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Misunderstood Monsters: Wyverns and more!


Erichermit

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Hello, I'm Erichermit, and I'm here to tell you that many of those monsters that people believe are worthless to kill are actually great to kill! This guide will

 

be building on itself as I discover more monsters, so feel free to suggest some.

 

 

 

IMPORTANT!

 

It has come to my attention that several other forums have been found having this guide in them. I am very flattered by this and love the chance to have more people read it and learn from it. However, I would most appreciate it if all other takings of this guide were informed of to me. I would almost certainly give permission for you to use my guide, so long as credit is given and a link to the Tip.it article is provided. You may contact me easily via AIM ("Erichermit"), Runescape ("Erichermit") Private Chat is almost always ON, Lady Heinous Clan Chat (I am commonly in there), or a Private message in this forum. Thank you.

 

 

 

[hide=Misunderstood Monster #1]==Ranged Version==

 

 

 

Hello, I'm Erichermit. I have noticed that the

 

Skeletal Wyverns have gotten a bad rep. This is

 

most likely due to that Skeletal Wyverns can be

 

very difficult to kill and drop mostly rubbish.

 

(I'm looking at you, Bone Bolt Drop.) However,

 

Besides all this, I believe they are a great

 

monster to kill! Why? There is both a effective

 

way to range safespot them and a way to range

 

them from a distance and take no damage without

 

a safespot (with Prayer), and they actually have

 

quite a few good drops!

 

 

 

You're probably still wondering, "But Erichermit,

 

(That's Eric-Hermit by the way. NOT Enrichment)

 

why should I kill these monsters?" Well, they

 

actually have some pretty good things to drop

 

aside from the usual rubbish. Such as a Visage!

 

 

 

Many people, while visage hunting, will congregate

 

to Black Dragons or Steels. Of course, these are

 

both good choices too. Black Dragons will give you

 

a lot of cash in Bones and Hides even if you never

 

get a visage, and Steels will drop plenty of other

 

nice things. Wyverns are a nice alternative to the

 

other visage monsters. Theyre completely safe, if

 

you know what youre doing, and are nice and empty.

 

This means you should have to compete with other

 

people for dragons at all. The release of this guide

 

may add more people as this method is relatively

 

little known, but I still think the place should

 

remain quiet.

 

 

 

Wyverns require level 72 Slayer and a Mind/Elemental

 

Shield to kill. You will also need to be able to use the

 

protect from ranged prayer, and 80+ ranged is highly

 

recommended.

 

 

 

I have but one favor to ask of you for using this guide.

 

If you see me on a world killing Skeletal Wyverns, please

 

leave the world to me. If you found the guide helpful,

 

grant me that payment.

 

 

 

==Wyvern Drops==

 

 

 

granitelegsdrop2bg8.png

 

 

 

The official drop list, as recorded by Tip.it, is

 

 

 

* Gold: 22-300

 

* 100%: Wyvern bones

 

* Weapon: Black sword, Black axe, Dragon dagger(p+), Earth battlestaff, Mithril sword, Adamant axe

 

* Armour: Granite platelegs, Snakeskin chaps

 

* Runes/Arrows: Air(24-64), Water(10-33), Soul(5-14), Chaos(10), Blood(2-10), Law(2-5), Runite bolts(4-25), Adamant bolts(7-29), Mithril bolts(8-35), Bone bolts(2-29)

 

* Misc: Pure essence(60 noted), Herbs, Defence potion(3-dose), Lobster(3), Bass, Chaos talisman, Cosmic talisman, Uncut gems, Shield left half(dragon), Clue(lvl 3), Adamant crossbow(u), Draconic visage, Super attack potion(1 dose)

 

* Seeds: Herb seed(1), Watermelon seed(1), Strawberry seed(1), Wildblood seed(1), Cactus seed(1), Limpwurt seed(1), Jangerberry seed(1), Mushroom spore(1)

 

* Charms(2): Gold, Crimson

 

 

 

 

 

Most likely, drops are the reason youre here. Theyre

 

not that great for range xp. Of course, you could be

 

here for a slayer task too. Either way, the drops

 

are either why youre here, or why you accepted the task.

 

 

 

Wyvern Bones are a 100% drop of the wyvern. Aside from

 

being the coolest looking bone pile in the game, they're

 

not that great. Wyvern bones are 50xp each. Dragon bones

 

are about 76 xp each. These wyverns take a while to kill

 

too, so the prayer exp here isn't that great. I still

 

bury them all, as it will add up over time, but dont

 

expect much prayer exp here.

 

 

 

Aside from those bones, you'll be earning

 

a drop of two crimson charms almost every single

 

kill! That adds up! They also have several other

 

useful drops. The 60 Pure Essence at a time drops

 

add up nicely, and they have a decent Soul Rune

 

drop rate. Earth Battlestaffs, Mithril Swords,

 

and Adamant crossbows should be alched. Watch out

 

for Runite Bolt drops too, as they currently are

 

1k each. None of these are anything special,

 

but they will add up while you hunt the two

 

drops that are the reason you are.

 

 

 

Granite Legs and the Draconic Visage!

 

 

 

As of now, Granite Legs are about 1mil. They

 

will probably take a while to sell, but just let

 

it sit in the GE and you'll get it eventually.

 

Visages are about 24mil now, so a drop of that

 

will make you quite rich.

 

 

 

Wyverns are known to drop Visages at one of the

 

higher rates compared to the other dragons. I

 

estimate that the KBD and Mithril Dragons probably

 

have a higher drop rate, but they are way harder

 

to kill than the Wyvern, thus you will get more

 

kills in with a wyvern, making your visage come

 

sooner!

 

 

 

For logging purposes, I have killed over 500

 

Wyverns. Here is the drops.

 

 

 

>>>Insert Drop Log<<<

 

 

 

I got VERY unlucky. While I don't know the droprate of a visage

 

from these guys, I estimate it to be something like 1/1000 to 1/1500.

 

 

 

From other Wyvern logs on the RSOF I estimate Granite legs to be 1/200 to 1/250.

 

 

 

of course, Runescape is all about luck so you could get a visage on the 16th or

 

so kill (Someone on the RSOF's log area did >=( grr) or kill thousands without

 

even a granite legs.

 

 

 

I may be adding more to the log later on. Please

 

note that Wyverns also drop the occasional clue

 

scroll. However, this is quite rare actually, and

 

you wont want to leave and lose your safespot to

 

do it.

 

 

 

==Inventory and Equipment==

 

First off, lets set up what you will be wearing. It

 

is completely imperitive that you wear either a mind

 

or an elemental shield. Mind is better, but theres

 

no need to go to Elemental Workshop P2 if you havent,

 

because a Mind Shield will work just fine.

 

 

 

equipmentwh9.png

 

 

 

*Head- Armadyl Helm > Robin Hood > Archer Helm

 

Cape- Accumulator > Attractor > Firecape

 

Neck- Fury > Glory > Symbol of Zamorak

 

Quiver- Diamond (e) Bolts > Adamant Bolts > Mithril Bolts

 

Weapon- Rune Crossbow

 

Shield- Mind Shield > Elemental Shield

 

*Torso- Black Dragonhide > Red Dragonhide > Blue Dragonhide

 

*Legs- Black Dragonhide > Red Dragonhide > Blue Dragonhide

 

*Gloves- Barrows Gloves > Black Vambs

 

Boots- Ranger Boots > Snakeskin Boots > Frogskin boots

 

Ring- Archer Ring / Ring of Wealth / Ring of Life

 

 

 

*I choose to wear full void over these items*

 

 

 

A note on full void: Wearing full void robes replaces

 

a lot of good accuracy boosting armor peices, but

 

will give you a +10% Range Bonus that will make you

 

do more damage. If you are using full void, it's

 

more important that you get the accuracy boosting

 

items such as the Fury, Archer Ring, and Ranger boots

 

than if you wore dragonhide, otherwise your range

 

attack bonus will be simply awful. Full void is not

 

for everyone, as it costs a whopping 850 PC points,

 

which is equivalent to approximately 15 hours of

 

PCing on world 144 Veteran Boat. You could have killed

 

a lot of wyverns in that 15 hours. If your range level

 

is below 80, I do not reccomend using Void.

 

 

 

A note on the elemental Shield: You may choose to

 

wear a zamorak book if youre insanely brave. This be

 

used only after the Wyvern is succesfully safespotted.

 

Until then, weild your mind/elemental shield. I do not

 

use this as it is too risky, as Ive heard of Wyvern

 

breath hitting 40.

 

 

 

A note on bolts: I tend to use Adamant or Mithril bolts,

 

depending on how much spare cash I have. I have not

 

tried Diamond (e) bolts, but it seems that due to they

 

Wyvern's impressive defense, these could be quite useful.

 

However, I think using too expensive of a bolt may end

 

in a loss of profit at the Wyverns, and nobody wants that.

 

Mithril bolts work plenty fine. Adamant are a little

 

faster, however.

 

 

 

A note on Karils: It's expensive to use here as it will

 

degrade even though you aren't taking damage. In fact,

 

after it degrades you'll want to leave earlier than you

 

should have because its not giving a range bonus anymore.

 

Don't wear Karils. I don't care how cool you think it makes

 

you look, Black dragonhide is cheap and just as good range

 

attack wise.

 

 

 

A note on Dragonfire Shield: Yes, the Dragonfire shield (NOT

 

THE ANTIDRAGONBREATH SHIELD) will protect you from ice breath.

 

Don't sue it. It hurts your range bonus, and you dont need the

 

defense.

 

 

 

I would not reccomend using Bone Crossbow or Bone Bolts here,

 

as that would just take way too long. However, you can use them

 

if you really desire.

 

 

 

Once you have your equipment set up, it's time to

 

deal with your inventory.

 

 

 

inventorydl7.png

 

 

 

Some of the other Wyvern guides will claim that you

 

need things like Saradomin Brews and Super Restores

 

to last long enough for the aggresive to go down.

 

However, if you fight them in my way, you will take

 

little to no damage as long as you have prayer.

 

 

 

Lets go down the list and I'll explain the reason

 

behind every item.

 

 

 

One Click Tele: You should use a House Teleport Tab.

 

I like to use Elf Crystals because my house

 

is pretty awful and I cant be bothered to make home

 

tele tablets. The Elf are has an altar and a bank that

 

is easy to use. An Ectophial or House Tablet will work

 

just as good.

 

 

 

One GP: You probably think it's strange that I have

 

one coin reccomended to bring. The Wyverns drop coins

 

in small amounts constantly, and some of their drops

 

are good to alch, such as Earth Battlestaff, Mithril

 

Sword, and Adamant Crossbow. I like to just get the

 

coin space ready and over with so everything just

 

falls into place.

 

 

 

One Steel Arrow: Same as the GP. I have dealing with

 

random steel arrows popping up in my inventory right

 

when im about to pick up a drop, so I let them gather

 

space in some spot thats way up on top where I dont have

 

to look at it.

 

 

 

Fire Staff and Nature Runes: Wyverns occasionally drop

 

things worth alching, such as Mithril Swords, Adamant

 

Crossbows, and Earth Battlestaffs. These aren't neccesary,

 

but you probably would rather get some GP from those

 

battlestaffs!

 

 

 

Prayer Potions: Bring however many you want. You want

 

at least three, but I bring six. This is due to safespot

 

mess-ups which will be explained later, and teleporting

 

random events. Better to have more than not enough.

 

 

 

Range Potions: Range potions are really helpful on these

 

guys. Just bring as many as you want, but remember to leave

 

room for drops.

 

 

 

Emergency Food: You never know if you might need some emergency

 

food. Just bring a few monkfish or shark, and eat them later if

 

you need room for drops.

 

 

 

Now that you have everything ready, let's get there!

 

 

 

== How to Get There ==

 

 

 

Skeletal Wyverns cannot abide the heat, as such they have

 

taken refuge in the Asgarnian Ice Caves. Yeah, the one with

 

the Blurite!

 

 

 

gettheredk2.png

 

 

 

I choose to use the Glory Ammy to go to Draynor, then I simply

 

run to the caves. However, you could teleport to Falador and run

 

from there.

 

 

 

Once youre in the cave, navigate yourself to the Blurite room

 

with the Ice Giants and Ice Warriors. In the Southeast section

 

of this room is the Wyvern's Lair. Sip your Range Pot and enter.

 

 

 

== Battling the Wyverns ==

 

 

 

Wyverns are not usually an easy foe to face.

 

 

 

First of all, make sure you have your mind or elemental shield.

 

Don't end up like these guys...

 

 

 

noob1no7.pngwearashieldkq1.png

 

 

 

Wyverns have three different styles of attack. Melee, Ranged,

 

and IceBreath. Of the three, Icebreath is the worst. Icebreath

 

will almost always inflict damage, and it can freeze you. While

 

you are frozen, you will be unable to move or attack. I haven't

 

experienced the Melee attack much, but I havent seen it do anything

 

dangerous.

 

 

 

Neither of those matter though, because it's easy to completely

 

neutralize both. For you see, The icebreath has a short range,

 

and the melee only works if youre next to him. So if you stand

 

far enough, you will be able to range the Wyvern while it can only

 

range you (Icebreath cant reach.) At this point, slap on Range

 

Prayer and just plunk bolts into them until they stop being aggresive.

 

Remember to drink prayer potions to keep Protect from Range available.

 

 

 

And now for the step two, the safespotting.

 

 

 

The safespotting only works after you have been here long enough

 

to un-aggro the wyverns. This generally takes approximately 20 minutes.

 

The two safespots are at the sides of the door. This is not

 

the cave entrance, but rather the entire formation (you will

 

notice that in the vicinity of the door, two columns shut out.

 

You want to stand 1 unit south of these colums as far to the side

 

as possible to still be technically in front of the column.)

 

 

 

<I am currently missing my Safespot Pictures and am unable to log on

 

to Runescape until the weekend. I can go snap some pictures up then,

 

but if someone who knows where they are would be gracious enough to

 

screenshot them, it would be much appreciated. However, I feel my

 

descriptions gives a good enough idea of where to go without a picture.>

 

 

 

eastsafespotiq2.png

 

 

 

westsafespotrealqa7.png

 

 

 

Use the Western Safespot to kill the Eastern Wyvern, and the

 

Eastern Safespot to kill the western wyvern.

 

 

 

Basically what happens is this. The Rune Crossbow's range

 

is longer than that of the Wyvern's range attack. Normally,

 

the Wyvern would position itself closer to you to reach you.

 

However, the door's wall is in the way. They Wyvern now has

 

no choice but to keep trying to walk to you to reach and

 

attack you, but he never can, as the door is in the way.

 

 

 

Be careful that if either Dragon is standing too South, it

 

will slip by the safespot and attack you. This is where the

 

extra p pots come in. Slap on protect from range and just finish

 

it off. Memorize where he was when he slipped by, and don't attack

 

a Wyvern that is standing there anymore. To prevent this,

 

keep in mind that the Western wyvern is much easier to safespot

 

than the east one. The farther away the western wyvern is from

 

the door, the easier he is the safespot.

 

 

 

Do not attempt to safespot the Eastern Wyvern if you do not

 

have enough prayer or food to kill a wyvern that is shooting

 

range at you.

 

 

 

Do not stay too far from the door, otherwise the Wyverns will

 

become aggresive again and you'll have to last another 20 minutes.

 

This will either finish off all your back up supplies, or force

 

you to leave. If you try to safespot the Wyverns while they

 

are aggresive, they will simply switch off on you. This

 

is unlikely to happen however...

 

 

 

westsafespotunreccomendob4.png

 

 

 

It is possible that the West Wyvern will get stuck here.

 

You will be able to shoot him safely from the western safespot.

 

Unfortunately, the area he is standing in is far enough away

 

that if you stand there, they will get aggresive again. To

 

solve this, run to the eastern safespot. Now take one step

 

south, and then take a step north about half a second to a

 

second later. The wyvern will walk into the ideal position

 

to shoot him, and all will be well.

 

 

 

Every now and then the West Wyvern will wander off and get

 

kind of stuck somewhere else and might not come back for

 

a while. During this time, you may want to CAREFULLY fight

 

the East Wyvern if you have plenty of extra supplies in the

 

case of a mess up. If not, I reccomend you hop worlds and find

 

one where the West Wyvern isn't lost.

 

 

 

 

 

==Dealing with Random Events and Safespot Fudge-Ups==

 

 

 

Alright, so youre about to shoot your skeletal wyvern when all of a sudden

 

it chooses to start bounding south. You try to reclick but, too late! Your

 

character just shot a bolt at the wyvern and now it's coming straight for you

 

and isn't getting stuck being the safespot. What do you do know?!

 

 

 

Well, you calm down. Slap on the Range prayer and, if you have plenty of supplies

 

remaining, you may just opt to kill the wyvern and be more careful next time.

 

This is what I used to do and often I had to leave due to fudge ups. I have

 

recently found out a rather cheap way to fix this.

 

 

 

The thing is, the Cave that you went through to get into the Wyvern Chamber, the

 

tile that is DIRECTLY IN FRONT OF THE ENTRANCE actually counts as "inside" the

 

Wyvern Chamber.

 

 

 

safeescapezoneyn4.png

 

 

 

So, to escape a fudge up, simply leave the cave. DO NOT RUN NORTH. I can't stress

 

this enough, even one step North and your non-aggresion status is ruined. The

 

Wyvern will still keep trying to get you while you stand here, so if you walk back

 

in, he will attack and you wont be any more well off. So, wait 10 seconds and log

 

off. The Log back in and walk in the cave. The wyverns are still unaggresive and the

 

one that was attacking you is now off you.

 

 

 

This works with Random events such as Genie and Sandwhich lady. Don't let them take you

 

away, you might not be able to finish of the Wyvern in time to talk to them! So, instead,

 

do this trick and talk to the Random Event in the Spot just north of the Cave entrance.

 

 

 

I have an inkling that you might be able to utilize this spot to skip directly to

 

"nonaggresion Wyverns" without ever walking into the real cavern by just standing here

 

for about 20 min (Bring Alchs or a book or something.) and then walking in.

 

 

 

 

 

 

 

 

 

The next guide will be on Turoths. In case anyone is wondering before I write an

 

elaborate guide, they have an amazingly fast droprate for level3 clues. Way more

 

so than Jellies.

 

 

 

I hope you enjoyed my guide! I'm Erichermit and feel free to add me in-game. I generally

 

only play on weekends. Good luck on getting your visage or granite legs!

 

 

 

 

 

-------------------------------------------------------------------------------------------

 

 

 

==Melee Version==

 

 

 

Skeletal Wyverns (Melee)

 

 

 

Ever since the discovery of the Range safespot, especially now that is it

 

getting to be well known, many people are deciding it is the only way to go about

 

killing Wyverns. Well, they couldn't be more wrong. At first I too was skeptical

 

about the possibility of melee being a viable choice, but after much experimentation

 

(1500 kills at the time of writing), I have found Melee to be superior to range.

 

Before you read this guide, if you plan on meleeing, I reccomend you read through

 

my ranged guide. There is a lot of information there about Wyverns that I won't be

 

repeating for the melee guide, so you would do well to read the Ranged one first.

 

 

 

Let's start off by comparing the two.

 

 

 

Melee Vs. Range Comparison

 

 

 

Pros:

 

- Usually you earn faster kills with melee

 

- You gain more money per kill

 

- It is more exciting to melee

 

- No need to buy bolts

 

 

 

Cons:

 

- Requires more expensive gear, which can be hard to afford/lose if you die.

 

- Food is neccesary

 

- You can't multitask, melee is very involving.

 

- You need to bank much more often

 

 

 

It seems that melee and ranged are pretty equally balanced then. Picking which one

 

really depends on what your stats are. High melee stats and 68+ Summoning means

 

that you would do well to melee. Low melee stats, but a high

 

ranged means you would probably do better ranging. Also, if you do not have 68

 

summoning yet but really want to kill Wyverns, then ranging them for the charms

 

for 68 is a relatively viable alternative to waterfiends and the sort.

 

 

 

The most important pro, to me at least, is that Wyvern Meleeing is just downright fun.

 

It's really exciting and enjoyable. Unlike watching your character shoot bolt after

 

bolt at a unmoving and unretaliating wyvern.

 

 

 

==Requirements==

 

70+ Prayer>60+ Prayer>16 Prayer: Higher prayer levels help

 

wyvern slaying quite a bit. Piety/Chivalry are great to slap on during specs and

 

the +10% prayers aren't a bad choice for one to just use while fighting for their

 

low drain rate.

 

 

 

85+ All Melee Stats: If you don't have at least these melee stats, you

 

wont get enough kills per trip and might actually lose money meleeing (unless

 

you get granite legs / visage). I aim for a profit even without rare drops, and

 

this will get you that. Also, without a high enough level, Range is a better choice.

 

 

 

72+ Slayer: You need it to hurt them. Don't waste wild pies here, getting

 

to 72 slayer isn't THAAAT hard. Save your pies for spiritual mages or abyssal demons.

 

 

 

A good initial Cash Pile: The more money you can put into Wyvern Slaying,

 

the better you can be at it. Can you afford a Dragonfire Shield? Full Bandos? Barrows

 

Armor? If you can't at least afford a Karil top and a melee barrow's bottom, you may

 

want to consider not using melee until you can afford it.

 

 

 

Fairy Rings unlocked: So you can bank very quickly using the fairy rings.

 

 

 

==Wyvern Drops==

 

 

 

granitelegsdrop8ux8.png

 

 

 

This section will remain relatively breif as I have detailed most drop information

 

in the Ranged section. Very notable is the 1000 Wyvern kill log.

 

 

 

Remember that you can equip bolts to save inventory space, and try not to eat

 

monkfish simply to make room for bones. You'll have room shortly.

 

 

 

One of the main reasons that Melee is advantageous over Ranged is the ability to keep

 

bones. Bones sell for about 1500gp each on the G E (they sell slowly though, so be

 

patient!) The bones will generally more than cover all the supplies you need, which

 

is the main reason melee wins out. Yes, you use no food, but you also use no bolts

 

and the bones pay for food and then some! Rangers dont get to have any 100% drop

 

to take care of bolts.

 

 

 

For testing purposes, I killed about 1500 skeletal wyverns using Melee. All in all,

 

I made about 9 mil. I made about 2.3mil from wyvern bones, 5 mil from granite legs,

 

and 2 mil from various other drops, and lost about 300k in supplies (Probably less but

 

I found I should probably round the cost up than down.)

 

 

 

Had I done ranged for those 1500 kills, not only would it have taken me longer

 

to kill them, I would of missed out on a whopping 2.3mil of money! That's about

 

half as much as I made from the Granite Legs!

 

 

 

melee1500killitemsnograip4.png to wyvernprofitmelee1500kipl0.png

 

 

 

Here I have my money earned from 1500 wyvern kills. I cast alchemy on the mith

 

swords, adamant crossbows, and earth battlestaffs and sold everything else.

 

I have included the profit from the granite legs (5 of them) in the coin pile

 

but did not show the legs on the left (I sold them beforehand for 1 mil each).

 

 

 

Also, just for people who may be confused. I have earned a total of 8 granite legs,

 

however, the reason only 5mil was added to that cash pile is that only 5 of them were

 

from melee, and the profits there are only melee profits for 1500 kills, range excluded.

 

 

 

You will not be alching anything in the wyvern den, but I still grab any Mithril Short

 

Swords and Adamant Crossbows to bring to bank to alch once they really add up.

 

 

 

== Inventory and Equipment ==

 

 

 

Time to go through what you'll be wearing. The picture is mostly inaccurate,

 

as I no longer recommend wearing Karils.

 

 

 

meleeequipmentve9.png

 

 

 

Neitiznot Helm / Barrows Melee Helm > Dragon Full Helm > Dragon Med Helm

 

Fury Amulet > Glory Amulet

 

Bandos Top > Barrows Melee Top > Black d'hide body

 

Bandos Legs > Verac Skirt > Black d'hide chaps

 

Dragon Boots > Rune Boots

 

Abyssal Whip > Dragon Scimitar

 

Dragonfire Shield > Mind Shield > Elemental Shield

 

Ring of Wealth > Warrior/Beserker Ring > Ring of Life

 

 

 

A note on full Void: I bought full void melee to try out at Wyverns for the

 

+10% bonus and while I did kill the wyverns faster, I took too much damage from

 

their regular attacks. Full void may be an option for maxed out players only,

 

but I would reccomend going for Bandos if you want a "offensive" set up. Full

 

void seemed to be more decent in the constant piety method, which will be explained

 

later, but I would NOT reccomend getting full void melee just for wyverns or even

 

trying it out at all if you aren't maxed out combat. Even then, it's likely to

 

not work well.

 

 

 

A note on the Dragonfire Shield: The dragonfire, not the antifire shield, can

 

absorb wyvern breath. If you can afford this shield, it is something excellent

 

to use at Wyverns, but if not, the Mind Shield should work just fine. There is

 

little reason why you can't get a mind shield, the Elemental Workshop II quest

 

is very easy and you can buy them off the Grand Exchange for a pittance.

 

 

 

A note on the Ring of Wealth: I choose to wear a Ring of wealth against the wyverns.

 

The Fremmenick Rings only barely increase the damage you, likely not even giving you

 

one more kill trip, and I have found that Wyverns drop much better things for me with

 

my ring of wealth on. If you notice the 1-1000 kill log, I went for 500 kills without

 

a single rare drop. Then I put on my ring of wealth and had two granite legs within

 

just 90 kills. It's your choice, but I'm wearing it.

 

 

 

A note on the Black Mask: If you have a slayer mask, please use the black mask.

 

The +15% bonus will be extremely useful here. Duradel is the only slayer master

 

who can assign skeletal wyverns and he assigns them in portions of 60-90.

 

 

 

meleeinventorylp7.png

 

 

 

I shall now explain the use of every item to bring.

 

 

 

One Click Tele: You should use a House Teleport Tab.

 

I like to use Elf Crystals because my house

 

is pretty awful and I cant be bothered to make home

 

tele tablets. The Elf are has an altar and a bank that

 

is easy to use. An Ectophial or House Tablet will work

 

just as good.

 

 

 

Super Set: Wyverns aren't the easiest foes to face, and potions are now cheaper

 

than ever. Bring a four dose super attack, super strength, and super defense

 

on every trip. It'll help a lot!

 

 

 

Dragon Mace: The dragon mace special can deal massive damage to wyverns and

 

I have found it to earn me several extra kills per trip. The dragon dagger++

 

did NOT work as well on this monster. I believe Wyverns must have relatively

 

low crush defense.

 

 

 

Monkfish: Don't bring Shark. It's not worth the cash. You can get back to the

 

Wyvern den really quickly. If you use shark, you will lose money at wyverns

 

without a good drop. With Monkfish, you will always make at least some profit

 

no matter what, and still make fast kills.

 

 

 

*Bunyip Pouch: You will summon this once you have exhausted the usefulness of your

 

terrorbird. It heals 8 HP a minute, sometimes I was able to kill a Wyvern and

 

come out with more HP than I went into battle with, thanks to my Bunyip. This

 

is rare however, but it does help a lot!

 

 

 

*Some may prefer to not use the Terrorbird/Bunyip Familiar method. I will outline

 

alternate methods later. If you are using the fruit bat method, remove some monkfish

 

for stacks of scrolls, a pouch, a knife, and possibly more pouches and a summoning potion.

 

For Titan/Unicon, simply replace the Bunyip pouch with a stack of scrolls.

 

 

 

Dramen/Lunar Staff: For fast access to the Wyvern lair. The loss of one inventory

 

spot is worth making the trip to the bank. This is pretty much a must have.

 

 

 

Bring a terrorbird filled with 12 monkfish.

 

 

 

Most people would just bring a bunyip to the wyverns. I choose to extend my trip

 

even further by bringing a terrorbird AND bunyip! Put a bunyip pouch in your inventory

 

and bring a terrorbird holding 12 monkfish inside it. This will extend your trip

 

further thatn someone who just brought a bunyip, or who only brought a terrorbird. If you

 

recharge your Summoning in the edgeville obelisk on your way to the wyvern den, you

 

will have enough summoning points to summon the bunyip in the middle of the wyvern

 

den for sure.

 

 

 

If you are choosing to use the Fruit Bat / Titan / Unicorn familiar to heal you, the

 

terrorbird is not neccesary at all. It may however be useful for fruit bat users, because

 

sometimes you maye not last until Nonaggresion with just the monkfish in your inventory.

 

 

 

== How to Get There ==

 

meleegetthere1yk0.pngmeleegetthere2jj5.png

 

 

 

Getting there is pretty simple. Use a glory amulet to get to Edgeville, there use the

 

bank to withdraw all the supplies you need. Then take the Edgeville Fairy Ring

 

to Zanaris, use the Fairy Ring again to use code AIQ to go to Muskipper Point. This is

 

just a very short walk from the Asgarnian Ice Cave! Then simply climb down the ladder

 

and walk to the Wyvern's cave.

 

 

 

==Battling the Wyverns==

 

 

 

Battling these fearsome beasts known as Wyverns is no easy task. Many people will go in there

 

trying to melee, not knowing any proper techniques, and will last 3 or 4 kills in a trip,

 

and immidietly proclaim meleeing wyverns as a disgusting method. I'll admit my first few

 

wyvern trips yielded terrible results.

 

 

 

First of all, using a cannon is not worth it. I got less kills in a trip where I used a

 

cannon. The space it takes up isnt worth it. The maintenence it requires isnt worth it.

 

The cannon just is a major nuisance. It's expensive and makes you less efficient. Don't

 

use it at wyverns. It seems to hit pretty rarely on them anyway.

 

 

 

I make 16+ Every trip and trips last a little over 30 minutes each. Using this I estimate

 

I make about 30 or so kills an hour, while I make 25 or so kills an hour with ranged.

 

 

 

philipdc9.gif

 

Picture by <!-- m -->http://www.Runescape.com<!-- m -->

 

 

 

This is the best Wyvern, by far, to kill. I call him "Philip". Why did I name this particular

 

Wyvern? Well, he's not only the best wyvern to kill for ranged, he's the best for melee

 

too! This, unfortunately, means you will have to compete with Rangers and other meleers

 

for this one single spot. If possible, please ask the ranger if he can use the Eastern

 

Wyvern. If not, be civil and switch worlds if he was there first. I generally regard

 

whoever was there first as the rightful owner of the spot until they leave.

 

 

 

The reason that "Philip" (I name him after the middle name of Howard Phillips Lovecraft,

 

one of my favorite authors) is the best Wyvern to kill is because he is in a sheltered

 

little alcove. Here, other Wyverns will rarely attack you, and you will not be jostled

 

around the dungeon constantly (try fighting the other wyverns, you'll see what I mean. It

 

most certainly isn't fun to be thrown around like that.) This gives you a little breathing

 

time in between kills, time to eat food, sift through drops, repotion, and equip different

 

items before Philip reappears. Also, you eventually acheive unaggresion from the wyverns

 

by standing in this area, making it possible to leave through your home teleport and giving

 

you more time to prepare for each next kill.

 

 

 

Drink a super set just before you walk in the wyvern chamber, equip your dragon mace, and

 

immidietly head over to Philip. You will likely be under attack by a different wyvern, so

 

walk a bit north to shake him off. Turn on Piety, or Chivalry and unleash all your dragon

 

mace special attacks. After that, switch to your whip, allow your whip to hit one attack,

 

and then switch off piety. Use this method every time your special attack bar fills up.

 

 

 

meleehighhitgx8.png

 

 

 

As you can see here, Dragon Mace specials are quite useful here in the Wyvern Den.

 

 

 

To keep efficiency as high as possible, try to eat only when you are frozen, and never eat

 

to be full HP because otherwise you will waste natural respawn / bunyip points.

 

 

 

If you have plenty of prayer and find youre taking a little too much damage, try slapping on

 

the rapid heal prayer. It'll boost your total healing power from 9HP per minute with the Bunyip

 

to 10HP per minute.

 

 

 

In order to use your Bunyip/Terrorbird to the full capacity of usefulness, refrain from

 

picking up bones or any drop not particularily valuable (mith bolts, adamant crossbows, etc.)

 

until you have 11 empty inventory spots. At this time take all the monkfish from your bird

 

but one, summon the bunyip, and then pick up the last monkfish. Now start collecting Bones

 

and filling up empty inventory spots as need be.

 

 

 

If you brought a fruit bat, just fight normally without a familiar (or a bunyip that you plan

 

on dismissing later, or a terrorbird with 12 monkfish) until the wyverns stop being aggresive.

 

After that, simply use the scrolls to heal up after each battle. Cut up Pineapples to heal.

 

 

 

If you are using a Titan, summon it in the bank and use the scrolls to heal up and stay as long

 

as you please. If you are worried about profit, bank every time your inventory is filled with

 

bones. The same applies to Unicorns.

 

 

 

If you are using the constant piety method, simply replace about 8 monkfish with prayer mixes

 

(MIXES! Not potions. They're better. Do the math.) and replace the Torag's Legs in your

 

outfit with Verac Legs. You'll get more kills per trip and faster kills, but you'll also

 

get much less profit.[/hide]

 

 

 

[hide=Misunderstood Monster #2]Does the idea of fast ranging xp, incredibly fast clue scroll drops, and nice

 

profit on the side with little to no risk of death and a relatively low level

 

requirment excite you? Well then look no further than Turoths!

 

 

 

note: (fast ranging xp does not apply if you are meleeing, of course!)

 

 

 

Turoths are widely scorned and hated by Slayers. This is becuase Turoths require

 

the leaf bladed spear, broad arrows, or Slayer dart to kill. Most people dont

 

mage monsters just for slayer xp and the Broad Arrows are 90gp each. Also, most

 

Slayers like using their powerful weapons, such as whips. The leaf bladed spear

 

is not an especially powerful weapon. It also doesnt allow a shield, which is

 

problematic becuase the turoths hit very often and will cut your trips short

 

frequently.

 

 

 

Slayers don't notice the frequent clue drop rate. You often simply take one clue

 

per trip and don't want to cut your trip short for it. Then you leave without another

 

thought about Turoths.

 

 

 

I have found that they are amazing clue droppers. Much better than Jellies.

 

So, if you're interested in Clue Scroll hunting, I implore you to try out

 

Turoths to see how you do! Maybe you'll get that Top Hat or 3rd Age Robe you've

 

always been wanting! (or the 12 noted lobster, air runes, and rune pickaxe? ;))

 

 

 

Jellies, if you don't know, are where most clue droppers congregate. Before I ever

 

gathered data, I found that Jellies are simply a easy to kill dropper of level 3

 

clue scrolls. It's not that the clues were all that amazingly common. Also, the

 

Slayer Level required is rather low. However, Turoths, though tougher to kill,

 

require only a minimally higher Slayer level to take on!

 

 

 

Also, I find that the other drops from Jellies are frankly very boring. Yes,

 

the random steel junk can be alched. And the occasional Rune Full is nice. But

 

seriously.. It's not too interesting to coin after coin after steel chain after

 

coin.

 

 

 

Of course, The Jellies have the advantage of allowing you to use your trusty

 

whip instead of the annoying Leaf Spear. It's really up to you. I would still

 

rather kill turoth with a leaf spear than Jellies with a whip (for clues at least)

 

because I find that turoths drop clues just so often. If melee exp is especially

 

important to you during this, you may wish to remain at Jellies. You may wish to

 

actually try out your Turoth Tasks now though!

 

 

 

Should you be a Ranger, Turoths will be much more appealing to you. You are probably

 

thinking that the use of the expensive Broad Arrows makes it not worth it. You

 

couldn't be more wrong. The other drops by Turoths will certainly more than pay

 

for your arrows, they are good range xp (Broad Arrows are actually pretty powerful,

 

I've heard them compared very similarily to Adamant Arrows), and you will find faster

 

clues and more interesting drops than those at Jellies. Of course, I found Melee

 

is still faster to kill Turoth with than Ranged, but it's all your choice.

 

 

 

Turoth aren't especially good combat or slayer exp however, as you will be getting

 

clues so often you won't really have time to stay there for long. Great for clue

 

scroll hunting! I found their defense to be pretty pathetic (though I did use Super

 

Sets and Full Void Ranger), so should you decide to do a slayer task without leaving

 

for the clue, you'll find the xp really isn't as bad as everyone makes it out to be.

 

 

 

 

 

==Requirements==

 

 

 

Besides the obvious required Slayer Level, Turoths are pretty damaging. This high

 

attack and strength level means they have a low defense though, so you will be

 

killing them rather fast. Be prepared to take high damage.

 

 

 

Many of these requirements may seem high, but I actually reccomend Turoths mostly

 

to the lower levels who can't kill many other high profit monsters. Most of these

 

requirments are mere reccomendations and the only thing you *ReALLY* need is

 

55 Slayer.

 

 

 

55+ Slayer: This one is obvious. You can't hurt them without this slayer level.

 

And please don't even consider using your Wild Pies on these. Save that for

 

Spiritual Mages / Abyssal Demons or something.

 

 

 

70+ Prayer > 60 Prayer> 43 Prayer: *NOT REQUIRED* Prayer is by no means neccesary.

 

You don't actually need to worry about training it should you not have a good level.

 

As in all monster situations though, a higher prayer level is never anything but advantageous.

 

 

 

40+ Defense: *NOT REQUIRED* For those of you ranging, a range top is very helpful. 42+ for those

 

of you using void. I reccomend 60+ for meleers, as they do hit hard, and anything higher

 

is more helpful.

 

 

 

60+ Magic: *NOT REQUIRED* Turoths drop bones. That means that if you have completed

 

the MTA, you can cast Bones to Peaches to give yourself a nice set of healing. That's useful

 

as Turoths hit hard, especially at lower defense. If you don't have 60+ Magic or

 

you haven't completed MTA, then just go without Bones to Peaches. If you find that

 

you're unable to last long enough with Melee to get a clue scroll, you may want to consider

 

buying some b2p and using a couple every trip or so.

 

 

 

50+ Attack / 50+ Ranged : You can't wield the equipment to kill these guys

 

without it. 50+ Mage will work, but runes are just too darn expensive to use here.

 

 

 

Access to Fairy Rings or Lyre: This makes getting to the Slayer Cave that much

 

easier. After all, you really dont want to walk all the way from Camelot every time,

 

right?

 

 

 

81+ Agility / 62+ Agility: You can use two shortcuts to get to Turoths

 

quicker than normal. Not neccesary, but helpful if you have the level already.

 

 

 

 

 

==Turoth Drops==

 

 

 

cluescrolldropul6.png

 

 

 

If you're going to Turoths now, you're probably going there for clues. Some say

 

that Clue Scrolls aren't worth your time, and they may be right. I prefer not to

 

actually go clue scroll hunting, so I wont be spending too much time at Turoths unless

 

new clue rewards are released, but I do enjoy a clue scroll and tend to do them right

 

away, so I do all my Turoth tasks for sure!

 

 

 

However, Clue Scrolls aren't the only redeeming things of Turoths. They are a frequent

 

dropper of herbs and alchable items. Expect lots of Steel Legs, Adamant Fulls, and Rune

 

Daggers. They also drop a fair amount of Nature Runes, which can be useful for the alchs.

 

Oh, and yes they do drop charms! Not in a massive life-changing amount, but they add up!

 

I've noticed that they mostly drop Greens.

 

 

 

 

 

The official Drop list of the Turoth according to Tip.It is as follows:

 

 

 

* Gold: 1-450

 

* 100%: Bones

 

* Weapon: Rune dagger, Steel axe, Mithril axe, Steel battleaxe, Rune javelin(5), Dragon spear

 

* Armour: Mithril kiteshield, Steel platebody, Steel platelegs, Adamant full helm, Steel full helm, Mystic robe bottom(white-gold)

 

* Runes/Arrows: Law(3), Nature(15,37), Water(75)

 

* Misc: Herbs(1-3), Herb seed(1), Cactus seed(1), Belladonna seed(1), Poison ivy seed(1), Limpwurt root, Chaos talisman, Clue scroll(lvl 3), Uncut gems, Half key, Shield left half(dragon)

 

* Charm(1; 1/3 kills): Gold, Green, Crimson, Blue

 

 

 

I have not noticed any large difference in the different drops based on their size since

 

I prefer to just kill all of them. However, the drop rates of different items may

 

be different, and if so, it is likely the large Turoth has the best chance of dropping

 

the best items. It is impossible, however, to be absolutely sure. The big ones,

 

although they look much harder, really aren't much tougher than the small ones.

 

 

 

cluescrolldrop2cw4.png

 

 

 

I started recording the amount of kills it took me to get four clue scrolls, the

 

results are as below.

 

 

 

1st Clue - IIIII I kills (6)

 

2nd Clue - IIIII IIIII IIIII IIIII IIIII IIIII IIIII IIIII kills (40)

 

3rd Clue - IIIII IIIII IIIII IIIII IIIII IIIII II kills (32)

 

4th Clue - IIIII IIIII IIIII IIIII IIIII IIIII II kills (32)

 

 

 

as you can see, I gained clue scrolls at an alarmingly fast rate. I am aware that

 

only four clue scrolls is a relatively small amount of data to base it on, but they

 

do seem about on par as what I have experienced on many slayer tasks. However, I am

 

interested in recieving more data so I can get a very precise "average number", so

 

if you are clue scroll hunting, I would appreciate it if you could tell me how long

 

it takes you to get a clue scroll. Using the Slayer Gem on a task is very useful for this.

 

Of course, youre not required to do anything.

 

 

 

Either way, it is obvious that the Turoth does, in fact, drop clue scrolls at a rate

 

higher than other monsters.

 

 

 

Hitman76 writes that he gets a scroll on average every 76 Turoth. I seem to earn them faster

 

than that, but either way, it's fast clus.

 

 

 

Also, part of what makes Turoth more appealing than Jellies are their other drops...

 

 

 

tripprofitnoalchemyyi2.png

 

 

 

In one trip where I killed 51 Turoth, and forgot my Alchs, I earned 131k in non-clue

 

drops! Subtracting the cost of the broad arrows used in the trip, 23k, I still came

 

out with a profit of 108k and I was only there for about 35 minutes! I recieved

 

two clues during this time (one of which I dropped becuase I was only taking data,

 

the second I decided to do just for fun.) This does not mean 216k of constant money

 

an hour from Turoths without clues, (I got lucky with that Mystic Robe bottom), but

 

even without it I would have made decent cash. It's better than Jellies, for sure.

 

If I had remembered to bring my Alchs too, the several pairs of steel legs and a few

 

addy fulls wouldn't have gone to waste on the floor too!

 

 

 

Turoths also drop lots of herbs. Theyre not as great as Abberant Spectres, for sure,

 

but the herbs are definately a nice bonus! They even have the ability to drop THREE

 

herbs in one go!

 

 

 

Another notable drop is the Leaf Bladed Sword. This is a more effective weapon than the

 

spear against the Turoths

 

 

 

tripleherbdropoc5.png

 

 

 

As you can see here, I got three herbs in a row. Granted, most are not that great,

 

but I had the chance of some good ones! They also drop massive amounts of Limpwurt

 

Roots!

 

 

 

And, this is a plus for me, Turoths are never ever crowded!

 

 

 

I would like to add that, as of "Smoking Kills" quest, Turoths (and Kurasks) now drop

 

the Leaf Bladed Sword. This sword is just a little worth than the dragon scimitar and

 

can offer high prices. So heres another incentive to kill Turoths.

 

 

 

Hopefully I have now disproved the common opinion that Turoths don't drop anything good!

 

 

 

 

 

==Inventory and Equipment==

 

 

 

Turoths can only be harmed using a Leaf Bladed Spear or Broad Arrows. As such, you must

 

design your equipment around that. I will be covering the two viable methods, ranged and melee.

 

 

 

>>>>Ranged<<<<

 

 

 

Equipment

 

equipmentrangingbb5.png

 

*Head- Armadyl Helm > Robin Hood > Archer Helm

 

Cape- Accumulator > Attractor > Firecape

 

Neck- Fury > Glory > Symbol of Zamorak

 

Quiver- Broad Arrows

 

Weapon- MSB > Dark Bow

 

*Torso- Armadyl Body > Black Dragonhide > Red Dragonhide

 

*Legs- Armadyl Legs > Black Dragonhide > Red Dragonhide

 

*Gloves- Barrows Gloves > Black Vambs

 

Boots- Ranger Boots > Snakeskin Boots > Frogskin boots

 

Ring- Archer Ring > Ring of Wealth > Ring of Life

 

 

 

*I choose to wear full void over these items*

 

 

 

A note on full void: Wearing full void robes replaces

 

a lot of good accuracy boosting armor peices, but

 

will give you a +10% Range Bonus that will make you

 

do more damage. If you are using full void, it's

 

more important that you get the accuracy boosting

 

items such as the Fury, Archer Ring, and Ranger boots

 

than if you wore dragonhide, otherwise your range

 

attack bonus will be simply awful. Full void is not

 

for everyone, as it costs a whopping 850 PC points,

 

which is equivalent to approximately 15 hours of

 

PCing on world 144 Veteran Boat. You could have killed

 

a lot of Turoth in that 15 hours. If your range level

 

is below 80, I do not reccomend using Void.

 

 

 

A note on Karils: It's expensive to use here as it will

 

degrade even though you aren't taking damage. In fact,

 

after it degrades you'll want to leave earlier than you

 

should have because its not giving a range bonus anymore.

 

Don't wear Karils. I don't care how cool you think it makes

 

you look, Black dragonhide is cheap and just as good range

 

attack wise.

 

 

 

A note on the Dark Bow: You're probably wondering why a MSB is

 

rated as better than the Dark Bow. Thats because the Dark Bow is

 

mostly only useful against high defense enemies or as a "finisher".

 

It is, essentially, the 2h-sword of ranging. The slowness does not

 

make up for the other advantages here. You might dissagree and use one

 

anyway. If you choose to do so, it's still a great bow and you'll still

 

kill very faster. Turoth have low defense however so it's not really

 

neccesary.

 

 

 

A note on Ring of Life: It's very hard to die here. So don't worry too much

 

about it. You may choose to bring one if you have a very laggy computer, but

 

even then its a bit ridiculous. Could never hurt though, but I reccomend a ring

 

of wealth over life (and Archer Ring above that) so that you can get better other

 

drops, like Mystic Robe Bottom! The RoW is much argued on how much it helps, and it

 

may not help much at all, but it certainly helps at least a little.

 

 

 

Inventory

 

inventoryranginggo8.png

 

 

 

Steel Arrow: I bring it just becuase I hate dealing with the arrows spawned by

 

the accumulator. You may want to bring 1 gp for alch money stacking too.

 

 

 

Food: Every now and then you will mess up the safespot and take some damage.

 

It's nice to have some emergency food just in case. If it's your first time, bring a

 

little extra. Remember to bring something cheap and just eat/drop it if you need

 

more room. I reccomend Tuna as emergency food here actually.

 

 

 

Alching Materials: Since a MSB isn't too dangerous to alch, go ahead and bring

 

the Fire Staff. Turoths drop a lot of alchables and you will be seriously missing

 

out on some cash if you don't bring this.

 

 

 

Lunar/Dramen Staff: I use this to get here via the Fairy Ring. If youre not using

 

a Fairy Ring to get here, you'll probably have Lyre here, or nothing if you reached

 

the Slayer Cave from Camelot.

 

 

 

I don't actually bother to bring Range Pots / Teleports becuase Turoths are just not

 

dangerous or high defense enough to truly merit them. My Turoths died insanely fast,

 

so a range pot is a bit of a waste. You may bring some if you find kills to be too slow

 

however. If it is your first time, you MIGHT wish to bring a teleport, but keep in

 

mind that Turoth are not that aggresive, and a single turoth will NOT kill you. It's very

 

hard to die here.

 

 

 

 

 

 

 

 

 

>>>>Melee<<<<

 

 

 

equipmentandinventorymepa1.png

 

*Head- Black Mask (with slayer task) > Neitiznot > Dragon Med

 

Cape- Fire Cape > Skillcape (t) > Obsidian Cape

 

Neck- Fury > Glory > Power Amulet > Strength Amulet

 

Weapon- Leaf Bladed Sword > Leaf Bladed Spear

 

Shield- Dragonfire Shield > Obsidian Shield/Rune Defender > Dragon Sq > Nothing

 

*Torso- Bandos Top > Verac's > Torag's > Dragon Chain > Granite Plate > Rune Plate

 

*Legs- Bandos Tassets > Verac's > Torag's > Dragon Legs > Granite Legs > Rune Legs

 

*Gloves- Barrows Gloves > Dragon Gauntlets > Family Crest Gauntlets > Gloves

 

Boots- Dragon Boots > Rune Boots > Adamant Boots

 

Ring- Berserker Ring > Warrior Ring > Ring of Wealth > Ring of Life

 

 

 

*You might want to wear full void melee here, but defense is important, so maybe not.*

 

*You might want to switch your Torso for a Fighter Torso

 

 

 

Of course, you can only actually wear a shield if you have a Leaf Bladed Sword.

 

 

 

Basically, the equipment can be switched around however you like. If barrows costs are

 

too expensive for you, wear something else. If you want void or torso, try it out. The

 

reason I say Veracs is better than Torags (and Guthans etc. for that matter) is because

 

the prayer bonus is useful for slapping on the stat boosting prayers to kill the Turoths.

 

 

 

Basically experiment a bit. If you find you're getting hurt too much, add more defense. If

 

you find youre not getting kills fast enough, up your offense. If you can afford it, Bandos

 

is useful here.

 

 

 

Inventory:

 

Super Sets: To help combat the Turoth's high damage and how you're forced to use

 

that stupid spear, bring super sets. It'll make things way easier, and theyre very

 

cheap now! The other drops will cover the price of them, and food, for sure!

 

 

 

Food: This is obvious. Turoths hurt, so bring food. If you find youre getting clues

 

and not using nearly all your food, start bringing cheaper or less amounts so you have

 

more room for drops.

 

 

 

Alching Materials: Since a Leaf Bladed Spear isn't too dangerous to alch, go ahead and bring

 

the Fire Staff. Turoths drop a lot of alchables and you will be seriously missing

 

out on some cash if you don't bring this.

 

 

 

Lunar/Dramen Staff: I use this to get here via the Fairy Ring. If youre not using

 

a Fairy Ring to get here, you'll probably have Lyre here, or nothing if you reached

 

the Slayer Cave from Camelot.

 

 

 

You may also want to consider bringing tabs or runes for Bones to Peaches, especially

 

if youre using a low defense setup.

 

 

 

 

 

Now that you have everything ready, it's time to kill some Turoth!

 

 

 

abbydog95 writes "for turoth bring 2 bunyips and a sum potion and torags and u wont use 1 piece of food if you 80+def"

 

 

 

 

 

==How To Get There==

 

 

 

maptoturoth.jpg

 

 

 

There are three paths you can take.

 

 

 

The Red path involves using the Fairy Rings (Code AJR) to get there. This is the best way.

 

 

 

The Blue Path involves using the Fremmenick Lyre to teleport there. Don't forget to

 

recharge using a Raw Shark every now and then.

 

 

 

The Green path is the worst path. You teleport to Camelot, bank, and walk there. But it still works.

 

 

 

 

 

Once you get inside the caves, just keep following the path until you see a room filled with Turoths.

 

It's the room after Jellies.

 

 

 

 

 

==Battling the Turoths==

 

 

 

Battling the Turoths is a bit more tricky with range than melee. First of all, i'll detail

 

which one you should choose. I've found that Melee is the more advantageous way to kill Turoth,

 

due to being able to fight any Turoth you want, faster kills, and the ability to use the black

 

mask. However, it is annoying to not always have room for all the drops, and they are damaging so

 

if you have low defense you may not be able to stay long enough. The range method is a bit slower,

 

but it provides a surprisingly good exp for ranged (since Broad Arrows arent bad! Unlike that spear.)

 

and doesnt require you to take any damage. You also should pretty much always have room for drops.

 

 

 

Ranged:

 

safespotzm5.png

 

Here is the Ranged safespot. It is on the side of room where all the rocks are near the

 

opening to the Jelly Room. It takes a bit of getting useful, but remember to only shoot

 

the Turoths that are towards the direction of the Jelly room. Some Turoths will run away

 

after you shoot them. Just leave them alone and keep trying until you get one that works.

 

This can be annoying, but eventually you'll learn which Turoths are cowardly and which

 

Turoths are idiots! =D You will want to use whatever Prayer Points you have on a Range

 

boosting prayer (the +10% one is generally the best bang per prayer point.) Once it runs out,

 

don't worry about it. DONT bring prayer pots for this.

 

 

 

Melee:

 

meleeturothstr3.png

 

Basically just run around and massacre the poor little three legged monsters. I choose to keep

 

my stats up with my super pots, and use them fairly generously. I also like to use

 

whatever Prayer Points I have while im there to give myself an advantage. I suggest either

 

using the +10% offense prayers (add the +10% defense if youre taking too much damage) or

 

Piety/Chivalry. If youre out of food but still dont have the clue scroll you want, Protect

 

from Melee could be used to extend your trip just a bit longer. Eat whenever you have room

 

for food and collect all the drops you have space for.

 

 

 

Familiars Note: There arent many useful familiars to use here. However, if you choose to go to

 

the Chaos Tunnels, there is a Turoth room there where you could use a combat familiar. I took

 

a Macaw to help my Herb drops, but you might want to bring a Cockatrice to create Eggs for you

 

to sell, or some other familiar with useful item generations. If you have any familiar that

 

could be useful like that (beast of burden is generally not neccesary but better than nothing)

 

use it! There is an obelisk on the way there so theres no reason not to bring once, even if it's

 

only making you jewlery.

 

 

 

==Credits==

 

hitman76 for helping me create this guide. Thanks a lot! You were an immense help! Youre

 

data was very useful. I am very appreciative that you took the time to help me gather data.[/hide]

 

 

 

[hide=Misunderstood Monster #3]Terror Birds seem to be one of the first things that people put on their slayer ban list. However, I'm here to show you that they are one of the better assignments!

 

 

 

There are a few methods to kill the terror birds. This guide was made for the bunyip method, but others have been brought to my attention and investigated. Thus, the "Guthans and Proselyte/Veracs" method is just an "add ons", and should be read AFTER reading the bunyip section.

 

 

 

You should read section 1 BEFORE reading section 2.

 

You should read BOTH sections 1 AND 2 before reading 3 or 4.

 

 

 

1. Bunyip - Requires 90+ defense AND 68+ summoning

 

2. Guthans and Proselyte/Veracs - 85+ defense

 

3. Cannon - 85+ defense AND EITHER 68+ summoning OR Guthans

 

4. Fighting Just 1 Bird - 70+ defense AND EITHER 68+ summoning OR Guthans

 

 

 

 

 

1. Bunyip

 

 

 

This section of the guide is intended for slayers who have 90+ defense and can summon bunyips. If you have less than 90 defense, you'll probably end up having to use a little food and these may take you more than one trip. One other option is that you can bring enough super defense potions to keep your defense above about 90 all the time, though that will take up some inventory space.

 

 

 

First off, here are the exp/hour numbers to keep you interested.

 

 

 

First Test

 

 

 

Fully focused with 99 str, att, def, hp, pry and using super attack pots whenever my attack fell below 105.

 

 

 

19,660 slayer exp/hour.

 

 

 

 

 

Second Test

 

 

 

Deliberately left myself attacking birds while they were invulnerable sometimes, messed up moving around a few times, and basically did what people would do if they didn't pay a lot of attention. Did not use super attack potion at all.

 

 

 

17,204 slayer exp/hour.

 

 

 

As you can see, these are some great numbers! Now for how to kill them and the loot they give.

 

 

 

 

 

Where and How to Kill Them

 

 

 

The birds are located in the Sewer Slayer Dungeon (http://tip.it/runescape/index.php?page=sewer_slayer_dungeon.htm for tip.it guide).

 

 

 

Here are two maps showing where you should go. You can get there via: Dueling Ring teleport to Cwars, hot balloon in front of Cwars, fairy ring BKP, or the spirit tree (spirit tree does not need a mithril grapple).

 

 

 

cwardsareaqn2.png

 

cwardsareaqn2.2324672420.jpg

 

 

 

overallmaprf4.png

 

overallmaprf4.c409456e23.jpg

 

 

 

 

 

 

 

In the picture below, you need to stand in BETWEEN the two red boxes. The goal here is to have only ONE terrorbird attacking you at a time. If you stand along the shore of that little tar pond, the birds will be trapped by the corners. You can then run along the shore and attack them one at a time.

 

 

 

positionrj1.png

 

positionrj1.10b47e2e49.jpg

 

 

 

 

 

If you have 2 or more birds attacking you at once, your bunyip will not be able to heal you fast enough. I cannot stress enough that you must only have 1 bird attacking you at a time.

 

 

 

 

 

To fight the birds, you need to always have range prayer on. Otherwise, you will be promptly killed. You want as much melee defense and prayer bonus as you can get. I recommend the following set up.

 

 

 

equipmentyk6.png

 

equipmentyk6.825234a7b4.jpg

 

 

 

 

 

Your inventory should be very similar to the setup pictured below. I normally use about 9 prayer pots in an assignment of 160 birds and 2-3 bunyip pouches.

 

You can bring whatever you want to in the last 4 spots. You'll figure out what's best for you after you go once or twice.

 

 

 

inventoryka5.png

 

inventoryka5.49e7e449c1.jpg

 

 

 

 

 

 

 

Some tips for killing them.

 

 

 

-Click on the chimes just before you are about to kill the bird you are currently attacking. After you have killed the one you are currently attacking, you can basically just double click the next bird. This technique speeds things up a little bit.

 

 

 

-Do not wait on the terror bird to die. They have a terribly long death animation. Just get the loot after you have killed your next bird.

 

 

 

-Terror birds are ALWAYS AGGRESSIVE. This means you have to use the technique described earlier for the entire time you are killing them.

 

 

 

-Super attack potions aren't entirely necessary. Their defense is already incredibly low. I just like a little extra kick.

 

 

 

-Their range attack will tear you to shreds. Always, always pray range. Do not let your range prayer run out.

 

 

 

-An average assignment will take you between 1 and 1.25 hours when you have become proficient with this method. Larger assignments may take longer. But keep in mind, the exp is still great even though the assignment takes a long time.

 

 

 

-The birds are all level 81 and have an amazing 150 hit points. You cannot attack the level 143 birds at the end of the sewer after completing the Path of Glourphie quest.

 

 

 

 

 

Loot

 

 

 

Now, you want to pay off using all those prayer potions. Here is the loot from what I would call an average run. Ignore anything OUTSIDE of the red box (I brought that stuff with me)

 

 

 

lootca6.png

 

lootca6.74ed13d8a2.jpg

 

 

 

The loot in that picture is broken down as follows:

 

 

 

38k in deaths

 

25k alch rune warhammer

 

32k alch rune kiteshield

 

16.5k in diamond bolt tips

 

7k in emerald bolt tips

 

8.5k in ruby bolt tips

 

20k in addy bolts

 

25.5k in rune bolts

 

63k in swamp tar

 

8k in raw sharks

 

 

 

=243.5k

 

 

 

NOW SUBTRACT

 

 

 

81k - the cost of an average of 9 (4 dose) prayer potions

 

5.4k - 3 bunyip pouches

 

 

 

TOTAL - 157.1k

 

 

 

 

 

So you can get great slayer exp, make some decent cash, and you can do this all in one trip!

 

 

 

 

 

 

 

 

 

2. Guthans and Proselyte/Veracs

 

 

 

As I have come to realize, guthans is very effective at terror birds. They have incredibly low defense, and so guthans will heal you very often. Furthermore, guthans can be used by people of about 85+ defense, and no summoning is required.

 

 

 

You should also bring along proselyte plate and legs (wear your slayer mask or helmet instead of the proselyte helmet). Whenever you need to heal, use guthans. Whenever your health is above about 3/5, put on your proselyte for better prayer bonus. It has decent enough melee defense to work for some time.

 

 

 

The experience will be slightly slower for this method due to using guthans. However, it will not be too much less because of the terror birds' low defense.

 

 

 

The exact same tactics that were used in the bunyip section also apply to the guthan/proselyte method. Guthans does allow you to mess up some more than the bunyip method (like getting double teamed by tbirds), but it will cost you some exp/hour because you will have to heal yourself more often if you do mess up.

 

 

 

Alternatively, you may wish to use Veracs instead of proselyte. I would personally prefer this. It trades off +4 prayer for +70 more defense across the board.

 

 

 

An inventory for guthans should look like this. You'll want a few more prayer pots because you'll have to pray while healing in guth, which doesn't have any prayer bonus. I edited the image a little because I don't own guthans any more since I use bunyips all the time. You'll figure out what to bring in the 3 empty slots once you've done a trip or two.

 

 

 

inventttzr6.png

 

inventttzr6.f942483238.jpg

 

 

 

 

 

 

 

3. Cannon

 

 

 

Using either the bunyip or guthans methods earlier described, you may find yourself wanting to cannon! You will use about 10 cannon balls for every 1 bird you have to kill.

 

 

 

This method brought in 24,269 slayer exp/hour.

 

 

 

To get to the best cannon spot, follow this map. There are other spots, but you might be attacked by 3 or more birds, or you might continuously waste cannon balls attacking tortoises. Hence, this spot that I chose is really the best one.

 

 

 

cannonmapto0.png

 

cannonmapto0.747b48eed7.jpg

 

 

 

 

 

Your inventory should look very similar to this if you are using the bunyip method. If you use guthans, you will simply leave out the bunyip pouches and potion, and instead bring your guthans.

 

 

 

cannoninventoryhs1.png

 

cannoninventoryhs1.4c0369fa80.jpg

 

 

 

Your armor/weapon load out should be the same as the bunyip method mentioned previously if you are using bunyips. Likewise for Guthans.

 

 

 

Now listen closely. This becomes somewhat strategic.

 

 

 

Below these paragraphs is a setup of how to kill them. You should ALWAYS put your cannon in the same spot. This spot ensures that it is always attacking at least one of the birds. It often shoots both or double shoots one.

 

 

 

You should also stand next to the INSIDE of either pillar. It is your choice. If you stand on the square inside of either pillar, only 1 bird should be able to attack you at a time. If they both start to attack you, don't panic! With your cannon, you should be able to withstand them both attacking you for just a few seconds.

 

 

 

standhereforcannoncs2.png

 

standhereforcannoncs2.44b625cb0d.jpg

 

 

 

 

 

Tips for cannoning:

 

 

 

-Make SURE that you use your chimes on a bird whenever it spawns. Otherwise, you will waste a lot of cannon balls and time.

 

-If you think a bird is about to turn invulnerable again, go ahead and use your chimes on it again

 

-If you just killed 1 bird, go ahead and move from the good spot to kill the last bird. Then run back

 

-Reload your cannon whenever it is convenient. If you moved from the normal spot, consider reloading while you are moving around.

 

-Cannoning takes more attention than any other method, but it is also the fastest. To be honest, it takes almost constant attention. You can easily chat while you cannon though.

 

 

 

 

 

 

 

4. Fighting Just 1 Bird

 

 

 

The lone bird method is not recommended, but some of you might not mind taking your time or don't want any risk of dying. This method also does not require any prayer potions, which can be a money saver.

 

 

 

This method brought in about 12,900 slayer exp/hour.

 

 

 

Follow the map below to get to the lone bird. It is in its own little caged area.

 

 

 

lonebirdmapfs3.png

 

lonebirdmapfs3.a13405c70a.jpg

 

 

 

 

 

Your weapon/armor load out should be geared towards having the highest possible defense. You don't need to worry about prayer bonus at all now.

 

 

 

Your inventory is very similar to the methods in sections 1 or 2. The inventory below is using a bunyip. If you are using guthans, just replace the bunyip pouches and summoning potion with guthans equipment.

 

 

 

If you'll notice, this load out has 3 (4) dose super attack potions and 4 bunyips. This is because the single bird method takes longer than any of the other methods.

 

 

 

equipmentforlonebirdjd1.png

 

 

 

 

 

Killing the single bird is pretty easy. Stand either directly next to or on top of the spawn. This way, the bird will use melee attack and it should almost never use its ranged attack. You can sit back and relax while you hack away. Just make sure that you have your chimes ready in case you take too long to kill it.

 

 

 

standhereforlonebirdti0.png

 

standhereforlonebirdti0.45ba079195.jpg

 

 

 

**Note added by Erichermit: I have been told by Smartme that earmuffs reduce the range attack damage of the terrorbirds. I think a black mask is still better to use for extra damage, since you can just pray, but the slayer mask includes earmuffs so could be useful for fighting without prayer.**

 

 

 

Smartme says: "hey, on warped terrorbirds, i think that earmuffs do reduce the dmg of their range attack. i remember when i did the quest it could hit 40's on me without it. when i went to do my task of them, their range attack hit a paltry 2 max (with slayer helm) lol. (i let several of them hit me) however the attack is still quite accurate, so it still a good idea to pray on them if several ore attacking you. one more thing that i noticed, if they are ranging you over an obstacle, if you turn on range pray they try to melee you. why is this important? because while they try to melee you over the obstacle, they wont range you anymore! so you can just flash range pray and when they get stuck, turn it off."

 

 

 

 

 

CREDITS

 

 

 

-Thank you to feelstreem for some info on the guthan method and for several useful suggestions!

 

-Thank you to The Slayer's Guild (led by bigmoneyak, also known as Axe Man Jack) for keeping me on track with slayer[/hide]

 

 

 

[hide=Misunderstood Monster #4]I have been planning on writing this guide for a while, but a few of my friends who

 

I showed this too asked that I not release it until they were finished, lest it become well

 

known and the available moneymaking decrease due to others knowing. Unfortunately, in the delay

 

I took to write this guide, the technique has been discovered by others and is already creeping

 

into common knowledge. However, I choose to write this guide anyway because they still are

 

fairly unknown and I've been planning this guide for a while and it'd be a shame not to do it.

 

 

 

Now, some of you reading this, when you hear me say Cave Slime, probably are even more

 

astonished than the other guides (Though, so far I'd say Warped Terrorbirds is the biggest shocker.

 

Thanks, Gonpost!) After all, Cave Slimes are for noobs right? A silly burthorpe task in an annoying

 

dungeon, with poison, and who's best drop would be bronze boots? Well, good news. You're not after

 

boots. You're after tar. Now why would you want tar? Swamp Tar seems worthless if you don't know much

 

about it, used mostly as a quest item and spawning in small amounts on the floor in swamps, most people

 

would probably come across some and just drop it. However, Swamp Tar has a surprisingly high price.

 

 

 

lotsofcaveslimesherebd3.png

 

w366.png

 

 

 

Swamp Tar is currently valued at about 216gp each, but I reccomend you check the Grand Exchange Database

 

for a more recent and accurate price. (216gp accurate as of November 6th 2008.) What makes this seemingly

 

useless gunk have a decent cost attatched to it? It is used heavily in herblore as a good way to earn

 

exp. If you're not after money, you could even use this tar to level up your herblore. You could then use

 

these herb tars to barrow with a black salamander, a method I have found very profitable.

 

 

 

Cave Slimes aren't the best exp or cash for higher levels, but I think they're great for lower

 

levels. However, that said, Cave Slimes remain to be good cash for anyone no matter how high levelled they

 

are. Just at the higher levels, there are more opportunities available. Hopefully this can give the lower

 

levels a more rewarding and fun way to gain money than stringing endless amounts of flax.

 

 

 

 

 

==Requirements==

 

 

 

Cave Slimes don't have many requirements. They are low levelled and weak, but should you lack any

 

of the proper defenses and items you may actually get a bit more than you expected.

 

 

 

17+ Slayer: Obviously, without the required slayer level, you can't hope to harm these things.

 

Wild Pies are not reccomended at all. Getting to level 17 is not difficult in any way.

 

 

 

40+ Defense: *NOT REQUIRED* The ability to wear dragonhide can help shield some damage. 42+

 

for those who want to wear full void melee.

 

 

 

40+ Attack < 60+ Attack < 70+ Attack < 75+ Attack: The ability to wield a Rune Scimitar will

 

help, and I don't think the moneymaking here would be fast enough if you couldn't. However, if you

 

can't wield a rune scimitar yet, the place can still be a nice training zone for you, if you so desire.

 

Wearing dragon helps even more, as dose the whip, and the godsword is the perfect weapon here as it

 

will almost always one hit the slime. Of course, most people with a godsword have already moved on to

 

other moneymaking areas.

 

 

 

40+ Ranged: *NOT REQUIRED* For the ability to wear dragonhide. 42+ for those wanting to wear

 

void.

 

 

 

42+ Magic *NOT REQUIRED* but only if you want to wear void.

 

 

 

33+ Fishing: *NOT REQUIRED* This allows you net frogspawn nearby. This is only good for low

 

levels who are taking small amounts of damage. Frogspawn is quick to catch and heals a small amount,

 

and with it you won't ever have to leave. Higher levels wont have to worry about this.

 

 

 

Completed Death to the Dorgeshuun > Completed The Lost Tribe: For access to the shortcut to

 

get there, and the better area in the Dorgesh-Kaan caves.

 

 

 

49+ Firemaking: So that you can use a Bullseye Lantern. If you don't want to get to 49, then

 

at least make sure you have a lantern that is covered. Uncovered light sources will explode. Non-bullseye

 

lanterns will require you to bring a tinderbox with you.

 

 

 

 

 

==Cave Slime Drops==

 

 

 

172swamptarfor37kqp3.png

 

 

 

Cave Slimes have basically only one useful drop, and that is swamp tar. However, I will still copy

 

over here the droplist, from the Tip.It database.

 

 

 

* Gold: 1-150

 

* 100%: Swamp tar(1-9)

 

* Weapon: Bronze axe, Iron sword, Rune javelin(5), Dragon spear

 

* Armour: Bronze full helm, Iron boots, Iron kiteshield

 

* Runes/Arrows: Earth(5), Water(15)

 

* Misc: Oil lantern frame, Chaos talisman, Unlit Torch, Gold bar, Clue scroll(level 1), Uncut gems, Half key, Shield left half(dragon)

 

* Seeds: Evil turnip(1)

 

 

 

Half Keys and Evil Turnip Seeds are worth picking up. Because cave slimes drop 1-9 swamp tar per drop,

 

you can expect to make anywhere from 188 to 1692 gp per kill. Not bad at all for a combat level 23

 

monster!

 

 

 

>>>>Melee<<<<

 

 

 

Due to Cave Slimes being so desperately weak, your equipment will be about maximizing your offense.

 

Melee and Ranged the the main viable methods. Melee will kill them much faster, but ranged has the advantage

 

of bringing them to you and not requiring you to run around.

 

 

 

I can expect about 38k combat exp per hour (Not including HP Xp) and

 

about 1350 Tar per hour. With a tar price of 216 at the time of writing

 

this guide, this would equate to about 291.6k an hour.

 

 

 

==Inventory and Equipment==

 

 

 

equipmentmeleehs5.png

 

w486.png

 

 

 

*Head- Neitiznot > Warrior Helm > Coif

 

Cape- Fire Cape > God Cape > Obsidian Cape > Any cape you want

 

Neck- Fury Amulet > Glory Amulet > Strenght Amulet

 

Weapon- Godsword > Whip > Dragon Scimitar > Rune Scimitar

 

Shield- Rune Defender>Dragonfire Shield > Zamorak Book

 

*Torso- Bandos Chestplate/Fighter Torso > Dragonhide body

 

*Legs- Bandos Tassets > Dragonhide Legs

 

*Gloves- Best RFD Gloves > Gauntlets > Gloves

 

Boots- Dragon Boots > Rune Boots > Adamant Boots

 

Ring- Berserker Ring > Warrior Ring > Ring of Life

 

 

 

*I choose to wear full void melee over these items*

 

 

 

 

 

A note on full void: Wearing full void robes will give you a 10% boost to your offensive

 

capabilities. This is perfect for Cave Slimes, especially since the robes give you magic

 

defense. I highly reccomend you wear void if you can be bothered to get it.

 

 

 

A note on dragon weapons: Dragonlongswords may be more useful than the Dragon Scimitar because

 

the special attack of the dragon longsword is likely to one hit a slime. Your choice.

 

 

 

A note on Karils: Seriously. Don't use Karils here. It's way to expensive to waste on some stupid

 

slimes when black dragonhide will work just as well.

 

 

 

A note on the Ring of Life: It's not easy to die here. A ring of life

 

may be helpful however, should you get disconnected and poison somehow

 

kills you. It's a bit silly though, and bring a Ring of Wealth instead

 

if you want a little better chances at half keys.

 

 

 

Inventory

 

inventorynh2.png

 

 

 

 

 

Lantern: So you can see and... you know.. Not die. And stuff. Yeah.

 

You need a Lantern. Don't forget it!

 

 

 

Tinderbox: Some lanterns can be extinguished by drafts in the caverns.

 

Bring a tinderbox to relight your lantern if this happens, so you don't

 

get destroyed by tiny insects. You don't need to bring one if you have

 

a Bullseye Lantern.

 

 

 

Antipoisons: Regular or Super Antipoisons to cure the poison you'll get

 

from Cave Slimes. SUper Antipoisons are better, but regulars will work

 

just fine if you want to be a little more thrifty. The book from The

 

Great Brain Robbery and a Holy Symbol will also suffice very well.

 

 

 

Food: Just in case. Tar is stackable anyway, so inventory space isn't

 

a big deal.

 

 

 

Net: For the lower levels only. You can fish some frogspawn for a few

 

HP if you somehow got hurt, which is possible if you don't keep track

 

of poison.

 

 

 

There's little reason to bring a teleport, but you may want to if it

 

is your first time down in the caves. A super attack potion might be

 

helpful if you are having trouble one hitting the cave slimes. Also,

 

a cannon can speed things up, but requires initial capital.

 

 

 

>>>>Ranged<<<<

 

 

 

Cave Slimes have very very low defense. You will probably get less kills

 

per hour by choosing ranged over melee, but if you really want ranged xp

 

it's still a good method for gathering cash.

 

 

 

I can expect about 33k ranged exp per hour (Not including HP Xp) and

 

about 1240 Tar per hour. With a tar price of 216 at the time of writing

 

this guide, this would equate to about 267.8k an hour.

 

 

 

==Inventory and Equipment==

 

 

 

equipmentrangedyo0.png

 

w487.png

 

 

 

*Head- Armadyl Helmet > Robin Hood Hat > God Coif

 

Cape- Accumulator > Attractor > Fire Cape > Any cape you want

 

Neck- Fury Amulet > Glory Amulet > Unholy Symbol

 

Weapon- Adamant Knives > Mithril Knives > Steel Knives > Iron Knives

 

Shield- Zamorak Book > Spirit Shield > Antifire Shield

 

*Torso- Armadyl Chest > Dragonhide body

 

*Legs- Armadyl Skirt > Dragonhide Legs

 

*Gloves- Barrows Gloves > Black Dragonhide Vambs > Lower RFD gloves

 

Boots- Ranger Boots > Snakeskin Boots > Frogskin Boots

 

Ring- Archer Ring > Ring of Wealth > Ring of Life

 

 

 

*I choose to wear full void ranged over these items*

 

 

 

 

 

A note on full void: Wearing full void robes will give you a 10% boost to your offensive

 

capabilities. This is perfect for Cave Slimes, especially since the robes give you magic

 

defense. I highly reccomend you wear void if you can be bothered to get it.

 

 

 

A note on crossbows: Using a crossbow instead of knives probably works well

 

too, but a faster weapon is more advantageous when their defense is so low.

 

 

 

A note on Karils: Seriously. Don't use Karils here. It's way to expensive to waste on some stupid

 

slimes when black dragonhide will work just as well.

 

 

 

A note on the Ring of Life: It's not easy to die here. A ring of life

 

may be helpful however, should you get disconnected and poison somehow

 

kills you. It's a bit silly though, and bring a Ring of Wealth instead

 

if you want a little better chances at half keys.

 

 

 

Inventory

 

inventorynh2.png

 

 

 

 

 

Lantern: So you can see and... you know.. Not die. And stuff. Yeah.

 

You need a Lantern. Don't forget it!

 

 

 

Tinderbox: Some lanterns can be extinguished by drafts in the caverns.

 

Bring a tinderbox to relight your lantern if this happens, so you don't

 

get destroyed by tiny insects. You don't need to bring one if you have

 

a Bullseye Lantern.

 

 

 

Antipoisons: Regular or Super Antipoisons to cure the poison you'll get

 

from Cave Slimes. SUper Antipoisons are better, but regulars will work

 

just fine if you want to be a little more thrifty. The book from The

 

Great Brain Robbery and a Holy Symbol will also suffice very well.

 

 

 

Food: Just in case. Tar is stackable anyway, so inventory space isn't

 

a big deal.

 

 

 

Net: For the lower levels only. You can fish some frogspawn for a few

 

HP if you somehow got hurt, which is possible if you don't keep track

 

of poison.

 

 

 

There's little reason to bring a teleport, but you may want to if it

 

is your first time down in the caves. A super attack potion might be

 

helpful if you are having trouble one hitting the cave slimes. Also,

 

a cannon can speed things up, but requires initial capital. I don't

 

reccomend using a cannon.

 

 

 

 

 

 

 

 

 

==How To Get There==

 

 

 

In order to enter the deeper area of Dorgesh-Kaan, you must first

 

get to Dorgeshkaan. Simply teleport to Lumbridge, go into the basement

 

and use the shortcut into the caves. Talk to the Cave Goblin to be

 

brought to the mines. Then, enter the city and exit the city at the

 

entrance to the mines. You will find an area as noted on this map where

 

the optimal place to kill cave slimes is.

 

 

 

goblincity.png

 

 

 

Use this map to find your way to the Slayer/Agility exit. Then

 

make go down into the area with the monsters and make your way

 

Northwest until you find the area marked with this minimap.

 

 

 

minimaplocationsc1.png

 

w216.png

 

 

 

Another way to get to Dorgeshkaan is by using the teleport spheres.

 

The Deep Dorgesh Kaan dungeon can also be reached via fairy code AJQ

 

 

 

==Battling the Cave Slimes==

 

 

 

This usually is one of the most detailed parts of my guide, but.. honestly.

 

Theres not a lot to say here. Just click on the slimes to kill them, and

 

then click on tar to pick it up. Stay until you're finished. Remember

 

to drink antipoisons when you're poisoned, and if you brought a net, fish

 

a little frogspawn if you have some damage on you. If youre ranging, please

 

don't try finding safespots. It's not worth it.

 

 

 

dontwasteamomenttg5.png

 

w602.png

 

 

 

When killing the cave slimes, don't wait for their death animation to finish before you pick up a drop. Just pick it up

 

later in order to maximize your profit per hour.

 

 

 

Familiars Note: There aren't many familiars useful to use here. A Void

 

Spinner would be nice for low levels, but I doubt it'll be neccesary.

 

Bring a creature that can generate useful items if you want.

 

 

 

==Credits==

 

 

 

Heleor, for introducing the idea of Cave Slimes being good money to me.

 

Tip it, for providing droplist of caveslime and map of Dorgesh-Kaan.[/hide]

 

 

 

[hide=Misunderstood Monster #5]Almost every slayer loves getting a Spiritual Mage task. Instantly, either Saradomin or Zamorakian

 

Spiritual mages are choses as the one to kill. Reasons for this are quite obvious. Zamorakian mages

 

are easily melee'd due to low health and defense and thus result in the fastest spiritual mage kills.

 

You will have to use prayer potions and pay attention intently at zamorakian mages. Saradomin mages

 

are commonly found trying to attack the nearby zamorakian minions, resulting in an enemy you pick off

 

while staying safe from retaliation.

 

 

 

Bandos mages are very similar to Saradomin mages. they can be killed without using any food, prayer

 

potions, or any supplies of that matter. You will be ranging and can theoretically stay there for

 

forever, as long as you don't run out of bolts (which would take a very long time if you brought

 

a moderate amount!)

 

 

 

Bandos Spiritual Mages have 106 HP, which means you'll get more slayer experience out of them than

 

Zamorakian or Saradomin Mages.

 

 

 

There is a safespot that you can use to attack Bandos Spiritual Mages where they cannot attack you

 

back. This is using a crossbow on rapid fire setting and requires no effort to set it up. Just

 

stand in the location I will specify (It's a big and vague area to stand too so it's really hard

 

to mess this up) and attack the mage. Everything will fall into place for you.

 

 

 

"But wait! I heard bandos spiritual mages have a higher defense than other mages. That means slower

 

experience, right?"

 

 

 

You're correct, bandos spiritual mages do have a higher defense. However, that doesn't matter,

 

because like all spiritual mages, bandos mages have a pathetically low range defense. Remember, the

 

combat triange is much more prominent when it comes to monsters.

 

 

 

I can kill about 110 Bandos Spiritual Mages an hour, vouching me 46,640 Ranged Experience and

 

about one pair of dragon boots each hour. If you're on task you should also be making about

 

11660 Slayer Experience per hour.

 

 

 

The effort rating is very low. Ranging spiritual mages is somewhat afk and you should be able to

 

browse forums a little and chat with people in your cc pretty easily without having to focus on

 

the mages much at all.

 

 

 

Many of you will continue to kill Zamorakian Spiritual Mages, and that is just fine. You should

 

be able to kill about 135+ Zamorakian mages an hour, so obviously that is the fastest way. Many

 

of you however, want to camp at a monster without using prayer potions etc. which is why Saradomin

 

Mages are also very popular. If you are looking for range experience while slayering, it is also

 

good to kill the bandos mages instead of the other kinds as saradomin ones are slow and zamorakian

 

mages will retaliate. In the end, it all comes down to your personal preference. I find Bandos

 

Mages simply more fun due to the relaxed nature of killing them, and I value Ranged Experience higher

 

than Melee Experience. Also worth noting is that Bandos Mages are completely barren, and I never

 

have to fight over a spot.

 

 

 

Bandos Mages are also a good option for ranged pures slayers who don't want the prayer levels needed for

 

zamorakian mages.

 

 

 

The drop tables for Bandos Spiritual Mages are unsurprisingly identical to those of any other spiritual

 

mage.

 

 

 

==Requirements==

 

 

 

83+ Slayer: is neccesary for killing Spiritual Mages. You can also eat wild

 

pies to kill Spiritual Mages at level 78 Slayer. Wild Pies also give a ranged boost which

 

is helpful here. I don't recommend this however, I think wild pies slow you down and give

 

you a large and unnecessary expense. If you want to kill spiritual mages just grit your teeth

 

and get the level 83 Slayer.

 

 

 

26+ Prayer: is only a reccomendation. The +10% Hawkeye Prayer is helpful and doesn't

 

drain much, but if you don't want prayer levels or for some reason don't have this, don't worry

 

about it. It's not very integral to killing them at all.

 

 

 

70+ Strength: You cannot enter the Bandos Encampment without this. By 83 Slayer this should

 

by no means be a problem.

 

 

 

70+ Ranged: Any less and your kills will be very slow.

 

 

 

Eadgar's Ruse Completed: For access to Trollheim Teleport to get to GWD quickly.

 

 

 

61+ Magic: So you can cast Trollheim Teleport

 

 

 

==Inventory and Equipment==

 

 

 

Equipment

 

Equipmentbandosmages.png

 

*Head- Armadyl Helm > Robin Hood > Archer Helm

 

Cape- Accumulator > Attractor > Firecape

 

Neck- Amulet of Ranging > Glory > Symbol of Zamorak

 

Quiver- Broad Bolts > Mithril Bolts

 

Weapon- Rune Crossbow > Zanik's Crossbow

 

Shield- Zamorakian Prayer Book

 

*Torso- Armadyl Body > Black Dragonhide

 

*Legs- Armadyl Legs > Black Dragonhide

 

*Gloves- Barrows Gloves > Black Vambs

 

**Boots- Bandos Boots

 

Ring- Archer Ring (i) > Onyx Ring (i) > Archer Ring > Ring of Life

 

 

 

*I chose to wear full void instead these items

 

** You cannot wear anything but Bandos Boots for boots, otherwise you will die. The Bandos Spa is

 

not good enough.

 

 

 

A note on full void: Wearing full void robes replaces

 

a lot of good accuracy boosting armor peices, but

 

will give you a +10% Range Bonus that will make you

 

do more damage. If you are using full void, it's

 

more important that you get the accuracy boosting

 

items such as the Ranging amulet, Archer Ring, and Ranger boots

 

than if you wore dragonhide, otherwise your range

 

attack bonus will be simply awful. Full void is not

 

for everyone, as it costs a whopping 850 PC points,

 

which is equivalent to approximately 15 hours of

 

PCing on world 144 Veteran Boat. You could have killed

 

a lot of Mages in that 15 hours. If your range level

 

is below 80, I do not reccomend using Void.

 

 

 

A note on Karils: It's expensive to use here as it will

 

degrade even though you aren't taking damage. In fact,

 

after it degrades you'll want to leave earlier than you

 

should have because its not giving a range bonus anymore.

 

Don't wear Karils. I don't care how cool you think it makes

 

you look, Black dragonhide is cheap and just as good range

 

attack wise.

 

 

 

A note of Zanik's Bow: I haven't tested it here, so it might

 

perform really well considering these are god followers.

 

You may want to consider bringing it and some adamant bolts

 

or something as a spec weapon.

 

 

 

InventoryBandosMages.png?t=1251526156

 

 

 

Slayer Gem: Despite the Bandos killcount keeping tack for me, I still like to bring it. Just in case

 

I get curious how many I have left and I forgot. It's also a bit of habit for me, I like having it.

 

You don't have to bring one if you don't want to.

 

 

 

Enhanced Excalibur: Just like the slayer gem, Enhanced Excalibur is something I bring on all my

 

tasks. I keep it just in case I mess something up, though I havent had to use it yet.

 

 

 

Ranging Potions: They're not too expensive and really speed things up. Bring as many as you think

 

you'll use! I choose to repot 2 levels above back to normal.

 

 

 

Hammer: Don't forget this, you cant get into the Bandos area without it.

 

 

 

Runes: For teleporting to Trollheim.

 

 

 

Karamja Gloves 3: To get my next slayer task with! If you're on lunar or are getting

 

to your slayer master some other way, bring whatever you usually bring.

 

 

 

You might want to consider bringing a regular restore potion. The Ice outside will damage your

 

levels which could possibly cause you a lot of hassle if your slayer drops below 83 because

 

of it or something. If you have high enough slayer this shouldnt be a problem.

 

 

 

==Getting to the Bandos Encampment==

 

 

 

The best way to get to GWD is to teleport to Trollheim and simply run there. Throw on the

 

Protect from Ranged prayer as you run past the thrower trolls. If you have the strength

 

to push the giant boulder out of the way, you can do that. If you have the agility to get

 

through the crack in the wall, that is closer to the gwd entrance. Once in the gwd cave,

 

you should throw on magic prayer to protect from the saradomin mages that will be attacking

 

you and run dead north as if going to the zamorak encampment. (Cutting across the middle

 

will make some Aviansie attack you.) Once there, head west to the bandos door and hit the

 

gong with your hammer. In the Northwestern section of the encampment is the place you want

 

to be.

 

 

 

LocationBandosMages.png?t=1251526306

 

 

 

Once you have positioned in that general area, you are ready to safespot some Bandos Spiritual Mages!

 

 

 

==Battling the Mages==

 

 

 

Attacking these mages is a very simple process. Just stand in the general area of that screenshot

 

above, and right click a spiritual mage and attack him! Everything will take care of itself!

 

 

 

Mage1.png?t=1251526672

 

 

 

This is the northern mage. He is located just north of the starting position. This is where he

 

should run to after you shoot him. There is a chance he will run somewhere else and will lure

 

your character into a position where he can shoot spells at you, but this rarely happens so a

 

simple mage prayer should solve it, or you could run back and try again. If he lures me over

 

I tend to just finish him off as it happens so infrequently the damage doesnt add up. It should

 

happen once every two tasks or so.

 

 

 

Mage2.png?t=1251526711

 

 

 

This is the southern mage. He is located just south of the starting position. He should never

 

lure you over unless you seriously screwed up.

 

 

 

Due to almost all of the spiritual mage drops being nothing but lackluster runes, barely any

 

drops are actually worth running over to the drop pile to pick up. I pick up Nature Runes,

 

Clue Scrolls, Pure Essence, and of course, Dragon boots! Don't just sit and watch the mage

 

die either, as soon as you finish it off, turn around and attack the other mage. He should

 

respawn around the time you kill the other mage, but if youre fast enough you will actually

 

have to wait a bit less than a second for him to come back. Since drops will stay on the

 

floor for 2 minutes and you should by no means be taking over 2 minutes to kill the other

 

mage, you will safely be able to see your drop when you get back to killing the respawned

 

mage that dropped it. Though you'll likely be curious about what the drop was, this will

 

increase your kills per hour and thus the amount of dragon boots you can get.

 

 

 

There are absolutely no summoning familiars worth using here. You don't take any damage

 

so healers are unnecessary, and combat familiars refuse to attack these spiritual mages

 

from the safespot. If you feel you must bring a follower with you, a Saradomin Owl will

 

prevent saradomin mages from attacking you in the first room, which I suppose is nice.

 

You could try raising pets here if you bring a bunch of food since you have plenty of

 

inventory space. Or an item generating familiar.

 

 

 

I hope you enjoyed reading my guide, and I hope you consider killing the Bandos Spiritual

 

Mages for some easy and supplyless kills!

 

 

 

==Credits==

 

 

 

Blutters ( "Gavati" ) for showing me this method and giving me permission to write a guide on it.[/hide]

enex2sigjpegkm3.jpg

Do you hate Wyverns or Warped Terrorbirds? Think again! Misunderstood Monsters!

Want to become a Champion of Champions like I once was? Champion Scroll Guide!

Feeling Bored? List of Sidequests

 

Rare Drops: Dragon Sq Half : 1, Dragon Med : 2, Dragon Claws : 2, Dragon Legs : 1, Dragon Boots : 60+, Granite Legs: 8

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umm i only found one thing wrong....not that i really looked anyways

 

 

 

you could include the agility path to the dungeon and incase u dont know what im talking about...

 

 

 

 

 

 

 

maptoturoth.jpg

 

 

 

 

 

 

 

the cyan line will take you a little shorter than the green path and if you want the code to replace ur pictured

 

 

 

[img=http://i174.photobucket.com/albums/w92/wannapk/maptoturoth.jpg] 

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Thanks for getting that biggboy! I used to have the agility shortcut marked on the map, but unfortunately when the forum was rolled back I lost that picture's update.

 

 

 

I'll stick the one you gave me on it =)

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Do you hate Wyverns or Warped Terrorbirds? Think again! Misunderstood Monsters!

Want to become a Champion of Champions like I once was? Champion Scroll Guide!

Feeling Bored? List of Sidequests

 

Rare Drops: Dragon Sq Half : 1, Dragon Med : 2, Dragon Claws : 2, Dragon Legs : 1, Dragon Boots : 60+, Granite Legs: 8

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leaf-bladed sword is now best for meleeing turoths and kurasks. they hit hard and are fast :D

 

 

 

When will melee for skele-wyvern be updated? im waiting for it because doing tasks while ranging is extremely slow for me.

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leaf-bladed sword is now best for meleeing turoths and kurasks. they hit hard and are fast :D

 

 

 

When will melee for skele-wyvern be updated? im waiting for it because doing tasks while ranging is extremely slow for me.

 

 

 

I suggest you read the guide again, it was already there XD.

 

I should redo the hide tags now that we can I suppose. Hmm... I appear to be having a lot of trouble here. I dont think Nested hide tags are possible here.

 

Thanks for enjoying the guide, msiGC! =)

 

 

 

Thanks Bauke but I already have screenshots, I just forgot to add them again with the rollback. Thanks for the reminder. I'll go add those now.

 

 

 

And yes hedgehog, you can call me hermy.

enex2sigjpegkm3.jpg

Do you hate Wyverns or Warped Terrorbirds? Think again! Misunderstood Monsters!

Want to become a Champion of Champions like I once was? Champion Scroll Guide!

Feeling Bored? List of Sidequests

 

Rare Drops: Dragon Sq Half : 1, Dragon Med : 2, Dragon Claws : 2, Dragon Legs : 1, Dragon Boots : 60+, Granite Legs: 8

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If you were to use one, pray ranged. However, most damage comes from ice breath, which is based on magic. Praying magic didnt seem to affect the damage much at all too, so a better use of your prayer points would be to use it on stat boosters.

enex2sigjpegkm3.jpg

Do you hate Wyverns or Warped Terrorbirds? Think again! Misunderstood Monsters!

Want to become a Champion of Champions like I once was? Champion Scroll Guide!

Feeling Bored? List of Sidequests

 

Rare Drops: Dragon Sq Half : 1, Dragon Med : 2, Dragon Claws : 2, Dragon Legs : 1, Dragon Boots : 60+, Granite Legs: 8

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Mmm, if you were to pray, Piety would work quite well, I'm sure. 25% more defense would work very well against range/melee, and the quicker kills would be awesome. Though with no extra prayer pots, the 10% defense prayer would probably be best, as it'd last through the whole thing.

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Well, i had them as a task today, decided to try them out after reading this, came away with a snap seed and a few ranarrs and daggers, was quite happy, then got sword on last kill =P~ I cant stress how much easier it is to kill them with this :)

I'm at Karamja ranging lessers... if I don't kill him in time people run underneath my foe and steel my arrows. Why! Have some decency and let me finish off the monster and get my arrows that I earned you PIG! Otherwise i have to run out to grab my arrows, get hit, and go back.. and guess what!, by then they stole my lesser! BASTARD!

 

100% P2P

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Yeah RyderJ, Piety is generally the best prayer to use here, but I generally only use it for short bursts doing special attacks.

 

 

 

@time_wast0r: Yeah, congratulations on the leaf sword!

 

 

 

@Hkdollars: glad to take away your fear of fighting the wyverns :)

enex2sigjpegkm3.jpg

Do you hate Wyverns or Warped Terrorbirds? Think again! Misunderstood Monsters!

Want to become a Champion of Champions like I once was? Champion Scroll Guide!

Feeling Bored? List of Sidequests

 

Rare Drops: Dragon Sq Half : 1, Dragon Med : 2, Dragon Claws : 2, Dragon Legs : 1, Dragon Boots : 60+, Granite Legs: 8

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i tried terror dogs once again after i was able to make slayer rings(they tele u there). The terror dog has a good amount of drops for blue charms but i still couldnt find a good way to kill them.

 

most drops of the terrordogs are just bones and coins. Bunyip doesnt work so well. They become un-aggressive after a while and thats when it gets easier to kill them.

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How does Bones to Peaches fare there, seeing as how they drop bones?

enex2sigjpegkm3.jpg

Do you hate Wyverns or Warped Terrorbirds? Think again! Misunderstood Monsters!

Want to become a Champion of Champions like I once was? Champion Scroll Guide!

Feeling Bored? List of Sidequests

 

Rare Drops: Dragon Sq Half : 1, Dragon Med : 2, Dragon Claws : 2, Dragon Legs : 1, Dragon Boots : 60+, Granite Legs: 8

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If you were to use one, pray ranged. However, most damage comes from ice breath, which is based on magic. Praying magic didnt seem to affect the damage much at all too, so a better use of your prayer points would be to use it on stat boosters.

 

Jagex changed it so Magic protect doesn't guard against Ice breath now, seeing as it's not a magical attack per se.

 

Great to see the guide back however.

 

 

 

(On a side note, if anyone can post a picture of the leaf-bladed sword in action(meaning weilded), I'd like that.)

Need a new signature....perhaps...

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Ultima, first of all it was pray MELEE that protected against icebreath. I know it's weird. lol.

 

 

 

Praying magic reduces the damage a little but, like I said, it's not worth it.

enex2sigjpegkm3.jpg

Do you hate Wyverns or Warped Terrorbirds? Think again! Misunderstood Monsters!

Want to become a Champion of Champions like I once was? Champion Scroll Guide!

Feeling Bored? List of Sidequests

 

Rare Drops: Dragon Sq Half : 1, Dragon Med : 2, Dragon Claws : 2, Dragon Legs : 1, Dragon Boots : 60+, Granite Legs: 8

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Ultima, first of all it was pray MELEE that protected against icebreath. I know it's weird. lol.

 

 

 

Praying magic reduces the damage a little but, like I said, it's not worth it.

 

...That makes no sense. Melee can't protect against breath attacks...

 

If anything, the closest thing breath attacks come to is Magic...

Need a new signature....perhaps...

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The breath IS magic, it's a special cant be protected against magic with prayer though.

 

 

 

And I know it doesn't make any sense for pray melee to stop the breath. It was a glitch and that's why Jagex fixed it. =P

enex2sigjpegkm3.jpg

Do you hate Wyverns or Warped Terrorbirds? Think again! Misunderstood Monsters!

Want to become a Champion of Champions like I once was? Champion Scroll Guide!

Feeling Bored? List of Sidequests

 

Rare Drops: Dragon Sq Half : 1, Dragon Med : 2, Dragon Claws : 2, Dragon Legs : 1, Dragon Boots : 60+, Granite Legs: 8

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I suggest using Chaos Tunnels for turoths as well if you're a meleer, because there aren't any safespots, a load of lvl 83's to kill, and familiars can fight for you there, making the kills faster if you're on a task.

 

 

 

Also, if you can create broad bolts, i suggest using them with a cbow(along with zammy book for increased damage+accuracy), but quite a few people don't have 300 slayer points yet(or save them for the slayer mask).....

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I suggest using Chaos Tunnels for turoths as well if you're a meleer, because there aren't any safespots, a load of lvl 83's to kill, and familiars can fight for you there, making the kills faster if you're on a task.

 

Familiars can harm Turoths? :-s

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