Glacor

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Glacors are extremely 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 D-K-Q. Given the extremely high requirements to complete the quest, Glacors can be considered the most powerful non-boss monster for any player to access, that is, no other monster is nearly as time consuming or difficult to gain the ability to fight. In addition to this, their combat level of 475 makes them the second-strongest non-boss monsters in the game, and the strongest that are not activity-related. 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.

It is expensive to do these trips (unless using Fire Bolt), especially for players who aren't experienced yet. For around 40 kills you use around 900-1100 blood- and death runes, unless you wear a charged battle robe or kill glacytes with melee. Despite the costs, there is potential to make money. Compared to monsters with about the same level, they are relatively easy to kill due to protection prayers blocking almost all damage and their weakness to fire spells. There are several factors that contribute to the popularity of Glacors:
 * They can drop one of the three powerful Glacor boots, which makes a big profit for that trip when you get them, but they are very rare.
 * High effigy drop rate due to their combat level.
 * High drop rates of both blue and crimson charms.
 * Shard of Armadyl drops can be used to make an Armadyl Battlestaff and Armadyl runes, which have high values on the Grand Exchange.
 * Ease of access, especially compared to Tormented Demons.
 * Can drop hard and elite clue scrolls as well.
 * Great amounts of Magic experience is gained when killing them, considering that fire spells do double damage.

General combat


You may not fight Glacors in teams even though the area is multi-combat. Only one player may be engaged in combat with a Glacor and its minions at any given time. Players will not be able to fight Glacors being fought by other players unless the combating player leaves the area, via either 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 a Glacor or its Glacytes, a player trying to attack another player's Glacor will yield the message, "Someone else is already fighting that glacor." This means that Glacors must be fought solo.

Up close, Glacors will attack with melee, magic and range. Its range attack consists of an icicle targeted to you, whilst its magic attack is a blue sphere. These attacks can be predicted as they always fire ranged attacks with their right hands and magic attacks with their left hands. When they throw both hands down, they use an icicle special attack (see below). Melee will also be used when a player is in melee range.

Unlike all other monsters (except for TzTok-Jad in the Fight Caves 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 is initiated. This means that it is possible to change prayers while the attack is coming toward you and still negate the damage, which is impossible with all other monsters. Switch to Protect from Magic when the Glacor raises its left arm and use Protect from Missiles when it raises its right arm.

Glacors will use one combat style for multiple hits, then switch to the other. If one notices the switch in time, almost all damage can be negated. The ranged attack can be fully negated by deflect/protection prayers, while the magic attack can be greatly reduced by deflect/protection prayers. Furthermore, Glacors are weak to fire spells in a similar fashion to Ice Strykewyrms. (Note: Unlike Ice Strykewyrms, the Fire cape and TokHaar-Kal have no damage boost on Glacors.) For this reason, it is advised to use magic at a distance while switching prayers in conjunction with the glacor's attack style. Due to the unique property of the Glacors' attacks mentioned above, standing further away will give the player more time to react to changing attack styles.

Due to the heavy damage inflicted, flashing the Soul Split curse will regain significant amounts of health, but protection prayers should then immediately be switched back on prior to being struck by an attack.

After summoning the three glacytes, the Glacor will be invulnerable until they are slain. After the last Glacyte dies, the Glacor becomes vulnerable again, but it inherits the most recently slain Glacyte's ability. For example, if the Sapping glacyte is killed last, then the Glacor will obtain the ability to drain prayer for the remainder of the attack.

Icicle - stalagmites
Glacors will slam both arms on the ground and fire a large cluster of icicles. The player can move out of the square he/she are standing in to avoid it. If hit with the area spell, the player will lose half of his/her current lifepoints. If a Glacor was attacking with magic and then uses this attack, it will always switch to its ranged attack after it. If the Glacor dies before the attack reaches the player it will do no damage. This attack looks like a cluster of three icicles being fired simultaneously, rather than the singular in its normal ranged attack.

Warning: This attack can hurt other players who stand on the space where the spell hits.

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 in an ice-barrage like animation. This will only occur if the player is not praying against magic. There will be bright blue text warning the player of this effect. The player must then click away from where they are standing to break free from the ice or be dealt heavy damage from the Glacor if they do not escape. If the glacor dies while the player is frozen, the player is still frozen until it wears off.

Summons
When the Glacor has half of its lifepoints remaining, it will spawn three unique glacyte monsters that must be killed before attacking the Glacor. It is advised to lure all three Glacytes away from the Glacor and hide behind a pillar to kill them separately without being attacked by the glacor at the same time. Use protection from melee once you're 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, Glacor will take 60% less damage if Enduring Glacyte is killed last. It will also attack faster (at speed 6 instead of speed 5) regardless of which Glacyte ability is inherited.

Unstable glacyte
The Unstable Glacyte has a bar above its head that indicates when it uses its special ability. Once the bar fills, the Unstable Glacyte will stop moving and shortly thereafter explode, losing 90% of its health, making it easy to finish off. The player will lose 1/3 of their current life points. If it is not killed quickly, it will rapidly regenerate lifepoints up to 500 and begin its explosion timer once again. Fortunately, once the timer starts, the Glacyte will no longer heal. The Glacytes from other players may also damage you if you are within their 3x3 when they explode. You gain no experience (other than the base exp from a spell) when killing the Glacyte. Tip:Be careful of other players' Glacors that have taken the ability of the Unstable Glacyte as they have a blast radius of two squares in every direction. Tip: If there are Glacors not being attacked by others, it is possible to run through one, trapping the Glacyte behind it.

Sapping glacyte
The Sapping Glacyte will drain 5% of the players prayer points each time it hits. This is boosted to 10% of their prayer points once the ability is transferred to the Glacor, and for this reason it is recommended to be killed first, to stop the excessive drain on prayer which is constantly used at Glacors.

Enduring glacyte
The Enduring Glacyte takes far less damage when it is closer to the Glacor. It is therefore recommended that players draw it out as far as possible in order to improve their kill rate. Be careful though, moving it way too much will make this glacyte go back to the Glacor (unless it is attacked on the way), and must be lured again.

Strategies
Attack a Glacor and whittle away at its health with Fire Wave or Fire Surge until it reaches half health. Fire Bolt is a cheap alternative, although trips will take longer. It will proceed to summon three Glacytes, each with their own effect. Hiding from the Glacor while fighting the Glacytes will save you a lot of food and lifepoints in the long run. Note that the Glacor will inherit the ability of whichever Glacyte was killed last. Killing the enduring glacyte will boost its defence (60% resistance). Killing the unstable glacyte will increase its damage and will cause it to occasionally self destruct itself to very low hp to deal massive damage if you are within melee range. Killing the sapping glacyte will give the Glacor the ability to drain your prayer by a few points if an attack does damage. Kill the glacytes in whichever way you think will be easiest for you. Generally, the best option is to kill the sapping, enduring and then the unstable in that order. Note that the enduring glacyte will have higher defence inversely proportionate to its distance from the Glacor, so you should lure it several squares away to kill it faster. After you have killed all 3 summoned glacytes, proceed to finish off the remaining health with your selected fire spell. Beware of the Glacor's freezing attack and its stalagmite attack as both will cut your current lifepoints in half. Evading these attacks is as simple as walking away from your current location.

There is a formula as to the amount of damage fire spells will deal to glacors when under the effects of a magic boost.

Below is a table which shows the maximum damage you will do with fire spells.

Note: The first value is for people with 15% damage bonus, the second value for 30% bonus and the third value for 35% bonus.

NOTE: That formula and table is only for Glacors, provided it hasn't inherited the enduring glacyte's ability! Otherwise use the following formula for Glacors with enduring ability:

$$\frac{24xbh+328}{100}=y.$$

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

 * The Glacors actually have a sparkle animation that you can randomly see on them when you are up close to them.
 * The unstable glacyte seems to have a faster kill registration than the other glacytes. For instance, if the unstable and enduring glacytes are killed simultaneously, the unstable glacyte will always register first and the Glacor will always inherit the enduring ability. This registration error also applies for the unstable/sapping glacyte combination.
 * In the Hallowe'en 2011 event the player had to choose a glacor to represent Frank in statue form.
 * Glacors are similar to Nex and Eruni, in that they have minions which must be defeated in order to be killed.
 * It is a fairly common misconception that the Fire Cape and TokHaar-Kal deal extra damage to glacors, similar to their effect on Ice Strykewyrms; this is untrue. However, a player may choose to wear one of those capes if they do not have access to an Ardougne cloak or Soul Wars cape.