User:Calebchiam/Zarfot/Slayer/3

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It is worth noting that there is another multicombat room containing regular Bloodvelds near the Mutated Bloodveld room, if you need an alternative. However, this Mutated Bloodvelds spot is extremely good. It makes Bloodvelds one of the fastest slayer tasks. In addition to attacking constantly with melee, your cannon shoots several, sometimes 5+, cannonballs per rotation.

You can use Superhuman Strength or Turmoil. Turmoil is quite effective here because you will almost always be in combat, but your cannon does a lot of work too. Mutated Bloodveld* hit quite high, and several often hit you at the same time, so I suggest that you use Deflect Melee or Protect from Melee.

Possible inventory (adjust as needed)-

Amulet of Glory Dragon claws Holy wrench Pickaxe (for abyss) Cannon and cannonballs Steel titan and Steel of Legends scrolls 3 overloads 12 prayer potions 2 empty spaces

With maxed combat stats, turmoil, overloads, cannon, steel titan, a chaotic rapier, a full world, and the south cannon spot, around 430 kills (80k slayer experience) per hour is possible. It might be more like 78k if you pick up all the gold charms, however.

Without using a cannon, you will still get very fast xp because you will be attacking a monster with virtually no defence almost continuously, maybe with a Steel Titan too. It is possible to get somewhere around 45-47k slayer experience per hour with maxed combat stats, Turmoil, overloads, a chaotic rapier, a Steel Titan, and no cannon. However, in my opinion cannoning here is too good an opportunity to give up. Zarfot


18-Jul-2010 15:14:22 

Last edited on 24-Sep-2010 17:49:13 by Zarfot 5.9. Blue Dragons

Amount assigned: Kuradal 120-199; Sumona 120-185 Lifepoints: 1050 Slayer Experience: 107.6 Locations: Kuradal’s Dungeon, Taverley Dungeon, Taverley Dungeon Resource Dungeon, Gu'Tanoth Enclave Heroes' Guild Dungeon

Charm drop percentages based on 308 kills- Gold: 11.4% Green: 30.8% Crimson: 11.4% Blue: 2.9% Ratio of Summoning to Slayer xp (all charms used): 0.9 to 1.206 Ratio of Summoning to Slayer xp (gold charms not used): 0.827 to 1.114 Ratio of Summoning to Slayer xp (only crimson and blue used): 0.48 to 0.672

The Blue Dragons in Kuradal’s Dungeon are fast to get to (significant if you are banking dragon bones, but I don’t bother personally) not very crowded, and there are plenty of dragons there (5). The Blue Dragons in the regular Taverley Dungeon location, on the other hand, are extremely crowded so is not worth bothering to use, even though you can use a cannon there.

However, if you have 60 dungeoneering, you can enter the resource dungeon in Taverley that has extra blue dragons. This location is very nice because it is not very crowded and you can use a cannon. Melee and cannoning blue dragons here is usually faster than meleeing them in Kuradal's Dungeon, and I recommend doing this. Set up your cannon in the southwest part of the room and kill 3 dragons as they repsawn. Where only up to about 34k slayer experience per hour (315kills) can be gotten in Kuradal's Dungeon, over 36k slayer experience per hour (335 kills) can be gotten in the Taverley Resource Dungeon.

I used to skip blue dragons since they are below average slayer experience per hour and drop mostly green charms. However, they have a very good effigy drop rate and do drop a fair amount of crimson and blue charms, giving well over 1 summoning xp per 1 slayer xp. You could also fill up a Pack Yak with dragon bones, although personally I don't bother. I now do blue dragons tasks because of their good effigy drop rate. Zarfot


18-Jul-2010 15:14:42 

Last edited on 24-Sep-2010 17:50:35 by Zarfot Possible inventory (adjust as needed)-

Amulet of glory Saradomin Godsword Holy wrench 3 overloads 10 prayer pots 3 super antifires (use rune defender) or 3 antifires (use dragonfire shield) 12 empty spaces

Remember to wear the Ferocious ring.

With maxed combat stats, turmoil, overloads, and a chaotic rapier, you can kill up to 290 Blue Dragons (31k slayer experience) per hour.

5.10. Cave Crawlers

Amount assigned: Sumona 120-185 Lifepoints: 1220 (in Poll. Slayer Dungeon), 220 (normal) Slayer Experience: 122, 22 Locations: Pollnivneach Slayer Dungeon, Fremennik Slayer Dungeon, Lumbridge Swamp Dungeon

Approximate charm drop percentages- data needed! Gold: % Green: % Crimson: % Blue: % Summoning to Slayer xp:

I suggest melee and cannoning these in the Pollnivneach Well. The cave crawlers in the well are much higher level than the normal cave crawlers and have 1220 life points. These are EXTREMELY fast slayer xp, probably even faster than Dagannoths, and give more experience per task due to the higher lifepoints. I kind of wish that Kuradal assigned these since they are so fast. While the charm drops aren't awesome, they do have a fairly good effigy drop rate. While I only have data from 1 player who got half a dozen effigies here, it looks like they come faster than 1 per 2 hours on average, which is a very good drop rate for effigies.

I think that at least 655 kills (80k slayer xp) per hour is possible but you might be able to get more. Set up your cannon in the most central location and stand 1 square northeast of it, praying Deflect/protect Melee. Zarfot


18-Jul-2010 15:15:22 

5.11. Cave Horrors

Amount assigned: Sumona 120-185 Lifepoints: 550 Slayer Experience: 55 Locations: Mos Le'Harmless Caves

Approximate charm drop percentages- more data needed! Gold: 5% Green: 3% Crimson: 16% Blue: 1% Ratio of Summoning to Slayer xp (all charms used): 1.167 to 1.572 Ratio of Summoning to Slayer xp (gold charms not used): 1.105 to 1.493 Ratio of Summoning to Slayer xp (only crimson and blue used): 1.038 to 1.408

These are a slow task because they're spread out and have low hitpoints, but they will make a decent profit if you get a Black Mask, which are now worth around 2m.

A cannon does not help significantly. Find the place with 6-8 spawns and run in a circle killing them, getting back to the drops as you come around again. Zarfot


18-Jul-2010 15:16:10 

Last edited on 11-Aug-2010 18:13:22 by Zarfot 5.12. Dagannoths

Amount assigned: Kuradal 170-239; Duradel 130-199; Sumona 120-185 Lifepoints: 700 (ranged ones in Lighthouse), 1200 (melee ones in Lighthouse), 850 (Chaos Tunnels and some in Waterbirth Dungeon), 950 (some in Waterbirth Dungeon), 2550 (Dagannoth Kings) Slayer Experience: 70, 120, 85, 95, 255; around 74-87 average when melee & cannoning in Lighthouse depending on conditions Locations: Lighthouse, Chaos Tunnels, Waterbirth Dungeon

Charm drop percentages based on 3367 kills (gold) or 5680 kills (others)- Gold: 27.977% Green: 4.454% Crimson: 4.93% Blue: 0.792% Ratio of Summoning to Slayer xp (all charms used): 0.693 to 0.736 Ratio of Summoning to Slayer xp (gold charms not used): 0.318 to 0.432 Ratio of Summoning to Slayer xp (only crimson and blue used): 0.25 to 0.346

The most effective way to do Dagannoths tasks is to melee and cannon under the Lighthouse. There, Dagannoths drop a fair amount of herb seeds.

To get there, use Games Necklace to teleport to the Barbarian Outpost and the hop across the rocks to the north. Just set up your cannon near the center of the room. I noticed that if you look at your minimap and try to see as many of the edges of the room as possible when you set up your cannon, you usually get a better xp rate than just setting up your cannon kind of randomly.

Wear the typical melee equipment.

Possible inventory (modify as needed)-

Amulet of glory Saradomin godsword Holy wrench Games necklace Cannon and cannonballs Steel titan and Steel of Legends scrolls 1 overload 3 prayer pots 13 empty spaces Zarfot


18-Jul-2010 15:16:23 

Last edited on 03-Aug-2010 19:21:07 by Zarfot Turmoil doesn't help much since you spend so much time running around picking up charms while your cannon does most of the work, but you can still use turmoil if you want to. Turmoil would help more if you were to not pick up gold charms.

With maxed stats, overloads, and steel titan, if several people are meleeing in the room at the same time (which is the usual condition), about 950 kills (75k slayer xp) can be gotten per hour. With the room to yourself, over 1000 kills (87k slayer xp) per hour is possible. The slayer xp per kill decreases as it gets more crowded because you will get half xp for kills more often; the average ranges from about 74 xp per kill (very crowded) to 87 xp per kill (room to yourself).

If you really wanted to, you could kill Dagannoth Kings for the task. I have never done this, but apparently it is possible to kill the kings one by one on a low population world if you have the optimal equipment and levels, moving through the task fairly quickly and making perhaps 10m+ profit per hour on average. Apparently the Dagannoth Kings do not drop any charms or effigies, however.

Another option for Dagannoths tasks is to kill them in the Chaos Tunnels. There, no cannon is allowed, but you can use a combat familiar. You also make a profit and get quite a few crimson charms, as the dagannoths have different drop tables in the two locations, with the Chaos Tunnels ones having better charm drops and also more valuable drops such as Fremennik helms. The Chaos Tunnels Dagannoths are also almost always empty because they do more damage than the ones at the Lighthouse and this scares away the low levels who camp there to train, even though the damage rate is actually low enough to be easily manageable by a decent slayer. I find the speed of killing Dagannoths in the Lighthouse preferable to kill them more slowly in the Chaos Tunnels for more charms and less money lost, however. Zarfot


18-Jul-2010 15:17:24 

Last edited on 17-Aug-2010 03:03:23 by Zarfot 5.13. Dark Beasts

Amount assigned: Kuradal 150-249; Duradel 130-199 Lifepoints: 2200 Slayer Experience: 225.4 Locations: Tunnel near Temple of Light, Kuradal’s Dungeon

Charm drop percentages based on 3625 kills (gold) or 6507 kills (others)- Gold: 7.724% Green: 3.458% Crimson: 7.715% Blue: 13.109% Ratio of Summoning to Slayer xp (all charms used): 0.669 to 0.658 Ratio of Summoning to Slayer xp (gold charms not used): 0.422 to 0.628 Ratio of Summoning to Slayer xp (only crimson and blue used): 0.403 to 0.604

Dark Beasts occasionally drop rune full helms, rune kites, half keys, death talismans, and sometimes a dark bow. I estimate the drop rate of a Dark Bow to be between 1/350 and 1/450. Dark Beasts are also one of the best monsters to get effigies from. So far I have gotten 18 effigies in 6507 kills of dark beasts, which is 1 per 362 kills, or 1 per 1.8 hours on average!

Even though the Dark Beasts in Kuradal’s Dungeon are conveniently located and you can use the Ferocious ring for +40 damage on all hits, it is significantly faster to kill Dark Beasts in the original location near the Temple of Light because you can use a cannon. Overcrowding is not an issue in either location, but there are also way more Dark Beasts by the Temple of Light than in Kuradal’s Dungeon. While you can get up to about 40k slayer xp per hour at the Dark Beasts in Kuradel's Dungeon, you can get up to 50k per hour at the Temple of Light location. Zarfot


18-Jul-2010 15:17:34 

Last edited on 17-Aug-2010 03:07:08 by Zarfot Originally, people had to get to the Dark Beasts through the Mourners’ Headquarters in West Ardougne, and this required full Mourner’s to be worn and the rest of the equipment to be carried. However, if you complete the quest Within the Light (released October 2009), you can have a Temple of Light teleport added to your teleport crystal that used to only teleport you to Lletya. This teleport allows you to reach the Dark Beasts much more quickly and without the need to wear a Mourner’s outfit, so it obviously should be used. Make sure you have enough teleport crystals- you get them pretty commonly from killing Elves in Lletya (I have 100+ just from doing a couple Elves tasks back in 2006). Since they are great to have for farming as well, it’s worth the time to get at least 30 of them.

The best spot to kill Dark Beasts that I've found is to go to the northeast room and set up your cannon 4 squares west and 2 squares south of the pile of rocks in the northeast part of the room. Spend most of your time standing under the cannon base, but also pay attention to where the other Dark Beasts are when the one you are fighting dies. You want to be right next to a new Dark beast so that it can melee you and you can fight back right away without losing time. To do this you may have to move.

It also is actually faster to use a LOW population world, because otherwise there will be too many Dark beasts standing around and they will get in the way, your cannon cannot shoot through them, and they may prevent you from luring the one you're fighting up the cannon into a triple-shot location. Zarfot


18-Jul-2010 15:17:43 

Last edited on 17-Aug-2010 03:09:56 by Zarfot It’s easiest to pray Turmoil and Deflect Melee (or Piety and Protect from Melee) while killing Dark beasts. If doing this, you may want to wear a proselyte plate and legs and a Soul wars cape to maximize your prayer bonus. However, another method is to not use Deflect Melee, instead using a Unicorn stallion to heal yourself. You then could wear Bandos and get a higher strength bonus than when wearing Proselyte, and you would be using less prayer as well. However, it means you would have to pay more attention to your lifepoints and keep using the Healing aura scrolls. Using a unicorn also means that you would not be able to use a Pack yak or other beast of burden, which may be needed to do some tasks in one trip (you can could use winter storage to bank drops). I personally use both the unicorn method and the deflect melee method from time to time.

Possible inventory (modify as needed)-

Amulet of glory Holy wrench Saradomin godsword Teleport crystal Cannon and cannonballs 4 overloads 13 prayer potions 2 empty spaces

Although it is possible to kill 249 Dark Beasts in one trip using the inventory above, with no familiars needed, if you do not have the ideal levels/potions/prayers/equipment you may need to take a familiar with extra prayer potions, or make multiple trips to complete the task.

If you have chaotic rapier, turmoil, maxed combat levels, and overloads, and are doing everything right (low population world, paying attention so you can lure the Dark Beasts, etc.), it's not too hard to kill over 225 Dark beasts (50k slayer xp) per hour. If you are using a high population world and not paying much attention, however, you may only get 45k slayer xp per hour. Zarfot


18-Jul-2010 15:18:12 

Last edited on 18-Jul-2010 18:12:49 by Zarfot 5.14. Desert Strykewyrms

Amount assigned: Kuradal 90-160; Duradel 90-140; Sumona 90-110 Lifepoints: 1200 Slayer Experience: 120 Locations: East of Al Kharid

Approximate charm drop percentages- more data needed! Gold: 6% Green: 4% Crimson: 10% Blue: 3% Ratio of Summoning to Slayer xp (all charms used): 0.471 to 0.653 Ratio of Summoning to Slayer xp (gold charms not used): 0.437 to 0.61 Ratio of Summoning to Slayer xp (only crimson and blue used): 0.397 to 0.558

Like Jungle Strykewyrms these are not a very good task, as they are slow and not great charm droppers. I expect that they don’t have an amazing effigy drop rate. They do drop the focus sight (worth 925k), but it’s probably a 1/350-1/500 drop like the whip or staff of light. I do not do these tasks.

5.15. Dust Devils

Amount assigned: Kuradal 150-249; Duradel 130-199; Sumona 120-185 Lifepoints: 1050 Slayer Experience: 105 Locations: Chaos Tunnels, Smokey Well

Charm drop percentages based on 2873 kills (gold) or 5000 kills (others)- Gold: 12.356% Green: 5.86% Crimson: 24.06% Blue: 0.54% Ratio of Summoning to Slayer xp (all charms used): 1.338 to 1.226 Ratio of Summoning to Slayer xp (gold charms not used): 0.84 to 1.124 Ratio of Summoning to Slayer xp (only crimson and blue used): 0.772 to 1.038

Dust Devils usually drop just a few rune daggers or half keys. Dragon chainbodies supposedly drop about 1/10000 of the time, but I’ve never gotten one, although I have several friends who have. They do drop effigies, although the drop rate seems to be fairly low. I recently started skipping dust devils after going over 5000 kills without getting even 1 effigy, although the real drop rate is probably closer to 1/2000. However, dust devils are fairly fast (they have very low defence and you can use steel titan) and also decent crimson charms, although not as good as Nechryaels.

It’s worth considering both of the locations to kill Dust Devils. The fastest way to get to the Smokey Well is to teleport to Sumona using the slayer ring and then running south, then west, then north to the well. The fastest way to get to the Chaos Tunnels location is to enter via the entrance northwest of Edgeville in level 4 wilderness, then go into the Mummy room to the northwest, then the Zamorak monk room, then the Dust Devil room.

The Smokey Well potentially can be faster than the Chaos Tunnels for Dust Devils since you can use a cannon there. I experimented with this recently. On the north side of the dungeon the dust devils seemed too spread out to be fast, but I found that it worked fairly well to place the cannon on the north side of the southwest room. There it can reach 3 dust devils, with a fourth nearby that you can kill occasionally. Zarfot


18-Jul-2010 15:19:23 

The trick is to lure the Dust Devils into the double-shoot spots of the cannon. You can also use knives to get the dust devils to come to you so that you don’t have to move much. Although I decided to go back to the Chaos Tunnels and did not test out this method for too long, I found that I could achieve up to around 39k slayer experience (370 kills) per hour (maxed combat stats, turmoil, overloads). One disadvantage to the Smokey Well, however, is that you may have to hop worlds several times before you find one that is available for you to use.

No cannon is allowed in the Chaos Tunnels, but if you kill the Dust Devils there you can use a combat familiar. In addition, they are less spread out than the Dust Devils in the Smokey Well. Finding an available world is also less of a problem because the Dust Devils room is divided into two halves, and you can kill the Dust Devils on either half (I prefer the eastern half, but the western half is fine if the eastern half is already taken). With Steel Titan, maxed combat stats, turmoil, and overloads, over 45k slayer experience (425 kills) per hour is possible.

Overall, the Chaos Tunnels is my preferred location due to the slightly faster experience and the less frequent need to switch worlds. However, if you have low summoning and cannot use an abyssal, iron, or steel titan, you probably should use the Smokey Well location for the fastest experience.

Possible inventory (adjust as needed)-

Amulet of glory Saradomin godsword Holy wrench 2 overloads 10 prayer potions Cannon and cannonballs (Smokey well only) or Steel titan and scrolls (Chaos Tunnels only) Slayer ring (Smokey well only) 7 or 11 empty spaces

A facemask is required to fight Dust Devils (in both locations), but this is included in the Slayer helm.

Ugathanki Kebabs, which are dropped by the Dust Devils occasionally, heal 19 hitpoints oops I mean 190 lifepoints each. Zarfot


18-Jul-2010 15:19:47 

Last edited on 19-Jul-2010 17:55:25 by Zarfot 5.16. Elves

Amount assigned: Sumona 60-90 Lifepoints: 1050 (lvl 90 rangers), 1060 (lvl 108 warriors), 130 (lvl 12 & 18 mourners), 190 (lvl 11 & 13 mourners), 250 (lvl 24 mourners), 1050 (lvl 108 mourners) Slayer Experience: 105, 107.5, 13, 19, 25, 105 Locations: Lletya, Elf Camp, Overpass, West Ardougne, Mourners’ Headquarters

I'm not really sure on the best way to kill these; maybe melee and cannon in Lletya. There is an altar upstairs. Elves do not drop any charms so you may wish to switch them.

Mourners count as elves too.

5.17. Fire Giants

Amount assigned: Kuradal 170-249; Duradel 130-199; Sumona 120-185 Lifepoints: 1110 Slayer Experience: 111 Locations: Chaos Tunnels, Brimhaven Dungeon, Waterfall, Waterfall Resource Dungeon, Smokey Well, Deep Wilderness Dungeon

Charm drop percentages based on 389 kills- Gold: 59.1% Green: 7.5% Crimson: 3.9% Blue: 0.8% Ratio of Summoning to Slayer xp (all charms used): 0.597 to 0.777 Ratio of Summoning to Slayer xp (gold charms not used): 0.232 to 0.314 Ratio of Summoning to Slayer xp (only crimson and blue used): 0.151 to 0.209 Zarfot


18-Jul-2010 15:20:20 

Last edited on 11-Aug-2010 18:30:34 by Zarfot Fire Giants occasionally drop a rune scimitar or fire battlestaff, as well as fire runes and herbs. They have a poor effigy drop rate.

The two locations worth considering killing Fire Giants at are the Chaos Tunnels (which includes 3 individual rooms with Fire Giants in them) and the Waterfall. The Smokey Well is only good for low levels who are not cannoning because there are only 4 fire giants there, and they are fairly spread out and cannot be cannoned effectively due to this as well as the fact that there are fire elementals in the room too. The Deep Wilderness location takes a long time to get to, is dangerous, and isn’t even that good since there is a pool of lava in the middle of the room that prevents you from accessing all the fire giants easily. Brimhaven isn't too good either.

There are now extra Fire Giants in a resource dungeon in the Waterfall (35 dungeoneering required), but it doesn't actually seem as good as the regular Waterfall location, although it will be less crowded.

In the Waterfall, the fastest method is to melee and cannon in the eastern room. The best cannon spot for melee and cannon that I've found is to set up the cannon 2 squares southwest of the square 1 east of the table. With that spot there are many ways to get double shots; for example, by standing 2 squares southwest of the cannon, your cannon will double shoot the Fire Giants that approach you from the north/northwest and from the east/southeast. This method is quite fast and can give 35k+ slayer experience per hour with the best stuff. Range and cannon is also an option, and for this you would use the door safespot in the eastern room with Fire Giants and set up your cannon 5 squares north and 1 square west of where you are standing. However, melee and cannon is significantly faster.

The main issue with the Waterfall fire giants is that they are very crowded. You often have to hop worlds several times to just find a world that is only *somewhat* crowded. Zarfot


18-Jul-2010 15:20:56 

Overall, if you can use a good combat familiar, it’s faster to use the Chaos Tunnel, since you won't have to deal with world switching at the Waterfall. Personally I would even kill them in the Chaos Tunnels even with only have a Geyser Titan if it's a peak time. A good location is to go in the entrance in level 11 wilderness or so directly noth of Edgeville, go east to get to a large room with Fire Giants, and use the 3 spawns in the southwest part of the room. There are 2 other rooms with Fire Giants in them as well.

Possible inventory for Chaos Tunnels (adjust as needed)-

Amulet of glory Saradomin Godsword Holy wrench 3 overloads 10 prayer potions Steel Titan and scrolls 10 empty spaces

I believe it is possible to get up to 40k slayer experience per hour (360 kills) using the Chaos Tunnels. However, I actually have been skipping Fire Giants due to their poor charm drops and probable poor effigy drops. These are not a terrible task though. Zarfot


18-Jul-2010 15:21:31 

Last edited on 18-Jul-2010 18:13:46 by Zarfot 5.18. Gargoyles

Amount assigned: Kuradal 150-249; Duradel 130-199; Sumona 120-185 Lifepoints: 1050 Slayer Experience: 105 Locations: Kuradal’s Dungeon, Chaos Tunnels, Slayer Tower

Charm drop percentages based on 569 kills- Gold: 8.3% Green: 5.1% Crimson: 3.9% Blue: 7.0% Ratio of Summoning to Slayer xp (all charms used): 0.568 to 0.828 Ratio of Summoning to Slayer xp (gold charms not used): 0.514 to 0.759 Ratio of Summoning to Slayer xp (only crimson and blue used): 0.455 to 0.684

Gargoyles' main drops are Rune full helms, Adamant boots, Black mystic tops, and Granite mauls. Usually you get 1-3 of at least one of those per task. They also drop level 3 clues and Ancient Effigies (occasionally at least).

It’s fairly obvious that if you get Gargoyles from Kuradal, the best location is Kuradal’s Dungeon. There are quite a few Gargoyles there and it is fast to get to. You cannot cannon Gargoyles in any location, and you can only use a combat familiar at the Gargoyles in the Chaos Tunnels but it doesn’t help much, so Kuradal’s Dungeon works quite well. Don’t forget to wear a Ferocious Ring when using Kuradal’s Dungeon. In Kuradal’s Dungeon it doesn’t matter too much how many people are on the server, and there can be 1-2 people killing Gargoyles at the same time as you without you losing too much time.

In the case that you get Gargoyles from Duradel or Sumona, the best location would be the Chaos Tunnels because it is extremely fast to get to. Simply bank in Edgeville, then run northwest to the entrance to the Chaos tunnels in level 4 wilderness. Unless you are on a low population world, you only need to use 2 out of the 4 spawns in the room. Zarfot


18-Jul-2010 15:21:46 

To get maximum speed, I suggest that you stand 3 squares west of the rope, where you can reach both of the southern two Gargoyles when they spawn. They can wander away though, so make sure you attack them immediately after they spawn, even if you are still fighting the other. I'm sure you can survive two Gargoyles attacking you; they don't hit *that* hard

A whip is NOT the best non-chaotic weapon to use on Gargoyles. Because Gargoyles are much weaker to crush attacks than slash attacks, a Saradomin Sword is the best non-chaotic weapon. A Zamorakian spear on crush probably would be better than a whip as well, although worse than a Saradomin sword. If you have any chaotic weapon, however, that would be best to use. I am not sure which chaotic weapon would be best, but a chaotic rapier definitely seems to be better than a Saradomin sword on Gargoyles.

To kill Gargoyles, you must smash them with a rock hammer when they have low lifepoints (maybe under 100 lifepoints left or so). If you use slayer points to buy the ability to deliver killing blows faster, this is done automatically when the Gargoyle reaches 0 lifepoints. However, it can save time to still use the hammer manually (this can now be done easily by a right click option on the Gargoyle) because this can be done when the Gargoyle’s lifepoints is not yet all the way to 0.

Possible inventory (adjust as needed)-

Amulet of glory Saradomin Godsword Holy Wrench Rock Hammer 3 overloads 10 prayer pots 11 extra spaces

As Gargoyles are a no-cannon, no-titan (except in Chaos Tunnels) task, they can give somewhere around 330 kills per hour (34.6k slayer experience) with maxed combat stats, overloads, and turmoil. I personally skip Gargoyles tasks because they are not too fast experience and not too great charm droppers. They are not a terrible task though. Zarfot


18-Jul-2010 15:22:16 

Last edited on 19-Jul-2010 02:34:45 by Zarfot 5.19. Goraks

Amount assigned: Duradel 40-80 Lifepoints: 1120 Slayer Experience: 112 Locations: Gorak Plane, Godwars Dungeon

Goraks drop no charms.

Goraks, assigned by Duradel only, commonly drop a few unnoted gems and Gorak Claws. Although they don't drop any charms, they are pretty fast slayer xp - better than most tasks.

I suggest killing these in Gorak Plane, which is Fairy Ring Code D-I-R. The Goraks in the Plane there are level 145, and it is single combat.They hit 130-140's here and there, but it shouldn’t be hard to last through the task with the various healing methods available.

The best cannon spot I've found so far is to set up the cannon base 4 squares west and 1 square south of the center of the fairy ring, then stand 1 square east of the cannon base. This allows the cannon to double-shoot most of the time the Gorak you are meleeing.

You must have completed Fairy Rings Part II to access these.

Personally I used to skip Goraks when I used Duradel (before Kuradal came out) due to the fact that these don’t drop charms. Zarfot


18-Jul-2010 15:22:48 

Last edited on 18-Jul-2010 18:14:38 by Zarfot 5.20. Greater Demons

Amount assigned: Kuradal 150-249; Duradel 130-199; Sumona 120-185 Lifepoints: 870 Slayer Experience: 87 Locations: Kuradal’s Dungeon, Brimhaven Dungeon, Demonic Ruins, Lava Maze Dungeon, Entrana Dungeon, Gu'Tanoth Enclave

Approximate charm drop percentages (based on 365 kills)- Gold: 7.7% Green: 1.6% Crimson: 22.2% Blue: 0.3% Ratio of Summoning to Slayer xp (all charms used): 0.931 to 1.243 Ratio of Summoning to Slayer xp (gold charms not used): 0.87 to 1.166 Ratio of Summoning to Slayer xp (only crimson and blue used): 0.848 to 1.138

The best location for Greater Demons if you have a task from Kuradal is Kuradal’s Dungeon. The next best location is Brimhaven Dungeon, but if you are under 127 combat the wild dogs will attack you, slowing you down.

Greaters drop rune full helms, level 3 clues, and lots of crimson charms. However, they are slow slayer experience (they only have 870 lifepoints and are fairly spread out even in Kuradal’s Dungeon). For this reason I skip them.

There's also a good range spot for Greater Demons in the Ogre Enclave, but the slayer xp comes very slow there because you have to use range only.

Greater demons max at around 30k slayer experience (345 kills) per hour meleeing in Kuradal’s Dungeon.

5.21. Hellhounds

Amount assigned: Kuradal 130-220; Duradel 130-199; Sumona 120-185 Lifepoints: 1150 (lvl 122), 1160 (lvl 127) Slayer Experience: 116 Locations: Kuradal’s Dungeon, Taverley Dungeon, Taverley Dungeon Resource Dungeon, Witchaven Shrine (Family Crest) Dungeon, Deep Wilderness, Godwars Dungeon

Charm drop percentages based on 163 kills (gold) or 1728 kills (others)- Gold: 68.098% Green: 4.398% Crimson: 5.382% Blue: 0.81% Ratio of Summoning to Slayer xp (all charms used): 0.735 to 0.826 Ratio of Summoning to Slayer xp (gold charms not used): 0.232 to 0.315 Ratio of Summoning to Slayer xp (only crimson and blue used): 0.186 to 0.257

Hellhounds drop nothing besides charms (mostly gold), level 3 clues, and effigies.

The best place to kill Hellhounds, by far, is in the resource dungeon in Taverley that requires 55 dungeoneering to enter and can be accessed from the room in the regular dungeon that has Hellhounds in it. In the resource dungeon, the hellhounds are multicombat and close together, and both a cannon and a combat familiar can be used. This makes hellhounds an extremely fast task, potentially over 60k slayer experience per hour. The charm drops, however, are still poor. Zarfot


18-Jul-2010 15:24:31 

Last edited on 11-Aug-2010 18:16:29 by Zarfot Choosing a cannon spot is somewhat difficult because no matter where you stand, some hellhounds will back away from you. One cannon spot I have in mind is to set the cannon 8 squares east and 3 squares north of the torch in the southwest part of the room, then stand under the cannon base. There will, however, be a hellhound to the east and a hellhound to the south that will back away from you. To lure the east one to you, you would have to take 2 steps east, but this will result in another hellhound backing away. Or to lure the one south of you, you would have to take 1 step south, but this will result in a hellhound to the north of you backing away. One possible strategy is to just stand under the cannon base and have your familiar (if it has a ranged attack) attack the hellhounds that back away. Or you can constantly be stepping in different directions to lure the hellhounds.

The fastest way to get to Taverley Dungeon is to teleport to your house in Taverley, or to the house portal using a chipped house teleport tablet. The second fastest way is to run there from Falador.

Hellhounds are also located Kuradal’s Dungeon right at the entrance, where you can melee them. You can also melee and cannon or range and cannon hellhounds in the regular location in Taverley, but in both those locations it is single combat. The resource dungeon is definitely the best location.

5.22. Ice Strykewyrms

Amount assigned: Kuradal 100-199; Duradel 100-199 Lifepoints: 3000 Slayer Experience: 300 Locations: Near the Muspah cave

Charm drop percentages based on 2087 kills (gold) or 4503 kills (others)- Gold: 6.133% Green: 2.709% Crimson: 2.287% Blue: 8.705% Ratio of Summoning to Slayer xp (all charms used): 0.29 to 0.292 Ratio of Summoning to Slayer xp (gold charms not used): 0.181 to 0.274 Ratio of Summoning to Slayer xp (only crimson and blue used): 0.17 to 0.26 Zarfot


18-Jul-2010 15:24:52 

Last edited on 01-Aug-2010 15:30:40 by Zarfot Ice Strykewyrms, released in February 2010, require level 93 slayer to kill, making them the monster with the highest slayer requirement (other than the Soulgazer in Dungeoneering). Unlike the other two strykewyrms, I consider ice strykewyrms to definitely be worth killing. Like other strykewyrms, they can only be killed when they are assigned.

Ice strykewyrms have some well-chosen drops of items that are in demand, such as water talismans, crushed nests, and yew and magic seeds. Their charm drops are not astounding, but they have a great effigy drop rate. Their main drop for profit is of course the staff of light, which is worth over 6m. It’s been confirmed that staves of light have the same drop rate of abyssal whips, which means their drop rate is around 1/450 to 1/500. Killing them at the fastest speed, this is a staff of light every 3 hours or so on average! This is way more than you spend on runes and cannonballs, and taking into account expenses, which are actually mostly covered by the "minor" drops such as pure essence, crushed nests, and runite bars, ice strykewyrms are still 1.5m+ profit per hour on average.

To get to the Ice Strykewyrms, use the DKS fairy ring code and enter the snowy cave just a few steps to the north. Then enter another snowy cave just to the east.

A unique thing about Ice Strykewyrms is that they are the only task in which magic is the most effective combat style to use. When wearing a fire cape, fire spells do double damage on ice strykewyrms. With all the optimal magic damage-boosting gear (fire cape, staff of light, arcane stream necklace, extreme magic potions or overloads), fire surge can hit over 1100 damage. That’s REALLY high. Combat magic hits once per 3.0 seconds, and while the Chaotic Rapier hits once per 2.4 seconds, its max is only about 680, so it is clear the magic is much more effective here. Even if you cannot use fire surge due to not having 95 magic, fire wave is still an effective option. Zarfot


18-Jul-2010 15:25:17 

Last edited on 26-Jul-2010 04:06:26 by Zarfot Ice Strykewyrms can also be cannoned, and although you can only fight one at the time and your spells do most of the work, cannon IS worth using.

Originally, you could only kill ice strykewyrms if you had a fire cape. However, people complained about how they couldn’t kill Jad (even though level 50s have done it, lol) and this caused Jagex to release an option to buy the ability to kill Ice Strykewyrms for 2000 slayer points. However, the fire cape boosts your damage against them, so it’s very nice to have, and it saves you 2000 slayer points which is quite a large amount of them (enough points for 66 tasks skipped). Considering that you can be assigned Jad as a slayer task now and earn slayer experience for it, I strongly suggest that you try to get a fire cape even if you don’t feel confident about it. Watch videos of people killing Jad so you know what to do.

Possible equipment:

Fire cape Barrows gloves Full slayer helmet (the hexcrest is the important part) Ahrims robetop Ahrims robebottom Infinity boots Arcane stream necklace (from dungeoneering; replace with fury if needed) Seer’s ring Staff of light or Chaotic staff (the chaotic staff is more expensive but does 5% more damage) Mage’s book or Arcane Spirit Shield

Possible inventory (adjust as needed):

Amulet of glory Holy wrench Cannon and cannonballs 10k fires, 7k airs, 1k deaths, and 1k bloods 4 overloads or extreme magics 11 prayer potions 1 empty space

Ice strykewyrms have a magic attack and a melee attack. You take no damage from them if you mage them from afar while praying Deflect Magic. The exception is that sometimes the wyrm burrows into the ground and then comes up below you, doing 300 damage. This burrowing attack can be avoided by simply moving out of the way, although if you are not paying attention it is easy to be hit by it. Also, if you stand by a wall, the burrowing attack cannot be used. Zarfot


18-Jul-2010 15:25:50 

Last edited on 01-Aug-2010 16:48:28 by Zarfot You should position your cannon so that it shoots at a large proportion of the ice strykewyrms that you attack. There are two spots that work pretty well, and one person can use each spot without significant interference from the other, which is nice. One spot is in the southwest part of the cave, and I think this spot is the better one. It is hard to describe cannon spots here, but the spot I use is 4 squares east of the column that makes a black spot when it contacts the ceiling in the southwest part of the cave. It is also 7 squares north and 4 squares west of another black-spot pillar on the south wall.

For the other spot, go to the northwest part of the cave. There is an icicle/stalagmite that makes a black spot 1 square in area when it contacts the ceiling, and another one about 5-6 squares north of it, this one along the north wall. Set up the cannon between these two points.

Try to investigate the next mound as soon as the previous strykewyrm dies, before you see the drop. You can then go back to the drop later by taking a few steps at a time in between casting spells.

With the southwest cannon spot, 99 magic, and the best magic boosting gear, about 160 ice strykewyrms (48k slayer experience) can be killed per hour. This is pretty fast experience, but some tasks will still take over an hour due to ice strykewyrms' high lifepoints.

You may not want to completely dismiss meleeing ice strykewyrms, however. Although it is slower, you can still get up to 43k slayer experience per hour at the southwest spot meleeing. It also saves you the time needed to switch into your mage gear, although this isn't a huge deal. You would, however, want to melee if you value your melee xp higher than your mage xp. Personally I melee these because I want my melee xp to stay close to my slayer xp and not fall too far behind; also, I feel that magic xp is not needed if I am going to superheat while mining. Zarfot


18-Jul-2010 15:26:28 

Last edited on 11-Aug-2010 18:16:52 by Zarfot 5.23. Iron Dragons

Amount assigned: Kuradal 60-109; Duradel 40-80; Sumona 30-85 Lifepoints: 1650 Slayer Experience: 173.2 Locations: Kuradal’s Dungeon, Frozen Fortress, Brimhaven Dungeon, Brimhaven Dungeon Resource Dungeon

Charm drop percentages based on 575 kills (gold) or 1639 kills (others)- Gold: 21.565% Green: 69.433% Crimson: 23.429% Blue: 5.491% Ratio of Summoning to Slayer xp (all charms used): 1.498 to 1.564 Ratio of Summoning to Slayer xp (gold charms not used): 1.085 to 1.456 Ratio of Summoning to Slayer xp (only crimson and blue used): 0.599 to 0.837

Iron Dragons drop Dragon bones every kill (you can bury them for 72 prayer xp each, which is done automatically when carrying the Bonecrusher, or bank them for 6k coins each), charms in piles of 2, occasional rune items, and, if you're lucky, Dragon Platelegs. They also drop level 3 clues, Ancient effigies, and draconic visages (visages are probably like 1/10000 or something; no one knows exactly, but it’s very rare).

The easiest way to kill Iron Dragons is to melee them while using Protect from Melee or Deflect Melee. Range and magic are both popular options, but melee is faster unless your attack and strength are very low. It is also possible to do without Deflect Melee while meleeing if you bring a Unicorn stallion with you, and this potentially could allow slightly faster kills as it means you would be wearing Bandos and a Fire cape instead of Proselyte and a Soul Wars cape, giving a higher strength bonus.

If not using a Unicorn you could use a Yak and bank dragon bones using the Winter storage scroll, although the location in Kuradal’s Dungeon is extremely fast to get to.

If you are assigned these by Kuradal, the best location is probably Kuradal’s Dungeon since it takes like 15 seconds to get to the Iron Dragons there, and there are 4 dragons which is enough for 2 people (3 if you don’t mind losing a little time waiting for a dragon to respawn occasionally). Zarfot


18-Jul-2010 15:27:00 

Last edited on 03-Aug-2010 21:01:45 by Zarfot The original location for bronze, iron, and steel dragons is Brimhaven Dungeon. There is also a resource dungeon (level 80 dungeoneering required) there that has even more iron and steel dragons, plus an anvil (it*s not really worth the time to pick up the bars though). The resource dungeon is better than the normal Brimhaven room because the two types of dragons are more isolated from each other, and it is less crowded. However, although you can cannon in the resource dungeon, it’s not really better than Kuradal’s Dungeon. Since the dragons in the resource dungeon are more spread out than those in Kuradal’s Dungeon, the experience rate would only be very slightly higher (maybe 1k more slayer xp per hour) compared to Kuradal’s Dungeon. Additionally, it takes over 2 minutes to get to the resource dungeon, whereas it takes like 10 seconds to get to the iron dragons in Kuradal’s Dungeon; this easily cancels out any difference in speed during the task. Overall, it seems that Kuradal’s Dungeon would be the preferred location for Iron Dragons (and Steel Dragons), unless you are assigned them by Sumona or Duradel.

Another location for irons (and steels) is the Frozen Fortress. You can access this location when, and after, doing The Temple at Senntisten quest. Get there via Ghorrock teleport or the Wilderness portals. A cannon may be used. While faster to get to than Brimhaven Resource Dungeon, the dragons in the Frozen Fortress are more spread out, and it seems you can kill them just as fast in Kuradal's Dungeon unless it is overcrowded there.

Dragons, and especially metal dragons, are weakest to stab attacks. Crush works fairly well too, but not quite as well. Slash is the worst style to use.

The chaotic rapier is by far the best weapon to use on metal dragons because of its high stab bonus. But if you do not have a chaotic rapier or a chaotic longsword, the choice is more difficult because the abyssal whip is a slash weapon. Zarfot


18-Jul-2010 15:27:18 

Last edited on 01-Aug-2010 21:11:30 by Zarfot The next best stab weapon after the chaotic rapier, besides the chaotic longsword (which is primarily a slash weapon but can stab, although rapier would be better for this) is the Zamorakian spear. It turns out that the Zamorakian spear on stab is a better weapon than the whip to use on metal dragons, and maybe black dragons as well. However, the Zamorakian spear is 2 handed, and this means that you cannot use an anti-dragon or dragonfire shield. While protect from magic significantly reduces the dragonfire damage of coloured dragons, it does NOT help against metal dragons outside dungeoneering. Therefore, the only option when using a 2-handed weapon would be to use super antifire potions, which require 85 herblore and completely protect from dragonfire.

Therefore, on iron, steel, and mithril dragons, use a chaotic rapier or chaotic longsword (preferably a rapier) if you have it, and if you don’t use a Zamorakian spear if you can make superantifire potions. If both those are not options, just use a whip, dragonfire shield, and anti-dragonfire potions.

Dragon Slayer gloves from Fist of Guthix are slightly preferable to "Barrows" gloves, and feel free to use them if you have any extra pairs laying around, they aren't worth it, in my opinion, if you consider the time it takes to play Fist of Guthix to get them.

Suggested inventory for Kuradal's Dungeon (adjust as needed)-

Amulet of glory Holy wrench Dragon claws 2 overloads 8 prayer potions 2 super antifires (wear rune defender, or Zamorakian spear) or 2 antifires (wear dragonfire shield) Zarfot


18-Jul-2010 15:27:44 

Last edited on 03-Aug-2010 21:04:52 by Zarfot If you want to, you could bring a Pack yak or other beast of burden and fill it up with dragon bones. You can also use the Pack yak's winter storage scrolls to send bones to your bank.

Iron (and steel) dragons in Kuradal's Dungeon are a good task to use recover special potions at, which I discussed earlier.

I always used to skip iron (and steel) dragons since they used to be very slow to kill. However, now that you can use Kuradal’s Dungeon, which is a lot better than Brimhaven, and also overloads, turmoil, and a chaotic rapier, you can kill iron dragons very quickly. You can kill up to around 190 (33k slayer experience) iron dragons per hour. It used to be only about 100 per hour in Brimhaven with whip, piety, and super sets! These are not necessarily a task that you would want to switch, and I’ve been doing these tasks lately.

5.24. Jungle Strykewyrms

Amount assigned: Kuradal 90-129; Duradel 90-120; Sumona 90-120 Lifepoints: 1100 Slayer Experience: 110 Locations: North of Mobilising Armies

Approximate charm drop percentages- more data needed! Gold: 6% Green: 14% Crimson: 2% Blue: 1% Ratio of Summoning to Slayer xp (all charms used): 0.296 to 0.394 Ratio of Summoning to Slayer xp (gold charms not used): 0.259 to 0.347 Ratio of Summoning to Slayer xp (only crimson and blue used): 0.105 to 0.15

Overall these are just a bad task. Their drops, including charms, are poor except for the occasional hexcrest. They are slow experience. I have these blocked. I don’t have too much advice due to lack of experience; just find a place to melee and cannon them. Zarfot


18-Jul-2010 15:28:31 

Last edited on 18-Jul-2010 18:16:44 by Zarfot 5.25. Kalphites

Amount assigned: Kuradal 170-249; Duradel 130-199; Sumona 120-185 Lifepoints: 400 (worker), 900 (soldier), 1700 (guardian), 2550 (each form of queen) Slayer Experience: 40, 90, 170, 267.8 (each form) Locations: Kalphite Hive

Approximate charm drop percentages (soldiers)- more data needed! Gold: 10% Green: 7% Crimson: 3% Blue: 3% Ratio of Summoning to Slayer xp (all charms used): 0.446 to 0.623 Ratio of Summoning to Slayer xp (gold charms not used): 0.37 to 0.526 Ratio of Summoning to Slayer xp (only crimson and blue used): 0.276 to 0.406

The best way to do Kalphite tasks is to fight the level 85 Kalphite Soldiers using melee and cannon.

Kalphite soldiers usually don't drop much- the best I've gotten is a half key. I do not do this task anymore due to the slow xp, the crowdedness, and the poor drops (including charms).

To get to the Kalphite Lair quickly, I suggest you use the BIQ fairy ring code and use a rope to get into the Kalphite Lair just to the west (this is faster than getting there via Dorgesh-Kaan South Dungeon).

Fight the Kalphite soldiers in the room with the potato cactus spawns. Switch worlds if there is already another serious slayer there; you need the whole room. I've actually noticed that this spot is extremely crowded lately, so you may wish to fight Kalphite Guardians instead during peak times. Kalphite Guardians are slow though; there are only two spawns in on the top level.

The Keris(p++) should not be used as it is less effective than an Abyssal whip.

Wear the typical melee equipment with a high-melee defence top, bottom, and shield, such as Bandos and a Dragonfire shield.

For your familiar use a beast of burden with extra food or a healer. I am not sure if Soul Split can heal you enough or not, since you do get hit A LOT here.

Set up your cannon 7 squares south and 1 square west of the northern ladder. Pray Deflect Range and Turmoil, or maybe Soul Split and Turmoil.

When I used to do these tasks with Protect from Range on, I would kill the mages right away because they did the most damage, and then I would try to block the melee scabarites behind each other so only 1-2 attacked me at once, in order to minimize the amount of damage taken. Now that Soul Split is an option, however, I am unsure what the best method would be. Maybe you should soul split and kill the rangers first or something, but I just don’t know.

With maxed stats, about 60k slayer xp can be gotten per hour, although you can't really last an hour there without going to get more food, lol. But tasks will only last about 6 minutes.

I used to get 15+ crimson charms during a 6 minute task, making these very fast crimson charms, although I felt that the number assigned was too small. Zarfot


18-Jul-2010 15:34:10 

Last edited on 24-Sep-2010 17:44:16 by Zarfot I suggest having a 6 minute grave and an extra charged Pharaoh's Sceptre banked (unless you bank the one you brought before going down the ladder, and it's still charged), just in case. If running back to your grave, make sure you grab some extra amour, food, and a teleport to make sure that you can get your stuff without being killed again.

It could be possible to camp at Scabarites for crimson charms as an alternative to Waterfiends or Rock Lobsters. With a Unicorn and Saradomin godsword, you probably could last a really long time. Soul Split may help, but I haven’t tried it so I’m not sure if Soul Split comes out as a positive boost to lifepoints, or if it’s useless due to the loss of Deflect Range resulting in more life points lost than gained. I’m also unsure how often Scabarites drop effigies, if at all. This is something that someone, maybe me in the future, needs to try, to see how many crimson charms per hour you can get here with the best stuff, and maybe if there are better cannon spots or not. Zarfot


18-Jul-2010 15:34:43 

Last edited on 24-Sep-2010 17:43:22 by Zarfot 5.32. Skeletal Wyverns

Amount assigned: Kuradal 40-89; Duradel 40-80 Lifepoints: 2000 Slayer Experience: 210 Locations: Asgarnian Ice Dungeon

Charm drop percentages based on 798 kills (gold) or 1067 kills (others)- Gold: 12.281% Green: 6.186% Crimson: 109.091% Blue: 2.624% Ratio of Summoning to Slayer xp (all charms used): 2.779 to 2.455 Ratio of Summoning to Slayer xp (gold charms not used): 1.79 to 2.404 Ratio of Summoning to Slayer xp (only crimson and blue used): 1.754 to 2.359

There is reason to cancel Skeletal Wyverns, since they're quite a slow task, but I think they are worth doing since they drop a LOT of crimson charms (they drop a pile of 2 crimson charms over 55% of the time) and also have a relatively high visage drop rate. The occasional granite legs will help pay for your expenses as well, although these days they are only worth 300k or something. I would assume these have a decent effigy drop rate as well, but unfortunately I have yet to receive one after 798 kills.

To get to the Wyverns, use the AIQ fairy ring code.

There's a way to range wyverns without taking any damage, and this is possible because they have a shorter range than you can range from. However, this is slow, and it’s much faster to melee. A cannon can be used too, and I recommend it. The spot that I like to use is in the northwest part of the room. I set up my cannon between the two spawns in the north part and try to kill them alternately, although the wyverns to the south will frequently see you and you will have to kill them too. Zarfot


18-Jul-2010 15:35:46 

Last edited on 24-Sep-2010 17:35:42 by Zarfot Wyverns have three types of attacks: ranged, melee, and breath. To protect yourself from the breath, you must wear an elemental shield, a mind shield, a body shield, or a dragonfire shield. The dragonfire shield is by far the best option because of its vastly higher defence bonuses and +7 strength. Wearing an appropriate shield will reduce the maximum hit of the breath attack from around 500 to 100.

The breath attack is NOT magic-based and is not protected from by Deflect Magic or by armour with high magic defence. This means that you can only try to protect yourself from the melee and ranged attacks, and therefore Bandos would be the preferred armour (some people wear Karils, but this is a very bad idea because it draws on the misconception that armour with magic defence protects against the breath attack).

A possibility would be to pray Deflect Melee or Deflect Ranged. However, doing this would block only a small portion of the damage you take since they use both melee and range as well as the breath attack, which is not protected against by any prayer or armour. I prefer to just pray Soul Split and not use a deflect prayer.

I generally don’t use a familiar. You could, however, use a bunyip or unicorn to help you heal.

Skeletal wyverns are weakest to crush attacks and strongest against stab attacks, with slash in the middle. Due to this weakness to slash, a chaotic longsword is superior to the chaotic rapier on skeletal wyverns. If you do use a chaotic rapier here, use it on slash and not stab.

A common misconception is that a dragonfire shield or elemental shield is REQUIRED at wyverns. You can, in fact, kill wyverns with a two-handed weapon such as the chaotic maul. The chaotic maul is very effective here, although I'm still trying to figure out exactly how it compares to the chaotic longsword. However, by not wearing the proper shield, you can be hit up to 400+ by the breath attack. Zarfot


18-Jul-2010 15:36:01 

Last edited on 24-Sep-2010 17:34:43 by Zarfot While this may sound really bad, the wyverns only use the breath attack occasionally, and just because the maximum is over 400 doesn't mean you'll be hit that every time; it's just as likely for it to hit under 100 as over 400. It turns out that the extra damage you take by not using a proper shield can, on average, be survived by using soul split and a Unicorn Stallion. It is still dangerous because during unlucky periods of time, you can potentially be hit for very high amounts of damage (while at other time periods you may just be at max lifepoints and not even have to use the unicorn for a while). Bring a few Saradomin brews just in case you need emergency healing beyond what the Unicorn can give. It also wouldn't hurt to bring a dragonfire shield and secondary weapon as well.

Anyway, as I mentioned, I still am not sure exactly how chaotic longsword compares to chaotic maul, but overall you probably would just want to go with the chaotic longsword if you have it since it's less risky. If you do not have a chaotic longsword but do have a chaotic maul, however, you may want to consider using the maul.

Possible inventory (adjust as needed)- Amulet of glory Holy wrench Dragon dagger(p++) 2 overloads 12 prayer potions 2 Saradomin brews Cannon and cannonballs 4 sharks

With maxed combat levels, turmoil, overloads, cannon, and chaotic longsword, about 160 kills (33.6k slayer xp) can be gotten per hour here. That’s over 170 crimson charms per hour, which is quite good! The charms are the main reason why I do these tasks. Zarfot


18-Jul-2010 15:36:36 

Last edited on 23-Jul-2010 22:15:01 by Zarfot 5.33. Spiritual Mages

Amount assigned: Kuradal 150-239; Duradel 130-199; Sumona 120-185 Lifepoints: 710 (Zamorak), 850 (others) Slayer Experience: 71, 85 Locations: Godwars Dungeon

No charms are dropped by these! They also are believed to NOT drop effigies. However, they do drop dragon boots, which have a drop rate of around 1/120.

I suggest that you kill the Zamorakian Spiritual Mages.

To get to the Godwars Dungeon, you can cast Spellbook Swap and then Trollheim teleport (or use the fairy ring code AJR, though that is a bit slower), then climb down the three sets of rocks west of the teleport spot. Run north and push the boulder. Don't forget to put on Protect from Range when you run through the Thrower Trolls, unless you are 137 or 138 combat.

Climb down the rope, drink a dose of energy potion, and go northeast and jump over the ice bridge. You need 700 lifepoints to do so, so you may need to eat if you were hit while in the central arena. Your stats will be lowered 3 to 6 points, and you will lose all your prayer points, so drink your super restore (3). You are allowed to take familiars over the ice bridge, although this used to not be possible. Remember, DO NOT enter the Zamorak area without wearing a Zamorak item, or else everything will attack you!

Melee the Spiritual Mages with Protect from Magic or Deflect Magic on. Be careful not to click other monsters. The Spiritual Mages are the closest together near the door leading to the Zamorak boss, where there are 3 spawns. Second best is towards the northwest of the Zamorak area, where there are also 3 spawns, but farther apart; third best is the east location, where there are 2 spawns close together. Zarfot


18-Jul-2010 15:36:49 

Last edited on 17-Aug-2010 04:23:02 by Zarfot A worn Zamorak item is essential so that everything doesn't attack you. This can be worn in any location, even your quiver, so you can use a single Zamorak arrow.

With maxed stats, and having the spot by the door to the Zamorak boss alone on a full world, up to around 350 kills (25k slayer xp) per hour is possible.

Although it is also possible to kill the Spiritual Mages in the center of the GWD without using prayer, often you will not get as much slayer xp because something else will have often taken off the majority of the mage's hitpoints; you would also kill the mages slower in general.

I used to do these tasks for the Dragon Boots drops, but now I skip them because of the complete lack of charms and effigies. They are pretty terrible slayer experience as well. Their only real positive point is that they are profitable. Zarfot


18-Jul-2010 15:37:07 

5.34 Spiritual Warriors

Amount assigned: Sumona 120-185 Lifepoints: 1310 (Bandos), 1100 (Saradomin), 980 (Armadyl), 1000 (Zamorak) Slayer Experience: 131, 110, 98, 100 Locations: Godwars Dungeon

No charms are dropped by these! I’m not sure if these can drop effigies or not.

Spiritual Warriors drop a lot of steel and mithril items, but I'd suggest you only pick up really valuable things such as rune.

The best location to kill Spiritual Warriors is right outside the entrance to the Zamorak boss.

Get to the Godwars Dungeon in the same way you do for Spiritual Mages (described above).

I suggest that you kill these with Protect from Melee since they hit a fair bit, and also allows you to attack multiple Spiritual Warriors and let auto-retalliate do the work.

These are a bad task due to the absence of charm drops and the slow slayer xp. Zarfot


18-Jul-2010 15:37:40 

Last edited on 11-Aug-2010 18:19:49 by Zarfot 5.35. Steel Dragons

Amount assigned: Kuradal 40-99; Duradel 40-80 Lifepoints: 2100 Slayer Experience: 220.4 Locations: Kuradal’s Dungeon, Brimhaven Dungeon, Brimhaven Dungeon Resource Dungeon, Frozen Fortress

Charm drop percentages based on 582 kills (gold) or 1324 kills (others)- Gold: 45.876% Green: 99.245% Crimson: 43.278% Blue: 7.931% Ratio of Summoning to Slayer xp (all charms used): 1.955 to 2.013 Ratio of Summoning to Slayer xp (gold charms not used): 1.366 to 1.832 Ratio of Summoning to Slayer xp (only crimson and blue used): 0.82 to 1.136

Steel Dragons are basically just a recoloured version of Iron Dragons that are slightly stronger (including slightly higher lifepoints and defence) and have slightly better drops (they drop 3 charms at a time instead of 2 at a time as is the case with irons, and I would *assume* that steels have a higher drop rate of dragon platelegs, draconic visages, and ancient effigies). Just like Iron Dragons, Steel Dragons can be killed in Kuradal’s Dungeons, and like Iron Dragons, there are 4 dragons to kill.

Most of the comments I made about irons apply to steels. Melee with Turmoil and Deflect Melee (or bring a Unicorn Stallion so you don't have to use Deflect Melee), and use a stab weapon if possible. While Steels only give up to around 30.2k slayer experience (137 kills) per hour, they may still be worth doing for charms and the dragon platelegs, draconic visage, and ancient effigy drops. Zarfot


18-Jul-2010 15:38:42 

Last edited on 11-Aug-2010 18:21:01 by Zarfot 5.36. Suqahs

Amount assigned: Kuradal 50-99; Duradel 40-80 Lifepoints: 105 Slayer Experience: 107.5 Locations: Lunar Isle

Charm drop percentages based on 840 kills (gold) or 1582 kills (others)- Gold: 17.738% Green: 8.154% Crimson: 3.856% Blue: 7.459% Ratio of Summoning to Slayer xp (all charms used): 0.928 to 0.96 Ratio of Summoning to Slayer xp (gold charms not used): 0.557 to 0.817 Ratio of Summoning to Slayer xp (only crimson and blue used): 0.465 to 0.7

Suqahs can drop level 3 clues and Ancient Effigies, although I expect that their effigy drop rate isn’t too high.

You can get to Suqahs quickly by using Moonclan Teleport if you are on Lunar magic. Otherwise, you get there via Rellekka. You do not need a Seal of Passage if you say you are going to the Pirate's Cove only, but then you can just take the boat to Lunar Isle anyway. Also, you can bank on Lunar Isle without a Seal of passage if you have completed Dream Mentor, but this doesn't really matter because you can just take everything you need with you.

An alternative way to get to the Suqahs when on normal magic is to use an Astral Teleport Tablet from the Runecrafting guild. These do take a fair amount of time to obtain, however.

Melee and cannon the Suqahs just west of the mine entrance. Use Protect from Magic or Deflect Magic to take less damage and be frozen less. Some people kill the ones to the south of the village, since those do not use magic. However, that is slower xp since there are fewer spawns close together. Go for the faster xp, even though you may take more damage unless you pray.

You'll see three trees on the northern coast from where you should be. Set up your cannon 6 squares south and 3 square east of the center tree. Stand directly underneath the cannon base. This cannon spot allows the greatest number of suqahs to approach you rather than back away.

Your cannon will also kill Suqahs far away. It is possible to get an effigy from Suqahs, so keep an eye on drop piles that are far away.

Wear the typical melee equipment.

Possible inventory-

Amulet of glory Saradomin godsword Holy wrench Cannon and cannonballs Steel titan and scrolls 1 overload 5 prayer pots 1 law, 2 earths, and 2 astrals, or a lyre 8 or 10 empty spaces

With maxed combat stats, overloads, turmoil, cannon, steel titan, and a full world, about 550 suqahs (59k slayer xp) can be killed per hour. Zarfot


18-Jul-2010 15:39:12 

Last edited on 18-Jul-2010 18:19:31 by Zarfot 5.37. Terror Dogs

Amount assigned: Kuradal 60-69; Sumona 30-60 Lifepoints: 820 (lvl 100), 880 (lvl 110) Slayer Experience: 82 (lvl 100), 87 (lvl 110) Locations: Tarn’s Lair

Approximate charm drop percentages- more data needed! Gold: 12% Green: 12% Crimson: 14% Blue: 4% Ratio of Summoning to Slayer xp (all charms used): 1.046 to 1.435 Ratio of Summoning to Slayer xp (gold charms not used): 0.949 to 1.311 Ratio of Summoning to Slayer xp (only crimson and blue used): 0.777 to 1.092

Get to the Terror Dogs fast by using a Slayer Ring and use melee. Do not use prayer as the temple's evil aura will drain it very quickly (1 point per 1.2 seconds, which is way faster than turmoil). Setting up a cannon is not allowed, but a combat familiar may be used. Be prepared to take a fair bit of damage.

I personally don’t do these tasks because they are slow xp and not great charms, but since the tasks are so small you may decide to do them anyway. Zarfot


18-Jul-2010 15:39:47 

5.38. Trolls

Amount assigned: Sumona 120-185 Lifepoints: 900 (Mountain Troll), 1500 (Troll General), 800 (Ice Troll Male & Female), and various others Slayer Experience: 90, 150, 80, and others Locations: Jatizso/Neitiznot, Death Plateau, Troll Stronghold, Ice Path

Approximate charm drop percentages- data needed! please specify troll type. Gold: Green: Crimson: Blue: Ratio of Summoning to Slayer xp (all charms used): Ratio of Summoning to Slayer xp (gold charms not charms used): Ratio of Summoning to Slayer xp (only crimson and blue used):

I don't really know the best way to kill these; there are several options. It may be to melee and cannon the Ice Trolls north of Jaitizso. Wear Proselyte and a Freminik Roundshield, and pray Protect from Melee. Up to 45k slayer xp per hour can be gained there, but you get very few charms. Zarfot


18-Jul-2010 15:40:16 

5.39. Turoths

Amount assigned: Sumona 120-185 Lifepoints: 760, 770, 790, 800, 810 Slayer Experience: 76, 77, 79, 80, 81 Locations: Chaos Tunnels, Pollnivneach Slayer Dungeon, Fremennik Slayer Dungeon

Approximate charm drop percentages- more data needed! Gold: 7% Green: 23% Crimson: 5% Blue: 1% Ratio of Summoning to Slayer xp (all charms used): 0.683 to 0.901 Ratio of Summoning to Slayer xp (gold charms not used): 0.622 to 0.824 Ratio of Summoning to Slayer xp (only crimson and blue used): 0.27 to 0.375

You need a leaf-bladed sword, leaf-bladed spear, broad arrows, or magic dart to kill Turoths. There used to be range/magic safe spots in the Slayer Cave, but I’m not sure if they still work, and melee should be much faster if you have the leaf-bladed sword. Cannons do not damage Turoths, but familiars can. Therefore, the best method to kill them would probably be to melee them in the Chaos Tunnels with leaf-bladed sword and with the help of a combat familiar. These aren’t a great task, but they are only assigned by Sumona. Zarfot


18-Jul-2010 15:40:42 

Last edited on 19-Jul-2010 00:53:08 by Zarfot 5.40. TzHaar / TzHaar Fight Creatures

Amount assigned: Kuradal 80-110 or 280 (Fight caves) Lifepoints: 800 (TzHaar-Hur), 1100 (TzHaar-Mej), 1250 (TzHaar-Xil), 1360 (TzHaar-Ket), and various others for Fight Cave monsters Slayer Experience: 80, 100, 125, 136, or around 37k for completing the Fight Cave, with 25k of that as a bonus for killing Jad Locations: TzHaar City / Fight Cave

No charms are dropped in the Fight Cave. The Tzharr in the city drop no charms except Obsidian Charms.

When Kuradal assigns you TzHaar, you have the option of killing them in the TzHaar City, but you also have the option of upgrading the task to 280 volcanic creatures- other words, to the Fight Cave- as Kuradal’s Slayer Challenge. If you manage to kill Jad, you will receive a bonus 25000 slayer experience on top of the experience you get for killing the monsters in the cave (which is around 12000 experience). I don’t see a need to give a Fight Caves guide here, since there are plenty of them out there, and I’m not an expert on the Fight Caves.

What I do need to mention here, however, is that if you have the optimal levels and equipment, it is possible to complete the Fight Caves quite quickly. The fastest possible time is around 35 minutes. It is fastest to melee *everything*, even the 360s and Jad. Apparently you can melee the 360s without taking damage if you hit them, step away, hit again, step away, etc. This way they do not melee you and you are safe when praying Deflect Magic. When meleeing Jad you would want to put on Deflect Melee as your default prayer, and then change it to range or magic when you see that Jad is going to use those attacks. Switch back to Deflect Melee right away. Zarfot


18-Jul-2010 15:41:09 

Last edited on 19-Jul-2010 00:53:28 by Zarfot If you can do the fight caves in 37 minutes average and live through Jad every time, getting 37k slayer xp, it would be 60k xp/hour, making Fight Caves quite fast slayer experience when you get a TzHaar task. I have not been doing these tasks, however, because you cannot get any charms or effigies from them. Additionally, I am not too confident with fighting Jad, especially on the part when he first spawns and he can attack you without seeing him. Supposedly you can use sounds to know what attack he is using though. You do get extra fire capes if you do these Fight Caves tasks, but you don’t really need them.

Overall it’s your choice if you want to do these tasks or not.

Of course, you could also not accept the challenge and instead kill the TzHaar in the city. These do not drop charms and are not too fast slayer experience, but they can be profitable and the tasks are short due to the low number assigned, and if you do this on a LOT of tasks, you could save up enough Tokkul to buy an onyx gem. Zarfot


18-Jul-2010 15:41:59 

Last edited on 20-Jul-2010 00:48:56 by Zarfot 5.41. Warped Terrorbirds

Amount assigned: Duradel 130-199 Lifepoints: 1540 Slayer Experience: 154 Locations: Poison Waste Sewers

No charms are dropped by Warped Terrorbirds.

Contrary to popular belief, Warped Terrorbirds actually can be a very good task. On the positive side is their very fast slayer xp (easily over 40k xp per hour, and maxes at over 50k xp per hour), and also good drops- most of their stackable drops, such as bolt tips, are well worth picking up; they sometimes also drop a couple gnome food items that heal a lot of lifepoints; they also commonly drop Rune kiteshields. Also, although you still need crystal chimes, you apparently no longer need to keep chiming the birds over and over before you can damage them. But on the negative side, you get no charms. I'd suggest switching or cancelling Warped Terrorbirds if you are focusing on collecting charms, but doing them if you are focusing on slayer xp.

Get to the Poison Waste Dungeon by taking a Spirit Tree; there is one right by the Mobilising Armies teleport on the ring of duelling.

Melee and cannon, while praying Deflect Range, is the fastest way to kill Warped Terrorbirds. Pray Turmoil.

Run through the first rooms with the Warped Tortoises, climb down the ladder, run north, climb up the ladder, then run west into the large room. Go all the way to the west wall of the room. See the sewer grate in the middle of the western wall that a sewer grate with liquid running straight east into the pool area? Set up your cannon 4 squares north of the square directly in front of the sewer grate, and stand 1 square east of the cannon base. The cannon can hit 5 spawns of terrorbirds from here, and it always double hits terrorbirds that melee you from both north and south. The cannon rarely wastes cannonballs on the Warped Tortoises far out in the room. Zarfot


18-Jul-2010 15:42:10 

Last edited on 22-Jul-2010 16:42:30 by Zarfot 5.42. Warped Tortoises

Amount assigned: Kuradal 150-249; Sumona 120-185 Lifepoints: 870 Slayer Experience: 87 Locations: Poison Waste Sewers

Approximate charm drop percentages- more data needed! Gold: 8% Green: 3% Crimson: 3% Blue: 3% Ratio of Summoning to Slayer xp (all charms used): 0.39 to 0.553 Ratio of Summoning to Slayer xp (gold charms not used): 0.327 to 0.473 Ratio of Summoning to Slayer xp (only crimson and blue used): 0.285 to 0.42

Warped Tortoises drop rune picks, rune warhammers, and a lot of noted mithril ores and coal. They can also drop up to 3 tortoise shells, which are worth 12k each and use used to make War Tortoise pouches. If you pick up all the shells and rune picks you can make about 600k profit per task. You may want to make a bank trip if you do not have a yak.

However, Warped Tortoises have poor charm drops and slow slayer experience. As a result, I always skip them.

Get to the Poison Waste Dungeon by taking a Spirit Tree; there is one right by the Mobilising Armies teleport on the ring of dueling. The fastest place to kill Warped Tortoises is right at the beginning of the dungeon, where the two Warped Toroises are right next to each other. You should set your cannon up 2 squares west and 1 square south of the spot in front of the door, and stand one square northwest of the base. You may, however, decide to not bother with using a cannon if you can already kill the tortoises very quickly with melee and have to wait for them to spawn anyway.

You must bring crystal chimes in order to kill these.

Healing isn't much of an issue since Warped Tortoises drop tangled toad legs occasionally, which heal 150. Zarfot


18-Jul-2010 15:42:39 

Last edited on 24-Sep-2010 17:40:10 by Zarfot 5.43. Waterfiends

Amount assigned: Kuradal 150-249; Duradel 130-199 Lifepoints: 1260 Slayer Experience: 128 Locations: Chaos Tunnels, Ancient Cavern, Frozen Fortress

Charm drop percentages based on 3545 kills (gold) or 4929 kills (others)- Gold: 9.337% Green: 4.93% Crimson: 78.089% Blue: 2.455% Ratio of Summoning to Slayer xp (all charms used): 3.307 to 2.928 Ratio of Summoning to Slayer xp (gold charms not used): 2.129 to 2.865 Ratio of Summoning to Slayer xp (only crimson and blue used): 2.083 to 2.805

As you can see, Waterfiends are an extremely good dropper of Crimson charms. They attack with both magic and range. The ones in the Ancient Cavern are single combat, and the ones in the Chaos Tunnels are multicombat. A cannon can be used in neither of those locations, but a cannon CAN be used at the Waterfiends in the Frozen Fortress The waterfiends at the Frozen Fortress, however, drop much fewer crimson charms than regular waterfiends, which compromises any benefit gained by being able to use a cannon.

The Chaos Tunnels are very seldom used for Waterfiends because more than one will attack you at the same time, and they can do quite a bit of damage. However, the Chaos Tunnels are a good choice for people who can use a Steel Titan.

Waterfiends are very weak to crush attacks and have very high slash defence, so an Abyssal Whip is NOT the best non-chaotic weapon. There are three non-chaotic weapon choices, and from best to worst, they are: Saradomin Sword, a Zamorakian spear, and any Godsword.

The chaotic rapier and chaotic longsword do not have crush options. While they are decent to use at Waterfiends, they are in fact NOT better to use than the Saradomin sword. Using the Saradomin sword at Waterfiends would deal more damage per second on average, and also have no repair costs. Zarfot


18-Jul-2010 15:43:15 

Last edited on 24-Sep-2010 17:42:55 by Zarfot The chaotic maul, while it usually has a much lower damage-per-second than the chaotic rapier, on the other hand, is a crush weapon. It is in fact slightly more effective than a Saradomin sword on Waterfiends, so you should use the chaotic maul if you have it. However, it isn't that huge of a difference, and the difference would show less when using a combat familiar as well.

If you do not have any of the weapons mentioned, I suggest you just use a whip. It's not nearly as bad as people make it out to be and is a better choice than Veracs flail, an Anchor, or Torags Hammers.

You should wear Karil’s top and bottom which will give you defence against the Waterfiends' magic attacks while you pray Protect from Range or Deflect Range. Waterfiends’ range attacks are much more powerful than their magic attacks, so wearing, for example, a Bandos chestplate and tassets and praying Protect from Magic is not a good option; you will take far less damage by wearing Karils and praying Protect from Range. Even with 125/99 defence and turmoil, if you wear bandos the range attack will do more damage than if you wear Karil’s and get hit by the magic attack instead.

Waterfiends have no attack and strength, so turmoil will give the base +15% attack and +23% strength. Technically, Piety would be more effective here because Piety gives +20% attack and +23% strength, but Turmoil also uses less prayer than Piety, and it isn’t like you would want to swap prayer books just for 1 task for a 5% attack bonus anyway.

The fastest place to kill Waterfiends in the Ancient Cavern is on the west side of the water, and near the middle as opposed to the north or the south. You should only need 2 spawns to get maximum speed. While going there, be sure to pray Protect from Magic while running past the Brutal Green Dragons.

Guthans is not recommended here since it is very quick to get back to the Ancient Cavern with the Ferocious ring to bring food. Also, you probably will be getting most of your healing from a Bunyip, Unicorn Stallion, and/or Soul Split anyway, so you may not even need to use much food, if any.

With maxed stats, a Saradomin Sword, overloads, and turmoil, you can kill up to about 195 waterfiends per hour (25k slayer xp) with melee only. This is about 152 crimson charms per hour!

Now, I would like to discuss an alternative method for Waterfiends, and that is using the Chaos Tunnels. To get to the Waterfiends in the Chaos Tunnels, you go to the room with Earth Warriors and Bronze Dragons just past the Black Demons room, then go into the room with Turoths, then go east and there will be a room with Waterfiends. The room consists of a fairly open west side connected with a fairly open east side by two narrow passages. When you first enter the room, the Waterfiends will be aggressive. If you stay on the west side of the room,up to 6 Waterfiends can attack you at the same time.

So you can see why this isn't a very popular location. Yet as it is multicombat, it allows the use of the Steel Titan, if you can use one, which can speed up tasks significantly. If you do not have a Steel or Iron Titan, or *maybe* an Abyssal Titan, this location will not be very advantageous over the Ancient Cavern, so I'd suggest you don't bother with it in that case. Zarfot


18-Jul-2010 15:44:27 

I suggest using the west side of the room rather than the east side unless someone is there already, which is very unlikely because this spot is not used very often.

One important thing to realize is that just because up to 6 waterfiends can potentially reach you doesn’t mean that you can*t try to minimize the number of waterfiends that are attacking you. You can get fairly close to a waterfiend before it will turn and attack you; the limit is somewhere around 3 or 4 squares. To minimize the number of waterfiends that can attack you, try to stay fairly far to the west and don’t approach the narrow tunnels, because if you get too close to them you may lure out Waterfiends that will come attack you.

The Waterfiends in the Chaos Tunnels become unaggressive after you are there for 10 minutes 30 seconds. However, this does not extend to the entire room. Do NOT go more than a step or so into the narrow tunnels, because this will reset the aggressiveness timer, as the east half of the room apparently is considered its own zone with regards to monster aggressiveness.

Killing Waterfiends here becomes pretty easy after they become nonaggressive because you can kill them one at a time, telling your Steel Titan to attack (and using the Steel of Legends scroll) as you make your first hit on each Waterfiend. You could also kill them 2 at a time, having your Steel Titan work on one while you melee another. After this point, taking damage isn’t too much of a problem; you should find that dropped sharks, 2 Saradomin Godsword specials every 5 minutes, and occasionally soul splitting keeps you alive quite easily, even if you turn off Deflect Range. Zarfot


18-Jul-2010 15:44:55 

The main problem is trying to survive for the first 11 minutes. It turns out that it actually is possible to do this without ANY food or healing familiar by flashing soul split. You can’t really use soul split continuously when more than 2 waterfiends are attacking you because this will cause you to be hit more damage than you heal, as a result of Deflect Range being off. But if you flash Soul Split, turning Deflect Range back on immediately, you CAN h eal when there are many waterfiends attacking you. 2 Saradomin Godsword specials every 5 minutes help as well.

If you don’t want to use the soul split method or are having great difficulty doing it (I definitely can not do it perfectly, but I can use it well enough for it to be pretty useful), you can also survive the first 11 minutes by bringing food or Saradomin brews. It also would be possible to bring a pack yak with food or a Unicorn Stallion to use for the first 11 minutes before switching to your combat familiar. Personally I bring 3 Saradomin brews just in case, but I very rarely use all the doses.

It is worth noting that your familiar will take a LOT of damage here. When I bring a steel titan it always dies before the task is over, so I have to bring an extra. Once my second titan even died, but that was only because I had made the Waterfiends aggressive a second time by accident. Two steel titans should be enough for a task if you do it right. Zarfot


18-Jul-2010 15:45:08 

Possible inventory (adjust as needed)- Amulet of glory Holy wrench Saradomin godsword 3 overloads 15 prayer potions (a few fewer needed if you only have 150-200 fiends assigned) 2 steel titan pouches and scrolls 3 Saradomin brews 2 sharks (eat after overloading before entering Waterfiends room).

With maxed combat stats, overloads, turmoil, a Steel titan, and Saradomin sword (note: chaotic maul may be better), up to 260 waterfiends (33k slayer xp) can be killed per hour. This is 200 crimson charms per hour. That’s as fast crimson charms as barraging rock lobsters! If you camped here off-task you would be a bit slower due to the lack of the Slayer helmet boost, but you probably could still get around 185 crimsons per hour. Not bad considering this is much cheaper than barraging rock lobsters, plus you can get ancient effigies from Waterfiends!

The fastest place to kill Waterfiends in the Ancient Cavern is on the west side of the water, and near the middle as opposed to the north or the south. You should only need 2 spawns to get maximum speed. While going there, be sure to pray Protect from Magic while running past the Brutal Green Dragons.

Guthans is not recommended here since it is very quick to get back to the Ancient Cavern with the Ferocious ring to bring food. Also, you probably will be getting most of your healing from a Bunyip, Unicorn Stallion, and/or Soul Split anyway, so you may not even need to use much food, if any.

With maxed stats, a Saradomin Sword, overloads, and turmoil, you can kill up to about 195 waterfiends per hour (25k slayer xp) with melee only. This is about 152 crimson charms per hour!

Now, I would like to discuss an alternative method for Waterfiends, and that is using the Chaos Tunnels. To get to the Waterfiends in the Chaos Tunnels, you go to the room with Earth Warriors and Bronze Dragons just past the Black Demons room, then go into the room with Turoths, then go east and there will be a room with Waterfiends. The room consists of a fairly open west side connected with a fairly open east side by two narrow passages. When you first enter the room, the Waterfiends will be aggressive. If you stay on the west side of the room,up to 6 Waterfiends can attack you at the same time.

So you can see why this isn't a very popular location. Yet as it is multicombat, it allows the use of the Steel Titan, if you can use one, which can speed up tasks significantly. If you do not have a Steel or Iron Titan, or *maybe* an Abyssal Titan, this location will not be very advantageous over the Ancient Cavern, so I'd suggest you don't bother with it in that case. Zarfot


18-Jul-2010 15:44:27 

I suggest using the west side of the room rather than the east side unless someone is there already, which is very unlikely because this spot is not used very often.

One important thing to realize is that just because up to 6 waterfiends can potentially reach you doesn’t mean that you can*t try to minimize the number of waterfiends that are attacking you. You can get fairly close to a waterfiend before it will turn and attack you; the limit is somewhere around 3 or 4 squares. To minimize the number of waterfiends that can attack you, try to stay fairly far to the west and don’t approach the narrow tunnels, because if you get too close to them you may lure out Waterfiends that will come attack you.

The Waterfiends in the Chaos Tunnels become unaggressive after you are there for 10 minutes 30 seconds. However, this does not extend to the entire room. Do NOT go more than a step or so into the narrow tunnels, because this will reset the aggressiveness timer, as the east half of the room apparently is considered its own zone with regards to monster aggressiveness.

Killing Waterfiends here becomes pretty easy after they become nonaggressive because you can kill them one at a time, telling your Steel Titan to attack (and using the Steel of Legends scroll) as you make your first hit on each Waterfiend. You could also kill them 2 at a time, having your Steel Titan work on one while you melee another. After this point, taking damage isn’t too much of a problem; you should find that dropped sharks, 2 Saradomin Godsword specials every 5 minutes, and occasionally soul splitting keeps you alive quite easily, even if you turn off Deflect Range. Zarfot


18-Jul-2010 15:44:55 

The main problem is trying to survive for the first 11 minutes. It turns out that it actually is possible to do this without ANY food or healing familiar by flashing soul split. You can’t really use soul split continuously when more than 2 waterfiends are attacking you because this will cause you to be hit more damage than you heal, as a result of Deflect Range being off. But if you flash Soul Split, turning Deflect Range back on immediately, you CAN h eal when there are many waterfiends attacking you. 2 Saradomin Godsword specials every 5 minutes help as well.

If you don’t want to use the soul split method or are having great difficulty doing it (I definitely can not do it perfectly, but I can use it well enough for it to be pretty useful), you can also survive the first 11 minutes by bringing food or Saradomin brews. It also would be possible to bring a pack yak with food or a Unicorn Stallion to use for the first 11 minutes before switching to your combat familiar. Personally I bring 3 Saradomin brews just in case, but I very rarely use all the doses.

It is worth noting that your familiar will take a LOT of damage here. When I bring a steel titan it always dies before the task is over, so I have to bring an extra. Once my second titan even died, but that was only because I had made the Waterfiends aggressive a second time by accident. Two steel titans should be enough for a task if you do it right. Zarfot


18-Jul-2010 15:45:08 

Possible inventory (adjust as needed)- Amulet of glory Holy wrench Saradomin godsword 3 overloads 15 prayer potions (a few fewer needed if you only have 150-200 fiends assigned) 2 steel titan pouches and scrolls 3 Saradomin brews 2 sharks (eat after overloading before entering Waterfiends room).

With maxed combat stats, overloads, turmoil, a Steel titan, and Saradomin sword (note: chaotic maul may be better), up to 260 waterfiends (33k slayer xp) can be killed per hour. This is 200 crimson charms per hour. That’s as fast crimson charms as barraging rock lobsters! If you camped here off-task you would be a bit slower due to the lack of the Slayer helmet boost, but you probably could still get around 185 crimsons per hour. Not bad considering this is much cheaper than barraging rock lobsters, plus you can get ancient effigies from Waterfiends!