Cinderbane gloves

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Cinderbane gloves
Release25 September 2017 (Update)
MembersYes
Quest itemNo
Properties
TradeableYes
Stacks in bankYes
EquipableYes
StackableNo
DisassemblyYes
NoteableYes
DestroyDrop
ExamineGloves imbued with mushrooms from the lost grove. Used to apply a burning poison to enemies.
Options [?]
BackpackWear, Check charges, Use, Drop, Examine
EquippedRemove, Check charges, Examine
Bank[?]Wear
Values
Value50,000 coins
High alch30,000 coins
Low alch20,000 coins
On deathReclaimable
Value: 85,506,969
Reclaim: 85,506
Weight0.226 kg
Grand Exchange
Exchange85,506,969 coins (info)
Buy limit2
Volume121
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Advanced data
Item ID41106
LinksMRID • recipe
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Cinderbane gloves are hybrid power gloves that can be obtained as a drop from Lost Grove creatures and Solak. They are tier 85 hybrid armour (i.e. tier 70 equivalent), with tier 70 damage bonus. They additionally have a passive effect that applies poison with a 18[1] (12.5%) chance per hit to targets (including multi-target abilities like Ricochet, as well as those hit by the dwarf multicannon and variants) while worn and increases the base poison damage coefficient, stacking with kwuarm incense sticks and weapon poison.[2][3] This effect does not apply to poison-immune targets.

If the target is already poisoned, the gloves add a 18 (12.5%) chance for poison hits to refresh the poison effect and deal an extra hit. This extra hit can do the same and so on, potentially causing a chain of rapid poison hits.

These gloves have slightly better stats than atrocious rogue gloves with the poisoning effect, but are degradable and lack the latter's life point bonus.

Cinderbane gloves degrade to a broken state over 60,000 charges of combat. They can be repaired by a character capable of repairing equipment for 300,000 coins, or for less on an armour stand. Attempting to wear the fully repaired gloves produces a confirmation prompt warning about them changing into an untradeable variant.

Combat stats[edit | edit source]

RequirementsDegradesCinderbane gloves equipped.png: Cinderbane gloves equipped by a player
85 Defence60,000 charges
ClassSlot
Hybrid
TierType
85Power armour
AutoAbility
Damage--
Accuracy-
Style-
Range-
AttributesDamage reduction
Defence Armour74.3PvM: 0%PvP: 0%
Constitution Life points0Style bonuses
Prayer Prayer0
Strength11.0
Ranged11.0
Magic11.0
Necromancy11.0

Poison effect[edit | edit source]

Cinderbane gloves have a passive effect that greatly improves the chance for poison hits and increases the tier of the poison used. Cinderbane gloves' passive effect only works on monsters that are susceptible to poison damage.

The poison effects of the cinderbane gloves are:

  • 18 (12.5%) chance to apply tier 2 poison on hit.
  • If used with another source of poison, they increase the tier of poison by 1.
  • If the target is already poisoned, reapplying poison will deal an additional poison hit and refresh the poison effect.
    • This additional hit can itself reapply the poison, causing an additional poison hit, so an additional poison hit can be expected to happen n=11/8n=1/7 of the time on average.
  • If cinderbane gloves do not activate within 16 ticks[clarification needed], you get a guaranteed poison activation. This happens rather rarely.

Damage estimates[edit | edit source]

In the following bleeds are assumed to be used with weapon poison+++, and other hit-increasing things like Deflect Curses, god books, or armour spikes are not. Assuming 2,158 ability damage, the poison damage is 39%×2,158842 per activation.

Different combat styles yield different amount of poisonable hits per minute, so the player's damage per minute will increase by the following values, considering that cinderbane gloves' effect happens 17 of the time on average:

  • With ranged, approximately 105 poisonable hits occur per minute for approximately 1/7×105×842=12,630 extra damage.
  • With magic, approximately 82 poisonable hits occur per minute for approximately 1/7×82×8429,863 extra damage.
  • With melee, approximately 100 poisonable hits occur per minute for approximately 1/7×100×84212,029 extra damage.

Approximately another 1,000 damage should be added to these values to account for the 16-tick poison activations.

Bosses[edit | edit source]

Bosses susceptible to poison[edit | edit source]

The following bosses can be poisoned and can therefore receive increased poison damage from cinderbane gloves' effect.

Bosses immune to poison[edit | edit source]

The following bosses can't be poisoned and therefore are immune to the cinderbane gloves' effect.

  1. ^ Durzag himself cannot be poisoned, but all three of his pets and the chargers summoned during the fight can be poisoned.
  2. ^ The Twin Furies can be poisoned, but their shared health does not decrease from poison damage.
  3. ^ TzKal-Zuk himself cannot be poisoned, however all monsters in the seventeen waves leading to him can be poisoned.
  4. ^ Yakamaru itself cannot be poisoned, but the jellyfish minions summoned during the fight can all be poisoned.

Synergies[edit | edit source]

Cinderbane gloves synergise very well with anything that can increase poison damage or add extra hits per minute. The extra hits per minute each provide a chance for the cinderbane gloves' effect to activate. This can lead to things that otherwise do very minimal damage having a very noticeable impact on your damage per minute.

Synergies because they increase hits per minute[edit | edit source]

Item Effect Approximate increase in hits per minute
Wyvern crossbow The passive adds additional small poison hits 35
Dwarf multicannon, Oldak coil, and kinetic cyclone Adds 12–150 depending upon how many targets
Armour spikes and armour spikes (alloy) Adds a hit every time you get hit in melee distance 20–33 in single target scenarios
Greater Dazing Shot's puncture damage Small additional hits whenever you use the greater dazing shot ability 20
Deflect Curses Reflects damage back to your target 12–20
Illuminated god book 3–15 Some god books hit more than others
Eldritch crossbow special attack Turns soul split healing into damage hit splats 15–100, varying significantly depending upon rotation
Ancestor spirits aura and dark magic aura These auras cause additional hit splats 8
Bleed abilities Variable
Reflecting blood essence
Abyssal scourge Abyssal Parasite hits every 1.8 seconds 33 in single-target scenarios

Synergies because they increase poison damage[edit | edit source]

Item Effect Approximate poison damage increase
Laniakea's Spear Increases the chance of inflicting poison by 5% and increases poison damage dealt by 5% 56%
Sophanem Slayer Dungeon corruption Increases all damage dealt and received by 25% 25%
Vulnerability Increases all damage by 10% 10%
Kwuarm incense sticks 2.5% extra poison damage per stack (maximum of 4 stacks) 2.5–10%

Drop sources[edit | edit source]

For an exhaustive list of all known sources for this item, see here.
  1. ^ a b c 1/1,500 chance during a Slayer task; 1/5,000 chance otherwise.

The drop rate for all three Lost Grove Slayer creatures is 1/1,500 while on a Slayer assignment for them, and 1/5,000 off-task.[4]

Repair cost[edit | edit source]

This item costs at most 300,000 coins to repair completely. The repair cost is calculated by the degradation percentage rounded down (e.g. with 75.5% charge remaining, a full repair would only cost 75,000 coins). It may be repaired through a variety of methods.

Non-player characters[edit source]

These methods cost more as they do not consider the player's Smithing level for a repair discount.

Improved methods[edit source]

These methods provide a repair cost discount of 0.5% per Smithing level (including boosts):

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Usage cost[edit | edit source]

Combat charges60,000
MethodCharacter capable of repairing equipment, armour stand, whetstone
Item(s) consumed300,000 x Coins.png: RS3 Inventory image of CoinsCoins[uc 1]
Total GE price300,000
Per hour
Average rate[uc 2]9,000
High rate[uc 3]18,000
Maximum rate[uc 4]30,000
  1. ^ Cost at armour stand and whetstone is reduced by 0.5% per Smithing level (Reductions of 50% at 99 Smithing, 55.5% at 110 Smithing).
  2. ^ 1,800 charges per hour.
  3. ^ 3,600 charges per hour.
  4. ^ 6,000 charges per hour.

Comparison with other gloves[edit | edit source]

Disassembly[edit | edit source]

Cinderbane gloves
Disassembly categoryHybrid armour
Disassembly XP25.5
Item quantity required1
Material count4
Base junk chance  1.0%
Common materials
Cover parts45/99
Deflecting parts45/99
Rare materials
Powerful components3/99
Evasive components3/99
Protective components3/99

Transcript[edit | edit source]

Update history[edit | edit source]

This information has been compiled as part of the update history project. Some updates may not be included – see here for how to help out!
  • patch 27 September 2021 (Update):
    • The Cinderbane Gloves now correctly apply their Poison effect.
  • patch 20 January 2020 (Update):
    • Can no longer equip broken Cinderbane gloves from the bank.
    • Used Cinderbane gloves will now drop in PvP.
  • hotfix 11 December 2019:
    • Weapon poison +++ now correctly stacks to Tier 5 poison with the addition of Cinderbane gloves.[5]
  • patch 28 May 2019 (Update):
    • Various items that hold charge like the Amulet of Souls and Cinderbane gloves, will no longer give you the 5% degrade warning when they hit 43%.
  • patch 9 April 2018 (Update):
    • Cinderbane glove drops now show up on the Runemetrics activity page.

Trivia[edit | edit source]

  • There was a bug where using cinderbane gloves could apply poison damage to fonts in the fifth phase of Telos, the Warden, potentially destroying them for the rest of the fight and making it impossible to use them to defend against his instant kill attack. This bug has since been fixed.

References[edit | edit source]

  1. ^ Mod Sponge. Message in #misc-theorycrafting of PvME server. Discord. 12 November 2019. (Archived from the original on 26 February 2023.) "Poison chance is 1/8 iirc, think I updated the poison potion tooltips when I made laniakea's."
  2. ^ Mod Maylea. Monday Update Feedback - 25 March. Reddit. 26 March 2019. (Archived from the original on 24 May 2021.) Mod Maylea: "You start with the damage of weapon poison. Better poison uses a coefficient to scale the damage up. That damage is the value Kwuarm incense uses to calculate its boost. Cinderbane gloves add to the scaling coefficient before the the final damage is calculated and the Kwuarm boost added."
  3. ^ Mod Breezy. Message in #ranch-out-of-time channel of official RuneScape Discord server. Discord. 12 November 2019. (Archived from the original on 26 February 2023.) "Yeah they affect base poison damage too so the "scalar" in code is like; tier 1 poison - 50; tier 2 - 100; tier 3 - 150; tier 4 - 200; tier 5 - 250; the current highest is weapon poison++ at tier 3 PLUS cinders = tier 4; with the update, wep pois+++will allow it to go to tier 5 with Cinders."
  4. ^ Jagex. Mod Timbo's Twitter account. 14 February 2018. (Archived from the original on 22 October 2020.) Mod Timbo: "1/1,500 on task, 1/5,000 off-task."
  5. ^ Jagex. Mod Ramen's Twitter account. 11 December 2019. (Archived from the original on 22 October 2020.) Mod Ramen: "This is now hotfixed and working as intended. Weapon poison +++ now correctly stacks to Tier 5 poison with the addition of Cinderbane gloves."