|Release date||1 August 2005 (Update)|
|XP per kill||Unknown edit|
|Examine text||A fearsome magical creature from the deep.|
Wallasalkis can be found inside Waterbirth Dungeon in the middle path of sublevel 1 or in several other sublevels throughout the dungeon. They attack with Magic by casting a powerful version of Water Wave at the player.
Their magic attack is extremely potent with it easily hitting over 200 leading to the recommendation that Protect from Magic is used when fighting them. They may start to run away from the attacking player, similar to giant rock crabs, after being damaged to below half health.
A good spot to kill them is at the narrow pathway just before the barricades at the central room in sublevel 1. After they develop their tolerance toward a player he or she may kill as many as desired and use the narrow pathway and other nearby wall structures to trap themselves from moving out of the tolerance area.
Wallasalkis drops include the raw materials required for skeletal armour. They also drop various runes, similar to most magical monsters.
These are potentially a good source of blue charms, and if using a dwarf multicannon a player may gain up to 30 blue charms and 20 crimson charms in an hour. However it is debatable whether this is comparable to rock lobsters or waterfiends in terms of the total Summoning experience gained in an hour. They also drop all sorts of herb seeds, herbs, and assorted runes which can also make them a good source of money.
Wallasalki can be good experience for high level ranged training. They have high lifepoints, moderate ranged defence, and a weakness to melee, specifically slashing weapons. They are never crowded due to very few players knowing that they are a good source of charms, experience, and money. They are arguably one of the least known NPC's in RuneScape. If training, it is advised to bring prayer potions for protect/deflect magic. If you are using prayer, try to find a good armour setup so that you have high ranged attack bonus, along with a decent prayer bonus. A good idea is to use a Split dragontooth necklace or one of the other two along with the sharp eye prayer and a bonecrusher. The prayer helps more than an Amulet of Glory / Fury would, and the prayer bonus from the necklaces is more than both. However, a player could bring a Amulet of Ranging / Fury / Glory and then switch to the split dragontooth necklace during the death animation (with bonecrusher) or when burying bones. This will use no more prayer potions than the other setup would. The magic shortbow works exceptionally well here, and bringing a cannon will help tremendously. Drops from these will cover the cost of any prayer potions and ranged ammunition. They do NOT drop enough items to cover the cost of cannonballs if using a cannon. If training in a room which is NOT multi-combat, good xp rates are only obtained AFTER they become unaggressive. They retreat at or below half health, so a different one will almost always attack you before you can finish the current one off. After they are tolerant, this isn't an issue anymore since if they retreat, you can continue to attack it (Advised to turn off protection prayers during this time since you will not take any damage). They never retreat far enough to make you walk enough to make the Wallasalkis aggressive again. This is not an issue when using a cannon in a multi-combat room.
This is a great (and one of the few) ways to use a cannon for experience and to reduce its operating cost at the same time. Try to bring a friend to train with you, since you need a partner to open the gate. Two people training while splitting the drops will actually get you more money per hour than by yourself, and this is even more true when both players place a cannon at or near the same location.
The best place to use a dwarf multicannon would be right after using the ladder to go down from level 1. There are only 3 Wallasalkis here, and they are usually not targeted. A cannon can be placed to speed up kills, as they reside in a multi-combat area, allowing the use of a cannon. No other monsters will interrupt your training.
Item Quantity Rarity GE Market Price Bones 1 Always 83
- Represents 90% confidence range, based on a sample of 15,050 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 Fire rune Unknown Unknown 10 Law rune Unknown Unknown 180 Air rune 1–6 Common 13–78 Mind rune 1–9 Common 4–36 Water rune 1–10 Common 13–130 Earth rune 4–9 Common 36–81 Chaos rune 1–10 Common 41–410 Cosmic rune Unknown Common 151 Nature rune Unknown Common 111 Death rune 1–10 Common 93–930 Blood rune 4–5 Uncommon 652–815 Air talisman 1 Uncommon 145 Mind talisman 1 Uncommon 76 Water talisman 1 Uncommon 4,721 Earth talisman 1 Uncommon 793 Fire talisman 1 Uncommon 2,018 Cosmic talisman 1 Uncommon 210 Nature talisman 1 Uncommon 270
Item Quantity Rarity GE Market Price Guam seed 1 Common 8 Marrentill seed 1 Common 12 Tarromin seed 1 Common 4 Harralander seed 1 Common 9 Toadflax seed 1 Uncommon 702 Ranarr seed 1 Uncommon 1,019 Irit seed 1 Uncommon 74 Avantoe seed 1 Uncommon 1,890 Grimy guam 1 Uncommon 539 Grimy marrentill 1 Uncommon 44 Grimy tarromin 1 Uncommon 249 Grimy harralander 1 Uncommon 652 Grimy ranarr 1 Rare 2,160 Grimy irit 1 Rare 1,743 Grimy avantoe 1 Rare 4,128 Grimy kwuarm 1 Rare 2,471 Grimy cadantine 1 Rare 2,507 Grimy lantadyme 1 Rare 7,850 Grimy dwarf weed 1 Rare 8,195 Kwuarm seed 1 Rare 363 Snapdragon seed 1 Rare 2,196 Cadantine seed 1 Rare 2,354 Lantadyme seed 1 Rare 34,922 Dwarf weed seed 1 Rare 38,269 Torstol seed 1 Very rare 78,509
Item Quantity Rarity GE Market Price Pure essence 9 (noted) Common 765 Steel arrow 1–10 Common 12–120 Fibula piece 1 Uncommon 7,950 Ribcage piece 1 Uncommon 8,332 Skeletal gloves 1 Uncommon 25,357 Skeletal boots 1 Uncommon 4,949 Skull piece 1 Uncommon 8,049 Raw mackerel 1–2 Uncommon 17–34 Coins 5–489 Rare Not sold Raw tuna 1 Rare 76 Starved ancient effigy 1 Rare Not sold Clue scroll (medium) 1 Rare Not sold Spin ticket 1 Rare Not sold
Rare drop table dropsEdit
|Show/hide rare drop table|
- Although not classified Dagannoth, the effect of the Balmung and its three enhanced variants will also work on these, and actually work surprisingly well due to their weakness.
- Despite using only magic in combat, they have a melee weakness (slash weapons), which is unusual since magic has the edge over melee in the combat triangle. On the other hand, this is likely intended as a buff for the Balmung and its enhanced variants, since their extra damage effect works against them. In the EoC beta, they were weak to arrows initially, and later bolts.