Glacor

Glacors are fairly dangerous monsters, described by Beauty as "a rare form of ice elemental". These monsters are only accessible after completing the quest Ritual of the Mahjarrat. You can reach glacors in the Glacor Cave through the fairy ring system by using the code. An army of glacors was summoned by Lucien although only one actually reached the Ritual, as the others were held back by Kuradal, who slew a few hundred.

Killing glacors can be quite profitable, especially since the cost of killing them has dropped dramatically after the Evolution of Combat. They take longer to kill than other monsters of their combat level, but nevertheless, Soul Split or a healing familiar lower the need for food, and a bank is just through the fairy ring.

There are several factors that contribute to the popularity of glacors:
 * They drop the three glacyte boots, which are worth several million coins each.
 * High drop rates of both blue and crimson charms (approximately 33% chance for each color), and three charms are dropped at a time.
 * Shard of armadyl drops, which can be used to make an Armadyl battlestaff and dust of armadyl, both of which have high values on the Grand Exchange.
 * Ease of access and proximity to a bank, especially when compared to tormented demons.
 * Fairly high drop rate of hard and elite clue scrolls.

General combat


Despite the world being multi-combat, you may not fight glacors in teams. Only one player may be engaged in combat with a glacor and its minions at a time, and only one glacor may be fought per player at a time. Players can only fight glacors being fought by other players if the combating player leaves the cave, either via teleporting, walking away from the area, dying, or logging out. Even if the combating player is in a safe-spot and not currently in combat with the glacor or its glacytes, a player trying to attack his or her glacor will yield the message, "Someone else is already fighting that glacor." This means that glacors must be fought solo.

Glacors will attack with magic, ranged, and melee when in melee distance. Its ranged attack consists of an icicle, whilst its magic attack is a blue sphere. These attacks can be predicted as they always fire ranged attacks with their right arms and magic attacks with their left arms. When they throw both hands down, they are using their icicle special attack.

Unlike all other monsters (except for TzTok-Jad in the Fight Cave and Warped Gulega in Dungeoneering), the damage from the ranged and magic attacks of a glacor is calculated when the attack hits the player, rather than when the attack animation begins. This means that it is possible to change prayers while the attack is coming toward you and still halve the damage, which is impossible with most other monsters. Use Protect from Magic when the glacor raises its left arm, and Protect from Missiles when it raises its right arm – however, holding Soul Split is far more effective and should be used by players with 92 Prayer and access to the Ancient Curses.

When afar, glacors will use either magic or ranged for several hits, and then switch to the other style. If one notices the switch in time, he or she can immediately continue to halve the damage. (Unlike tormented demons, protection prayers will only block 50% of the damage from glacors as opposed to their whole 100%.)

Furthermore, glacors are weak to fire spells in a similar fashion to ice strykewyrms, taking 50% extra damage from the element, including Bloodfire spells from the Ancient Magicks. (Notes: Unlike ice strykewyrms, the fire cape and TokHaar-Kal have no damage boost on glacors.) Therefore, it is advised to use magic at a distance while switching prayers in conjunction to the glacors' attacks in order to achieve the fastest kill rates. Due to the unique property of the glacors' attacks mentioned above, standing further away will give the player more time to swap prayers.

When a glacor reaches half health, it will summon its three glacytes, after which it will be invulnerable until they are slain. When all the glacytes are killed, the glacor will inherit the most recently slain glacyte's ability (further explained in Summons), and attack with a faster speed (speed 6 from 5).

Icicle - stalagmites
Glacors may slam both arms on the ground and fire a large cluster of icicles, rather like the icicles used with their ranged attacks. The player must run from the square he or she is standing in to avoid them. When hit by the icicles, you will lose half of your current life points. If a glacor was attacking with magic and then uses this attack, it will always switch to its ranged attack afterward. If the glacor dies before the attack reaches the player, the icicles will do no damage.

Warning: This attack can hurt other players who stand on the targeted tile.

Freezing
Occasionally, the glacor's magic attack will have the same effect as the enhanced ice titans from Ritual of the Mahjarrat. This ability results in freezing the player, rather like an ice spell. Anticipation and Freedom will not help against this attack but will unfreeze players if used after being frozen. The freeze will only occur if the player is not praying against magic. There will be bright blue text alerting the player when they are frozen. To break free, the player must repeatedly click away from where they are standing, or otherwise be dealt heavy damage from the glacor. Players will not automatically lose the freeze if the glacor dies.

Summons
When the glacor has half of its life points remaining, it will spawn three different glacyte monsters that must be killed before hurting the glacor again. It is advised to lure all three glacytes away from the glacor and hide behind a pillar, so that you may kill them without being attacked by the glacor. Protect from melee once you are in a safe-spot.

Once all three glacytes are dead, the glacor will inherit the special ability of the most recently killed glacyte. For example, a glacor will take 60% less damage if its enduring glacyte is killed last. Glacors will also attack faster after their glacytes are dead, at speed 6 instead of speed 5.

Unstable glacyte
The unstable glacyte has a bar above its head, rather like the adrenaline bar seen on players, that indicates when it will use its special ability. Once the bar fills, the glacyte will stop moving and shortly thereafter explode, losing 90% of its current health and making it easy to finish off. The player will lose 1/3 of their current life points if standing next to the explosion. The free loss of health is deceiving, however: If the glacyte is not killed quickly after it explodes, it will rapidly regenerate its life points and begin to fill its bar once again. Fortunately, the glacyte stops healing once the timer starts. No experience is gained when killing the unstable glacyte.

Tip: Be careful of other players' unstable glacytes and explosive glacors, as both can injure you, even if they are on another player. Glacors have a larger explosive reach as well, with a 5x5 explosion as opposed to the 3x3 of the glacyte.

Sapping glacyte
The sapping glacyte will drain 5% of the player's Prayer points each time it hits. To avoid this expensive prayer drain, it is recommended to kill the sapping glacyte first, ideally with the Asphyxiate threshold ability, which deals a large amount of damage in a short period of time.

Sapping Glacors will drain 10% of your Prayer points per hit, rather than the 5% of the glacyte.

Enduring glacyte
The enduring glacyte takes lesser damage the closer to its glacor it is, from being practically immune to near-standard in the hits it takes. It is therefore recommended that players draw the glacyte as far out as possible in order to speed up their kills. Be careful, though; glacytes far enough from their glacor will glide back to it and must be lured again.

Enduring glacors will take a constant 60% less damage.

Runes

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Armour and weapons

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Herbs and Seeds

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Other
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Trivia

 * In the Hallowe'en 2011 event, the player had to choose a glacor to represent Frank in statue form.