|Release date||20 September 2004 (Update)|
|High alch||195,000 coins|
|Low alch||130,000 coins|
|Store price|| 325,000 coins|
|Exchange price||198,917 coins (info)|
|Examine||A dragon halberd.|
The dragon halberd is the third strongest halberd available. It requires completion of Regicide to wield, as well as 60 Attack and 40 Strength. Like all halberds, the dragon halberd has the ability to attack from two squares away, and thus the only dragon melee weapon usable for safespotting. It can be purchased from the Quartermaster at Tyras Camp for 325,000 coins, but can be bought from the Grand Exchange or another player for a substantially lower price.
The weapon's extra square of reach and high offensive bonuses make it useful for fighting certain large monsters from safe spots. Its downsides include the quest requirement to wield it, the fact that it is a two-handed weapon (and thus cannot be wielded with a shield or off-hand weapon) and its slow attack speed.
A player wielding a dragon halberd.
|60 , 40|
Interval: 3.6 seconds
|[view] • [talk]|
Special AttackEditCleave, but with a larger area) twice, and the area doesn't seem to be affected by whether an opponent 1 or 2 squares away is targeted. The special attack uses 30% adrenaline. Unlike before the Evolution of Combat, the size of the opponent does not matter.
- Before the Evolution of Combat, this weapon's special attack was a wide slash with increased strength that hit multiple enemies if they were lined up correctly (in a multi-combat zone) and would hit larger monsters twice.
- The dragon halberd has the exact same stats and same style as a dragon 2h sword and Balmung but has an extra square of reach, making the dragon halberd always superior to those with the requirements, unless one is fighting dagannoths.
- There is currently a bug that makes the dragon halberd act like a normal melee weapon when attacking something from further away than two squares. This bug makes the player run into melee range instead of staying at two square range. Players attacking around corners or from narrow corridors must stand exactly two squares away before attacking, or they will end up adjacent to the monster.