OSRS Ice Bursting & Barraging Guide
This guide will teach you the best way for bursting & barraging, MM1 and MM2 tunnels locations and how to stack NPCs for better and faster XP
Last updated September 2026. Reflects the 22 July 2026 Summer Sweep-Up Gear and PvM Changes update, which changed the Sanguinesti staff's life leech.
The best magic weapon in OSRS is Tumeken's Shadow, once your magic gear is worth tripling. Before that, buy the Warped sceptre at 62 Magic for about 90K, the Trident of the Swamp at 78 for 3.2M and the Sanguinesti staff at 82 for 17.1M.
Magic is the style where the weapon matters least and most at the same time. On an autocast staff, the spell does the damage, and the staff supplies runes and a little accuracy. On a powered staff, the weapon is the spell, and your spellbook stops mattering.
That split is why the level order looks strange at first glance. A Trident of the Seas at 75 Magic beats a Kodai wand at 80 on raw output in a bare setup, for under 2% of the price.
Three rules set magic weapons apart, and all three change how you should spend your GP on them. Two terms used throughout: a proc is a weapon effect firing on top of your normal hit, and PK means player-versus-player combat.
Every DPS figure in this guide comes from the OSRS DPS calculator, run in September 2026, at 99 Magic. The target is a Sand Crab (Active), which has 1 Defence and no defensive bonuses. No prayers, no potions, no equipment in any slot other than the weapon.
For autocast staves, I used the strongest spell each one can cast. In practice, that means Ice Barrage for anything that autocasts Ancient Magicks and Fire Surge for anything limited to the standard spellbook. Two exceptions are flagged in the table: Iban Blast on Iban's staff and Fire Wave on the Twinflame staff. Powered staves use their own built-in attack.

Every DPS figure is quoted with the spell that produced it, so you can see where each number comes from.
A bare-gear benchmark is unfair to any weapon with a percentage magic damage bonus, especially Tumeken's Shadow.
Tumeken's Shadow triples the magic attack and magic damage bonuses from your worn equipment, and quadruples them inside Tombs of Amascut, capped at 100% magic damage.
My benchmark has empty gear slots, so there is nothing to triple and the staff is showing you roughly its floor. Put on an Ancestral set, an occult necklace, a tormented bracelet and a magus ring and it runs 9.118, the highest figure in this guide.
Read the Tumeken's Shadow entry rather than its table row. The Same Weapons In Full Magic Gear shows what the scaling weapons do once there is gear to scale off.
Because percentage magic damage multiplies with your gear, the bare-gear table understates anything that scales. I ran the same weapons again wearing an Ancestral set, an occult necklace, a tormented bracelet and a magus ring, against the same Sand Crab.

| Weapon | Bare max hit | Bare DPS | Geared max hit | Geared DPS |
|---|---|---|---|---|
| Tumeken's Shadow | 34 | 5.578 | 55 | 9.118 |
| Sanguinesti staff | 41 | 7.304 | 47 | 8.668 |
| Trident of the Swamp | 31 | 6.259 | 37 | 7.604 |
| Trident of the Seas | 28 | 5.632 | 33 | 6.779 |
| Accursed sceptre | 27 | 5.449 | 32 | 6.578 |
| Kodai wand | 34 | 5.493 | 40 | 6.575 |
| Nightmare staff | 34 | 5.465 | 40 | 6.568 |
| Master wand | 33 | 5.315 | 39 | 6.407 |
| Ancient sceptre | 33 | 5.315 | 39 | 6.407 |
| Warped sceptre | 24 | 4.824 | 29 | 5.958 |
Tumeken's Shadow is the weapon this table exists for. It goes from a mid-table 5.578 to 9.118, the highest figure anywhere in this guide. Its passive triples worn magic attack and magic damage, and nothing triples on a naked account.
The Kodai wand does not get rescued. It climbs from 5.493 to 6.575, and the Trident of the Swamp climbs from 6.259 to 7.604, so the trident stays ahead. The wand's real case is the unlimited water runes, the free off-hand slot and its accuracy against high-Defence targets, not raw damage against a crab.
Ice Barrage autocasters cluster tightly in both columns, which is the point: the spell is doing the work, and the staff is supplying runes and a little accuracy.
Grand Exchange prices checked September 2026. In the Type column, Staff and Wand autocast a spell from your spellbook. Powered means the weapon has its own built-in attack and ignores your spellbook. Bladed staff means it can also be used as a melee stab weapon.
| Magic Level | Weapon | Spell used | Cast speed (ticks) | Magic attack | Magic defence | Max hit | DPS vs Sand Crab (99 Magic, no gear) | Price (gp, checked September 2026) |
|---|---|---|---|---|---|---|---|---|
| 1 | Elemental staves | Fire Surge | 5t | +10 | +10 | 24 | 3.852 | ~700gp |
| 30 | Battlestaves | Fire Surge | 5t | +12 | +12 | 24 | 3.856 | ~8.8K |
| 40 | Mystic staves | Fire Surge | 5t | +14 | +14 | 24 | 3.860 | ~25K |
| 50 | Slayer's staff | Fire Surge | 5t | +12 | +10 | 24 | 3.856 | ~22.9K |
| 50 | Iban's staff | Iban Blast | 5t | +10 | +10 | 25 | 4.012 | Quest reward |
| 50 | Ancient staff | Ice Barrage | 5t | +15 | +15 | 30 | 4.822 | ~61K |
| 60 | Master wand | Ice Barrage | 5t | +20 | +20 | 33 | 5.315 | ~7.3M |
| 60 | Twinflame staff | Fire Wave | 6t | +12 | +12 | 30 | 4.030 | ~9.6M |
| 62 | Warped sceptre | Built-in | 4t | +12 | +12 | 24 | 4.824 | ~90K |
| 65 | Dragon hunter wand | Ice Barrage | 5t | +16 | +16 | 33 | 5.305 | ~9.8M |
| 70 | Ahrim's staff | Fire Surge | 5t | +15 | +15 | 25 | 4.022 | ~133K |
| 70 | Ancient sceptre | Ice Barrage | 5t | +20 | +15 | 33 | 5.315 | Untradeable |
| 70 | Accursed sceptre | Built-in | 4t | +22 | +20 | 27 | 5.449 | ~2.9M |
| 72 | Nightmare staff | Ice Barrage | 5t | +16 | +14 | 34 | 5.465 | ~28.4M |
| 75 | Staff of the dead | Fire Surge | 5t | +17 | +17 | 27 | 4.346 | ~4.8M |
| 75 | Staff of light | Fire Surge | 5t | +17 | +17 | 27 | 4.346 | ~5.0M |
| 75 | Staff of Balance | Fire Surge | 5t | +17 | +17 | 27 | 4.346 | ~24M |
| 75 | Toxic staff of the dead | Fire Surge | 5t | +25 | +17 | 27 | 4.361 | ~7.8M |
| 75 | Trident of the Seas | Built-in | 4t | +15 | +15 | 28 | 5.632 | ~882K |
| 77 | Purging staff | Fire Surge | 5t | +37 | +25 | 26 | 4.218 | Untradeable |
| 78 | Trident of the Swamp | Built-in | 4t | +25 | +15 | 31 | 6.259 | ~3.2M |
| 80 | Kodai wand | Ice Barrage | 5t | +28 | +20 | 34 | 5.493 | ~56.5M |
| 82 | Volatile Nightmare staff | Ice Barrage | 5t | +16 | +14 | 34 | 5.465 | Staff + orb |
| 82 | Eldritch Nightmare staff | Ice Barrage | 5t | +16 | +14 | 34 | 5.465 | Staff + orb |
| 82 | Harmonised Nightmare staff | Fire Surge | 4t | +16 | +14 | 27 | 5.430 | Staff + orb |
| 82 | Sanguinesti staff | Built-in | 4t | +25 | +15 | 33 (41 on proc) | 7.304 | ~17.1M |
| 85 | Tumeken's Shadow | Built-in | 5t | +35 | +20 | 34 | 5.578 | ~790M |
Note: These figures are bare gear. They rank weapons fairly against each other, but they don't reflect what you will do in a real setup, and they understate anything with a percentage magic damage bonus. Chambers of Xeric and Tombs of Amascut weapons, in particular, scale far harder with gear than this table shows.

Elemental staves are the starting weapon for every account, because each one supplies unlimited runes of its element. There is no level requirement; they cost about 700 GP, and the free runes are worth far more than the +10 attack bonus at any point in your account's life.
I still keep a fire staff and an air staff in my bank permanently. Every account I have ever made started with one.

Battlestaves suit a hybrid or low-level account that wants one weapon for melee and magic, because they carry +35 Strength. Their two extra magic attack over an elemental staff is close to nothing.
The combination staves (lava, mud, steam, smoke, mist, dust) supply two elements at once and cost more. I would only buy one if you cast a single spell type nearly all the time.

Mystic staves are the 40 Magic upgrade, with two more magic attack than a battlestaff. Thormac, south of Seers' Village, turns a battlestaff into one for 40K GP once you have finished Scorpion Catcher, and the Kandarin Diary lowers his fee. At about 25K on the Grand Exchange, buying one outright costs less than his full fee.

The Slayer's staff is for Turoth and Kurask tasks, because it is the cheapest staff that casts Magic Dart. Any Slayer Master sells one. Magic Dart's damage scales with your Magic level instead of sitting at a fixed maximum.
Magic Dart is weak on its own. It hits 19 max at 99 Magic against a Sand Crab, for 3.043 DPS.

Iban's staff is the budget weapon from 50 to about 62 Magic for anyone who has finished Underground Pass. You take it from Iban at the end of the quest. It casts Iban Blast, which hits 25 from 50 Magic, where your next best option is Water Blast at 14 and Fire Blast at 16 is nine levels away.
Iban's staff has +10 Magic attack, the same as a 700 GP fire staff. It still beats every staff below it, because Iban Blast hits 25.
It holds 120 charges by default, and Iban's staff (u) from the Dark Mage in West Ardougne raises that to 2,500 for 200K GP. Recharging is free at the well in Underground Pass.

The Ancient staff is the first real jump, and the staff to use once you have finished Desert Treasure I. It autocasts Ancient Magicks, and Ice Barrage hits 30 where Fire Surge hits 24. That one unlock is worth more than every accuracy upgrade from level 1 to 50 combined. Read more about it in our Ice Bursting and Barraging guide here.
Kamil drops it during Desert Treasure I. If you have finished that quest and aren't using an Ancient-capable weapon, you are leaving damage on the table for 61K GP.

The Master wand is for accounts that want standard, Ancient, and Arceus autocasting with a 10% magic damage bonus, which separates it from the Ancient staff. You buy it with pizazz points at the Mage Training Arena or straight off the Grand Exchange. If you would rather not grind the points yourself, check out our Mage Training Arena services here.
The price is the problem. At 7.3M in September 2026, it is a hard sell against a 70 Magic Ancient sceptre that matches it for a fraction of the cost. Grind it at the Mage Training Arena if you want it, because buying one is poor value.

The Twinflame staff is for standard-spellbook casters who want a second hitsplat on Bolt, Blast and Wave spells. You make it by combining a battlestaff with the fire and ice element staff crowns. Those spells fire a second, weaker hit for roughly 40% of the first, and the staff picks the elemental spell matching an NPC's weakness.
The Twinflame staff casts at 6 ticks instead of 5, which is a real damage loss. The double hit skips Surge spells, so Fire Wave outperforms Fire Surge on it. It is the only weapon on this list where a weaker spell is the correct choice.


The Warped sceptre is the cheapest powered staff in the game. It drops from warped terrorbirds and tortoises on a Slayer task requiring 56 Slayer.
Below is the spawn location of the Warped Terrorbird in the Poison Waste Dungeon beneath the Galarpos Mountains. It requires level 56 of Slayer to kill.

At around 90K GP it matches the Ancient staff's output without needing Desert Treasure, without needing Ancient runes, and at 4 ticks instead of 5. It charges with 2 Chaos and 5 earth runes per cast and holds 20,000 charges.
If you have 62-75 Magic and aren't already deep into end-game gear, buy this.

The Dragon hunter wand is the magic weapon for dragons, covering wyrms, wyverns, and hydras as well as dragons proper. It is a rare drop from the Hueycoatl at 1/105. Against anything non-draconic it is a slightly worse Master wand for slightly more money. Against dragons it gains +75% accuracy and +40% damage.

Ahrim's staff is for players wearing the rest of Ahrim's set, because on its own it only adds 5% magic damage over a mystic staff. It comes from Ahrim the Blighted at Barrows and autocasts standard and Arceuus spells. It does not autocast Ancients.
With +15 magic attack and that 5%, Ahrim's staff runs 4.022 against a Mystic staff's 3.860. It pulls further ahead on the set bonus if you are wearing the rest of Ahrim's.
The full set plus the Amulet of the damned adds a 25% chance of a hit dealing 30% extra damage. The set alone can drain your target's Strength. A bare-gear table cannot show that setup.
It degrades after 15 hours of combat and must be repaired.

The Ancient sceptre is the free Ancient Magicks weapon for anyone who has finished Secrets of the North. You build it by taking the Ancient icon and an Ancient staff to Eblis. The icon is a 2/100 drop from the Phantom Muspah, which the quest unlocks.
The sceptre matches the Master wand's output and carries +60 Strength on top, and it costs you a quest reward instead of 7.3M.
You make the four elemental variants by adding a quartz from one of the Desert Treasure II bosses, and they require 75 Magic. They do not raise your damage, which is why my table covers the base sceptre and leaves it there. Each one changes what its element's spells do instead:
Ice is the one I would chase for its accuracy and longer freeze.
If you have done Secrets of the North, the Ancient Sceptre is your magic weapon until you can afford a Sanguinesti staff or a Shadow. Nothing else in this price bracket competes with free.

The Staff of the Dead, Staff of Light and Staff of Balance are grouped here because their magic output is identical. All three are bladed staves, all three carry 15% magic damage, and none of them autocast Ancients. That caps them at Fire Surge, which is why they sit below far cheaper weapons in the table.

The Staff of Balance is the odd one on price. You make it by taking a Guthixian icon and a Staff of the Dead to Juna in the Chasm of Tears. It needs the same 75 Magic and 75 Attack as the other two and costs five times as much.

Buy these for the special attack. Power of Death costs 100% special energy and halves all incoming melee damage for one minute, and the Staff of Light's Power of Light does the same. That is a defensive switch worth carrying at places like Zulrah and the Corporeal Beast.

The Toxic staff of the dead is a Staff of the Dead with a magic fang attached; it requires 59 Crafting and is reversible. It adds +8 Magic attack over the base staff and gives casts a 25% chance to venom the target.
Against anything not immune, venom ticks up to 20 damage independently of your attacks. On a long fight that is worth more than the 0.015 DPS the table shows over the base staff.

The Trident of the Seas is the 75 Magic step where magic progression stops being about spells and starts being about the weapon. It is a task-only drop from Cave Krakens, which need 87 Slayer, and it costs about 882K on the Grand Exchange.
The Trident of the Seas' built-in spell hits 28 at 99 Magic and fires every 4 ticks instead of 5. That speed difference is what puts it ahead of weapons costing eight times as much.
The trident cannot be used in dangerous PvP, only in safe minigames. Charges cost 1 death rune, 1 chaos rune, 5 fire runes and 10 GP per cast, and it holds 2,500.

The Purging staff is a demon-slaying weapon. It has the highest magic attack bonus of any autocast staff in the game at +37, and it still loses to a Warped sceptre on a normal target. You cannot build a weapon on accuracy alone.
Against demons the Purging staff is a different item. It doubles a demonbane spell's accuracy bonus from 20% to 40%, and with Dark Demonbane on an abyssal demon it runs 5.394 against a plain staff's 4.852.
Against K'ril Tsutsaroth, the accuracy gap widens far further, 25.37% versus 16.79%, because demon content is where its attack bonus finally does work.
Stack Mark of Darkness on top and the staff doubles that again, to 80% accuracy and 50% damage, and stretches the mark's duration fivefold.
On anything else it is an expensive way to cast Fire Surge, and the 4.218 figure in the table is the honest one for general use.

The Trident of the Swamp is a Trident of the Seas with a magic fang attached using a chisel at 59 Crafting. Max hit rises from 28 to 31 and magic attack from +15 to +25. Successful hits get a 25% chance to venom, which becomes a guaranteed venom against monsters if you wear a serpentine helm with it.
6.259 DPS in bare gear puts it ahead of every autocast staff in this guide, including the 56.5M Kodai wand, for 3.2M. It is the best magic weapon per GP in the game for anyone not yet in raids gear, and it stays useful long after you can afford better.
Charges cost 1 death rune, 1 chaos rune, 5 fire runes and a Zulrah's scale per cast, holding 2,500.

The Kodai wand is the strongest wand in the game, made by using a Kodai insignia from Chambers of Xeric on a Master wand. It autocasts Ancients, standard and Arceuus spells, supplies unlimited water runes, and has a 15% chance to not consume runes on an offensive cast.
The Kodai wand runs 5.493 in bare gear against the Trident of the Swamp's 6.259. In Ancestral, an occult necklace, a tormented bracelet and a magus ring it runs 6.575 against the trident's 7.604.
So the gear widens the gap. What you are buying is the unlimited water runes, the free off-hand slot and the accuracy against high-Defence targets, none of which a Sand Crab can show you.
The rune saving is the other half of its value. Over thousands of Ice Barrages the 15% rune negation and unlimited water runes add up to real money.

The Volatile and Eldritch Nightmare staves have the same passive damage as the plain Nightmare staff. All three run 5.465. The orbs do not improve your autocast at all, which is worth knowing before you spend 100M GP on one.

The orbs buy a special attack. Both cost 55% special energy. Eldritch's Invocate hits up to 50 at 99 Magic and restores prayer points equal to half the damage, above your natural Prayer level and up to 120.

Volatile's Immolate hits up to 66 at 99 Magic with 50% increased accuracy. Those are the numbers with the staff equipped; without the staff's own 15% magic damage they would be 44 and 58. Both specials are strong, and they are the entire reason those staves cost what they do.

The Harmonised staff is the odd one out and the only one that changes how the weapon plays. It drops standard spellbook casting from 5 ticks to 4.
Fire Surge on a Harmonised staff runs 5.430. Ice Barrage on the other Nightmare staves runs 5.465. The Harmonised staff hits 27 instead of 34 and still keeps pace because it casts 25% faster. It cannot autocast Ancients, so you're limited to standard spells.
The Harmonised orb alone costs about 467M (checked September 2026).
The Sanguinesti staff is the general-use end-game magic weapon, and the one I would buy at 82 Magic. It is a rare drop from the Theatre of Blood and the highest-DPS weapon in this guide that you can realistically own. On our website, you can easily have our experienced professionals handle raids for you; discover more on our raid services page here.
The Sanguinesti staff's base max hit at 99 Magic is 33. The life leech passive triggers on 1 in 5 successful hits, adds 8 extra damage, and heals you for half the damage dealt.
So your largest single hit is 41, and the 7.304 figure already accounts for the 20% proc rate.

The Summer Sweep-Up Gear and PvM Changes update on 22 July 2026 changed the leech from 1 in 6 to 1 in 5 and added the 8 extra damage. Sanguinesti staff numbers published before that date are too low.
It charges with 2 blood runes per cast and holds 20,000. You can uncharge it any time and get the runes back.
Tumeken's Shadow stats card: 85 Magic, its built-in attack, max hit 34, 5.578 DPS against a Sand Crab
Tumeken's Shadow is the best magic weapon in the game for players whose magic gear is already worth tripling, which its 5.578 DPS table figure does not show. It is the two-handed rare from Tombs of Amascut.
Tumeken's Shadow triples the magic attack and magic damage from your worn equipment, capped at 100% magic damage inside Tombs of Amascut and 50% outside it.

That is why it reads 5.578 on a naked account and 9.118 in Ancestral with an occult necklace, a tormented bracelet and a magus ring. It is the only weapon here whose table row is misleading.
It is two-handed, so no shield. It casts at 5 ticks, whereas a trident or Sanguinesti staff casts at 4, which is why it needs the gear scaling to pull ahead. Charges cost 2 soul runes and 5 chaos runes per cast, holding 20,000.
At 790M it only makes sense once the rest of your magic gear is already good enough to be worth tripling.
If 790M is more than you're comfortable saving, get Tumeken's Shadow from our item store without any hassle.
I wouldn't put these weapons in a level-ordered progression because they are only correct in one place.

The Accursed sceptre is the magic weapon for PKing and Wilderness bosses. Outside the Wilderness, it is a slightly better Trident of the Seas for three times the price.

Thammaron's sceptre is the Accursed sceptre's predecessor, dropped by revenants, with the same Wilderness-only 50% boost. At 60 Magic it is a much earlier unlock than the Accursed sceptre, and inside the Wilderness it beats a Trident of the Swamp for less money.
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The Crystal staff is the magic weapon for Gauntlet and Corrupted Gauntlet runs. You make it inside the Gauntlet and it is unusable anywhere else, which is why it is not in the main table. The perfected version at 8.040 is the highest figure I recorded in this benchmark, and it exists to make Corrupted Gauntlet runs survivable.

The Dawnbringer is a powered staff that only functions properly against Verzik Vitur's first phase, where its special attack does a guaranteed 75 to 150 damage. Outside that fight it is close to useless. You pick it up from the chest before the Verzik room and drop it after.

The Bone staff is a Scurrius-only weapon, and I include it because its stat line looks respectable. It deals zero damage to anything that is not a rat. Against Scurrius it attacks every tick and is excellent. Anywhere else it does nothing at all, and the calculator returns a max hit of 0 to prove it.

The short version, by Magic level. Prices checked September 2026.
| Magic level | Weapon | Price (gp, checked September 2026) | Why |
|---|---|---|---|
| 1 to 50 | A fire staff and whatever spell you can afford | ~700gp | Nothing in this bracket is worth buying. The spell is your damage. |
| 50 to 62 | Iban's staff, or the Ancient staff | Quest reward / ~61K | Iban Blast hits 25 if you have done Underground Pass. Ice Barrage hits 30 if you have done Desert Treasure. |
| 62 to 75 | Warped sceptre | ~90K | The best value item in the guide. 4-tick powered staff that matches an Ancient staff for a fraction of the price. |
| 75 to 78 | Trident of the Seas | ~882K | First real powered staff step: 5.632 DPS against the sceptre's 4.824. |
| 78 to 82 | Trident of the Swamp | ~3.2M | 6.259 DPS bare and 7.604 in full magic gear. The next real step is the Sanguinesti staff at ~17.1M. |
| 70+, if you have done Secrets of the North | Ancient sceptre | Untradeable | Free, and it matches a 7.3M Master wand. |
| 82+ | Sanguinesti staff | ~17.1M | 7.304 DPS bare, 8.668 geared, and it heals you. The general-use end-game pick. |
| 85+, with the gear to match | Tumeken's Shadow | ~790M | 9.118 DPS in full magic gear, the highest here. Pointless until your magic gear is worth tripling. |
The pattern across the list is that cast speed and spell choice beat accuracy bonuses every time. A Warped sceptre at 90K GP matches an Ancient staff. A Trident of the Swamp at 3.2M beats a Kodai wand at 56.5M in bare gear, and still beats it in full gear.
The Purging staff has the highest magic attack bonus of any autocast staff in the game at +37, and loses to weapons costing under 1% as much.
That pattern breaks with percentage magic damage. Those bonuses do nothing on a naked account and add up once you are wearing Ancestral and an occult necklace. That is why Tumeken's Shadow looks mediocre in the bare table and tops the geared one.
Buy the Warped sceptre early and the Trident of the Swamp in the mid game. Save the 56.5M Kodai wand until the rest of your magic gear justifies it.
Tumeken's Shadow, once your magic gear is worth tripling. Its passive triples worn magic attack and magic damage. That takes it from 5.578 DPS on a naked account to 9.118 in Ancestral with an occult necklace, tormented bracelet and magus ring. Below that, the Sanguinesti staff at about 17.1M is the general-use pick.
Stack percentage magic damage, because it multiplies rather than adds. An occult necklace gives 5%, a tormented bracelet 5%, the Ancestral set 6% and a magus ring 2%. Those do almost nothing on a bare account, which is why cheap staves look strong in a bare-gear table and fall behind in a real setup.
The Ancient sceptre at 70 Magic, which is untradeable and free if you have finished Secrets of the North. It matches a 7.3M Master wand at 5.315 DPS with Ice Barrage. Before that, the Ancient staff at about 61K is the cheapest way to autocast Ancient Magicks.
The Ancient sceptre, or an Ancient staff if you are on a budget. Bursting and barraging are Ancient Magicks, so you need a staff that autocasts them, and the spell supplies nearly all of the damage. Accuracy is what separates these staves, not max hit.
The Harmonised Nightmare staff, which drops standard spellbook casting from 5 ticks to 4, a 25% increase in cast rate. Powered staves also fire every 4 ticks. Everything else autocasts at a fixed 5 ticks regardless of the speed listed on the weapon.
On damage, yes. The trident runs 6.259 DPS bare and 7.604 in full magic gear, against the Kodai wand's 5.493 and 6.575, for about 3.2M against 56.5M. The wand's case is unlimited water runes, a free off-hand slot and accuracy against high-Defence bosses.
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