Property | Value |
rdf:type | |
rdfs:label | |
rdfs:comment | - Rammernauts are well-built melee combatants. They are immune to all ensnaring spells and stuns. They have many kinds of special attacks in their arsenal. Their charge attack begins with a yell of "CHAAAAARGE!" after which the rammernaut runs towards a player to bump him/her away. Unless he is stopped by a wall and knocked down onto the floor with a painful "Ooof!", he will not stop and any player hit by him is stunned and pushed several spaces back, along with their prayers disabled and heavy damage dealt. The second special attack is an unblockable ground-crushing attack, and affected players will have their Defence reduced regardless of the damage dealt. This attack usually follows the charge attack. The third attack is an area attack with a range of 2 squares that will also reduce defen
- Rammernauts are well-built melee combatants. Like most bosses within Daemonheim, they are immune to all ensnaring spells and stuns. They may use one of three special attacks during the fight.
* Charge: This attack is indicated by the rammernaut yelling "CHAAAAARGE!", after which he will begin running towards a player in an attempt to tackle them. He will continue until he either hits the player he is pursuing, or runs into a wall. He may occasionally start chasing a different player while charging, so it may be useful to use Anticipation when he announces the attack. If he hits a player, that player will receive multiple hits of over 2000 damage, in addition to being stunned for a short time, knocked back several spaces back, and their prayers being disabled. If he touches the wall, he w
|
Level | - 7
- 16
- 26
- 37
- 47
- 57
- 67
- 78
- 88
- 98
- 107
- 119
- 128
- 138
- See table
|
Version | - Level 7
- Level 16
- Level 26
- Level 47
- Level 57
- Level 37
- Level 78
- Level 98
- Level 107
- Level 67
- Level 88
- Level 138
- Level 119
- Level 128
|
dcterms:subject | |
acc magic | - 150
- 223
- 304
- 409
- 519
- 648
- 801
- 1011
- 1230
- 1486
- 1783
- 2178
- 2577
- 3031
|
aff magic | |
lifepoints | |
Examine | - *Normally: He's big, and he's not pleased to see you.
*During Thok It To 'Em: Strong, but not as strong as Thok.
- He's big, and he's not pleased to see you.
|
gemw | |
max hit | |
Poisonous | |
max magic | - 60
- 144
- 228
- 324
- 408
- 492
- 576
- 672
- 756
- 840
- 924
- 1020
- 1104
- 1188
|
acc melee | - 150
- 223
- 304
- 409
- 519
- 648
- 801
- 1011
- 1230
- 1486
- 1783
- 2178
- 2577
- 3031
|
aff weakness | |
aff melee | |
max ranged | - 60
- 144
- 228
- 324
- 408
- 492
- 576
- 672
- 756
- 840
- 924
- 1020
- 1104
- 1188
|
Always Drops | |
aff ranged | |
Attack style | |
acc ranged | - 150
- 223
- 304
- 409
- 519
- 648
- 801
- 1011
- 1230
- 1486
- 1783
- 2178
- 2577
- 3031
|
slaylvl | |
max melee | - 60
- 144
- 228
- 324
- 408
- 492
- 576
- 672
- 756
- 840
- 924
- 1020
- 1104
- 1188
|
Rarity | |
Aggressive | |
immune to poison | |
dbkwik:darkscape/property/wikiPageUsesTemplate | |
dbkwik:rune-scape/property/wikiPageUsesTemplate | |
dbkwik:runescape/property/wikiPageUsesTemplate | |
Speed | |
Name | - Mysterious chronicle
- Kratonite maul
- Rammernaut
- Katagon maul
- Novite maul
- Gorgonite maul
- Marmaros maul
- Argonite maul
- Bathus maul
- Fractite maul
- Promethium maul
- Zephyrium maul
- Primal maul
- Equipment requisition receipts
|
Weakness | |
immune to stun | |
Slayxp | |
Members | |
Quantity | |
Update | |
Armour | - 150
- 223
- 304
- 409
- 519
- 648
- 801
- 1011
- 1230
- 1486
- 1783
- 2178
- 2577
- 3031
|
ID | - 9767
- 9768
- 9769
- 9770
- 9771
- 9772
- 9773
- 9774
- 9775
- 9776
- 9777
- 9778
- 9779
- 9780
|
Style | |
Release | |
Experience | |
LP | |
abstract | - Rammernauts are well-built melee combatants. Like most bosses within Daemonheim, they are immune to all ensnaring spells and stuns. They may use one of three special attacks during the fight.
* Charge: This attack is indicated by the rammernaut yelling "CHAAAAARGE!", after which he will begin running towards a player in an attempt to tackle them. He will continue until he either hits the player he is pursuing, or runs into a wall. He may occasionally start chasing a different player while charging, so it may be useful to use Anticipation when he announces the attack. If he hits a player, that player will receive multiple hits of over 2000 damage, in addition to being stunned for a short time, knocked back several spaces back, and their prayers being disabled. If he touches the wall, he will say "Oooof!" and will briefly be unable to attack or move.
* Ground slam: The rammernaut slams his mace into the ground, dealing a few thousand damage to nearby players and lowering their Defence. This attack usually follows the charge attack.
* Mace spin: The rammernaut spins his mace around for an area-of-effect attack. All players standing within two squares of him receive moderate damage, are stunned, and have their Defence level drained.
- Rammernauts are well-built melee combatants. They are immune to all ensnaring spells and stuns. They have many kinds of special attacks in their arsenal. Their charge attack begins with a yell of "CHAAAAARGE!" after which the rammernaut runs towards a player to bump him/her away. Unless he is stopped by a wall and knocked down onto the floor with a painful "Ooof!", he will not stop and any player hit by him is stunned and pushed several spaces back, along with their prayers disabled and heavy damage dealt. The second special attack is an unblockable ground-crushing attack, and affected players will have their Defence reduced regardless of the damage dealt. This attack usually follows the charge attack. The third attack is an area attack with a range of 2 squares that will also reduce defence if it hits.
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