Soulash: Difference between revisions

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'''Soulash''' is an [[Archaic Magicks|Archaic Magick]] spell that is unlocked by equipping an {{ItemIcon|Ethereal Staff}}. This spell requires a {{Skill|Magic}} level of 115 to cast and inflicts damage equal to 100% of your max hit 4 times. There is a 0.6 second delay between each of the 4 attacks for a total duration of 1.8 seconds. Each hit has a 30% chance to [[stun]] the enemy for 1 turn. This attack is avoidable.
'''{{PAGENAME}}''' is an {{Icon|Archaic|type=spellType}} spell that is unlocked by equipping an {{ItemIcon|Ethereal Staff}}. This spell requires a {{Skill|Magic}} level of 115 to cast and inflicts damage equal to 100% of your max hit 4 times. There is a 0.6 second delay between each of the 4 attacks for a total duration of 1.8 seconds. Each hit has a 30% chance to [[stun]] the enemy for 1 turn. This attack is avoidable.


As with all Archaic Magicks, damage modifiers from [[equipment]], [[prayer]], and [[potions]] will apply. Curses and damage-modifying Auroras can also be used, though [[Special Attacks|special attacks]] will not work.
As with all Archaic Magicks, damage modifiers from [[equipment]], [[prayer]], and [[potions]] will apply. Curses and damage-modifying Auroras can also be used, though [[Special Attacks|special attacks]] will not work.

Revision as of 13:26, 16 May 2023

This page was last updated for (v1.1.2).
TotH.svg Soulash
Soulash
Archaic Magick ID: melvorTotH:Soulash
Requirements:
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Level 115

Ethereal Staff Equipped
Spell Damage: 225
Description:
You create ghostly tendrils that lash out at the enemy dealing damage equal to 100% of your max hit 4 times over 1.8s. On a hit, has a 30% chance to apply stun for 1 turn. Avoidable.
Runes:
20Soul Rune5Archaic Rune5Calamity Rune

Soulash is an

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Archaic

spell that is unlocked by equipping an Ethereal Staff. This spell requires a

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Magic

level of 115 to cast and inflicts damage equal to 100% of your max hit 4 times. There is a 0.6 second delay between each of the 4 attacks for a total duration of 1.8 seconds. Each hit has a 30% chance to stun the enemy for 1 turn. This attack is avoidable.

As with all Archaic Magicks, damage modifiers from equipment, prayer, and potions will apply. Curses and damage-modifying Auroras can also be used, though special attacks will not work.