|Release||12 April 2010 (Update)|
|The name isn't just for show.|
|7||2,500||? (edit)||? (edit)|
|Equipment XP (2H/MH & Armour/OH)|
|? (edit)||? (edit)||? (edit)||? (edit)|
|6 ticks (3.6s)|
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A behemoth, Stomp is so large that only his head can fit through the portal connecting the Behemoth's original location to Daemonheim (according to the Behemoth notes). Because of this, whoever brought Stomp into the dungeons set up a system by which the portal can be closed on its neck (decapitating it) should the need ever arise.
Stomp is an immobile boss fought in three stages. The goal is to close the portal by placing power crystals three times on both lodestones next to Stomp.
Stomp uses 5 attacks, but initially uses only two. At any time during the fight, it can use a single-targeted melee attack and a multi-targeted ranged attack that throws small rocks at all players and also breaks debris left around the room. After the first stage, a single-targeted magic attack that consists of a glowing yellow orb fired out from its mouth is added to the mix. After the second stage, Stomp can use its most damaging move: a slow, single-targeted ranged attack that hits the player for 25% of their maximum life points, regardless of the player's armour (for example, a player with 8,500 life points would take 2,125 damage). The damage can be reduced with the Protect from Missiles or avoided completely by running at least two squares away from the target location of the attack (the original position of the player). Although single-targeted, other players can take damage from this attack when it hits if they stand next to the player who was initially targeted.
Each time a third of its health is taken down, it will become invincible for a short time and cause debris and two power crystals to fall from the ceiling. When debris falls, the shadows on the floor indicate where it lands. It is recommended that players avoid standing on the shadows, as they will take damage equal to 25% of their maximum life points when the debris falls. Pick up the crystals on the floor and place them on the lodestones. The crystals fall before the debris, so it is possible to pick one up and activate a lodestone before all of the debris falls. Once the debris has fallen, it will block movement but it can be removed with a pickaxe if needed. If falling debris hit a player, it will not appear on the ground. The crystals must be picked up and placed on the lodestones on either side of Stomp within about 15 seconds, or it will heal itself to the previous stage (i.e. if it was brought down to 1/3 of its total life points, it will heal back to 2/3 of its total life points) and that stage will start over again.
There are three colours of lodestones; blue, green and red. Each colour will appear at a different phase; thus, players need not keep crystals from previous phases.
Fallen debris often blocks progress by either blocking the lodestones or the power crystals. This can be very frustrating if it happens multiple times. An easy way around this is to pick up the crystals the first time that Stomp's life points are lowered, and place them after they are reduced for a second time. The debris can be mined and destroyed, but due to the time it takes to mine the debris, it is still recommended to use this strategy if there is a large amount of debris on the ground.
On complexity 1, it is possible to skip putting in the last, or sometimes second-last set of crystals. When the crystals have been put into place and the team is waiting for Stomp to become attackable again, it is possible for everyone in the group to attack at the same time, and if the damage is high enough they will kill Stomp and skip the remaining phases.
|Protoleather coif||1||Random||Not sold|
|Protoleather shield||1||Random||Not sold|
|Subleather coif||1||Random||Not sold|
|Subleather shield||1||Random||Not sold|
|Paraleather coif||1||Random||Not sold|
|Paraleather shield||1||Random||Not sold|
|Archleather coif||1||Random||Not sold|
|Archleather shield||1||Random||Not sold|
|Dromoleather coif||1||Random||Not sold|
|Dromoleather shield||1||Random||Not sold|
|Spinoleather coif||1||Random||Not sold|
|Spinoleather shield||1||Random||Not sold|
|Gallileather coif||1||Random||Not sold|
|Gallileather shield||1||Random||Not sold|
|Stegoleather coif||1||Random||Not sold|
|Stegoleather shield||1||Random||Not sold|
|Megaleather coif||1||Random||Not sold|
|Megaleather shield||1||Random||Not sold|
|Tyrannoleather coif||1||Random||Not sold|
|Tyrannoleather shield||1||Random||Not sold|
|Sagittarian coif||1||Random||Not sold|
|Sagittarian shield||1||Random||Not sold|
|Behemoth notes (part 3)||1||Common||Not sold|
|Mysterious chronicle||1||Common||Not sold|
- Stomp is the only Behemoth boss who cannot use the "stomp" attack, as his body does not appear.
- Prior to an update allowing players to mine the rocks, Stomp was considered an annoying boss because debris could fall in front of the lodestones, preventing players from using it until the rocks collapsed by themselves. If debris had fallen in front of the ladder, players would be unable to end the dungeon as the rocks collapse while Stomp is on the field.
- The shadows the falling debris cast have the examine text of "Heads up!"
- It used to be possible to kill Stomp early in its last charging state with the effect of a blood necklace, the former passive effect of the hailstorm dagger, by the Retribution or Wrath prayer and curse, or with the Blazer Ring of kinship class activated. This has since been fixed and Stomp is now invincible in all charging states.
- Unlike most boss rooms where the exit to the next floor is opposite of the boss door, Stomp's exit is on the wall to the right of the boss door. This trait is shared only with the Necrolord, World-gorger Shukarhazh, and Kal'Ger the Warmonger.