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Dungeoneering Bosses are some of the most complicated and varied monsters in Runescape. They have extremely variable traits and battle mechanics. However, many of the bosses found on different themes share powerful similarities that are worth noting, as they help plan how to combat them.
Mage type bosses are the smallest bosses; they are all humanoid, and indeed are all human with the exception of the Geomancer. They are from Gielinor originally, and attack predominantly with Magic. They all have some method of protecting against or otherwise hampering Melee opponents, usually by freezing them. They are also generally considered among the weakest bosses; they are introduced early in their themes, have fewer Life Points, and deal less damage than other bosses if their special abilities are avoided correctly. Except for the Geomancer, they all have low Defence. Most are weak to Range.
They are:
Behemoth type bosses are the largest bosses; one of them, Stomp, is too large to fit inside his own boss room. They are monsters brought to Daemonheim from another world by the Mahjarrat Bilrach, and they look vaguely like reptiles wearing armor. They tend to have low offensive capabilities and overall Defence, but high Life Points. They all have defencive special abilities that either block damage or heal them. They will crush opponents that move under them, dealing significant damage. They are introduced early in their themes.
They are:
Stalker type bosses, like behemoths, are monsters from another dimension; they are best described as floating masses of flesh with eyeballs placed randomly over their bodies. Stalkers tend to have high offensive abilities but low Defence; they all have attacks that hit everyone in the room and are unblockable by Prayer. With the exception of the Plane-Freezer, they all use Magic and have low Range defence, making the Hexhunter bow the most effective weapon against them. All of these bosses will crush players who move under them. They are introduced late in their themes, usually second-to-last with the sole exception of the Night-Gazer, who is introduced as the last boss of the Furnished floors.
They also all have painfully hard-to-spell proper names:
The demon type bosses are followers of Kal'Ger the Warmonger, and like Stalker and Behemoth types were all brought here from another world by Bilrach. In appearance they look like armed and armored Greater demons, with their colors changed. They are the most difficult bosses in Dungeoneering, with high overall Defence and powerful offense. They all attack with Melee, and use Magic as a secondary attack style; they all also have special attacks that deal devastating damage, in some cases up to the Life Point cap of 990. They also tend to manipulate prayer, either draining it, disabling it, or even, in the case of Kal'Ger himself, mimicking it's stat-boosting effects.
With the exception of Bal'Lak the Pummeller, who has a unique Defence mechanic, all of the demons are weak to Mage, highly resistant to Range, and vulnerable only to one Melee attack style. Their high Defence makes it imperative that players attack with the appropriate style; it also makes the Hexhunter bow ineffective against them. These bosses are always introduced last in their themes, with the exception of Har'Lakk, who is introduced early in the Furnished floors.
The demons are:
Untyped bosses are bosses that appear on one theme, but have no counterparts on another theme. They do not have unifying traits like the other bosses. Each floor theme has two bosses like this.
The untyped bosses are:
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