Barrows equipment

The Barrows equipment is rewarded to players from the Barrows minigame. There are a 6 sets of Barrows equipment: Four for warriors, one for rangers, and one mages. As the equipment is used, its status (found after the item's name) depletes until it reaches 0, at which point it is unusable until the player repairs it for a hefty sum of coins with NPCs like Bob in Lumbridge. If you have a workshop with an Armour Stand in your house, you can repair the armour for less money, the discount based on your Smithing level. When a player wears all of the items of a Barrows set, it has a set effect which is listed below after the bolded name of the set's special.

Dharok the Wretched (Melee)


70 Defence is required to wear the armour and 70 Attack and Strength are required to wield the weapon. The items can only be traded at 100 percent or 0 percent.

Wretched Strength: Attacks do more damage as the player's hitpoints decrease, up to double damage at 10% hitpoints.
 * Dharok's helmet
 * Dharok's platebody
 * Dharok's platelegs
 * Dharok's greataxe (weapon)

Torag The Corrupted (Melee)
70 Defence is required to wear the armour and 70 Attack and Strength are required to wield the weapon.

Corruption: Successful melee attacks have a chance of lowering the victim's run energy by 20%.
 * Torag's helmet
 * Torag's platebody
 * Torag's platelegs
 * Torag's hammers (weapon)

Guthan The Infested (Melee)


70 Defence is required to wear the armour and 70 Attack is required to wield the weapon.

Infestation: Successful attacks have a chance of replenishing the player's health by the damage caused, on a 1:1 ratio.
 * Guthan's helmet
 * Guthan's platebody
 * Guthan's chainskirt
 * Guthan's warspear (weapon)

Verac The Defiled (Melee)


70 Defence is required to wear the armour and 70 Attack is required to wield the weapon.

Defiler: Successful attacks have a chance of ignoring any armour and prayers, causing potential heavy damage.
 * Verac's helmet
 * Verac's brassard
 * Verac's plateskirt
 * Verac's flail (weapon)

Karil The Tainted (Ranged)


70 Defence and 70 Ranged are required to wear the armour and 70 Ranged is required to wield the weapon.

Tainted Shot: Successful ranged attacks have a chance of temporarily lowering the opponent's agility level.
 * Karil's coif
 * Karil's leathertop
 * Karil's leatherskirt
 * Karil's crossbow (weapon)

Ahrim The Blighted (Magic)


70 Defence and 70 Magic are required to wear the armour and 70 Attack and 70 Magic are required to wield the weapon.

Blighted Aura: Successful magic attacks have a chance of temporarily lowering the opponent's strength level.
 * Ahrim's hood
 * Ahrim's robetop
 * Ahrim's robeskirt
 * Ahrim's staff (weapon)