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Dark beast

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Dark beasts are level 150 monsters found in the Mourner Tunnels on the path to the Temple of Light and inside Kuradal's Dungeon. Requiring level 90 Slayer to kill, dark beasts are the only creatures to drop dark bows and along with dragon implings are the only droppers of death talismans. A dark beast can attack using magic or melee. If the player is not adjacent to the beast, it only uses magic and does not try to move into melee range. If the player is within melee range, it uses melee most of the time. These monsters are weak to bolts.

While dark beasts can only be accessed by members, their lower-level revenant counterparts are on both member and free to play worlds.

If assigned as a Slayer task, Revenant dark beasts may take their place. Though killing their revenant counterparts is not a good idea because of the profit between the regular and revenant version is extremely varied, the revenant counterpart respawns somewhat slow and players risk all of their items within the wilderness.

Dark beasts are an often underestimated method of training combat stats. Using good ranged armour, a good crossbow and bolts, and potions (stat boosting and prayer potions), players may kill these beasts swiftly, as their defence is only average. The cost of buying the needed potions may be offset by dark bow drops.

Dark beasts have a higher chance to drop blue charms than most other creatures. The exception being glacors, which have a 35% chance of dropping blues, as opposed to 14% for dark beasts, and tormented demons, which have a 40% chance of dropping 3 blue charms. However, glacors and tormented demons have more requirements than dark beasts, making the beasts a better choice for those who do not have any other way of 'farming' blue charms.

Dark Beasts also have a high chance of dropping items from the Rare Drop Table, it is very possible to obtain the high valued rewards, even the very rare onyx bolts. Wearing a Ring of wealth can even further increase your chances.

If using Soul Split, deflect magic or  protect from magic, one can stay there for as long as they have prayer potions for. Note that by staying out of melee range, the player can wear ranged armour that is resistant to magic but weak to melee, as the beasts will not attack with melee in this case. Dark beasts are no longer aggressive, therefore do not remain an effective 'afk' training method in Kuradal's Dungeon.

Contents

LocationsEdit

Mourner tunnelsEdit

TempleOfLight mine
A map of the Mourner tunnels, with Dark beast locations marked in yellow.

The dark beasts are in the tunnels between the Mourner headquarters in West Ardougne and the entrance to the Temple of Light.

When entering from the headquarters, the player must wear mourner gear and have the new key to enter the tunnels from the mourner headquarters basement. Mourner gear can be obtained during and after the Mourning's Ends Part I quest, but the player must have started the Mourning's Ends Part II quest to obtain the new key and enter the tunnels.

The new key is easily obtained in the mourner headquarters and can be readily discarded once in the tunnels to free up an inventory slot. Mourner gear is not well suited for fighting dark beasts, so players prefer to switch to ranged gear and heal up once in the tunnels. Mourner gear takes up six inventory slots which could otherwise be used more efficiently. The gear is sufficiently time consuming to obtain, however, so many players prefer not to discard it once in the tunnels. This leads players to seek other routes to the dark beasts.

After Mourning's Ends Part II, players can go to the death altar via the Abyss and then reach the tunnels by going through the Temple of Light. This method requires the crystal trinket from the quest to be in inventory to reset the light beam in the temple. This route is somewhat long and dangerous, however, since both the Abyss and the temple have aggressive monsters.

After the Within The Light quest, players can have Eluned help them add a Temple-of-Light teleport to their teleport crystals. This teleport is a very fast and safe way to reach an area near the dark beasts and avoids cluttering inventory with mourner gear, keys, or trinkets.

Kuradal's DungeonEdit

Kuradal dungeon map
A map of Kuradal's dungeon.

The release of Kuradal's Dungeon has made it possible to receive dark beasts as a Slayer task by players who have not completed Mourning's Ends Part II. The beasts are located in the second to last chamber of the dungeon, immediately before the iron and steel dragons. However, as with all monsters in Kuradal's dungeon, they may only be fought if they have been assigned to do so by Kuradal.

Players with 90 Agility can speed the rate to get to them, by taking the short-cuts.

The entrance to the dungeon is located in the Ancient Cavern. Players may quickly reach this area by using the ferocious ring's teleport to arrive next to Kuradal or by using the fairy ring code BJQ which will take players near the steps leading up to the dungeon entrance.

Strategy and TacticsEdit

Well last time I fought Dark beasts I used a crossbow with bolts and took them down effectively.

Dark beasts are large, dog-like predators with massively muscled bodies that protect them from crushing weapons. I've managed to trap a few in the dungeon I'm guarding.

 
— Kuradal
Main article: Dark beast/Strategies

DropsEdit

100% dropEdit

Item Quantity Rarity GE Market Price
Big bones Big bones 1 1 Always 441

CharmsEdit

Charm drop percentages
No charms Gold charm Green charm Crimson charm Blue charm

64–65%

9%

4–5%

8%

14%

Represents 90% confidence range, based on a sample of 47,830 kills.
1 charm is dropped at a time.

Please add to the log (only if 50 or more creatures killed).


WeaponsEdit

Item Quantity Rarity GE Market Price
Rune 2h sword Rune 2h sword 1 3 Uncommon 37,922
Black 2h sword Black 2h sword 1 2 Common 1,001
Black battleaxe Black battleaxe 1 2 Common 597
Black hatchet Black hatchet 1 3 Uncommon 282
Dark bow Dark bow 1 4 Rare [1] 73,031
  1. ^ Estimated at 1/544 using gathered Adventurer's Log data as of 18 September 2012. This is remarkably close to the stated drop rate of 1/512, sourced [[1]]

ArmourEdit

Item Quantity Rarity GE Market Price
Adamant sq shield Adamant sq shield 1 2 Common 1,817
Rune chainbody Rune chainbody 1 3 Uncommon 29,457
Rune full helm Rune full helm 1 4 Rare 20,611
Rune sq shield Rune sq shield 1 4 Rare 22,766

RunesEdit

Item Quantity Rarity GE Market Price
Chaos rune Chaos rune 10 2 Common 410
Blood rune Blood rune 7 2 Common 1,162
Air rune Air rune 47 3 Uncommon 611
Death rune Death rune 3–5 3 Uncommon 279–465
Law rune Law rune 3 3 Uncommon 537

HerbsEdit

Item Quantity Rarity GE Market Price
Grimy guam Grimy guam 1–2 2 Common 516–1,032
Grimy marrentill Grimy marrentill 1–2 2 Common 43–86
Grimy tarromin Grimy tarromin 1–2 2 Common 225–450
Grimy harralander Grimy harralander 1–2 3 Uncommon 612–1,224
Grimy ranarr Grimy ranarr 1–2 3 Uncommon 2,169–4,338
Grimy irit Grimy irit 1–2 3 Uncommon 1,772–3,544
Grimy avantoe Grimy avantoe 1–2 3 Uncommon 4,171–8,342
Grimy cadantine Grimy cadantine 1–2 3 Uncommon 2,538–5,076
Grimy lantadyme Grimy lantadyme 1–2 3 Uncommon 7,733–15,466
Grimy kwuarm Grimy kwuarm 1–2 3 Uncommon 2,557–5,114
Grimy dwarf weed Grimy dwarf weed 1–2 3 Uncommon 8,069–16,138

OtherEdit

Item Quantity Rarity GE Market Price
Coins 1000 Coins 64, 95, 152, 220, 299, 3,000 2 Common Not sold
Attack potion (3) Attack potion (3) 1 3 Uncommon 216
Shark Shark 1–2 3 Uncommon 849–1,698
Death talisman Death talisman 1 3 Uncommon 2,785
Adamant bar Adamant bar 1 3 Uncommon 3,242
Ferocious ring Ferocious ring 1 4 Rare [1] Not sold
Curved bone Curved bone 1 4 Rare Not sold
Long bone Long Bone 1 4 Rare Not sold
Spin ticket Spin ticket 1 4 Rare Not sold
Court summons Court summons 1 5 Very rare Not sold
Ancient effigy Starved ancient effigy 1 5 Very rare Not sold
  1. ^ Only in Kuradal's dungeon

Rare drop table dropsEdit

This monster drops items from the rare drop table.
The ring of wealth improves the chances if equipped but is not required to access the table.

TriviaEdit


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