ToA Invocation Planner
Plan invocations. Calculate raid level. Estimate drop chances
Attempts
Players have ten attempts to complete the raid. An attempt is failed if the team wipes during a challenge, but if the team wipes just as the challenge is completed, it will not count as a fail.
Players have five attempts to complete the raid.
Players have three attempts to complete the raid.
Players have one attempt to complete the raid.
Time Limit
Players have 40 minutes to complete the raid, including time spent between each Path. If unsuccessful, the raid level will decrease by 20. (The timer begins upon entering the first Path and ends when the Warden reaches 0 health in the final phase of the fight.)
Players have 35 minutes to complete the raid. If unsuccessful, the raid level will decrease by 30.
Players have 30 minutes to complete the raid. If unsuccessful, the raid level will decrease by 40.
Players have 25 minutes to complete the raid. If unsuccessful, the raid level will decrease by 50.
Helpful Spirit
The quantity of items offered by the Helpful Spirit will be reduced to 66%, with a minimum of one supply of that type. Despite the name, the reduction may or may not occur - e.g it's still possible to get an unaffected Power option (2 salt + 1 adrenaline) but has a chance of being reduced (1 salt + adrenaline).
The quantity of items offered by the Helpful Spirit will be reduced to 33%, with a minimum of one supply of that type.
The quantity of items offered by the helpful spirit will be reduced to 10%, with a minimum of one supply of that type.
Paths
Completing a path during the raid can cause other paths to level up. Four level ups are given per raid, although the path they are given to are random. Completing the first path randomly adds levels to two other paths; the second adds a level to one of the other two paths, and then the third path adds another level to the final path. The first path level will modify most enemy hitpoints and damage by +8%, with every additional level modifying these stats by +5%, up to six levels. Furthermore, every two path levels changes each path's boss mechanics, capping at four path levels: Akkha: Every two levels adds one additional iteration to his Memory Blast attack and increases damage from the white orbs in enrage phase. Ba-Ba: Her Rockfall attack will fall much quicker, and energy blasts from open sarcophagi will have a wider range of attack. The boulders that spawn also have their health increased. Kephri: Her auto-attacks will be faster. In addition, groups of three scarab swarms may spawn during the shield charging phase. Zebak: His auto-attacks will be faster, even more so during his enrage phase. In addition, every two levels will also tighten the Tidal Waves' gap by 1 tile. When an uncompleted path is leveled up, a message will appear in the game box stating You hear a mysterious rumbling coming from the Path of [Menaphite Pantheon god].
Path Level
All paths will level up once upon entering the raid. The first path level will modify most enemy hitpoints and damage by +8%, with every additional level modifying these stats by +5%, up to six levels. Furthermore, every two path levels changes each path's boss mechanics, capping at four path levels.
All paths will level up twice upon entering the raid.
All paths will level up three times upon entering the raid.
Prayer
Protection prayers will be 10% less effective within the raid.
Prayer is drained by 20% of the damaage taken.
Restoration
Players can no longer eat food within the raid, though potions that restore health (such as Saradomin brews) can still be used. Players will also no longer be offered silk dressings and honey locusts should this invocation be active.
Players can no longer drink potions that restore health.
All special attacks use 100% special attack energy. Drinking liquid adrenaline will temporarily reduce the cost to 50%.
Kephri
The number of dark brown eggs launched during Kephri's Mass Incubation attack will increase from 2 to 4.
An additional scarab is summoned during Kephri's shield healing phases. The first summons a Soldier Scarab, while the second summons a Spitting Scarab.
The number of players targeted by Kephri's Dung Strike attack is increased to two. This invocation has no effect in solo encounters.
Kephri's auto-attack will do more damage, and its attack range will increase from a single tile to a 3x3 area. This invocation also applies to the Bomber Scarabs that appear during the shield healing phase and Kephri's Phantom during the third phase of the fight with Elidinis' Warden.
Kephri's auto-attack will deal more damage and have a greater attack range, measuring 3x3 tiles instead of just one.
Zebak
Zebak will occasionally cast a form of Blood Blitz on all players, causing one of two effects: Blood Blitz will attack as normal, always hitting regardless of the player's defence bonuses for 8-11 damage, healing roughly ~66% of that amount. If players are clumped, the damage is increased and will splash onto them. Summons a Blood Cloud that chases after players. It will take damage upon spawning but will heal if it makes contact with a player, dealing rapid but light damage.
Zebak's blood magic will have increased range and healing.
Requires
- Not Just a Head
Three Blood Clourds are summoned instead of one.
Requires
- Not Just a Head
Zebak's acid pools will have their spread from 3x3 to 5x5, and the jugs will have their water reduced from 5x5 to 3x3.
Akkha
Akkha will perform two special attacks at once.
Akkha will use melee alongside his ranged and magic attacks, which lands just before the projectile attack with no animation.
Akkha will randomly swap between attack styles and protection prayers rather than at set intervals and use a Special Attack every 6 attacks instead of the standard 7.
Akkha's Detonate attack will trigger in more directions. This is not applied in solo encounters. The Memory Blast attack will only provide two ticks for players to move between safe quadrants. The Trailing Orbs attack spawns an additional orb in front of the player.
Ba-Ba
When Ba-Ba knocks back the player to the bottom of the room at 66% and 33% health, players will fall into the pit and die, unless they stand at the northern/southern sides of the room.
Energy blasts from open sarcophagi in Ba-Ba's room will deal additional damage based on the player's remaining prayer points.
Ba-Ba's baboons will drop two banana peels on the floor on death. If stepped on, players take a small amount of damage and are stunned for 3 seconds.
The shockwave from Ba-Ba's slam attack will damage from a 3x3 (+1 tile to the north/west/east/south) to 5x5 (+1 tile to the north/west/east/south).
Ba-Ba's rolling boulders spawn twice as fast.
The Wardens
During the first phase of the Wardens' fight, the Wardens will charge at a faster rate.
During the second phase of the Wardens' fight, the Warden attacks faster while the obelisk charges faster.
During the second phase of the Wardens' fight, the obelisk will deal more damage to successful attacks and also temporarily disable overhead prayers.
During the final phase of the Wardens' fight, the slam attack is performed 1 tick faster.
During the final phase of the Wardens' fight, the slam attack is performed 2 ticks faster.
Requires
- Overclocked
During the final phase of the Wardens' fight, the following are applied: The slam attack is performed 4 ticks faster. There is less time to reverse the Energy Siphons. The slam attack resumes based on where the Warden left off prior to launching Energy Siphons rather than resetting positions. Enrage phase: Tiles are ripped faster
Requires
- Overclocked 2