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Antediluvian Vampyre

“An elegant horror that drinks back every wound, mending itself with each counterblow. Keep a Warding Censer burning; the smoke is the only thing its hunger respects.”

Fighting it

  • It swings back once every 3 of your combat inputs, whether your attack hit or not.
  • A kill is worth about 62,400 Melee or Ranged XP, or 85,800 Magic XP, plus about 20,826 Hitpoints XP. XP is paid per point of damage and shared out by your stance (a stance that sends half to Defence pays it at Defence's rate of 8). A finishing blow that overshoots adds a little more; poison and Vengeance damage pay nothing; XP bonuses from gear and food add on top.
  • Its hits roll from 0 to 43 (half its Strength, plus one). The prayer Spellguard blocks them completely.
  • Soft or unarmoured: Melee and Ranged tear in; Magic only lands normally.
  • With the Mounted Vampyre Head built in your Holding it hits you 10% softer.

Slayer

  • You need Slayer level 75 to attack it at all.
  • Each kill gives 312,000 Slayer XP, whether or not you are still on task.

What you need

  • Warding Censer (utility slot). Without it, it heals 120 HP on every one of its swings.

Slayer Goggles count as every one of these utility items at once.

A superior

The superior form of the Vampyre. With the Slayer unlock Bigger and Badder, every on-task kill of one has a 1/200 chance that the next to appear is this instead. It fights the same way, a good deal tougher. A kill counts once toward your task and gives 312,000 Slayer XP. It rolls its normal drops 3 times, plus a 1.54% chance at one of these:

It vanishes if you change target, die or log out before it appears. Its kills are counted separately from the Vampyre's.

Drops

Every row rolls on its own, so one kill can drop several things. Drops go straight to your bank (a pet goes straight onto you). Gear and potions that raise your rare find chance don't change these odds.

ItemAmountChance per roll (3 rolls a kill)
Gold340–720Always
Vampyre Dust1–2Always
Sacred Oil1–230%
Enchanted Cloth1–325%
Death Rune2–512%
Blood Rune1–38%
Nature Rune1–36%
Uncut Gem12%
Rare drop table1 roll1/128
Granite Shield11/512
Warding Relic11/2,000
Archmage Hat11/3,030
Archmage Robe11/3,030
Archmage Skirt11/3,030
Vampyre Head11/4,000

1/128 of kills also reach into the rare drop table.

After a kill the next one appears 2.5 seconds later. Dying costs nothing but time: a 15-second wait before you can fight again. The Agility perks Hot Pursuit and Second Wind shorten both (see Combat).

Every number on this wiki is read from RuneClick 3.3.0's own game files, so it matches what the game does. It updates itself when a new version ships. Spot something off? Tell us on the Discord.