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Kal'Ger (HM)

From Emps-World Wiki


Combat level
Size
Aggressive
Health
Attack speed
Max hit
Category
Weakness
Resistance
Requirement
Slayer exp
Assigned by
Level
Accuracy
Defence

Kal'Ger (HM) is a hardmode version of Kal'Ger. As the name suggests, it is harder to beat than its regular counterpart. Apart from greatly increased stats and buffed mechanics, Kal'Ger (HM) also has different nuances to its mechanics and an extended droptable along with new parts to make new gear and the Kal'gerian tome

Weakness

Kal'Ger (HM) has no weakness.

Mechanics

Kal'Ger (HM) phases work similarly to its counterpart but the mechanics are different and the fight itself needs a lot more attention.

Phase 1 Melee and magic (HP 7500-6250): Kal'Ger will shoot out a fireball attack that can be partially blocked by using mage pray into two magic attacks followed by a fixed attack pattern of melee- magic- melee- magic - repeat. Players should bring antifire potions to reduce the afterburn damage.

Phase 2 Melee (HP 6250-5000): Orange and purple meteors start raining from the sky, every 4th meteor will be a purple one which will deal additional damage. Kal'Ger uses a fixed melee attack pattern, that cannot be dodged. Every hit will drain 5 defence levels.

Phase 3 Mage (HP 5000-3750): Kal'Ger will shoot out fireballs to the player focused, every 4th attack is a special meteor which can be dodged by moving 1 tile. If a player gets hit and is not farther than 6 tiles from another player, the meteor starts bouncing and dealing damage up to 80. The meteor bounce damage can't be blocked by prayer.

Phase 4 Melee (HP 3750-2500): Meteors start raining and Kal'Ger will only deal melee damage. Every 4th attack is a special attack where Kal'Ger yells: "Name, Kal'gerians hate prayers!". For this special, player taunting will have to disable all of their prayers to not get hit.

Phase 5 Range (HP 2500-1250): Kal'Ger only does ranged damage along with meteors raining from the sky. Every 4th ranged attack is a special arrow which can be dodged by moving 1 tile in order to not get one shot.

Phase 6 Melee (HP 1250-0): Kal'Ger only does melee damage, with meteors switching between orange and purple but at an increased speed.

!IMPORTANT!: At the end of every phase Kal'Ger will bring up his shield which negates and reflects all damage until Kal'gerian elementals are killed. Elementals will spawn with 25-100 HP that scales with the amount of people in the instance. They spawn with prayer deflects in the order of Melee- Ranged- Magic. Players should not hit an elemental with the corresponding deflect as the attack style you are using since it will deal back triple the damage done. If not killed, the elementals will start healing Kal'Ger.

Drops

Item Name Quantity Rarity
 23227;Large demon bones;0.7
Large demon bones 1 Always
 1004;Coins;0.7
Coins 200000 - 400000 Uncommon (9.6%)
 23074;Ancient arrowtips;0.7
Ancient arrowtips 125 - 250 Uncommon (8.5%)
 23155;Ancient bolts (unf);0.7
Ancient bolts (unf) 125 - 250 Uncommon (8.5%)
 1748;Black dragonhide;0.7
Black dragonhide 25 - 50 Uncommon (8.5%)
 560;Death rune;0.7
Death rune 300 - 600 Uncommon (8.5%)
 2486;Grimy lantadyme;0.7
Grimy lantadyme 25 - 50 Uncommon (8.5%)
 23228;Large demon bones;0.7
Large demon bones 40 - 70 Uncommon (8.5%)
 4699;Lava rune;0.7
Lava rune 300 - 600 Uncommon (8.5%)
 8783;Mahogany plank;0.7
Mahogany plank 125 - 250 Uncommon (8.5%)
 9194;Onyx bolt tips;0.7
Onyx bolt tips 125 - 250 Uncommon (8.5%)
 2451;Zamorak brew;0.7
Zamorak brew 20 - 40 Uncommon (8.5%)
 26083;Kal'gerian ore;0.7
Kal'gerian ore 1 Rare (2.5%)
 23392;Chrysos bar;0.7
Chrysos bar 1 Rare (1.8%)
 26148;Kal'gerian tome;0.7
Kal'gerian tome 1 Very Rare (0.5%)
 23260;Demon halberd;0.7
Demon halberd 1 Very Rare (0.3%)
 23240;Demon saber;0.7
Demon saber 1 Very Rare (0.3%)
 26154;Kal'gerie;0.7
Kal'gerie 1 Very Rare (0.1%)