Serpentine Helm

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Joke Grinman

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Aug 4, 2024, 5:40:47 PM8/4/24
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Theserpentine helm is a degradable helmet made at level 52 Crafting by using a chisel on a serpentine visage, giving the player 120 Crafting experience. The helmet requires 75 Defence to wear. Its defensive bonuses are comparable to those of the Barrows helmets, without the prayer bonus that Verac's helm offers. It has the third highest strength bonus of all helmets, although its high cost of use makes other helmets more convenient for general training.

The helmet is charged with Zulrah's scales, requiring 11,000 scales to fully charge it at a cost of 2,112,000 coins. It cannot be equipped if it is uncharged, except when it's fully degraded while equipped. In its uncharged form it retains the negative bonuses, but loses all positive bonuses and passive effects. When fully charged, the helmet will last for 16 hours and 30 minutes of combat before returning to its uncharged state. Similar to barrows armour, the helmet will immediately use 10 scales when the player enters combat and will use another 10 if the player is still in combat after 90 ticks (54 seconds) have passed.[1] A continuous hour of combat uses 666.67 scales, costing 128,000 coins per hour or 2,133.33 coins per minute.


The player can use mutagens dropped by Zulrah to recolour the serpentine helm into one of its two colour variants: using a magma mutagen creates a magma helm, and using a tanzanite mutagen creates a tanzanite helm. These variants do not apply any stat changes and are purely cosmetic. The only way to obtain the recoloured helmets is by killing Zulrah itself, as the mutagens or recoloured helmets cannot be traded.


Due to player complaints about the serpentine helm being left with no offensive benefits in comparison to the much cheaper helm of Neitiznot, the envenoming effect was brought back, but will only work against opponents that the player damages with melee


We're staying away from autokeeps so that's a hard no on a autokeep serp. You guys do know it's a better version of a REGULAR serpentine, not a better version of the serpentine variants(magma/tanzanite/viper). Also, just because it's in the BH shop for a hefty price doesn't mean it should be the best, nor does it mean you have to buy it.


BM boost sounds good, and as for statuettes we already have a bunch of boosters in game. I'd rather not give it blood diamonds because they've crashed hard. And yeah, the hydra effect is completely irrelevant.


I don't think that a fair way to look at it at all. It doesn't have to be the best, but for the insane amount it costs it better have SOME benefit, above picking a normal 500m helmet instead. It is NOT, and I sincerely mean NOT, worth the incredible small amount of stats it currently gives, for a 100b+ difference in prince. I hope you can at least agree on this. Making it stronger than the magma helm will not impact the price of the magma in any form or way, as this helm would be far, far, FAR harder to achieve for the average player (and then take in consideration risk. Would you want to use this helm over a better spec weapon)


Good question. I guess i thought more about it as a passive effect like venom or poison. But now that you say it like that, it could be made to work with your special attack weapon to give a bleed effect.


My idea would be something based on the amount of % your special attack uses. The more % it takes, the less amount of damage it would do but for a longer period. Can't think of a proper formula from the top of my head. But i wouldn't want an 80 korasi to give a bleed effect of 5's for 16 times haha.


Funny you mention those weapons, as thats my exact point. D lance currently has the highest cap spec i think at 87? You don't want an INSANE bleed effect on that. Where as a dds caps way lower (and hits way less frequently) so it'd have more room to do some extra damage.


If the mechanic is low defense high offensive stats, we need to make it the best offensive serp helm in the game, and the defense bonuses have to be significantly lowered so it doesn't dominate the other helms.


+1, gives blood crown effect (i think it's like 2 more blood money per kill?, if not that should be the effect), rare chance at 2 blood diamonds on a kill (stackable with blood perk), increase chance of blood statue only by 10%


instead id say give the blood serp +15 in the 3 melee bonusses, but 0 in magic/range, to make it a strong offensive melee helmet. this would also boost the usage of dark serp, as this one wouldn't be good for using range/mage.


I also believe it should still have a decent effect or perk to it. 100mil bounties is quite a bit, 20 tier 10s to be exact. Not every average joe can get that in a day (maybe some ppl in torva/zbow/and other prod gear). to me it should be like as useful as half a fused slayer helm, as it's just such a high ticket item.


The serpentine helm is a degradable helmet made at level 52 Crafting by using a chisel on a serpentine visage, giving the player 120 Crafting experience. The helmet requires 75 Defence to wear. Its bonuses are comparable to those of the Barrows helmets, however, unlike verac's helm, the serpentine helm offers no prayer bonus.


The serpentine helm is a degradable helmet made at level 52 Crafting by using a chisel on a serpentine visage, giving the player 120 Crafting experience. The helmet requires 75 Defence to wear. Its bonuses are comparable to those of the Barrows helmets, however, unlike the verac's helm, the serpentine helm offers no prayer bonus.


The helmet is charged with zulrah's scales, requiring 11,000 scales to fully charge it, costing 2,277,000. It cannot be equipped if it is uncharged, except when fully degraded while equipped. When fully charged, the helmet will last for 15 hours of combat before returning to its uncharged state.


The serpentine helm is a degradable helmet made at level 52 Crafting by using a chisel on a serpentine visage, giving the player crafting experience. The helmet requires 75 Defense to wear. Its defensive bonuses are comparable to those of the Barrows helmets, without the prayer bonus that Verac's helm offers. It has the second highest strength bonus of all helmets* (*need to verify this)


The helmet is charged with Zulrah's scales, requiring 11,000 scales to fully charge it. It cannot be equipped if it is uncharged, except when fully degraded while equipped. When fully charged, the helmet will last for 15 hours of combat before returning to its uncharged state.


When equipped, the helmet will grant immunity to venom and poison.The opponent has a chance to be inflicted with venom for every successful hit the player does, provided that they are not immune to it. This effect only applies to monsters and does not work on other players.The chances of inflicting venom when the player damages a monster with the helmet equipped are as follows:


1 in 6 chance (16.7%) if using a non-poisoned melee weapon (this includes melee hits with the Toxic staff of the dead, since it alone can only apply venom with spells).1 in 2 chance (50%) if using poisoned weapons (abyssal tentacle counts).100% chance if using the toxic blowpipe, trident of the swamp, or damaging spells with the toxic staff of the dead.


The player can use mutagens dropped by Zulrah to recolor the serpentine helm into one of its two color variants: using a magma mutagen creates a magma helm, and using a tanzanite mutagen creates a tanzanite helm. These variants do not apply any stat changes and are purely cosmetic. The way to obtain the mutagens is either by killing Zulrah itself(the only way for ironman), or players.


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