Barrows Brothers
Combat level 115 · 100 hitpoints
Six brothers, one per crypt, plus a tunnel run. Reliable early-game money and the source of the Barrows sets. Loot scales with how many brothers you kill and how much of the tunnel you clear. Magic is what most people actually run here. Every brother has a 50% weakness to AIR spells, so one wind spell clears the whole set.
Requirements
- Priest in Peril
- ~70+ combat comfortable
- Spade + a way home
Pointers
- Every brother has a 50% ELEMENTAL WEAKNESS TO AIR. Wind wave/surge is the single most efficient thing you can bring, which is why magic is the standard Barrows setup.
- Ahrim is the exception: he is weakest to RANGED and is awkward to land spells on without air spells or a Tumeken's shadow. A bow switch for his crypt is the common fix.
- Kill order matters: do Dharok LAST or kill him at full HP. His damage scales as his health drops.
- Ahrim uses magic (Protect from Magic), Karil uses ranged (Protect from Missiles), the other four are melee (Protect from Melee).
- Verac ignores prayer entirely. Expect chip damage no matter what.
- THE SALVE AMULET DOES NOT WORK HERE. The brothers are wights, not undead. Crumble Undead fails on them too. Wear an Occult necklace (magic) or a fury instead.
- Kill all six for maximum reward potential; the last brother spawns in the tunnel.
- Bring a Barrows teleport / Ectophial to bank fast.
What the sim brings here
Every worn slot and every inventory row below is the combat simulation's own output, at the style it ranks fastest for each account tier. Each line carries the channel that chose it: sim means the model solved it, and inherited means the value came through from the hand-authored loadout the solver starts from. Riding through a generator does not make a value derived, so those are marked rather than presented as the model's answer. A line marked unattributed carries a channel the model's own vocabulary no longer declares, so no word is put on it at all rather than one being read off the channel's spelling. Where the model has not answered a row, its own refusal is printed instead; where it has answered a row it doubts, the answer is printed with the doubt attached rather than withheld.
max tier, magic (Magic is fastest)
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Ancestral hat sim
- Cape: Imbued guthix cape sim
- Neck: Occult necklace sim
- Ammo: nothing sim
- Weapon: Tumeken's shadow sim
- Body: Ancestral robe top sim
- Shield: nothing sim
- Legs: Ancestral robe bottom sim
- Hands: Confliction gauntlets sim
- Feet: Avernic treads (et) sim
- Ring: Magus ring sim
The model doubts this gear (tied with an identical item, so enumeration order decided): the head, cape, neck, body, legs slots each hold an item the model cannot tell apart from an alternative the search could equally have taken, re-scored identical in this row's own bag. Enumeration order decided it, so the sim had NO REASON; that is not the same as the pick being wrong. SOLVED_GEAR_TIES names them.
Inventory: 3 of 3 rows chosen by the sim.
- Ancient brew(4) sim
- Super restore(4) x25 sim
- Spade sim
The model doubts this inventory ():
Spellbook: Lunar. Grants Vengeance.
Trip: about 42.12 kills in 1 minutes, limited by run.
mid tier, magic (Magic and Melee are too close to call)
Worn gear: 11 of 11 slots chosen by the sim.
- Head: 3rd age mage hat sim
- Cape: Imbued guthix cape sim
- Neck: Occult necklace sim
- Ammo: nothing sim
- Weapon: Kodai wand sim
- Body: Ancestral robe top sim
- Shield: Elidinis' ward (f) sim
- Legs: Ancestral robe bottom sim
- Hands: Tormented bracelet sim
- Feet: Avernic treads sim
- Ring: Magus ring sim
The model doubts this gear (tied with an identical item, so enumeration order decided): the cape, neck, body, legs, hands slots each hold an item the model cannot tell apart from an alternative the search could equally have taken, re-scored identical in this row's own bag. Enumeration order decided it, so the sim had NO REASON; that is not the same as the pick being wrong. SOLVED_GEAR_TIES names them.
Inventory: 5 of 5 rows chosen by the sim.
- Voidwaker sim
- Ancient brew(4) sim
- Super restore(4) x23 sim
- Rune pouch sim
- Spade sim
The model doubts this inventory ():
Spellbook: Standard, committed by Wind Surge. Cannot cast Resurrect Greater Ghost, Vengeance. Resurrect Greater Ghost, Vengeance are on Arceuus/Lunar but this build is committed to Standard: not castable without Spellbook Swap.
Trip: about 23.45 kills in 1 minutes, limited by run.
mid tier, melee (Magic and Melee are too close to call)
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Oathplate helm sim
- Cape: Infernal cape sim
- Neck: Amulet of torture sim
- Ammo: nothing sim
- Weapon: Soulreaper axe sim
- Body: Oathplate chest sim
- Shield: nothing sim
- Legs: Oathplate legs sim
- Hands: Ferocious gloves sim
- Feet: Avernic treads (max) sim
- Ring: Bellator ring sim
The model doubts this gear (tied with an identical item, so enumeration order decided): the head, neck, body, legs slots each hold an item the model cannot tell apart from an alternative the search could equally have taken, re-scored identical in this row's own bag. Enumeration order decided it, so the sim had NO REASON; that is not the same as the pick being wrong. SOLVED_GEAR_TIES names them.
Inventory: 4 of 4 rows chosen by the sim.
- Voidwaker sim
- Super combat potion(4) sim
- Prayer potion(4) x24 sim
- Spade sim
The model doubts this inventory ():
Spellbook: Lunar. Grants Vengeance.
Trip: about 21.91 kills in 1 minutes, limited by run.
budget tier, magic (Magic is fastest)
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Ancestral hat sim
- Cape: Imbued guthix cape sim
- Neck: Occult necklace sim
- Ammo: nothing sim
- Weapon: Kodai wand sim
- Body: Ancestral robe top sim
- Shield: Arcane spirit shield sim
- Legs: Ancestral robe bottom sim
- Hands: Tormented bracelet sim
- Feet: Avernic treads sim
- Ring: Magus ring sim
The model doubts this gear (tied with an identical item, so enumeration order decided): the head, cape, neck, body, legs, hands slots each hold an item the model cannot tell apart from an alternative the search could equally have taken, re-scored identical in this row's own bag. Enumeration order decided it, so the sim had NO REASON; that is not the same as the pick being wrong. SOLVED_GEAR_TIES names them.
Inventory: 4 of 4 rows chosen by the sim.
- Ancient brew(4) sim
- Super restore(4) x24 sim
- Rune pouch sim
- Spade sim
The model doubts this inventory ():
Spellbook: Standard, committed by Wind Surge. Cannot cast Resurrect Greater Ghost, Vengeance. Resurrect Greater Ghost, Vengeance are on Arceuus/Lunar but this build is committed to Standard: not castable without Spellbook Swap.
Trip: about 23.39 kills in 1 minutes, limited by run.
What each of those badges means
- derived:access (sim): ACCESS_KEYS: the item the encounter page says you must bring, with the sentence attached, and dropped where the account's diary removes the requirement.
- derived:ascent (sim): an accepted coordinate-ascent move: betterThan() preferred this candidate over the incumbent under the row objective and band. The weapon+ammo+shield pairing and the crystal set arrive here too, because both are offered to the same acceptance test.
- derived:composed (sim): balanceInventory() sized this row from the derived supply menu. The menu enumerates CONSUMABLES and narrows by style, tier and price; it is not the authored bag.
- derived:empty (sim): the finished loadout leaves this slot EMPTY, and that is an ANSWER rather than a gap: a two-handed weapon forfeits the shield and a weapon that stores its own ammunition frees the ammo slot. Recorded so a null slot is never read as unprovenanced.
- derived:pouch (sim): derivePouchInto(): the rune pouch and its loose overflow, from the spell the build actually casts and the pouch slot criterion. Not from a pouch a human typed.
- derived:seedWeapon (sim): the weapon the ascent BEGAN from, taken off the dps-ranked weapon shortlist, or the forced weapon of a multi-start seed. Never off a start loadout.
- derived:spec (sim): a carried special-attack weapon PROPOSED by `specPlan` (specchoice.js), which prices every SPEC_ATTACKS weapon that deals damage or drains defence on top of the bag solved without one, and KEPT by `judgeSpecArms` only where the composed bag with it beats the bag without it under `compareScores`. The row's `kpt.specWeapon` carries both arms.