Tormented Demon Hunting Guide
This area has been rated as EXTREMELY HIGH-RISK. Tormented demons are highly agressive and six of them share a multi-combat lair. They will take no time to thoroughly kill you. Do not take items with you you are not willing to lose, and expect death as a possibility at all times.
|Combat Level: 450
||Life Points: 3260
||Maximum Hit: 269
||Attack Style(s): All
Tormented demons provide fairly low melee xp along with either ranged or magic xp. They are one of the best sources of effigies and charms in the game, resulting the potential for more Summoning xp.
Tormented demons are the only monsters to drop Dragon claws, Ruined dragon armour lumps, Ruined dragon armour shards and Ruined dragon armour slices - the three ruined armour pieces together form the base pieces of the dragon platebody.
Tormented demons do not randomly alternate their attacks like other monsters. They use protection prayers, switching after you have dealt 310 damage to them. They also have a fire shield, which can be removed for one minute by Darklight. The fire shield greatly reduces damage and must be removed each kill, practically making melee a requirement for killing tormented demons.
High attack, strength and either ranged or magic.
79 or 88 Summoning (elemental titan or unicorn).
74+ prayer with Rigour unlocked or 77+ prayer with Augury unlocked.
Any chaotic melee weapon.
Advanced (in addition)
99 summoning (steel titan) with 95 prayer (turmoil), access to overloads.
Tormented Demons are a powerful kind of demon. They are bound to eternally regrow their flesh which is then burned away, resulting in the agony which gives them their name. They have been summoned from their realm by Lucien to wreak havoc upon the Guthixian Temple, where they become available after the While Guthix Sleeps quest.
Getting to the Tormented Demons
You must have a sapphire lantern to get to the demons. Get ready in the cellar under Lumbridge Castle's kitchen, at the Culinaromancer's chest. Enter the Lumbridge Swamp caves then head south to the Tears of Guthix area where the light creatures are flying around. Use your Sapphire lantern with one of them and select 'into the chasm' to reach the Guthixian Temple. Go north through the skull cliff into the Guthixian Temple until you reach the area shown in the map. Activate protect from/deflect magic as you reach the area marked in red. The red lines mark the attack range of the demons, and once you are between these lines, you should be prepared for attack. There is a safespot in the north-east corner where you can only be hit by the demons' special.
The Tormented Demons can pray against all attack styles as well as use all attack styles, shown in the table below. In addition, they have a unique 4th type of magical attack. The demon begins to charge itself and look upwards, as shown in the picture, and then releases a fireball that will damage all nearby players. This attack can also reach over obstacles! There is a delay between the demon charging itself and the actual damage, so you can use this time to activate Protect from/delect Magic. This attack is highly dangerous if not handled correctly; the demon will immediately launch a second attack after it, so you could be killed very quickly.
Another one of the demons' unique abilities is their fire shield. The fire shield is active at all times, significantly reducing any damage dealt to them. The only way to deactivate the fire shield is to successfully damage the demon with Darklight.
Tormented demons will switch their protection prayers and attacks according to the damage they deal and take. If they are blocked by your protection prayer 5-10 attacks in a row, they will switch to another attack style. If you hit a demon for 310 or more damage with a single attack style, it will change its protection prayer to match that style. Each miss counts as 10 damage. For example, if you hit 400 with melee, the demon will pray protect from melee. If you hit 200-200, it will switch as well. If you hit 290-miss-miss, it will switch too. You can use your XP counter to check if you dealt damage - if you see a hit of 180+ XP, the demon will switch.
Tormented demons always spawn with protect from melee active and will use magic attacks first upon spawning. The most dangerous attack is their ranged attack.
Luring the Tormented Demons
In order to deal with Tormented Demons effectively, they should be lured into alcoves so that only one demon is targeting you or your team at one time. Any battle situation with more than one demon attacking you is very dangerous. Only very large teams and, under extraordinary circumstances, experienced solo demon hunters will allow multiple demons to attack them at once. Always have auto-retaliate switched to "off" when luring, as you can unintentionally run into danger even when you think you have control of your character. With time and practice, luring becomes second nature.
Around the lair are multiple spots suited to different levels of demon hunting. Choosing the right spot is as crucial to your kill rate as your equipment, if not more. Some spots may have kill speed requirements - you would not be safe if you can't kill one demon before the next. Other spots may have maximum kill rates - you can only lure one demon to that spot at the time, and you will spent time waiting between kills. In general, lower-levelled players and new hunters should use a spot utilizing only one spawn to conserve health, as most damage is taken while luring multiple demons. Once you can kill a demon without taking significant damage, you can move on to multiple demon spots and use your healing to compensate for luring.
One of the simplest lures is the following. This spot is not suited to fighting familiars. Expect roughly 20-30 kills per hour solo.
Wait for a Tormented Demon to spawn in the area shown, and then run out from behind the rock to get its attention. Once it sees you, run back behind the rock (follow the blue arrow) to the blue square. The demon should follow the red path and stop in the red square. Beware of other demons interfering with this process! Sometimes you will need to lure different demons than the particular one shown, and sometimes you will also need to lure demons away from the area to ensure safety.
The following spot, centred on a particular rock, is referred to as the 'north spot' because it is along the northern wall of the cave. The rock and lures around it are commonly used by experienced hunters. This spot is somewhat suited to fighting familiars and small teams. Expect 40-50 kills per hour solo.
There are three demons around this rock. The demons must be lured to the spots indicated by red squares. The westernmost demon is usually not killed, but it is lured so it won't do harm.
- Dark blue: Wait inside the alcove for a demon to spawn. When it attacks you, run north behind the rock. The demon will follow you as it can't reach you.
- Medium blue: Once the demon is inside the alcove, run west behind the pile of rubble. The demon will get stuck behind the corner of the central rock as shown above. The demon in this position is ready to be killed. If you are using a steel titan, use the 'call' option when you are halfway the diagonal walk - approximately where the deflect magic symbol is.
- Light blue: Kill the demon. Stay close to the rock. To make sure your titan is ranging, it must stand one step away from the demon. You can get it in the right place by calling it when you stand one step north of the killing spot.
- Lightest blue: When a second demon attacks you from the east, repeat step two and three. The second demon will get stuck behind the first as it walks along the east-west axis before it walks on the north-south axis.
When using a fighting familiar, it is important that the demon you are fighting is far enough north. If it isn't visible past the rock, your familiar will not be able to attack it.
Teams of hunters can lure an additional demon from the east (the spawn past the pillar shown above). Alternating killing on the east and west sides of the rocks offers easy protection but is not recommended with multiple fighting familiars. For high-level teams, consider the spot below.
This spot is suited only to teams and the highest level solo hunters. If soloing, a steel titan and overloads are required to use this spot and using magic as secondary attack style is highly recommended. Solo kill rates as high as 65 per hour can be reached here - assume roughly 50 + (1 per 50 world population) kills per hour on average. On worlds with more than 600 people you will not be able to kill one demon before the next spawns solo, but for teams busier worlds are ideal.
The westernmost (right) demon in the picture must be stuck behind the eastern (left) rock in the picture, or it will interfere with killing of the two demons show below. The demon you want to get stuck will wander around the entrance to the temple. To lure it, attract it and stand in the area marked dark blue. It may get stuck behind pillars or vents, so run east and west to guide it through. Move to the three lighter blue squares as it moves south. This may attract the west demon you will be killing later on. Run back to the dark blue area to move this one to the area shown, then back to the medium blue squares. Once the demons are in position, kill the eastern/left one - your steel titan should be in the ligh blue square. Beware that in some cases, the demons have traded places and you will trap the wrong demon. If that happens, simply kill both and start over.
After killing the first demon at the rocks shown above, run east and kill the other. After that, you only have to alternate between the two spawns. Keep south to avoid the demon you trapped and the demon that spawns by the pillar, shown above. There are no further lures.
You must always use melee and another attack style when killing tormented demons on your own - the following set-ups are divided by secondary attack.
The chaotic maul and dragon claws in the pictures above have essentially the same function. They both deal more damage per second than your ranged weapon - you always want to deal the most damage possible to get faster kills, of course. When your rapier does not cause the demon to switch prayers, you switch to your maul or dragon claw (with special attack) and try to 'overkill' on the ranged prayer.
If you use a two-handed melee weapon, it is still recommended to bring a dragon defender to aid Darklight's low attack bonus.
If you do not have a chaotic melee weapon you can use an Abyssal whip instead, but it is much worse than chaotics. You will not be able to use the south spot with it.
The ranged set-ups and unicorn set-ups typically rely less on overloads than the magic and steel titan set-ups. If you do not have overloads, you are probably better off with a unicorn and ranged switch.
Dreadnips can be hard to use and deal little damage, but they ignore tormented demon's protect prayers. Their damage counts towards the demon's protect melee prayer becoming active. If you have a stock of dreadnips, they can be useful, especially if your melee attacks are weaker.
Potion flasks are typically not worth using, since you spend relatively little time banking when hunting tormented demons. For those people who prefer long trips, it is possible to bring 4 overload (6), 4 prayer renewal (6), 1 spare steel titan pouch or 2 spare unicorn pouches and 15 prayer potions (6) to last a full two hours. You may need additional Saradomin brews.
The set-ups shown here are virtually the same as the solo set-ups, just slightly more focused on prayer bonus. The notes in the solo section apply here as well.
It's generally worth it for one person to ranged and one to mage when duoing.
If you are fairly experienced, a duo can usually use the south spot with any set-ups. The north-east spot is never recommended.
Duoing is harder than soloing since you must switch not only based on your own hits but also your partner's. You also get less loot per person. Nevertheless it's a great way to get familiar with tormented demons with little risk.
Melee fighters must take care to use Darklight as quickly as possible. Magic users can carry Darklight as well, but high-end ranged armour tends to have melee penalties.
The south spot is nearly always the best for larger teams. Very large teams do not choose a spot but use all spots at will.
Original Guide by: Warriormonkx
Rewritten by: Quyneax
Thanks to: Artemis1330, brainymidget, Daynuh, Diddy999999, etpelletier, GanonSheik, Jaffy1, Jard_Y_Dooku, kinggabe, lalala7324, Latin, Mungo0, piesofdoom, pokemama, Runeguy154, The_Great_One, tonguetamer3, Troll Al Day, Wachtwoord, Zaaps1
Last Updated by: Octarine
Last updated: 17-Jun-2012