Calvar'ion/Strategies
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Warning: Calvar'ion resides in level 21 Wilderness where you may be attacked at any time during the fight. Do not bring any items that you are not willing to lose. Items like the Dragon defender and Fire cape are permanently lost if not protected beyond level 20 Wilderness.
Calvar'ion is a level 264 skeleton boss. It is the weaker variant of Vet'ion, sharing similar mechanics and drops, but with reduced stats and in a singles-plus area. The hard wilderness diary is required to fight Calvar'ion.
Transportation
Calvar'ion resides in the Skeletal Tomb, the entrance of which is located north-east of Ferox Enclave in the Graveyard of Shadows. There is a small tombstone where the player may drop into his chambers, requiring a fee of 50,000 coins to enter which can be taken from the bank. This fee decreases by 10,000 for every kill for the player who deals the most damage. The fee is not required again on subsequent trips unless the fee is lost to another player.
To get there quickly, you can:
- Teleport to Graveyard of Shadows with the Carrallanger Teleport or using a teleport tablet.
- Teleport to the Ferox Enclave with the minigame teleport or a ring of dueling.
- Teleport to Corporeal Beast's Lair with a games necklace (Beware this exits into multi-wilderness).
Suggested skills
70+
70+
70+
75+
70+ (for Piety)
Attacks and abilities
Calvar'ion has several attacks and abilities identical to Vet'ion:
- Magic attack: Five bolts of lightning strike various tiles across the arena, much like the Grotesque Guardians' lightning attack. Each lightning bolt deals damage in a 3x3 area, but any tile that is about to be struck glows, giving players the chance to dodge the attack. When soloing, one bolt will always target the player's tile or an adjacent tile, while four more will target random tiles around the arena. One bolt will appear for every player in the chamber, capped at seven.
- Hellhounds: Upon reaching half health, Calvar'ion will summon two skeletal hellhounds to attack players. They attack with melee, so activate Protect from Melee when they spawn or keep it active during the fight. They will provide him with complete damage immunity while present. He will do the same again in his enraged form.
- Shield Bash: Calvar'ion will raise his shield to bash an area in front or around and underneath him; shadows will appear forewarning the AoE of the attack. If the player doesn't move out of range, they'll take up to 26 damage and be unable to attack for the next 4.8 seconds. This attack is only used when in melee distance.
- Enraged Form: Upon losing all health in his first form, Calv'arion will summon orange lightning bolts (which share his standard lightning bolts' 3x3 area damage) in a circle around him and restore his health to full. In his second form, the hellhound mechanic is repeated, but he will die after losing all of his health in this form.
Strategies
Calvar'ion has the highest defensive capabilities of the three wilderness demi-bosses. However, his negative crush defence of -10 makes him fairly easy to hit.
All of Calvar'ion's attacks are AoE, meaning that if the player avoids them, they can essentially take no damage from his attacks. Calvar'ion will yell quotes whenever he attacks as a fairly easy and simple way to dodge the attacks. The shield bash is the only major concern due to its larger AoE, but is still otherwise easy to dodge since it is only used in melee distance.
When Calvar'ion reaches 50% of his health, he will summon skeletal hellhounds to assist him in battle. The hellhounds will channel immunity to Calvar'ion until they are killed. While they deal powerful melee hits, they are not durable, with both the normal and greater versions only having 30 health. Calvar'ion will yell a quote about their demise as an indicator that the immunity has been lifted.
When Calvar'ion reaches 0 health in his standard form, he will charge up lightning around him as he yells that the player defeated him a second time. The player can simply stand underneath him to avoid the reach of the lightning as normal. Calvar'ion will restore his health to full and increase his max hit and attack speed and any drained Defence levels will be restored.
Calvar'ion will move towards a player between attacks, so the player can manipulate him into walking towards the exit to his arena and keeping him there for the majority of the time. This is useful for players not relying on a "scout" outside the entrance to his tomb, as it ensures a fast escape, as getting teleblocked and frozen in the middle of the room will likely result in certain death from both the player killer's and Calvar'ion's attacks. It is still recommended to leave a secondary account if possible outside, as players cannot hop inside the tomb; and leaving one outside can sometimes cause other players to ignore whoever is inside.
Escaping in the event of a player killer should not be too much of a problem, as the exit leads players back to the Graveyard of Shadows, where there are plenty of escape opportunities with a well-timed bind or gap between them.
Equipment
Always keep risk to a minimum in the Wilderness! - Whenever gearing, check your Items Kept on Death and enable "Wilderness beyond level 20" to make sure important items will not be lost.
Thanks to the powerful Salve (e) effect, as long as you bring a strong weapon and 2-3 other high-bonus items, your DPS will be very good with little risk. For a low-risk setup, a Neitiznot, myth cape, and d'hide/proselyte are perfect, risking less than one average boss kill's-worth. From there, Barrows gloves then Dragon boots make great upgrades to the Rune gloves and Climbing boots budget setup.
That being said however, due to the incredible passive effect of the Ursine/Viggora's chainmace stacking multiplicatively with the Salve's bonus, every extra bit of strength and accuracy bonus from equipment will noticeably increase DPS, provided you are willing to risk more. Some untradeables, such as a Fire cape, provide notable strength bonus for only some additional cost on death. However, some untradeables require a Trouver parchment, such as the Fighter torso, for the same strength bonus. These highly multiplied bonuses, coupled with the fact that it is possible to log out mid-fight here, make Calvar'ion the most feasible and rewarding of all the wilderness bosses to bring additional risk to. However, expensive armour slots are only worth bringing IF players are confident in their ability to escape PKers or teleport out in time.
Lastly, when figuring out your setup, keep in mind that some of these equipment recommendations, such as the Avernic defender and Infernal cape, are meant to maximize 4-item protection. These can easily be downgraded if they would be risked, or if the player is not using PK Skull Prevention. Due to the hazard of being smited and having the Protect Item prayer disabled in combat, untradeable items locked with Trouver parchments are particularly effective as the 4th item kept on death, in order. Again, whenever in doubt, "Items kept on death" will show exactly how items are kept, degraded, or lost.
Note: Due to the Salve bonus not stacking, fighting on a skeleton (or hellhound!) Slayer task with a Slayer helmet will not provide as high of an offensive bonus as the Salve amulet (e) will, and is not free to reclaim like the amulet.
Inventory
As Calvar'ion is possible to defeat without taking any damage, supplies are mostly tailored to surviving PKers, while maintaining high DPS and possibly absorbing damage taken by accident. When deciding what supplies to bring, keep in mind that Calvar'ion frequently drops large quantities of un-noted blighted food or potions that replace supplies used during the fight.
- The recommended gear has higher requirements, as Avernic defender and Ultor ring have a much higher initial cost, but limits unecessary risk outside of 3-4 protected items.
- The aim is to maximise the benefit of gear while minimising risk. By using high-cost gear that gives the most benefit while being protected, such as the Ultor ring or the Avernic defender, the player can bring items with high DPS without risking too much. With skull prevention on, the player can further limit their risk, ensuring they're never skulled.
- Pray protect item if bringing a 4th item or to protect an extra item that would have instead used a trouver parchment.
- It is recommended that players bring Blighted super restores instead of the regular Super restore due to the reduced cost. This also applies to Blighted manta ray and Blighted karambwan.
- The Blighted karambwan have a lower tick delay than many other foods, this means you can attack your enemy a tick (0.6 seconds) sooner. Karambwans allow you can get more attacks in during the same time period. For this reason, and its low price, it's highly recommended you bring at least 8 Karambwan or Blighted karambwan
- Bringing a one click teleport, such as Royal seed pod can ensure the player is able to escape.
- Ursine chainmace or Viggora's chainmace adds 258,000 coins to the risk through revenant ether (however the DPS difference from the second best option, Inquisitor's mace, is significant. Therefore it may be worth the risk).
As Calvar'ion is possible to defeat without taking any damage, supplies are mostly tailored to surviving PKers, while maintaining high DPS and possibly absorbing damage taken by accident. When deciding what supplies to bring, keep in mind that Calvar'ion frequently drops large quantities of un-noted blighted food or potions that replace supplies used during the fight. It is highly recommended to bring the Blighted super restore instead of the regular Super restore. Additionally, Blighted manta ray and Blighted karambwan are cheap and an ideal food source. The Blighted karambwan have a lower tick delay than many other foods, this means you can attack your enemy a tick (0.6 seconds) sooner. This means you can get more attacks in during the same time period. For this reason, and its low price, it's highly recommended you bring at least 8 Karambwan or Blighted karambwan.
- Royal seed pod or any other level 30 Wilderness teleport
- Divine super combat/super set
- 3+ prayer potions/super restores
- Saradomin brews with Super restores for emergency food
- Rest food — Monkfish or better (blighted supplies are usually cheapest)
- Looting bag (optional, recommended)
- Some form of antipoison (optional, if poisoned/venomed by a PKer)
A more advanced setup if players are confident in their ability to tank PKers to safety and are comfortable risking more and/or staying longer. None of these are required for the boss fight and may add some risk, but can be worthwhile additions for players barely failing to escape. Only bring Trouver parchment protected equipment if you are confident in your ability to escape or are willing to pay the fee on death.
- Royal seed pod or any other level 30 Wilderness teleport
- Divine super combat
- Blighted super restores — restore magic levels drained by Saradomin brews, restore more prayer points and are cheaper than regular Prayer potions
- Saradomin brews for emergency food
- Rest food — Shark or better (blighted supplies are usually cheapest)
- Looting bag
- Dinh's bulwark and/or Dragonhide armour switch — greatly increase survivability against attackers and freezes
- Phoenix necklace — emergency healing whilst tanking
- Anti-venom or Sanfew serums — cures/prevents venom from the commonly used Toxic staff of the dead
- Ring of wealth (i) to switch at the end of the kill for increased odds of getting an elite clue