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For this item's augmented variant, see augmented chaotic maul.
For other variants of this item, see lucky, golden.

Chaotic maul detail

The chaotic maul is a two-handed crushing weapon, bought as a reward from Dungeoneering. The maul requires both 80 Dungeoneering and 80 Attack to purchase and wield, respectively. Contrary to mauls in Daemonheim that have a Strength requirement, the chaotic maul requires only an Attack level to equip instead.

Dying with a chaotic maul in the Wilderness results in the maul being converted into 100,000 coins, which are dropped.

Combat Stats
RequirementsDegradesChaotic maul equipped
80 Attack, 80 Dungeoneering30,000 charges
ClassSlot
Attack Melee2h slot
Tier
80
WeaponsMainOff
Damage1788-
Accuracy1924-
StyleCrush
Range1
Speed
Average (3.6s)
AttributesDamage reduction
DefenceArmour0PvM: 0%PvP: 0%
ConstitutionLife points0Style bonuses
PrayerPrayer0Strength0Ranged0Magic0
[FAQ][doc]

Degradation and repair[]

The chaotic maul has 30,000 charges of combat (a minimum time of 5 hours). Once the charges run out, it will break and become unusable until repaired by the rewards trader at Daemonheim. When first purchased, it will have a 20% charge. Repairs are made incrementally in 1% portions, and the cost of recharging can be paid in two ways: coins, or a combination of coins and Dungeoneering tokens.

Charge Cost Combination cost
99% 20,000 2,000 and Dungeoneering token 200
90% 200,000 20,000 and Dungeoneering token 2,000
20% 1,600,000 160,000 and Dungeoneering token 16,000
0% 2,000,000 200,000 and Dungeoneering token 20,000

All repair costs are reduced by 5% if Daemonheim aura 3 has been earned.

Chaotic maul vs. other chaotic weaponry[]

There are four primary melee chaotics, all of equal tier, accuracy, and price: the chaotic maul, a crushing two-hand; the chaotic rapier, a stabbing main hand; and the chaotic longsword, a slashing main hand, and the chaotic spear, a stabbing two-hand. Before one decides which chaotic to buy, they must first choose whether they plan to fight with a shield, or specialize in dual-wielding or two-handed abilities.

Dual-wielding or using a two-handed weapon both give 150% the damage of a sole main hand weapon; therefore the maul, being a two-handed weapon, is 150% the DPS of a sole rapier or longsword. An off-hand rapier or longsword may be purchased to match the maul's DPS, but at an additional 100k tokens for 300k total.

The concepts behind two-handed and dual-wielded abilities differ; two-handed abilities are often AoE (area of effect), suitable for training Slayer or when otherwise surrounded, while dual-wielded abilities typically deal upfront damage to a single target, ideal for bosses or other targets that have many life points. Many players prefer dual-wielding for the use of Destroy, but the maul is for the most part sufficient, and it is 100k tokens cheaper. (Also, the degradation cost of dual-wielding is larger than the maul, because you have to pay for multiple weapons.)

One may also consider making chaotic claws: They are dual-wielded and together cost 200k tokens, equal to the maul, although they require a pair of dragon claws, which costs 120,193. They also are made at 100% charge.

If one does not plan to cater to monsters' weaknesses, they can either pay: 100k tokens for a main hand claw, if they plan to use a shield; 200k for the maul, if they want the 2h abilities; or 200k tokens and 120,193 for dual-wielded claws.

Store locations[]

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Seller Location Cost Currency Base stock Members?

Disassembly[]

[FAQ] • [doc]

Trivia[]

  • The chaotic maul used to cost 400,000 tokens before the 21 April 2010 Dungeoneering rewards update.
  • The chaotic maul bears resemblance to a Gorgonite maul in Dungeoneering.
  • Chaotic mauls, along with all other Dungeoneering weapons/shields, will stack in the bank as long as they are on the same charge. For example, two chaotic mauls with 35% charge and 67% charge will not stack, but two chaotic mauls with 67% will.
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