Ring of recoil

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"Recoil" redirects here. For other uses, see Recoil (disambiguation).
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Ring of recoil detail.png

A ring of recoil is created by using Lvl-1 Enchant on a sapphire ring. When worn, 10% + 1 of the damage received by the player (rounded down) is dealt to the attacker - the attacking entity must cause damage before the recoil effect takes place. This effect applies to both players and NPCs. The ring of recoil is capable of dealing up to 40 hitpoints of damage before shattering.

To check the remaining damage the ring can deal, the player can operate it, while equipped, in the Worn Equipment interface. The amount of damage left is kept track of for each player, not each ring; thus, a newly-equipped ring will have the same number of charges remaining as any other ring the player wears. If the player wishes to obtain a ring with 40 charges remaining, the player must use any ring of recoil completely until it shatters, or use the right-click "Break" option on a ring while in the inventory.

Rings of recoil can be used to charge a ring of suffering to grant it the same recoil effect, removing the need to carry multiple rings of recoil or continuously re-equip them in combat, in addition to the ring of suffering's substantial defensive bonuses. Noted rings of recoil may also be added to a ring of suffering for the same effect. Interestingly, when using a noted ring of recoil to charge a ring of suffering, the player's ring of recoil charge count will be reset to 40. It is unknown whether or not this is intentional.

Some players, especially skillers, use the ring during combat in quests and other situations. In fact, the ring of recoil will usually result in more damage than the much more expensive berserker ring, especially at lower strength and defence levels. The ring of recoil is especially useful against opponents with high attack speeds and low damage.

Players who wear a ring of recoil with full Dharok's equipment, an amulet of the damned, and vengeance activated may rebound 100% of damage taken from a hit onto their opponent. Such a case may prove itself extremely effective in PvP situations. Technically, if an opponent deals exactly 100 damage, you will reflect 101 points of damage, which is 101%. This is because the ring of recoil reflects 1 extra point of damage on any successful hit. However, because the damage reflected by each method is individually calculated, and the reflected damage is always rounded down to the nearest integer, you would often reflect slightly less damage than the full hit.

Creation[edit | edit source]

Magic Magic7 (b)17.5
Member icon.png
Ticks3 (1.8s) [r 1]
Sapphire ring.pngSapphire ring1539
Cosmic rune.pngCosmic rune1128
Water rune.pngWater rune15
Total Cost672
Ring of recoil.pngRing of recoil1863
  1. Manual casting is 3 ticks, auto-casting is 7 ticks

Immune monsters[edit | edit source]

The following monsters are known to be immune to the ring of recoil effect:

Gallery (historical)[edit | edit source]

Changes[edit | edit source]

Date Changes
2 July 2015

Recoil damage will now always target the NPC that caused the initial damage. Previously, when under attack from multiple opponents, the ring would recoil any damage received to a random attacker, often the attacker that most recently damaged the player.

19 March 2015
(update | poll)

A 'break' option has been added to rings of recoil that will allow players to make sure the next ring of recoil that they equip will be able to deal a total of 40 points of damage. Also, the message a player receives as their ring shatters has been recoloured to make it more noticeable.