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 a Raid Level which adjusts the stats of NPCs within the raid; for every 5 raid levels, an NPC’s hitpoints, 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 the Grouping Obelisk where players can form raid parties.
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.
Invocation
Details
Raid lvl modifier
Category
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
Persistence
Players have five attempts to complete a raid.
+10
Attempts
Softcore Run
Players have three attempts to complete a raid.
+15
Attempts
Hardcore Run
Players have one attempt to complete a raid.
+25
Attempts
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
Jog for It
Players have 35 minutes to complete the raid.
If unsuccessful, the raid level will decrease by 30.
+15
Time Limit
Run for It
Players have 30 minutes to complete the raid.
If unsuccessful, the raid level will decrease by 40.
+20
Time Limit
Sprint for It
Players have 25 minutes to complete the raid.
If unsuccessful, the raid level will decrease by 50.
+25
Time Limit
Need Some Help?
The quantity of items offered by the Helpful Spirit will be reduced to 66%.
Only one invocation in the Helpful Spirit category can be active.
+15
Helpful Spirit
Need Less Help?
The quantity of items offered by the Helpful Spirit will be reduced to 33%.
+25
Helpful Spirit
No Help Needed
The quantity of items offered by the helpful spirit will be reduced to 10%.
+40
Helpful Spirit
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 three scarab swarms can 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
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
Pathfinder
All paths will level up twice upon entering the raid.
+40
Path Level
Pathmaster
All paths will level up three times upon entering the raid.
+50
Path Level
Quiet Prayers
Protection prayers will be 10% less effective within the raid.
+20
Prayer
Deadly Prayers
Prayer is drained by 20% of damage taken.
+20
Prayer
On a Diet
Players can no longer eat food within the raid, though potions that restore health (such as Saradomin brews) can still be used.
Players will also no longer be offered silk dressings and honey locusts should this invocation be active.
+15
Restoration
Dehydration
Players can no longer drink potions that restore health.
Players will also no longer be offered ambrosia and nectar should this invocation be active.
+30
Restoration
Overly Draining
All special attacks use 100% special attack energy.
Drinking liquid adrenaline will temporarily reduce the cost to 50%.
+15
Restoration
Lively Larvae
The number of dark brown eggs launched during Kephri’s Mass Incubation attack will increase from 2 to 4.
+5
Kephri
More Overlords
An additional scarab is summoned during Kephri’s shield healing phases. The first summons a Soldier Scarab, while the second summons a Spitting Scarab.
+15
Kephri
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
Medic!
Kephri will summon scarab swarms outside her shield healing phases.
+15
Kephri
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 to Kephri’s Phantom during the third phase of the fight with Elidinis’ Warden.
+10
Kephri
Not Just a Head
Zebak will occasionally cast a form of Blood Blitz on all players. This attack will always hit regardless of defensive bonuses, unless Protect from Magic is active; if damage is inflicted, Zebak will slightly heal.
He will also summon Blood Clouds that rapidly sap the player’s health if next to one.
+15
Zebak
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
Blood Thinners
Three Blood Clouds are summoned instead of one.
Not Just a Head must be active in order to activate this invocation.
+5
Zebak
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
Double Trouble
Akkha will perform two special attacks at once.
+20
Akkha
Keep Back
Akkha’s ranged and magic attacks will also deal melee damage to anyone next to him.
+10
Akkha
Stay Vigilant
Akkha will randomly switch between attack styles and protection prayers, rather than at set intervals.
This invocation also applies to Akkha’s Phantom during the third phase of the fight with Elidinis’ Warden.
+15
Akkha
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 two ticks for players to move between safe quadrants.
The Trailing Orbs attack spawns an additional orb two tiles in front of the player.
+20
Akkha
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
Gotta Have Faith
Energy blasts from open sarcophagi in Ba-Ba’s room will deal additional damage based on the player’s remaining prayer points.
+10
Ba-Ba
Jungle Japes
Ba-Ba’s baboons will drop a banana peel on the floor on death. If stepped on, players take a small amount of damage and is stunned for 3 seconds.
+5
Ba-Ba
Shaking Things Up
The shockwave from Ba-Ba’s slam attack will damage a wider area.
+10
Ba-Ba
Boulderdash
Ba-Ba’s rolling boulders will spawn slightly faster.
+10
Ba-Ba
Ancient Haste
During the first phase of the Wardens’ fight, the Wardens will charge at a faster rate.
+10
The Wardens
Acceleration
During the second phase of the Wardens’ fight, the Warden attacks faster while the obelisk charges faster.
+10
The Wardens
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
Overclocked
During the final phase of the Wardens’ fight, the slam attack is performed 1 tick faster.
+10
The Wardens
Overclocked 2
During the final phase of the Wardens’ fight, the slam attack is performed 2 ticks faster.
Overclocked must be active in order to activate this invocation.
+10
The Wardens
Insanity
During the final phase of the Wardens’ fight, the following are applied:
The slam attack is performed 3 ticks faster.
There is less time to reverse the Energy 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.