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Casting Dark Lure causes a monster to be lured towards players, and also will stop a monster from retreating during combat, such as unicorns and ghouls. The spell can also be cast on implings, where it will move towards a 2x2 area around the player for six seconds. During this time other players cannot cast Dark Lure on the same impling. The spell also has a 10.2 second cooldown time after being cast, which can create an opening for other players competing for an impling if it is not caught initially.
Like combat spells, Dark Lure performs an accuracy roll and can splash, making it less useful on monsters with high Magic defence.
Cost
Spell cost
Input
Cost
11
267
Main-hands
0.931
260
Changes
Date
Changes
[[{{#explode:19 June 2024| |0}} {{#explode:19 June 2024| |1}}]] [[{{#explode:19 June 2024| |2}}]] (update)
The description for Dark Lure was updated. The previous description was: "Stops your target from fleeing".
[[{{#explode:23 June 2021| |0}} {{#explode:23 June 2021| |1}}]] [[{{#explode:23 June 2021| |2}}]] (update)
Implings affected by the Dark Lure spell will now move towards the player in a 2x2 area for 6 seconds (after which they will resume wandering), rather than briefly drift towards the player and returning to their normal wandering routine.