Skip to content

RuneScape Guide: Complete Strategy & Tips

Complete RuneScape guide covering builds, strategies, progression tips, and everything you need to master the game.

Researched and editorially reviewed. Updated .
Advertisement

This app is RuneScape 3, the modern client, not Old School RuneScape. Jagex runs 29 skills here, and the newest of them, Necromancy, arrived on 7 August 2023 as a fourth combat style that sits outside the melee, ranged and magic triangle. Necromancy, Invention and Archaeology all climb to level 120 instead of stopping at 99.

This guide covers everything you need: core mechanics, the best builds, equipment worth investing in, location progression, and the tips that actually make a difference.

Core Mechanics

Necromancy as a fourth combat style

Necromancy ignores the melee, ranged and magic triangle and runs its own gear line, the death guard main hand and the skull lantern off hand. It was the first combat skill built with a 120 cap rather than 99.

Revolution and Full Manual ability bars

Revolution fires basic abilities off your bar automatically while you handle thresholds and ultimates yourself, and Full Manual returns every input for higher damage. Legacy Mode strips abilities out entirely for players who want the pre 2013 click and wait rhythm.

Conjures, Necrosis and Residual Souls

Touch of Death deals 90 to 110 percent damage and banks four Necrosis stacks, while Soul Sap banks Residual Souls that Volley of Souls spends. Conjure Skeleton Warrior, Vengeful Ghost, Putrid Zombie and Phantom Guardian each place a minion with its own command ability.

Invention gizmos and augmented gear

Invention needs level 80 Crafting, Divination and Smithing, none of which can be boosted, and it starts at the Invention Guild north east of the Falador lodestone. Augmenting a weapon lets it carry gizmo perks and gain item experience, while disassembling old gear supplies the components.

Kili's Knowledge upgrades at the Um Smithy

Necromancy gear is upgraded at the Um Smithy by finishing Kili's Knowledge assignments, one roughly every ten levels. At tier 70 you pick Deathwarden tank robes or Deathdealer power robes, and the death guard and skull lantern step from tier 70 to 80 to 90.

For a deeper dive into how these systems interact, see our RuneScape combat guide.

Advertisement

Builds Overview

BuildTierPlaystyleKey Stats
NecromancerAVersatile approachBalanced stats
MeleeAVersatile approachBalanced stats
RangedAVersatile approachBalanced stats
MagicAVersatile approachBalanced stats
SkillerAVersatile approachBalanced stats

For full build breakdowns with gear and stat priorities, see our RuneScape builds guide. For rankings, check the tier list.

Equipment Guide

EquipmentWhy It MattersBest For
Death guardThe Necromancy main hand, made and upgraded at the Um Smithy through tiers 70, 80 and 90 after the matching Kili's Knowledge assignment.Every Necromancy player from the first hour to the tier 90 wall
Omni guardA tier 95 Necromancy siphon dropped by Rasial.Endgame Necromancy bossing once you hold 95 Necromancy
Fractured Staff of ArmadylA tier 92 two handed staff assembled from the Armadyl symbol, the stabilisation gem and the shaft, all dropped by Kerapac, the bound in hard mode.Magic players who want the biggest burst window in the game
Bow of the Last GuardianA tier 95 two handed bow assembled at 95 Fletching from three Zamorak, Lord of Chaos drops.Ranged players who already clear high end group bosses
Zaros godswordThe strongest of the godswords, requiring 92 Attack, and the melee answer to targets that punish ranged positioning.Melee mains and anyone who wants a hard hitting two hander

Death guard: The Necromancy main hand, made and upgraded at the Um Smithy through tiers 70, 80 and 90 after the matching Kili's Knowledge assignment.

Omni guard: A tier 95 Necromancy siphon dropped by Rasial. Its Death Spark passive stacks on each basic attack and empowers the fifth for double damage.

Fractured Staff of Armadyl: A tier 92 two handed staff assembled from the Armadyl symbol, the stabilisation gem and the shaft, all dropped by Kerapac, the bound in hard mode.

Bow of the Last Guardian: A tier 95 two handed bow assembled at 95 Fletching from three Zamorak, Lord of Chaos drops.

Zaros godsword: The strongest of the godswords, requiring 92 Attack, and the melee answer to targets that punish ranged positioning.

Full breakdowns in our RuneScape weapons guide.

Location Progression

LocationLevel RangeKey Rewards
City of UmNecromancy 1 to 120Death guard and skull lantern tiers, Deathwarden and Deathdealer robes
Elite DungeonsHigh combat with tier 80 gear or better, or story mode at any levelAncient scales, draconic energy, eldritch crossbow components, Fury and Flurry codices, Masuta's warspear
PrifddinasSkills 75 plus for most of the citySeren stones, crystal tools, Voice of Seren experience bonuses
AnachroniaHunter 70 plus, Archaeology from level 1Orthen artefacts, big game hides, base camp totem buffs
LumbridgeLevels 1 to 30Free quests such as Cook's Assistant, early combat training, the Lumbridge lodestone

City of Um: The Necromancy hub in the Underworld, home to Kili, the soul forge and the Um Smithy where every death guard, skull lantern and robe upgrade is made.

Elite Dungeons: Three linked dungeons: Temple of Aminishi behind the Impressing the Locals quest, Dragonkin Laboratory in the deep Wilderness castle ruins, and The Shadow Reef with 16 possible mini bosses. All three have a story mode with reduced enemy health and damage.

Prifddinas: The elf city unlocked by finishing Plague's End, split into eight clan districts. Two districts hold the Voice of Seren at a time and boost the activities in them.

Anachronia: The dinosaur island south east of the mainland, holding the Orthen dig site for Archaeology, Big Game Hunter creatures and a base camp whose totems buff your skilling.

Lumbridge: The starter town and the centre of free to play RuneScape, with the crater to the north, low level training spots and the first quests most accounts finish.

See our maps & locations guide for detailed area breakdowns and our walkthrough for the optimal progression path.

Advertisement

Tips That Actually Matter

  1. Set Revolution up properly before you fight anything serious. Put Touch of Death, Soul Sap and your other Necromancy basics on the bar so the game fires them automatically, and keep the thresholds and ultimates on manual so you learn the timings that actually matter.
  2. Do each Kili's Knowledge assignment the moment you hit the next tenth Necromancy level. Skip two of them and you end up fighting tier 90 content in tier 70 robes, which reads as a damage problem but is really a gear problem.
  3. At tier 70 the choice is Deathdealer power robes or Deathwarden tank robes. Take Deathdealer if you have a solid food and prayer supply, and take Deathwarden only if you are learning a boss whose damage you cannot yet dodge.
  4. Run every Elite Dungeon on story mode the first time. Enemy health and damage drop, you keep every bit of route knowledge, and the drops you give up are ones you would not have lived long enough to earn.
  5. Plan the Invention unlock backwards from Divination. Crafting, Divination and Smithing all need level 80 and none of them can be boosted, and Divination is the one that stalls most accounts for weeks.
  6. Augment the gear you never take off before you augment your switches. Item experience only accumulates on equipment you actually use, so a perked main hand outperforms a shelf of half levelled specialist weapons.
  7. Hold Finger of Death until Touch of Death has landed twice. At six Necrosis stacks it costs no adrenaline at all, which turns your rotation from adrenaline starved into a repeatable loop.
  8. Check which two Prifddinas districts hold the Voice of Seren before you start a long skilling session. Picking the wrong district costs you the bonus for the entire block of time you were going to spend anyway.
  9. Leave Rasial, the First Necromancer alone until you hold 95 Necromancy and a complete tier 90 setup. He drops the omni guard, the soulbound lantern and the robes of the First Necromancer, and none of it is reachable on a half built gear line.
  10. If you are free to play, finish the free quests and push combat before you decide on membership. Necromancy, Invention, Archaeology, Prifddinas and the Elite Dungeons are all members content, and they are most of what a subscription actually buys.

Common Mistakes to Avoid

  • Following an Old School RuneScape guide. OSRS is a separate game on a separate app with no abilities, no Necromancy and no Invention, so its combat advice does not transfer.
  • Staying on Legacy Mode past the tutorial. It removes abilities entirely, which caps your damage far below what Revolution gives you for almost no extra effort.
  • Skipping Kili's Knowledge assignments and then buying gear on the Grand Exchange to compensate. Necromancy progression is crafted, not bought.
  • Chasing a tier 92 weapon while still wearing tier 70 armour. Survivability gates how long you last in a fight, and a dead player deals no damage at all.
  • Training Divination last. It is the slowest of the three Invention requirements and leaving it until the end stalls the whole skill at exactly the point you want it.

Frequently Asked Questions

Is this the same game as Old School RuneScape?

No. This app is RuneScape 3, which has 29 skills, an ability based combat system and content like Necromancy, Invention and Elite Dungeons. Old School RuneScape is a separate release with its own client, updates and community.

Do I need membership?

Free players get a limited map and a subset of skills. Necromancy, Invention, Archaeology, Prifddinas, Anachronia and the Elite Dungeons are all members only, so a subscription is what most guides assume.

Which combat style should a new player pick?

Necromancy. It sits outside the combat triangle, its gear is crafted at the Um Smithy instead of bought, and its rotation of Touch of Death, Soul Sap and Finger of Death is the shortest learning curve of the four styles.

How much experience is level 120?

On the standard curve, level 99 is about 13 million experience and level 120 is about 104 million. That gap is why 120 skills such as Necromancy, Invention and Archaeology are treated as long term goals rather than weekend projects.

What is the fastest way into endgame bossing?

Push Necromancy to 90 plus with Kili's Knowledge upgrades, learn the three Elite Dungeons on story mode, then move to normal mode for ancient scales, draconic energy and eldritch crossbow parts before you attempt Rasial.

More RuneScape Guides

Similar Games

If you enjoy RuneScape, check out these related guides:

Advertisement