Vet'ion/Strategies
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Warning: Vet'ion resides in a multi-way area in moderately high-level Wilderness. Completion of the medium Wilderness Diary is required to fight Vet'ion.
You may be attacked at any time during the fight, and death is all but guaranteed in any deep wilderness multicombat area. Do not bring any items that you are not willing to lose. Some untradeable items like the Dragon defender will become broken or mangled, requiring you to pay to repair them if they are not protected on death or protected with a trouver parchment.
Transportation
Vet'ion resides in Vet'ion's Rest, the entrance of which is located just north of the Bone Yard. There is a small building where he originally roamed before his rework 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 killed by another player.
To get there quickly, you can:
- Teleport to the level 40 Revenant Caves entrance with a Revenant cave teleport, then run south-east.
- Teleport to Carralanger with a tablet or your PoH portal, then run north-east.
- Teleport to Annakarl with a tablet or your PoH portal, then run south-west.
- Teleport to the Wilderness Obelisk at level 35 wildy from outside Ferox Enclave or your PoH, then run east.
- Teleport to the Corporeal Beast's Lair with a Games necklace or your PoH, then exit the cave and run north.
- Teleport to the black chinchompa hunting ground with level 99 Hunter and a hunter cape, then run east. NOTE: as Vet'ion's Rest lies beyond level 20 Wilderness, you will LOSE your cape on death.
- Ride a waka canoe up to the Wilderness pond from any canoe station with 57 Woodcutting and any type of axe, then run east.
Suggested skills
70+
70+
70+
75+
70+ (for Piety, highly recommended)
Attacks and abilities
Vet'ion has several attacks and abilities:
- 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. In groups, one bolt will appear for every player in the chamber, capped at seven. Being caught in its AoE will deal light damage, while being directly on a strike will deal higher damage.
- Hellhounds: Upon reaching half health, Vet'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: Vet'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 35 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, Vet'ion 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
While Vet'ion's stats were not changed following the 25 January 2023 rework, Vet'ion has the highest defensive capabilities of the three bosses. However, his negative crush defence of -10 makes him fairly easy to hit.
Since all of Vet'ion's attacks are AoE it is possible to avoid all damage from his attacks - meaning it is possible to logout or hop worlds during the fight to avoid player killers if you haven't taken any damage 10 seconds prior. This will eject the player outside his arena into the Escape Caves. The shield bash is the only major concern due to its larger AoE, but is still otherwise easy to dodge as the attack is signalled by a slight delay from his regular attacks.
When Vet'ion reaches 50% of his health in either form he will summon Skeletal Hellhounds during his first and Greater Skeletal Hellhounds in his second phase to assist him in battle. The hellhounds will channel immunity to Vet'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. Vet'ion will gain 90% damage resistance after falling below half health, so it is not possible to skip the hellhounds.
Upon reaching 0 health in his standard form, he will charge up lightning around him as he yells that the player has to defeat him a second time. This can be avoided by being far enough from him or standing under him in his middle tiles. Vet'ion will restore his health to full, restore any drained stats, increase his max hit and attack speed from a 6 tick cycle to 5 ticks.
As Vet'ion will move towards a player between his attacks, the player can draw him towards the exit to his arena and keep him there for the majority of the time. This is fairly easy to set up in small teams and for solo players and enables a faster escape, as getting frozen in the middle of the room will likely result in death from both player killers and Vet'ion's attacks.
Unlike his lesser counterpart Calvar'ion, Vet'ion resides in a Multicombat area and in level 35 Wilderness, so teleports cannot be used to directly escape player killers. The only chance a player has to escape is by running out the exit, which will take them into the Escape Caves where they must navigate their way to an exit. The Escape Caves are full of aggressive monsters, such as Grizzly bears and poison spiders, so antipoison is recommended. It is recommended to leave a "scout" outside, giving the player an early warning and can sometimes cause other players to ignore whoever is inside.
In the event you are targeted by player killers and are leaving via the escape caves, the fastest exit to level 30 Wilderness for a teleport is the southern exit from the caves. However, the north-eastern exit is preferrable for players confident in their ability to tank a single PKer to level 30 wilderness or for the duration of a Tele Block, as teams may wait at the southern entrance to attack players.
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.
The most effective equipment to fight Vet'ion involves a large amount of risk by using items that can be protected with Trouver parchments, but most players should opt for cheaper setups until they are confident in their ability to handle PKers. The Ursine chainmace is by far the most effective weapon against Vet'ion, but comes with additional risk as it must be charged with Revenant ether. Players should choose three (or four, with Protect item if you are confident you can mitigate the risk of being Smited) valuable with the most strength bonus possible compared to cheaper alternatives.
Note: The benefit from Salve amulet (e) does not stack with a Slayer helmet. As Salve amulets are free and kept on death below Level 20 Wilderness they should always be prioritised.
Example setup
The aim is to maximise damage output while minimising risk. Choosing three items with a large amount of melee strength bonus is recommended, such as the ultor ring or the avernic defender, and using cheap items otherwise which can be easily replaced such as barrows gloves, Salve amulet (e), and the helm of Neitiznot.
If on a skeleton or boss task, the player can use bracelet of slaughter to extend the task. This will affect damage output, but lower the player's risk slightly.
Items protected:
- Ultor ring
- Ursine chainmace[a] / Viggora's chainmace[a] — This adds between 189,200 and 258,000 to the value risked, as it uses revenant ether for charges. The DPS difference from Inquisitor's mace is significant.
- Avernic defender
- Infernal cape or fire cape, with protect item. A less valuable cape, such as the Ardougne cape 4 or mixed hide cape can be used if using Dinh's bulwark, trading damage output for survivability.
Items lost:
- Mixed hide boots 16,426
- Black d'hide body[b] 7,284 and black d'hide chaps 3,233
- 1,500 Revenant ether 258,000
- Barrows gloves 130,000 — Culinaromancer's Chest (or 104,000 after completing the elite Lumbridge & Draynor Diary)
- Salve amulet (e)
- Rada's blessing 4
- Mythical cape 10,000 (if using)
- Helm of Neitiznot 47,386
Total cost: 446,329 (Plus a supply cost of around 87,130)
Inventory
As Vet'ion is possible to defeat without taking any damage, supplies are mostly tailored to surviving PKers. Vet'ion frequently drops un-noted blighted food or potions that replace supplies used during the fight.
- Royal seed pod or any other level 30 Wilderness teleport. Ring of wealth (5) can be configured to be a one-click teleport to the Grand Exchange using menu entry swapper.
- Divine super combat potion
- 4+ Blighted super restores or Prayer potions and 1+ Sanfew serum
- Saradomin brews with blighted super restores for emergency food
- Looting bag (strongly recommended, can also be obtained from Vet'ion or his summons)
- Some form of antipoison e.g. Sanfew serums (optional, recommended, if poisoned/venomed by a PKer or inside the escape caves)
- Rest food — Blighted manta ray or blighted anglerfish at 93+
Hitpoints (optional: 2+ Blighted karambwan for combo-eating)
- Stamina potion, Guthix rest (+5% energy per dose), summer pies (+10% energy per half) for escaping PKers —
For more advanced setups, if players are confident in their ability to tank PKers to safety and are comfortable risking more and/or staying longer, an inventory could look more like the second example. 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.
- Dinh's bulwark switch — greatly increase survivability against multiple attackers
- Note that setting your Combat Options to defensive provides an invisble +5 level boost to your defence and also reduces non-pvp damage by 20% (with the Bulwark equipped)
- The shield's animation will play when the wielder fails to block an incoming attack. This can alert the wielder to heal as it occurs prior to the hit landing
- Phoenix necklace — emergency healing whilst tanking
- Anti-venom or Sanfew serums — cures/prevents venom from the commonly used weapons such as the toxic staff of the dead or noxious halberd. The player can bring one or two doses of each to reduce total cost.
- Consider bringing low-risk hand slot switches with high magical defence bonuses such as a staff of earth and red d'hide shield (can be brought with Dinh's bulwark for the duration of being unfrozen)
- Alternatively bring a rune crossbow with cheap bolts instead of a staff to fight back while being frozen/entangled to force PKers to eat instead of attacking you (less effective against multiple attackers)