Strategies for Temple of Aminishi

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This article is about Strategies for the Elite Dungeon itself. For Strategies for farming Dungeoneering tokens, see Dungeoneering token/Strategies.
Invasion plans.png
This article is a strategy guide for Temple of Aminishi.
Information on mechanics, setups, and tactics is on this page.

The Temple of Aminishi is a large underground complex that houses Seiryu the Azure Serpent. In order to attempt a raid, the quest Impressing the Locals must be completed.

Features[edit | edit source]

A map of the Temple.

There are five sections in the temple. In order to progress further into the temple, players must kill the monsters guarding the barriers.

A chest can be found in the second, fourth and final sections of the temple which serve as quick-teleports and collect loot if desired. Disabling the auto-loot feature gives a 20% chance of doubled drops. It is not recommended to pick up the drops due to the large-scale fighting players will encounter and will waste valuable spots for boss fights. Most enemies will drop items, the only exceptions being waterfiends (who just drop water runes) and defence pylons.

Throughout the temple will be several barriers blocking the team's path. There are several enemies linked to these barriers, and once all "linked" enemies are killed, the barrier will dissipate. This also causes most non-linked enemies to despawn on further visits.

Enemies which utilise adrenaline are affected by Siphon and Natural Instinct as if it was a player-versus-player situation.

Unlike the next two dungeons, the Dragonkin Laboratory and Shadow Reef, the Temple of Aminishi has numerous winding paths, most of which lead to off-path areas, whereas the latter two have a singular, straight-forward path with usually short deviations off the main route. In addition, there are significantly fewer critical enemies that need to be killed to advance through the dungeon.

Bosses and minibosses[edit | edit source]

There are three bosses and a varying number of minibosses which can be encountered in the Temple of Aminishi. Minibosses do not have to be killed in order to progress and act much like the common mobs throughout the Temple. Four out of thirteen minibosses are selected when a new dungeon is created.

Both bosses and mini-bosses are denoted on the minimap as (Demon flash mobs map icon.png).

Killing either boss or mini-boss yields rolls on their drop tables in addition to 5,000 dungeoneering tokens in normal mode, or 500 in story mode. Mini-bosses share the same drops as common mobs while bosses roll on both a boss drop table and common mob table. The spawns of the mini-bosses are set but their appearance is random. Four mini-bosses are always guaranteed in each attempt.

Killing all the main and mini-bosses will reward the player with 35,000 tokens in normal mode, or 3,500 in story mode.

Bosses[edit | edit source]

Minibosses[edit | edit source]

Recommendations[edit | edit source]

Levels[edit | edit source]

These levels are only a suggestion and are not required to complete this dungeon, especially in duo/trio.

Equipment[edit | edit source]

Gear and presets will vary greatly from player to player depending on skill level and whether they are doing the dungeon in group or solo. This section will document effective presets for varying skill levels and team sizes. Depending on how fast individual runs are and how often the player choose to bank, they may need to adjust the amount of prayer restore in their preset.

NOTE: It is generally recommended to do this dungeon with at least tier 80 weapons but it is possible to make do with lower, especially in group mode. Be aware that upgrading and downgrading based on current gear and comfort level is perfectly fine.

As always, magic's versatility makes it a solid choice to approach most PvM content. Vulnerability is helpful throughout the dungeon due to the high health of most of the monsters. If doing the dungeon as a group, it is helpful to have at least one mage for this reason, although ranged and melee can deal more damage once vulnerability is applied if you do not 4 tick auto attack.

Maniacal aura.png
Hood of subjugation.png
Superior scrimshaw of the elements.png
TokHaar-Kal-Mej.png
Amulet of souls.png
Sealed large rune pouch.png
Augmented seismic wand.png
Augmented garb of subjugation.png
Augmented seismic singularity.png
Augmented gown of subjugation.png
Cinderbane gloves.png
Boots of subjugation.png
Ring of death.png
Augmented Wand of the Cywir elders.pngRing of vigour.pngAugmented merciless kiteshield.pngAugmented noxious staff.png
Elder overload salve (6).pngSuper restore flask (6).pngGuthix staff.pngAugmented Virtus book.png
Replenishment potion (6).pngSuper restore flask (6).pngLucky Charm (Temple of Aminishi).png10Corrupted slayer helmet.png
Summoning flask (6).pngSummoning flask (6).pngSailfish.pngDominion mine.png20
Augmented abyssal whip.pngAugmented enhanced Excalibur.pngSailfish.pngNature rune.png20
Saradomin brew flask (6).pngSaradomin brew flask (6).pngSaradomin brew flask (6).png
Saradomin brew flask (6).pngSaradomin brew flask (6).png

OPTIONAL

High level magic results in fast overall runs of the dungeon and can use ancient spells, 4 tick auto attacking with Spellbook Swap to gain the full benefits of the style. Once you are experienced at the dungeon, you need very little food to clear it quickly, especially if you are 4 ticking Blood Barrage. This preset assumes a full solo run with one bank in 20-25 minutes so adjust supplies accordingly.

Maniacal aura.png
Elite tectonic mask.png
Superior scrimshaw of the elements.png
Completionist cape (t).png
Essence of Finality amulet (or).png
Large rune pouch (pink).png
Augmented wand of the praesul.png
Augmented elite tectonic robe top.png
Augmented ancient lantern.png
Augmented elite tectonic robe bottom.png
Cinderbane gloves.png
Blast diffusion boots.png
Ring of death.png
Augmented staff of Sliske.pngAugmented imperium core.pngAugmented seismic singularity.pngDragon Rider amulet.png
Ring of vigour.pngAugmented khopesh of Tumeken.pngAugmented enhanced Excalibur.png
Elder overload salve (6).pngEnhanced replenishment potion (6).pngGuthix staff.pngDominion mine.png20
Weapon poison+++ (4).pngSpiritual prayer potion (6).pngSpiritual prayer potion (6).pngSpiritual prayer potion (6).png
Lucky Charm (Temple of Aminishi).png10Spiritual prayer potion (6).pngSpiritual prayer potion (6).pngAugmented Seren godbow.png
Large rune pouch (black).pngSailfish soup.pngSaradomin brew flask (6).pngSaradomin brew flask (6).png
Large rune pouch (blue).pngSaradomin brew flask (6).pngSaradomin brew flask (6).pngSaradomin brew flask (6).png

OPTIONAL

Ranged is arguably the easiest style to learn the dungeon with and can deal better damage than mage without 4 tick auto attack. Ranged also allows for mechanised chinchompas which can significantly speed up progress by killing clumped monsters.

Reckless aura.png
Armadyl helmet.png
Superior scrimshaw of cruelty.png
TokHaar-Kal-Xil.png
Amulet of souls.png
50Ruby bakriminel bolts (e) 5.png
Augmented ascension crossbow.png
Augmented Armadyl chestplate.png
Augmented off-hand ascension crossbow.png
Augmented Armadyl chainskirt.png
Nightmare gauntlets.png
Armadyl boots.png
Ring of death.png
Augmented Shadow glaive.pngRing of vigour.pngAugmented vengeful kiteshield.pngAugmented Off-hand Shadow glaive.png
Elder overload salve (6).pngSuper restore flask (6).pngMechanised chinchompa.png10Corrupted slayer helmet.png
Replenishment potion (6).pngSuper restore flask (6).pngLucky Charm (Temple of Aminishi).png10Large rune pouch.png
Summoning flask (6).pngSummoning flask (6).pngSailfish.pngLarge rune pouch (purple).png
Augmented abyssal whip.pngAugmented enhanced Excalibur.pngSailfish.pngDominion mine.png20
Saradomin brew flask (6).pngSaradomin brew flask (6).pngSaradomin brew flask (6).png
Saradomin brew flask (6).pngSaradomin brew flask (6).png

OPTIONAL

High level ranged can output surprisingly high damage and has a smooth run through the entire dungeon. Seren godbow special attack is applicable at a few points and the additional effects of bolt switching can provide great benefits throughout the dungeon. Being able to Soul Split flick is important in taking advantage of the Eldritch crossbow special attack and mechanised chinchompas can be used even further to AoE the mobs. This preset assumes a full solo run with one bank in 21-26 minutes so adjust supplies accordingly.

Reckless aura.png
Elite sirenic mask.png
Superior scrimshaw of cruelty.png
TokHaar-Kal-Xil.png
Essence of Finality amulet (or).png
50Ruby bakriminel bolts (e) 5.png
Augmented Blightbound crossbow.png
Augmented elite sirenic hauberk.png
Augmented Off-hand Blightbound crossbow.png
Augmented elite sirenic chaps.png
Nightmare gauntlets.png
Flarefrost boots.png
Ring of death.png
Augmented Eldritch crossbow.pngRing of vigour.pngAugmented ancient repriser.pngAugmented Seren godbow.png
Elder overload salve (6).pngSuper restore flask (6).pngMechanised chinchompa.png10Augmented off-hand ascension crossbow.png
Enhanced replenishment potion (6).pngSuper restore flask (6).pngLarge rune pouch.pngLarge rune pouch (purple).png
Lucky Charm (Temple of Aminishi).png10Corrupted slayer helmet.pngDominion mine.png20Hydrix bakriminel bolts (e) 5.png100
Augmented khopesh of Tumeken.pngAugmented enhanced Excalibur.pngSaradomin brew flask (6).pngSailfish soup.png
Summoning flask (6).pngSummoning flask (6).pngSaradomin brew flask (6).pngWeapon poison++ (3).png
Summoning flask (6).pngSummoning flask (6).pngSaradomin brew flask (6).png

OPTIONAL

Melee is the most difficult style to tackle the dungeon with, and is not recommended for beginners. Melee will take more damage than the other styles. Despite these shortcomings, melee can output tremendously high damage, which is useful for the dungeon's main bosses , and has access to AoE with a noxious scythe. Because of the damage taken, at least masterwork equipment or malevolent armour is recommended for solo, but Bandos equipment will be fine in a group.

Berserker aura.png
Masterwork helm.png
Superior scrimshaw of vampyrism.png
TokHaar-Kal-Ket.png
Amulet of souls.png
300Armour spikes (alloy).png
Augmented drygore longsword.png
Augmented Masterwork platebody.png
Augmented off-hand drygore longsword.png
Augmented Masterwork platelegs.png
Cinderbane gloves.png
Masterwork boots.png
Ring of death.png
Augmented noxious scythe.pngRing of vigour.pngAugmented malevolent kiteshield.pngAugmented off-hand drygore rapier.png
Elder overload salve (6).pngSuper restore flask (6).pngLucky Charm (Temple of Aminishi).png10Corrupted slayer helmet.png
Replenishment potion (6).pngSuper restore flask (6).pngLarge rune pouch.pngLarge rune pouch (purple).png
Summoning flask (6).pngSummoning flask (6).pngSailfish.pngDominion mine.png20
Augmented enhanced Excalibur.pngSaradomin brew flask (6).pngSaradomin brew flask (6).pngSailfish.png
Saradomin brew flask (6).pngSaradomin brew flask (6).pngSaradomin brew flask (6).png
Saradomin brew flask (6).pngSaradomin brew flask (6).png

OPTIONAL

High level melee is still heavy on food usage but can speed through the dungeon due to the style's high damage potential. Trimmed masterwork equipment helps reduce K.O. potential and has the added benefit of not degrading within the Elite Dungeons. Greater Barge is helpful due to the frequent downtimes running between groups of enemies and bosses. This preset assumes a full solo run with one bank in 21-26 minutes so adjust supplies accordingly.

Berserker aura.png
Custom-fit trimmed masterwork helm (used).png
Superior scrimshaw of vampyrism.png
TokHaar-Kal-Ket.png
Essence of Finality amulet (or).png
300Armour spikes (alloy).png
Augmented khopesh of Tumeken.png
Augmented Custom-fit Trimmed Masterwork Platebody.png
Augmented khopesh of Elidinis.png
Augmented Custom-fit Trimmed Masterwork Platelegs.png
Cinderbane gloves.png
Custom-fit trimmed masterwork boots.png
Ring of death.png
Augmented Zaros godsword.pngRing of vigour.pngAugmented kalphite defender.pngAugmented noxious scythe.png
Elder overload salve (6).pngSuper prayer flask (6).pngAugmented off-hand drygore longsword.pngAugmented off-hand drygore rapier.png
Enhanced replenishment potion (6).pngSuper prayer flask (6).pngLarge rune pouch.pngLarge rune pouch (purple).png
Lucky Charm (Temple of Aminishi).png10Corrupted slayer helmet.pngDominion mine.png20Erethdor's grimoire.png
Augmented enhanced Excalibur.pngSaradomin brew flask (6).pngSaradomin brew flask (6).pngSailfish soup.png
Summoning flask (6).pngSaradomin brew flask (6).pngSaradomin brew flask (6).pngWeapon poison++ (3).png
Summoning flask (6).pngSummoning flask (6).pngSaradomin brew flask (6).png

OPTIONAL

Hybrid with magic and melee results in the fastest potential runs and makes full use of each style's strengths to deal with the various scenarios within the dungeon. This assumes the player is already comfortable enough to do the entire dungeon with one style consistently fast on no food and are looking to improve their runs even further. High DPS is required and Soul Split flicking becomes very important due to the lack of food. This preset assumes a full solo run without banking in 18-20 minutes so adjust supplies accordingly.

Maniacal aura.png
Corrupted slayer helmet.png
Erethdor's grimoire.png
Completionist cape.png
Essence of Finality amulet (or).png
Large rune pouch.png
Augmented wand of the praesul.png
Augmented elite tectonic robe top.png
Augmented imperium core.png
Augmented elite tectonic robe bottom.png
Cinderbane gloves.png
Silverhawk boots (60).png
Ring of death.png
Dragon Rider amulet.pngRing of vigour.pngAugmented ancient lantern.pngAugmented staff of Sliske.png
Elder overload salve (6).pngSuper prayer flask (6).pngGuthix staff.pngAugmented seismic singularity.png
Enhanced replenishment potion (6).pngSuper prayer flask (6).pngLarge rune pouch (purple).pngLarge rune pouch (red).png
Enhanced replenishment potion (6).pngAugmented khopesh of Elidinis.pngAugmented Zaros godsword.pngDominion mine.png20
Augmented khopesh of Tumeken.pngAugmented enhanced Excalibur.pngCustom-fit trimmed masterwork helm (used).pngAugmented off-hand drygore longsword.png
Summoning flask (6).pngSummoning flask (6).pngAugmented Custom-fit Trimmed Masterwork Platebody.pngWeapon poison++ (3).png
Summoning flask (6).pngSummoning flask (6).pngAugmented Custom-fit Trimmed Masterwork Platelegs.png

OPTIONAL

Invention perks[edit | edit source]

Using good perks on augmented items through Invention and Ancient invention will greatly increase the damage dealt and thus increase overall profit per hour.

This has a level requirement of Invention Invention 103, or Invention Invention 86+ with extreme invention potions. All prices factor in the number of tries required to get each perk at level 103.

Slot Icons Perk Cost Effect
Main hand slot.png Main-hand Precise.png Precise 6 1,784,328 for 1 x Small crate (historic) Precise increases your minimum damage by 1.5% per rank of your maximum damage.
Off-hand weapon slot.png Off-hand Equilibrium.png Equilibrium 4 575,532 for 2 x Small crate (timeworn) Equilibrium increases minimum hit by 3% per rank, and decreases maximum hit by 1% per rank.
Torso slot.png Body Crackling.png Crackling 4 1,432,265 for 0.5 x Large crate (vintage) Crackling periodically zaps your combat target for 50% per rank of your weapon's damage.
Relentless.png Relentless 5 1,432,265 for 0.5 x Large crate (vintage) Relentless gives a chance to prevent adrenaline from being consumed when using abilities.
Legs slot.png Legs Absorbative.png Absorbative 4 581,616 for 2 x Ganodermic gloves Absorbative gives a 20% chance of reducing damage by 5% per rank.
Mobile.png Venomblood.png Mobile + Venomblood 474,104 for 100 x Powerburst of vitality (4) Mobile allows you to Surge twice as often.
Venomblood makes you immune from all poison-damage.
Total cost per set 6,086,386

This has a level requirement of Invention Invention 99 with extreme invention potions. All prices factor in the number of tries required to get each perk at level 99 with extremes.

Slot Icons Perk Cost Effect
Main hand slot.png Main-hand Precise.png Genocidal.png Precise 6 + Genocidal 1,784,328 for 1 x Small crate (historic) Precise increases your minimum damage by 1.5% per rank of your maximum damage.
Genocidal deals up to 7% extra damage depending on how far you are through your Slayer task.
Off-hand weapon slot.png Off-hand Equilibrium.png Equilibrium 4 575,532 for 2 x Small crate (timeworn) Equilibrium increases minimum hit by 3% per rank, and decreases maximum hit by 1% per rank.
Torso slot.png Body Biting.png Mobile.png Biting 2 + Mobile 3,068,988 for 84 x Huge blunt adamant salvage Biting forces a +2% chance per rank to critically hit opponents.
Mobile allows you to Surge twice as often.
Crackling.png Relentless.png Crackling 4 + Relentless 3 4,766,154 for 3 x Hand cannon and 1 x Large crate (vintage) Crackling periodically zaps your combat target for 50% per rank of your weapon's damage.
Relentless gives a chance to prevent adrenaline from being consumed when using abilities.
Legs slot.png Legs Impatient.png Devoted.png Impatient 4 + Devoted 4
(Devoted is optional)
2,781,836 for 0.2 x Virtus wand (level 9+)
3,078,028 for 1 x Zamorak godsword (level 9+)
Impatient gives a 9% chance per rank for basic abilities to generate 3 extra adrenaline.
Devoted has a chance each hit of replicating the Devotion ability for 3 seconds.
Enhanced Devoted.png Enhanced Devoted 4 2,798,004 using 700 x Crystal flask Gives a chance on each hit of replicating the Devotion ability for 3 seconds.
Total cost per set 18,852,869

A recommended perk for a shield is:

Slot Icons Perk Cost Effect
Off-hand slot.png Shield Turtling.png Turtling 4 1,121,430 for 1 x Small crate (historic) Turtling increases the duration and cooldown of Barricade by 10% per rank.

The recommended perks for weapon switches are:

Slot Icons Perk Cost Effect
Augmented Sunspear (magic).png: RS3 Inventory image of Augmented Sunspear (magic)Sunspear Planted Feet.png Planted Feet 10,295,068 for 0.5 x Orb of the Cywir elders (level 9+) The duration of Sunshine and Death's Swiftness is increased by 25%,
but they no longer deal periodic damage to your target.
Augmented enhanced Excalibur.png: RS3 Inventory image of Augmented enhanced ExcaliburExcalibur Wise.png Mobile.png Wise 4 + Mobile 2,893,812 for 12 x Crystal ward Wise provides +4% additional experience, up to 50,000 XP per day.
Mobile halves the cooldowns of Surge, Escape, Barge, and Bladed Dive.

This has a level requirement of Invention Invention 120 with extreme invention potions. All prices factor in the number of tries required to get each perk at level 120 with extremes.

Slot Icons Perk Cost Effect
Main hand slot.png Main-hand Precise.png Genocidal.png Precise 6 + Genocidal 1,519,169 for 1 x Small crate (historic) Precise increases your minimum damage by 1.5% per rank of your maximum damage.
Genocidal deals up to 7% extra damage depending on how far you are through your Slayer task.
Off-hand weapon slot.png Off-hand Aftershock.png Aftershock 4 74,976,842 for 1.5 x Anima core legs of Zaros (level 9+) After dealing 50,000 damage, create an explosion dealing up to 40% per rank weapon damage to nearby enemies.
Torso slot.png Body Biting.png Biting 4 62,542,479 for 0.3 x Noxious longbow (level 9+) Biting forces a +2% chance per rank to critically hit opponents.
Relentless.png Crackling.png Relentless 5 + Crackling 4 25,006,474 for 9 x Large crate (vintage) Crackling periodically zaps your combat target for 50% per rank of your weapon's damage.
Relentless gives a chance to prevent adrenaline from being consumed when using abilities.
Legs slot.png Legs Impatient.png Mobile.png Impatient 4 + Mobile 19,047,527 for 1.5 x Virtus wand (level 9+)
3,078,028 for 1 x Zamorak godsword (level 9+)
Impatient gives a 9% chance per rank for basic abilities to generate 3 extra adrenaline.
Mobile allows you to Surge twice as often.
Enhanced Devoted.png Enhanced Devoted 4 2,798,004 using 700 x Crystal flask Gives a chance on each hit of replicating the Devotion ability for 3 seconds.
Total cost per set 188,968,524

A recommended perk for a shield is:

Slot Icons Perk Cost Effect
Off-hand slot.png Shield Turtling.png Turtling 4 1,121,430 for 1 x Small crate (historic) Turtling increases the duration and cooldown of Barricade by 10% per rank.

The recommended perks for weapon switches are:

Slot Icons Perk Cost Effect
Augmented Sunspear (magic).png: RS3 Inventory image of Augmented Sunspear (magic)Sunspear Planted Feet.png Aftershock.png Planted Feet + Aftershock 1 40,013,966 for 0.5 x Anima core legs of Zaros (level 9+)
and 1 x Orb of the Cywir elders (level 9+)
The duration of Sunshine and Death's Swiftness is increased by 25%,
but they no longer deal periodic damage to your target.
Augmented enhanced Excalibur.png: RS3 Inventory image of Augmented enhanced ExcaliburExcalibur Wise.png Mobile.png Wise 4 + Mobile 2,893,812 for 12 x Crystal ward Wise provides +4% additional experience, up to 50,000 XP per day.
Mobile halves the cooldowns of Surge, Escape, Barge, and Bladed Dive.

This has a level requirement of Invention Invention 120 with extreme invention potions. All prices factor in the number of tries required to get each perk at level 120 with extremes.

Slot Icons Perk Cost Effect
Main hand slot.png 2-handed Precise.png Ruthless.png Precise 6 + Ruthless 1 22,739,233 for 1.5 x Armadyl chestplate (level 9+), 1.5 x Armadyl chainskirt (level 9+) Precise increases your minimum damage by 1.5% per rank of your maximum damage.
Ruthless increases damage output by 0.5% per rank for 20 seconds whenever an enemy is killed.
Aftershock.png Equilibrium.png Aftershock 4 + Equilibrium 2 224,940,817 for 4.5 x Anima core legs of Zaros (level 9+) Aftershock creates an explosion dealing up to 40% per rank weapon damage to nearby enemies, every 50,000 damage.
Equilibrium increases minimum hit by 3% per rank, and decreases maximum hit by 1% per rank.
Total cost per weapon 247,680,050

Cape perks[edit source]

If players own a max cape and/or the Anachronia cape stand, the following capes have the best passive perks for this activity:

Skillcape Combat styles Perk category Perk
Defence cape (t).png Defence cape All Lifesaving ability The cape's perk provides the effects of a sign of life once an hour.
Ranged cape (t).png Ranged cape Ranged only Damage enhancement Increases the special effect chance of ranged ammunition by 20%.
Strength cape (t).png Strength cape Melee only Damage enhancement Causes Dismember's damage over time to last an extra 3.6 seconds
(displayed as 2 seconds on the tooltip).
Constitution cape (t).png Constitution cape All Health regeneration Doubles base life point regeneration to 0.2% every 6 seconds, and allows regeneration during combat (stacks with Fortitude.)

Archaeology relics[edit source]

Requires Archaeology Archaeology 97. The set below provides 500 more life points, increased damage based on missing life points and increased adrenaline gain.

Requires Archaeology Archaeology 120 and Mysterious City mystery. The set below provides damage reduction, increased damage based on missing hp, and increased adrenaline gain.

Requires Archaeology Archaeology 98. The set below provides more adrenaline, prevents adrenaline drain between phases, and provides permanent LOTD (eliminates ring switching).

Strategies by Floor of the dungeon[edit | edit source]

This section assumes the player is attempting the dungeon on Normal Mode; for story mode, reduce all health by 50% and damage taken by roughly 90%.

Entry[edit | edit source]

This area contains only Elite Sotapannas and Elite Sakadagamis. The Sotapannas carry a single weapon of the combat triangle, so they may either use Melee, Ranged or Magic, and are also capable of using abilities. Throughout the section are several Elite Sotapanna wearing ornate Seiryu masks - these Sotapanna only use normal magic attacks. If they are within attacking range and detect a nearby friendly unit (including themselves) below 50% of their maximum health, they will send burst of slow-moving green energy which will heal them for the said amount and also cause nearby enemies to become aggressive if they haven't done so yet. They can also heal minibosses as well, so it's recommended to dispatch them immediately if any chase after the player. Elite Sakadagamis act much like their standard counterparts outside the island.

Upon entry into the temple, there will be two idle ranged Sotapanna along with a healer that patrols in a U-shape across two barriers. This Sotapanna spawns on the southern barrier and makes his way up, so it is recommended to deal with him while battling the two ranged Sotapanna at the start. Players can diagonally Surge or Bladed Diveacross the staircase to bypass these ranged Sotapanna; do so towards the northern barrier. The northern barrier contains four Sotapanna; two melee, one magic and one ranged, and are positioned in a way that all four can be caught in AoEs once stacked. They should ideally be taken out before the patrolling Sotapanna reaches them.

The southern barrier provides less conflict in the room up ahead, but there are five Sotapanna to deal with, and none of them are using melee, making it considerably harder to AoE them.

Once either barrier is cleared, move towards the globe in the north-eastern area of the room, ignoring all Sotapanna until the group of nine practicing. All the Sotapanna in this group use melee, and thus can be easily stacked for AoE clearing. Once this group is dispatched of, simply kill the three Sakadagami in the final section. All three Sakadagami are within range for magic AoE abilities, while ranged and melee will need slight luring. Sakadagami always start the same attack rotation. The most important detail to note is that each one starts combat with Combust, a single auto-attack (skipped if stunned), then Impact.

It is recommended to bind or freeze any pursuing Sotapanna, because they can deal a considerable amount of damage compared to other monsters in the elite dungeons in general due to being able to use abilities, as a Wild Magic hit can easily deal over 2,000 damage to the player.

There is a chest at the very entrance.

Several kelp, raw great white sharks and a sea turtle can be found in the kitchen and dining area. The sea turtle is already cooked, and the kelp and raw great white sharks can be made into great gunkan should players with at least 91 cooking wish to do so.

The Sanctum[edit | edit source]

This area contains a single Elite Sotapanna (healer), multiple Elite Sakadagamis, anagamis and arhats. Unlike the Anagamis and Arhats outside the temple, the ones located inside simply use standard magic attacks.

Upon entry to the first section, kill the healer. If you are maging or ranging, lure this Sotapanna away from the four Sakadagami near him, or he'll make them aggressive when he heals himself. Should they become aggressive, use Anticipation or Freedom to block the incoming stun attack as having four of them at once can easily result in the player being combo'ed out if they are careless.

For the second group of Sakadagamis, killing either side will suffice (don't aggro the other group doing so), but for the two groups guarding the barriers to the Sanctum Guardian, it is recommended to kill the western side instead. After this group is cleared, immediately teleport out to remove any aggressive anagamis and arhats.

The second group of Sakadagami influence the placement of these spiritual dragons; regardless of which group was cleared, the western dragons will despawn, while the third group determines the placement of the eastern dragons, which should be of no concern if the western group was cleared.

A chest can be found near The Sanctum Guardian.

Sanctum Guardian[edit | edit source]

The Sanctum Guardian, the first boss.

The Sanctum Guardian is the first boss of the Temple of Aminishi, and she possesses 450,000 health.

Note: It is strongly advised to not use Melee without adequate experience, because of the boss' mechanics that will greatly impede the fight if poorly dealt with. Unlike the other elite dungeon bosses, she cannot be struck with vulnerability bombs because of a 1x1 rim separating her and the player(s), despite being able to be harmed with normal melee attacks.

Her attack rotation is as follows:

  • 4 auto-attacks
  • Water splash
  • 1 auto-attack
  • Water torrent
  • 1 auto-attacks
  • Purple flames
  • 1 auto-attack
  • Water splash
  • 1 auto-attack
  • Repeats from water torrent

Mechanic 1: Melee & Ranged auto-attacks

Like the Crassian Leviathan of The Shadow Reef, the Sanctum Guardian attacks with both melee and ranged. The Sanctum Guardian's melee attack consists of a single swipe, though she will occasionally use this when no players are in range after using her purple flames attack. Her primary attack consists of launching an unguided purple projectile at the target's location, much like Vorago's blue and red bomb attack (where the blue bomb is always unguided and simply hits the area around the target), possessing a 3x3 AoE and can deal up to 3,000 damage.

Unlike the other elite dungeon bosses, the Sanctum Guardian only focuses on one player, and will not change aggression unless they die or another player uses Provoke on her.

Mechanic 2: Water splash

Throughout the fight, the Sanctum Guardian will occasionally splurge down into her pool before rising back up to splash a massive amount of water to nearby targets. This attack deals up to 5,000 melee damage, and has an attack range of 7; however, it has a longer reach when standing east or south of her. If the players are 8 or more spaces away from her, then the attack deals no damage.

Mechanic 3: Water torrent

One attack after the water splash, the Sanctum Guardian face north and unleash a torrent of water from her mouth before spinning around anti-clockwise in a 360 degree pattern (one full turn). Any player caught in this blast of water will take 5,000-7,000 soft typeless damage. It's possible to Surge, Bladed Dive or Escape this attack, but this requires precise timing.

As the attack deals soft typeless damage, eat up and use defensives if necessary.

Mechanic 4: Purple flames

One auto-attack after this torrent attack, she will pick a player and infect them with corruption, causing a bar to appear over them. When the bar empties, purple flames appear in a 5x5 spot and deal rapid, gradually increasing damage. Avoid these spots at all costs, as the damage starts off at 500-700, but will quickly ramp up to 5,500 and can kill players in a few ticks if they accidentally run into one.

If players are fighting her with melee, extra care must be taken to place the corruption away from the Sanctum Guardian in order to preserve space to attack her. It is recommended to place the corruption on the north side of the arena near the wall so that it does not interfere. Bladed Dive can be very helpful in making sure the corruption is placed in the desired location in time.

Mechanic 5: Summons

The Sanctum Guardian can summon two Crassian reinforcements to assist it in battle. They are summoned after every three torrent attacks, possessing 10,000 health and use weak ranged attacks.

Azure Caverns[edit | edit source]

This area contains sea crocodiles, waterfiends, Death Lotus rogues, eastern mercenaries, Cloaked zealots, Hanto sellswords and Renegade Menaphite soldiers.

The area is fairly straightforward with no bosses. Eastern mercenaries possess fairly little health, but are often more damaging compared to the renegade soldiers. The renegade Menaphite soldiers possess considerable bulk, but don't deal as much damage compared to the mercenaries. The cloaked zealots periodically summon Crassian warriors possessing 4,000 health, but deal considerable damage. They're excellent for extending the duration of Devotion as a few AoE abilities can easily wipe them out. Zealots should take highest priority as they also deal considerable damage themselves.

The most dangerous enemies are the Hanto sellswords and Death Lotus rogues. Hanto sellswords can occasionally attack with halberd-like range, but only if they are attacked first and generally as a one-time attack only. They will occasionally yell Die by the blade! while in combat with the player, and will spin their warspears much like the special attack of Vesta's spear, dealing very high damage per tick that will easily kill a player if left unattended. This attack can be stopped by stunning them, although the sellswords themselves only possess slightly higher health than the mercenaries. In this section, these enemies are only located in the first half of the dungeon; all of them are non-critical enemies, and most of them reside in the room in the far south-west.

Death Lotus rogues are fast ranged fighters who will occasionally yell You are no more!, before spinning around and rapidly throwing darts within a 8x8 AoE, dealing damage on par with that of a sellsword using their special attack. This attack can be stopped by stunning them, but all of the rogues in this area patrol in groups of two or three, making it impossible to stop all special attacks at once. Fortunately, the rogues possess even less health than the sellswords and can be cleared with a few AoE abilities.

The only enemies that continually respawn are the sea crocodiles and waterfiends in the circular room, so simply run past them and kill the zealot at the other side. Most of the time the waterfiends will lose aggression once you leave the circular room.

In this section, all the barriers are only guarded by cloaked zealots. With the exception of two zealots near the start of the section, the four in the room where the horrific crassian may appear and patrolling zealots in the second half of this section, all of them are susceptible to AoE attacks.

For the final barrier, you may wish to use stun-moving abilities like Rout on the northern and southern most zealot while diagonally facing them so all five zealots can be struck with AoEs on the free tile between the middle two zealots.

A few raw great white shark spawns can be found in two storage areas occupied by renegade Menaphites.

Throne Room[edit | edit source]

This area contains Death Lotus rogues, Eastern Mercenaries, Cloaked Zealots, Hanto sellswords, Renegade Menaphite Soldiers, Elite Sotapannas (healers and magic users) and Elite Sakadagamis.

Upon entry lure the two Elite Sakadagamis away from the barrier to prevent the two Sotapanna from becoming aggressive as you fight them. Once they have been cleared out, Surge into the staircase; if the two Sotapanna become aggressive, clear them out before dealing with the central hallway.

The central hallway contains five mercenaries, four renegade soldiers and three sellswords, all of which are likely to become aggressive if you simply run through the middle. Killing the three sellswords removes the barrier leading to a training room, while the three mercenaries to the east unlocks the dormitory and altar area. The middle barrier is removed when the four renegade soldiers and two mercenaries at the bottom of the staircase are killed.

Once this group of enemies are dispatched, hug either wall and clear the rogue hiding behind the pillar; if you simply run through the middle, both will become aggressive on you. If a player needs to restock on supplies and has the bank chest perk available, clear the western barrier; otherwise, clear the east. Three soldiers make rounds north to south, along with a pair of two healers that generally get stuck in the western area. It is very likely the middle group will be aggro'ed while moving to each barrier, but players can simply bind/freeze them after clearing the barriers leading to Masuta.

There is a chest (which serves as a checkpoint) on the western side of the arena just before Masuta.

Clearing the western side of zealots will cause the large middle group, two healers and three patrolling soldiers to despawn on further visits. Clearing the eastern side will not despawn any of these enemies, but regardless, clearing either side will access the penultimate chest.

A 3-dose prayer potion can be found in the training room and in the dormitory. An altar can also be found south of the dormitory which can restore prayer points, but this is generally ignored due to the unnecessary time it takes to clear it out.

Masuta the Ascended[edit | edit source]

Masuta the Ascended, the second boss.

At the end of this chamber lies Masuta the Ascended, who has 550,000 health. He uses all three forms of the combat triangle and has three phases. For groups, it is likely that Masuta will focus on the person with the lowest armour value, regardless of aggression modifications.

Masuta's attack pattern is as follows:

  • 2-4 auto-attacks
  • Hurricane
  • 3-5 auto-attacks
  • Purple energy
  • 3-5 auto-attacks
  • Repeats from Hurricane

Phase 1 - Start

Both the clones and pulverise can be used at any time during the first phase, which are not integrated in his attack pattern. Masuta will use several auto-attacks followed by Hurricane, after which he uses more auto-attacks followed by the purple energy. Masuta will use clones during the purple energy attack, so players should take advantage of this to avoid being hit by the follow-up tsunami. This pattern continues until he reaches roughly 50% of his health; if he performs an ability when his health falls below this amount, then he will start phase 2 afterwards.

Mechanic 1: Long ranged basic attacks

Masuta attacks with long-ranged melee with the occasional ranged attack. He will attack with multiple abilities at his disposal:

Mechanic 2: Clones

Masuta summons a clone (two in groups) which roundhouse kicks all players in range for high melee damage. As the clone is treated as a separate monster, Debilitate has no effect on it. Masuta also performs an auto-attack the same time he creates clones, meaning that nearby players can be hit up to three times if he summons them. If the player is more than 10 spaces away from Masuta, then the clone's damage is significantly increased.

Mechanic 3: Hurricane

Masuta performs Hurricane ten times with a range of 3 spaces dealing gradually increasing melee damage with each new revolution. Masuta is able to move at a walking speed while he does this and will track the target at the start of this ability, ignoring 'Provoke' and other similar effects. He is temporarily immune to damage when he starts this attack and clears off any bleeds if they were applied prior to spinning.

Mechanic 4: Purple energy

Masuta will conjure purple energy around him which will then crash into the ground and deal 6000 magic damage on the targeted tile. Sometime after this, he will perform Tsunami with this energy, damaging anyone in front of him for heavy magic damage. Along with auto-attacks, Masuta will perform his clone attack to allow the target to gain distance from him before he crashes down on them.

Mechanic 5: Pulverise

Masuta will look at his target and yell I'll pulverise you! before casting Pulverise, dealing heavy melee damage in a cone AoE in the direction he is facing. There is a one second delay after the text appears to dodge the attack; moving too late will result in the player being hit regardless.

Phase 2 - Levitation
Mechanic 1: Thrashing waters

Masuta levitates above the ground and gains a massive defence and damage reduction buff, but stops attacking players. Instead, he continuously summons thrashing waters; each one has 8,000 health, uses rapid magic attacks and are stun, reflect and poison immune. The waters will appear at any location inside the arena and have a very long attack range. While some may spawn out of range, it is still recommended to destroy them for the "Calm Waters" buff if supplies permit. When a thrashing water is destroyed, any player within 3 spaces of it will get a "Calm Waters" buff which will reduce Masuta's magic attack in the next phase.

In solo encounters, Masuta will summon 13-14 thrashing waters in total. The thrashing waters only give a 5% Calm Waters stack when destroyed in range. In group encounters, Masuta summons less waters (roughly 8-9), with some of these waters giving a 10% stack rather than the typical 5%.

In solo encounters it's best to deal with the waters because of their ability to stack damage, and a single mistake on the final phase can easily kill the player which can be easily avoided in group encounters. If the player is too slow however, but some of the waters are too far to reach them, then it is fine to ignore them and simply stand in an area where the waters cannot reach the player.

If players are confident in prayer flicking and shield abilities, then they can simply stand on the edge of the lower platform and use Soul Split to heal off any damage from dealing with any spawned waters. This is also a common tactic in group encounters.

This phase ends when Masuta yells These waters will choke you where you stand!. When he lands down, immediately use Debilitate to reduce damage from his ranged attack if you are killing waters.

Phase 3 - Final
Mechanic 1: Ranged attacks

Masuta stops using melee and begins using rapid Ranged attacks. The attack registers at varying speeds based on how far the player(s) are from Masuta, with the fastest speed occuring when one space away from him. He may occasionally run closer to his target during this phase.

Mechanic 2: Purple Water

Two attacks after the start of the final phase, Masuta will perform a Meteor Strike-like animation, creating a large wave of purple water deals up to 8,000 magic damage to all players. As it is a standard attack, it can be reduced as with all other sources of damage. After the initial magic attack, he will use it again after every 3-6 ranged attacks; therefore, prepare for the attack after every 3 ranged attacks, as the magic attack will occur soon afterwards.

The damage inflicted from the magic attack can be reduced with the Calm Waters buff obtained during the previous phase, which reduces it to around 3,000 damage with max stack. It should still be prayed against as it deals considerable damage. The attack is treated as a simple magic attack, so it can occasionally miss with sufficient armour rating, be reduced by most damage-reducing effects or healed off of with Resonance.

It is important to note that like the ranged attacks, this magic hit registers significantly faster the closer the player is to Masuta; when in melee range, the damage will register before the animation finishes.

Note: If the player is signed or is revived by Immortality, all Calm Waters stacks will be removed.

Once he is killed, a hidden staircase reveals itself. No matter where Masuta is killed, his loot will always appear just in front of the hidden staircase. If players are standing around the top section when Masuta dies, they are automatically placed back on the lower platform. Simply go to the next area via the stairs and go back to the throne room in order to collect your loot if this happens.

The Azure Prison[edit | edit source]

This area contains Defence Pylons.

Defence Pylons should not be underestimated; despite their seemingly low combat level, they are reflect immune, deal up to 1,000 magic damage every tick and have massive range like the thrashing waters. To compensate for this, they only have 10,000 health and have somewhat low defence. Fortunately, the pylons are not aggressive.

Skip the initial four pylons and run to the second section, as these pylons are not linked to anything. Upon their destruction, they leave behind the plinth supporting them, which "blocks" in a manner similar to Vitalis. The player can choose to destroy three of the six pylons of their choosing; the northern three unlocks the eastern barrier, while the remaining three unlocks the western barrier. Destroying either one of these two sets will also unlock the final quick-teleport area.

Once the pylons are destroyed, a final chest can be found as the checkpoint. Seiryu the Azure Serpent lies ahead. It is recommended to resupply before confronting Seiryu.

Seiryu the Azure Serpent[edit | edit source]

Seiryu, the final boss.

Seiryu is the final boss of the Temple of Aminishi, possessing 7,500,000 health. Unlike the other final elite dungeon bosses, he and the black crystals that need to be destroyed are immune to poison damage. For this reason, players using cinderbane gloves should switch to more powerful gloves if any are possessed for the fight.

Mechanic 1: Basic attacks

Seiryu uses magic attacks against players by spitting out a large amount of purple corruption in the middle which then bounces to all players in the arena, dealing up to 3,000 damage.

Mechanic 2: Deep breath

Throughout the fight, Seiryu will take a deep breath (indicated with a game message) and breathe a massive amount of purple corruption on all players in the arena which can deal up to 8,000 damage. The attack is treated as a basic magic attack and has a chance of missing, but such instances are rather rare even with very high armour rating. It is recommended to use defensive abilities to mitigate or heal up from the damage, though Resonance cannot catch up with every attack due to Seiryu's increasingly erratic attack pattern as the fight progresses. No damage is incurred from this attack if the player stands a maximum of 3 spaces north from the southern edge of the platform.

Mechanic 3: Shadow tail

Throughout the fight, he also lowers his tail into the shadow, causing up to three shadows to appear under the players, one at a time. Move out of the way, as they will deal damage starting from 1,800 damage and will gradually increase. These are integrated into Seiryu's attack pattern. Their AoE is erratic; when a shadow pool forms around the targeted area, it possesses a 3x3 AoE, but when the pool disappears and only leaves the tendrils, it possesses a 1x1 AoE.

Mechanic 4: Shadow root

After the first deep breath attack, Seiryu will perform a "shadow root" attack much like Solak; a flashing arrow will appear over the targeted tile, while a temporary compass indicating its direction will appear under players. Black energy will also flow to that tile. When the energy reaches the tile, shadow hands will rush towards all players' positions at the same time (the compass will also disappear, indicating the direction of the hands). Standing under the targeted tile will ensure no hands will spawn for that player, but it is not necessary when fighting alone. Be warned; if the attack is negated by standing on the chosen tile, hands will appear shortly afterwards on that tile and can quickly kill players still standing there. He does not perform auto-attacks while the energy is channeling to the tile.

As the fight progresses, more shadow roots will appear from Seiryu in one of four locations, far west and east, and mid-west/east. Even as melee, it is still possible to safely attack Seiryu even if a shadow root emerges from the middle of the arena.

Both types of attacks have a 1x1 AoE and will deal up to 4,500 damage per tick to any player caught in them, so it is imperative to avoid them or players will suffer a quick death.

Seiryu will continue following his attack pattern, and at times he will use both the root and arrow hand attacks, so players must quickly adapt to avoid being killed by either of these attacks. Oftentimes when he uses both of these attacks at once there is enough time to use Resonance even if it had been used on the deep breath attack prior to this attack pattern.

Mechanic 5 & 6: Black crystals, shadow enigmas

When Seiryu loses 300,000 health, he will collapse and become unattackable. Players must destroy the black crystals on his collar; each one has (100,000 + 50,000 for each player in the group). The collar can now be jumped on (doing so before Seiryu is knocked out results in him preventing the player from doing so), so jump on one side and stay there for the first and second crystal. Roughly 30 seconds after being knocked out, a black hand will appear from the platform, generating a shadow pool around it which deals damage to anyone standing nearby. It will then retract into the pool and spawn a varying amount of shadow enigmas, depending on the amount of players on the collar and platform. These enigmas possess 4,500 health and use moderately weak melee attacks if provoked. If they reach Seiryu, they turn into energy which will heal the crystal for 50,000 health each roughly 5 seconds after they turn into energy.

Do not attempt to jump onto Seiryu's shackles until all shadow hands dissipate, as players can take damage while jumping and any damage taken will be incurred in one tick, which will often sign and kill players instantly. While jumping to and from the shackle, any damage the player deals will be ignored. To "fast" climb the shackles, the player should stand on the jump spot; there will be a slight delay if the player jumps from elsewhere. This also includes jumping down from the shackles.

Dominion mines are highly recommended for this section of the fight, as the crystals do not have any combat level, making them susceptible to the mines. This deals 20,000 damage for every pair placed. Up to four mines can be activated with correct timing; if off by even a few seconds, the latter two mines will be wasted.

Players have roughly a minute before Seiryu tosses the players back onto the platform; this is roughly a few seconds after the final two enigmas appear from the portal. This will stun and bind players for 6 seconds. Finish off any remaining shadow enigmas before focusing on Seiryu. The crystals should be destroyed within 2-3 rotations, even when soloing. If soloing with average skill, it will typically take around three rotations to end the encounter, one for each crystal. Particularly skilled players on the other hand, can clear all three crystals in one go, but usually takes around two rotations to end the encounter under those circumstances. Each destroyed crystal will increase the speed at which the shadow hands move, so players should be cautious as the fight progresses.

Once all three crystals are destroyed, Seiryu is freed and the encounter ends.