Register a total of X unique items in the Kerapac section of your Boss collection log

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Register a total of X unique items in the Kerapac section of your Boss collection log
Task icon.webp
Description
Owning a charged Pontifex ring makes you immune to the stuns otherwise applied when Kerapac jumps at you. The staff pieces are only obtainable in hardmode. This is a group-pvm task.
Tier Hard,Elite,Master,Legendary
ID 27GY 6ZBM QJKG DV74 WZEV 5MKW 3KR5 
RS Wiki page Kerapac, the bound

Kerapac is a Group PVM boss, and as such, placeholders can be used if this tasked is rolled actively.

Tiers[edit]

These tasks appear in tiers from Hard to Legendary, with the following breakdown:

  • Hard - 1
  • Elite - 2
  • Master - 3
  • Legendary - 1

The final task is for completion of the Naughty Dragonkin achievement.

Uniques[edit]

Drop Piles[edit]

Each Kerapac kill drops 3 loot piles. In trios, each player gets a drop. In duos, the player that does more damage gets 2 piles, leaving 1 for the other. In solos, the player gets to keep all 3 for themselves.

Boss Drops[edit]

Drop Normal Mode Hard Mode
Kerapac's wrist wraps 1/768[1] 449/259,200[1]
Greater Concentrated blast ability codex 1/768[1] 449/259,200[1]
Scripture of Jas 1/768[1] 449/259,200[1]
Fractured Armadyl symbol 0 1/5400[1][2]
Fractured stabilisation gem 0 1/5400[1][2]
Staff of Armadyl's fractured shaft 0 1/5400[1][2]
  1. Drop rate can be increased by 2% with enriched pontifex shadow ring
  2. Fractured staff pieces drop each piece once before repeating

Boss Pet[edit]

The Kerapac's mask piece item, which unlocks the Kerry pet has a base drop rate of 1/3,000 in normal mode and 1/1,500 in hard mode. This has a threshold of 500. The pet item is rolled once per player per loot pile.

Tips and Tricks[edit]

Phases 1-3 (Normal Mode)[edit]

Phases 1 through 3 each start with Kerapac at full health and end when he is pushed to 50,000 hitpoints. Kerapac will go through a set of special attacks in order with normal magic auto attack between, repeating until the phase is pushed. The attach order is as follows:

  • 3 Auto-attacks
  • Shatter
  • 3 Auto-attacks
  • Jumping slam
  • 3 Auto-attacks
  • Lightning Strike
  • 4 Auto-attacks (then back to the 3 at the beginning)

Each new phase, an Echo of Kerapac will perform the special attacks Shatter and Jumping Slam in the previous phases alongside the current Kerapac. The echoes use the abilities in the same locations as they did the last time they were used in an earlier phase. That is, if you get Shatter twice in phase 1, the echo will repeat the Shatter mechanic in the same place as the second time it happened in phase 1, not the first. Starting in phase 2, a temporary ability Warp time becomes available.

Shatter[edit]

Shatter happens in two parts. First Kerapac sends an attack toward the player that creates a time thread tear. This attack will stun the player. Then, Kerapac will siphon the tear 5 times in rapid succession, with each one hitting the player if they have not moved out from between Kerapac and the tear. This can be most easily avoided by using anticipation or freedom to get away. Note that if you push phase 1 or 2 right after Kerapac uses shatter, the timing may be such that the ability you used will be on cooldown for the second time this special attack gets used.

Jumping Slam[edit]

Jumping slam has Kerapac fly into the air and then slam down on the player 3 times in succession. Each time Kerapac slams down, if the player did not use dive, escape, or surge to get away, they player will be stunned and Kerapac will continue to do damage until the player uses freedom and gets away (this means it is best if you can use anticipation for Shatter). Having a pontifex ring with the anima of Jas upgrade will avoid the stun from the slam, but you still need to move away to stop the damage and get the next slam to happen. If you time the surge correctly (use Kerapac's wing animations to tell), the ability will not go on cooldown.

Note that in group encounters, the Jumping Slam mechanic in phase 1 only targets 1 player.

Lightning Strike[edit]

Lightning strike is simple. Kerapac spawns 1-3 walls of lightning (number determined by phase) that pass through the arena and deal large amounts of damage to anyone hit by them. While the walls visually look like they have gaps, these are not real, and you need to surge/dive through them to avoid damage.

Warp Time[edit]

When warp time is used, it saves your current position, life points, prayer points, and adrenaline. If you wait 10 seconds, all 4 of these will be restored to their saved values. Note that this can cause your hit points and prayer to drop if you eat or use a potion after using warp time. It can also reset some buff, debuffs, and ability cooldowns. If, however, you attempt to use warp time a second time before the 10 seconds is up, you will be returned to your previous position, but your stats will not be changed. The cooldown for warp time is roughly 30 seconds.

Phase 4 (Normal Mode)[edit]

Kerapac partially heals in this phase and begins only using magic auto attacks; however, every attack adds more stacks of Kerapac's Fury to him. These stack increase his damage output and reduce the effectiveness of protect/deflect prayers/curses. The stacks max out at 200 after 19 auto attacks, causing Kerapac to do triple damage and prayers to have half effectiveness. A simple method of surviving this phase is to use warp time early in the phase with high adrenaline to use devotion, and then when the 10 seconds end, use devotion again.