# Red salamander

Red salamander
Released21 November 2006 (Update)
MembersYes
Quest itemNo
Properties
EquipableYes
StackableNo
NoteableYes
OptionsWield
DestroyRelease
ExamineSlightly slimy but certainly striking.
Values
Value150 coins
High alch90 coins
Low alch60 coins
Weight4 kg
Grand Exchange
Exchange32 coins (info)
Daily volume1,630
Item ID10147
A player attacks using a salamander.

The red salamander is the second strongest salamander and can be caught using the Hunter skill at level 59. It requires level 60 Ranged, 60 Attack, and 60 Magic to wield.

Despite being able to perform Magic and Ranged attacks, this weapon requires the user to be in the opponent's melee distance to attack, potentially reducing the practicality of the two attack styles. However, it can be used to attack enemies from behind fences, and can also attack enemies in diagonal squares, meaning that safespotting is still possible.

Tarromin tar is used as ammo for the salamander. Tarromin tar can be made by using tarromin with swamp tar along with 39 Herblore. However, this weapon's proprietary ammo is consumed on use, much like bolt racks.

When using the Scorch (Slash) and Blaze (Magic) attack styles, the attack speed is 5. When using the Flare (Range) attack style, the attack speed is 4, which is similar in concept to the Rapid style of most ranged weapons.

Warning: This is a live creature, it will run away when you die. Should this happen, you will need to buy or catch a new one.

 Attack bonuses +0 +37 +0 +0 +47 +0 +0 +0 +0 +0 +49 +0 +0% +0 List 1square

## Combat styles

Category: SalamanderCombat StyleStyle typeWeapon StyleExperienceInvisible Boost
ScorchSlashAggressiveStrength and Hitpoints+3 Strength
FlareRangedAccurateRanged and Hitpoints+3 Ranged
BlazeMagicDefensiveMagic and Hitpoints+3 Defence

## Experience

Due to the nature of salamanders, combat experience is rewarded normally. However you will get less magic exp per attack because there isn't a base exp amount per cast as with other spells.

Combat Style Type Experience
Scorch Slash ${\displaystyle StrengthExp=4\times Damage}$
Flare Ranged ${\displaystyle RangedExp=4\times Damage}$
Blaze Magic ${\displaystyle MagicExp=2\times Damage}$

## Maximum hit

For melee mode the strength bonus of the salamander is used, which is 49 (same as a rune longsword).

For ranged mode the ranged strength bonus of the tar is used to decide the maximum hit. The red salamander uses tarromin tars which have a ranged strength bonus of 31 (same as adamant arrows).

The maximum hit for magic mode uses the "magic damage bonus" of the salamander. This bonus is not visible in the equipment stats, but is equal to 77 for the red salamander.

The max hit (Hitmax) formula for salamanders is shown in fig.1., where "Magic" is your visible magic level and "Bonus" is the "magic damage bonus" for the salamander, in this case 77. This gives us the formula for the red salamander as shown in fig.2.

{\displaystyle {\begin{aligned}Hit_{max}&=\lfloor {\frac {1}{2}}+{\frac {Magic*(64+Bonus)}{640}}\rfloor &&(1)\\Hit_{max}&=\lfloor {\frac {1}{2}}+{\frac {Magic*141}{640}}\rfloor &&(2)\end{aligned}}}

This means the red salamander will have a max hit of 13 damage at the minimum 60 magic required to wield it, up to 22 damage at 98 magic.

## Item sources

For an exhaustive list of all known sources for this item, see here.
SourceLevelQuantityRarity
Red salamander (Hunter)59 1Always

## Comparison between other weapons

### Ranged

Show table →
Name level required Ranged attack Ranged strength
(Max ammo)
Price Notes
Twisted bow 85 +70 +20
(+80)
1,323,487,000
• Has a passive effect where the higher the target's Magic level is, the more accurate and damaging the bow becomes.
• Uses arrows as ammunition up to and including dragon.
• Offers an attack speed of that of a longbow.
Bow of Faerdhinen 80 +128 +106 131,863,000
• Has the highest ranged bonus of any ranged weapon, including a +106 Ranged Strength bonus.
• Receives noticeable damage and accuracy bonuses if worn alongside pieces of crystal armour.
• Has the furthest attack range of any bow or crossbow in the game (tied with composite bows and the crystal bow) of 10 squares.
• When created, the bow starts off at 10,000 charges and degrades.
• The bow can be upgraded to the bow of Faerdhinen (c) to stop it from degrading.
Zaryte crossbow 80 +110 (+122) 387,758,528
• It is the only crossbow that grants defensive bonuses.
• One of two crossbows with a prayer bonus, along with the Armadyl crossbow from which it is crafted.
• Has a special attack which provides double accuracy on the next shot and guarantees the special effect of any enchanted bolts used if it hits. Costs 75% special attack energy.
• Its passive effect strengthens the effects of enchanted bolts by 10%.
Toxic blowpipe 75 +30 +20
(+55)
3,477,860
• Requires Zulrah's scales (up to 16,383) and any unpoisoned darts to charge.
• Ranged strength bonus stacks with the darts that are used to charge the blowpipe (up to +55 ranged strength with dragon darts).
• Has an attack speed of 3 (same as darts) in a non-pvp encounter or 4 in a pvp encounter (same as shortbows).
• Offers a special attack where damage is increased by 50% and heals the wielder by 50% of the damage dealt. Costs 50% special attack energy.
• Has 25% chance to inflict venom on an opponent.
Heavy ballista 75 +125 +15
(+165)
778,281
• Has the second highest ranged bonus of any ranged weapon, including a +15 Ranged Strength bonus.
• Requires completion of Monkey Madness II to equip.
• Only accepts javelins as ammunition.
• Ava's devices will not retrieve fired javelins, nor can they be picked up.
• Offers a special attack which increases accuracy and damage by 25% each for one shot. Costs 65% special attack energy.
Dragon hunter crossbow 70 +95 (+122) 60,711,343
• Offers the third highest one-handed Ranged attack bonus in the game, outclassed only by the Armadyl and Zaryte crossbow.
• Increases accuracy and damage by 30% and 25% respectively when fighting draconic creatures.
Armadyl crossbow 70 +100 (+122) 42,260,560
Crystal bow 70 +100 +78 376,853[n 1]
• Offers a ranged strength of +78.
• Neither consumes nor requires ammunition.
• Has an attack speed of 5, between that of a shortbow and a crossbow.
• Has the furthest attack range of any bow or crossbow in the game (tied with composite bows and the bow of Faerdhinen) of 10 squares.
• Receives noticeable damage and accuracy bonuses if worn alongside pieces of crystal armour.
Karil's crossbow 70 +84 (+55) 115,778
• The only two-handed crossbow in the game and is also the fastest crossbow.
• Can only be fired with bolt racks.
• If worn with the rest of Karil the Tainted's equipment, it offers a set effect which lowers the target's Agility level (only works on players).
• Like all Barrows equipment, it degrades and will fully degrade after 15 hours of combat. It is repairable.
Dragon crossbow 64 +94 (+122) 1,726,129
Rune crossbow 61 +90 (+115) 11,504
Craw's bow 60 +75 +60 32,224,076
Dark bow 60 +95 (+60) 705,330
• Offers the fifth highest Ranged attack bonus in the game, behind the bow of Faerdhinen (+128), heavy ballista (+125), the Zaryte crossbow (+110), and the crystal bow and Armadyl crossbow (+100).
• Has the ability to shoot two arrows at a time.
• The slowest weapon in the game, with an attack speed of 9 (5.4 seconds).
• Offers a powerful special attack, which if used with dragon arrows increases damage dealt by 50% with a minimum hit of 8 (30% with any other arrow type with a minimum. hit of 5). Costs 55% special attack energy.
Magic shortbow 50 +69 (+55) 825
• The only shortbow to offer a special attack, which fires 2 shots in rapid succession but with reduced accuracy. Costs 55% special attack energy.
• Can be imbued with a magic shortbow scroll, increasing its ranged attack bonus to +75 and lowering the special attack cost to 50%.
Magic shortbow (i) +75 91,058
Magic comp bow 50 +71 (+55) 5,359
• The only composite bow to offer a special attack, which is guaranteed to hit the target but is not boosted by damage-boosting prayers or the Slayer helmet (i). Costs 35% special attack energy. Shares this special attack with the magic longbow.
• Is slightly more accurate than the magic longbow and 1 tick faster (1 tick slower than the shortbow), while keeping the same attack range of the longbow.
Seercull 50 +69 (+55) 19,307
• Has slightly less accurate but otherwise identical stats to the magic comp bow.
• Has a special attack that targets mages by lowering their Magic level, costing 100% special attack energy.
Magic longbow 50 +69 (+55) 1,331
• The only longbow to offer a special attack, which is guaranteed to hit the target but is not boosted by damage-boosting prayers or the Slayer helmet (i). Costs 35% special attack energy. Shares this special attack with the magic comp bow.
• Like all longbows, is 2 ticks slower than the magic shortbow, in exchange for 3 additional attack range.
• Unlike the magic shortbow, cannot be imbued.
Adamant crossbow 46 +78 (+100) 1,579
• Offers the sixth highest one-handed Ranged attack bonus in the game.
• Has an attack speed equal to that of longbows and an attack range equal to that of shortbows.
• Because of the slower attack speed and the potential for overkill from its higher max hit, it deals less damage over extended periods than the magic shortbow, and should be used primarily when additional defence is needed through the use of a shield, or if enchanted bolt effects are needed.
Chinchompas 45
(Grey)
+45 N/A Varies[n 2]
• One of the three ranged weapons that offers the ability to hit more than one opponent at a time (similar to burst or barrage Ancient Magicks), the others being the special attack of the dragon crossbow, with a similar attack, and rune thrownaxe, with a ricochet type attack.
• Regarded to be the best way of training Ranged, but at a very high cost.
• Has an attack speed of 4 (the same as scimitars, maces, and whips).
• If a player dies with chinchompas equipped or in their inventory, they will disappear, as they are live animals.
55
(Red)
+70 +15
65
(Black)
+80 +30

Salamanders 30
(Green)
+20 (+16) 159
• Unique and versatile two-handed weapons that facilitate the use of all three combat styles.
50
(Orange)
+29 (+22) 116
60
(Red)
+47 (+31) 32
70
(Black)
+69 (+49) 269
Dorgeshuun crossbow 28 +42 (+49) 2,600
• Is one tick faster than most other crossbows, and it is able to fire bone bolts, which are significantly cheaper than most other ammunition of similar strength.
Throwing knives 40
(Rune)
+25 +24 Varies[n 2]
• Have high damage output, but are significantly more expensive compared to other low-level options.
Shortbows 40
(Yew)
+47 (+49) 378
• Offer slightly less damage output than using rune knives, but are a lot cheaper.
Darts 30
N/A +17 Varies[n 2]
• Are cheap, deal decent damage and are easy to buy from the Grand Exchange.
• Adamant darts have comparable damage output to using a shortbow with rune arrows, so players should use whichever is cheaper.

Dwarf multicannon N/A N/A N/A 744,796
• Can be set up and used alongside other weapons for passive Ranged damage and experience.
• Cannot be set up in all areas.
• Has a static max hit of 30 with cannonballs and 35 with granite cannonballs.
• Derives accuracy from player's current attack style (Ranged while ranging, Melee while meleeing, and whichever is higher with powered staves) while rolling against the target's Ranged defence.
1. ^ Cost of having Ilfeen charge a crystal weapon seed after obtaining minimum cost.
2. Cost of thrown weapons is only that of the ammo.

### Magic

Show table →
Name Level(s) required Magic attack Magic damage Price Notes

85

+35 N/A 1,399,737,599
• Requires 5 2 per charge of the built-in spell.
• Built-in spell damage scales with the player's Magic level and can hit up to 34 at 99 without any magic damage bonus.
• Has a passive effect which triples magic attack bonus and magic damage from the player's worn equipment. The magic damage increase is capped at a total of 100%.
• Because the spell is built-in, the player does not need to carry its runes in their inventory and can use Arceuus spellbook, Lunar spells, or Ancient Magicks while wielding this staff.
• Currently offers the highest magic attack bonus, and is tied with the Kodai wand for highest magic defence.
Harmonised nightmare staff 82
50
+16 +15% 380,483,487
Volatile nightmare staff 82
50
+16 +15% 242,856,795
• Can autocast both Ancient Magicks and standard spells.
• Has a special attack which consumes 55% of the player's special attack energy and deals a high amount of damage with 50% increased accuracy. This attack does not consume runes.
• Otherwise possesses identical bonuses and benefits to the Nightmare staff.
Eldritch nightmare staff 82
50
+16 +15% 347,908,359
Sanguinesti staff 82 +25 N/A 86,756,664
• Slightly stronger than the trident of the swamp, with the same stats but able to hit one damage higher.
• Requires 3 per charge of the built-in spell.
• Built-in spell damage scales with the player's Magic level and can hit up to 32 at 99 .
• Has a 1 in 6 chance to heal the wielder by half the damage dealt.
• Tied with the toxic staff of the dead and trident of the swamp for third-highest magic attack bonus.
• Because the spell is built-in, the player does not need to carry its runes in their inventory and can use Arceuus spellbook, Lunar spells, or Ancient Magicks while wielding this staff.
Holy Sanguinesti staff
Kodai wand 80 +28 +15% 69,995,084
• Can autocast Ancient Magicks, Arceuus spells, and standard spells.
• Provides unlimited water runes while equipped.
• When a combat spell is cast with the wand, there is a 15% chance that the wand will negate the rune cost for that spell.
• Currently offers the second-highest magic attack bonus, and is tied with Tumeken's Shadow for highest magic defence.
Trident of the swamp 78 +25 N/A 3,495,033
• Has the same benefits as the Trident of the seas, but with +10 more magic attack bonus.
• Requires 5 1 1 and 1 Zulrah scale (instead of coins) per charge of the built-in spell, and can hold up to 2500 charges.
• Built-in spell damage scales with the player's Magic level and can hit up to 31 at 99 .
• Has 25% chance to inflict venom on the target.
• Tied with the Sanguinesti staff and Toxic staff of the dead for third-highest magic attack bonus.
• Because the spell is built-in, the player does not need to carry its runes in their inventory and can use Arceuus spellbook, Lunar spells, or Ancient Magicks while wielding this staff.
Trident of the swamp (e) 7,211,633
Toxic staff of the dead 75 +25 +15% 8,214,360
Staff of light 75 +17 +15% 4,299,022
Staff of balance 75 +17 +15% 25,010,597
Staff of the dead 75 +17 +15% 4,494,082
Trident of the seas 75 +15 N/A 44,707
• Has its own built-in spell, requiring charges which cost 5 1 1 runes and 10 coins per cast. Can hold up to 2,500 charges.
• Built-in spell damage scales with the player's Magic level and can hit up to 28 at 99 .
• Has a weapon speed of 4 (same as scimitars/whip), while all other forms of combat magic only have 5 (same as longswords).
• Because the spell is built-in, the player does not need to carry its runes in their inventory and can use Arceuus spellbook, Lunar spells, or Ancient Magicks while wielding this staff.
Trident of the seas (e) 3,870,770
Slayer's staff (e) 75
55
+12 N/A 23,769[n 1]
Nightmare staff 72
50
+16 +15% 30,193,098
Ahrim's staff 70 +15 +5% 148,561
Ancient sceptre 70
60
50
+20 +5% 62,547
Master wand 60 +20 N/A 1,620,494
Thammaron's sceptre 60 +20 N/A 4,306,985
God staves 60 +6 N/A 80,000
• Required to cast god spells, but cannot be used to autocast them.
• Those who have 80 and the respective God cape can use the Charge spell, which increases the God spell's damage by 50%.
Iban's staff 50 +10 N/A 200,000[n 2]
• Only staff able to cast Iban Blast.
• Can autocast Iban Blast and standard spells.
• Has 120 charges (2,500 if upgraded). One charge is used when casting Iban Blast on an NPC and two are used when casting it on another player.
• Iban Blast has a max hit of 25.
Iban's staff (u) 400,000[n 3]
Ancient staff 50 +15 N/A 62,547
Slayer's staff 50
55
+12 N/A 22,467
Void knight mace 42
22
Mystic smoke staff 40 +14 +10%[n 5] 1,590,269
Smoke battlestaff 30 +12 1,545,975

Salamanders 30
(Green)
N/A N/A 159
• Unique and versatile two-handed weapons that facilitate the use of all three combat styles.
• Cannot autocast spells, but instead have their own unique magic attack, similar to how powered staves have built-in spells.
• Damage done by salamanders is calculated by a unique formula using a hidden "magic damage bonus" unique to each lizard type.
50
(Orange)
116
60
(Red)
32
70
(Black)
269

Croziers 60 +10 N/A 10,643
Skull sceptre 1 +10 N/A Untradeable
Skull sceptre (i)

Elemental staves 1
(Basic)
+10 N/A 1,413
• Can autocast standard spells.
• Provide unlimited runes of their respective elements.
• However, they have a slower attack speed than better staves (3 seconds per cast instead of 2.4) and lack any Magic damage boost.
30
(Battlestaff)
+12 9,009
40
(Mystic staff)
+14 25,202
1. ^ Reverts to standard Slayer's staff when it runs out of charges, and needs to have a Slayer's enchantment reapplied.
2. ^ Cost to repair the broken staff.
3. ^ Cost to repair the broken staff and upgrade it to Iban's staff (u), which holds 2,500 charges instead of 120.
4. ^ Costs 250 Void Knight commendation points.
5. ^ Is not shown on Equipment Stats, and applies only to the standard spellbook.