|Release date||16 January 2012 (Update)|
|XP per kill||114 (and 37.6 experience)|
|Always drops||Wolf bones|
|Examine text||Stares with burning eyes like suns.|
Sköll is a mythological figure of the Fremennik people, first referred to during the 2011 Winter event and first seen in the 2012 Winter event and returned in the 2013 Winter event. According to Fremennik beliefs, Sköll is a wolf whose goal is to eat the sun, and is the brother of Hati, a wolf whose goal is to eat the moon. Should both succeed in their tasks, the end of the world will begin.
Until Sköll is successful in his mission, the Fremennik believe him to be responsible for causing the extreme heat of summer. Sköll is said to be stronger and more agile than his brother, drawing strength from the strong northern winds.
During the 2012 Winter event, Vitharr wishes to summon Sköll, when he is at his strongest, in order to defeat him and rid the Fremmennik of the threat of the two wolf brothers. By doing so, she hopes to show the brothers that the Fremmennik cannot be bested at any time of year, thus deterring the brothers from attacking the citizens. To summon Sköll, Vitharr advises the player to build a bonfire as intense as the sun, so that Sköll is drawn to the realm to investigate.
Like Hati, who is based on the Nordic Hati Hróðvitnisson, Sköll is based on a figure of the same name featured in Norse mythology. This is in keeping with the image of the Fremennik, who are based heavily on the real-world Norsemen.
As Sköll is summoned he exclaims, "Låt skyarna falla!", which translated from Swedish into English means, "Let the skies fall!" and proceeding after that four meteors fall from the sky to form a square barrier around him, with the meteors as the corners.
When summoning his flame barriers he sometimes yells out "Ni kan inte fly!" which translated from Swedish into English means "You cannot flee!".
Sköll also exclaims, "Kusiner, kom och ät upp dem!" which translated from Swedish into English means "Cousins, come and eat them up!" and three Fenris wolves are spawned, one on each side of Sköll.
If you have received the boots from previous years, Sköll will drop a separate pair (60% chance) and once they are picked up, your boots will be recharged.
To summon Sköll, players must add logs to the nearby bonfire, which is located just outside of Relleka, far west of the south entrance. A total of 120 logs are needed to summon him, and any logs used in Firemaking can be used. The fastest way to build the bonfire is to chop logs at the area, but they can also be brought from your bank. When adding different types of logs (for example, normal logs and oak logs), you have to click and add them seperately. Another arguably faster method is to bring a noted stack of logs and run from the bonfire to Sigmund the Merchant in the Rekella Market, where you can trade the noted logs to him and buy unnoted ones back.
Once Sköll is summoned four rocks will fall in the area around him. Fires will light between the rocks, enclosing a square around him. Anyone inside this area when the fires are lit will be trapped. After a few seconds, the meteors will explode, causing a large amount of unblockable damage (400-1000, possibly more) to anyone inside. Players outside the fires will not be able to attack with melee until the fires disappear, but cannot be damaged by them. It appears that the attack could be avoided by clicking out of the area immediately when the meteors fall but before the flame barriers appear. Once the barriers are up, there is no escape. It is possible to use range or magic from outside of the barriers.
At any point during the battle, Sköll may summon 2-5 level 70 Fenris wolves that will be aggressive to any nearby players. Killing them is optional, and it is recommended that they be ignored. He may also teleport a short distance and resummon the rocks and flames as at the start of battle. This appears to be done randomly.
When fighting Sköll it is recommended to have Protect from Magic/Deflect Magic activated, Sharks or Rocktail and good armour. Making any hit on Sköll (even just a 1) will enter you in for the chances of getting the boots. However, the lower you hit, the higher the chance that you will have to fight Sköll again to get the boots.
A good tactic would be to first let the barriers that surround Sköll explode, avoiding the 500+ damage that can be dealt, then attack him. Be aware that Sköll can also teleport around, but won't stray too far from his original spawn point. Sköll will use his flaming barrier attack immediately after teleporting; be sure not to get caught in it. A good way to avoid this attack is to range or mage him among the dead trees and tree stumps, as Sköll never teleports into them.
Sköll attacks with fire wave, fire strike and a melee pounce attack. He does not approach players to melee them, similar to metal dragons. Mages and rangers are therefore recommended to stand out of his melee range, but beware of his summoned wolves. It should be noted that his magic attacks are quite rapid (once every 2.4 seconds, or 4 game ticks, or the speed of wands) and very accurate.
Dwarf multicannons do not have reduced damage on Sköll.
It is recommended for low levels to kill Sköll on populated worlds, such as world 2, as he is quite dangerous. Players with a combat level of under 115 should not attempt to solo him.
Note: this creature CAN kill you; only bring items you are willing to lose if you are a low level, or 3 items so that none are lost on death (4 with the use of the Protect Item prayer).
Item Quantity Rarity GE Market Price Sköll boots 1 Common (60% chance) Not sold Sköll amulet 1 Common (60% chance) Not sold
- Sköll gives no experience upon being attacked, despite having a large amount of life points and being a "boss" monster. It is unknown if this is intended or not.
- Sköll is also attackable by dreadnips.
- Mod Drew has been quoted as saying that there is a 60% chance of Sköll dropping Sköll boots.
- Many lower-level rangers and mages decide to stand on the other side of the bonfire away from the meteors while the melee fighters take all damage, therefore negating all possible damage.