Property Value
Combat Properties
Health Health Icon 1300
Experience Experience Icon 900
Est. Max Dmg 380
Summon (not possible)
Convince (not possible)
General Properties
Name Giant Spider
Classification Arachnids
Spawn Type
Elemental Properties
Physical 100%
Earth 0%
Fire 110%
Death 100%
Energy 80%
Holy 100%
Ice 80%
Heal 100%
Life Drain 100%
Drown 100%
Immunity Properties
Paralysable ?
Senses Invis. ?
Behavioural Properties
Walks around
Walks through Energy
Other Properties
Version Pre-6.0
Status Active
Giant Spider
You see a giant spider.


The Giant Spider used to be one of the most feared monsters, mainly because of its locations. Some years ago, the Giant Spider was commonly being lured to Venore, Dwarf Bridge, and the roads near it. It was commonly found in places one would never expect to find such a beast. Giant Spiders used to be immune to fire but they are now weak to it.

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Spoiler warning: Quest and/or game spoiling details follow. (Settings: hidden content)
You may hunt 500 of these as a task of the Killing in the Name of... Quest. Upon completion of the task you will face The Old Widow.
Spoiler ends here.


Melee (0-300) poisons you for 5-8 hp/turn, Stalagmite (40-70), throws Poison Fields, Summons 0-2 Poison Spiders, Haste.

Damage Taken From Elements

  • Physical
  • Holy
  • Death
  • Fire
  • Energy
  • Ice
  • Earth



Giant Spiders seem to enjoy changing targets, the blocker should have Challenge if premium. The blocker should stand between the Giant Spider and the shooters. This makes retargetting less likely. While blocking you should also kill the Poison Spiders so they don't break your shield.
Knights: Can use melee to kill them if they have a good weapon and are highly skilled. A fire-enchanted weapon and 80/80 skills are recommended.
Paladin: Strategy is simple, with around level 50 and Boots of Haste you just run and shoot Bolts or Enchanted Spears at it. Just remember a Crossbow has a range of 5, while enchanted spears only have a range of 4. If you have Haste, you can start hunting at level 35, but if it hastes too you might get caught. Distance 70+ is recommended.
Mages: Same as for paladins or can either run away with Strong Haste and shoot it with runes or Flame Strike to kill it. Mages should at least reach level 40-50 before trying this. Mages should try their first solo at a single spawn, with big running area and perhaps a ladder or something nearby for emergency. If you have level 45~, you won't need magic shield. Mages who need an extra firepower could summon Fire Devils for supporting them backwards.


0-195 gp, 0-12 Poison Arrows, Plate Armor, Plate Legs, Two Handed Sword, Spider Silk (semi-rare), Steel Helmet (semi-rare), Strong Health Potion (semi-rare), Knight Armor (rare), Knight Legs (rare), Time Ring (rare), Lightning Headband (very rare), Platinum Amulet (very rare).

(Loot Statistics)

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