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The goal of every dungeon floor is
to find the boss room, enter it, encounter the boss who waits within,
and dispatch him/her/it back to wherever the hell he/she/it came from.
While the boss doesnt have to be the very last monster killed
on a floor, it must be killed before the floor can be successfully concluded.
There are currently 18 bosses in
Dungeoneering, and they represent some of the finest content that Jagex
has ever put into RuneScape. Each is cleverly designed to pose a unique
challenge to players, with specific attacks, defences, strengths and
weaknesses. Most bosses involve more than just combat, requiring preparation
and strategymuch like bosses in high-end quests. Bosses also have
a learning curve, with experience allowing players to get
better at killing them faster while reducing the risk of death.
Due to how important and how complex
bosses are, I made it a priority of this guide to provide a full, comprehensive
explanation of how each one works, in a separate boss
reference database. In the rest of this
page I provide overview information on bosses that will apply to all
or most of them generally. This includes a handy quick reference table
that you can use to quickly jog your memory about a boss when you encounter
it.
The Boss Room
The boss of a floor occupies a special
room. Some boss rooms are just large empty squares, whereas others have
unique shapes, floors and internal designs and features. In some cases
you can identify the boss room immediately from how it appears on the
minimap; good examples include the icy, pillared floor of Plane-freezer
Lakhrahnaz or the spiral room that protects
Sagittare.
Other boss rooms are not that easy to recognize, but they will usually
have only one yellow dot in them (the boss), and they never have any
visible exit doors.
There will be no other monsters in
the room except for a couple of special cases where the monsters are
part of the boss encounter.
The boss room is identified on the
floor map with a special reddish face symbol.
The door to the boss room, cleverly
dubbed the boss door, looks like any other door before you enter
it. However, as soon as you go through, the boss will attack, and then
the door effectively locks behind you. If you try to go back through
the door during combat, you get a message saying something about the
door being too complex to open during combat. This is really
just Jagexs way of saying every boss would be too easy if
you could just walk out of the room at any time. :) The exception
to this is that you can exit via the door during Stomps rest
phase when he drops crystals and rocks.
You can use the Gatestone Teleport
spell to leave any boss encounter except the luminescent icefiend (where
even that spell would make things too easy). There are also a couple
of bosses who either pause from attacks or have safe spots from which
it is sometimes possible to use Dungeon Home Teleport.
Boss Levels, Difficulty and Teams
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The combat level and overall difficulty
of the boss scales up based on the combat levels of players, the number
of players in the team, and the teams set difficulty level. Some
bosses are also naturally harder than others regardless of combat level,
due to the way they are designed. For example, the second-to-last boss
found in Daemonheim, Shadow-forger Ihlakhizan, is arguably the toughest
of all of them, and is definitely more difficult than the last boss,
Ballak the Pummeller.
In a team, the combat level and difficulty
of bosses scale up dramatically, and not always in a linear fashion.
In general, the boss given a 5-man team in a 5:5 dungeon is more than
5 times as hard as the usual version of that boss that any of those
individuals would run into solo. I occasionally die in boss encounters
when playing with a team, but never do when I play solo.
That said, there are a couple of
bosses that are actually easier in teams because of how they are designed.
For example, Stomps annoying crystal/lodestone puzzle is much
more manageable when each player only has to deal with at most one lodestone.
Rammernaut, the melee-only boss, can only target one player at a time,
and the others can just wail away on him with impunity.
When fighting the boss in a team,
its important to act like a team. Share resources if you
have plenty, and try to keep everyone on the team alive. This is not
just to be nice, it is in your own best interestif other players
die, that means it is just that much tougher on those who remain.
Preparation for the Boss
The amount of preparation needed
for the boss encounter is a function of the bosss difficulty level
and the teams priorities. Doing a level properly should mean ensuring
that players have adequate food, their prayer points are topped up,
and where necessary, other precautions have been taken. For example,
stat restore potions are a good idea when facing the unholy cursebearer,
and cure potions can make HarLakk the Riftsplitter far more tolerable.
Most players wear melee armor, but
ranging armor is often a much better choice defensively. Despite this,
few players stop to make it before going into the boss room.
Improper preparation can mean dying,
which imposes an XP penalty. It can also cause the team to use up most
of its food, leading to a large waste of time when they have to stop
fighting to haul out fishing rods and tinderboxes. This is an area where
sometimes an ounce of prevention is worth a pound of curethough
just try convincing the rush rush rush!!! crowd of that.
On the other hand, if you are
just trying to get through the level quickly, it can make sense
to just dive in and hope for the best. In particular, when I do solo
low-complexity dungeons, I find the bosses are very easy and I usually
dont need to spend a lot of time getting ready.
Boss Quick Reference
Table 56
is a quick reference to all of the bosses in Daemonheim. They are listed
in the order in which they can be potentially encountered, along with
the theme and floors where each can be found. For each boss I have shown
primary and secondary regular attacks, special attacks and defences,
and my recommended attack and defence methods. Ive also given
you a very brief high-level summary of the boss. Most of this information
is excerpted from the full
boss fight guides.
Note that anywhere that a protection
prayer is mentioned, a deflection curse can also be used (in fact, often
to greater effect, because of reflection damage).
Melee armor
with Protection from Magic or Ranged armor with Protection from Ranged
Remains stationary in back of
room and attacks with all three styles. Once reduced to half-health
or lower, will attempt to feed off carcasses to its left or right, rapidly
healing unless access is physically blocked by players.
Rotating
protection prayers; movement out of melee range after freezing
Melee
and Ranged
Ranged
armor; alternately, melee armor with Protection from Magic
Magic user
who has protection against magic, ranged or melee attacks active at
all times, rotating among them. Attacks mainly with magic but will melee
within range. Summons annoying ice spiders, increasing the number summoned
if you protect against her magic attack. Will freeze players and then
move out of melee range.
Stalagmites;
partial ability to block protection prayers/curses; freezing
Stalagmites
impede movement, as does the boss himself
Melee/Crush
Ranged armor
with Protection from Melee
Large troll-like monster that
attacks mainly with melee. Summons icy stalagmites around the floor
area which make movement difficult and can damage players away from
him. Protection from Melee or Deflect Melee only partially effective.
Stream
of stalactites doing heavy damage; disabled Gatestone Teleport spell
in boss room
Periodic
invulnerability
Melee
with Piety or Turmoil
Melee
or ranged armor
An oversized
icefiend with fairly mundane regular attacks, but a nasty special attack
where stalactites fall on every player, capable of knocking them down
to 1 LP. Players must run around when the special starts to avoid being
hit, or tank the damage and quickly heal. Icefiend is immune to damage
while special is active, and players cannot teleport out of the room.
Icy environment
that restricts player movement; ability to push player across the ice
Melee
Ranged armor
with Protection from Ranged
A large floating ball with eyeballs
all over it, this boss is not so much dangerous as annoying, and thats
because of his room. Any step taken on the ice causes the player to
slide until an obstacle is hit, or the boss himself. Boss has high defence
against ranging or maging which precludes the obvious strategy. Players
must deal with the ice floor and melee until boss is killed.
Deep
freeze (does damage and freezes in place, plus more damage when
ice is broken)
Appears
to be largely (if not entirely) immune to protection prayers
Melee
with Piety or Turmoil
Ranged
armor with melee items
Large blue
demon that hits with magic and melee attacks. Special attack freezes
players in place, doing heavy damage when freezing occurs and when ice
block is broken. Large amounts of food may be needed on higher-level
variants.
Magic robes
or ranging armor with Protection from Ranged
The only boss that is not a single
creature but an encounter, this room fills with maging,
ranging and meleeing skeletons which come out of tunnels in the walls
to attack players. An NPC called the divine skinweaver heals players
who stay near it in the far part of the room. Tunnels must be blocked
every few kills or the skeletons regenerate indefinitely.
Melee/Stab
and Ranged with intermittent use of Piety or Turmoil
Ranged
armor
A hobgoblin
wizard who attacks primarily with magic, and will freeze players in
place to prevent them from getting into melee range. A combination of
melee and ranging is recommended. Protection prayers cause prayer drain
and are not advised.
Protective stone
armor that must be removed before it can be ranged or meleed
Melee/Stab or
Melee/Crush using pickaxe, then Melee/Any
Melee armor
with Deflect Magic
Large beast with protective armor
plating that must be worn away before normal melee weapons or ranged
attacks can be used. Players must equip good-quality pickaxes and fight
until its armor bar is reduced to zero, then switch to normal weapons.
Magic and familiars can hit through his armor. Will drain prayer from
players other than the one it is meleeing.
Undead
rot (constant, rapid combat stat drain); ability to disable prayers/curses
Healing
when unholy font is used to restore stats
Melee
or Ranged with Deflect Magic
Ranged
armor (if ranging) or melee armor (if meleeing) with stat restore potions
Undead magic
user who rapidly drains players stats, reducing their offensive
effectiveness and increasing his ability to hit. Can disable protection
prayers, causing heavy magic damage to players using melee armor. Stat
drain can be reversed by praying at unholy fonts in his room, but this
partially heals him.
Charge attack
(damage and stun); spin attack (damage and defence reduction)
Appears to be
immune to immobilization spells
Magic or Melee/Stab
Melee armor
The only one-dimensional
boss, this is a big guy with a huge mace who uses it to deliver damaging
blows. His special attack combo can stun players and the reduce defence
making subsequent hits stronger. Best fought by stabbing attacks in
a solo environment, and a combination of stab attacks and magic spells
by a team.
Ranged
and Melee (plus Magic once down 1/3 health)
Slow-moving
ranged attack; falling rocks
Lodestone
puzzle; three-phased combat; healing
Melee
or Ranged
Ranged
armor with Protection from Ranged, or Melee armor with Protection from
Ranged and then Protection from Magic
The most complicated
boss in Daemonheim. Must be fought in three phases, each of which can
only be ended by picking up two power crystals that are dropped in random
locations and navigating a maze of fallen rocks to power up lodestones.
Rocks can prevent access to the lodestones, and failure to power them
up causes boss to be healed back up by roughly 1/3 of total and that
phase repeated. Starts with ranged and melee attack, adds magic attack
in second phase and powerful slow-moving ranged attack in third phase.
Gatestone Teleport use highly recommended.
Flame
portal (constant direct damage, area effect); Miasma
(cumulative poison, area effect); Shadow rain (stat drain,
area effect)
Rapid prayer
drain if using protection prayers (or deflect curses)
Melee with Piety
or Turmoil
Ranged armor
with stat restore and cure potions
Demon that looks like Kril
Tsutsaroth dipped in purple paint. Attacks with magic and melee and
has three special area effect attacks that do direct damage, cumulatively
poison, or drain stats. Rapidly drains prayer if protection prayers
or curses are used. Highly recommended to get poison immunity via potions
before beginning combat, or use antipoisons or cure spells instead.
Stat restore potions are also a good idea.
Nasty mage
with nastier special attacks. Teleports around special library-like
boss room, attacking with magic spells. Summons high-offence, low-defence
animated books that attack with all three styles. Periodically announces
book barrage and players must move within a few seconds
or be dealt heavy damage.
Permanent Protection
from Ranged; spiral room layout; teleportation; snare; ability to temporarily
disable run
Melee
Melee armor
with Protection from Magic
An archer who focuses on defence,
with permanent protection against ranged attacks, high magic defence
and a spiral room that impedes players from moving into melee range.
He also teleports around the room and can temporarily disable the ability
to run. Attacks with magic and arrows, the latter able to hit multiple
players. Easily (if slowly) killed by protecting against his magic attack
and letting melee armor stop his missiles.
Melee
slam attack; putting out pillar lights; shadow damage
Damage
reduction when pillars are not all lit; reincarnated duplicate
upon initial defeat
Ranged
(safe but slow) or Melee (dangerous but fast)
Ranged
armor
Another of
the floating eyeballs of doom, this stationary boss cannot be harmed
unless the pillars in the corners of the room are lit. The more pillars
lit, the more damage is done, but hell periodically put them out.
Regular attacks are fairly weak but he has a devastating special attack
that will blow back meleers and hit for massive damage if they dont
move in time. After he is reduced to zero LP, a duplicate, lesser version
appears that must be killed.
Area effect
light attack that does massive damage and drains stats
--
Melee with Piety
or Turmoil
Ranged armor
with Protection from Melee
Another floating eyeball of doom,
but doesnt float, rather suspends itself above a pit using tentacles
wrapped around pillars. Spews out balls of energy capable of doing high
damage through prayer, and also melees. Periodically begins to glow
and players must hide behind the pillars to avoid heavy damage and massive
stat drain.
Arguably the most difficult of all Daemonheim bosses.
A large demon
with hammers in each hand, who fights with both melee and magic. Along
the top of the screen is a bar that shows the demons current defence
level; it increases over time making the demon hard to hit. Pools of
greenish bubbles appear on the ground which can damage players, but
also reduce the defence bar if the demon is lured on top of them. Using
gatestones to temporarily leave the boss room allows for rapid reduction
of defence and a fairly easy kill.