profitable method, consider other rituals instead.
Alternative methods of gaining experience[edit | edit source]
Quests that give Necromancy experience[edit | edit source]
Main article: Quests/Experience rewards § Necromancy
Quest | Members | XP reward | Necromancy requirement | Other requirements |
---|---|---|---|---|
Necromancy! | 200 | |||
Rune Mythos | 1,500 | 24 | ||
That Old Black Magic | 45,000 | 32 | Full completion requires:
| |
Vessel of the Harbinger | 10,000 | 46 |
| |
Ancient Awakening | 15,000 | 50 | ||
Housing of Parliament | 20,000 | 54 | ||
Battle of Forinthry | 30,000 | 60 | ||
The Spirit of War | 45,000 | 65 |
| |
Tomes of the Warlock | 60,000 | 75 |
| |
Requiem for a Dragon | 100,000 | 75 |
| |
Remains of the Necrolord | 100,000 | 85 | ||
Alpha vs Omega | 150,000 | 95 |
| |
Total | 576,700 |
References[edit | edit source]
- ^ DrewenRS. Ritual Disturbances: the Data. Reddit. 20 August 2023. (Archived from the original on 12 September 2023.) DrewenRS: "Based on these numbers, if you're perfect, 610% would be ~2.5% better xp/hr than 700% due to the waiting time at the end."
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