Echo Dagannoth Kings: Difference between revisions

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The Echo Dagannoth Kings on '''Sarim RSPS''' share '''1,800 Hitpoints'''. Only one King can take damage before enrage. Their dedicated component and finished-item rolls count per completed trio, so one King is not three separate chances at Devil’s element.


Three kings, one shared health pool, and a prayer rotation that punishes tunnel vision.
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== Unlock and enter ==


[[File:Sarim-guide-echo-dks.webp|thumb|alt=A Sarim player fighting Echo Dagannoth Kings among visible arena hazard markers|A Sarim player fighting Echo Dagannoth Kings among visible arena hazard markers]]
Complete '''Toppling the Diarchy''': kill Dagannoth Rex and one other Dagannoth King at the exact same time. Check your Combat Achievement record, then select '''Echo Dagannoth Kings''' in the teleport interface.


The Raging Echo of Dagannoth Kings is Sarim's most mechanically demanding Echo encounter. Supreme, Prime, and Rex share a single health pool of 1,800 HP. Only one King is vulnerable at a time, and that target rotates every 250 damage dealt. Spinolyps lining the arena fire on each rotation, leaving persistent poison pools across the floor.
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== Follow the target and the attack rhythm ==


{| class="wikitable"
{| class="wikitable"
! Detail !! Value !! Notes
|+ The shared encounter
|-
|-
| Arena || Waterbirth Island Dungeon || Private instance of region 11589.
! Mechanic
! What happens
! Response
|-
|-
| Bosses || Supreme · Prime · Rex || All three share one HP pool.
! Opening target
| Supreme starts vulnerable; Rex and Prime are protected.
| Start on Supreme and watch the overhead icons.
|-
|-
| Total HP || 1,800 || Shared across the trio; enrage triggers at 350.
! Every 250 damage before enrage
| Vulnerability rotates Supreme → Rex → Prime → Supreme.
| Change target when the protection icons rotate.
|-
|-
| Unique component || Elemental Pact Sigil || 1-in-160 on trio completion.
! Attack order
| The initial five-tick cycle is Prime (magic), Supreme (ranged), Rex (melee), then two idle ticks.
| Use the incoming attacks to keep your prayer rhythm. Do not confuse attack order with vulnerable-target order.
|-
! Cave rumble
| Spinolyps launch spines; one targets your saved tile and others target the arena. They leave poison pools.
| Move off the saved tile and keep track of the floor. Spinolyps are hazards, not targets.
|-
! 350 HP or lower
| All three Kings lose protection. Targeted poison attacks repeat every four ticks after Rex’s attack starts the enrage cadence.
| Damage any King while maintaining prayer and movement.
|}
|}


<span id="mechanics"></span>
[[File:Sarim-guide-echo-dks.webp|thumb|alt=Three Echo Dagannoth Kings with overhead protection icons and poison pools across the cave floor|Read the protection icons and the floor together. The vulnerable King changes while poison reduces your room to move.]]
== Encounter mechanics ==
 
=== Shared HP pool ===
 
All damage dealt to any King reduces a single shared HP counter. The three NPCs display the same health value, and they all die simultaneously when that value hits zero — the third King's death triggers the kill-credit and bonus drop rolls for the entire trio.
 
This means attack switching is not optional. Attacking a protected King does nothing useful. The fight is structured around identifying which King is currently vulnerable and routing damage into it before the next rotation.
 
=== Prayer rotation ===
 
At the start of the encounter, Dagannoth Supreme is the only unprotected King. Prime and Rex display the overhead prayer icon indicating full damage immunity. After every 250 damage dealt to the shared pool, the rotation advances:
 
# '''Supreme vulnerable''' — Prime and Rex are protected.
# '''Rex vulnerable''' — Supreme and Prime are protected.
# '''Prime vulnerable''' — Supreme and Rex are protected.
# Cycle repeats from Supreme.


The rotation speed depends entirely on how quickly you deal damage. A player hitting consistently will rotate more often than a player with lower DPS. Each rotation also triggers the spinolyp hazard launch.
Standing in a poison pool deals 6–7 damage each tick and can poison you. The shared health bar reaches zero once; all three Kings then die as part of the same completion.
 
=== Spinolyp hazards ===
 
Twenty-five spinolyps stand around the arena perimeter. They cannot be damaged and act purely as hazard launchers. On every prayer rotation, the spinolyps fire: one spine is directed at your current position, the rest scatter to random open tiles. Each spine creates a poison pool on landing.
 
Poison pools persist for the duration of the encounter. Standing on a pool deals 6–7 damage and applies poison. Early rotations leave scattered pools; later in the fight the floor accumulates coverage. Moving after each rotation reduces the number of active pools under your feet, but the arena contracts as pools build up.
 
=== Enrage phase ===
 
When the shared HP pool reaches 350 or below, the encounter enters enrage. All three Kings lose their prayer protection simultaneously — every King becomes vulnerable at the same time. The prayer rotation stops.
 
Rex begins firing targeted poison spines at your position every four ticks from that point. The damage doesn't stop until the Kings are dead. At 350 HP remaining, the encounter is close to over, but the final window is the most dangerous part of the fight if your pool coverage is already high.
 
<blockquote>'''Respawn interval.''' Echo Dag Kings respawn approximately 10 seconds after death. You stay inside the private instance between kills — there is no need to re-enter between attempts.</blockquote>


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<span id="drops"></span>
== Drop table ==
== Count the rewards per completed trio ==


The drop system has two stages: per-kill drops that trigger when each King dies, and a trio-completion bonus that triggers when all three are dead.
{| class="wikitable"
 
|+ Solo King and trio rewards
=== Per-kill drops ===
|-
 
! Reward
Each King that dies drops:
! Amount or chance
 
! Counting unit
* 200,000 coins (guaranteed)
|-
* One roll on that King's normal Dagannoth drop table
! Coin floor
* 25% chance of a second normal-table roll
| 200,000
| Each King; 600,000 total per trio
|-
! Additional coins
| 750,000 at 1 in 26
| Completed trio
|-
! Elemental pact sigil
| 1 in 160
| Completed trio
|-
! Devil’s element
| 1 in 768
| Completed trio, separate roll
|-
! Ordinary boss loot
| Each King’s corresponding normal table
| Each King, including its separate 25% extra potential-roll chance
|}


Supreme, Prime, and Rex each roll their own normal drop tables — the same tables as the standard non-Echo Dagannoth Kings. Each has its own unique drops (rings, axe, etc.) in addition to shared items.
<blockquote>'''The trio is the unit for Pact drops.''' The sigil and Devil’s element rolls happen once when all three King rewards have been processed. Do not multiply their listed chance by three. Starting a new solo instance resets the completion counter.</blockquote>
 
=== Trio completion bonus ===
 
After all three Kings have been killed in one instance, the following rolls apply to the third King's drop pile:
 
* '''1-in-25''' chance of 750,000 bonus coins
* '''1-in-160''' chance of an Elemental Pact Sigil
* '''1-in-768''' chance of Devil's Element ''(global broadcast)''
 
The kill count resets whenever you enter a new Echo instance. Leaving and re-entering does not carry over progress toward the trio bonus.


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== Unique rewards ==
== Devil’s element recipe ==


=== Elemental Pact Sigil ===
'''Elemental pact sigil + Mage’s book + Tome of fire + Tome of water → Devil’s element.''' The recipe accepts the charged or empty version of each tome.


A crafting component dropped only after completing the full trio in a single instance. Rate: 1-in-160 per completion. The sigil combines with other components to assemble Devil's Element, a piece of Demonic Pact equipment. See the [[Perks Menu|item and account perks wiki page]] for build context.
<blockquote>'''A component is an upgrade attempt.''' The equipment recipe has a 50% base success rate, increased by your donor rank. A failed attempt consumes the Echo component and keeps the listed equipment ingredients. A successful attempt consumes both. See the [[Demonic Pact equipment#rates|complete upgrade rules]] before crafting.</blockquote>


=== Devil's Element ===
Devil’s element boosts modern elemental spells against NPCs. See the [[Demonic Pact equipment#dks|actual damage and accuracy conditions]] rather than assuming every spell receives the bonus.
 
Finished Demonic Pact equipment, obtainable directly at 1-in-768 per trio completion. Drops are announced globally. Players who prefer to assemble it through components will farm the sigil at 1-in-160 and combine it outside the encounter.


<span id="preparing"></span>
<span id="preparing"></span>
== Preparing for this encounter ==
== Practice two separate sequences ==


* '''Know which King to attack.''' Start on Supreme. Once you've dealt 250 damage, the rotation will fire and the next King becomes vulnerable. Track this, not the King you're currently hitting.
* Remember the '''target order''' : Supreme → Rex → Prime.
* '''Move after each rotation.''' The spine fired at your tile creates a pool where you're standing. Step off it immediately after the rotation triggers.
* Remember the '''incoming attack order''' : magic → ranged → melee.
* '''Save supplies for enrage.''' The final 350 HP happens under sustained targeted attacks. Going in with low food or prayer remaining makes the end of the fight harder than it needs to be.
* Watch the cave rumble and the saved tile while switching target. During enrage, keep moving even though the protection puzzle has ended.
* '''Complete the trio.''' The Elemental Pact Sigil only rolls after all three Kings are dead. Partial clears give you the per-kill drops but leave the main reward untouched.


<span id="sources"></span>
<span id="sources"></span>
== Sources and related pages ==
== About this reference ==
 
* [https://sarimps.com/news/#echo-bosses Echo bosses move into private encounters] — development notes on the instance model.
* [[Echo bosses]] — overview of all five Echo encounters and shared mechanics.
* [[Perks Menu|Item and account perks]] — build layers used to prepare for encounters.
* [https://sarimps.com/news/ Update archive] — later balance changes affecting this encounter.
 
== Source ==
 
Adapted from [https://sarimps.com/wiki/echo-bosses/dagannoth-kings/ Echo Dagannoth Kings] on the Sarim website. Published 2026-09-08; Updated 2026-09-09.


See [[Guides]] and [[Wiki index]] for more articles.
Encounter and reward details were reviewed against Sarim’s current game source on September 9, 2026. This page describes the '''solo Echo teleport'''. Forsaken Trials uses a separate encounter sequence and reward system. Check the in-game teleport, Combat Achievements and Sarim Hub when planning your next trip.


[[Category:Game systems]]
[[Category:Game systems]]
[[Category:Echo bosses]]
[[Category:Echo bosses]]

Revision as of 23:37, 28 September 2026

The Echo Dagannoth Kings on Sarim RSPS share 1,800 Hitpoints. Only one King can take damage before enrage. Their dedicated component and finished-item rolls count per completed trio, so one King is not three separate chances at Devil’s element.

Unlock and enter

Complete Toppling the Diarchy: kill Dagannoth Rex and one other Dagannoth King at the exact same time. Check your Combat Achievement record, then select Echo Dagannoth Kings in the teleport interface.

Follow the target and the attack rhythm

The shared encounter
Mechanic What happens Response
Opening target Supreme starts vulnerable; Rex and Prime are protected. Start on Supreme and watch the overhead icons.
Every 250 damage before enrage Vulnerability rotates Supreme → Rex → Prime → Supreme. Change target when the protection icons rotate.
Attack order The initial five-tick cycle is Prime (magic), Supreme (ranged), Rex (melee), then two idle ticks. Use the incoming attacks to keep your prayer rhythm. Do not confuse attack order with vulnerable-target order.
Cave rumble Spinolyps launch spines; one targets your saved tile and others target the arena. They leave poison pools. Move off the saved tile and keep track of the floor. Spinolyps are hazards, not targets.
350 HP or lower All three Kings lose protection. Targeted poison attacks repeat every four ticks after Rex’s attack starts the enrage cadence. Damage any King while maintaining prayer and movement.
Three Echo Dagannoth Kings with overhead protection icons and poison pools across the cave floor
Read the protection icons and the floor together. The vulnerable King changes while poison reduces your room to move.

Standing in a poison pool deals 6–7 damage each tick and can poison you. The shared health bar reaches zero once; all three Kings then die as part of the same completion.

Count the rewards per completed trio

Solo King and trio rewards
Reward Amount or chance Counting unit
Coin floor 200,000 Each King; 600,000 total per trio
Additional coins 750,000 at 1 in 26 Completed trio
Elemental pact sigil 1 in 160 Completed trio
Devil’s element 1 in 768 Completed trio, separate roll
Ordinary boss loot Each King’s corresponding normal table Each King, including its separate 25% extra potential-roll chance

The trio is the unit for Pact drops. The sigil and Devil’s element rolls happen once when all three King rewards have been processed. Do not multiply their listed chance by three. Starting a new solo instance resets the completion counter.

Devil’s element recipe

Elemental pact sigil + Mage’s book + Tome of fire + Tome of water → Devil’s element. The recipe accepts the charged or empty version of each tome.

A component is an upgrade attempt. The equipment recipe has a 50% base success rate, increased by your donor rank. A failed attempt consumes the Echo component and keeps the listed equipment ingredients. A successful attempt consumes both. See the complete upgrade rules before crafting.

Devil’s element boosts modern elemental spells against NPCs. See the actual damage and accuracy conditions rather than assuming every spell receives the bonus.

Practice two separate sequences

  • Remember the target order : Supreme → Rex → Prime.
  • Remember the incoming attack order : magic → ranged → melee.
  • Watch the cave rumble and the saved tile while switching target. During enrage, keep moving even though the protection puzzle has ended.

About this reference

Encounter and reward details were reviewed against Sarim’s current game source on September 9, 2026. This page describes the solo Echo teleport. Forsaken Trials uses a separate encounter sequence and reward system. Check the in-game teleport, Combat Achievements and Sarim Hub when planning your next trip.