OSRS Demonic Pacts
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pacts
Pacts
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Summary
Ranged
Melee
Magic
Accuracy
Defence
Prayer
Regen
General
Capstone
Major
Minor
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Other Pacts (132)
Bow Stacking Min Hit
Ranged · Capstone
Hitting with a bow increases your bows minimum hit by 1, capping at 15% of your base maximum hit. This bonus is halved when you take damage that you didn't or couldn't pray against
+
Bow Stacking Max Hit
Ranged · Capstone
Hitting with a bow increases your bows maximum hit by 1, capping at 15% of your base maximum hit. This bonus is halved when you take damage that you didn't or couldn't pray against
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Crossbow Always Max
Ranged · Capstone
Crossbow hits always max hit
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Crossbow Double Acc
Ranged · Capstone
Crossbows attacks roll accuracy twice
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Thrown Accuracy Boost
Ranged · Capstone
+60 thrown acc
While a thrown weapon is equipped, increase your ranged accuracy by 60
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Thrown Multi-Target
Ranged · Capstone
When attacking with a thrown weapon, you now throw at an additional nearby target
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Air Spell Max Hit
Magic · Capstone
+1% air max
Air spells have a +1% chance to max hit for every 1 prayer bonus, this chance is doubled against enemies weak to air spells
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Water Spell Leech Heal
Magic · Capstone
Water spell hits bounce back to you, healing you for the 60% of the damage dealt to your target
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Fire Spell Bounce Burn
Magic · Capstone
Fire spell hits apply 1 burn (max 5) and bounce to up to 2 nearby targets
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Earth Spell Def Scaling
Magic · Capstone
+12 earth dmg
Earth spells deal additional flat damage based on your current Defence level (+1 damage per 12 Defence levels)
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Thorns Double Hit
Melee · Capstone
When the
Thorns
effect triggers, it will always hit twice, dealing 50% of its damage in the second hit.
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Melee Spec Restore
Melee · Capstone
+2% spec energy
Whenever you deal damage with a melee weapon, you restore 2% special attack energy per hit
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Blindbag Dmg per Weapon
Melee · Capstone
+2% blindbag dmg
For each unique heavy melee weapon (>=1kg) in your inventory, the max hit of your
Blindbag
attacks is increased by 2% up to a maximum of 10% (5 weapons)
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Extended Melee Range+
Melee · Capstone
If your melee attack range is at least 4, it is increased to 7
All halberds slower than 5 ticks have their attack rate set to 5 ticks (3.0s)
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Resource Regeneration
Regeneration · Major
+50% regen
+50% chance to
Regenerate
runes, ammo and charges
Regenerate
: Whenever you use runes to cast a spell, fire ammunition from a ranged weapon or consume charges with a charged weapon there is a % chance to generate an additional resource spent
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Ranged Echo Trigger
Ranged · Major
+25% echo chance
Whenever you
Regenerate
ammo, you have a +25% chance to fire a
Ranged echo
against the enemy
Ranged echo
: An additional ranged attack which rolls with your ranged accuracy against the targets ranged defence. Echo attacks cannot trigger additional echo attacks.
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Bow Echo Never Miss
Ranged · Major
While a bow is equipped,
Ranged echoes
never miss
All bow pacts will not work with an Eclipse Atlatl
+
Crossbow Echo Chain
Ranged · Major
+15% echo chance
While a crossbow is equipped, you have a +15% chance to trigger
Ranged echoes
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Thrown Max Hit Echo
Ranged · Major
+20 echo max
While a thrown weapon is equipped,
Ranged echoes
have a 20% chance to max hit
All thrown weapon pacts will work with an Eclipse Atlatl
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Max Accuracy Roll
Accuracy · Major
You have a 5% chance per attack in any style to roll max accuracy, this is increased by 5% for each tile distance between you and your target
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Regeneration+
General · Major
+30% regen
+30% chance to
Regenerate
runes, ammo and charges
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All-Style Accuracy+
Accuracy · Major
+50% accuracy
+50% accuracy in all combat styles
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Off-hand Stat Boost
General · Major
While an off-hand item is equipped, gain +5 melee strength, +5 ranged strength and +2% magic damage
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Buffed Ranged Prayers
Ranged · Major
Ranged prayers are 30% more effective
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Ranged Str from HP
Ranged · Major
Ranged strength is increased by 1 for every 10 hitpoints difference between your current hitpoints and Hitpoints level
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Echo Chain Reaction
Ranged · Major
Ranged echoes
can now trigger additional
Ranged echoes
at half your chance to trigger them (up to 4 times)
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Bow Attack Speed+
Ranged · Major
Bows attack 1 tick (0.6s) faster
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Crossbow Slow & Heavy
Ranged · Major
Crossbows attack 2 ticks (1.2s) slower, but deal +70% damage
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Thrown Str from Melee
Ranged · Major
While a thrown weapon is equipped, ranged strength is also increased by your 80% of your melee strength
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Echo Trigger+
Ranged · Major
+5% echo chance
Whenever you
Regenerate
ammo, you have a +5% chance to fire a
Ranged echo
against the enemy
Ranged echo
: An additional ranged attack which rolls with your ranged accuracy against the targets ranged defence. Echo attacks cannot trigger additional echo attacks.
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Echo Trigger+
Ranged · Major
+5% echo chance
Whenever you
Regenerate
ammo, you have a +5% chance to fire a
Ranged echo
against the enemy
Ranged echo
: An additional ranged attack which rolls with your ranged accuracy against the targets ranged defence. Echo attacks cannot trigger additional echo attacks.
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2H Melee Extended Range
Melee · Major
+2 melee range
Melee range is doubled whilst using two handed weapons.
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Magic Lvl on Rune Regen
Magic · Major
+10 magic lvl
Whenever your combat spells
Regenerate
runes, your Magic level is boosted by 1 for 30 ticks (18s)
This boost cannot exceed 10 Magic levels and additional triggers reset the duration
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Air Rune Prayer Restore
Magic · Major
+15% prayer restore
Whenever your combat spells
Regenerate
air runes, you have a 15% chance to restore 1 prayer point per rune regenerated
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Water Rune Healing
Magic · Major
+1 healing
Whenever your combat spells
Regenerate
water runes, you're healed for 1 per rune regenerated
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Fire Rune Dmg Boost
Magic · Major
+1 spell dmg
Whenever your combat spells
Regenerate
fire runes, the damage of your next spell hit is increased by 1 per rune regenerated
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Earth Rune Def Boost
Magic · Major
+1 def boost
Whenever your combat spells
Regenerate
earth runes, your Defence level is boosted by 1 per rune regenerated for 30 ticks (18s).
This boost cannot exceed 20% of your base Defence level and additional triggers reset the duration.
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Staff Regen Water Rune
Magic · Major
Whenever you
Regenerate
charges from a powered staff or wand, also
Regenerate
1 water rune
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Staff Regen Fire Rune
Magic · Major
Whenever you
Regenerate
charges from a powered staff or wand, also
Regenerate
1 fire rune
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All-Style Accuracy+
Accuracy · Major
+50% accuracy
+50% accuracy in all combat styles
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Overhealing
General · Major
+30% overheal
Healing with Demonic Pacts overheals you, up to +30% of your base Hitpoints level
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Regeneration+
General · Major
+30% regen
+30% chance to
Regenerate
runes, ammo and charges
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Defence Boost+
Defence · Major
+15 defence
+15 permanent Defence level boost
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Max Hit Style Swap
General · Major
Whenever you max hit from at least 3 tiles away, your next hit from a different style deals +25% damage
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Thorns Effect
Melee · Major
+3 thorns
While you have a shield equipped you gain the
Thorns
effect
Thorns
: Whenever you're attacked enemies will be instantly hit with 3 melee damage. This effect can only trigger once per hit-splat and will trigger if you take 0 damage. Other pacts will specify if they effect
Thorns
.
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Light Weapon Double Hit
Melee · Major
Melee weapons under 1kg always trigger an additional melee hit using 40% of your base max hit (minimum of 1)
This will not trigger on special attacks.
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Blindbag Trigger
Melee · Major
+15% blindbag
Each melee attack with a heavy melee weapon (>=1kg) has a 15% chance to trigger an instant
Blindbag
attack.
Blindbag
: Automatically attack your current target with a random heavy melee weapon in your inventory as though you have equipped it, ignoring all stat requirements and attack delay.
Blindbag
attacks can trigger additional
Blindbag
attacks but cannot trigger from special attacks
+
Melee Min Hit Boost
Melee · Major
+3 min hit
Your minimum hit when attacking with a melee weapon is increased by 3.
This minimum hit is further increased by 3 for each additional tile between you and the target
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Light Weapon Str Bonus
Melee · Major
Melee weapons that are under 1kg or one handed, increase your melee strength by 20% of your Strength level
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Distance Melee Healing
Melee · Major
+10% heal chance
Attacking with a melee weapon or
Thorns
has a +10% chance to heal you based off your distance between you and your target (1 tile = 1 health)
+
Shield Damage Reflect
Regeneration · Major
While you have a shield equipped, you have a 0.1% chance per Defence level to reflect all damage back to the attacker
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Free Special Attack
Regeneration · Major
+20% free spec
Special attacks have a 20% chance to not consume any energy
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All-Style Accuracy+
Accuracy · Major
+50% accuracy
+50% accuracy in all combat styles
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Regeneration+
Regeneration · Major
+30% regen
+30% chance to
Regenerate
runes, ammo and charges
+
Ranged Spec Restore
General · Major
Whenever you attack an enemy from at least 2 tiles away with any style, you restore 2% special attack energy
+
Overhealing
General · Major
+30% overheal
Healing with Demonic Pacts overheals you, up to +30% of your base Hitpoints level
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Overhealing
General · Major
+30% overheal
Healing with Demonic Pacts overheals you, up to +30% of your base Hitpoints level
+
Passive Prayer Restore
Prayer · Major
While protection prayers are not active, you restore 1 Prayer point every 15 ticks (9s), this is sped up by 1 tick (0.6s) for every 7 worn prayer bonus you have
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Air Spell Prayer Dmg
Magic · Major
+7% air dmg
Air spells deal +7% damage for each active prayer
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Smoke = Air Spell
Magic · Major
Smoke spells now count as 'air' spells
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Water Spell HP Scaling
Magic · Major
Water spells deal increased damage the higher health percentage you have (+20% damage at 100% health)
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Fire Spell HP Burn
Magic · Major
Fire spell casts burn up to 6% of your maximum Hitpoints to increase your damage dealt by double the amount burned for.
This effect cannot kill you directly.
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Spellbook Attack Speed+
Magic · Major
+2 spell speed
Attack rate with combat spells in a spellbook is sped up by 2 ticks
This cannot reduce attack rate below 2 ticks (1.2s)
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Ice = Water Spell
Magic · Major
Ice spells now count as 'water' spells
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Blood = Fire Spell
Magic · Major
Blood spells now count as 'fire' spells
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Earth Spell Def Reduce
Magic · Major
Earth spell hits reduce the enemies Defence & Magic Defence levels by 2
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Shadow = Earth Spell
Magic · Major
Shadow spells, now count as 'earth' spells
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Powered Staff Speed+
Magic · Major
+3 staff speed
Attack rate with powered staves is sped up by 3 ticks
All one handed powered staves have their max hit reduced by 8
This cannot reduce attack rate below 1 tick (0.6s)
+
Shield Block Heal
General · Major
Whenever an attack deals 0 damage to you while either a two-handed shield or an off-hand is equipped, you're healed for 2 and restore 2 prayer points
+
Recoil Def Scaling
Melee · Major
All recoil &
Thorns
style effects deal additional damage equal to 1% of your total defence bonuses
+
Light Weapon Speed+
Melee · Major
Melee weapons under 1kg attack 1 tick (0.6s) faster
+
Distance Melee Heal+
Melee · Major
+10% heal chance
Attacking with a melee weapon or
Thorns
has a +10% chance to heal you based off your distance between you and your target (1 tile = 1 health)
+
Blindbag Unique Bonus
Melee · Major
For each unique heavy melee weapon (>=1kg) in your inventory, your chance of a
Blindbag
trigger is increased by 2% up to a maximum of 10% (5 weapons)
+
Melee Max Hit Distance
Melee · Major
+4% max hit
Your maximum hit when attacking with a melee weapon is increased by 4% and an additional 4% for every 3 tiles of distance between you and your target
+
2H Melee Ranged Echo
Melee · Major
When hitting a target with a two handed melee weapon, you have a 5% chance to trigger a
Ranged echo
as if you have a bow, crossbow and thrown weapon equipped.
Ranged echo
: An additional ranged attack which rolls with your melee stats instead of ranged. Echo attacks cannot trigger additional echo attacks.
+
Melee Str from Prayer
Melee · Major
Melee strength is increased by 50% of your worn prayer bonus
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Overheal Min Hit
Melee · Major
Attacks with a melee weapon can consume 5 overhealed hitpoints (if available), increasing your minimum hit on that attack by 5
+
Staff Regen Air Rune
Magic · Major
Whenever you
Regenerate
charges from a powered staff or wand, also
Regenerate
1 air rune
+
Staff Regen Earth Rune
Magic · Major
Whenever you
Regenerate
charges from a powered staff or wand, also
Regenerate
1 earth rune
+
Defence Boost
Defence · Minor
+5 defence
+5 permanent Defence level boost
+
All-Style Accuracy
Accuracy · Minor
+25% accuracy
+25% accuracy in all combat styles
+
Defence Boost
Defence · Minor
+5 defence
+5 permanent Defence level boost
+
Ranged Damage
Ranged · Minor
+1% ranged dmg
+10% accuracy
+1% Ranged damage
+
Ranged Damage
Ranged · Minor
+1% ranged dmg
+10% accuracy
+1% Ranged damage
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Ranged Damage
Ranged · Minor
+1% ranged dmg
+10% accuracy
+1% Ranged damage
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Ranged Damage
Ranged · Minor
+1% ranged dmg
+10% accuracy
+1% Ranged damage
+
Ranged Damage
Ranged · Minor
+1% ranged dmg
+10% accuracy
+1% Ranged damage
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Ranged Damage
Ranged · Minor
+1% ranged dmg
+10% accuracy
+1% Ranged damage
+
Ranged Damage
Ranged · Minor
+1% ranged dmg
+10% accuracy
+1% Ranged damage
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Ranged Damage
Ranged · Minor
+1% ranged dmg
+10% accuracy
+1% Ranged damage
+
Ranged Damage
Ranged · Minor
+1% ranged dmg
+10% accuracy
+1% Ranged damage
+
Ranged Damage
Ranged · Minor
+1% ranged dmg
+10% accuracy
+1% Ranged damage
+
All-Style Accuracy
Accuracy · Minor
+25% accuracy
+25% accuracy in all combat styles
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All-Style Accuracy
Accuracy · Minor
+25% accuracy
+25% accuracy in all combat styles
+
All-Style Accuracy
Accuracy · Minor
+25% accuracy
+25% accuracy in all combat styles
+
Regeneration
Regeneration · Minor
+5% regen
+5% chance to
Regenerate
runes, ammo and charges
+
Defence Boost
Defence · Minor
+5 defence
+5 permanent Defence level boost
+
Defence Boost
Defence · Minor
+5 defence
+5 permanent Defence level boost
+
Prayer Penetration
Prayer · Minor
+25% prayer pen
All attacks have +25% Prayer penetration (up to 100%)
+
Magic Damage
Magic · Minor
+1% magic dmg
+10% accuracy
+1% Magic damage
This bonus is multiplied by the Tumeken's Shadow special effect
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Magic Damage
Magic · Minor
+1% magic dmg
+10% accuracy
+1% Magic damage
This bonus is multiplied by the Tumeken's Shadow special effect
+
Magic Damage
Magic · Minor
+1% magic dmg
+10% accuracy
+1% Magic damage
This bonus is multiplied by the Tumeken's Shadow special effect
+
Magic Damage
Magic · Minor
+1% magic dmg
+10% accuracy
+1% Magic damage
This bonus is multiplied by the Tumeken's Shadow special effect
+
Defence Boost
Defence · Minor
+5 defence
+5 permanent Defence level boost
+
All-Style Accuracy
Accuracy · Minor
+25% accuracy
+25% accuracy in all combat styles
+
All-Style Accuracy
Accuracy · Minor
+25% accuracy
+25% accuracy in all combat styles
+
Prayer Penetration
Prayer · Minor
+25% prayer pen
All attacks have +25% Prayer penetration (up to 100%)
+
Regeneration
Regeneration · Minor
+5% regen
+5% chance to
Regenerate
runes, ammo and charges
+
Regeneration
Regeneration · Minor
+5% regen
+5% chance to
Regenerate
runes, ammo and charges
+
Defence Boost
Defence · Minor
+5 defence
+5 permanent Defence level boost
+
Defence Boost
Defence · Minor
+5 defence
+5 permanent Defence level boost
+
Prayer Penetration
Prayer · Minor
+25% prayer pen
All attacks have +25% Prayer penetration (up to 100%)
+
Defence Boost
Defence · Minor
+5 defence
+5 permanent Defence level boost
+
Defence Boost
Defence · Minor
+5 defence
+5 permanent Defence level boost
+
Prayer Penetration
Prayer · Minor
+25% prayer pen
All attacks have +25% Prayer penetration (up to 100%)
+
Prayer Penetration
Prayer · Minor
+25% prayer pen
All attacks have +25% Prayer penetration (up to 100%)
+
Prayer Penetration
Prayer · Minor
+25% prayer pen
All attacks have +25% Prayer penetration (up to 100%)
+
Magic Damage
Magic · Minor
+1% magic dmg
+10% accuracy
+1% Magic damage
This bonus is multiplied by the Tumeken's Shadow special effect
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Magic Damage
Magic · Minor
+1% magic dmg
+10% accuracy
+1% Magic damage
This bonus is multiplied by the Tumeken's Shadow special effect
+
Magic Damage
Magic · Minor
+1% magic dmg
+10% accuracy
+1% Magic damage
This bonus is multiplied by the Tumeken's Shadow special effect
+
Magic Damage
Magic · Minor
+1% magic dmg
+10% accuracy
+1% Magic damage
This bonus is multiplied by the Tumeken's Shadow special effect
+
Prayer Penetration
Prayer · Minor
+25% prayer pen
All attacks have +25% Prayer penetration (up to 100%)
+
Prayer Penetration
Prayer · Minor
+25% prayer pen
All attacks have +25% Prayer penetration (up to 100%)
+
Melee Damage
Melee · Minor
+1% melee dmg
+10% accuracy
+1% Melee damage
+
Melee Damage
Melee · Minor
+1% melee dmg
+10% accuracy
+1% Melee damage
+
Melee Damage
Melee · Minor
+1% melee dmg
+10% accuracy
+1% Melee damage
+
Melee Damage
Melee · Minor
+1% melee dmg
+10% accuracy
+1% Melee damage
+
Melee Damage
Melee · Minor
+1% melee dmg
+10% accuracy
+1% Melee damage
+
Melee Damage
Melee · Minor
+1% melee dmg
+10% accuracy
+1% Melee damage
+
Melee Damage
Melee · Minor
+1% melee dmg
+10% accuracy
+1% Melee damage
+
Melee Damage
Melee · Minor
+1% melee dmg
+10% accuracy
+1% Melee damage
+
Prayer Penetration
Prayer · Minor
+25% prayer pen
All attacks have +25% Prayer penetration (up to 100%)
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