Many items and equipment sets have passive effects or set effects, which trigger on their own when equipped. These effects confer a wide variety of benefits, both combat and noncombat. In the case of a passive effect that applies to an equipment set, all items of that set must generally be equipped for the set to activate.
|Twisted bow||Accuracy and damage is increased in correspondence to the target's Magic level.|
|Dragon hunter crossbow||Accuracy and damage is increased by 10% when fighting dragons, skeletal wyverns and the great olm.|
|Staff of the dead||Each combat spell cast with the weapon has a 1/8 (12.5%) chance of drawing its power completely from the weapon, negating its rune cost. The kodai wand further increases to 15% chance.|
|Toxic staff of the dead|
|Silverlight||Damage is increased against demonic creatures. Arclight offers slightly superior stats than the abyssal tentacle against demonic creatures.|
|Holy water||Performs strongly against demons.|
|Keris||Grants 50% more damage against scarab creatures and kalphites. Also grants a chance to deal 200% bonus damage.|
|Wolfbane||When wielded, the dagger stops the residents of Canifis from morphing into their more powerful Werewolf form.|
|Elysian spirit shield||When wearing this shield, there is a 70% chance of reducing the damage you receive by 25%.|
|Black mask||Increases melee damage and accuracy by 15% while fighting monsters assigned as a slayer task.|
Also randomly reduces the opponent's defence level, draining one charge.
Randomly reduces the opponent's attack, defence, or strength level, depending on the shield, draining one charge.
|Chaos gauntlets||Increases damage by bolt spells by +3.|
|Serpentine helm||Grants immunity to poison and venom.|
|Necklace of faith||When the user is hit down to less than 20% of their maximum hitpoints (including being hit for 0), they will have their Prayer restored for 10% of their Prayer level, destroying the necklace in the process.|
|Ring of life||When the user is hit down to less than 10% of their maximum hitpoints (including being hit for 0), they will be teleported to their respawn point, destroying the the ring in the process. If both the ring of life and phoenix necklace are equipped, then the phoenix necklace will activate first.|
|Phoenix necklace||When the user is hit down to less than 20% of their maximum hitpoints (including being hit for 0), they will heal for 30% of their maximum hitpoints, destroying the necklace in the process. If both the ring of life and phoenix necklace are equipped, then the phoenix necklace will activate first.|
|Ring of wealth||Removes empty slots on the rare drop table.|
Doubles the chances of receiving a clue scroll while in the Wilderness.
|Amulet of glory||Charged:|
Increases the chance of finding gems while mining.
|Berserker necklace||If worn with the obsidian sword, dagger, maul or mace, damage is increased by 20%. The damage bonus does stack with obsidian armour.|
|Amulet of the damned||Provides buffs to full barrows equipment sets in addition to their normal passive effects.|
In order for a set effect of Barrows equipment to trigger, all four pieces must be worn: head, body, legs, and weapons.
|Ahrim||Blighted Aura - Magic attacks have a 25% chance of lowering the target's Strength by 5 levels.|
|Dharok||Wretched Strength - Dramatically increases maximum melee damage as hitpoints decrease. This is the only Barrows set effect that is always active.|
|Guthan||Infestation - Successful attacks have a 25% chance of healing the wielder an amount of hitpoints equal to the damage dealt.|
|Karil||Tainted Shot - Successful Ranged attacks have a 25% chance of lowering the target's Agility by 20%.|
|Torag||Corruption - Successful melee attacks have a 25% chance of lowering the victim's Energy by 20%.|
|Verac||Defiler - Successful melee attacks have a 25% chance of ignoring the target's armour, Defence, and any active protection prayers.|
If an amulet of the damned is worn with a Barrows equipment set, an additional passive effect is provided. This additional effect can trigger simultaneously with the standard effect, if applicable.
|Ahrim||Able to autocast Ancient Magicks. Also a 25% chance of dealing a hit with 30% increased damage.|
|Dharok||When hit, there is a 25% chance of recoiling 15% of the damage taken. This effect can stack with the Vengeance spell and a ring of recoil to recoil 100% of the damage taken.|
|Guthan||The healing effect can heal players 10 hitpoints above their base Hitpoints level.|
|Karil||For each attack, there is a 25% chance of dealing two hitsplats. The second hitsplat will deal half the damage of the first hitsplat.|
|Torag||Defence increased by 1% for every 1 health missing.|
|Verac||Additional +4 Prayer bonus (not counting the amulet's +3).|
Void Knight equipmentEdit
Void Knight equipment has a set effect, directed by the combat class of the worn helmet, that increases the user's damage and accuracy in the chosen style.
|Melee||+10% melee accuracy and strength|
|Ranger||+10% ranged accuracy and strength|
|Mage||+30% magic accuracy|
|Top||Reduces damage taken by Ice troll runts, males and grunts.|
|Fremennik shield||Reduces damage taken by Ice troll females.|
God Wars Dungeon protectionEdit
Many pieces of equipment affiliated with the gods Saradomin, Zamorak, Armadyl and Bandos provide a passive effect that prevents followers of that particular faction from being aggressive within the God Wars Dungeon. This effect does not apply to the bosses or to their bodyguards.
Poison and VenomEdit
Some items have the ability to add weapon poison on it, which in turn makes the weapon poisonous such as the popular dragon dagger. When fighting an opponent, there is a chance of inflicting poison on them, starting at 6 damage with the highest weapon poison applied to the weapon. The damage will gradually decrease and will go away.
Venom works slightly differently to poison. Only a few items have the ability to inflict venom, namely items that are dropped by Zulrah. When fighting an opponent, there is a chance of inflicting venom on them, starting at 6 damage and will gradually increase to a maximum of 20 damage per hit. Venom does not cure itself.