Doom of Mokhaiotl
Combat level 558 · 525 hitpoints
A delve-based endgame boss. Each delve level is harder than the last, with mechanics stacking as you descend. Drops the Scorching bow, Rosewood blowpipe and Mokhaiotl waystone.
Requirements
- The Final Dawn quest
- 90+ Ranged
- 43+ Prayer (74+ for Rigour)
- 75 Agility recommended for the shortcut
Pointers
- Demonic larvae have only 2 HP but explode and shred your shields. Kill them instantly, ideally with Darklight.
- Rock Throw: avoid the shadows. Once the rocks land, YOUR PROTECTION PRAYERS ARE DISABLED.
- Special Beam Cannon is the highest-priority mechanic. Interrupt it with a melee attack for bonus damage.
- Shield phase at 75% health: only DEMONBANE weapons work. Carry Darklight/Arclight for this.
- Car phase: the burrowed form moves toward you and every attack is 100% accurate. Dump your special attacks here.
- Shockwave: destroy two volatile earth to raise a protective earthen shield.
- Acid blood builds up from delve 3 onward; it clears at the delve 6 reset and with holy water.
- Melee punish damage scales with VISIBLE strength bonus only. Prayers and void bonuses do not count.
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.
The model solved no loadout for this encounter at any tier. The refusals below are the generator's own words.
max tier, ranged (Ranged and Melee are too close to call)
Worn gear: not answered. the sim shipped no worn loadout for this build and recorded no reason for it. That is a gap in the generator rather than a statement about the fight, and it is reported instead of being left blank.
Inventory: not answered. the sim shipped no inventory for this build and recorded no reason for it. That is a gap in the generator rather than a statement about the fight, and it is reported instead of being left blank.
max tier, melee (Ranged and Melee are too close to call)
Worn gear: not answered. the sim shipped no worn loadout for this build and recorded no reason for it. That is a gap in the generator rather than a statement about the fight, and it is reported instead of being left blank.
Inventory: not answered. the sim shipped no inventory for this build and recorded no reason for it. That is a gap in the generator rather than a statement about the fight, and it is reported instead of being left blank.
mid tier, melee (Melee is fastest)
Worn gear: not answered. the sim shipped no worn loadout for this build and recorded no reason for it. That is a gap in the generator rather than a statement about the fight, and it is reported instead of being left blank.
Inventory: not answered. the sim shipped no inventory for this build and recorded no reason for it. That is a gap in the generator rather than a statement about the fight, and it is reported instead of being left blank.
budget tier, melee (Melee is fastest)
Worn gear: not answered. the sim shipped no worn loadout for this build and recorded no reason for it. That is a gap in the generator rather than a statement about the fight, and it is reported instead of being left blank.
Inventory: not answered. the sim shipped no inventory for this build and recorded no reason for it. That is a gap in the generator rather than a statement about the fight, and it is reported instead of being left blank.