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Those who crave power through the corruption and enslavement of the spirit world will find the Defiler class to be an ideal profession. The Defiler best serves as a first line of defense for the party, being able to heal wounds and remove ailments that afflict allies. The Defiler is also able to augment his allies? attributes or enhance their abilities in combat. In addition, the Defiler can weaken and harm enemies with magical attacks.
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The first spell in each category is listed. See the detailed description for the full upgrade line.
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| Tier 2 - Level 14 | Tier 3 - Level 24 | Tier 4 - Level 34 | Tier 5 - Level 44 |
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| Tier 6 - Level 54 | Tier 7 - Level 64 | Tier 8 - Level 75 | |
This category has the following 3 subcategories, out of 3 total.
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The Defiler was a demon who came to Earth in the guise of a rock star. With his band, Corruption of Innocence, the Defiler abducted fans into his home dimension where the realm would feed off of the victims, increasing the Defiler's power. He was defeated and possibly destroyed by being thrown into the portal which drained his victims of his energy.
The Defiler had superhuman strength and durability which could be increased by draining the lifeforce from his victims.
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| Location on World map | ||||
| Void Knights' Outpost | ||||
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| Unknown | ← | Pest Control | → | Unknown |
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Pest Control (often known simply as PC) is a co-operative members-only combat-based minigame. Players must defend an NPC (non-player character) known as the Void Knight from an onslaught of monsters, while at the same time destroying the portals from which the monsters spawn. Due to the recent updates, a glitch occurs upon starting the minigame on the novice lander (it will also do the same for veteran lander) where you will get a window that says, "The knights noticed your lack of zeal in battle and have not presented you with any points." Jagex has yet to fix this glitch. The minigame is played in the name of Guthix to retain balance in the world which may be disrupted by an influx of monsters. It is run by an order of Guthix known as the Void Knights. Please note that this is a "Safe" mini-game. If you die, you will keep your items. Players will respawn on the lander and can rejoin combat immediately. Hitpoints, Prayer Points, Special Attack bar, and run energy are restored at the end of each game. The minigame is divided into three boats; access to each boat is determined by combat level. The official worlds for this minigame are 53, 69, 115, and 144.
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The only requirement to participate in a game of Pest Control is to have a combat level of 40 or above (required for the novice lander). To use the Intermediate lander, a player must have a combat level of 70 or higher, and to use the Veteran lander, a player must have a combat level of 100 or higher.
In order to receive commendation points, a player must inflict 50 points of damage before the end of the game. Repairing a barricade or gate on the island awards the player 5 points, allowing players who may not be able to get the required points in the time allotted or players who do not want to train a combat-related skill to receive points. You can only get 5 points in Pest Control if you go on the level 3 boat; building barricades and repairing gates does not give you 5 points on the novice level.
A game of Pest Control can be played by 5 to 25 players. Multiple games may be played at once by many groups of 25 players. Anyone who wishes to play must board the lander. If the lander fills with 25 players, the game will begin automatically. Otherwise, players must wait 5 minutes for the game to begin.
Pets are not allowed on the island. Dwarven Multicannons and Familiars may not be used during the minigame.
To start playing Pest Control, you must go to the docks of Port Sarim south of Lady Lumbridge (ship). Speak with the Squire and she will ask if you want to go to the Void Knights' Outpost. Alternatively, you can right-click the squire and select 'Travel'.
To get to Port Sarim you can use the explorer's ring 3 to teleport to the cabbage patch north of Port Sarim, use fairy ring code A-I-Q to Mudskipper Point, use the Amulet of Glory's teleport to Draynor Village then go around the fence, or walk from Falador or Lumbridge. The Call to Arms scroll special brings you directly to the Void Knights' Outpost. Alternatively, you can use the void knight seal.
The Outpost is an island, with various utilities, including
Harboured at the docks in the south-west corner of the island are three, LCVP-style ships which a player must board to participate in the minigame. The ships carry a combat level requirement of 40, 70 or 100 to board. The ship must have at least 5 users on board before the minigame may begin. Packed worlds such as world 2 are difficult to enter, so players often avoid these worlds for minigames, hence the lack of players on the boat. Some worlds are more popular than others, such as worlds 53, 69, 115 and 144, which are often designated the "PC World(s)", or worlds chosen by players or clans to gather. Some players bring items to cast the High Level Alchemy spell on while they wait for the landers to fill up.
Inside and around the bank (primarily on World 144), many players lend weapons such as Saradomin swords and Godswords for a small price.
The rules for pest control are simple. There are two ways to win the game:
There are several ways to defend the knight. Fundamental strategies are:
Each portal is weak against one or more attack style.
![]() Blue portal |
![]() Yellow portal |
Monsters are the beasts that spawn out of portals to kill players or the Void Knight.

Brawlers are the largest and most powerful creatures in the Pest Control minigame, and they defend the portals. They resemble a gorilla or a small elephant with spikes sprouting from their backs and a pointed, very slightly transparent, snout. When you see one of these creatures ignore them, for they are the lowest priority to kill unless they are in your way.
Normally they will not attack the fort, though they are still a match for any attempting to destroy the portal. Their combat levels can be 51, 76, 101 or 129 and their colouring is based on their level. Brawlers are one of only five creatures that you cannot run through (the others being Monkey Guards on Ape Atoll, and the monsters fought in the quest Dream Mentor) (The gnome Tortoises used to block a player's path until a hidden update)- they block your path in a similar manner to the barricades in the Castle Wars and Soul Wars minigames.
Brawlers also block other monsters during the game so they cannot get through the Brawler to
attack the Players or the knight. Defilers and Torchers will not be able to shoot over the brawler, and creatures will line up against it if it's in their path to a target. Shifters seem to not be able to teleport through them as well. Some try using this as an advantage by 'luring'
the brawler to the steps where the Void Knight is. Although a sound tactic for long duration games, most players would be better served by protecting the knight directly since most games are over before the 'luring' is effective. It is worth noting that Brawlers will never attack the void knight.
Most of the time if ranging a Brawler, your arrows will be blocked from returning to you when using Ava's attractor or Ava's accumulator. If you find the side that the arrows drop on, then you should be able to pick them up with the devices(This may have been removed in a hidden update done to pest control, the same update when monster paths were changed).

Defilers are fast, agile creatures in the Pest Control minigame. They have the appearance of the lower half of a snake, a humanoid top half and a face resembling that of a cat. They can throw flying spikes over long distances, can inflict a large amount of Range type damage with the missiles, and will actively attack the Void Knight. They can even launch their barbs over walls, though if they are in the spaces right in front of one of the three gates, they cannot shoot over it, so keeping them closed will block those directly in front of it. Their combat levels range can be 33, 50, 66, 80, or 97 and their colouring is based on these levels.

Ravagers are short, humanoid creatures with large claws in the Pest Control minigame. Their appearance is closely related to that of a mole with over sized claws and red eyes. They are capable of tearing down the gates and so they must be killed to protect the void knight from the torchers and defilers. However, they are relatively weak when it comes to direct combat. Their combat levels can be 36, 53, 71, 89, or 106 and their colouring is based on these levels. When attacked, a ravager will often continue destroying its target (if any) before engaging in combat with the attacking player, and may also destroy anything nearby that gets repaired, and are the second priority to kill.

Shifters are creatures that excel in melee combat and can teleport across the island and even past walls. For this reason, they are very dangerous for those on defence since they can teleport right next to the Void Knight and attack him. They have the bottom half of a spider with the scythes of a praying mantis (similar to the Abyssal demon). Their combat levels can be 36, 57, 76, 90, or 104 and their colouring is based on these levels. Although it has the ability to teleport other monsters, such as ravagers and torchers (and up on to towers), they seem to not be able to teleport them through walls or gates and can only teleport others a very short distance.
For some reason shifters are some of the few monsters that can attack at a diagonal, other than ranged monsters, most single squared beasts will align with the player to attack. They also seem to hit the knight from a distance while teleporting around him/her.

Spinners are creatures that appear as spinning tops or jellyfish, and float above the ground. They repair the Portal on the island and must be defeated if the portals are to be destroyed, therefore you have to kill these creatures first before you pile on the portal. If the humans over power the portal and destroy it before the spinner can finish healing, it will begin to spin around and then explode hitting all players within a few squares with poison that does 5 damage instantly as it explodes and poisons for 1 thereafter. Their combat levels can be 37, 55, 74, 88, or 92. They are the first priority to kill.

Splatters are creatures that appear like a giant ball with a single eye in the middle and liquid inside them. They will go towards the fort and detonate, causing big damage to all players, monsters, and objects in the immediate vicinity. This will also happen if they are killed, which is easy since they are often low level and weak defensively. When a splatter "detonates" near another splatter, if the secondary splatters' Hit Points are low enough, the damage may cause a chain reaction, increasing the overall damage. Some players find amusement in exploiting the splatter's detonation. By making several or many splatters follow a player with auto-retaliate turned off, leading them into a group of enemies or players, and then killing one, they can start this chain reaction of detonations, likely killing everything/everyone surrounding them. Their combat levels can be 22, 33, 44, 54, or 65 and their colouring is based on these levels. If the opportunity arises, you can use the splatters sort of like a Void Seal by detonating them near large groups of monsters. This does not work on portals. Also, if you are fast enough you can avoid the detonation by running away when you know they are going to detonate, but haven't started the detonation yet. This is unreliable, however. Currently no prayer protection can defend against their "detonation". Players wearing Dharok's equipment may wish to kill Splatters to lower their health and activate the set effect to do extra damage. Killing them is a higher priority the closer they get to the gates, as their explosions can damage the gates. Splatters will never attack the Void knight, but if killed near it, it can cause damage.

Torchers are creatures that look like winged worms and will actively attack the Void Knight. They have a long distance magical attack which can harm both players and the Void Knight. They can even launch this attack over walls, though if they are in the spaces right in front of one of the three gates, they cannot shoot over it, so keeping them closed will block those directly in front of it. Their combat levels can be 33, 49, 67, 79, 91 or 92 and their colouring is based on these levels.
A common misconception is that using special attacks on the portals will cause Spinners to appear, but this is nothing more than a myth.
It is also believed that by not killing the spinners, and allowing them to heal the portal will grant more experience for players attacking it.
On 17 July 2007, as part of their update to the game, Jagex introduced a shield on the portals. Players are not able to attack portals while the portal's shield is up; all portals start with shields up, with the first portal's shield disabled by the Void Knight 15 seconds into the game. Every 30 seconds, another shield is disabled until all portals can be attacked 1 minute and 45 seconds into the game. This was introduced to counter the ability of high levels to play 30 second games and gain massive amounts of experience. Most games are still finished in under three minutes (any boat landing).
Winning players are rewarded with coins and commendation points.
Depending on your boat, you will gain a different number of commendation points upon winning a game:
If the player's team destroys all of the portals, they will receive coins equal to 10 times their combat level as well as the commendation points.
If a player trades in 100 points in one go, they get an extra 10% experience per point. If they trade in 10 points, you get an extra 1% experience. Some players save points up to 100, then trade in, and repeat because of this "bonus" experience.
Note: The most commendation points a player can have at any time is 250. If you board a boat while holding 250 points, a warning will be given to the player to trade the points in. If a player continues to play with 250 points, subsequent games will not award any commendation points. You will also get a warning if winning the next game would result in wasting points, for example if you had 248 points and you were playing in the Veteran boat (4 points per game). In this event, winning the game would only take you to the maximum 250 points, wasting the other two.
Commendation points can be traded in for:
, where
equals level;
equals 18 for prayer, 32 for magic/range, and 35 for all others. Ceiling means round up to the nearest integer (whole number). The experience this generates is summarised below. The amounts below are awarded per commendation point traded in.|
Points |
Level | Attack Strength Defence Hitpoints |
Ranged Magic |
Prayer |
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| 1 | 25-34 | 35xp | 32xp | 18xp |
| 1 | 35-42 | 70xp | 64xp | 36xp |
| 1 | 43-48 | 105xp | 96xp | 54xp |
| 1 | 49-54 | 140xp | 128xp | 72xp |
| 1 | 55-59 | 175xp | 160xp | 90xp |
| 1 | 60-64 | 210xp | 192xp | 108xp |
| 1 | 65-69 | 245xp | 224xp | 126xp |
| 1 | 70-73 | 280xp | 256xp | 144xp |
| 1 | 74-77 | 315xp | 288xp | 162xp |
| 1 | 78-81 | 350xp | 320xp | 180xp |
| 1 | 82-84 | 385xp | 352xp | 198xp |
| 1 | 85-88 | 420xp | 384xp | 216xp |
| 1 | 89-91 | 455xp | 416xp | 234xp |
| 1 | 92-94 | 490xp | 448xp | 252xp |
| 1 | 95-97 | 525xp | 480xp | 270xp |
| 1 | 98-99 | 560xp | 512xp | 288xp |
Weaponry
Armour
Other
Pack contains an assortment of grimy herbs, for example a set of 2 Harralander, 3 Ranarr, 1 Toadflax, 3 Irit, 4 Avantoe and 2 Kwuarm.(Approximate value 74,000gp)-30 points But also to note the amounts are randomized by one this is just an average
Pack commonly contains 25 Coal, 18 Iron ore -15 points
Pack commonly contains 3 sweetcorn seeds, 6 tomato seeds and 2 limpwurt seeds - 15 points
All charms cost 2 points each, and can be purchased in amounts of 1, 14, or 28 (costing 2, 28, and 56 points respectively).
The official worlds to play Pest Control on are:
It is not required to use these worlds, and they often have many inexperienced Pest Control players, which can be frustrating for players trying to get commendation points. However, landers in most other worlds are usually empty, unless a Pest Control clan is present.
There have been four updates concerning Pest Control.
In total, Pest Control has been a source of two controversies. Before the 17 July 2007 update, some players claimed that it was too easy to raise combat, and had coined the term "PC product," which was usually used as an insult.
Jagex has made references to the "PC product" label in the TokTz-Ket-Dill quest. If you choose the plot option where a human defeats the TzHaar criminal after training with the Void Knights for several months, TzHaar-Hur-Brekt refers to them as "Void Knight Products".
After the update, there was more outcry from players who trained this way.
There have been many debates about the experience cap being lowered and on the day of the release of this cap, some riots sprouted up in Falador and the Ice Plateau on World 99. Originally the game calculated this as your level squared, divided by 6 (or 12 for prayer). Jagex decided that was too generous, and changed the way it was worked out. Players who had Pest points left over after the update had to spend all of their points to be able to get more, but they still had the more beneficial formula. However, players who had purchased Void Knight items, instead of experience, ended up paying more than those purchasing the same items under the new formula.
| Team games |
Barbarian Assault • Blast Furnace • Castle Wars • Clan Wars • Fishing Trawler • The Great Orb Project • Pest Control • Shades of Mort'ton • Soul Wars • Stealing Creation • Trouble Brewing • Vinesweeper |
| Solo games |
Archery competition • Barrows • Champions' Challenge • Creature Creation • Gnome Ball • Gnome Restaurant • Impetuous Impulses • Mage Arena • Mage Training Arena • Pyramid Plunder • Ranging Minigame • Rogue Trader • Sorceress's Garden • Tai Bwo Wannai Cleanup • Tears of Guthix • Temple Trekking • Treasure Trails • TzHaar Fight Cave |
| PvP games |
Bounty Hunter • Burthorpe Games Room • Castle Wars • Clan Wars • Duel Arena • Fist of Guthix • Mobilising Armies • Rat Pits • Soul Wars • Stealing Creation • TzHaar Fight Pit |
| Agility courses |
Agility Pyramid • Ape Atoll • Bandos agility course • Barbarian Outpost • Brimhaven • Dorgesh-Kaan • Gnome Stronghold • Penguin • Rogue's Den • Werewolf Agility Course • Werewolf Skullball • Wilderness |
Defilers were elite military soldiers under the command of the Zann Consortium.
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Though the Zann Consortium possessed a surprisingly well-equipped and organized military force, they generally preferred to use guerrilla warfare tactics or criminal activities to gain influence.
The Defiler's main purpose was to spread Tyber Zann's "corruption" throughout the galaxy. Many or all of them were brainwashed to only serve the Consortium. They were essentially the criminal equivalent of the Infiltrators employed by the Rebel Alliance.
Defilers were made up of many different alien species, trained and conditioned to serve Tyber Zann above all others and concealed under a distinctive uniform of red armor. During the Galactic Civil War, Defilers were sent to numerous planets to achieve Zann's goals, often working alongside such infamous individuals as IG-88, Bossk, and Silri. The Defilers were always housed in the Consortium palace, where they would be trained for their tasks. Many defilers served as Zann's most public representatives, as they committed acts of sabotage, kidnapping, bribery, and other illegal activities. They were capable of setting up illegal casinos as part of racketeering operations. When necessary, they also participated in Zann's more covert military actions.
Defilers were usually armed with a precise blaster rifle and thermal detonators, and preferred long-range combat. They worked well with the Droideka Mark II in destroying heavier vehicles, and could use their thermal detonators to kill entire squads of infantry. In close combat, they tended to suffer against species such as Wookiees, whose brute strength allowed them to rip off a Defiler's arms.
The defilers generally worked in secret because of personal security. When most defilers finished their assignment, they would never appear in the Zann Consortium again, taking no risk on being recognized by any security forces. There were, however, a few exceptions.
The Defilers were voiced by Steve Blum, who also voices the Empire HUD. They bear a striking resemblance to the Cylons of Battlestar Galactica.
Add historical information about this creature.
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