Killing the Corporeal Beast Introduction The Corporeal Beast is the most powerful monster in runescape, being level 785. It differs compared the typical boss monster. Foremost, it has an incredible 2000hp, beating Bork, who held the previous record at 300hp. The beast also manages to hold the most powerful KO ability of any monster in runescape. In a single second, a player's health can be reduced from 85hp to 5hp. The beast can hit up to 66 with its magic attacks, and uses them the most often. The beast also maintains a massive defense, perhaps at par with the GWD bosses, if not more. There is a large chance that you will die here. Men drop like flies, and there will be no less than 3 deaths on the team for an average team. However, players have adapted to the beast and have altered equipment to minimize losses in the event of death. Do not underestimate the beast, and you will take a huge chunk of risk out of the fight. If you remember this you will find fighting the beast can be a fun, rewarding, and challenging experience. (A typical death) Equipment Those who are new or those who have just caught on with the strategies should be using these set ups: [hide=Rangers]Inventory set-up for a 10-20 man trip [*:z6tg3ttn]Several house tabs [*:z6tg3ttn]3 saradomin brews [*:z6tg3ttn]1 super restore [*:z6tg3ttn]2 prayer potions [*:z6tg3ttn]1 range potion [*:z6tg3ttn]1 games necklace [*:z6tg3ttn]1 cannon + cannonballs (optional) [*:z6tg3ttn]100 diamond bolts (e) [*:z6tg3ttn]Rest sharks or tuna potatoes Inventory set-up for a 20+ man trip [*:z6tg3ttn]Several house tabs [*:z6tg3ttn]3 saradomin brews [*:z6tg3ttn]2 super restores [*:z6tg3ttn]2 prayer potions [*:z6tg3ttn]2 range potions [*:z6tg3ttn]1 games necklace [*:z6tg3ttn]1 cannon + cannonballs (optional) [*:z6tg3ttn]150 diamond bolts (e) [*:z6tg3ttn]Rest sharks or tuna potatoes Equipment Archers helm > cheap range helm Fury > glory > Life necklace Rune crossbow > lower crossbow Black d hide > lower d hide Barrows gloves > lower gloves Unholy book OR spirit shield (for small teams) > range book Ring of life Snakeskin boots > cheap range boots 150 ruby bolts (e)[/hide] [hide=Meleers]Inventory set-up for a 10-20 man trip [*:z6tg3ttn]Several house tabs [*:z6tg3ttn]3 saradomin brews [*:z6tg3ttn]1 super restore [*:z6tg3ttn]2 prayer potions [*:z6tg3ttn]1 super attack potion [*:z6tg3ttn]1 super strength potion [*:z6tg3ttn]1 games necklace [*:z6tg3ttn]1 cannon + cannonballs (optional) [*:z6tg3ttn]Rest sharks or tuna potatoes Inventory set-up for a 20+ man trip [*:z6tg3ttn]Several house tabs [*:z6tg3ttn]3 saradomin brews [*:z6tg3ttn]2 super restores [*:z6tg3ttn]2 prayer potions [*:z6tg3ttn]2 super attack potions [*:z6tg3ttn]2 super strength potions [*:z6tg3ttn]1 games necklace [*:z6tg3ttn]1 cannon + cannonballs (optional) [*:z6tg3ttn]Rest sharks or tuna potatoes Equipment Neitiznot helm > cheap melee helm Fury > Glory > Life necklace Zamorak spear > dragon spear > dragon halberd Proselyte (for longer lasting prayer) or black d'hide (reduced hits) Barrows gloves > lower gloves Unholy book (shield can be nearly anything) God cape or fire cape (if you want to risk more) Ring of life Rune boots (better stats but more lost) or climbing boots (bad stats, far less loss)[/hide] The expert inventory is more dangerous, and there is a slightly higher chance of dying. However, an expert is extremely familiar with the beast and can dodge its attacks quicker, saving him more food during the trip. [hide=Rangers]Inventory set-up for a 10-20 man trip [*:z6tg3ttn]Several house tabs [*:z6tg3ttn]2 saradomin brews (unless you are 85+ base hp, then you dont need any) [*:z6tg3ttn]1 super restore [*:z6tg3ttn]1 range potion [*:z6tg3ttn]1 games necklace [*:z6tg3ttn]1 cannon + cannonballs (optional) [*:z6tg3ttn]100 diamond bolts (e) [*:z6tg3ttn]Rest monks, sharks, or tuna potatoes Inventory set-up for a 20+ man trip [*:z6tg3ttn]Several house tabs [*:z6tg3ttn]2 saradomin brews (unless you are 85+ base hp, then you dont need any) [*:z6tg3ttn]1 super restore [*:z6tg3ttn]2 range potions [*:z6tg3ttn]1 games necklace [*:z6tg3ttn]1 cannon + cannonballs (optional) [*:z6tg3ttn]100 diamond bolts (e) [*:z6tg3ttn]Rest monks, sharks, or tuna potatoes Equipment Archers helm > cheap range helm Fury > glory > Life necklace Rune crossbow > lower crossbow Black d hide > lower d hide Barrows gloves > lower gloves Unholy book OR spirit shield (for small teams) > range book Ring of life Snakeskin boots > cheap range boots[/hide] [hide=Meleers]Inventory set-up for a 10-20 man trip [*:z6tg3ttn]Several house tabs [*:z6tg3ttn]2 saradomin brews (unless you are 85+ base hp, then you dont need any) [*:z6tg3ttn]1 super restore [*:z6tg3ttn]1 super attack potion [*:z6tg3ttn]1 super strength potion [*:z6tg3ttn]1 games necklace [*:z6tg3ttn]1 cannon + cannonballs (optional) [*:z6tg3ttn]Rest sharks or tuna potatoes Inventory set-up for a 20+ man trip [*:z6tg3ttn]Several house tabs [*:z6tg3ttn]2 saradomin brews (unless you are 85+ base hp, then you dont need any) [*:z6tg3ttn]2 super restores [*:z6tg3ttn]2 prayer potions [*:z6tg3ttn]2 super attack potions [*:z6tg3ttn]2 super strength potions [*:z6tg3ttn]1 games necklace [*:z6tg3ttn]1 cannon + cannonballs (optional) [*:z6tg3ttn]Rest sharks or tuna potatoes Equipment Neitiznot helm > cheap melee helm Fury > Glory > Life necklace Zamorak spear > dragon spear > dragon halberd Proselyte (for longer lasting prayer) or black d'hide (reduced hits) Barrows gloves > lower gloves Unholy book (shield can be nearly anything) God cape or fire cape (if you want to risk more) Ring of life Rune boots (better stats but more lost) or climbing boots (bad stats, far less loss)[/hide] The Fight Starting off There are two methods to how a team can start off killing the beast. Method 1: Only for 10+ man teams. At the beginning of the fight, everyone should stand under the beast's spawn (center of the room, to the far east). Once the fight begins, the team should make even walls of players surrounding the beast on the north, south, and west side. All players should be in melee range of the beast (including rangers). Method 2: For all teams. At the beginning of the fight, the team should stand outside the lair. One person will enter the lair (the lurer), catching the beast's attention, and exit the lair very fast to avoid being hit twice. The trick here is to get the beast as far west as possible before the fight actually starts. Once the beast is in that position, everyone except the lurer should enter the beast's lair. Don't worry, the beast will not attack anyone in the lair so long as he is after the lurer (who is standing outside the lair). Now the team should make walls around the beast, with the majority of the players standing on the east wall. All players should be within melee range of the beast (including rangers). Don't attack the beast until everyone gets in position. A wall of players keeps the beast trapped in the spot so that he doesn't move. This allows tanks to shake the beast with extreme ease, opposed to when the beast is rapidly moving around the room. Here is a picture of sucessful wall formations. Tanking Like GWD, there is a single tank during the fight at all times. However, unlike GWD, holding your position while tanking is not a good idea because of the deadly K0 ability. You should tank switch using the One-step method. If the beast attacks you, simply take one step toward the center of the beast. Since the beast is trapped, it cannot move and cannot attack you (because you are under it). A single step is all that is needed. On average, you usually get tanked at least once per kill on a regular team. The tanking is completely random, except when you hit high (approx. 50+) on the beast. If that happens (and if will for rangers with the ruby bolts special), there is a high chance you will be the beast's next target, so be ready. Here's the movement which should be preformed you are tanked. During the entire fight, make sure you have 80+ hp. If your base hp is not 80, drink a saradomin brew to raise it above the max. Even if you have 80+ hp, it is wise to drink a saradomin brew anyway to keep your hp high. Always have protect from magic on as well, it can reduce the beasts damage significantly (the exception is the expert method). Meleers should be using the STAB style of attack, as that is the beast's weakness. Rangers should make sure they switch to their diamond bolts when the beast hits 30% hp. The beast has three attacks: [*:z6tg3ttn]A melee attack, less powerful than the magic attacks, but more accurate. The animation is a head-butt or a swipe with the claws. [*:z6tg3ttn]A magic 'splash' attack that hits multiple targets. It aims for a main target and can hit above 60. The splash produces 5 smaller magical bolts which spread in random directions 2-4 squares away from the hit of the main attack. These smaller bolts hit 10-20 damage. The animation is a bowing motion. [*:z6tg3ttn]A direct magic attack that hits one target. It can hit above 60, is the most accurate of the magical attacks, and lowers prayer and stats. The animation is a bowing motion. The three attacks The Core The core, as it is referred to by most players, is the tiny, purple minion that flies around the room during the fight. It can effectively heal the beast for the exact amount it hits on players (i.e. if it hits a player a 10, it will heal the beast a 10 immediately). Its attacks are extremely accurate and rapid, and hits 5-10 damage in the 3x3 area around it. The core usually stops only for a second when it is in attackable mode, and if it cannot find any players to heal off, it moves to another location. The core spawns extremely fast upon death, so it is a waste of time to kill the core. Just focus on dodging it. Cannons Cannons are helpful as a second man in the lair. They are not necessary, and aren't that acurate versus the beast, but they kill the core effectively with no effort from players. Cannons should be spread around the room, as cannons close together sometimes do not work. A maximum of 6 cannons will work at one time in the room. If you set up 12 cannons, for example, only 6 will actually fire. Teams Beast teams nowadays consist of 10-20 people. Some do coinshare, some do lootshare. Teams look for 85-90+ range, and 90s melee stats. Beast 'masses' are teams with large amounts of people, usually 25+. The requirements are usually quite low. Teams can easily be found on the Runescape forums, under the PVM forums. Beast teams actually run continuously, unlike other boss teams, where the bank is a large distance away (Dagannoths), or there is some requirement which takes over 5 minutes to enter the boss room (GWD). The beast lays just 130-150 energy away from the Bounty hunter bank. It is easy to bank and return fully prepared in just 2 minutes. In long running teams, you will find a constant in-and-out flow of people in the lair. Some things you should avoid: [*:z6tg3ttn]Familiars - Familiars, although proven NOT to heal the beast, are quite useless as they do get eaten and dissapear. [*:z6tg3ttn]Leeching - A leech is someone who waits outside the lair for the drop, not contributing to the fight, then hopping back in the lair to get the drop. 99% of teams kick leeches. [*:z6tg3ttn]1-3 iteming - Although this strategy used to be praticed on the first few days of beast hunting, it is no longer accepted as a good method. Unless you have just died and lost your main gear, most teams doni't like it when you show up in 2 pieces of d hide and a zammy spear. Terminology All in A statement commanding a team to go in the lair. All out A statement commanding a team to abandon the lair. Core The small, purple minion who heals the beast. "Hold the line" - A statement commanding a team to re-form the line of players whom block the beast when it is trapped. Leach Someone who safespots, or waits outside the lair, not attacking the beast, and not taking any hits himself. His objective is to get the team to kill the beast while he does no work, but still gets the loot like a regular member. Leaches are despised by all teams and will be kicked from the clan chat. K0 Death of a player. Meet at door A statement commanding players to meet at the entrance to the beasts lair. One-step method - The method that involves taking a single step toward the beast when it is trapped to shake it off if tanked. Redbarred When a players ingame health bar turns completely red but he does not die. Rol Ring of life, usually rold. Tank The player taking the beasts hits. Rewards Drop list (thanks to Tip.its bestiary) [*:z6tg3ttn]26,626-49,425gp [*:z6tg3ttn]Mystic air staff [*:z6tg3ttn]Mystic earth staff [*:z6tg3ttn]Mystic fire staff [*:z6tg3ttn]Mystic water staff [*:z6tg3ttn]Spirit shield [*:z6tg3ttn]Regen bracelet [*:z6tg3ttn]Blue mystic robe top [*:z6tg3ttn]Blue mystic robe bottom [*:z6tg3ttn]Law rune(250) [*:z6tg3ttn]Cosmic rune (300,500) [*:z6tg3ttn]Death rune(300) [*:z6tg3ttn]Soul rune (50,250) [*:z6tg3ttn]Onyx bolt(e)(150-185) [*:z6tg3ttn]Runite bolt(250) [*:z6tg3ttn]Adamant bolt(750) [*:z6tg3ttn]Runite ore(20-noted) [*:z6tg3ttn]Adamantite bar(35-noted) [*:z6tg3ttn]Adamantite ore(125-noted) [*:z6tg3ttn]Cannonball(2000) [*:z6tg3ttn]Pure essence(2500-noted) [*:z6tg3ttn]Raw shark(70,100-noted) [*:z6tg3ttn]Tuna potato(30) [*:z6tg3ttn]Uncut gem(5) [*:z6tg3ttn]Half key [*:z6tg3ttn]Shield left half [*:z6tg3ttn]Desert goat horn(120-noted) [*:z6tg3ttn]Green dragonhide(100,300-noted) [*:z6tg3ttn]Magic log(75-noted) [*:z6tg3ttn]Mahogany plank(150-noted) [*:z6tg3ttn]Mahogany log(150-noted) [*:z6tg3ttn]Teak plank(100-noted) [*:z6tg3ttn]Whiteberry(120-noted) [*:z6tg3ttn]Antipoison++(4-dose)(40) [*:z6tg3ttn]Nature talisman [*:z6tg3ttn]Dragon bone(100-noted) [*:z6tg3ttn]Herb seed(10) [*:z6tg3ttn]Watermelon seed(24) [*:z6tg3ttn]Gold charm (13) [*:z6tg3ttn]Green charm (13) [*:z6tg3ttn]Crimson charm (13) [*:z6tg3ttn]Blue charm (13) [*:z6tg3ttn]Holy elixir [*:z6tg3ttn]Spectral sigil [*:z6tg3ttn]Arcane sigil [*:z6tg3ttn]Divine sigil [*:z6tg3ttn]Elysian sigil [hide=Rare drops] - The spirit shield is a common drop from the beast (and other otherworldly spirits in other portals) - The spirit shield can be blessed with the Holy elixir, which increases its stats slightly. - The arcane spirit sheild can be made by attaching a Arcane sigil to a regular spirit shield. - The Divine spirit shield can be made by attaching a Divine sigil to a regular spirit shield. - The Elysian spirit sheild can be made by attaching a Elysian sigil to a regular spirit shield. - The spectral spirit shield can be made by attaching a Spectral sigil to a regular spirit shield. The following shields, besides their stats, also have special powers: Divine spirit shield: 30%, or as much as if possible if 30% is more than your current amount of Prayer points of any damage you take is removed. Half of this 30% is deducted from your Prayer instead, while the other half is ignored completely. Elysian spirit shield: 70% chance of reducing the damage you receive by 25%.[/hide] [hide=Stat Comparisons] [/hide] Guide history: 9/15 - Guide created 10/12 - Guide re-done to fit new trapping strategy 10/13 - Guide edited to fit another trapping strategy