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This article or section is about an event NPC, creature, item, object, outfit or location.

The information about this NPC, creature, item, object, outfit or location is only relevant during a certain event or quest, e.g. only during Christmas.

Do not remove the information on this page because you can't find the NPC/creature/item/object/outfit/location.

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Properties

Property Value
Combat Properties
Health 2500
Experience 400
Est. Max Dmg 55
Summon (not possible)
Convince (not possible)
General Properties
Name Bane Bringer
Classification Bio-Elementals
Event Creatures
Spawn Type Raid
Event
Triggered
Illusionable
Pushable ?
Pushes ?
Elemental Properties
Physical 110%
Holy 10%
Death 10%
Fire 20%
Energy 20%
Ice 20%
Earth 20%
Drown 100%
Life Drain 100%
Immunity Properties
Paralysable ?
Senses Invis. {{Yes No}}: Invalid input (yes?).
Behavioural Properties
Walks around
Walks through
Other Properties
Version 8.7
December 8, 2010
Status Active
Help
Bane Bringer
You see a bane bringer.
  • You shall not succeed!
  • This time we will prevail!

Notes

Spawns during the Bewitched event. If they are not killed within 10 minutes, they will disappear.

Abilities

Melee (0-55 poisons for up to 9 hp per turn), Poison Wave (starts from up to 6 hp per turn), Self-Healing (100-300).

Damage Taken From Elements

  • Physical
    +10%
  • Holy
    -90%
  • Death
    -90%
  • Fire
    -80%
  • Energy
    -80%
  • Ice
    -80%
  • Earth
    -80%

Location

Green Claw Swamp underground, near the big witches' cauldron.

Behaviour

Not very strong or fast. Will rarely heal for more than 200 hp.

Strategy

Sorcerers and Druids should use Explosion runes while Druids can also use Physical Strike to attack. Knights and Paladins should attack using their strongest weaponry and Physical Damaging spells.

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