Dropped by K'ril Tsutsaroth and its minions in the Zamorak room in the God Wars Dungeon, the Staff of The Dead is very similar to the Staff of Light. It has a special attack that reduces ranged damage by 50% for the next 60 seconds (similar to the Staff of Light special, but against ranged damage). The special attack costs 100% special attack energy and the protection wears off if you unequip the staff. The staff can be combined with a Magic Fang to create a Toxic Staff of The Dead.
When charged with Zulrah's scales, the Toxic Staff of The Dead provides +8 magic attack bonus, along with a 25% chance to apply venom to players and NPC's with your magic attacks. Wearing a Serpentine Helm alongside the Toxic Staff of The Dead will apply venom on every successful magic hit against NPC's.
Other notable features of the Staff of The Dead (and its Toxic variant):
- Provides 12% bonus max hit to magic attacks and has a 1/8 chance to not use up any runes (same as the Staff of Light)
- Provides 15% bonus accuracy and max hit to magic attacks against undead NPC's (instead of 12% max hit)
- Can be used to autocast Magic Dart, Crumble Undead and Flames of Zamorak
- Makes all Zamorak minions in the God Wars Dungeon unaggressive when worn
The Staff of Light has received the following buffs to match up with the Staff of The Dead:
- Now provides 15% bonus magic accuracy and max hit against undead NPC's
- Can now be used to autocast Magic Dart, Crumble Undead and Saradomin Strike
- Now makes all Saradomin minions in the God Wars Dungeon unaggressive
- Its melee attack speed has been increased, is now 2.4 seconds between attacks (instead of 3 seconds)
- Its crush defence bonus has been increased to +3 (instead of +2)
In other news:
- Fixed the Toxic Blowpipe not applying any venom. It now has 25% chance to apply venom to both players and NPC's. Wearing a Serpentine Helm alongside the Toxic Blowpipe will apply venom on every successful hit against NPC's
- When pulling a wilderness lever, there is now an animation before the teleport, during which you remain vulnerable to attacks. This means players can no longer easily escape PK'ers by spamclicking the levers at the King Black Dragon cave
- The respawn timer of the poison spiders in the KBD cave ladder room has been slightly increased
- Fixed a bug where Ironman Mode players were able to hit Vet'ion without Vet'ion being able to hit back
- Fixed killing the first form of Vet'ion counting towards completion of your slayer task
- Fixed the Stun spell requiring one Air Rune instead of one Soul Rune
- The WildyWyrm no longer moves around, but can attack through walls and obstacles. It can also use melee attacks from a distance
- Fixed the WildyWyrm death animation, also improved its ranged/magic attack animation
- Yet another attempt at fixing double spawns in instanced God Wars Dungeon rooms for Ironman Mode players
- When logging out while running over an agility obstacle (for example a log balance), your character will now run all the way to the end before actually logging you out, so you won't be stuck in the middle when logging back in
- Monkey skeletons and Monkey guards on Ape Atoll will now become unaggressive after 10 minutes to prevent AFK training. To regain aggressiveness, either relog or leave and re-enter the area
- Any NPC that is trying to attack a player but cannot reach them will now stop trying to attack after 30 seconds, provided the NPC is not under attack
- The mithril and adamant pickaxes have been switched in the Axes & Pickaxes store, so they are now in the proper order
Lastly, don't forget about our Double Fishing & Cooking XP weekend, starting in:
Ending in: