About: Lucky Zamorak godsword (passive)   Sponge Permalink

An Entity of Type : dbkwik:resource/TGVw_48bfxR4O_s_eW_eZQ==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

It has a passive effect that can be toggled on by using it on the altar within the boss room of Zamorak's Fortress (the room in which K'ril Tsutsaroth is located), however, entering Zamorak's Fortress requires 70 Constitution. The effect has a 25% chance of activating upon a successful hit, freezing your target for six seconds.

AttributesValues
rdf:type
rdfs:label
  • Lucky Zamorak godsword (passive)
rdfs:comment
  • It has a passive effect that can be toggled on by using it on the altar within the boss room of Zamorak's Fortress (the room in which K'ril Tsutsaroth is located), however, entering Zamorak's Fortress requires 70 Constitution. The effect has a 25% chance of activating upon a successful hit, freezing your target for six seconds.
Strength
  • 0(xsd:integer)
aspeed
  • Average
store
  • No
Examine
  • A terrifying, heavy sword. Requires Attack .
Tradeable
  • No
Equipable
  • Yes
alchable
  • No
destroy
  • Drop
disassembly
  • No
Quest
  • No
Attack range
  • 1(xsd:integer)
kept
  • reclaimable
dbkwik:rune-scape/...iPageUsesTemplate
dbkwik:runescape/p...iPageUsesTemplate
Prayer
  • 4(xsd:integer)
Stackable
  • No
Tier
  • 75(xsd:integer)
Slot
  • 7200.0
Magic
  • 0(xsd:integer)
Name
  • Lucky Zamorak godsword
Value
  • 100(xsd:integer)
Members
  • Yes
Weight
  • 10(xsd:integer)
Update
  • Patch Notes
Armour
  • 0(xsd:integer)
Class
  • melee
Life
  • 0(xsd:integer)
Accuracy
  • 1694(xsd:integer)
ID
  • 31762(xsd:integer)
Style
  • Slash
Release
  • 2014-07-28(xsd:date)
Damage
  • 1676(xsd:integer)
Ranged
  • 0(xsd:integer)
Requirements
  • 75(xsd:integer)
abstract
  • It has a passive effect that can be toggled on by using it on the altar within the boss room of Zamorak's Fortress (the room in which K'ril Tsutsaroth is located), however, entering Zamorak's Fortress requires 70 Constitution. The effect has a 25% chance of activating upon a successful hit, freezing your target for six seconds. The passive is perhaps more useful when trying to keep an enemy frozen for as much time as possible, for example when countering rangers who farcast using the Binding shot ability. The special is more useful when the bind need to be at an exact time and/or coupled with a strong hit, such as preventing a flag carrier from running away in Castle Wars or someone from running away in the wilderness. A freeze for melee is more useful than it sounds, because when a melee user chases after a running enemy, the melee user cannot even use any abilities, as the game would simply say the target is too far away even when the target is close enough to be autoattacked.
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