|80 , 80||30,000 charges|
|Armour||0||PvM: 0%||PvP: 0%|
|Life points||0||Style bonuses|
|[FAQ] • [doc]|
Degradation and repair
The chaotic rapier 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.
|99%||20,000||2,000 and 200|
|90%||200,000||20,000 and 2,000|
|20%||1,600,000||160,000 and 16,000|
|0%||2,000,000||200,000 and 20,000|
All repair costs are reduced by 5% if Daemonheim aura 3 has been earned.
Chaotic weaponry comparisons
There are three primary melee chaotics, all of equal tier, accuracy, and price: the chaotic rapier, a stabbing main hand; the chaotic longsword, a slashing main hand; and the chaotic maul, a crushing 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.
If one does not plan to cater to monsters' weaknesses, they can either pay: 200k tokens for a main hand rapier or longsword, if they plan to use a shield; 200k tokens for the maul, if they want the 2h abilities or don't wish to pay more; or 300k tokens for a main hand and off-hand rapier or longsword. (Of the two ability classes, dual-wielding is generally for upfront damage to a single target, and two-handed for area-of-effect damage.)
If the player decides on dual-wielding or using a shield, they can choose either the rapier, longsword or chaotic claws. Both longsword and rapier have the same damage and accuracy (while the claws have less damage, but are faster), but the rapier is a stabbing weapon and the longsword and claws are slashing weapons. There are no bosses and few high-level creatures that are weak to slash, yet frost dragons, tormented demons and the Kalphite King have a stabbing weakness – thus the rapier is typically the better choice over the longsword or claws for these purposes.
Also of note are the chaotic claws. There are both main hand and off-hand slashing claws, which are equal to the longswords in DPS (the claws have less damage but are faster), have a decent critical bonus, and cost only 100k tokens per claw. The downside is that, as they are an upgrade to dragon claws, one has to pay 108,174 alongside the tokens. Despite this, many players will find the cost of the claws easier to earn than the extra tokens for the main hand longsword, and the chaotic claws have several other upsides too.
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|Item quantity required||1|
|Base junk chance||2.3%|
|4 × Shifting components||100%|
- The chaotic rapier used to cost 400,000 Dungeoneering tokens before the 21 April 2010 update.
- Chaotic rapiers, along with all other chaotic weapons/shields, will stack in the bank as long as they are on the same charge. For example, a chaotic rapier with 35% charge and a chaotic rapier with 67% charge will not stack, but two chaotic rapiers with 67% will.
- At least two million Dungeoneering experience is required to attain the 200,000 tokens needed to purchase the rapier, making it one of the few Dungeoneering rewards which players could have enough tokens to afford by the time they reach the level requirement, assuming they gained tokens purely from training Dungeoneering.
Main hand stab weapons
|Dyed drygore rapiers||
|Dyed khopesh of Tumeken||