Dungeoneering/Monsters

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This is a full list of monsters players can encounter in Daemonheim.

Overview

About 4/5 of the rooms one opens in Daemonheim contain one or more monsters. A party with one person will encounter a maximum of three monsters in a room, and this number is increased by one for each additional party member. Some rooms (like several puzzle rooms, and occasionally normal rooms) do not contain any monsters at all. Monsters are determined by several factors listed below.

  • The player's combat level - A level 3 player won't encounter a level 100 zombie, but a level 100 player might encounter a level 3 zombie, although rarely on its own, unless, for example, the player encounters the spikes room, which strangely makes all the monster have extremely low levels. This is because players will get annihilated by ranging/maging monsters while traversing the deadly spikes.
  • The dungeon complexity, size, and depth - On Complexity one, even a level 100 player will rarely encounter a monster with a level higher than, for example, 60, particularly on earlier floors. Bigger dungeons tend to yield higher level monsters, as do larger complexities and deeper floors.
  • The number of monsters in the room - If there is only one monster, it would have a high combat level (say 100 for a level 95 player). The more monsters there are, the lower their levels are (for that same player a level 6, level 45 and level 29 combination would be appropriate).
  • The number of players in the dungeon - Players will tend to encounter stronger monsters in dungeons designed for more people. Players may on rare occasions even run into monsters stronger than the boss.
  • The type of room - An empty room would have stronger monsters than a room with a puzzle that requires reflexes and similar things.

The only doors in Daemonheim that require all monsters in the room to be killed are marked as Guardian doors. Players often kill them, however, for their drops, including food, herbs, charms, and experience.

Monster List

*Removes concealment of a shadow-silk hood.

All Floors

Several monsters are found in every floor, and are very common:

Monster name Combat level Attack style(s) Weakness(es) Affected by Shadow Silk Hood? Other notes/tactics
Forgotten warrior 5-9, 16-18/20, 28-31, 38-43/50-51, 50-54, 61-66, 72-77, 84-89, 96-99, 108-112, 130-134 Melee Magic > Crush/Stab Yes Uses various weapon types. These monsters are weak to crush if wearing a platebody, and stab if they are wearing a chainbody or no armour.
Forgotten ranger 7, 15, 24, 35, 45, 54, 64, 75, 84, 96, 114 Ranged Slash > Stab Yes These enemies do not hit as high for their level as warriors do, but are very accurate to compensate.
Forgotten mage 5-7, 13-15, 24-25, 31/33-34/36, 44-45, 53-56, 62-66, 73-76, 82-85, 94-95, 113-115 Magic Ranged > Slash > Stab No* Uses various types of magic spells, including stat reduction spells. Some of the higher levelled mages will also use a holding spell to disable warriors, then move out of melee range, similar to the tactics used by Revenants (prior to the return of the Wilderness).
Bovimastyx 2, 3, 6, 9, 12, 14, 18, 20, 23, 28 Melee Stab > Slash > Ranged Not aggressive These monsters are non-aggressive, and do not need to be slain if a Guardian door is present. On members' worlds, they can be trapped using the Hunter skill, which gives the player who skins it several hides.
Giant rat 2, 5, 6, 9, 11, 17, 22, 44, 71, 96 Melee Stab > Ranged > Slash No Generally the least priority to kill as it does not deal accurate damage.
Mysterious shade 1, 2, 4, 10, 17, 25, 37, 50, 67, 90, 111, 133 Ranged and Magic Slash > Magic No The ranged attack's accuracy is calculated using magic defence. As a result, it may be preferable to use leather armour to engage these enemies. Higher levelled shades can easily hit 100s to 200s, while the strongest (level 133) shades can hit over 300. These are very dangerous foes and should be the first priority to kill in any room unless their levels are low.

Puzzle

Players may also encounter the following monsters on every floor in a puzzle room. Rooms with any of the following monsters will always have at least one Guardian door.

Monster name Combat level Attack style(s) Weakness(es) Affected by Shadow silk hood? Other notes/tactics
Mercenary leader

13, 86, 98, 265, 296

(more needs to be added)

Magic Ranged > Slash > Stab No* Summons forgotten mages, forgotten rangers, and forgotten warriors. He will call in up to three minions per player. Focus only on killing the leader himself; do not worry too much about the minions. See article for more details. After a update, the combat levels were revamped along with the minions sent.
Ramokee bloodrager 61, 75, 103, 117, 159, 173, 187 Melee Magic > Stab > Slash No Uses slow, but accurate melee attacks. Always found in a room with a Ramokee deathslinger, a Ramokee stormbringer, and a Ramokee skinweaver.
Ramokee deathslinger 51, 64, 88, 101, 138, 150, 163 Ranged Stab > Slash > Ranged No Uses slow, but accurate ranged attacks. Always found in a room with a Ramokee bloodrager, a Ramokee stormbringer, and a Ramokee skinweaver.
Ramokee stormbringer 51, 64, 88, 101, 138, 150, 163 Magic Ranged > Slash > Stab No Always found in a room with a Ramokee bloodrager, a Ramokee deathslinger, and a Ramokee skinweaver. Uses slow, but accurate magic attacks.
Ramokee skinweaver 51, 64, 88, 101, 138, 150, 163 Melee Stab > Slash > Ranged No Always found in a room with a Ramokee bloodrager, a Ramokee deathslinger, and a Ramokee stormbringer. Will heal itself and the other ramokees as they take damage, and subsequently should be the top priority to kill.
Multiple ghosts 5, 14, 24, 36, 56, 79, 199? Melee and Magic Crush > Stab > Ranged Not aggressive A 'spirit' will from time to time hop between the ghosts in the room. Only the ghost that currently has the 'spirit' can be damaged. After a ghost is slain, the 'spirit' will hop to the closest nearby ghost. All ghosts in the room must be killed before the doors can be opened.

Floor-Specific Monsters

Frozen Floors

Monster name Combat level Attack style(s) Weakness(es) Affected by Shadow silk hood? Other notes/tactics
Ice warrior 2, 5, 7, 18, 26, 32, 46, 62, 74, 89, 103, 118, 130 Melee Fire spells > Crush > Stab No This monster can drop various rapiers. Contrary to popular belief, the Shadow silk hood does not work against them.
Ice spider 2, 3, 7, 12, 17, 22, 29, 37, 50, 63, 79 Melee Fire spells > Crush > Slash No These monsters hit low for their levels, but are extremely accurate to compensate.
Thrower troll 42, 53, 62?, 70, 95?, 110, 132? Ranged Stab > Slash > Ranged No Extremely accurate ranged attacks. Protection prayers advised for the higher levelled trolls.
Ice troll 60, 62, 74, 105, 122 Melee Stab > Slash > Fire spells No Extremely accurate and hard-hitting melee attacks. Safe spots may be used, if available.
Ice giant 37, 64, 86, 114, 149, 193 Melee Fire spells > Crush > Ranged No Safe spots may be used, if available.
Ice elemental 20, 36, 61, 90, 119, 161?, 215 Melee, Ranged, and Magic Crush > Stab > Fire spells No This monster cannot be poisoned.
Icefiend 12, 25, 37, 45, 63, 88, 128, 160 Ranged and Magic Stab > Crush > Ranged No This monster cannot be poisoned. It can drop the Frostbite dagger and the Hailstorm dagger.
Hydra 11, 16, 22, 33, 45, 64, 83, 110, 132 Ranged Slash > Stab > Ranged No Uses magic-based Ranged attacks.
Frost dragon 84, 108, 132? Melee, Magic, Dragonfire Stab > Ranged > Fire spells No Dragonfire protection or the Protect from Magic prayer strongly recommended.

Abandoned Floors

Monster name Combat level Attack style(s) Weakness(es) Affected by Shadow silk hood? Other notes/tactics
Earth warrior 4, 16, 30, 44, 59, 72, 85, 99, 114, 128 Melee Wind spells > Crush > Slash No Contrary to popular belief, these enemies are not affected by the Shadow silk hood.
Dungeon spider 2, 6, 9, 15, 19, 25, 35, 47, 59, 74 Melee Crush > Slash > Fire spells No These monsters hit low for their level, but are poisonous on members' servers. As always, protection prayers do not prevent poisoning.
Skeleton (melee) 15, 23, 33, 42, 58, 75, 97, 122, 154, 178 Melee Magic > Crush > Slash Yes These monsters wield a large variety of weapons, and can occasionally drop them. They hit fairly hard for their levels, so protection prayers or safe spots should be considered.
Skeleton (ranged) 13, 19, 26, 37, 48, 60, 72, 85, 99, 111, 120, 136 Ranged Crush > Slash > Magic Yes These skeletons attack by throwing skulls. They do not hit as hard for their level as the melee and magic skeletons, but attack much faster to compensate.
Skeleton (magic) 11, 17, 26, 34, 42, 51, 64, 77, 85, 96, 116, 135 Magic Ranged > Crush > Stab No These monsters, being mages, are not affected by the Shadow silk hood. Protect from Magic strongly recommended when higher level variants are encountered.
Zombie (melee) 4, 9, 18, 33, 47, 64, 83, 103, 121, 137, 152, 164 Melee Slash > Fire spells > Crush Yes These monsters can occasionally drop various hatchets.
Zombie (ranged) 3, 7, 14, 24, 36, 50, 67, 83, 85?, 100, 115, 128 Ranged Slash > Fire spells > Crush Yes Does occasional damage with ranged attacks, often high for players with no armour. Use Protect from Range.
Green dragon 73, 97, 120, 153 Melee, Magic, Dragonfire Stab > Ranged > Fire spells No Dragonfire protection or the Protect from Magic prayer are strongly recommended.
Bat 3, 6, 12, 28 Melee Ranged > Stab No Given least amount of priority due to its very low levels.
Giant bat 40, 77, 94, 114, 128 Melee Ranged > Stab No These monsters have average max hits for their level, but are very accurate and have high defence against the styles they are not weak against.
Hill giant 13, 22, 28, 38, 49, 62, 74, 88, 108, 137, 168, 211 Melee Stab > Slash > Ranged Yes Safe spots may be used if available.
Giant skeleton 28, 38, 49, 58, 69, 78, 93, 113, 125, 140, 157, 178 Melee Fire spells > Crush > Slash Yes Safe spots may be used if available
Hobgoblin 12, 23, 36, 49, 61, 73, 85, 97, 116, 141 Melee Stab > Water spells > Slash No These monsters can occasionally drop various spears. At higher levels, they can hit very hard.
Animated pickaxe 7, 14, 25, 37, 48, 61, 75, 89, 103, 116 Melee Slash > Crush No These monsters can occasionally drop various pickaxes, and also hit high often.

Furnished Floors

Monster name Combat level Attack style(s) Weakness(es) Affected by Shadow silk hood? Other notes/tactics
Guard dog 4, 10, 19, 29, 43, 62, 82, 103, 118, 131 Melee Stab > Ranged > Slash No These monsters hit low for their level, but are very accurate to compensate.
Dungeon spider 2, 6, 9, 15, 19, 25, 35, 47, 59, 74 Melee Crush > Slash > Fire spells No These monsters hit low for their level, but are poisonous on members' servers. As always, protection prayers do not prevent poisoning.
Brute 21, 35, 49, 63, 75, 89, 104, 118, 143 Melee Magic > Crush > Stab No Attacks slowly, but hits extremely hard and accurate equally. Safe spots may be used against these monsters. Contrary to popular belief, the Shadow silk hood does not work against them. These monsters may drop the maul they are wielding.
Iron dragon 89, 98, 114, 138 Melee, Magic, Dragonfire Stab > Ranged > Fire spells No Dragonfire protection or the Protect from Magic prayer are strongly recommended.
Bat 3, 6, 12, 28 Melee Ranged > Stab No Given least amount of priority due to low combat levels.
Giant bat 40, 77, 94, 114, 128 Melee Ranged > Stab No These monsters have fairly average max hits for their level, but are very accurate and have high defence against the styles they are not weak against.

Occult Floors (m)

Monster name Combat level Attack style(s) Weakness(es) Affected by Shadow silk hood? Other notes/tactics
Dungeon spider 2-74 Melee Crush > Slash > Fire spells No These monsters hit low for their level, but are poisonous. Usually given medium priority in a room. Protection prayers do NOT give protection aganist the poison.
Skeleton (melee) 19-178 Melee Magic > Crush > Slash Yes These monsters wield a large variety of weapons, and can occasionally drop them. They hit fairly hard for their levels, so protection prayers should be considered depending on the combat level.
Skeleton (ranged) 13-136 Ranged Crush > Slash > Magic Yes These skeletons attack by throwing skulls. They do not hit as hard for their level as the melee and magic skeletons, but attack much faster to compensate.
Skeleton (magic) 11-135 Magic Ranged > Crush > Stab No These monsters, being mages, are not affected by the Shadow silk hood. Protect from Magic strongly recommended.
Zombie (melee) 4-152 Melee Slash > Fire spells > Stab Yes These monsters can occasionally drop various hatchets. Higher levels tend to hit extremely hard and accurately. May also be summoned by Necromancers.
Zombie (ranged) 3-128 Ranged Slash > Fire spells > Stab Yes Throws hatchets at you. Given least priority unless several are in the same room. Use Protect from Range.
Red dragon Varies Melee, Magic, Dragonfire Stab > Ranged > Fire spells No Dragonfire protection or the Protect from Magic prayer are strongly recommended.
Bat 2-28 Melee Ranged > Stab > Slash No Weak and rarely appears on this floor. Given the lowest priority.
Giant bat 40-128 Melee Ranged > Stab > Slash No These monsters have average max hits for their level, but are very accurate and have high defence against the styles they are not weak against.
Fire giant 40-296 Melee Stab > Water spells > Crush No These monsters can deal considerable damage, so safe spots or Protect from Melee are advisable. Counts for Fire giant tasks.
Animated book 3-111 Magic Ranged > Slash No At higher levels these monsters can hit very hard and are generally given high priority to kill in any room, unless it is of a low level.
Hellhound 56-192 Melee Stab > Ranged > Slash No These monsters can deal considerable damage, so safe spots or Protect from Melee are advisable. Counts for Hellhound tasks.
Lesser demon 56-122 Melee and Magic Magic > Stab > Ranged > Slash No More dangerous than non-Daemonheim variants due to their high defence and damage output. Protect from magic recommended. Counts for Lesser Demon slayer tasks, and usually gives more XP if the player is around level 100+. Attacks are very accurate so use the respective prayer protection.
Greater demon 92-165 Melee and Magic Magic > Stab > Ranged > Slash No More dangerous than non-Daemonheim variants due to their high defence and damage output. Protect from magic recommended. Counts for Greater Demon tasks.
Black demon 150-226 Melee and Magic Magic > Stab > Ranged > Slash No Much more dangerous than non-Daemonheim variants, as it can hit hard and accurately, and has high defence. Protect from magic recommended. Counts for Black Demon tasks.
Necromancer 12-145 Magic Ranged > Slash > Stab No* These monsters will occasionally summon Zombies, which use melee to attack. The Zombies are much more stronger then the Necromancers, as level 121 and 145 variants summon level 151 zombies. They can also use stat-lowering spells, but not as frequently as Forgotten mages.
Ghost 5-199 Melee and Magic Crush > Stab > Ranged No This monster cannot be poisoned. Counts for ghost tasks. Both attacks at higher levels are quite accurate. Protect from magic if attacking via ranged/magic, Protect from Melee if attacking close range.

Warped Floors (m)

Monster name Combat level Attack style(s) Weakness(es) Affected by Shadow silk hood? Other notes/tactics
Dungeon spider 1-74 Melee Crush > Slash > Fire spells No These monsters hit low for their level, but are poisonous on members' servers. As always, protection prayers do NOT prevent poisoning.
Skeleton (melee) 19-178 Melee Magic > Crush > Slash Yes These monsters wield a large variety of weapons, and can occasionally drop them. They hit fairly hard for their levels, so protection prayers or safe spots should be considered.
Skeleton (ranged) 13-136 Ranged Crush > Slash > Magic Yes These skeletons attack by throwing skulls. They do not hit as hard for their level as the melee and magic skeletons, but attack much faster to compensate.
Skeleton (magic) 11-135 Magic Ranged > Crush > Stab No These monsters, being mages, are not affected by the Shadow silk hood. Protect from Magic strongly recommended.
Zombie (melee) 4-164 Melee Slash > Fire spells > Stab Yes These monsters can occasionally drop various hatchets.
Zombie (ranged) 3-128 Ranged Slash > Fire spells > Stab Yes Given least priority unless several in one room. Use Protect from Ranged.
Black dragon 84-460 Melee, Magic, Dragonfire Stab > Ranged > Fire spells No Dragonfire protection or the Protect from Magic prayer are strongly recommended.
Bat 2-28 Melee Ranged > Stab No Ignore until all other monsters are dead, due to their low combat levels.
Giant bat 40-128 Melee Ranged > Stab No These monsters have average max hits for their level, but are very accurate and have high defence against the styles they are not weak against.
Reborn mage 21-350 Magic Ranged > Water spells > Crush No* Summons reborn warriors. This monster can follow you from room to room, and must be killed as quickly as possible.
Reborn warrior Varies Melee Magic > Crush > Slash No These monsters are summoned by reborn mages. They will follow players from room to room, and must be slain as soon as possible.
Animated book 3-111 Magic Ranged > Slash No These monsters can deal dangerous amounts of damage at higher levels. Protect from Magic highly recommended, unless it is under level 90.
Animated pickaxe 7-116 Melee Magic > Crush > Slash No These monsters can occasionally drop various pickaxes, along with hitting high often.
Guard dog 4-131 Melee Stab > Ranged > Slash No These monsters hit low for their level, but are very accurate to compensate.
Brute 21-143 Melee Magic > Stab > Crush No Attacks slowly, but hits very hard. Safe spots or Protect from Melee should be used if meleeing them. Contrary to popular belief, they are not affected by the Shadow silk hood. These monsters can drop various mauls.
Lesser demon 56-122 Melee and Magic Magic > Stab > Ranged > Slash No Counts for Lesser Demon tasks, and usually targets low level players that don't have a hood.
Greater demon 92-165 Melee and Magic Magic > Stab > Ranged > Slash No Same as the Lesser Demon, but is much more dangerous. Counts for Greater Demon tasks.
Black demon 150-226 Melee and Magic Magic > Stab > Ranged > Slash No Same as the Greater/Lesser Demon, but is even more dangerous, as it has very high melee defence and can easily hit 250-300 or higher. Counts for Black Demon tasks.
Ankou Varies Melee Magic > Stab > Crush No Contrary to popular belief, this monster is not affected by the Shadow silk hood.

Slayer Monsters (m)

These monsters will only appear on Abandoned, Furnished, Occult, and Warped Floors, and not affected by the Shadow silk hood. Every Slayer monster inside Dungeoneering has the possibility to drop a unique item, such as the Shadow silk hood and the Hexhunter bow. The deeper the floor, the higher the chance of an encounter. Along with that, Slayer Monsters can be used as something similar to a Skill door unable to be accessed, but only on members servers.

Monster name Combat level Attack style(s) Weakness(es) Other notes/tactics
Crawling Hand 8 Melee Crush > Slash > Fire spells Requires level 5 Slayer to kill. The items dropped are useful for rushing, when armour is not made.
Cave Crawler 23 Melee Crush > Slash Requires level 10 Slayer to kill. This monster cannot be poisoned. It can also poison you, starting at 28 life points.
Cave Slime 31 Melee Magic > Crush > Slash Requires level 17 Slayer to kill. Unlike its counterparts in Lumbridge Swamp Caves, this monster is not poisonous.
Pyrefiend 43 Melee Water spells > Stab > Slash Requires level 30 Slayer to kill. This monster's attacks are magic based, so leather armour is helpful.
Night spider 59 Melee Crush > Fire spells > Slash Requires level 41 Slayer to kill. This monster cannot be poisoned. It can poison you, starting at 28 life points. Often killed for the coveted Shadow silk hood.
Jelly 78 Melee Slash > Crush > Magic Requires level 52 Slayer to kill. This monster's attacks are magic based, so leather armour is helpful.
Spiritual Guardian 78 Melee Magic > Crush Requires level 63 Slayer to kill.
Seeker 70 Magic Ranged > Stab > Crush Requires level 71 Slayer to kill. This monster can disable the effects of the Shadow silk hood. Its attack targets all players in the room, and is fairly accurate.
Nechryael 115 Melee Magic > Slash > Ranged Requires level 80 Slayer to kill. This monster will NOT summon Death spawns to help it.
Edimmu 121 Melee and Magic Ranged > Stab > Slash Requires level 90 Slayer to kill. This monster cannot be poisoned. Its magic attack targets all players in the room, and is fairly accurate.
Soulgazer 105 Magic Ranged > Stab > Crush Requires level 99 Slayer to kill. This monster's attack targets all players in the room, and is fairly accurate.

See also

fi:Dungeoneering/Hirviöt