# Arch-Glacor

 This article has a strategy guide (hard mode).All information on mechanics, setups, and tactics is on the subpages.

The Arch-Glacor is general of the glacors sent by Wen to the Elder God Wars Dungeon as part of the Glacor Front.[1]

Like Kerapac, the bound, the Arch-Glacor possesses both normal and hard mode encounters. In normal mode, the boss provides a customisable fight. The player can add or remove mechanics as desired to make the fight easier or harder, which also affects the quantity and quality of rewards received. By defeating the boss with all mechanics active in a solo instance, the player can unlock its hard mode encounter. In normal mode, deaths are considered safe (including for Hardcore Ironmen[2]); the player is teleported to safety should they fall. There is a rolling damage cap in place with a set amount of mechanics active that prevents players from skipping most mechanics. The boss is considered a glacor for the purposes of a slayer task, and the slayer helmet provides its benefits for normal mode.[1][3]

In hard mode, the boss fight becomes similar to that of Telos, the Warden - the encounter can only be entered solo, players cannot teleport out of the fight (meaning victory or death), deaths are unsafe, and there is an enrage/streaking system, with the boss' enrage capping at 4,000%. The boss' mechanics are also adjusted for hard mode, and there is no damage cap in place, making mechanic skipping more consistent. The effects of a slayer helmet will not work on hard mode if on task.[3]

Drops from the boss include the Scripture of Wen, a boss pet and a Leng artefact, along with materials to create a pair of tier 85 melee weapons - the Dark Ice Shard and Dark Ice Sliver weapons, made from Glacor remnants and Dark nilas. In hard mode, a new drop, the Frozen Core of Leng, is added, which can be used to upgrade the weapons to tier 95 - the Dark Shard of Leng and Dark Sliver of Leng. The Leng artefact, along with the remnants, allows players to upgrade the nightmare gauntlets, gloves of passage and Kerapac's wrist wraps from tier 85 to tier 90.[2]

Defeating the Arch-Glacor at 500% enrage awards the player with the title [Name] the Iceborn. Silver and golden variants of the title are achieved at 2,000% and 4,000% enrage respectively.

Obtaining all of the unique drops and crafting all of the unique rewards from this boss completes the achievement The Cold Never Bothered Me Anyway, unlocking the title, [Name] the Cold-Blooded.

Deathtouched darts do not work on this boss in hard mode.

## History

The Arch-Glacors, like their smaller brethren, invaded[source needed] Leng during the early stages of the current universe. They are said to be ten to a hundred times larger than the normal glacors. Arch-Glacors possess powers far greater than their smaller brethren, such as the ability to come back after being defeated and becoming stronger in the process.

During Zaros' trip across the universe, he discovered Leng and its Arch-Glacors. He subsequently killed one and transformed its energy into the ice crystal, which he used to create the Nihil and later gave it to Nex to serve as a source of power.[4]

During the Sixth Age, one Arch-Glacor was brought from Leng to the ruins of Senntisten by Wen in her attempt to seize the Elder God eggs stolen by Azzanadra. The Arch-Glacor's powers quickly transformed the area it was attacking from into a frozen wasteland. The elves of the Iorwerth and Cadarn clan attempted to battle the Arch-Glacor, but those who challenged it were quickly overwhelmed and killed by its many powers. This warranted the presence of multiple mages to keep its powers in check - Ariane would prevent it from calling glacyte reinforcements, Charos would prevent it from using a powerful cannon attack, Arianwyn would prevent it from randomly changing combat styles, Akthanakos would prevent it from conjuring pillars of ice, Enakhra would prevent it from popping its core out, while Azzanadra used his new god powers to keep the rest of its powers at bay.

## Location

Arch-Glacor is located at the aqueduct at the Glacor Front on the southern side of Senntisten.

## Mechanics

The Arch-Glacor fight consists of six main mechanics, five of which can be enabled or disabled before the fight. Mechanics can be toggled either from the user interface or by speaking to the mage responsible for holding back the corresponding mechanic. Hard mode can also be toggled in a similar fashion once the player has unlocked the ability to do so by completing the fight solo with all mechanics enabled, in an instance set to one player. Hard Mode activates all mechanics.[1]

The number of active mechanics influences the rewards obtained from the boss. It is possible, although unlikely, to obtain unique drops with no mechanics enabled.

Mechanic Mage Description
Creeping Ice[m 1] N/A N/A Ice Shards approach slowly from either side and force the player into a specific area of the arena.
Glacyte Minions Ariane Additional glacytes are spawned. As well as attacking the player, the Arch-Glacor will be immune to damage until all its minions are killed.
Flurry Arianwyn The Arch-Glacor will switch between two different damage types with high damage in their respective style. The player has increased damage reduction when praying against the correct combat style.
Pillars of Ice Akthanakos The Arch-Glacor forces the player to one side and calls down elemental beams from the sky. The beam follows the player, then splits into two to harass the player from two sides. Being hit by the beam deals damage and saps 8% of max Prayer points.
Frost Cannon Charos The Arch-Glacor traps the player in a small area and launches a huge surge of energy at them. This attack is unavoidable, requiring the use of other tactics to survive.
Exposed Core Enakhra The Arch-Glacor releases its frozen core into the centre of the arena, causing its body to collapse and become inanimate, while slamming both its arms down on either side of the player.

The frozen core begins to emanate a harsh, icy energy that damages and applies a stacking debuff on the player. The damage grows with every stack. To escape, the player must smash through either of the arms and get out of its proximity in order to escape death.

Hard Mode N/A Azzanadra All mechanics are enabled and enhanced.
1. ^ Creeping Ice is the base mechanic and cannot be disabled.

## Strategy

Arch-Glacor's difficulty is scalable: players are able to choose the fight's difficulty which affects both the strength of the boss and potential reward value. In normal mode, this involves enabling or disabling any of the five mechanics before the fight. On the other hand, when initiating a confrontation with Arch-Glacor in hard mode, the player receives an interface in which they may select a custom enrage level (between 0% and the highest enrage level on which they successfully scored a kill plus 5%). As the boss gains enrage, its life points and damage inflicted increase.

In normal mode, Arch-Glacor's life points scale based on the number of mechanics enabled, equalling ${\displaystyle 5{,}000m^{2}+35{,}000m+65{,}000}$, where ${\displaystyle m}$ is the number of mechanics enabled (not including Creeping Ice), meaning the boss will have between 65,000 and 365,000 life points.

In hard mode, the life points of the Arch Glacor, Icy Arm (right) and (left), Glacytes, and Bolstered Glacyte scale with enrage. All but the life points of the Arch-Glacor remain constant up until 2,500% enrage. Above 2,500% enrage, they too will have increased life points. The relation of their life points, ${\displaystyle {\text{LP}}}$, as a function of enrage, ${\displaystyle {\text{E}}}$ can be expressed in the following way:

• ${\displaystyle {\text{LP}}_{\text{Arch-Glacor}}=370{,}000+3{,}700\cdot \left\lfloor {\text{E}}/5\right\rfloor }$
• ${\displaystyle {\text{LP}}_{\text{Icy Arm}}={\begin{cases}32{,}500&{\text{if E}}\leq 2{,}500\\32{,}500+325\cdot \left\lfloor \left({\text{E}}-2{,}500\right)/3.33\right\rfloor &{\text{if E}}>2{,}500\end{cases}}}$
• ${\displaystyle {\text{LP}}_{\text{Glacytes}}={\begin{cases}13{,}500&{\text{if E}}\leq 2{,}500\\13{,}500+135\cdot \left\lfloor \left({\text{E}}-2{,}500\right)/2.50\right\rfloor &{\text{if E}}>2{,}500\end{cases}}}$
• ${\displaystyle {\text{LP}}_{\text{Bolstered Glacyte}}={\begin{cases}{\text{N/A}}&{\text{if E}}<250\\27{,}000&{\text{if 250}}\leq {\text{E}}\leq 2{,}500\\27{,}000+270\cdot \left\lfloor \left({\text{E}}-2{,}500\right)/2.50\right\rfloor &{\text{if E}}>2{,}500\end{cases}}}$
Templates used Arch-Glacor LP
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## Drops

### Normal mode

In normal mode, three sets of drops are awarded at a time. In solo encounters, the player receives all three drops. In duo encounters, the leftover drop is awarded to the top damaging player. In larger groups, the three top damage dealers receive one drop each. The quantity and quality of drops in normal mode are dependent on how many mechanics were enabled.

#### Charms

Charms are dropped in set of five; at most three sets can be obtained from a kill for a total of 15 charms.

Nothing
15
15
15
15
19–24%5–8%6–9%30–36%29–35%
Represents a 90% confidence range based on a sample of 626 kills.
15 items are dropped at a time.
Add data to the log (requires JavaScript).

#### Main drops

1. ^ Only obtainable in normal mode when 5 mechanics are turned on.

#### Secondary drops

It is possible to receive multiple secondary drops for a single primary drop in normal mode.

1. ^ Replaced by tradeable version after the player has upgraded their pontifex shadow ring.
2. ^ Only after upgrading a pontifex shadow ring.
3. ^ Requires completion of Azzanadra's Quest.
4. ^ Only obtainable when the pontifex shadow ring's Elder Trove modifier is tier 3 or higher. The ring must be worn prior to Arch-Glacor's defeat. Replaces the T1 Trove.
5. ^ a b c Triskelion fragments are dropped in order.
6. ^ There's a 1% chance an elite clue scroll will be upgraded to a master clue scroll.

### Hard mode

In hard mode, the drops are awarded differently. One drop is given at a time, but the quantity of these items increases with higher killstreak and possibly enrage. Likewise, if the player dies during their streak, part of their accumulated rewards is lost based on the amount of killstreak the player had prior to their death. This starts at 5% saved for 1 killstreak and caps at 75% saved at 15+ killstreak. With the exception of the Glacor core and Manuscript of Wen, all other secondary drops (including charms) are not obtainable in hard mode.

The current theory is that ${\displaystyle {\text{Quantity}}=\lfloor {\text{Base Quantity}}*(1+0.1*{\text{Streak}})\rfloor +{\text{Luck bonus}}}$

• ${\displaystyle {\text{Quantity}}}$ is the size of the drop you receive in a kill.
• ${\displaystyle {\text{Base Quantity}}}$ is the amount obtained at 0 streak, seen in the table below.
• ${\displaystyle {\text{Streak}}}$ is the value shown at the end of kill loot-interface. After your first kill, streak is equal to 0.
• ${\displaystyle {\text{Luck bonus}}}$ has a chance to increase the quantity by 1-4 when tier 4 luck is used. Checking the loot chest with and without tier 4 luck will can change the quantity of items and let you know if the luck bonus has had any effect.
• The Leng artifact, Scripture of wen, and Frozen core of leng will always have a quantity of 1.

#### Main drops

The following table's quantities ONLY includes drops at 0% enrage and 0 streak without Tier 4 luck.

## Update history

This information has been compiled as part of the update history project. Some updates may not be included - see here for how to help out!
• hotfix 6 September 2021 (Update):
• Practice mode is no longer available for the Arch-Glacor.
• Adjusted the Instance Teleport Coordinate in the Arch-Glacor arena so players can surge straight away upon entering.
• Added drop broadcasts for the Frozen core of Leng and Leng artefact.
• Fixed an issue that meant the Arch-Glacor boss would die due to DoT effects, which could kill the player in certain situations.
• Fixed an issue where the Pontifex Ring was reducing Prayer-based damage resistance.
• Uncut Dragonstone will now drop in noted form during the Arch-Glacor fight.
• Normal mode damage reduction no longer kicks in after you have completed all mechanics during an encounter.
• Rejoining a Hard Mode Arch-Glacor instance after toggling it off will no longer place you in a pseudo-Hard Mode encounter.
• Fixed an issue where sequential attacks of the same type from the same side of the Arch-Glacor boss were not appearing.
• The Bolstered Glacytes no longer set the Arch-Glacors health when they die.
• update 6 September 2021 (Update):
• Added a Bank Preset for the Arch-Glacor.
• The Arch-Glacor boss will no longer drop Bones. Where was it even getting those?!
• Fixed an issue where the incorrect armour values were being applied to the new enhanced T90 glove upgrades introduced with the Glacor Front update.
• Fixed an issue that was preventing the 'Exposed Core' and 'Glacyte Minions' from working as expected at high enrage tiers during the Arch-Glacor boss fight.
• hotfix 1 September 2021 (Update):
• Re-addressed the bug where killing the bolstered glacyte reduced the boss' health to 1,250 again.
• The third beam of the Pillars of Ice mechanic in the Hard Mode Arch-Glacor boss fight will no longer disappear and reappear when the mechanic ends.
• Manuscripts and Scriptures of Wen will now drop from the Arch-Glacor correctly in all scenarios.
• hotfix 1 September 2021:
• Hard Mode common drops (and Dark Nilas) have had their quantities increased.
• hotfix 31 August 2021 (Update):
• Triskelion keys dropped from the Arch-Glacor will no longer be multiplied by enrage or mechanic modifiers.
• Players can no longer rejoin the Arch-Glacor's Hard Mode encounter after turning it off, unless they re-activate it.
• The Bolstered Glacytes no longer reduce the boss' health to 1,250 upon being killed.

## Trivia

• The player Evil Lucario was the first player who defeated the Arch-Glacor on 3500% enrage on 11 September 2021 which was shown in-game with the announcement: News: Evil Lucario has scored the first Arch-Glacor kill at 3500% enrage!
• In order to be visible from a distance, the Arch-Glacor has been added to the non-instanced area as an environment piece rather than non-player character due to shorter draw distance for NPCs in the NXT client. During development he has also been considerably scaled up compared to the size of the model initially created by Mod JT.[3]
• Arch-Glacor has been designed to be an introduction boss meant to encourage more people to try bossing. The ability to customise the encounter is meant to allow players to learn different types of combat mechanics and how to deal with them.[3]
• On release, the Arch-Glacor suffered from several bugs which affected the fight and loot mechanics, such as the Exposed Core not appearing correctly, or persisting in the arena if Arch-Glacor had been killed with poison while the Frozen Core mechanic was in progress. Additionally, the hard mode fight was affected by an invalid teleport glitch on the exit portal, which forced some players to lose their kill streaks. This glitch is currently still active and happens if the player is pushed by the creeping ice at the same time as the Arch-Glacor is defeated
• Unlike Telos, whose health is capped at 300% enrage, the Arch-Glacor's health in hard mode is not subjected to such a cap. As every 1% of enrage gives it 740 life points, at 4,000% enrage, the boss would have 3,330,000 life points, which would be the highest amount of health for a solo boss.

## References

1. ^ a b c Jagex. "Elder God Wars Dungeon: The Glacor Front." 20 August 2021. RuneScape News.
2. ^ a b Jagex. "Elder God Wars Dungeon: The Glacor Front Survival Guide." 27 August 2021. RuneScape News.
3. ^ a b c d RuneScape. Elder God Wars Dungeon: An introduction to the Glacor Front | RuneScape. YouTube. 20 August 2021.
4. ^ The Promised Gift, written by Nex, "Nex: Angel of Death", RuneScape. "Finally I created the stone of ice from an arch-glacor on the frozen world of Leng. These creatures, that tower ten or a hundred times taller than their smaller kin, dominate the landscape of that brutal and inhospitable wasteland."