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OSRS Boss Gear & Inventories

Every boss, three styles, three gear tiers • priced live from the OSRS Wiki GE API • loading prices…

Kurask

Combat level 106 · 97 hitpoints

Fremennik Slayer Dungeon, Iorwerth Dungeon or the Kurask Lair. Their hides make them immune to almost every weapon in the game, which is the entire gear constraint.

Requirements

  • 70 Slayer
  • Attack 75+ (75+ Str/Def recommended)
  • LEAF-BLADED WEAPON, BROAD AMMO OR MAGIC DART, nothing else damages them

Pointers

  • THEY ARE IMMUNE TO EVERYTHING except leaf-bladed weapons, broad ammunition (broad bolts / broad arrows) and the Magic Dart spell. A Scythe does nothing.
  • Burn damage still applies though. Weapons like burning claws bypass the immunity.
  • A leaf-bladed battleaxe is the standard melee answer; broad bolts cover ranged; Magic Dart covers magic.
  • They regenerate fast (1 HP every 5 ticks), so slow chip damage genuinely loses ground. Commit to kills.
  • They hit with crush every 4 ticks for a max of 11 and are quite inaccurate, so you can often fight without protection prayers and heal with Bones to Peaches.
  • Pray Protect from Melee if a superior (King kurask) spawns.

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, melee (Melee is fastest)

Worn gear: 11 of 11 slots chosen by the sim.

  • Head: Torva full helm sim
  • Cape: Infernal cape sim
  • Neck: Amulet of rancour sim
  • Ammo: Ancient blessing sim
  • Weapon: Leaf-bladed sword sim
  • Body: Torva platebody sim
  • Shield: Avernic defender sim
  • Legs: Torva platelegs sim
  • Hands: Ferocious gloves sim
  • Feet: Avernic treads (max) sim
  • Ring: Ultor ring sim

The model doubts this gear (tied with an identical item, so enumeration order decided): the head, ammo, body 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 4 rows chosen by the sim, 1 carrying no channel at all.

  • Super combat potion(4) sim
  • Prayer potion(4) x21 sim
  • Zamorak brew(4) x2 sim
  • Max cape ruled

Spellbook: Lunar. Grants Vengeance.

Trip: about 313.91 kills in 59 minutes, limited by prayer.

mid tier, melee (Melee is fastest)

Worn gear: 11 of 11 slots chosen by the sim.

  • Head: Torva full helm sim
  • Cape: Infernal cape sim
  • Neck: Amulet of torture sim
  • Ammo: Ancient blessing sim
  • Weapon: Leaf-bladed sword sim
  • Body: Torva platebody sim
  • Shield: Avernic defender sim
  • Legs: Torva platelegs sim
  • Hands: Ferocious gloves sim
  • Feet: Avernic treads (max) sim
  • Ring: Ultor ring sim

The model doubts this gear (tied with an identical item, so enumeration order decided): the head, neck, ammo, body 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 4 rows chosen by the sim, 1 carrying no channel at all.

  • Super combat potion(4) sim
  • Prayer potion(4) x22 sim
  • Zamorak brew(4) sim
  • Teleport to house (tablet) ruled

Spellbook: Lunar. Grants Vengeance.

Trip: about 225.6 kills in 53 minutes, limited by prayer.

budget tier, ranged (Ranged and Melee are too close to call)

Worn gear: 11 of 11 slots chosen by the sim.

  • Head: Void ranger helm sim
  • Cape: Ardougne cloak 3 sim
  • Neck: Necklace of anguish sim
  • Ammo: Amethyst broad bolts sim
  • Weapon: Zaryte crossbow sim
  • Body: Elite void top sim
  • Shield: Antler guard sim
  • Legs: Elite void robe sim
  • Hands: Void knight gloves sim
  • Feet: Bandos d'hide boots sim
  • Ring: Explorer's ring 1 sim

The model doubts this gear (tied with an identical item, so enumeration order decided): the neck, feet, ring 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 4 rows chosen by the sim, 1 carrying no channel at all.

  • Ranging potion(4) x2 sim
  • Divine ranging potion(4) sim
  • Prayer potion(4) x21 sim
  • Ring of dueling(8) ruled

Spellbook: Lunar. Grants Vengeance.

Trip: about 237.3 kills in 67 minutes, limited by prayer.

budget tier, melee (Ranged and Melee are too close to call)

Worn gear: 11 of 11 slots chosen by the sim.

  • Head: Void melee helm sim
  • Cape: Ardougne cloak 3 sim
  • Neck: Amulet of strength sim
  • Ammo: Rada's blessing 2 sim
  • Weapon: Leaf-bladed sword sim
  • Body: Elite void top sim
  • Shield: Antler guard sim
  • Legs: Elite void robe sim
  • Hands: Void knight gloves sim
  • Feet: Primordial boots sim
  • Ring: Ultor ring sim

The model doubts this gear (tied with an identical item, so enumeration order decided): the neck, ammo 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 4 rows chosen by the sim, 1 carrying no channel at all.

  • Super combat potion(4) sim
  • Zamorak brew(4) x2 sim
  • Prayer potion(4) x21 sim
  • Ring of dueling(8) ruled

Spellbook: Lunar. Grants Vengeance.

Trip: about 221.26 kills in 63 minutes, limited by prayer.

What each of those badges means

  • 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:cheapestEqual (sim): cheapestOfEquals(): at budget, an exactly-tied cheaper item replaced the one in this slot. It changes the price and, by construction, not the score.
  • 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:obtainable (sim): canonicaliseObtainable(): the finished loadout named a variant the model cannot state a route to, and this pass swapped it for the obtainable equal.
  • derived:seedAmmo (sim): seedAmmoFor(): a weapon that scores nothing bare needs the ammunition that makes it legal to arrive WITH it, so the pair is seeded together off ammoListFor.
  • derived:voidSeed (sim): the Void set offered assembled, because an all-or-nothing set effect pays nothing until four slots are right and every single step toward it is a strict loss. The pieces come from VOID_SET in combat.js, the same names its own predicate tests.
  • ruled:escape (ruled): escapeLeg(): the way OUT, taken from the typed per-tier table ESCAPE_PLAN and judged against the account, with nothing substituted and no fallback ladder. The ACCOUNT CHECK is a derivation; the CHOICE of item is not, so this is not a `derived:` channel. ESCAPE_PLAN carries no attributedTo field (PROVENANCE_BACKLOG: silent-and-unattributed), so this channel does not claim one either.

Kurask strategies on the OSRS Wiki