TzekHaar

The TzekHaar are a race of rock and lava creatures and the avatars of the Elder Kiln, one of the 12 Elder Artefacts, itself created by the elder god Ful.
History[edit | edit source]
Creation[edit | edit source]
After the TokHaar's failure at the Battle of the Monolith, Ful reforged them into TzekHaar and unleashed them in Senntisten to reclaim the Elder Gods' eggs, held at the Cathedral. The TokHaar, who were originally builders, were all remade into battle-ready soldiers. Led by TzKal-Zuk, they invaded Senntisten from the sewers, cutting off the alliance's supply lines. Not long after, General Graardor led an army of Bandosians into the sewer, smashing through the TzekHaar lines until eventually reaching Zuk himself. Graardor then challenged Zuk to a duel, wishing to honour the memory of Bandos, but was himself defeated by the demigod, who had the ourg driven out of his arena.
When the World Guardian entered the sewers to fight Zuk, he had them fight dozens of TzekHaar in order to test their strength. Once they proved themselves a worthy adversary, Zuk decided to fight them personally, with a large group of TzekHaar watching from the sidelines. Elsewhere, the TzekHaar continued to fight the alliance, but were repulsed by Zamorak's newly arrived reinforcements and the undead.
Following Zamorak's withdrawal, the TzekHaar were able to establish control over their front and some even spilled out onto the surface, but these were eliminated by Moia and Adrasteia. The World Guardian arrived; seeing the situation before them, they headed to the battlefield and eliminated all of the TzekHaar that were wandering around the sinkhole to the sewers.
The TzekHaar eventually returned to the Kiln when the empowered young gods emerged from the cathedral to repel the Elders' forces.
Types of TzekHaar[edit | edit source]
Having been reforged specifically for combat, the TzekHaar are much stronger than the TokHaar, possessing higher combat stats and special abilities in battle. All TzekHaar creatures are encountered when challenging TzKal-Zuk to a fight, and any loot they drop will be automatically collected and stored in the challenger's chest. TzekHaar-Kih, TzekHaar-Hur, TzekHaar-Xil and TzekHaar-Mej can also be fought in the area outside TzKal-Zuk's arena, however their loot will drop to the ground instead when killed.
Just like the TzHaar and TokHaar, the charged Tokkul-Zo boosts damage against the TzekHaar by 10% when worn, and obsidian equipment grants damage reduction against them. Unlike the TzHaar or the TokHaar encountered in the Fight Cauldron, they do not count for TzHaar slayer assignments when assigned by Kuradal or Morvran, so slayer helmet bonuses have no effect on them. However, TzekHaar-Jad and TzekHaar-Aken do count for Soul Reaper assignments for TzTok-Jad and Har-Aken, respectively.
TzekHaar-Aken is capable of dropping a volcanic shard to unlock Har-Aken's boss pet: Shrimpy. It follows the same drop rate and threshold system as the original Har-Aken, and is not increased in Hard Mode.
Name | Level | Life points (NM) | Life points (HM) | Attack style(s) | Weakness | Susceptible to | Special Abilities |
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TzekHaar-Kih | 100 | 6,000 | 12,000 | ![]() Soft typeless |
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Fights with very rapid melee attacks, which drain 10 prayer points per hit.
If it cannot reach the player but is within 7 tiles from them, it can charge up a special attack indicated by it saying " Tst!", and then launches the attack on the player's location, dealing light typeless damage as well as draining 60 prayer points and some adrenaline. The special attack can be avoided by moving out of the way. |
TzekHaar-Hur | 70 | 10,000 | 20,000 | ![]() |
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Fights with melee attacks.
If multiple TzekHaar-Hur are in close proximity to each other, their Attack and Strength levels will be greatly increased, making them hit much harder and more accurately. Thus, it is key to pick them off seperately so that they do not increase each other's strength as a collective. |
TzekHaar-Xil | 210 | 10,000 | 20,000 | ![]() |
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Fights with ranged attacks.
They can launch throwing rings to a nearby TzekHaar creature, which will ricochet off them and hit the player for extra ranged damage if they are close enough. Can be avoided by not having any TzekHaar creatures attacking in close proximity when TzekHaar-Xil are attacking. |
TzekHaar-Mej | 240 | 10,000 | 20,000 | ![]() ![]() |
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Fights with magic attacks.
If left alive for long enough, they will yell " Zek e JalYt!", summoning a TzekHaar-Mej Disciple nearby. The disciple will attack with magic and may occasionally generate a red shield around any nearby TzekHaar creatures, making them immune to damage until the disciple is killed. Once a TzekHaar-Mej has been killed and its death animation finishes, any disciples they summoned will die instantly. |
TzekHaar-Yt-MejKot | 450 | 18,000 | 36,000 | ![]() |
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Fights with very strong melee attacks.
If multiple TzekHaar creatures are nearby, their Attack and Strength levels will be greatly increased, making them hit much harder and more accurately. Unlike the TzekHaar-Hur, this happens when any TzekHaar are nearby. TzekHaar-Yt-MejKot can be easily trapped behind obstacles and other TzekHaar creatures due to their large size. It is recommended to avoid fighting them in melee distance unless there are no other TzekHaar creatures nearby. |
TzekHaar-Tok-Xil | 450 | 18,000 | 36,000 | ![]() ![]() |
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Fights with very strong ranged attacks.
When stationary, it gains stacks of the |
TzekHaar-Ket-Zek | 600 | 18,000 | 36,000 | ![]() ![]() |
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Fights with very strong magic attacks.
Attacks can apply a stack of the If a TzekHaar-Ket-Zek is killed while the burn is in effect, no damage will be inflicted for the remainder of its duration. Alternatively, the burn can be cleared by using |
Igneous TzekHaar-Hur | 140 | 25,000 | 50,000 (25,000 for Zuk) |
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Fights with melee attacks.
Takes reduced damage and passively heals for 2,500 health every few ticks until hit with a successful stun, weakening it for 20 seconds. Grants the player 1/3 stacks of Igneous Vengeance when killed. One is also summoned during TzKal-Zuk's Igneous Rain mechanic. |
Igneous TzekHaar-Xil | 420 | 25,000 | 50,000 (25,000 for Zuk) |
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Fights with ranged attacks.
Takes reduced damage and passively heals for 2,500 health every few ticks until hit with a threshold ability, weakening it for 20 seconds. Grants the player 1/3 stacks of Igneous Vengeance when killed. One is also summoned during TzKal-Zuk's Igneous Rain mechanic. |
Igneous TzekHaar-Mej | 480 | 25,000 | 50,000 (25,000 for Zuk) |
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Fights with long-ranged magic attacks, and remains completely stationary.
Spawns with a barrier that reduces all damage taken and passively heals for 2,500 health every few ticks until hit by an attack from inside its barrier, weakening it for 20 seconds. Grants the player 1/3 stacks of Igneous Vengeance when killed. One is also summoned during TzKal-Zuk's Igneous Rain mechanic. |
Volatile TzekHaar-Hur | 70 | 8,000 | 16,000 | N/A | ![]() |
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Only appears in TzKal-Zuk's challenge on wave 5; five of them spawn in a circle around the player.
They do not attack the player, but have the ability to cancel the effects of Defence abilities and the The challenge is deemed a success if all five are killed before they explode. |
Unbreakable TzekHaar-Ket | 150 | 20,000 | 40,000 | ![]() |
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Only one appears in TzKal-Zuk's challenge on wave 10.
Fights with very strong melee attacks, and possesses very high defence and the ability to nullify all hits that deal less than 3,000 damage. It also gradually charges up, indicated with an adrenaline bar. Once the bar is full, it explodes for massive damage. The challenge is deemed a success if it is killed before it explodes. |
Fatal TzekHaar-Yt-HurKot | 150 | 6,000 | 12,000 | Soft typeless![]() ![]() |
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N/A | Only appears in TzKal-Zuk's challenge on wave 15; three will spawn around the player with each using a different attack style, being either ranged, magic or typeless damage.
Their attacks hit extremely hard, and they are completely immune to damage themselves. However, all three will instantly die after collectively attacking the player 4 times. The challenge is deemed a success if all incoming damage is negated completely. This can be done by using |
TzekHaar-Jad | 1,000 | 50,000 | 100,000 | ![]() ![]() ![]() |
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Fights with extremely powerful melee, ranged and magic attacks that do not miss.
Although deadly, TzekHaar-Jad's attacks are slow and can be negated completely by using the correct protection prayer/deflect curse. Their melee attacks are faster, but they will only use melee attacks if the player is within melee distance. |
TzekHaar-Aken | 1,600 | 150,000 | 300,000 | ![]() ![]() Soft typeless |
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Emerges from the lava surrounding the arena on wave 17, serving as the penultimate enemy before TzKal-Zuk himself.
Does not attack directly, but instead summons tentacles around the arena to attack the player with ranged and magic. Each active tentacle also provides a warding effect that reduces damage dealt to TzekHaar-Aken. Only TzekHaar-Aken's head needs to be killed to progress to wave 18; once the head is defeated, all the tentacles will continue attacking briefly before they disappear as well. |
Trivia[edit | edit source]
- "Tzek" is a contraction of "Tz" (meaning: burn, fire, hot or life) and "Zek" (meaning: attack or harm).[1][2] "TzekHaar" could therefore be roughly translated as "Sacred Fire Attack" or "Sacred Harm of Life".
References[edit | edit source]
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