draikan0 Posted November 9, 2008 Share Posted November 9, 2008 For a long time I have thought that the community needed a way better Dagannoth Kings guide. I have never made a guide before so I am hoping for lots of feed back. Hopefully you like the beginning. Remember, this is just a fraction of the guide. The real thing will be complete with tons of pictures and info. Also, I know what I am talking about, I estimate that I have nearly 5k king kills \ DraikDieds All-Inclusive Dagannoth King Guide If you have been a member of Runescape for more than a few months, chances are you have heard of the Dagannoth Kings. But most players consider hunting these monsters a task reserved for the elite. Hearing tales of 50+ hits and three level 303s, they view a Dagannoth Kings trip as nothing more than a suicide mission. They couldnt be more wrong. Handled properly each king is very manageable, and can be effectively killed even by players below 100 combat. This guide will show you how. Whether you are a nervous rookie, or a seasoned veteran, this will teach you all there is to know about hunting the Dagannoth Kings and how to get rich doing so, hopefully turning you into a master DKer. Table of Contents The guide is broken up into nine sections: General Requirements The Drops The Monsters The Lair The Equipment The Tunnels The Methods Other Teams Clan Chat, Loot Share, and Coin Share Section I: General Requirements There are essentially three things necessary to becoming a successful DKer, levels, money, and friends. During a DK trip you will be in a multi combat room with three level 303 monsters, and many level 76 monsters. You must protect yourself from all styles of attack, and still find time to deal damage. This makes it necessary to have advanced at least so far in certain skills. The absolute bare minimum requirements to DK are: 70 Defense, 70 Magic, 70 Hitpoints, and 43 Prayer. Attempting to DK with out at least those levels will not be profitable, and will probably get you killed. Poorer players should also note that a DK trip costs money, and you may not get a drop every time. If you do not have enough money to buy supplies for your next trip, you cant continue to DK. A trip will usually cost between 300k and 1000k. So keeping enough money or supplies around for about 3 trips could also be considered a requirement of DKing. A beginning DKer could purchase all the armor and supplies he or she would need for about 1500-2000k. All but the most experienced players will need at least some help taking on the dagannoth kings. An effective trip will consist of anywhere from one to five players. Any more than that will be inefficient. Most trips with either one or two players will require a suicider. Suiciders are only present for the very beginning of the trip and are not counted as part of the team. Section II: The Drops Chances are, this is why you are here. You want heaps of cash, and dont want to perform boring, mindless tasks for days on end. Well youre in luck. You can average over 500k profit an hour at the Dagannoth Kings, all while gaining valuable combat experience. Each king has 3 rare and valuable drops. All three drop the Dragon Axe. Each king also has two unique drops. Rex drops Berserker and Warrior Rings, Prime drops Seers Rings and Mud Battlestaves, and Supreme drops Archers Rings and Seercull Bows. Each king has about a one in fifty chance of dropping one of his three possible rare drops. It is possible to get well over 50 kills per trip. Each king can also drop the fremennik armor and helm that corresponds with his style of attack, and will drop valuable bones and hides on every kill. Together, these drops make the Dagannoth Kings a very reliable source of income compared to other boss monsters that could be hunted for profit. It is worth noting that the rare drops are not all worth the same. This makes some kings more profitable to fight than others. Generally Rexs drops are worth the most, then Supreme, and Primes drops are worth the least. Section III: The Monsters In a single DK trip you will see at least 10 different types of monsters, with combat levels ranging from 13, to 303. They will attack you with strong attacks of all three types, and are more than capable of striking even the strongest players dead. It is imperative that a Dker knows exactly what kinds of creatures he or she will come up against, as well as how to protect against their attacks. This section of the guide will provide detailed information on the strengths, weaknesses, and behaviors of all monsters you may encounter on Waterbirth Island. Rock Crabs Combat Level: 13 Attack Style: Melee Max Hit: Unknown (I was unable to get hit) Hit Points: 50 Poisonous: No Weakness: Their combat level is due mostly to their high hit points. So, like experiments, they have almost no defense against anything. Prayer: These should not be prayed against. Summary: Rock Crabs are found on the surface of Waterbirth Island. They should be ignored. Dagannoth Spawn Combat Level: 42 Attack Style: Melee Max Hit: 4 Hit Points: 35 Poisonous: No Weakness: Come on... its level 42. You can kill it however you like. Prayer: This monster should not be prayed against. Summary: These knee high horrors are hardly worth your attention. They hatch from the eggs scattered throughout the first room of the dungeon. Ignore them. Dagannoth Fledgling Combat Level: 70 Attack Style: Melee Max Hit: 6 Hit Points: 100 Poisonous: No Weakness: A large portion of this monsters combat level comes from its relatively high hit points. It has low defense, and can be killed however you like. Prayer: This monster should not be prayed against. Summary: These are found in a remote corner of the dungeon. If you see one, you are probably lost. Bardur, a lone Fremennik warrior has their complete attention, the are constantly in battle with him. Spinolyp Combat Level: 76 Attack Style: Ranged and Magic Max Hit: 11 Hit Points: 100 Poisonous: Yes (6) Weakness: These have similar defense to the dagannoth fledglings. They can be killed effectively with any style of combat. Prayer: Protect from magic is most effective against this monsters attacks. Summary: Spinolyps inhabit the water surrounding the lair of the three Kings. Their attacks are inaccurate, but you will be attacked by many at once. They can do hundreds of damage in an hour. Their ranged attack poisons, and each successful magic attack drains one prayer point. While the damage from their magic attack can be blocked with prayer, the prayer point drain cannot. This makes it necessary to have at least some magic defense. These do provide one huge advantage to DKers. If you choose to DK in Guthans, they can be used to restore your health. Dagannoth Combat Level: 88 Attack Style: Ranged Max Hit: 20+ Hit Points: 85 Poisonous: No Weakness: This monster has fairly low defense for its level. Kill it however you like. Prayer: You should use protect from ranged against this monster. Summary: Ranged Dagannoths hit extremely high for their level. Not only are they capable of a KO, they are found in multi-combat areas and will attack in groups. You should not stop to fight these monsters. Run past them with prayer. Dagannoth Combat Level: 90 Attack Style: Melee Max Hit: 15 Hit Points: 97 Poisonous: No Weakness: This monster has slightly better defense than its level 88 counterpart. Prayer: You should use protect from melee against this monster. Summary: This monster is much less dangerous than the ranged dagannoths. They will attack you in groups, but are not much of a threat. They can be walked past with prayer, or ran past without. Wallasalki Combat Level: 98 Attack Style: Magic Max Hit: 26 Hit Points: 120 Poisonous: No Weakness: This monster can only be effectively killed with melee or ranged. Prayer: You should use protect from magic against this monster. Summary: Wallasalkis are in multi-combat areas and can kill you in seconds if you dont use prayer against their attacks. They should be walked past with prayer. Players looking for some fun ranged experience may find this monster to their liking. Wallasalkis can be effectively cannoned, and their skeletal drops will help to pay for some of the cannon balls. Rock Lobster Combat Level: 127 Attack Style: Melee Max Hit: 15 Hit Points: 150 Poisonous: No Weakness: These have fairly high melee and ranged defense. It is best to mage them from a safespot. Ancient magicks are extremely effective on groups of these. Prayer: You should use protect from melee against this monster. Summary: These monsters are inaccurate, but attack very fast. They hit about as quickly as darts, and are in multi-combat areas. They can do large amounts of damage in a matter of seconds. You should either mage these from a safespot, or with protect from melee. Rock Lobsters will be of special interest to summoners looking for fast charms. Using ancients you can gather around 350 charms an hour here, many of which are crimson. Giant Rock Crab Combat Level: 137 Attack Style: Melee Max Hit: 9 Hit Points: 240 Poisonous: No Weakness: Unlike the level 13 crab, this monster has extremely high melee and ranged defense. Don't bother fighting it with anything other than magic or veracs. If you choose to use veracs, I highly recommend you use super sets, and cast vulnerability. Prayer: This monster should not be prayed against. Summary: These attack quickly, but are very inaccurate, even if you are in robes. Their attacks are not a threat. If you do bother to kill these, you might as well use a safespot. Dagannoth Rex Combat Level: 303 Attack Style: Melee Max Hit: 26 Hit Points: 255 Poisonous: No Weakness: Dagannoth Rex has higher melee and ranged defense than almost any other monster in the game. While it is possible to melee and range rex, it takes forever, and is extremely impractical. Luckily, Rex is very vulnerable to magic. Spells are so effective against him, you can even mage him in full melee armor. Prayer: This monster should not be prayed against. Summary: Rex is easily the weakest of the three kings. He is big, strong, and stupid, the perfect tank. As he is a melee monster, he is easily manipulated. You can lure him to wherever you want. His attack is inaccurate, and is nothing to worry about as long as you dont let him hit you for extended periods of time. Rex can be killed in a matter of seconds by a single mage. He can however, cause some trouble for any player trying to kill Dagannoth Supreme. Since meleers cannot attack from a distance, and Rex and Supreme inhabit the same region of the map, attacking supreme may get Rexs attention. Dagannoth Supreme Combat Level: 303 Attack Style: Ranged Max Hit: 30 Hit Points: 255 Poisonous: No Weakness: Dagannoth Supreme is impossible to mage, and very difficult to range. Fortunately, you can cut him down with melee faster than you can kill any other king. Prayer: You should use protect from ranged against this monster. Summary: Supreme is a tricky king to fight. I have seen him kill more players than both the other kings combined. I would not say that Supreme is the strongest king. The trouble with fighting him is that he must be meleed. This means running into the middle of the lair, and possibly exposing yourself to the other kings. While you will generally kill him with the protect from ranged prayer on, you will occasionally be forced to fight him with protect from magic on. This is when he gets his kills. His attacks are not extremely accurate, but if you arent careful, he can hit you faster than you can eat. Dagannoth Prime Combat Level: 303 Attack Style: Magic Max Hit: 50 Hit Points: 255 Poisonous: No Weakness: Dagannoth Primes weakness is ranged. While he is by far the slowest king to kill, you can still bring him down easily with most ranged attacks. Prayer: You should use protect from magic against this monster. Summary: Dagannoth Prime is, in my opinion, the strongest of the three kings. His attack can quickly kill the most experienced DKers, and hits a 3x3 square just as ancients do. If this king is attacking you, or if you are close enough that he may switch his attention to you, then you must use protect from magic. Even if you are being attacked by multiple kings, your first priority is to protect yourself from primes attacks. Since Prime must be killed with ranged, he can be fought without attracting the attention of rex or supreme. Section IV: The Lair, and King AI Section V: Equipment and Supplies Section VI: The Tunnels Section VII: Method Guides This will include mini sections for Solo and duo maging, hybriding, soloing, tribriding, suiciding, etc. Section VIII: Clan Chat, Loot Share, and Coin Share Section IX: Other Teams, Crashers, and Lurers Link to comment Share on other sites More sharing options...
brainymidget Posted November 11, 2008 Share Posted November 11, 2008 A little hint so that people can help you more. Add a change log section so people can see what you've been doing Example: 11-9-2008 : Wrote first draft of guide 11-10-2008 : Added example equipments to guide 11-14-2008 : Added hints and tips to guide Also, something else you can do is add things you're gonna do, are doing, and have done, like this Finished: Add this thing Take pictures for this thing Etc... Working on: Taking pictures for this thing Writing this thing Etc... Plan to work on: Do this Do that Etc... Do something like that, then people can know what you plan to do and they can help you come up with more things to do. Link to comment Share on other sites More sharing options...
gordhammer1 Posted November 28, 2008 Share Posted November 28, 2008 nice. it obviously unfinished, so 8/10 for now. this isnt critisism, but you seem to talk yourself up at the start. with all the "i have done 5k kills" its not necicarily bad, i just thought i would point it out. You see, when a mommy noob and a daddy noob really love each other... Link to comment Share on other sites More sharing options...
craven_range Posted December 1, 2008 Share Posted December 1, 2008 This sounds alot like my dag kings guide Alot of the wording is very similar Link to comment Share on other sites More sharing options...
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