|Release date||17 September 2009 (Update)|
|XP per kill||379.8 (and 125.3 experience)|
|Always drops||Living Minerals (must be mined with 73 mining)|
|Examine text||A being of ore and minerals.|
Living rock protectors can be found throughout the Living Rock Caverns. They were released along with the Living Rock Caverns on 17 September 2009. They attack with melee and are surprisingly inaccurate for their combat level; a player with good armour and a decent Defence level will not find these monsters to be too big of a problem. In addition, they are aggressive, but the player actually has to be right next to them in order to be targeted. Thus, if enough care is taken, a player could navigate around the living rock protectors without being attacked at all. They are given as slayer tasks by the Slayer Master Kuradal.
Although the living rock creatures are all high-levelled, many players can kill them fairly easily, as they have low max hit, accuracy, defense, and attack speed.
Players can quite comfortably tank these monsters for trips of at least one hour with a decent set of armour and an inventory of food. These monsters are extremely inaccurate for their combat level, which greatly increases the ease with which a player with a higher defence level can fight them and sustain little to no damage. Using a set of mid-level magic armour negates the need for food almost entirely.
One way to stay here for very long is to bring a Bunyip familiar and lots of swallow whole scrolls and fish either cavefish or rocktail and eat them with the scrolls. However, this requires 85 or 90 Fishing respectively, and 88 or 93 Cooking respectively.
Occasionally there will be a glitch where a previously mined living rock creature's remains will appear again after being mined. This will act like normal living rock remains and can be mined. It is thought of as a bonus because of the extra mineral gain.
- ^ You must mine the Living rock remains to receive living minerals.
Please add your charm drop rates to the next template:
- Represents 90% confidence range, based on a sample of 6,309 kills.
1 charm is dropped at a time.
- Please add to the log (only if 50 or more creatures killed).
Item Quantity Rarity GE Market Price Mud rune 3–10 Common 417–1,390 Nature rune 4–10 Rare 444–1,110 Death rune 3–10 Rare 279–930
Item Quantity Rarity GE Market Price Coal 3 (noted) Common 834 Gold ore 3 (noted) Common 999 Mithril ore 3 (noted) Common 963 Adamantite ore 1 (noted) Uncommon 1,518 Silver ore 3 (noted) Uncommon 315 Soft clay 3, 8 (noted) Very rare 675–1,800
Item Quantity Rarity GE Market Price Uncut sapphire 1 (noted) Common 1,142 Uncut emerald 1 (noted) Common 1,792 Uncut ruby 1 (noted) Uncommon 3,576 Uncut diamond 1 (noted) Rare 7,160
Item Quantity Rarity GE Market Price Adamant pickaxe 1 Rare 1,673 Mithril pickaxe 1 Rare 580 Spin ticket 1 Rare Not sold Starved ancient effigy 1 Very rare Not sold
- Despite the rocky appearance of these creatures, Turmoil receives no boost to defence while fighting them, indicating a fairly low defence level. This is further supported by the fact that slash-based weapons such as godswords seem to hit almost as often as their primary weakness, crush.
- There is currently a glitch where if you use some damage-over-time abilities (namely Combust) to finish it off, the effect will continue on it's corpse after the creature has died. Sometimes when this occurs, the Living Rock Protector will gain a second, smaller health bar before "dying" again, and producing a set of normal bones, leaving no remains to be mined.