Dungeoneering/Bosses

This is a list of all the bosses that can be encountered during Dungeoneering in Daemonheim. All bosses can potentially drop a section of the Dungeoneering journal in addition to their regularly-listed reward(s} below.

Each boss that drops one-handed weapons (except for Icy Bones and Bulwark beast) also drop the respective off-handed version which may or may not be of a different material to the main-hand drop.

Gluttonous behemoth
Required level: 1

Recommended Protection Prayer: Protect from Magic

Floors: Frozen

Reward: Melee boots

This boss will constantly heal itself by devouring bovimastyx corpses off to its side when it has lost more than half of its life points. It is vital to block the body or bodies to prevent it from healing; it is still possible to attack while doing this. When soloing, there will be only one carcass; in a group, there will always be two, but the behemoth will only heal itself once in the dungeon. It is advised to wear the strongest melee armour available and use the Protect from Magic prayer. One strategy consists of two melee players blocking the behemoth that can take its attacks handily, meanwhile the rest of the group can attack unscathed. If you or your entire group die when it reaches less than half of its life points, it will heal itself to full health as soon as you re-enter into room. This can be countered by reducing it to almost half of its life points and then teleporting using a personal gatestone. Restock on food and reenter the room again to finish it off. If in a group it is strongly recommended that all players enter the boss room all at the same time for a faster kill.

Bulwark beast
Required level: 23

Recommended Protection Prayer: Protect from Magic

Floors: Abandoned

Reward: Pickaxe or hatchet

This boss has thick rock armour which prevents all melee and ranged attacks from doing damage unless broken down first. However, Magic attacks are capable of piercing it right away. The player must wield a pickaxe and attack it until the armour is broken through then switch to your normal weapon. If you have a pickaxe on your tool belt it will be used automatically. If you enter without a pickaxe in your possession and you don't have one on your tool belt there is one in the corner of the room. There will be a bar on the top of the screen to show the progress of breaking down the armour. It is important to remember that, in groups, there will only be one pickaxe spawn and the rest of the party must obtain their own. The Bulwark beast attacks constantly with all three forms of combat. Normally it would be helpful to use melee protection prayers from melee attacks that you are the weakest to but he will drain all your prayer points if you are facing him. The player should then only activate melee protection prayers whenever the beast turns away. He does not, however, drain prayer points of players who are using Protect from Magic or Deflect Magic. Breaking the armour does not give any Combat or Mining experience.

Stomp
Required level: 35

Recommended Protection Prayer: Protect from Ranged

Floors: Furnished

Reward: Ranged helms and ranged shields

Stomp is something of an oddity because it is just a big, immobile head protruding from a portal with 2 dangling feet. When fighting this boss, ranged is recommended followed by melee. If the players attacks with melee it will follow suit so  protection prayers against melee should be used. He uses all three styles of combat with four kinds of different methods of attack. First, when within melee range it will smack the player with one of its arm-like mandibles. Second, if player is at a distance it will throw rocks or, third, shoot a ball of energy at the player. Its special and fourth attack, only used in its final stage, is to throw a large rock at a player's location and any player that is within one square of where the rock lands will take massive damage equal to 25% of their life points. The special attack can be half-negated with the Protect from Ranged prayer. He also performs a special feat when he reaches three divisions of remaining life points which are 66%, 33% and 1%. At each division he causes a earthquake bringing down rocks and two small crystals from above. There will be a warning sound that the earthquake is imminent so the player should move toward the middle of room in order to not be blocked from getting to the crystals without having to mine. If the player is blocked, there is a heavy chance you will fail that particular stage because of the time factor. There are two lodestones to each side of Stomp. The player(s) must quickly take the crystals and place them on the two lodestones to activate them. Often the fallen rocks will be in your way back to the lodestones so use the pickaxe on your tool belt to clear the path. Once both lodestones are activated on time Stomp will enter the next stage and the fallen rocks will be cleared from the room. If you fail to charge the lodestones within the set period of time Stomp will heal 1/3 of its lifepoints back and you must repeat that stage. Once the third stage is complete (1% of life points left) the portal will close and Stomp will die.

For solo players, at 100% to 66% life points, fighting at a distance with protect from ranged will block most of the damage. At 66-34% life points, melee armour and protect from magic will block most of the damage. At lower than 33% life points, protect from ranged is recommended for all players. This is especially true for melee fighters as they might have difficulties evading the special attack and the prayer blocks half of the damage even if hit. For team players, it is worthwhile to notice only the ranged attack hits all players at once. A good set of melee armour and using ranged should be enough to keep health high. Favouring protect from range over protect from magic is advised.

Runebound behemoth
Required level: 71

Recommended Protection Prayer: The attack style to which you are weakest

Floors: Occult

Reward: Magic robe bottom

This boss can use all three protection prayers SIMULTANEOUSLY. When all three of them are active it is immune to ALL ATTACKS and can also release a special attack. His protection comes from three crystals in the room each representing a combat style. Deactivating one will deactivate the beast's corresponding protection prayer but this only lasts for a short while. After it reactivates the crystal's power will be returned to the beast. You have to wait a few seconds before you can deactivate it again. Therefore, it is recommended to use two attack styles to kill this boss if solo. If in a group each player should use a different attack mode and be assigned to a different crystal. One way to prevent him from using his special attack is to activate a protection prayer which will prevent him from using the mode of attack you are defending against. If, and when, all three crystals are activated he is able to deliver a special attack with a roar, scattering orbs of acid around the room. These orbs can potentially kill a player in just one hit, cannot be blocked by protection prayers and can only be avoided by running around the room or teleporting out with a gate stone.

Hope devourer
Required level: 101

Recommended Protection Prayer: Melee

Floors: Warped

Reward: Ranged body

During the entire fight he creates an aura in the room that damages you every few seconds and lowers your combat stats. The Hope devourer only uses melee to attack you directly. One attack method is a charge that stuns and hits with high damage, similar to the Rammernaut's charge. Its special attack, however, is signified by a very long roar which will do damage and disable any active prayers. When it disables your prayers, it regains health so be careful when using them. If, during the special attack, you turn off prayers and wait to turn it back on after the roaring stops the player can block the healing of the devourer. Due to the fact that all of its attacks are close-ranged and that it can be can be snared or otherwise stopped from moving well-prepared mages will have the upper hand in this fight.

Plane-freezer Lakhrahnaz
Required level: 11

Recommended Protection Prayer: Protect from Range/Magic

Floors: Frozen

Reward: Gauntlets

This boss' territory is covered with ice which causes the player to slip and slide around the room. The boss frequently moves away from the player or pushes the player away by turning it's eye red. One useful strategy is to place a gatestone outside of the boss' room, then whenever Lakhrahnaz starts moving away from you teleport out. He will come back to the entrance and wait for you, and when you re-enter he will be unable to push you and will stay there for a short period of time giving you an opportunity to attack him.

Night-gazer Khighorahk
Required level: 51

Recommended Protective Prayer: Magic

Floors: Furnished

Reward: Plateskirts

This boss is impossible to hit unless you have at least one of the four burners lit in the corners of the room. Every burner that is lit determines how much damage you can deal. With one burner lit you inflict 25% damage, with 2 - 50% and with 3 - 75%. With all 4 burners lit you will inflict maximum (but normal) damage. It is not recommended to try to light all 4 burners when doing solo because you will probably only get a couple of hits in before one of the lights burn out. Khighorahk uses magic and ranged attacks but it can also drain run energy which, in turn, impacts your ability to quickly light the burners to deal the optimum amount of damage. Note also that the beast uses a special attack. A blue sphere starts to encircles the boss. He then jumps up into the air and smashes down on the ground dealing high damage to the player(s) within melee distance. This attack can easily be avoided by simply running at least one square away during the attack and then returning to fight after it has hit the ground. Once the Night-gazer is nearly dead it will rejuvenate back to full life points and gain a stun attack. However, after this event all the burners stay lit and his combat combat level is slightly lowered.

Shadow-forger Ihlakhizan
Required level: 59

Recommended Protective Prayer: Melee

Floors: Abandoned 2

Reward: Kiteshield

Ihlakhizan has 3 types of attacks. The simplest is a standard melee attack if the player(s) is standing in range. The second type involves blobs of green acid spurting from him which can lower your defense stat. Protect from Ranged prayer helps reduce the amount of damage. You will be alerted to the most dangerous of his attacks when he begins to glow and rise up in the air and a warning note will be in your chat box. This attack can reduce over 800 life points as well as lowering your combat stats by 50%. If you are in direct line of this attack you will be hit, therefore when you get the warnings you should hide behind any of the 4 pillars or run to a corner of the room. While ShadowForger is not using this stat-draining attack and if you stay behind the pillars too long a shadow will rise up from the ground and deal you unblockable damage.

Flesh-spoiler Haasghenahk
Weaknesses: Stab

Required level: 83

Recommeneded Protection Prayer: Magic

Floors: Occult

Reward: Platelegs

Haasghenakk is similar to the Kalphite Queen in terms of transformation. In his first form he melee attacks with his eye flying out of it's socket hitting you for damage. When his eye turns green he performs a magic attack which is a flesh-spoiling ability that hurts the player(s) every 15 seconds dealing a lot of damage. Players should keep their life points over 3000 at all times. Resonance has no effect on this attack Once killed in his first form, his body will explode and release Flesh-Spoiler spawns who are very accurate helpers. Protect from Melee is helpful against them. Once you kill the Flesh-spoiler the spawn will also die.

World-gorger Shukarhazh
Weaknesses: Stab

Required level: 107

Recommeneded Protection Prayer: Range

Floors: Warped

Reward: Spear

Little is known about this final stalker. Fighting it requires a Dungeoneering level of 107 and it can be found beyond floor 54. When you enter the boss room, you'll find 3 "eye walls" that serve as an extension of its body. Damage to the boss is reduced depending on how many of the eyes are open. Defeating the eyes will temporarily close them, allowing more damage to be dealt. Each eye wall is named after a combat style, and their weakness depends on the combat triangle (for example, the ranger eye is weak to melee attacks). When an eye is defeated and closed, however, the boss becomes more resistant to the combat style that the eye was named after. The boss uses melee and magic attacks, while the surrounding eyes use a ranged attack which targets the area you are standing in, which can be avoided by moving.

To'Kash the Bloodchiller
Weaknesses: Crush/Ranged/Magic

Required level: 17

Recommended Protection Prayer: Magic

Floors: Frozen

Reward: Gloves

Besides melee and magic attacks, this boss has a special attack where it shouts "DEEP FREEZE!", causing a player to become frozen. This player must be quickly rescued by one of their teammates, or they will take a large amount of damage a few seconds later. For solo players, the Deep Freeze attack is less of a threat, since the player will be freed immediately, although they will still take damage from it.

Har'Lakk the Riftsplitter
Weaknesses: Stab/Ranged/Magic

Required level: 35

Recommended Protection Prayer: Magic (optional)

Floors: Furnished

Reward: Rapiers

His main attacks are magic and melee. He will only use magic if protection prayers or deflection curses are being used, and his magic attack drains prayer if the target is using Protect from Magic or Deflect Magic, although it will deal reduced damage. He can open portals to other dimensions to damage his enemies. The three types of portals he can open are fire, miasma, and stat draining. Fire portals do increased damage over time, miasma portals poison (which can easily stack to over 300 damage), and stat draining portals drain all stats, not just combat. As soon as he opens one of the portals, run anywhere away from the 3x3 portal to avoid the portal's effects. Upon death, any poison will be removed. He is weak against stab, ranged and magic attacks. His poison can be nullified by using any cure potion.

Bal'lak the Pummeller
Required level: 65

Prayer: Melee

Floors: Abandoned 2

Reward: Warhammers

This boss has a defence bar at the top of your screen which goes up as time progresses. To lower this you must make him stand on one of the three green portals that he summons occasionally. If this is not possible you can create a gatestone outside the room to teleport to if the defence bar is full. This boss attacks extremely fast with melee and magic, and has a special attack which can disable your protection prayers. It is recommended to avoid standing on or around the green portals at all costs since they will drain your defence and prayer and do damage to you.

Yk'Lagor the Thunderous
Prayer: Melee

Required Level: 89

Floors: Occult

Reward: Battleaxes

You must kill or distract at least 4 of the mages who are trying to absorb Yk'Lagor's power, after which he will shout "My turn!" and break open the barrier surrounding him. He will then say "You dare steal my power!" and kill any of the remaining mysterious mages in the room. He has two special attacks, his first special attack is when he says "Come closer!", after which he will drag a player across the room, healing 15% of his total health and stunning them for a few seconds. His second special attack is indicated when he says "This is..." and proceeds to jump into the air. After a few seconds, he will slam down, shouting "TRUE POWER!" and causing the ground to crack. This attack deals heavy damage, and in most cases, will kill any players caught in it instantly. It is important to avoid these attacks at all costs. To evade these two special attacks, you must hide behind one of the pillars in the room, as you are unable to teleport while inside the boss room, other than behind a pillar. Full attention is required while fighting this boss, as you have very little time to hide behind the pillars during either of the special attacks.

Kal'Ger the Warmonger


Required level: 113

Floors: Warped

Reward: 2h swords

When players enter the boss room, a Kal'Gerion General will teleport in and either tell Kal'Ger that "the floor has been infiltrated", causing the general to be killed in one shot by Kal'Ger, or they will inform him that the floor is safe and be dismissed back to their floor. Then the fight commences. First, he hops over to your side and starts attacking you. After some damage, he will start attacking with a primal longsword. Reducing his health further will cause him to hop onto the other side of the room (there is a lava pit in the centre of the room) and start attacking you with his Celestial catalytic staff. It is highly recommended to range or mage him, despite the fact that there is a teleport orb players can use to get to his side and back, because if he hops onto the other side of the room again once you damage him some more, if anyone is on his maging side of the room when he does, he will launch everyone in the room into the lava pit, causing extensive damage. On his second attack on his meleeing side of the room, he will fight with a Primal 2h sword. Then he hops back onto the other side and fights with a Sagittarian bow. For the last part of the fight, he will hop onto the meleeing side and fight with his Primal maul.

Astea Frostweb
Required level: 1

Recommended Protection Prayer: Protect from Magic, Protect from Summoning

Floors: Frozen

Reward: Magic shoes and wands

Astea's regular attack is a magic attack that is similar to ice barrage to freeze the player while fighting, except the player is frozen for only 5 seconds rather than the usual 20. She also uses protection prayers that change randomly every 30 to 60 seconds; like all bosses, the prayers are much stronger than a player's version and absorb all attacks of that type. To counter the protective prayers, it is advised to bring more than 1 type of attack. It is much easier to do this in a group. During the fight, she will also summon Ice spiders to fight you, whose level is determined by the group and the floor. The limit is 6 spiders at a time for a single player, or 2 spiders a player when in a group. The spiders hit low but are very accurate; good melee armour is advised if you decide to ignore them. Protect from Summoning can help nullify the spider attacks. Upon Astea's death, all of her spiders will die instantly as well.

Hobgoblin Geomancer
Required level: 23

Recommended Protection Prayer: None

Floors: Abandoned 1

Reward: Ranged boots

The Hobgoblin Geomancer is a magic-based monster who is able to cast several spells including snare, earth spells, weakening spells, and is able to teleport around the room.

Wearing ranged armour will help protect you from his magic attacks, although he can attack with melee by hitting you with his staff. His special attack disables your prayer, reduces your prayer points if prayer is in use, and heals him if you have prayer on, so it is recommended to fight him without prayers. A good strategy is to use ranged while entangled, and then quickly switch to melee when he teleports to your position. Freedom and Anticipation are useful abilities for this fight.

Lexicus Runewright
Required level: 39

Recommended protection prayer: Protect from Magic

Floors: Furnished

Reward: Magic hoods and orbs

Lexicus is found in a library. He can teleport and has two spells: Book Barrage and Almanac Army. When he shouts "Book Barrage", explosive books are summoned. 3 seconds later the books home in and explode on your location, dealing very high amounts of damage. Avoiding them is easily achieved by running away or teleporting out as the explosive books are quite slow, but make sure to have run on. Almanac Army summons books with 10 life points each, that deal considerable damage for their level. When you attack him with melee, 1/3 of damage dealt is reflected back to the player.

It is advised to protect from magic and range this boss since he rebounds a third of all melee damage inflicted upon him. It is recommended to have a significant amount of food, as these small amounts of damage can add up. Some players believe having protect from summoning on will help because Lexicus "summons" the books. The books he summons can hit 10-65 damage in ranged/melee/magic. When in a group, it may be helpful to have the lowest level use a fast weapon such as a shortbow to kill the books.

Necrolord
Required level: 77

Prayer: Magic

Floors: Occult

Reward: Ranged chaps and off-hand throwing knives

This boss stands behind a wall of zombie-hands, thus ranged or magic is required for this boss. He frequently summons skeletons to fight with him. Put on Protect from Magic as you enter the room, and when skeletons are summoned, immediately switch to Protect from Melee. Setting a gatestone outside of the boss door while in larger teams can be helpful for teleporting out when too many skeletons have blocked up the area surrounding the Necrolord, as these skeletons cannot be walked through. It may also be helpful to bring a powerful melee weapon in the room, to kill the skeletons he summons quickly because they have a very low Defence.

Blink
Required level: 95

Prayer: Ranged/Magic

Floors: Warped

Reward: Longsword

When you enter the room, Blink starts running in straight lines from one portal to another. He cannot be attacked while he is doing this, and he deals heavy ranged and magic damage if he runs too close to the player. In order to fight this boss, one must stop him from running into the portals by raising a pillar in his path, but this can be difficult due to his erratic movement pattern. After he has been stopped, he will fight using all three combat styles. He also has a special attack, indicated when he shouts "H...Here it comes...". After a few seconds, he shouts "Kapow!" and deals heavy damage to the player. This can be avoided by raising a pillar and running behind it. After some damage, he will teleport and begin running from the portals again. Repeat the process until he is finally defeated.

Skeletal Horde
Level: 23

Prayer: Magic

Floors: Abandoned

Reward: Full helm

You'll find Divine skinweaver alone in the boss room, but soon skeletons will start to pour out of tunnels in the wall. Divine skinweaver will heal you when you stand on the platform around her. Kill skeletons, and wait for Divine skinweaver to tell you to block a hole. Block one, and then kill more skeletons until she tells you to block the next hole. Once you've blocked up all the holes, kill the remaining skeletons and talk to Divine skinweaver to reveal the exit ladder. Handy to remember: a tunnel must be blocked every three skeletons you kill. If you block a hole when Divine skinweaver is not telling you to, you will take a large amount of damage.

This is often a preferred boss over others in the Abandoned floors due to the Divine skinweaver's aid, rendering food almost completely unnecessary. However, it is recommended to still have at least a small supply of food in case the Divine skinweaver can't heal you fast enough or you cannot get back to her in time. Protection prayers help when fighting the mages and rangers as they do not follow the player to the Divine skinweaver's platform.

Unholy cursebearer
Required level: 29

Prayer: Protect from Melee/Magic

Floors: Abandoned

Reward: Mage staves

The Unholy cursebearer uses melee and occasionally casts spells. Use Protect from Melee and switch to Protect from Magic when he casts spells. Your stats will be drained slowly within his room regardless of Protection prayers, keep in mind that this will lower your Defence so it will hit higher and more accurately. You can restore your stats at the Unholy Font at the back of the room, but doing this will heal the cursebearer up to 1/4 of his life points and damage yourself as well. The Unholy Font can only be used once you get a message in your chat-box telling you that you can do so. If your magic is lowered below 32, you will be unable to teleport back out to your gatestone without using the Unholy Font first.

Skeletal trio
Required level: 71

Prayer: Protect from Magic

Floors: Occult

Reward: Ranged shortbows

Three skeletons who use one individual attack style. It is recommended to use Protect from Magic and kill the skeletal archer first, then the skeletal sorcerer, and lastly the skeletal warrior. Using the entangle spell to hold the warrior is extremely useful and highly recommended. Alternatively, the warrior may be trapped behind the archer or the sorcerer. Each of the skeletons will use random protection prayers which change periodically.

Gravecreeper
Required level: 71

Recommended Protection Prayer: Protect from Missiles

Floors: Occult

Reward: Chainbodies

The Gravecreeper fights with ranged when you are farther away, but when you get closer, it will use a combination of ranged and melee attacks. When you are fighting him, he will occasionally shout out "Buuurrnnnn!" Following this, a 3x3 puddle of purple liquid will spill out around him. Touching this will result in damage for as long as you stand on it; every time you take damage, you will lose 20 prayer points. This is only a sample of his true special attack, however. After a certain amount of damage, the Gravecreeper buries himself at a plinth. After this, a few of the plinths in the room begin to glow a purple colour, followed by the appearance of purple clouds. After this, all of the plinths will spew out the liquid, which has the same effect stated above. The clouds will spit out this liquid as well. You can cleanse the plinths before the special attack is finished if you want to; it will cost prayer points, but it will rid the plinth of the liquid and bring the Gravecreeper out of hiding. Be careful the moment he comes out, as the hazardous substance will still be covering most of the room. He will use this special attack three times throughout the fight.

Icy Bones
Required level: 1

Recommended Protection Prayer: Protect from Melee

Floors: Frozen

Reward: Vambraces and mainhand throwing knives

This boss has two special attacks. The first is creating ice spikes out of the ground that do damage if stood on and prevent movement, but they never appear in melee distance. The other is to freeze players, but this only works from a distance. When using ranged or magic, it is often worthwhile to stand next to him with Protect from Melee on to avoid the spikes and freeze spells. It should be noted that his melee attacks hit very hard, often, and even through prayer and good armour, so his ranged and magic attacks aren't as much of a threat in comparison. A good set-up is to use Protect from Melee and wear high magic defence armour. He is considered one of the hardest bosses to kill in a group, as he is usually a very high level and hits extremely high on all players at once, and he may do more damage than the players can replenish with food.

Luminescent icefiend
Required level: 5

Recommended Protection Prayer: Protect from Missiles

Floors: Frozen

Reward: Daggers

This boss uses magic and ranged to attack. His standard attacks usually involve throwing balls of ice, but it is easily countered by using Protect from Missiles. Every time a fifth of his health has been depleted, he will become invincible and icicles will begin to fall from the ceiling. To avoid them, the player must run across the room, preferably from corner to corner (note that you cannot teleport out of his room). Once the ice has melted, you can continue attacking the icefiend. If you are in a group, make sure your paths don't cross. If you get hit, it is difficult but not impossible to dodge the remaining icicles. The icicles will never kill you, so you should only heal after the bombardment is over. His icicle attack is the only thing that should cause any trouble in this battle.

Warped Gulega
Required level: 95

Recommended Protection Prayer: Whatever you are weakest against

Floors: Warped

Reward: Magic tops

The Warped Gulega uses all three styles of attack efficiently, with a very powerful special attack. If you are hit by it, you will be left with one life point left. This attack is aimed at the floor beneath the player, and is indicated when the Gulega sticks its tentacle arms into the ground. After a few seconds, the tentacles will raise from the ground a small distance away, and slowly get closer until they reach the spot where the player is standing. This can be avoided by simply moving away from this spot before the attack hits.

The Warped Gulega naturally halves damage done by the player but, due to their history of fighting them, the Gorajo familiars are considerably more accurate and damaging than normal when fighting the Gulega. Coupled with the Bloodrager's scroll special, which lowers the opponent's defence considerably, this boss can be dealt with swiftly and with few problems.

Dreadnaut
Required level: 95

Recommended Protection Prayer: Melee

Floors: Warped

Reward: Platebodies

Dreadnaut is a warped version of a Rammernaut. The only difference is that Dreadnaut does not "charge" at you as Rammernaut does. He uses a special attack similar to the Dragon scimitar's special that disables prayer for 5 seconds. He can also lower your Magic level by 10% of whatever he hits if you continually avoid him, as well as spawning orange globs similar to Gravecreeper's special attack that will damage you if stood on.

Rammernaut
Required level: 35

Recommended Protection Prayer: Melee

Floors: Furnished

Reward: Mauls

This boss only fights with melee and is capable of hitting hard, even with good armour. If you are praying, Rammernaut will act more aggressively towards you. When he yells "CHARGE!!!",, he will run towards a player or group of players. He will stop upon hitting his target, who will be flung back a few squares and stunned, in addition to massive damage. If you can avoid him and get him to charge into a wall, he will stun himself momentarily, or if you have high enough magic, you can use a teleport to either a group gatestone or your own gatestone. Simply leave it outside the boss door and when he says "CHARGE!!!", teleport out and then re-enter when he is done charging. He also reduces your Defence after using his charge attack, but only by 1 level. One of the best ways to defeat him is to mage him from the edges of the room, dodging him should he charge, and using Protect from Melee. If you don't move, you can trap him in a corner until he charges again. Making good use of this method can allow you to defeat him using magic or ranged without taking damage. If you are attacking him with melee with fractite armour or higher, if you find it too difficult to avoid the charge attack when he does it, try turning off your prayer and attacking him without it. If you have food you should last the entire fight without dying and your armour should protect you enough to avoid more then taking a chance with avoiding the charge attack. This also allows the player more time to damage the boss and less time running around.

Sagittare
Required level: 45

Recommended Protection Prayer: Magic

Floors: Furnished

Reward: Longbows, Arrows

The Sagittare will be in a large room, with a spiral floor layout. He will have Protect from Missiles up during the whole fight, so you cannot range him. Each time a fifth of his health is lost or when he has only one Life Point remaining (similar to the Luminescent icefiend), he will teleport away and do an "Arrow Rain" special attack, which can be dodged. As soon as he says "Back off!", run several squares away from the space you are standing on to avoid the attack. His main attacks are split equally among ranged and magic. He has a normal, single-target Ranged attack and a Magic attack that targets all players. His other ranged-based attack targets multiple people and forces you to walk instead of run, while his secondary magic-based attack can freeze you in place momentarily. He can teleport away from you randomly as well. Protect from Magic is recommended against this boss because being able to move slowly is better than not moving at all. Magic will not hit very high or often and should only be used when you are frozen, although you will not need to move.