|Release||5 December 2006 (Update)|
|A follower of Saradomin.|
|Equipment XP (2H/MH & Armour/OH)|
|39 / 26 / 13|
|? (edit)||? (edit)||612||? (edit)|
5 ticks (3.0s)
|Not immune||Not immune||Not immune||? (edit)|
|FAQ • doc|
Saradomin wizards are monsters that are encountered whilst doing hard clue coordinate Treasure Trails. They only appear for clues that are located outside of the Wilderness. They call out "For Saradomin!" upon appearing and attacking. They primarily attack with a combination of Air Wave and Saradomin Strike, and carry a poisoned dragon dagger as a sidearm.
Locations[edit | edit source]
A Saradomin wizard (or a Zamorak wizard) will always appear whilst digging at the location of a level 3 coordinate clue outside of the Wilderness, unless a player uses the Meerkat familiars special which brings up the casket/scroll box without disturbing the wizard.
Strengths and weaknesses[edit | edit source]
Saradomin wizards are more powerful than their Wilderness-only counterparts, the Zamorak wizards. They attack primarily with the spell Air Wave, occasionally using Saradomin Strike, the latter being capable of draining the player's prayer points. They use these attacks regardless of the player's current prayers.
They can also pull out a dragon dagger and use its special attack, which deals a fair amount of melee damage with moderately high accuracy and a high chance to cause poison. The melee attack is only used if the player is within melee distance.
They have no weakness so all combat styles are effective in defeating them. Upon being defeated, they will teleport away.
Drops[edit | edit source]
Main drops[edit | edit source]
A main drop is not guaranteed. Nothing being dropped is possible.
|Item||Quantity||Rarity||GE price||High alch value|
|Coins||77; 89; 240||Common||77-240||77-240|
|Water battlestaff (m)||1||Uncommon||8,280||9,300|
|Earth battlestaff (m)||1||Uncommon||8,285||9,300|
|Fire battlestaff (m)||1||Uncommon||8,269||9,300|
|Air battlestaff (m)||1||Uncommon||8,283||9,300|
|Blood rune (m)||8||Uncommon||5,752||880|
|Air rune||60; 189||Uncommon||2,340-7,371||180-567|
|Earth rune||79; 107||Uncommon||1,501-2,033||237-321|
|Fire rune||51; 180||Uncommon||4,590-16,200||153-540|
Universal drops[edit | edit source]
- Universal drops are dropped by nearly every monster outside of Daemonheim.
- These items are dropped alongside main drops.
|Item||Quantity||Rarity||GE price||High alch value|
|Key token||1||Rare||Not sold||Not alchemisable|
|Mimic kill token (m)||1||Very rare||11,651||Not alchemisable|
Update history[edit | edit source]
- patch 26 March 2018 (Update):
- Corrected all treasure trail wizards to play a teleport sound when they leave.
- patch 26 February 2018 (Update):.
- All Zamorak, Saradomin, and Guthix wizards are attackable with left-click by default. There should no longer be any instances where a wizard cannot be left-clicked due to combat level changes in the Wilderness or due to familiars.
- Clue scroll wizards and double agents are no longer familiar immune.
- The Saradomin, Zamorak and Guthix wizards from Treasure Trails have been graphically updated.
- The Saradomin and Guthix wizards now wield staffs and only use their Dragon dagger special attacks if players are in melee range.
- Wizards from Treasure Trails now teleport away when defeated, leaving some loot behind in the process (but no bones).
- Zamorak wizards now only spawn when digging for hard Wilderness clue scrolls. Saradomin wizards will spawn when digging for any other applicable hard clue scrolls.
Trivia[edit | edit source]
- Previously, wielding an Anti-poison totem before digging would not prevent the wizard from causing poison, even if the player was unpoisoned prior to digging. This was fixed on 15 June 2010.
- When the old version of the Saradomin wizard cast his spell, players could hear if it splashed or hit before the projectile reached them.
- Prior to their rework, Saradomin wizards would always attempt to get within melee distance of the player when using magic. A similar issue also affected the Zamorak wizard.
- They were accidentally removed from the game on 14 November 2014. They returned on 4 July 2016, although the new hard non-wilderness coordinate clues added prior to their accidental removal would still result in a Zamorak wizard spawning. They now appear at all hard non-wilderness clue locations.
- Despite carrying a regular dragon dagger, Saradomin wizards are still capable of poisoning the player with melee attacks (even before EoC, when a posioned dragon dagger was graphically different).
- The way that Saradomin wizards (and by extension, Guthix wizards) inflict poison is different from most poisonous monsters; rather than having a chance to inflict it on a successful attack, they have a passive chance to inflict it with every game tick that passes, regardless of whether they are actually attacking and whether or not the attack inflicts damage. As a result, they are capable of rapidly lowering the duration of antipoison potions, so more than one dose may be necessary if the wizard is not killed quickly.
- There is a fairly rare glitch that enables the wizard to sometimes inflict poison when using Saradomin Strike, even if she does not use melee at all throughout the fight. This appears to be caused by their aforementioned poison mechanics, and therefore moving out of melee distance or using Protect from Melee to disallow their poisonous melee attacks will prevent this from happening. Guthix wizards are also affected by this glitch.
- All clue scroll wizards and the Double agent received a graphical update as part of the clue scroll overhaul on 26 February 2018. Saradomin wizards received the following changes:
- Their gender was changed to female.
- They now wield a Saradomin crozier, and attack with both Air Wave and Saradomin Strike.
- They are now able to use their dragon dagger's special attack, and will only use it for this purpose. The dagger is visible only when they use the special attack.
- Their weakness was removed.
- They teleport away upon being defeated.
- Prior to their graphical update, Saradomin wizards would use the old reverse-grip attack animation with their daggers, despite holding them in a forward grip. The same glitch affected the non-wilderness version of the Guthix wizard.