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Table Of Contents  RuneScoop.com
 >  RuneScoop Monster Secrets
      >  RuneScoop Monster Secrets - Waterfiend Guide

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Waterfiend Guide - Description, Statistics, Attacks and Defence
Waterfiend Guide - Challenges and Strategy
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Waterfiend Guide - Drops and Charms

Like killing most monsters, battling waterfiends will give you experience in the combat skills of your choice, but that’s not the reason most players fight them. In fact, they are one of the few “non-boss” monsters where it is quite common to see players meleeing despite having maxed out melee stats, even when not on a Slayer assignment. No, we fight waterfiends for their drops: both conventional items and charms.

In this section I will describe the drops you can get from waterfiends. This includes a listing of their possible drops and how likely you are to get them, and of course, a discussion of the charms they provide.

Note that I classify drops roughly into these categories:

  • Very Common: The monster drops the item often, and you are almost guaranteed to see it at least once if you kill the monster 10 times or more.

  • Common: The monster usually drops the item at least once every 20 or so kills.

  • Uncommon: The monster drops the item perhaps 1 in 50 times.

  • Rare: The drop comes about 1 in 100 kills.

  • Very Rare: This designates a drop that is seen only after killing hundreds of monsters, or one I've never gotten but others have claimed to seen on rare occasions.
100% Drop

Jagex gave waterfiends a clever 100% drop: where fire-related demons like pyrefiends drop ashes, these leave behind a single water rune when you kill them. Once not very valuable, the removal of infinite shops has caused water runes to greatly increase in price, since they are used by the thousand for Ancient Magicks; a water rune is currently worth 7 gp (based on average Grand Exchange prices recorded on May 20, 2012).

Many players do not bother to pick up this single water rune, since they feel it saves enough time that they will make up the value of the rune in other drops or an additional charm or two. (This is why the waterfiend areas are usually littered with water runes; see Figure 29.) It’s important to note, however, that waterfiends also sometimes drop 91 water runes: 90 as a conventional drop plus their standard one. This is fairly common, so if you never pick up water runes, you may be leaving behind thousands of water runes over time.


Figure 29: Discarded Waterfiend Drops

It is common to find water runes and even other drops on the ground in the waterfiend lair. On the left, a player is fighting using a Zamorakian spear and a moss titan familiar (for healing).

 


One compromise is to pick up water runes whenever you see only waters and a charm with no other drop. Also, if the water runes are ever above the charm in the drop pile, that’s a good hint that it’s a 91 rune drop. (Of course, items left behind by other players can sometimes make this a bit more confusing that it would be otherwise.)

Other Conventional Drops

Waterfiends have a very long, eclectic drop list. They provide all of the following in various quantities: herbs; herb seeds; water, death and blood runes; combination runes; alchable armor and weapons; mithril arrows; noted Herblore and Summoning supplies; noted mithril ore; raw fish; water talismans—and the list goes on.

Table 190 contains a listing of all of the known non-guaranteed drops of waterfiends. Because they have so many types of drops, I have separated these into categories. I have also included values of most of the items, based on GE prices (valid as of May 20, 2012). Bear in mind that these should only be considered approxmations of value in certain cases (not all items can actually be sold for GE value, and you won’t keep all drops). Also, I have not separated out all of the possible herb and seed drops, so those just have a value of “Variable”. I have added comments where appropriate.


Table 190: Regular Waterfiend Drops

Category

Drop

Approximate Value

Frequency

Notes

Coins

Coins (~200 to ~600)

200 to 600

Common

 

Gems

Uncut sapphire

683

Uncommon

They also drop pairs of noted uncut sapphires.

Uncut emerald

1,223

Uncommon

 

Uncut ruby

2,962

Uncommon

 

Uncut diamond

12,200

Uncommon

 

Loop half of a key

14,600

Rare

 

Tooth half of a key

17,900

Rare

 

Uncut sapphire (2, noted)

1,366

Common

 

Runes

Water runes (90)

630

Common

 

Death runes (9 to 20)

3,672 to 8,160

Common

 

Blood runes (4 to 12)

1,408 to 4,224

Common

 

Mist runes (3 to 10)

819 to 2,730

Common

 

Mud runes (3 to 10)

1,194 to 3,980

Common

 

Steam runes (3 to 10)

105 to 350

Common

 

Talismans

Water talisman

6,790

Common

 

Herbs

Grimy herbs (2)

(Variable)

Common

These are randomly taken from the standard list of 11 grimy herbs.

Seeds

Herb seed

(Variable)

Uncommon

Waterfiends can drop any type of herb seeds, not just the higher-level ones. This means usually low-valued seeds, but once in a while you’ll get a nice surprise.

Watermelon seeds (1 to 4)

1,559 to 6,236

Uncommon

 

Strawberry seed

152

Uncommon

 

Limpwurt seed

155

Uncommon

 

Jangerberry seed

1

Uncommon

 

Whiteberry seed

12

Uncommon

 

Jangerberry seed

756

Uncommon

 

Wildblood seed

11

Rare

 

Mushroom spore

7

Rare

 

Ores

Mithril ore (1 to 5, noted)

459 to 2,295

Common

Look for these on the ground, too—players often leave them behind.

Bars

Mithril bars (1 to 2)

1,536 to 3,072

Uncommon

Unlike the ores, these are not noted.

Food

Shark

573

Common

 

Raw lobster (4 to 12)

684 to 2,052

Common

These are unnoted; you can “eat them” using a bunyip’s special move, feed them to the bunyip to change them to water runes, or keep them if you have inventory space or a beast of burden. Otherwise they often go to waste.

Raw shark (3 to 6)

1,656 to 3,312

Uncommon

These are unnoted; you can “eat them” using a bunyip’s special move, feed them to the bunyip to change them to water runes, or keep them if you have inventory space or a beast of burden. Otherwise they often go to waste.

Weapons

Staff of water

787

Uncommon

Should be alched.

Water battlestaff

9,045

Uncommon

Should be alched.

Mithril warhammer

1,117

Uncommon

Should be alched.

Armor

Mithril full helm

720

Uncommon

Should be alched.

Adamant chainbody

2,754

Uncommon

Should be alched.

Rune medium helm

11,300

Uncommon

Should be alched.

Blue dragonhide vambraces

1,693

Uncommon

Should be alched.

Ammunition

Mithril arrows (90)

2,160

Common

Put in quiver to save inventory space.

Sapphire bolts (15)

1,755

Uncommon

Put in quiver to save inventory space.

Miscellaneous

Water orbs (5 to 12, noted)

8,550 to 20,520

Uncommon

 

Seaweed (10 to 28, noted)

4,320 to 12,096

Uncommon

 

Snape grass (20, noted)

5,460

Rare

 

Vial of water (5 to 10, noted)

110 to 220

Uncommon

 

Fishbowl

507

Rare

 

Oyster

35

Uncommon

 


You can see from the frequency ratings that waterfiends are pretty “steady as she goes” when it comes to drops. There aren’t any “very common” or “very rare” drops here—you get a wide selection. There also aren’t any very rare drops, except for very high level herb seeds.

Summoning Charms

As useful as some of the waterfiends’ regular drops are, Summoning charms are their “main attraction”—they are the reason this guide was written. And as you probably already know, waterfiends are superb charm droppers.

Waterfiends drop a single charm at a time, and they provide one on 95% of drops. The distribution of these charms is heavily tilted towards crimson charms, with typically 80% to 85% of charms being of the crimson variety. The majority of the remainder will be gold charms, with only about 5% green charms and maybe 1-2% blue.

Clue Scrolls



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Waterfiends drop level three sclue scrolls, which can be followed to get the highest possible treasure trail rewards (if you are lucky, of course). As with most other monsters, a clue scroll drop appears in addition to any other standard drops. Their frequency seems to be about typical for a monster of this level.

Note that as always, you cannot get a clue scroll drop if you already have a scroll in your bank or on your character.

Typical Trip Proceeds

Because waterfiends have so many drops, including many unnoted drops, most players will not take home everything. How much you are able to keep depends on several factors, including what familiar you are using, and especially, how much you are focusing on maximizing your charm rate. Keeping waterfiend drops can be lucrative, but it does require time for inventory management, trips to the bank, alching items and so forth. This in turn slightly reduces your charm yield; whether it is worthwhile depends on you.

Most players that I know will tend to focus on keeping the high-valued noted and stackable items, and leave unnoted items behind unless they are particularly valuable (grimy ranarrs, etc.) Alching items like rune med helms and adamant chainbodies is usually worth your time as well. As we’ll see later on, proper use of a beast of burden can also help you save more drops while wasting as little time as possible.

The waterfiends entry in the Beastopedia contains specific drop logs that you may find useful, to see what you can expect after a typical trip. I have also included a quick picture of my proceeds from a short 30-minute trip in Figure 30.


Figure 30: Proceeds from a 30-Minute Waterfiend Trip

Here’s what I got on a short trip while preparing this guide. This wasn’t the most lucrative half hour I’ve ever had at the waterfiends by any means, but it’s fairly typical.

 


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