Valkor: Difference between revisions
Update generated enemy page |
Update generated enemy page |
||
| Line 32: | Line 32: | ||
| style="text-align:left; font-weight: bold;" | Hitpoints || 800 per player (up to 3) | | style="text-align:left; font-weight: bold;" | Hitpoints || 800 per player (up to 3) | ||
|} | |} | ||
== Getting there == | |||
Valkor can only be fought after completing the '''Saving the World''' quest. Anyone else who tries the ladder down to his cave is told that a powerful force bars the way. | |||
Climbing down the ladder offers a choice of instance: | |||
* '''Free instance''' – the public cave, which anyone can join. | |||
* '''Private instance''' – costs 200,000 coins and lasts one hour. You choose whether it allows up to 1, 2 or 3 players. | |||
* '''Join a player's private instance''' – enter a friend's instance by name. | |||
* '''Rejoin your private instance''' – shown while an instance you created is still running. | |||
== The fight == | |||
Valkor is a multi-phase boss. His phase is decided by how much health he has left, and each phase changes which combat styles can hurt him, so bring more than one style. A team of up to three can fight him together. | |||
{| class="wikitable" style="width: 100%;" | |||
! Phase !! style="text-align:center;" | Valkor's health !! Attack him with !! Immune to !! What happens | |||
|- | |||
| '''[[#Phase 1|Phase 1]]''' | |||
| style="text-align:center;" | 100% – 75% | |||
| Melee, ranged | |||
| Magic | |||
| Valkor fights in melee on the arena floor. | |||
|- | |||
| '''[[#Phase 2|Phase 2]]''' | |||
| style="text-align:center;" | 75% – 50% | |||
| Ranged, magic | |||
| Melee | |||
| Valkor teleports to a perch that melee cannot reach, casts magic at everyone and sets the arena on fire. | |||
|- | |||
| '''[[#Phase 3|Phase 3]]''' | |||
| style="text-align:center;" | Below 50% | |||
| Nothing | |||
| Everything | |||
| Eight [[Valkor ranger]]s appear. Valkor cannot be damaged until all of them are dead. | |||
|- | |||
| '''[[#Final phase|Final phase]]''' | |||
| style="text-align:center;" | Below 50% | |||
| Melee, ranged | |||
| Magic | |||
| Valkor drops back into the arena to finish the fight himself. | |||
|} | |||
=== Before you start === | |||
* Valkor's health and defence '''scale with the number of players''' in the cave: 800 hitpoints per player, up to three players, and +25 defence for each player beyond the first. The scaling is locked in the moment he first takes damage, so make sure the whole team is inside before attacking. | |||
* The '''Paralyze Monster''' prayer cannot be used anywhere in the arena. Valkor switches it off if you arrive with it active. | |||
* Valkor '''never heals''' during a fight, so progress is never lost while someone remains in the cave. | |||
* If the cave is left empty for around two minutes mid-fight, Valkor despawns and returns at full health. A quick trip out to restock is safe as long as you are back within that time. | |||
=== Phase 1 === | |||
From full health down to 75%, Valkor behaves like a normal aggressive monster and attacks in melee. He is immune to magic, so use '''melee or ranged'''. | |||
=== Phase 2 === | |||
At 75% health Valkor vanishes in a puff of smoke and reappears on a '''perch in the centre of the arena''' that cannot be reached on foot, taunting ''"HA! You can't get me now. Feel my wrath!"''. Melee is useless until he comes down, so switch to '''ranged or magic'''. | |||
While perched he has two attacks: | |||
* '''Magic blast''' – roughly every three seconds he casts at every player within 15 tiles, hitting for up to 7 each. | |||
* '''Fire''' – patches of flame ignite in clusters around the arena and along the whole southern corridor leading in from the entrance. Standing in fire burns you for 5 damage about every two seconds, so step off it straight away. | |||
At around 64% health he shouts ''"You think you can beat me? Burn!"'' and an '''extra ring of fire''' lights up around his perch, leaving even fewer safe tiles. | |||
=== Phase 3 === | |||
At 50% health the fires go out and Valkor calls ''"My rangers will take care of you. Fire at will!"''. Eight '''[[Valkor ranger]]s''' appear in a ring around the perch. Valkor stays on his perch and is '''immune to all damage''' until every ranger is dead. He does not attack during this phase. | |||
* The rangers never move. Each one shoots the nearest player within 10 tiles about every two seconds, for up to 5 damage a shot. | |||
* '''Protect from Missiles blocks their arrows completely.''' | |||
* A ranger that is attacked in melee stops shooting and fights back in melee instead. | |||
* Each ranger rolls its own drop for whoever kills it, including dragon arrows and a chance at the dragon longbow. | |||
=== Final phase === | |||
When the last ranger falls, Valkor shouts ''"I will destroy you myself!"'' and drops into the centre of the arena. He fights in melee again and is once more immune to magic, so finish him with '''melee or ranged'''. | |||
=== Rewards === | |||
Every player who dealt enough of the damage receives their own drop – see [[#Drops|drops]] below. | |||
<div style="clear: right;"></div> | |||
== Drops == | == Drops == | ||
Revision as of 19:56, 19 September 2026
Getting there
Valkor can only be fought after completing the Saving the World quest. Anyone else who tries the ladder down to his cave is told that a powerful force bars the way.
Climbing down the ladder offers a choice of instance:
- Free instance – the public cave, which anyone can join.
- Private instance – costs 200,000 coins and lasts one hour. You choose whether it allows up to 1, 2 or 3 players.
- Join a player's private instance – enter a friend's instance by name.
- Rejoin your private instance – shown while an instance you created is still running.
The fight
Valkor is a multi-phase boss. His phase is decided by how much health he has left, and each phase changes which combat styles can hurt him, so bring more than one style. A team of up to three can fight him together.
| Phase | Valkor's health | Attack him with | Immune to | What happens |
|---|---|---|---|---|
| Phase 1 | 100% – 75% | Melee, ranged | Magic | Valkor fights in melee on the arena floor. |
| Phase 2 | 75% – 50% | Ranged, magic | Melee | Valkor teleports to a perch that melee cannot reach, casts magic at everyone and sets the arena on fire. |
| Phase 3 | Below 50% | Nothing | Everything | Eight Valkor rangers appear. Valkor cannot be damaged until all of them are dead. |
| Final phase | Below 50% | Melee, ranged | Magic | Valkor drops back into the arena to finish the fight himself. |
Before you start
- Valkor's health and defence scale with the number of players in the cave: 800 hitpoints per player, up to three players, and +25 defence for each player beyond the first. The scaling is locked in the moment he first takes damage, so make sure the whole team is inside before attacking.
- The Paralyze Monster prayer cannot be used anywhere in the arena. Valkor switches it off if you arrive with it active.
- Valkor never heals during a fight, so progress is never lost while someone remains in the cave.
- If the cave is left empty for around two minutes mid-fight, Valkor despawns and returns at full health. A quick trip out to restock is safe as long as you are back within that time.
Phase 1
From full health down to 75%, Valkor behaves like a normal aggressive monster and attacks in melee. He is immune to magic, so use melee or ranged.
Phase 2
At 75% health Valkor vanishes in a puff of smoke and reappears on a perch in the centre of the arena that cannot be reached on foot, taunting "HA! You can't get me now. Feel my wrath!". Melee is useless until he comes down, so switch to ranged or magic.
While perched he has two attacks:
- Magic blast – roughly every three seconds he casts at every player within 15 tiles, hitting for up to 7 each.
- Fire – patches of flame ignite in clusters around the arena and along the whole southern corridor leading in from the entrance. Standing in fire burns you for 5 damage about every two seconds, so step off it straight away.
At around 64% health he shouts "You think you can beat me? Burn!" and an extra ring of fire lights up around his perch, leaving even fewer safe tiles.
Phase 3
At 50% health the fires go out and Valkor calls "My rangers will take care of you. Fire at will!". Eight Valkor rangers appear in a ring around the perch. Valkor stays on his perch and is immune to all damage until every ranger is dead. He does not attack during this phase.
- The rangers never move. Each one shoots the nearest player within 10 tiles about every two seconds, for up to 5 damage a shot.
- Protect from Missiles blocks their arrows completely.
- A ranger that is attacked in melee stops shooting and fights back in melee instead.
- Each ranger rolls its own drop for whoever kills it, including dragon arrows and a chance at the dragon longbow.
Final phase
When the last ranger falls, Valkor shouts "I will destroy you myself!" and drops into the centre of the arena. He fights in melee again and is once more immune to magic, so finish him with melee or ranged.
Rewards
Every player who dealt enough of the damage receives their own drop – see drops below.
Drops
Every player who deals enough of the damage (85% solo, 10% in a group) receives their own independent drop, for up to three players. Rates shown are the overall solo chance per kill without a ring of wealth.
100% drops
| Item | Quantity | Rarity |
|---|---|---|
| 1 | Always |
Main drop table
| Item | Quantity | Rarity |
|---|---|---|
| 3 | Common (1/8) | |
| 20 | Common (1/11) | |
| 125000 | Common (1/16) | |
| 100 | Common (1/16) | |
| 30 | Common (1/16) | |
| 40 | Uncommon (1/21) | |
| 50 | Uncommon (1/21) | |
| 2 | Uncommon (1/21) | |
| 25 | Uncommon (1/21) | |
| 15 | Uncommon (1/21) | |
| 1 | Uncommon (1/32) | |
| 1 | Uncommon (1/64) | |
| 1 | Uncommon (1/64) | |
| 66 | Uncommon (1/64) | |
| 3 | Rare (1/128) | |
| 3 | Rare (1/128) | |
| 8 | Rare (1/128) | |
| 1 | Rare (1/128) |
Valkor rare drop table
| Item | Quantity | Rarity |
|---|---|---|
| 300000 | Uncommon (1/21) | |
| 12 | Uncommon (1/21) | |
| 50 | Uncommon (1/43) | |
| 1 | Uncommon (1/64) | |
| 4 | Rare (1/128) | |
| 4 | Rare (1/128) | |
| 4 | Rare (1/128) | |
| 4 | Rare (1/128) | |
| 1 | Rare (1/128) | |
| 250 | Rare (1/171) | |
| 1 | Rare (1/171) | |
| 250 | Rare (1/171) | |
| 100 | Rare (1/171) | |
| 1 | Rare (1/171) | |
| 10 | Rare (1/171) | |
| 50 | Rare (1/171) | |
| 2 | Rare (1/256) | |
| 2 | Rare (1/256) | |
| 2 | Rare (1/256) | |
| 2 | Rare (1/256) | |
| 200 | Rare (1/512) | |
| 1 | Rare (1/512) | |
| 1 | Rare (1/512) |
Rare item rates by group size
The fight scales for up to three players. Only the chance of the three unique items changes with group size; every other drop is identical. A ring of wealth adds a separate 1/2000 roll at each of the three items.
| Item | Solo | 2 players | 3 players |
|---|---|---|---|
| Rare (1/128) | Uncommon (1/85) | Uncommon (1/64) | |
| Rare (1/512) | Rare (1/256) | Rare (1/171) | |
| Rare (1/512) | Rare (1/256) | Rare (1/171) |
Tertiary drops
Rolled separately from the tables above. The rate improves by 75 for every 1,000 kills (up to 7,000 kills), and the item is not dropped while the player already owns it or has unlocked the pet.
| Item | Quantity | Rarity |
|---|---|---|
| 1 | Very rare (1/1000) |
