Abyssal Sire
Combat level 350 · 425 hitpoints
A four-phase puzzle boss guarded by four respiratory systems. Drops the Abyssal dagger, bludgeon pieces and the Abyssal whip/tentacle. Mechanically the most involved of the classic slayer bosses.
Requirements
- 85 Slayer
- Abyssal demon task
- Abyssal Nexus
Pointers
- Phase 1: disable the four respiratory systems while dodging the miasma pools, then attack the Sire to stun it.
- Phase 2: it walks around and spawns scions. Kill the scions or reposition. They hit hard in numbers.
- Phase 3: it becomes stationary and vulnerable, but the whole room fills with poison miasma. This is your burst window.
- Phase 4 (death): at 0 HP it explodes for heavy damage. Step away or you die at the finish line.
- It applies venom. Anti-venom+ is required, not optional.
- It is weak to SLASH and has poor melee defence in the vulnerable phase.
What the sim brings here
Every worn slot and every inventory row below is the combat simulation's own output, at the style it ranks fastest for each account tier. Each line carries the channel that chose it: sim means the model solved it, and inherited means the value came through from the hand-authored loadout the solver starts from. Riding through a generator does not make a value derived, so those are marked rather than presented as the model's answer. A line marked unattributed carries a channel the model's own vocabulary no longer declares, so no word is put on it at all rather than one being read off the channel's spelling. Where the model has not answered a row, its own refusal is printed instead; where it has answered a row it doubts, the answer is printed with the doubt attached rather than withheld.
max tier, melee (Melee and Magic are too close to call)
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Torva full helm sim
- Cape: Infernal cape sim
- Neck: Amulet of rancour sim
- Ammo: Ancient blessing sim
- Weapon: Emberlight sim
- Body: Torva platebody sim
- Shield: Avernic defender sim
- Legs: Torva platelegs sim
- Hands: Ferocious gloves sim
- Feet: Avernic treads (max) sim
- Ring: Ultor ring sim
The model doubts this gear (tied with an identical item, so enumeration order decided): the head, ammo, body slots each hold an item the model cannot tell apart from an alternative the search could equally have taken, re-scored identical in this row's own bag. Enumeration order decided it, so the sim had NO REASON; that is not the same as the pick being wrong. SOLVED_GEAR_TIES names them.
Inventory: 6 of 7 rows chosen by the sim, 1 carrying no channel at all.
- Voidwaker sim
- Super combat potion(4) sim
- Saradomin brew(4) x9 sim
- Zamorak brew(4) x7 sim
- Super restore(4) x5 sim
- Cooked moonlight antelope sim
- Max cape ruled
Spellbook: Lunar. Grants Vengeance.
Trip: about 26.59 kills in 19 minutes, limited by food.
max tier, magic (Melee and Magic are too close to call)
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Ancestral hat sim
- Cape: Imbued guthix cape sim
- Neck: Occult necklace sim
- Ammo: Ancient blessing sim
- Weapon: Tumeken's shadow sim
- Body: Ancestral robe top sim
- Shield: nothing sim
- Legs: Ancestral robe bottom sim
- Hands: Confliction gauntlets sim
- Feet: Avernic treads (et) sim
- Ring: Magus ring sim
The model doubts this gear (tied with an identical item, so enumeration order decided): the head, cape, neck, ammo, body, legs slots each hold an item the model cannot tell apart from an alternative the search could equally have taken, re-scored identical in this row's own bag. Enumeration order decided it, so the sim had NO REASON; that is not the same as the pick being wrong. SOLVED_GEAR_TIES names them.
Inventory: 4 of 5 rows chosen by the sim, 1 carrying no channel at all.
- Saradomin brew(4) x6 sim
- Super restore(4) sim
- Ancient brew(4) x6 sim
- Cooked moonlight antelope x11 sim
- Max cape ruled
Spellbook: Lunar. Grants Vengeance.
Trip: about 12.78 kills in 10 minutes, limited by food.
mid tier, magic (Magic is fastest)
Worn gear: not answered. needs 85 Slayer to attack; a mid account has 80. No mid account can start this fight, so no loadout is solved for this tier. The max tier can.
Inventory: not answered. the gear solver refused this row (slayerLocked), so there was no loadout to build a bag around and this generator was never handed the row. Its words: needs 85 Slayer to attack; a mid account has 80. No mid account can start this fight, so no loadout is solved for this tier. The max tier can.
budget tier, ranged (Ranged and Magic and Melee are too close to call)
Worn gear: not answered. needs 85 Slayer to attack; a budget account has 80. No budget account can start this fight, so no loadout is solved for this tier. The max tier can.
Inventory: not answered. the gear solver refused this row (slayerLocked), so there was no loadout to build a bag around and this generator was never handed the row. Its words: needs 85 Slayer to attack; a budget account has 80. No budget account can start this fight, so no loadout is solved for this tier. The max tier can.
budget tier, magic (Ranged and Magic and Melee are too close to call)
Worn gear: not answered. needs 85 Slayer to attack; a budget account has 80. No budget account can start this fight, so no loadout is solved for this tier. The max tier can.
Inventory: not answered. the gear solver refused this row (slayerLocked), so there was no loadout to build a bag around and this generator was never handed the row. Its words: needs 85 Slayer to attack; a budget account has 80. No budget account can start this fight, so no loadout is solved for this tier. The max tier can.
budget tier, melee (Ranged and Magic and Melee are too close to call)
Worn gear: not answered. needs 85 Slayer to attack; a budget account has 80. No budget account can start this fight, so no loadout is solved for this tier. The max tier can.
Inventory: not answered. the gear solver refused this row (slayerLocked), so there was no loadout to build a bag around and this generator was never handed the row. Its words: needs 85 Slayer to attack; a budget account has 80. No budget account can start this fight, so no loadout is solved for this tier. The max tier can.
What each of those badges means
- derived:ascent (sim): an accepted coordinate-ascent move: betterThan() preferred this candidate over the incumbent under the row objective and band. The weapon+ammo+shield pairing and the crystal set arrive here too, because both are offered to the same acceptance test.
- derived:composed (sim): balanceInventory() sized this row from the derived supply menu. The menu enumerates CONSUMABLES and narrows by style, tier and price; it is not the authored bag.
- derived:empty (sim): the finished loadout leaves this slot EMPTY, and that is an ANSWER rather than a gap: a two-handed weapon forfeits the shield and a weapon that stores its own ammunition frees the ammo slot. Recorded so a null slot is never read as unprovenanced.
- derived:obtainable (sim): canonicaliseObtainable(): the finished loadout named a variant the model cannot state a route to, and this pass swapped it for the obtainable equal.
- derived:spec (sim): a carried special-attack weapon PROPOSED by `specPlan` (specchoice.js), which prices every SPEC_ATTACKS weapon that deals damage or drains defence on top of the bag solved without one, and KEPT by `judgeSpecArms` only where the composed bag with it beats the bag without it under `compareScores`. The row's `kpt.specWeapon` carries both arms.
- ruled:escape (ruled): escapeLeg(): the way OUT, taken from the typed per-tier table ESCAPE_PLAN and judged against the account, with nothing substituted and no fallback ladder. The ACCOUNT CHECK is a derivation; the CHOICE of item is not, so this is not a `derived:` channel. ESCAPE_PLAN carries no attributedTo field (PROVENANCE_BACKLOG: silent-and-unattributed), so this channel does not claim one either.