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Description: Killing the Arch-Glacor (Hard Mode)
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Description: Killing the Arch-Glacor (Normal Mode)
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The Arch-Glacor is a massive glacor who "leads" the glacors sent by Wen to the Elder God Wars Dungeon as part of the Glacor Front.[1]

Like Kerapac, the bound and TzKal-Zuk, 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 ushabti, 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. 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. A bronze version of the title, [Name] the Iceborn, can be unlocked by killing the Arch-Glacor at 1,000% enrage. A silver version of the title, [Name] the Iceborn, can be unlocked by killing the Arch-Glacor at 2,000% enrage. A gold version of the title, [Name] the Iceborn, can be unlocked by killing Arch-Glacor at 4,000% enrage.

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, and attempting to do so in either normal mode or hard mode will give the message "You cannot kill that with a dart, so it would be a waste to throw it".

History[edit | edit source]

The Arch-Glacors, like their smaller brethren, invaded 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.

Enakhra later abandoned the other mages, forcing Azzanadra to send them off for their own safety. With most of its powers unchecked, the Arch-Glacor advanced towards the cathedral, but Azzanadra's new god powers were able to keep it at bay. However, by moving away from the aqueduct, the Arch-Glacor left behind four Generating glacors that were spawning many glacytes that nearly overwhelmed him until the World Guardian arrived and eliminated them, allowing Azzanadra to fight without distractions. Azzanadra was later able to send the Arch-Glacor back to Leng.

Location[edit | edit source]

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

Mechanics[edit | edit source]

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 Glacyte Minions (Arch-Glacor).png 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. When glacytes are killed, they leave behind Unstable glacyte cores that can be clicked to deal damage to the Arch-Glacor.
Flurry Flurry (Arch-Glacor).png 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 Pillars of Ice (Arch-Glacor).png 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 Frost Cannon (Arch-Glacor).png 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 Exposed Core (Arch-Glacor).png 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[edit | edit source]

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 , where 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 Arch-Glacor's life points, , is expressed as a function of enrage, , in the following way:

Drops[edit | edit source]

Normal mode[edit | edit source]

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[edit | edit source]

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

15Gold charm.png
15Green charm.png
15Crimson charm.png
15Blue charm.png
Represents a 90% confidence range based on a sample of 2,470 kills.
15 items are dropped at a time.
Add data to the log (requires JavaScript).

Main drops[edit | edit source]

  1. ^ After a roll of 9/100 on components, drop rate and quantity ranges from 995/1,000 for 5, 993/1,000 for 7, 989/1,000 for 11, 980/1,000 for 20, 965/1,000 for 35 and 925/1,000 for 75 for each mechanic active.
  2. ^ After a 1/200 roll on the stronger drop table, 3/8 chance of obtaining this drop.
  3. ^ a b c d Drop rate increased by 2% after upgrading to enriched pontifex shadow ring.
  4. ^ After a roll of 9/100 on components, drop rate ranges from 5/1,000 at none, 7/1,000 with one, 11/1,000 with two, 20/1,000 with three, 35/1,000 with four and 75/1,000 for five mechanics active respectively.
  5. ^ a b Only with all five mechanics active.[5]

Secondary drops[edit | edit source]

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 with 1,000 anima.
  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. Replaces the T1 Trove.
  5. ^ Only obtainable when the pontifex shadow ring's Elder Trove modifier is tier 4. Replaces the T2 Trove.
  6. ^ a b c Triskelion fragments are dropped in order.
  7. ^ There's a 1% chance an elite clue scroll will be upgraded to a master clue scroll.
  8. ^ Has a drop rate of in normal mode per loot pile, where is the number of active mechanics (between 0 and 5). Effectively between 1/18,000 and 1/3,000 per loot pile, with a threshold of 500.

Hard mode[edit | edit source]

In hard mode, the rewards are obtained through a streak/enrage system. After each kill, players have the option to continue the challenge, or claim the rewards. One reward 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, rounded down. This reduction applies by whole numbers of the items held in the chest, not the total value of rewards. With the exception of the glacor core, no charms or other secondary drops are obtainable in hard mode.

It was worked out by the players that the equation for the unique item drop rates could be:

Where is the enrage of Arch-Glacor and is the number of total kills done in the streak (so Streak+1 if using the Streak value in the loot interface).

This is more easily interpreted as:

Where it can be seen that the base chance is 1/1000, and increases by 1/1000 for every 100 enrage or 40 kills in streak.

The validity of these formulae remains unconfirmed, but it matches the known drop rates at different streaks and enrages given from the reveal of the drop rates from the Elder God Wars Dungeon.

When the unique item table is rolled, the player has the chance for the following:

The expected number of uniques (exclusively hard mode) to complete the Arch-Glacor boss collection log (2 Frozen core of Leng, 1 Scripture of Wen, 1 Leng artefact, pet ignored) is 10.5.

The quantity of items added after each kill seems to follow the formula

  • is the size of the reward added after a kill.
  • is the amount obtained at 0 streak.
  • is the number of kills shown in the loot interface. After the first kill, streak is equal to 0.
  • has a chance to increase the quantity of a single stack of items by 1-4 when tier 4 luck is used. Checking the loot chest with and without tier 4 luck can change the quantity of items.
  • The Leng artefact, scripture of Wen, and frozen core of Leng will always be added in a quantity of 1.

When claiming streaks, if the player's inventory and bank is full, any remaining rewards will remain inside the chest. If the player logs out before claiming these drops, they will be lost. They will be withdrawn in noted form if this occurs.

Alternatively, if the player dies, their streak ends, some of their loot is deducted, and they can claim their remaining loot from the frozen chest outside the boss arena.

Calculator[edit | edit source]

This calculator along with documentation can be found at the top of this page.

template  = Calculator:Template/Combat/Arch-Glacor
form      = archglacorCalcForm
result    = archglacorCalcResult
param     = mode|Calculate|Drop rate|buttonselect|Drop rate,Streaking expected number of uniques,Claiming expected number of uniques|Drop rate=enrage,streak,pontifex;Streaking expected number of uniques=startingEnrage,useStreak,averageEnrageGained,pontifex;Claiming expected number of uniques=claimEnrage,claimKills,pontifex|Drop rate calculates the chances of receiving unique/dark nilas for a specific kill at the given enrage and streak.

Streaking expected number of uniques calculates the cumulative total number of uniques/dark nilas over the entire streak.

Claiming expected number of uniques calculates the cumulative total number of uniques/dark nilas when repeating kills at the same enrage and claiming after every kill. param = enrage|Enrage (%)|100|int|0-4000 param = streak|Streak|1|int|1-200 param = startingEnrage|Starting enrage (%)|100|int|0-4000 param = useStreak|Streak|1|int|1-200 param = averageEnrageGained|Average enrage gained (%)|11.5|number|5-20,,0.1||Average enrage gained is 11.5%. However, any value from 5% to 20% can be set. param = claimEnrage|Enrage (%)|100|int|0-4000 param = claimKills|Kill count|25|int|1-200 param = pontifex|Enriched pontifex shadow ring.png: RS3 Inventory image of Enriched pontifex shadow ringEnriched pontifex shadow ring|No|check|Yes,No||The enriched pontifex shadow ring provides a 2% increased chance at unique drops.
This text will disappear if the form is loaded properly.
This text will disappear if the form is submitted.

Main drops[edit | edit source]

  1. ^ The drop quantity is unaffected by streak.
  2. ^ The drop rate is unaffected by enrage and streak.
  3. ^ a b c Enrage and streak affect drop rate, see here.

Secondary drops[edit | edit source]

  1. ^ Completion of Twilight of the Gods not necessary to receive this drop. It appears in inventory when received, or on the ground under the player if their inventory is full.
  2. ^ Has a base drop rate of 1/1,000 in hard mode, with a threshold of 500.

Gallery[edit | edit source]

Achievements[edit | edit source]

Update history[edit | edit source]

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!
  • patch 13 June 2022 (Update):
    • The drop rates for the Chaos die reroll tokens have been increased. Normal mode Arch-Glacor per pile drop rate: 10/2500. Hard mode Arch-Glacor drop rate: 10/1000
  • patch 23 May 2022 (Update):
    • Hard Mode Glacor loot that was rerolled with the addition of Resonant Anima has been reverted to the previous loot earned for players who are yet to have claimed it.
  • hotfix 16 May 2022:
    • Fixed an issue with chest loot being modified as a result of resonant anima of Wen being included in hard mode.
  • patch 16 May 2022 (Update):
    • Hard mode Arch-Glacor encounters now drop resonant anima of Wen to increase supply of anima for Wen arrows, as it could only be obtained from normal mode prior to this change.
  • patch 7 March 2022 (Update):
    • The scenery versions of TzKal-Zuk and the Arch-Glacor, outside their combat encounters, have had their Santa hat removed.
  • patch 28 February 2022 (Update):
    • Players now receive correct loot information in the chat after killing Arch-Glacor and will not receive a chat prompt about an effigy if they have five of them banked.
  • hotfix 13 December 2021:
    • Fixed an issue with players obtaining less rewards while in the middle of a streak following the drop changes for hard mode.
  • update 1 November 2021 (Update):
    • Having the ring upgraded with a faction no longer decreases the amount of anima gained from bosses.
    • Having the ring upgraded will now continue to drop anima at a 100% drop rate rather than the previous 1/6 chance.
    • Voice lines from the Mages have been added to the Arch-Glacor boss fight.
  • patch 18 October 2021 (Update):
    • Adjusted the clickboxes during the Arch-Glacor fight.
    • Glacor Remnants will now be dropped in the correct quantities, depending on how many of the Arch-Glacor's mechanics are active.
  • patch 11 October 2021 (Update):
    • Minions mechanic has been adjusted:
      • Glacytes' health in normal mode is adjusted to number of active mechanics.
      • Arch-Glacor's barrier during glacyte mechanic no longer provides complete immunity, instead reducing damage by 98%.
      • Glacyte minions now have an additional prefix to their name to indicate their combat style.
      • Spawn position moved so minions do not obscure boss.
      • Barrier does not activate immediately, instead having a small delay before minions appear when mechanic is initiated.
      • The unstable core left behind from glacyte minions has a lower click priority to avoid interference while clicking on glacyte minions.
    • Tsunami can now be used on the Arch-Glacor's arms.
  • hidden :
    • Arch-Glacor now awards proper Reaper points and Marks of War for hard mode:
      • Reaper points increased from 15, 18 and 21 to 25, 31 and 37 (the same as Elite Dungeons bosses).
      • Marks of War increased from 31 to [40 + streak].
  • patch 27 September 2021 (Update):
    • Fixed a related issue with unlocking the wing adornments (the last unlock would not log the Arch-Glacor Boss as completed).
    • A player on Hard Mode joining another player's Normal Mode instance will now benefit from the safe death.
    • Fixed an issue with the Arch-Glacor Hard Mode toggle being affected by other bosses.
  • patch 20 September 2021 (Update):
    • Reduced the screen shake effects that play when activating Hard mode for the Arch-Glacor fight.
    • The Arch-Glacor Boss Collection Log will now track more than 250 Remnants.
    • The drop broadcast for the Arch-Glacor pet item now states the correct name.
    • The freezing blood debuff from the Arch-Glacor fight now consistently times out.
    • The Shard and Sliver of Leng weapons are more consistent regarding keepsaking.
  • patch 13 September 2021 (Update):
    • Reaper Assignments will now correctly indicate that the Arch-Glacor is the target when using quick-chat.
    • Fixed a grammar error on the grouping system UI for the Arch-Glacor fight.
    • Arch-Glacor logs are now shown in the Adventurer's Log.
    • Rewards from the Arch-Glacor fight are now given to the top three players.
    • The Arch-Glacor's drops will no longer spawn below the boss, where they are inaccessible to players.
    • Players can now consistently leave the Arch-Glacor arena after defeating the boss in hard mode.
  • 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[edit | edit source]

  • The player Evil Lucario was the first player who defeated the Arch-Glacor on 4000% enrage on 22 September 2021 which was shown in-game with the announcement: Game announcement.png News: Evil Lucario has scored the first Arch-Glacor boss kill at 4000% enrage!, roughly nine days shy of its first month released.
    • During its reward stream, Mod Orion claimed that players would be unable to clear 4000% enrage within a month.
  • In order to be visible from a distance, the Arch-Glacor was 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 it had also been considerably scaled up compared to the size of the model initially created by Mod JT.[3]
  • The 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. At 4,000% enrage, the Arch-Glacor has 3,330,000 life points, which is the highest amount of health for a solo boss.
  • The Arch-Glacor was first mentioned in The Promised Gift, although there were no links between the glacor race and Wen at the time. The blood warden later hinted to its arrival in the Elder God Wars Dungeon by stating "A cold front is coming.", referring to the glacors' abilities to freeze the air around them. Seren later hinted to the boss' arrival by remarking how it was about to become "dark and very cold".

References[edit | edit source]

  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."
  5. ^ Mod Shogun. Elder God Wars Dungeon: Drop Rates!. Reddit. 20 December 2021. (Archived from the original on 23 January 2022.) Mod Shogun: "[Are the book and artifact only obtainable from 5 mechanics...?] Only 5 mechanics."