Dagannoth Prime
Combat level 303 · 255 hitpoints
The Magic king, and the one you can fight on his own with a long ranged weapon. His +255 magic, melee and stab defences sit next to a ranged defence of 10, so ranged is the only style that lands properly. He is the only source of the Seers ring and the Mud battlestaff. See the Dagannoth Kings page for the tribrid trip that kills all three.
Requirements
- Horror from the Deep
- Waterbirth Island access
- 70+ Ranged
Pointers
- Prime is the hardest hitter of the three (max hit 50 against Rex 26 and Supreme 30), and the strategy page says to turn Protect from Magic on BEFORE you drop into the lair rather than after.
- The isolation is what makes this a page of its own: from the north-east corner Prime can be ranged while staying out of the aggression ranges of Supreme and Rex, so the trip is one king instead of three.
- It only works at range. Both stated isolations in this room work by the king being unable to reach you, so a melee trip here is fighting all three at once and the model charges it that way.
- His projectile hits a 3x3 area around its target, so it reaches anyone standing next to whoever he is attacking.
- He will not walk to you, so his drops land where he dies. Bring Telekinetic Grab or wait for the room to be safe before looting.
- The kill is a small part of the cycle: a king respawns 150 ticks (90 seconds) after it dies, and a single-king trip spends most of that waiting.
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, ranged (Ranged is fastest)
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Masori mask (f) sim
- Cape: Blessed dizana's quiver sim
- Neck: Necklace of rupture sim
- Ammo: Seeking dragon arrow sim
- Weapon: Twisted bow sim
- Body: Masori body (f) sim
- Shield: nothing sim
- Legs: Masori chaps (f) sim
- Hands: Zaryte vambraces sim
- Feet: Avernic treads (max) sim
- Ring: Venator ring sim
Inventory: 4 of 5 rows chosen by the sim, 1 carrying no channel at all.
- Bastion potion(4) x2 sim
- Super restore(4) x14 sim
- Saradomin brew(4) x7 sim
- Max cape ruled
- Waterbirth teleport (tablet) sim
Spellbook: Lunar. Grants Vengeance.
Trip: about 20.5 kills in 39 minutes, limited by prayer.
mid tier, ranged (Ranged is fastest)
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Masori mask sim
- Cape: Blessed dizana's quiver sim
- Neck: Necklace of anguish sim
- Ammo: Rada's blessing 2 sim
- Weapon: Toxic blowpipe sim
- Body: Masori body sim
- Shield: nothing sim
- Legs: Masori chaps sim
- Hands: Zaryte vambraces sim
- Feet: Avernic treads (max) sim
- Ring: Venator ring sim
The model doubts this gear (tied with an identical item, so enumeration order decided): the neck, ammo 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: 7 of 8 rows chosen by the sim, 1 carrying no channel at all.
- Rosewood blowpipe sim
- Ranging potion(4) x5 sim
- Super restore(4) x7 sim
- Saradomin brew(4) x5 sim
- Zamorak brew(4) sim
- Cooked moonlight antelope sim
- Teleport to house (tablet) ruled
- Waterbirth teleport (tablet) sim
Spellbook: Lunar. Grants Vengeance. Gave up Resurrect Greater Ghost.
Trip: about 8.32 kills in 17 minutes, limited by prayer.
budget tier, ranged (Ranged is fastest)
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Crystal helm sim
- Cape: 3rd age cloak sim
- Neck: Necklace of anguish sim
- Ammo: Rada's blessing 2 sim
- Weapon: Bow of faerdhinen sim
- Body: Crystal body sim
- Shield: nothing sim
- Legs: Crystal legs sim
- Hands: Zaryte vambraces sim
- Feet: Bandos d'hide boots sim
- Ring: Venator ring sim
The model doubts this gear (tied with an identical item, so enumeration order decided): the head, neck, ammo, weapon, body, legs, feet 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: 5 of 6 rows chosen by the sim, 1 carrying no channel at all.
- Ranging potion(4) x5 sim
- Bastion potion(4) sim
- Saradomin brew(4) x7 sim
- Super restore(4) x10 sim
- Ring of dueling(8) ruled
- Waterbirth teleport (tablet) sim
Spellbook: Lunar. Grants Vengeance. Gave up Resurrect Greater Ghost.
Trip: about 14.19 kills in 31 minutes, limited by food.
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:cheapestEqual (sim): cheapestOfEquals(): at budget, an exactly-tied cheaper item replaced the one in this slot. It changes the price and, by construction, not the score.
- 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:seedWeapon (sim): the weapon the ascent BEGAN from, taken off the dps-ranked weapon shortlist, or the forced weapon of a multi-start seed. Never off a start loadout.
- 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.
- derived:travel (sim): travelPlan(): the way IN, ranked out of the derived transport graph against this account's own unlocks, rather than copied from whatever a human typed. The way OUT is a separate channel (`ruled:escape`) because it is a typed choice, not a ranking.
- 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.
Other pages for this encounter
- Dagannoth Kings (the whole encounter)
- Dagannoth Rex (just this one)
- Dagannoth Supreme (just this one)