Overview
Zulrah is a memory test: four rotations, a prayer switch every phase, and a tile you have to already be standing on. Cavero Zulrah knows the rotation before the phase arrives — it pre-moves to the safe tile, switches prayers off the incoming attack, and runs the bank trip in between.
Very easy setup
Pick a bank, choose your rotation mode, build your loadout, then press START. Travel, prayers, gear switching, restocking, recharging and death recovery are all handled.
Highlights
- All four rotations encoded, identified from the opening forms
- Pre-moves to each phase's tile instead of reacting once it starts
- Jad phase flicked off the projectile, not a guessed timer
- Dedicated Mage Only rotations with pillar hiding and timed movement, or Hybrid gear switching
- Stationary snakeling attacks with configured darts or a loaded blowpipe, automatically set to Rapid
- Bank restock with potion decanting and GE auto-buy
- Blowpipe, serpentine helm, tome of fire, trident and sceptre recharging
- Special attacks, thralls, imbued heart, recoil rings
- Death recovery from the Priestess or your gravestone
Quick start
- Enable the plugin. The command center opens by itself; reopen it any time with the Open Command Center button in the plugin's config panel.
- Pick your bank on the Settings tab. This is where trips restock from.
- Choose Combat → Rotation Mode → Mage Only, Range Only or Hybrid. On the Loadouts tab, configure your Magic kit for Mage Only, Range for Range Only, or both Magic and Range kits for Hybrid.
- Optional snakeling weapon for Mage Only: add darts or a loaded toxic blowpipe to the Magic loadout's inventory. Carry the configured item into the fight; a separate Range loadout is not required.
- Optional: pick a special-attack weapon on the Combat tab, and set your loot rules on the Loot tab.
- Press START. The plugin begins paused on purpose. From there it banks, travels to Zul-Andra, boards the boat and fights.
Watch the first trip
Give it one full trip before leaving it alone — that is where a missing supply or an unset threshold shows itself. The Console tab names it.
Loadouts — hybrid, range-only or mage-only
Loadouts are saved per character and edited inside the command center. Zulrah uses two styles: Magic and Range (melee is hidden — Zulrah is never meleed).
- Mage Only — select it under Combat → Rotation Mode. It uses your Magic loadout to fight Zulrah, with its own phase tiles, pillar hides and timed moves. A saved Range kit can stay in the editor; this mode uses the Magic loadout for the trip.
- Hybrid — select Hybrid, configure both kits and it switches to whatever the current form is weak to, gear and all.
Your loadout is also where supplies live: food, prayer restores, antivenom, the rune pouch, and the charged items it should keep topped up.
Mage Only & snakelings
Mage Only is available to all users. It has dedicated positioning for all four rotations, hiding behind pillars during selected phases and timing its movement around venom clouds. Attacks are held during those hides and unsafe crossings, then resume when the phase and position allow. Changing rotation mode pauses the plugin; check your setup and press START to resume.
Attack snakelings while hiding
Add darts or a loaded toxic blowpipe to the inventory section of your Magic loadout and carry it with you. This enables snakeling attacks automatically during stationary pillar hides; there is no separate snakeling toggle needed for Mage Only.
- While safely hiding from Zulrah with snakelings nearby, it uses Protect from Missiles.
- It equips the configured darts or blowpipe and selects Rapid automatically.
- It attacks only live snakelings within range and line of sight: up to 3 tiles for darts or 5 for the blowpipe.
- It stays on the hide tile and does not chase snakelings or attack them while moving.
- When the hide ends, it restores the previous weapon and shield so the Magic loadout can resume.
Preparing the blowpipe
Load it with darts and scales. If equipping the two-handed blowpipe would displace a shield into a full inventory, the plugin makes room by dropping an empty vial first, or a piece of food if needed.
How it fights
- Rotation detection — all four rotations are encoded. It works out which one you are in from the opening sequence of forms and predicts every phase from then on.
- Pre-moving — it walks to the next phase's tile before that phase begins.
- Prayers follow the form — Protect from Magic or Missiles as the form demands. The melee phase is dodged instead.
- Jad phase — flicked off the incoming attack, and the phase's opening attack is prayed correctly from the moment it starts.
- Attack style — set one in your loadout and it is kept selected where supported. A blowpipe can be forced to Longrange when the phase needs its reach; otherwise an unset style uses Rapid up close and Longrange further out.
- Snakelings in Mage Only — configured darts or a blowpipe attack nearby snakelings from stationary hide tiles, with Rapid and line-of-sight checks.
- Auto-retaliate off, so you are never dragged into a snakeling mid-phase.
Banking, decanting & the GE
- Bank restock between trips from the bank you picked — or the nearest one when a trip has left you somewhere else, so it never walks past a bank to reach "the" bank.
- Potion decanting while it restocks, so your doses stay tidy without you touching them.
- Grand Exchange auto-buy for anything the bank is short of, configured per item in the loadout editor.
- Rune pouch filling and restocking, with per-rune thresholds.
- Chained kills — when supplies are still healthy it goes straight back in rather than banking after every kill.
Item recharging
Charged gear is topped back up at the bank before it runs dry mid-fight:
- Toxic blowpipe — darts and Zulrah's scales
- Serpentine helm — scales
- Tome of fire — burnt pages
- Trident of the seas / swamp — configured as a single charges number; the runes and scales behind it are worked out for you
- Accursed sceptre — revenant ether
Configure these in the loadout
Each charged item shows its own settings in the loadout editor: how much you want in it, when to rebank, and whether to buy the material from the GE.
Specials, thralls & utility
- Special attacks — pick the weapon straight from your inventory on the Combat tab (Accursed sceptre, toxic blowpipe, whatever you use) and set its energy cost. The plugin swaps to it, specs, and swaps back.
- Thralls — add one to your loadout's spell selection and it is kept up between kills. It never casts mid-crossing.
- Cure Me — add it to your loadout's spell selection and venom and poison are cured as soon as they land.
- Imbued / Saturated heart — activated while maging if you carry one.
- Ring of recoil — tracked, and a fresh one equipped when the worn one shatters.
- Food and prayer — eaten and drunk on thresholds tuned from your levels, with an emergency bail when both are gone.
Loot
Set a minimum value and build an ignore list by name on the Loot tab. Anything below the value or on the list is left on the floor.
Death recovery
If a trip goes wrong the plugin collects your items from Priestess Zul-Gwenwynig — or from your gravestone when they have gone there instead — re-kits at the bank and goes back.
Breaks & world hopping
- Break handler support — breaks are taken between trips, never mid-fight, and the plugin holds the break until it is genuinely safe to log out.
- Randomised world hopping on a min/max minute window
(
0= off), again only outside the shrine.
Configuration reference
Everything lives in the command center:
- Dashboard — status, kills, GP and rates
- Loadouts — magic and range kits, supplies, charged items, rune pouch
- Combat — Rotation Mode (Hybrid, Range Only or Mage Only), special-attack weapon and energy cost
- Loot — minimum value and the ignore list
- Settings — bank location, food and prayer rebank thresholds, world-hop window
- Console / Bug Report — live log and a one-click report
- START / PAUSE in the window header — the plugin starts paused
Troubleshooting
Nothing happens after I enable it
The plugin starts paused by design. It also refuses to run without a bank selected — set one on the Settings tab, choose your Rotation Mode on Combat, then press START.
It keeps banking after every kill
Something in the loadout is below its rebank threshold. Open the Console tab — the plugin names the supply that triggered the trip. Thresholds that are set too high will bank constantly.
It isn't switching to my range gear
Select Hybrid under Combat → Rotation Mode and configure both Magic and Range loadouts. Dedicated Mage Only mode uses the Magic loadout even when a Range loadout is saved.
Why isn't it attacking snakelings?
Select Mage Only and put the darts or blowpipe in the Magic loadout's inventory, then carry that item into the fight. Merely carrying an unconfigured weapon, or saving it only in the Range loadout, does not enable this feature. A blowpipe also needs darts and scales.
Attacks happen only while stationary on a recognised hide tile, with a live snakeling in range and clear line of sight. It will not chase a blocked or distant snakeling. The Console tab reports why a target or weapon was skipped.
My blowpipe / tome / trident ran out mid-fight
Raise the item's rebank threshold in your loadout so it has enough charges for the fights between restocks, and check that recharge materials are available in the bank or through GE restocking.
It died and I've lost my gear
Leave it running — it collects from Priestess Zul-Gwenwynig or your gravestone and re-kits by itself. The Console tab logs each step of the recovery.
Loadout quantities, quiver & loot space
Bank quantity versus return threshold
Withdraw at bank: X potions, Y doses each defines the bank-trip target. Return to bank at X doses or fewer is the remaining-dose trigger; 0 means empty. For example, withdrawing four 4-dose potions and returning at two doses means a 16-dose departure target, not a two-potion withdrawal. The plugin may also bank because of its own food, safety or trip settings.
Bank preparation restores the configured vial count and doses, replacing partials when needed. Continue when fully depleted and Skip if bank empty make a supply optional where supported; do not use them for something essential to your route or fight. Rune-pouch entries have separate refill targets and low-stock thresholds.
Dizana's quiver
With a quiver in the loadout, its ammunition slot appears to the right of the head, above the normal ammo slot. Configure its item, quantity and restock threshold separately. This supports a blessing or another ammunition type in the normal slot. Capture the actual contents, and use ammunition compatible with the selected weapon; a quiver does not make incompatible ammunition usable.
Supported charged equipment and repaired/degraded Barrows items are recognised across their usable variants. You do not need a new loadout simply because a repaired item loses its numeric suffix.
Moonlight moths and butterfly jars
Drop empty butterfly jars appears on Moonlight moth supply entries only and is off by default. Enable it to discard consumed moth jars. Even when disabled, an empty jar can be dropped as a last resort to make room for more valuable loot when there is no cheaper alternative. A live moth can also be replaced by more valuable loot.
High-value loot
Eligible, reachable ground loot worth more than 500,000 GP per stack takes priority over ordinary work, including holding an emergency escape while collecting it. Prayers, eating and hazard avoidance still run. Ownership, area and reachability checks still apply; this does not promise collection of another player's or inaccessible drop.
GE restocking and existing offers
When optional GE Restocking is enabled, missing tradeable supplies can be bought together. Configure each item's GE Buy Qty and Skip GE Buy settings. Coins can remain in the bank. The restocker tracks offers, actual trade values and available funds, and retries unfilled offers within its limits; a higher price does not guarantee a fill.
Already-bought items in all matching offer slots count toward the remaining requirement once collected, avoiding duplicate purchases. The main Collect to bank action collects all ready offers, including offers you placed manually. Keep that in mind when sharing the exchange with your own trades. Missing untradeable requirements still need to be supplied yourself.
Session limits & world hopping
Stop after kills sets the number of kills for this session; 0 means no limit. The plugin returns to bank and stops when the target is met.
Timed world hopping uses a world in the same region as the world being left, so a UK world stays in the UK region. Set either minimum or maximum interval to 0 to disable timed hopping. Hops wait for the plugin's safe point outside combat.
Range Only, recoil & special attacks
Range Only uses the Ranged loadout throughout the fight while following the supported rotation movement. Hybrid switches Magic/Range; Mage Only uses its dedicated pillar-hiding routes. Select the mode explicitly under Combat → Rotation Mode.
Break recoil below is in the Command Center's Combat settings, not the loadout editor. The default is 35 remaining damage points; 0 disables early breaking. The plugin handles the replacement between fights, so include spare rings in the loadout.
Eat below HP uses an HP value, with 0 selecting smart eating. Food and remaining-prayer-dose restock controls are independent of your loadout's withdrawal quantities. Disabling offensive prayers also applies to special attacks; protection prayers remain active.
Special weapons have explicit combat styles, attack-style choices and energy requirements. Their selected style determines the offensive prayer. Remove a weapon with its X button. A melee special still needs to be in reach; selecting it does not permit attacking across the arena.
Blowpipe and Defence experience
The plugin can force Longrange where the rotation requires its reach. Longrange awards Defence experience. Saving a blowpipe loadout on an account with 1, 2, 44 or 45 Defence shows a warning. The warning does not prevent Defence gain; choose a different setup if preserving that level is essential.