Slayer task/Spiritual creatures

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Spiritual creatures
Requirements
SkillsSlayer 63 , Slayer 68 , Slayer 83
Combat level80
OtherDeath Plateau, Strength 60 or Agility 60
Task amounts (extended)
Krystilia100-150
Vannaka40-90
Chaeldar70-130
Nieve120-185
Duradel130-200
Advanced data
Icon ID11292

Spiritual creatures are a potential Slayer assignment given by medium and high-levelled Slayer Masters after completion of Death Plateau, a combat level of 60 and either 60 Strength or Agility with a minimum Slayer level of 63 in order to be assigned them.

There are three types of spiritual creatures players can kill as part of a task: spiritual rangers, the weakest at 63 Slayer, warriors at 68 Slayer, and mages, the only NPCs that drop dragon boots, at 83 Slayer.

These creatures are only found in the God Wars Dungeon and the Wilderness God Wars Dungeon. As followers of their respective gods, they are aggressive to anyone that is not wearing an item aligned to their god, but will be tolerant otherwise. This is essentially required, as the dungeons are multicombat areas with many monsters, likely resulting in a swift death if this is not met.

In the God Wars Dungeon, players are encouraged to wear at least one Zamorak-affiliated item, as Zamorak's followers are found in all corners of the main section of the dungeon. Depending on the god that the player is focusing on, they should also bring one of that item to ensure tolerance. This is usually a Saradomin item, since Bandos and Armadyl-affiliated spiritual creatures are rarely killed.

In the Ancient Prison, only a Zaros-affiliated item is required, as none of the other gods' followers are found inside. It is still recommended to bring one Saradomin- and Zamorak-affiliated item, as the player will have to run past Saradomin and Zamorak followers to reach the Ancient Prison's entrance.

In the Wilderness God Wars Dungeon, it is recommended to bring three god-affiliated items: one of either Armadyl or Bandos (depending on the entrance entering from), one Saradomin, and one Zamorak. Zamorak's followers are essentially everywhere in the dungeon.

The stats of spiritual creatures are generally similar, with minor variations.

  • Armadyl's spiritual creatures - An additional requirement of Ranged 70 , along with a crossbow that can fire a mithril grapple. The rangers are the strongest, the warriors are the second strongest, and the mages are the weakest. Unlike Aviansie, they can be attacked with all melee weapons.
  • Bandos' spiritual creatures - An additional requirement of Strength 70 and a hammer. The warriors are the strongest, the mages are second strongest, and rangers are the weakest. Barring the mages, the rangers and warriors have the most health of monsters in this category.
  • Saradomin's spiritual creatures - No additional requirements are needed, as these are found in the main dungeon. The mages are the strongest, the rangers the second strongest, and warriors the weakest.
  • Zamorak's spiritual creatures - An additional requirement of Hitpoints 70 , and the player will lose all prayer points upon entering Zamorak's Fortress. The mages are the strongest and cast Flames of Zamorak, which drains Magic if not protected against, the rangers are second strongest, and warriors the weakest.
  • Zaros' spiritual creatures - The player must complete the miniquest The Frozen Door, which has a requirement of 70 Strength, Hitpoints, Ranged, and Agility. The mages are the strongest, the warriors second strongest, and rangers the weakest. They are significantly stronger than the other gods' spiritual creatures.

In the Wilderness dungeon, only one requirement of either 60 Agility or Strength is required.

Many players tend to block spiritual creatures, since they are neither cannonable nor AFK'able, have low experience rates, and have poor drops compared to other similarly levelled monsters. Ironman players may wish to unblock the task once they have 83 slayer in order to get dragon boots.

When killing spiritual creatures, players are recommended to:

  • Spiritual rangers - skip or block
  • Spiritual warriors - if killing, Zamorak's Fortress
  • Spiritual mages - if killing, Zamorak's Fortress or Ancient Prison

Slayer Unlocks

Unlock Points cost Notes
Spiritual fervour 100 Number of spiritual creatures assigned are increased to 181-250.

Monster Variants

Monster Combat level Slayer XP Locations Notes
Spiritual ranger 118 (Zamorak)
122 (Saradomin)
115 (Bandos)
127 (Armadyl)
158 (Zaros)
106
106
131
120
110
  • The Zarosian variant can occasionally launch an arrow into the air, which if hit by, will deal heavy damage, disable overhead protection prayers and bind the player for a few seconds.
Spiritual warrior 115 (Zamorak)
125 (Saradomin)
134 (Bandos)
123 (Armadyl)
158 (Zaros)
110
110
135
98
105
  • The Zarosian variant periodically unleashes smoke clouds in an X formation surrounding the player, descending onto their location when the attack was used in 5 ticks. Failing to move away deals up to 40 damage.
Spiritual mage 121 (Zamorak)
120 (Saradomin)
121 (Bandos)
123 (Armadyl)
182 (Zaros)
75
85
106
75
137.5
  • The Zamorakian variant's Flames of Zamorak will drain Magic levels if it successfully hits and damages the player.
  • The Zarosian variant uses the Ancient Magicks - smoke will poison the player, shadow drains the player's Attack level, blood heals the mage and ice freezes the player. These secondary effects will occur on successful hits, even if the damage would be blocked by prayer.

Location Comparison

Spiritual rangers

Location Maplink Amount Multicombat Cannonable Safespottable Notes
God Wars Dungeon Show map 30 Yes No Yes
  • Main (Armadyl, Bandos, Saradomin, Zamorak) variants.
God Wars Dungeon Show map 9 Yes No Yes
  • Ancient Prison (Zaros) variant.
Wilderness God Wars Dungeon Show map 12 Yes No Yes
  • Main (Armadyl, Bandos, Saradomin, Zamorak) variants.
  • Located in moderate (level 28-32 Wilderness), do not bring items you are unwilling to lose

Spiritual warriors

Location Maplink Amount Multicombat Cannonable Safespottable Notes
God Wars Dungeon Show map 44 Yes No Yes
  • Main (Armadyl, Bandos, Saradomin, Zamorak) variants.
God Wars Dungeon Show map 9 Yes No Yes
  • Ancient Prison (Zaros) variant.
Wilderness God Wars Dungeon Show map 11 Yes No Yes
  • Main (Armadyl, Bandos, Saradomin, Zamorak) variants.
  • Located in moderate (level 28-32 Wilderness), do not bring items you are unwilling to lose

Spiritual mages

Location Maplink Amount Multicombat Cannonable Safespottable Notes
God Wars Dungeon Show map 40 Yes No Yes
  • Main (Armadyl, Bandos, Saradomin, Zamorak) variants.
God Wars Dungeon Show map 5 Yes No Yes
  • Ancient Prison (Zaros) variant.
Wilderness God Wars Dungeon Show map 12 Yes No Yes
  • Main (Armadyl, Bandos, Saradomin, Zamorak) variants.
  • Located in moderate (level 28-32 Wilderness), do not bring items you are unwilling to lose

Safespots

Method 1: God Wars Dungeon (Saradomin Rangers)

Picture Guide: Saradominist Spiritual ranger safespot inside the God Wars Dungeon

Notes:

  • You can use the small piles of bricks to block the spiritual ranger's. However it can be annoying as they act like you're not there and can walk off breaking line of sight and dragging you into danger.
  • Safe tile 1 seems optimal however as it allows you to pull rangers onto kill tile 1 and it seems the sweet spot in aggro range as the rangers keeps aggressiveness.
  • Then there's a ranger spawn near kill tile 2 and that ranger stays quite well contained within the bricks.
  • One strategy is to keep a ranger held on kill tile 1 and swap to kill the mob spawning by tile 2 as it can be tricker waiting for a ranger to walk near kill tile 1 compared to the mob on kill tile 2 constantly spawning in reach.


Additional Notes:

Source

Content from the Old School RuneScape Wiki (operated by Weird Gloop), licensed under CC BY-NC-SA 3.0.

Source siteOld School RuneScape Wiki
Canonical sourceSlayer task/Spiritual creatures
Content licenseCC BY-NC-SA 3.0
License statusdeclared
PictureSpiritual mage icon ยท file details

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