Money making guide/Killing Zulrah
| Requirements | |
|---|---|
| Skills | |
| None | |
| Items | |
| |
| Quest | |
| None | |
| Other | |
| |
| Results | |
| Profit | Experience gained |
| 2,740 |
Varied |
| Inputs | Outputs (2,740) |
| 0.0013 × | |
The profit shown is the average Pk Point value of one kill, worked out from Zulrah's drop table with today's prices and standard drop rates (no donator rank or other bonus). It is an average: every kill gives 500–1,000 Zulrah's scales, roughly a fifth of kills also give dragon darts, magic logs or torstol, most of the rest give 200–300 Pk Points or a few noted anti-venom+ potions, and the uniques are rare. Supplies, and the scales your weapons use up, are not counted.
Zulrah is a solo boss outside the Wilderness. Nobody can attack you while you fight it, and if you die the priestess keeps your items for you, so the only real cost is your supplies. It always follows the same pattern (see Rotation), which makes it a steady money maker once you know it.
Recommended gear
Zulrah has 500 Hitpoints and changes form during the fight. Each form has different defences:
| Form | Attacks with | Magic defence | Ranged defence | Attack it with |
|---|---|---|---|---|
| Green (serpentine) | Ranged (ranged and magic in the "Jad" phase) | −45 | +50 | Magic |
| Red (magma) | Tail slam | 0 | +300 | Magic |
| Blue (tanzanite) | Mostly magic, sometimes ranged | +300 | 0 | Ranged |
Every form is weak to fire: Fire Strike, Bolt, Blast, Wave and Surge are 50% more accurate and hit 50% harder against Zulrah.
- Magic: Trident of the swamp, Sanguinesti staff or Tumeken's shadow, with an Occult necklace, Ancestral robes, an imbued god cape, a Tormented bracelet and a Magus ring. If you cast fire spells, a charged Tome of fire raises their max hit against monsters by another 10%.
- Ranged: Toxic blowpipe, Twisted bow, or an Armadyl crossbow or Zaryte crossbow with Enchanted dragon bolts, together with Masori armour or Armadyl armour, an Ava's assembler, a Necklace of anguish and Pegasian boots.
- Venom: a charged Serpentine helm (or its tanzanite or magma version) stops Zulrah's venom completely.
- Tanking: in its Block style, a Dinh's bulwark cuts the damage you take from monsters by 20%, starting 8 ticks after you put it on.
- Supplies: Food, prayer potions or super restores, magic and ranging potions from Potions, and anti-venom+ if you do not wear a serpentine helm.
For complete setups, see Zulrah#Equipment.
Getting there

- Type ::zulrah or pick Zulrah in the Teleport interface. You arrive at Zulrah's port.
- Click the sacrificial boat just east of where you arrive and choose to enter Zulrah's shrine. The priestess rows you to the shrine, where you fight Zulrah on your own.
- When Zulrah dies, a Zul-Andra teleport appears next to you. Click it to go back to the port; it also cures your venom. Take the boat again for the next kill.
- If you die, talk to Priestess Zul-Gwenwynig at the port and choose Collect to get back the items you lost, free of charge. You cannot take the boat again until you have collected them.
Valuable drops
Every kill drops 500–1,000 Zulrah's scales. On top of that, each kill rolls the drop table once, starting with the rarest drop, and stops at the first drop you hit. If you hit nothing, you get either 200–300 Pk Points or 5–10 noted anti-venom+ potions. The Profit figure in the table above already takes this into account. Drops land on the tile you are standing on.
| Item | Amount | Drop rate | Price | |
|---|---|---|---|---|
| Tanzanite mutagen | 1 | 1/768 | 40,000 | |
| Magma mutagen | 1 | 1/768 | 40,000 | |
| Toxic blowpipe (empty) | 1 | 1/256 | 50,000 | |
| Magic fang | 1 | 1/256 | 25,000 | |
| Serpentine helm (uncharged) | 1 | 1/256 | 5,000 | |
| Amulet of fury | 2 | 1/64 | 1,000 each | |
| Magic logs (noted) | 10–30 | 1/12 | 500 each | |
| Torstol (noted) | 50 | 1/12 | 200 each | |
| Dragon dart | 100–300 | 1/12 | 1 each | |
| Pk Points | 200–300 | One of these two when nothing above drops | 1 each | |
| Anti-venom+(4) (noted) | 5–10 | 5 each | ||
| Zulrah's scales | 500–1,000 | Always | 1 each | |
| Pet snakeling | 1 | 1/1,500 | Untradeable pet | |
The pet is rolled on its own, so you can get the pet and another drop from the same kill.
Using the uniques
- Use the Magic fang on a Trident of the seas (full) to make the Trident of the swamp, or on a Staff of the dead to make the Toxic staff of the dead.
- Use a Tanzanite or Magma mutagen on a Serpentine helm (uncharged) to make the Tanzanite or Magma helm (see Serpentine helm).
- The blowpipe, the trident, the toxic staff and the helms all use Zulrah's scales as charges, so the scales from every kill keep your gear running.
Rotation
Zulrah has only one rotation on Roat Pkz, and it always starts the same way. It moves between three spots, seen from where you arrive: north, south and west. After step 11 it goes back to step 1. Toxic clouds and snakelings come up during several steps.
| Step | Form | Surfaces | What it does | Pray |
|---|---|---|---|---|
| 1 | Green | North | Spits toxic clouds over the platform. No attacks. | – |
| 2 | Red | North | Two tail slams. | Stand away from it |
| 3 | Blue | North | Four attacks, mostly magic. | Protect from Magic |
| 4 | Green | South | Five ranged attacks, then four snakelings and two volleys of clouds. | Protect from Missiles |
| 5 | Red | North | Two tail slams. | Stand away from it |
| 6 | Blue | West | Five attacks, mostly magic. | Protect from Magic |
| 7 | Green | South | Three volleys of clouds and four snakelings. No attacks. | – |
| 8 | Blue | South | Five attacks, mostly magic, then snakelings and clouds. | Protect from Magic |
| 9 | Green ("Jad" phase) | West | Ten attacks that alternate ranged and magic, starting with ranged, then four volleys of clouds. | Protect from Missiles, then switch after every attack |
| 10 | Red | North | Two tail slams. | Stand away from it |
| 11 | Green | North | Five ranged attacks, then back to step 1. | Protect from Missiles |

Strategy
See the Zulrah article for more information.
- Switch styles with the form. Use magic on the green and red forms and ranged on the blue form.
- Tail slam. The red form stares at you before it slams its tail. If you are standing close to it, you take up to 41 damage and are stunned for a moment, so keep your distance.
- Toxic clouds. Standing in a cloud deals 1–4 damage every tick. Step out of them.
- Snakelings hit through protection prayers. Kill them or keep moving.
- Venom. Hits from the green form can venom you (6 damage) unless you wear a charged serpentine, tanzanite or magma helm.
- Loot. A Collector's ring picks up drops worth more than 25 PKP for you.
- Drop bonuses. A donator rank, the voting bonus and the clan Monster slayer perk improve your drop rates (see Donator ranks, Voting and clan perks). Type ::dropbonus to see your current bonus and ::drops to open the drop tables in game.
Risks
- No player killers. Zulrah's shrine is not in the Wilderness and you are alone in your instance.
- Dying. The items you would lose are kept by Priestess Zul-Gwenwynig at the port, and you can collect them for free. You only lose the supplies you used.
- Its hits. Its ranged and magic attacks can hit up to 41, and the tail slam up to 41 as well, so keep your protection prayers up and your Hitpoints high.
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