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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…

Zulrah

Combat level 725 · 500 hitpoints

The classic gear-check money boss. Zulrah cycles three forms (green, blue tanzanite and red crimson) in fixed rotations. The best setup uses both Ranged and Magic to hit each form's weakness, though a strong enough single weapon can now carry the whole fight.

Requirements

  • Regicide (partial) for Zul-Andra
  • 75+ Ranged and 75+ Magic recommended
  • 43+ Prayer (70+ for Rigour/Augury)

Pointers

  • Weaknesses, which are NOT the same as what it attacks with: green is weak to MAGIC, red/crimson is weak to MAGIC, blue/tanzanite is weak to RANGED. Magic performs badly on tanzanite specifically.
  • Single-style is now viable at the top end: a Twisted bow or Bow of faerdhinen kills it without magic switches, and a Noxious halberd can melee the whole fight.
  • Green form = attacks with RANGED, so Protect from Missiles and hit it with MAGIC. Blue form = attacks with MAGIC, so Protect from Magic and hit it with RANGED.
  • Red (melee) form spawns snakelings. Move away and keep attacking Zulrah, they die on their own when it submerges.
  • The venom clouds are the real killer. Never end a tick standing in one; step to the marked safe tile as it submerges.
  • Anti-venom+ is not optional. Zulrah applies venom, which ignores normal antipoison.
  • Learn ONE rotation from a Zulrah helper/plugin before you go. Blind kills are how people lose gear.
  • Bring a Serpentine helm if you have one. It makes you venom-immune and removes the biggest failure mode.

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

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

  • Head: Masori mask sim
  • Cape: Blessed dizana's quiver sim
  • Neck: Necklace of rupture sim
  • Ammo: Seeking dragon arrow sim
  • Weapon: Twisted bow sim
  • Body: Masori body sim
  • Shield: nothing sim
  • Legs: Masori chaps sim
  • Hands: Zaryte vambraces sim
  • Feet: Avernic treads sim
  • Ring: Venator ring sim

Inventory: 5 of 6 rows chosen by the sim, 1 carrying no channel at all.

  • Master scroll book (empty) sim
  • Ranging potion(4) sim
  • Extended anti-venom+(4) sim
  • Saradomin brew(4) x16 sim
  • Super restore(4) x5 sim
  • Max cape ruled

Spellbook: Lunar. Grants Vengeance. Gave up Resurrect Greater Ghost.

Trip: about 13.17 kills in 14 minutes, limited by prayer.

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

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: Noxious halberd 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, ammo, 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: 5 of 6 rows chosen by the sim, 1 carrying no channel at all.

  • Master scroll book (empty) sim
  • Super combat potion(4) sim
  • Extended anti-venom+(4) sim
  • Saradomin brew(4) x17 sim
  • Super restore(4) x4 sim
  • Max cape ruled

Spellbook: Lunar. Grants Vengeance. Gave up Resurrect Greater Ghost.

Trip: about 10.15 kills in 11 minutes, limited by food.

mid tier, melee (Melee is fastest)

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

  • Head: Oathplate helm sim
  • Cape: Infernal cape sim
  • Neck: Amulet of torture sim
  • Ammo: Ancient blessing sim
  • Weapon: Noxious halberd sim
  • Body: Oathplate chest sim
  • Shield: nothing sim
  • Legs: Oathplate legs sim
  • Hands: Ferocious gloves sim
  • Feet: Avernic treads sim
  • Ring: Bellator ring sim

The model doubts this gear (tied with an identical item, so enumeration order decided): the head, neck, ammo, 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: 5 of 6 rows chosen by the sim, 1 carrying no channel at all.

  • Master scroll book (empty) sim
  • Super combat potion(4) sim
  • Extended anti-venom+(4) sim
  • Saradomin brew(4) x16 sim
  • Super restore(4) x5 sim
  • Teleport to house (tablet) ruled

Spellbook: Lunar. Grants Vengeance. Gave up Resurrect Greater Ghost.

Trip: about 9.5 kills in 12 minutes, limited by food.

budget tier, melee (Melee is fastest)

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

  • Head: Oathplate helm sim
  • Cape: nothing sim
  • Neck: Amulet of torture sim
  • Ammo: Rada's blessing 1 sim
  • Weapon: Noxious halberd sim
  • Body: Oathplate chest sim
  • Shield: nothing sim
  • Legs: Oathplate legs sim
  • Hands: Barrows gloves sim
  • Feet: Avernic treads 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: 6 of 7 rows chosen by the sim, 1 carrying no channel at all.

  • Master scroll book (empty) sim
  • Super combat potion(4) sim
  • Extended anti-venom+(4) sim
  • Ancient brew(4) sim
  • Saradomin brew(4) x15 sim
  • Super restore(4) x5 sim
  • Ring of dueling(8) ruled

Spellbook: Lunar. Grants Vengeance. Gave up Resurrect Greater Ghost.

Trip: about 8.88 kills in 12 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: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: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:required (sim): requiredUtilities(): the fight was priced with and without the item and carrying it lowers damage taken. No per-boss table.
  • 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:travel (sim): travelPlan(): the way IN, ranked out of the derived transport graph against this account's own unlocks, rather than copied from whatever a human typed. The way OUT is a separate channel (`ruled:escape`) because it is a typed choice, not a ranking.
  • 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.

Zulrah strategies on the OSRS Wiki