Choke Devil
“A whirling pillar of grit and spite. Nearly every blow lands on nothing but dust unless Reinforced Goggles let you see the creature turning inside the storm.”
Fighting it
- It swings back once every 2 of your combat inputs, whether your attack hit or not.
- A kill is worth about 46,400 Melee or Ranged XP, or 63,800 Magic XP, plus about 15,486 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 40 (half its Strength, plus one). The prayer Arrowguard blocks them completely.
- Thick hide: shrugs off Magic; Melee and Ranged hit normally.
- With the Mounted Dust Devil Head built in your Holding it hits you 10% softer.
Slayer
- You need Slayer level 60 to attack it at all.
- Each kill gives 232,000 Slayer XP, whether or not you are still on task.
What you need
Reinforced Goggles (utility slot). Without it, it hits up to 3× as hard.
Reinforced Goggles (utility slot). Without it, only 5% of your hits that land actually count.
Slayer Goggles count as every one of these utility items at once.
A superior
The superior form of the Dust Devil. 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 232,000 Slayer XP. It rolls its normal drops 3 times, plus a 1.05% chance at one of these:
Imbued Heart (12.5% of those)
Dust Battlestaff (43.8% of those)
Mist Battlestaff (43.8% of those)
It vanishes if you change target, die or log out before it appears. Its kills are counted separately from the Dust Devil'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.
| Item | Amount | Chance per roll (3 rolls a kill) |
|---|---|---|
| Gold | 150–350 | Always |
| 2–3 | Always | |
| 8–20 | 50% | |
| 10–25 | 40% | |
| 4–10 | 20% | |
| 5–12 | 15% | |
| 1 | 15% | |
| 2–5 | 12.5% | |
| 2–5 | 12.5% | |
| 1 | 2% | |
| Rare drop table | 1 roll | 1/128 |
| 1 | 1/150 | |
| 1 | 1/150 | |
| 1 | 1/150 | |
| 1 | 1/512 | |
| 1 | 1/5,000 | |
| 1 | 1/20,000 |
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.
