The Dwarf multicannon (or simply Cannon) is a Ranged weapon. To use it, the Dwarf Cannon quest must be completed. Unlike other Ranged weapons, it is not equipped by a player; rather, it is assembled on the ground. Cannons are often considered to be a supplement to a primary weapon or fighting method.
The cannon consists of four pieces: the base, the stand, the furnace, and the barrels. After a player has loaded cannonballs or granite cannonballs into the cannon, the cannon rotates and fires automatically.
Damage with the cannon yields half experience for Ranged (2 experience per damage rather than 4), and does not yield any Hitpoints experience. The cannon's accuracy depends heavily on the players current equipment, attack style and levels, the details of which can be found below.
After completion of the Dwarf Cannon quest, players may buy the cannon parts from the dwarf engineer, Nulodion, south of Ice Mountain, for 200,625 each. Nulodion will also sell the full cannon set for 750,000 through his dialogue, which includes all four parts, an ammo mould, and the cannon's instruction manual. If a cannon decays or the mould is dropped, Nulodion will provide a free replacement.
A player may own multiple cannons, but may only have one assembled at a time.
Parts[edit | edit source]
|Dwarf cannon set||759,264|
Note that the cannon parts are rather heavy, and carrying them will make your weight extremely high. If you plan to do a lot of running with them in your inventory, it is recommended to bring a few Super energy or Stamina potions to compensate for the more rapid energy loss.
Assembly[edit | edit source]
The Dwarf multicannon is carried in four pieces in a player's inventory. To begin setting it up, the player must place the cannon base on a vacant square surrounded by eight more vacant squares. The rest of the cannon will automatically be set up from there. Finally, the player must use up to 30 cannonballs on the cannon or load it by selecting "Fire." If players have both regular and granite cannonballs in their inventory, granite cannonballs will be inserted first.
There are many locations where the cannon cannot be taken into or cannot be set up; if a player attempts to set down a cannon base in prohibited area, they will instead get a message in their chat box explaining why they cannot do so. An incomplete list of areas where players are unable to set up a dwarf multicannon can be found below.
Mechanics[edit | edit source]
These are the mechanical aspects of the cannon. This section includes the rotation, targets, and decay of the cannon's parts.
Damage[edit | edit source]
Accuracy[edit | edit source]
- When using ranged weapons, the cannon uses the player's ranged accuracy, taking into account their ranged bonus.
- When using melee weapons, the cannon uses the player's melee accuracy, taking into account their stab, slash, or crush bonus, depending on their currently selected attack style; and also the player's Attack level and other melee accuracy bonuses. This includes melee accuracy boosting prayers, such as Piety.
- Note that the cannon uses the player's crush bonus when no weapon is equipped, as all unarmed attack styles are crush.
- When using Powered staves, such as the trident of the seas; the cannon uses either the player's ranged or melee accuracy, whichever is higher.
Cannon's accuracy, while derived from player accuracy, will always roll against the target's range defence.
Revolutions[edit | edit source]
After the cannon has been set up, loaded, and fired, the barrel will rotate and fire at targets within its line-of-sight and range. The cannon barrel rotates in discrete intervals; there are eight directions the barrel may face, and the barrel makes a 45-degree turn every 0.6 seconds (one game tick), completing a full revolution in 4.8 seconds. The cannon fires up to one cannonball while facing each direction, so it fires up to eight cannonballs per revolution. It will fire 6000 cannonballs per hour.
In a single-combat zone, the cannon fires at the monster the player is being attacked by. If the player is not being attacked by any monster – not being hit by any monsters – the cannon fires at multiple monsters. This means that a player can range, mage, or halberd from a "safespot" in a single-combat zone and have the cannon shoot at multiple monsters, as long as the player is never attacked by a monster, in which case that monster will be the only target the cannon attacks. However, the player will need to regularly come out of cover to reload the cannon.
Targets[edit | edit source]
For each direction the cannon faces during its rotation, there is a specific set of squares relative to the cannon's location that a cannonball may be shot into at that time. This target region can be visualised by a triangle emanating from the cannon barrel. Squares may be cut off from the target region by an obstacle.
Target regions for different directions overlap slightly. This may result in shooting multiple cannonballs at one monster in one cannon revolution, even one that is standing still. Up to two cannonballs may be shot at a monster that takes up a single square per rotation. If it is not in the proper location however, only one, or even zero cannonballs may be shot per rotation.
Target standing adjacent to, or one non-diagonal space away from the corner of the 3x3 area the cannon is set up in will be shot twice. Players should aim to lure targets to this space.
For monsters larger than 1x1, only the south-western tile is shot. That being said against 1x1 - 2x2 targets, the worst possible spot to stand is in the middle of the cannon or any corner under the cannon. The best way to slay those is to lure them into a multi-hit spot, or stand far from the cannon. For 3x3 monsters (e.g. Black demons), one should stand under the cannon in the north-east tile (1,1).
Players cannot control what target is chosen, thus it may fire at anything around it. However, if a player is already engaged in single combat, the cannon will only fire at the current opponent and targets between player's cannon and target may prevent the cannon from shooting your target.
Breaking/Decay[edit | edit source]
Once a cannon has been continually set up for 25 minutes, a message will appear that the cannon has broken; regardless of how many cannonballs had been fired. Players can simply click on the cannon to repair it and restore functionality. If an additional 10 minutes pass without repairing the cannon, it will disappear.
Cannons that disappear are not lost forever, but rather may be re-obtained for free from Nulodion, even if the cannon was bought from another player. Replaced cannons come loaded with cannonballs equal to the amount loaded in the cannon when the cannon was lost.
Otherwise, cannons will remain set up until the player retrieves it. Even if the player switches worlds, it will remain on the previous world until decay occurs. If a player dies, even to another player in the wilderness; the cannon will remain in place and can be safely reclaimed after it has decayed.
Most bosses, such as the King Black Dragon, destroy dwarf multicannons; though cannons destroyed this way can still be reclaimed from Nulodion at no cost.
Common cannon spots[edit | edit source]
- Generally, players prefer to use their cannons in multicombat areas, due to the mechanics of the cannon. If the player can safespot the monsters they are attacking, they can treat single combat areas as multicombat areas for the cannon, but if the player is actively being attacked in a single combat area the cannon will only fire at the NPC the player is currently fighting.
- Green dragons in the Wilderness and Revenant Caves are common cannon areas, as they yield significant profit. Once the cannon is placed, the only risks are losing the Cannonballs the player has brought, as the cannon can be recovered from Nulodion without further risk.
- The Combat Training Camp is the most common low risk spot for cannoning, but is significantly busier than other common spots. Players set their cannon up facing the caged Ogres, and are free to do other tasks like Fletching as they cannot be damaged. These spots are extremely hard to get at peak hours, as players generally will stay at these spots for hours to train ranged and other skills simultaneously.
- Hill Giants in the Edgeville Dungeon are a less common target, due to the lack of rare drops other than the Giant key. They can be easily safespotted, and have a large amount of health, allowing the cannon to hit hard enough per cannonball to justify training here. Moss giants are also common cannon targets.
- Rock Crabs are a very common cannon target, due to their low attack and the multicombat areas they inhabit. These spots are also extremely busy at peak hours, with it not being uncommon to see multiple cannons within the same area. Sand Crabs cannot be targeted by cannons and as such are not suitable for cannon training.
Usage[edit | edit source]
Cannons are commonly used by players training Slayer to speed up tasks. With the average price of cannonballs, the use of a cannon is often considered to be quite expensive. However, the cost is often considered to be justified by the bonuses of using a cannon. A player doing a Slayer task can melee almost the entire time getting nearly as much Melee experience as they would without using a cannon. The cannon will also attack several targets even in a single-way combat area as long as the player is not under attack (e.g. in a safespot).
Players should be diligent when using a cannon in multicombat areas, as the cannon can attract large numbers of monsters to attack the player, and continual reloading of the cannon will likely be required due to the number of cannonballs used.
Note: The use of a dwarf multicannon in areas that are already occupied by other players training can be considered poor etiquette.
Outside of Slayer, using the cannon can speed up kills on lizardman shamans and Wilderness bosses. Ironman mode accounts may also find it useful when taking on Corporeal Beast, as the dark energy core will not return for the rest of the kill if the cannon kills it while it is midair. Players may also use a cannon to obtain champion's scrolls faster, which a player must get to earn the Music cape.
Prohibited Areas[edit | edit source]
Within the following areas, a cannon cannot be placed down. A message will often appear in the player's chatbox explaining why it cannot be done.
- Abyss - "You can't set up a cannon here."
- Abyssal Area - "You can't set up a cannon here."
- Abyssal Nexus - "You can't set up a cannon here."
- Ancient Cavern
- Al Kharid Palace
- Barbarian Assault
- Black Knights' Fortress (in and around) - "It is not permitted to set up a cannon this close to the Dwarf Black Guard."
- Catacombs of Kourend
- Castle Wars
- Cerberus' Lair - "Your cannon would melt if you set it up here."
- Chambers of Xeric
- Clan Hall
- Duel Arena (it can be set up in duels; however, will not fire on players and may be lost if not picked up)
- Dwarven Mine
- Enchanted Valley
- Fremennik Slayer Dungeon - "The air is too dank for you to set up a cannon here."
- Feldip Hills: Red chinchompa hunting grounds
- Forthos Dungeon
- Grand Exchange - "The Grand Exchange staff prefer not to have heavy artillery operated around their premises."
- Hair of the Dog - "Roavar won't be happy if you set up a cannon here."
- Hespori - "It's far too damp down here to set up a cannon."
- Ice Mountain (except on the western tiles of the mountain)
- Jormungand's Prison - Cannot be used against basilisks, can be used against dagannoth.
- Karuulm Slayer Dungeon (wyrm and Alchemical Hydra areas) - "The electricity bursting through this part of the cavern would render the cannon useless."
- Killerwatt Plane
- Lair of Tarn Razorlor - "This temple is ancient and would probably collapse if you started firing a cannon."
- Lizardman Caves - "The ground is too marshy here."
- Lizardman Temple - "This ancient structure is too unstable to handle the idea of a cannon firing at its walls."
- Mort Myre Swamp (does not include the graveyard, where Dessous is located)
- Nightmare Zone
- Ourania Cave (bank area)
- Pest Control
- Player-owned houses
- Realm of Memories - "The creatures of this realm are neither truly canonical nor cannonable."
- Revenant Caves (revenant area)
- Shades of Mort'ton (you can however set up a cannon in the Shade catacombs, but beware of the fact that the shades heal themselves to full health if they are not in combat anymore)
- Slayer Tower
- Theatre of Blood
- Tower of Magic
- Mor Ul Rek, TzHaar Fight Cave and TzHaar Fight Pit
- Ungael (Vorkath area) - "The intense cold threatens to crack the metal of your cannon. You probably shouldn't put it down here."
- Vanstrom Klause (Boss fight area in the Sins of the Father quest) - "You can't set up a cannon here."
- Water Mill Cellar (Death to the Dorgeshuun area) - "It is too damp for the cannon to function here."
- Warriors' Guild
- Wyvern Cave
- Zogre Burial Grounds
- Zulrah's Shrine - "The ground is too damp to support a cannon."
In other locations, the cannon may be set up but may be destroyed by an NPC almost instantly, or is almost useless due to limitations:
- Certain quest bosses: For example, the Giant Roc will destroy a cannon if the player sets it up within its attack range.
- The Kalphite Queen, King Black Dragon, Thermonuclear smoke devil, and inhabitants of the God Wars Dungeon may also destroy a cannon if a player attempts to use it.
- Demonic gorillas, immune to cannon damage.
- Ammonite crabs on Fossil Island
Update history[edit | edit source]
|4 April 2019
Firing a cannon with an extremely low accuracy bonus will now have a chance to deal 1 point of damage instead of hitting 0.
|31 March 2016
Cannons can no longer be set up in the Blast furnace.
|24 March 2016
(update | poll)
Cannons which decay no longer suddenly disappear. Instead, they are now given a repair option which allows you to reset your cannon timer without having to pick it up and put it back down!
|24 September 2015
The cannon should no longer produce the message "Someone else is fighting that".
|10 September 2015
NPC's will no longer sometimes turn invisible on the south-west tile of a Dwarf Cannon.
|20 August 2015
The dwarf cannon now checks ownership correctly when firing.
|11 June 2015
|15 January 2015
The cannon no longer works on the Mage Arena mages and Kolodion.
|20 November 2014
Nulodion will now return your cannon if someone else has one setup on the same tile where yours decayed.
|26 June 2014
The dwarf multicannon no longer always hits zero when wielding a trident of the seas.
|15 May 2014
Cannons can no longer be set up on PvP worlds due to griefing issues.
|1 May 2014
Cannons can no longer be setup within the Party room and can now be placed where the Party room used to be.
|20 February 2014
(update | poll)
Left-clicking on your cannon will now let you reload it, even if it isn't currently firing.
|3 October 2013
The message notifying you that your cannon has decayed no longer appears five minutes too early.
|11 July 2013
(update | poll)
The dwarf multicannon can now be constructed and reloaded with a single click, instead of requiring you to use items on it repeatedly. Also, its decay warning message has been made more visible.
|4 April 2013
The cannon ownership system has been improved to be more robust.
|22 February 2013
This content was included when the Old School RuneScape servers officially launched.
Trivia[edit | edit source]
- The only ammunition for cannons that players can use is cannonballs made from steel and granite. However, Dondakan from the quest Between a Rock... fires adamantite, runite, and gold cannonballs from his cannon.
- If the cannon is fired in a single-combat area the chat will say, "I'm currently under attack" along with an occasional, "Someone else is fighting that" depending on the combat status of the player-character.
- If a player drops the components of the cannon set, they will discover that the items are 1x1 size, despite the cannon being 3x3.
- The cannon may sometimes shoot through walls.
- Despite being called a multicannon, it only has one barrel to fire cannonballs. The name comes from the dwarf cannon in RuneScape Classic, which had 8 barrels and would fire in all directions instead of spinning.
References[edit | edit source]
- Bitterkoekje. "Combat Formulas." 10 March 2015. Old School RuneScape Forums.
- Jagex. Mod Ash's Twitter account. 17 April 2017. (Archived from the original on 23 February 2019.) Mod Ash: "Yes, it would help."
- Jagex. Mod Ash's Twitter account. 22 August 2020. (Archived from the original on 22 August 2020.)
- Jagex. Mod Ash's Twitter account. 15 March 2016. (Archived from the original on 28 May 2020.) Mod Ash: "That one picks a plausible melee/ranged accuracy based on whether your Attack or Ranged is higher."
- Jagex. Mod Ash's Twitter account. 15 March 2016. (Archived from the original on 28 May 2020.) Mod Ash: "If you have a melee weapon equipped, it looks at your melee accuracy. Autocasting is irrelevant."