A demon boss for one or two players. Pray at his snap, stand on the glyphs for his specials, beat the Judge of Yama twice, and share loot by damage dealt.
Yama is a demon boss fought solo or with one partner. He has 2,500 hitpoints and changes how he fights twice, with a fight against the Judge of Yama at each change.
| Detail | Value |
|---|---|
| Teleport | Teleport menu > Bosses > Yama (20,000 coins), beside the Voice of Yama |
| Entering | Talk to the Voice to enter alone, enter with a partner, or leave. Every fight gets its own arena |
| Requirements | None (no quest) |
| Dying | Safe: you keep your items |
| Detail | Value |
|---|---|
| Group size | Solo or duo. His stats do not grow with a partner |
| Hitpoints | Yama 2,500; Judge of Yama 400 (shared in a duo) |
| Attack speed | Every 8 ticks, every 7 in phase 3 |
| Immune to | Poison, venom and cannons. Demonbane weapons work well on him and his flares |
Phases 1 and 2. Yama gathers flames (magic) or swirling shadows (ranged), then snaps his fingers. The right protection prayer at the snap blocks the hit (up to 46). Next to him, his melee hits everyone within 3 tiles of his target for up to 46 (6 through Protect from Melee). The floor glyphs set his opening style: red means ranged first, purple magic first.
| Attack | What to do |
|---|---|
| Fire or shadow special | Hits 12 / 9 / 6 / 2 by distance (next to him, 2, 3, 4+ tiles). Shadow drains Prayer. Stand on a matching glyph for 10 ticks of immunity; each glyph works once |
| Shadow waves | Up to 20 damage and briefly switch off protection prayers. One wave in phase 1, two in phase 2 |
| Fire streaks | Touching one hurts and roots you; walking straight through is safe |
| Void flares (140 hitpoints) | Kill each within about 15 seconds or it explodes for up to 45 and heals Yama |
| Meteor Strike (phase 2) | A 5x5 area on you: the middle is deadly. Leave the area |
| Shadow Stomp (phase 2) | Up to 60 damage, a short root and a Prayer drain |
The Judge of Yama. At 66.6% and 33.3% health you are sent to fight the Judge (in a duo, one player each side). Every hit you land on him is a max hit, but he protects from two styles: he starts on Missiles and Melee, a magic hit moves him to Missiles and Magic, and a melee hit moves him back. Bring melee and magic. Fire surges hit up to 29 every 5 ticks.
Phase 3. Yama stays in the centre, the glyphs go dark, and his attacks pierce prayer (melee up to 22, magic or ranged up to 3 through the right prayer). Out of melee range he casts Shadow Crash, three lines of fireballs: step exactly one tile to the side to gain Mark of Darkness (your next attack is a tick faster).
Below a 15% share you only get junk. Otherwise each player rolls separately for a unique, a lockbox, shards and the pet, then one roll on the standard table.
| Drop | Chance |
|---|---|
| Oathplate helm, chest or legs, or Soulflame horn | 1/120 at a full share (each oathplate piece about 1/600, the horn 1/300) |
| Oathplate shards (12) | 1/15 at a full share |
| Forgotten lockbox | 1/30 |
| Elite clue scroll (elite clues cannot be opened yet) | 1/30 |
| Yami (pet) | 1/2,500 |
| Item | Bonuses |
|---|---|
| Oathplate helm | Slash +10; defence stab 50, slash 72, crush 45, ranged 50; strength +6 |
| Oathplate chest | Slash +16; defence stab 105, slash 128, crush 100, ranged 112; strength +4 |
| Oathplate legs | Slash +12; defence stab 75, slash 100, crush 73, ranged 81; strength +2 |
| Soulflame horn | 80 Magic, one-handed, speed 5; stab +2, crush +21, strength +23, magic damage +1%. Special Entice (25%) |