|
|
(126 intermediate revisions by 5 users not shown) |
Line 1: |
Line 1: |
| {{V|0.19}} | | {{UserContentVersion|1.0.5}} |
|
| |
|
| The majority of this guide is written by [[User:Username|Username]], [[User:Mazunki|mazunki]], and @ERRORMONSTER#8764 of the Discord community. If you have any questions, or if anything is wrong, please make sure to reach out to any of us. Feel free to edit the guide or add anything to it as needed.
| | == What is HCCO? == |
| | HCCO stands for {{Icon|Hardcore}} {{Icon|Combat}} Only. This implies that you cannot use any non-Combat skills at any time, and must play on {{Icon|Hardcore}}. There is a secondary challenge, 12b, which means you may not buy any [[Bank]] slots, and are limited to the 12 provided to you by default. This is a popular additional challenge and most of the guide is directly applicable to 12b players (albeit with a lot more bank management). |
|
| |
|
| Thanks to everyone in #hardcore-mode-chat for making this possible. :)
| | To create a HCCO account, one can create a typical hardcore account and abstain from all non-combat skills. Alternatively, through the official mod manager one can use the [https://mod.io/g/melvoridle/m/hcco Combat Only Account Mod] to create an account with non-combat skills completely disabled and hidden. This mod offers the option for a mediumcore version, which is identical but doesn't have permadeath (you still lose one random item on death). This is different to a Standard account (aka Softcore), which has a different combat triangle that is less punishing and has health regen. Most of this guide will assume HC and therefore will sometimes be overly conservative for a softcore account. |
|
| |
|
| == What is HCCO? ==
| | There are currently no tangible differences between either of these options for playing HCCO mode, and one can [https://mod.io/g/melvoridle/m/save-game-converter convert between gamemodes through the use of mods]. It is recommended to use the mod for MCCO or HCCO mode for the most immersive experience, as the community will add unique content specifically designed for CO in future, including a CO option in the collection log. |
| HCCO stands for {{Icon|Hardcore}} {{Icon|Combat}} Only. This implies that you cannot use any non-Combat skills at any time, and must play on {{Icon|Hardcore}}. There is a secondary challenge, 12b, which means you may not buy any [[Bank]] slots, and are limited to the 12 provided to you by default. This guide is aimed more towards 12b players, but playing without this restriction just means you can spend less time on bank management.
| |
|
| |
|
| == Preface == | | == Preface == |
Line 21: |
Line 21: |
| The style you choose will also give you experience towards the combat skill in question: Stabbing gives {{Skill|Attack|nolink=true}} experience, Slashing gives {{Skill|Strength|nolink=true}} experience, while Blocking is used to train {{Skill|Defence|nolink=true}}. At the start, you’ll have to eat manually to ensure that you won’t die. Later on, you will unlock {{UpgradeIcon|Auto Eat - Tier I|Auto Eat}}, so eating will be less of a worry. | | The style you choose will also give you experience towards the combat skill in question: Stabbing gives {{Skill|Attack|nolink=true}} experience, Slashing gives {{Skill|Strength|nolink=true}} experience, while Blocking is used to train {{Skill|Defence|nolink=true}}. At the start, you’ll have to eat manually to ensure that you won’t die. Later on, you will unlock {{UpgradeIcon|Auto Eat - Tier I|Auto Eat}}, so eating will be less of a worry. |
|
| |
|
| == Chapter I: Gearing Up == | | == Chapters == |
| {{Skill|Hitpoints|notext=true}} '''To start, you should have:''' Nothing! <br>
| |
| {{Icon|Combat|notext=true}} '''At the end, you should have:''' 4 {{ItemIcon|Steel Platebody|Steel Armour|nolink=true}} pieces
| |
| | |
| You should get to about 10 in all melee combat skills (usually expressed as {{Skill|Attack|10|nolink=true}} / {{Skill|Strength|10|nolink=true}} / {{Skill|Defence|10|nolink=true}}) by fighting {{MonsterIcon|Plant|Plants}}. After that, it’s time to start getting your first bit of equipment.
| |
| | |
| After you have a decent stack of food from fighting {{MonsterIcon|Plant|Plants|nolink=true}}, it’s time to get your first pieces of gear from the {{MonsterIcon|Golbin}}. You should have some levels in all skills ({{Skill|Attack|10|nolink=true}} / {{Skill|Strength|10|nolink=true}} / {{Skill|Defence|10|nolink=true}} or so) and a couple hundred {{ItemIcon|Potatoes|potatoes|nolink=true}} or so. You’re looking for a {{ItemIcon|Bronze Battleaxe}} (1 in 27 chance) and a {{ItemIcon|Bronze Shield}} (1 in 27 chance). If you get unlucky, don’t worry. Just kill {{MonsterIcon|Plant|Plants|nolink=true}} for food until you’re able to get both.
| |
| | |
| {{MonsterIcon|Plant|Plants|nolink=true}} have very low HP, so having a faster weapon allows you to kill them faster, as you don’t need more than 20 damage to kill a {{MonsterIcon|Plant|nolink=true}}. So, your next goal after your {{ItemIcon|Bronze Battleaxe|nolink=true}} is an {{ItemIcon|Iron Dagger}}. You should have about {{Skill|Attack|15|nolink=true}} / {{Skill|Strength|15|nolink=true}} / {{Skill|Defence|15|nolink=true}} stats and a few hundred{{ItemIcon|Potatoes|potatoes|nolink=true}}. The {{ItemIcon|Iron Dagger|nolink=true}} has a 1/33 drop rate from the {{MonsterIcon|Goo Monster}}.
| |
| | |
| Your next gear upgrades will come from {{MonsterIcon|Zombie Hand}}. You’re looking for the {{ItemIcon|Iron Platebody}} (1 in 4 chance) and {{ItemIcon|Iron Platelegs}} (1 in 4 chance). Some people might go for the {{MonsterIcon|Steel Knight}} first, but since the {{MonsterIcon|Zombie Hand}} has a better chance for gear, it’s recommended to do it first. You should have about 20/20/20 stats for this and, once again, a large stack of {{ItemIcon|Potatoes|taters}}.
| |
| | |
| After you have the gear from the {{MonsterIcon|Zombie Hand|nolink=true}}, you should then move on to the regular {{MonsterIcon|Zombie}} for the {{ItemIcon|Steel Platebody}} (1 in 5 chance). It also drops {{ItemIcon|Steel Boots}} (1 in 5 chance), but you shouldn’t grind for them here since it's easier to get them from the {{MonsterIcon|Steel Knight}} next. ({{Skill|Attack|20|nolink=true}} / {{Skill|Strength|20|nolink=true}} / {{Skill|Defence|20|nolink=true}} stats recommended)
| |
| | |
| You’ll end the first part of your HCCO journey with {{MonsterIcon|Steel Knight|Steel Knights}}. They drop the {{ItemIcon|Steel Helmet}} (15 in 67 chance), {{ItemIcon|Steel Shield}} (10 in 67 chance), {{ItemIcon|Steel Sword}} (10 in 67 chance), and {{ItemIcon|Steel Scimitar}} (4 in 67 chance). You should be using the {{ItemIcon|Steel Sword|nolink=true}} on {{Skill|Attack|nolink=true}} and {{Skill|Defence|nolink=true}} and the {{ItemIcon|Steel Scimitar|Scimitar|nolink=true}} on {{Skill|Strength|nolink=true}} when killing most monsters, but again, daggers should be used on {{MonsterIcon|Plant|Plants|nolink=true}} due to their fast attack rate. The {{ItemIcon|Mirror Shield}} is a useful item to get around here, but if you decide not to get it, you can avoid ever getting tasks in the {{ZoneIcon|Strange Cave}}. It acts as a decent early Shield, before you get the {{ItemIcon|Mithril Shield|nolink=true}}. However, it's optional.
| |
| | |
| == Chapter II: Mithril Armour ==
| |
| '''To start, you should have:''' Full {{ItemIcon|Steel Platebody|Steel Armour|nolink=true}}, {{Skill|Attack|10|nolink=true}} / {{Skill|Strength|10|nolink=true}} / {{Skill|Defence|10|nolink=true}}, {{ItemIcon|Steel Scimitar|nolink=true}} <br>
| |
| '''At the end, you should have:''' {{ItemIcon|Amulet of Looting}}, {{UpgradeIcon|Auto Eat - Tier I}}, Full {{ItemIcon|Mithril Platebody|Mithril Armour|nolink=true}}, {{Skill|Attack|40|nolink=true}} / {{Skill|Strength|40|nolink=true}} / {{Skill|Defence|40|nolink=true}}, {{ItemIcon|Ice Sword}}, {{ItemIcon|Adamant Dagger}}
| |
| | |
| The next Knight after {{MonsterIcon|Steel Knight|Steel}} is {{MonsterIcon|Black Knight|Black}}. However, you should skip it, as the drop chances are very low, and the next tier is not much harder anyway.
| |
| | |
| But before you visit the {{MonsterIcon|Mithril Knight}} you'll want to take a detour to fight the {{MonsterIcon|Mummy}} for {{ItemIcon|Silver Ruby Necklace}} and {{ItemIcon|Gold Emerald Ring}} to fill out your neck and ring slots. Your next step, therefore, is {{MonsterIcon|Mithril Knight|Mithril Knights}}. Because they only drop gear a quarter of the time when killed (on average), it can take quite a while to get a full {{ItemIcon|Mithril Platebody|Mithril set}}. You will probably get {{ItemIcon|Mithril Boots|Boots}} (25 in 268) and {{ItemIcon|Mithril Helmet|Helmets}} (15 in 268) quite often, and the eventual {{ItemIcon|Mithril Platelegs|Platelegs}} (5 in 268). The {{ItemIcon|Mithril Platebody|Platebody}} has quite a low drop-chance (1 in 568).
| |
| | |
| Before getting the {{ItemIcon|Mithril Platebody|Platebody|nolink=true}} you will probably get both a {{ItemIcon|Mithril Scimitar|Scimitar}} (1 in 67) and a {{ItemIcon|Mithril Shield|Shield}} (5/134), too, so equip these once dropped. You may equip the {{ItemIcon|Mithril Sword|Sword}}, too, but consider sticking with the {{ItemIcon|Mithril Scimitar|Scimitar|nolink=true}} for now, to efficiently level up your {{Skill|Strength|nolink=true}} skill before equipping the {{ItemIcon|Ice Sword}} for a long while.
| |
| | |
| You should farm the {{ItemIcon|Amulet of Strength}} from {{MonsterIcon|Mummy|Mummies}} either here or a little earlier, depending on your preference. If you want to stick around and upgrade it to an {{ItemIcon|Elite Amulet of Strength}}, you may, but it will be a little faster to do so in a bit.
| |
| | |
| As mentioned, you will want to get the {{ItemIcon|Ice Sword|nolink=true}} after getting full {{ItemIcon|Mithril Platebody|Mithril Armour|nolink=true}}, or even before getting the {{ItemIcon|Mithril Platebody|Platebody|nolink=true}}, as it is a really good upgrade at this point. The drop rate is 10% at the {{MonsterIcon|Ice Monster}} in the {{ZoneIcon|Icy Hills}}. The {{ItemIcon|Ice Sword|nolink=true}} is better at grinding {{Skill|Strength|nolink=true}} than all weapons from a lower tier.
| |
| | |
| Now, before you go away from the computer, or to sleep, it’s time to upgrade your dagger. You can get a cheap {{ItemIcon|Adamant Dagger}} from the {{MonsterIcon|Purple Goo Monster}}. More damage to {{MonsterIcon|Plant|Plants|nolink=true}}? Good stuff.
| |
| | |
| === Chapter II-A: Amulet of Looting ===
| |
| The {{ItemIcon|Amulet of Looting}} is a special amulet which automatically loots gear acquired from Combat Areas and {{Skill|Slayer}} Areas. You may get it from the {{ItemIcon|Spider Chest}}, with a 1/22 chance. Due to the nature of HCCO, you will spend a lot of {{ItemIcon|Potatoes|nolink=true}} in the early game (and beyond, too), so you might want to rush this item in order to ease the grind for food as soon as possible.
| |
| | |
| By using {{ItemIcon|Mithril Platebody|Mithril Armour|nolink=true}}, and having around {{Skill|Attack|40|nolink=true}} / {{Skill|Strength|40|nolink=true}} / {{Skill|Defence|40|nolink=true}}, it will take you around 5000 healing from food per run of the {{ZoneIcon|Spider Forest}}. Before you start running the dungeon, you should have a buffer of at least a thousand {{ItemIcon|Potatoes|nolink=true}}, just because RNG might be on your bad side.
| |
| | |
| It is quite possible to beat the zone without having any form of {{UpgradeIcon|Auto Eat - Tier I|Auto Eat}}, and just make sure you time your manual eating right, since the damage of the {{MonsterIcon|Spider|Spiders}} in the area is not too high.
| |
| | |
| Otherwise, if you ''really'' don’t want to manual the dungeon, you should know the base max damage of the zone is 142, requiring {{Skill|Hitpoints|notext=true}} 710 HP for {{UpgradeIcon|Auto Eat - Tier I|AE1}}, {{Skill|Hitpoints|notext=true}} 480 HP for {{UpgradeIcon|Auto Eat - Tier II|AE2}}. This requires {{GP|6000000}}, which would require around 30 hours of '''active''' gameplay at {{MonsterIcon|Master Farmer}}, since you still don’t have auto looting. Bad idea.
| |
| | |
| === Chapter II-B: Making Money Early Game + Auto Eat 1 ===
| |
| As soon as you have your hands on an {{ItemIcon|Amulet of Looting}}, you can start to make money. Money making at this stage is a compromise between risk and reward. Consider the time it takes to farm up the food you need, and the time it takes to farm the GP you want.
| |
| | |
| The safest way to make money, for now, is to kill {{MonsterIcon|Cow|Cows}}, collect their {{ItemIcon|Leather}}, and upgrade it into {{ItemIcon|Green Dragonhide}} through the shop. The selling price for {{ItemIcon|Leather|nolink=true}} is {{GP|50}}, while the selling price for {{ItemIcon|Green Dragonhide|nolink=true}} is {{GP|200}}. By upgrading it, you effectively get {{GP|100}} per piece of {{ItemIcon|Leather|nolink=true}}.
| |
| | |
| Assuming you’ve got the {{ItemIcon|Ice Sword|nolink=true}}, the average GP yield per {{MonsterIcon|Cow}} is {{GP|203}}.
| |
| | |
| '''Important''': As you farm {{MonsterIcon|Cow|Cows}} early game, {{MonsterIcon|Master Farmer|Master Farmers}} later in the game, or {{MonsterIcon|Statue|Statues}} for gear upgrades, it is ALWAYS recommended to use free the easy {{Skill|Slayer}} reroll to get your current objective, as all 3 of them are included.
| |
| | |
| Use {{ItemIcon|Adamant Dagger|nolink=true}} for idling {{MonsterIcon|Plant|Plants|nolink=true}}, and {{ItemIcon|Ice Sword|nolink=true}} for tougher enemies. This chapter ends when you’re at {{Skill|Attack|40|nolink=true}} / {{Skill|Strength|40|nolink=true}} / {{Skill|Defence|40|nolink=true}}.
| |
| | |
| == Chapter III: Mithril to (G) Adamant ==
| |
| {{Skill|Hitpoints|notext=true}} '''To start, you should have:''' {{ItemIcon|Amulet of Looting}}, {{UpgradeIcon|Auto Eat - Tier I}}, Full {{ItemIcon|Mithril Platebody|Mithril Armour|nolink=true}}, {{Skill|Attack|40|nolink=true}} / {{Skill|Strength|40|nolink=true}} / {{Skill|Defence|40|nolink=true}}, {{ItemIcon|Ice Sword}}, {{ItemIcon|Adamant Dagger}} <br>
| |
| {{Icon|Combat|notext=true}} '''At the end, you should have:''' Almost full {{ItemIcon|(G) Adamant Platebody|(G) Adamant Armour|nolink=true}}, {{Skill|Attack|70|nolink=true}} / {{Skill|Strength|40|nolink=true}} / {{Skill|Defence|70|nolink=true}}
| |
| | |
| While your next target is {{MonsterIcon|Adamant Knight|Adamant Knights}}, you should know that leveling {{Skill|Attack|nolink=true}} and {{Skill|Defence|nolink=true}} up to 50 will effectively reduce your healing per Knight from 1700 to 1200.
| |
| | |
| Important note: '''DO NOT IDLE KNIGHTS'''. Make sure to always have more {{Skill|Hitpoints|HP}} than the max hit of the enemy, and try to eat food right after your attack timer ends, so you don’t reset an attack in progress. Eat until full HP, or at least until you have enough HP to survive any attack. The 2.6s interval of the {{MonsterIcon|Adamant Knight}} is not really a danger provided you’re '''PAYING ATTENTION''' and have enough food.
| |
| | |
| Your {{ItemIcon|Ice Sword|nolink=true}} is great for leveling {{Skill|Attack|nolink=true}}, and your {{ItemIcon|Adamant Dagger|dagger|nolink=true}} is fine for leveling {{Skill|Defence|nolink=true}}. You may do this at {{MonsterIcon|Statue}}, to prepare for gear upgrades, and thus your first [[Damage Reduction]] points!
| |
| | |
| Each {{ItemIcon|Adamant Platebody|Adamant|nolink=true}} piece has a 1/48 chance of dropping. Good luck on that! While you don’t really care about the {{ItemIcon|Adamant Boots}} nor the {{ItemIcon|Obsidian Cape}}, you may as well equip them once you get them. It will be a while until you replace the {{ItemIcon|Obsidian Cape|Cape|nolink=true}} for anything else, but there’s no point wasting {{ItemIcon|Silver Bar|Silver}}/{{ItemIcon|Gold Bar|Gold Bars}} on the {{ItemIcon|Adamant Boots|Boots|nolink=true}}. Upgrade the Equipment you get to {{ItemIcon|(G) Adamant Platebody|(G) Adamant|nolink=true}} as soon as you get them, since each piece gives you 4% Damage Reduction.
| |
| | |
| === Chapter III-A: Making money early-mid: Master Farmer + Auto Eat II ===
| |
| | |
| The {{MonsterIcon|Master Farmer|Master Farmer}} gives a total of 14 unique items. You want to prioritize your bank slots for the most rewarding items, taking the price and drop rate into account. This mainly comprises the Tree Seeds, requiring 5 slots. By reserving five slots for the {{MonsterIcon|Master Farmer|Master Farmers}} grind, you get a total of 84% of the GP drops. That’s around {{GP|809}} per kill.
| |
| | |
| === Chapter III-B: Late to mid Game food: Slayer ===
| |
| It is highly recommended to build up {{Icon|Slayer Coins|qty=150000}} as {{UpgradeIcon|Auto Slayer}} is a great purchase to idly build up {{Icon|Slayer Coins|nolink=true}}. With them, you can purchase {{ItemIcon|Standard Resupply}}, which nets you both a useful {{ItemIcon|Crab|qty=150}} and {{ItemIcon|Magic Bones|qty=500}} per purchase. This tends to be the most efficient HP per {{Icon|Slayer Coins|Slayer Coin|nolink=true}}, and is worth saving up for. These can be used throughout the rest of the game for easy food.
| |
| | |
| As per usual, free rerolls may be used to acquire {{MonsterIcon|Master Farmer}} as your {{Skill|Slayer|nolink=true}} task.
| |
| | |
| Beware of {{MonsterIcon|Wizard|Wizards}} when using {{UpgradeIcon|Auto Slayer|nolink=true}}, and ensure they can not bypass your {{UpgradeIcon|Auto Eat - Tier III|Auto Eat|nolink=true}} threshold. They should be skipped either way, as they will consume a lot of food due to their high accuracy on melee armour.
| |
| | |
| == Chapter IV: Upgraded Boots, Gloves, and Weapon ==
| |
| '''To start, you should have:''' Almost full {{ItemIcon|(G) Adamant Platebody|(G) Adamant Armour|nolink=true}}, {{ItemIcon|(G) Rune Boots}}, {{Skill|Attack|70|nolink=true}} / {{Skill|Strength|40|nolink=true}} / {{Skill|Defence|70|nolink=true}} <br>
| |
| '''At the end, you should have:''' Almost full {{ItemIcon|(G) Adamant Platebody|(G) Adamant Armour|nolink=true}}, {{ItemIcon|(G) Rune Boots}}, {{ItemIcon|Desert Wrappings}}, {{ItemIcon|Dragon Scimitar}}, {{Skill|Attack|70|nolink=true}} / {{Skill|Strength|40|nolink=true}} / {{Skill|Defence|70|nolink=true}} {{UpgradeIcon|Auto Eat - Tier II}}
| |
| | |
| Now, grind up enough {{Icon|Slayer Coins}} for the {{ItemIcon|Desert Hat}}, and at least {{SkillReq|Slayer|50}}, so you can gain access to the {{ZoneIcon|Arid Plains}}. You may as well kill {{MonsterIcon|Master Farmer|Master Farmers}} for GP, or hit some {{MonsterIcon|Statue|Statues}} for some {{ItemIcon|Gold Bar|Gold}} and {{ItemIcon|Silver Bar|Silver Bars}}, which are both Easy Slayer Tasks, meaning they’re free to reroll.
| |
| | |
| '''BEWARE''': Do not {{UpgradeIcon|Auto Eat - Tier II|Auto Eat|nolink=true}} {{ItemIcon|Potatoes|nolink=true}} in the {{ZoneIcon|Arid Plains|nolink=true}} unless you have at least {{UpgradeIcon|Auto Eat - Tier II|nolink=true}}. You will lose all your {{ItemIcon|Potatoes|nolink=true}} instantly.
| |
| | |
| Now, why would you want to unlock {{ZoneIcon|Arid Plains|nolink=true}}? Well, there’s a few reasons:
| |
| | |
| * {{ItemIcon|Sand Treaders}} from {{MonsterIcon|Turkul Riders}} — -0.1s to all attacks, good for farming lower level monsters.
| |
| * {{ItemIcon|Rune Boots}} from {{MonsterIcon|Turkul Riders}} — Excellent upgrade, easier to get than from {{MonsterIcon|Rune Knight|Rune Knights}}.
| |
| * {{ItemIcon|Desert Wrappings}} from {{MonsterIcon|Turkul Archers}} — 2% Damage Reduction gloves, best until {{ItemIcon|Paladin Gloves}}.
| |
| | |
| Also, you don’t even need to manual these two enemies! After getting these upgrades, you should hold on to your hat (literally!), because your next weapon upgrade comes from the {{MonsterIcon|Turkul Giant}} in the same area. You could also sell the hat, and buy it again a bit later. The {{Icon|Slayer Coins|Slayer Coin|nolink=true}} cost is not too huge.
| |
| Farm up enough GP to upgrade to {{UpgradeIcon|Auto Eat - Tier II}} at {{MonsterIcon|Master Farmer|nolink=true}}. With {{UpgradeIcon|Auto Eat - Tier II|AE2|nolink=true}} you can idle {{MonsterIcon|Turkul Giant|Turkul Giants|nolink=true}}, provided you have 23% DR and {{SkillReq|Hitpoints|50}}. With this, upgrade your weapon into the {{ItemIcon|Dragon Scimitar}} or, even better, the {{ItemIcon|Desert Sabre}}.
| |
| | |
| == Chapter V: (G) Adamant to Full (G) Rune ==
| |
| '''To start, you should have:''' Almost full {{ItemIcon|(G) Adamant Platebody|(G) Adamant Armour|nolink=true}}, {{ItemIcon|(G) Rune Boots}}, {{ItemIcon|Desert Wrappings}}, {{ItemIcon|Dragon Scimitar}}, {{Skill|Attack|70|nolink=true}} / {{Skill|Strength|40|nolink=true}} / {{Skill|Defence|70|nolink=true}} {{UpgradeIcon|Auto Eat - Tier II}} <br>
| |
| '''At the end, you should have:''' Full {{ItemIcon|(G) Rune Platebody|(G) Rune Armour|nolink=true}}, {{ItemIcon|Paladin Gloves}}, {{ItemIcon|Elite Amulet of Strength}}, {{Skill|Attack|70|nolink=true}} / {{Skill|Strength|80|nolink=true}} / {{Skill|Defence|80|nolink=true}}, {{ItemIcon|Sunset Rapier}} / {{ItemIcon|Ancient Claw}}, {{UpgradeIcon|Auto Eat - Tier III}}
| |
| | |
| The first thing you should do in this part of the story is to upgrade your {{ItemIcon|Amulet of Strength}} into an {{ItemIcon|Elite Amulet of Strength|Elite}} one, simply by farming more {{MonsterIcon|Mummy|Mummies}}. On average you need to kill around a thousand of them.
| |
| | |
| You can wait to get the {{ItemIcon|Paladin Gloves}} until after getting {{ItemIcon|Rune Platebody|Rune Armor|nolink=true}}, or you can farm it now. At this point, you will use around 65 {{ItemIcon|Potatoes|nolink=true}} per {{MonsterIcon|Paladin}} kill, and the chance to get them is 1/171. Not too hard.
| |
| | |
| The next step is to farm the feared shiny {{MonsterIcon|Rune Knight|Rune Knights}}, and upgrade your four armor pieces into {{ItemIcon|(G) Rune Platebody|(G) Rune pieces|nolink=true}}, for a total of 29% Damage Reduction with the {{ItemIcon|Paladin Gloves|nolink=true}}. You will need a bunch of {{ItemIcon|Gold Bar|Gold|nolink=true}} and {{ItemIcon|Silver Bar|Silver Bars|nolink=true}}, farmed at {{MonsterIcon|Statue|nolink=true}}.
| |
| | |
| You should get {{UpgradeIcon|Auto Eat - Tier III}} and a second {{UpgradeIcon|Extra Equipment Set}}. You should also consider getting the third set now, too.
| |
| | |
| Assuming you already have {{SkillReq|Slayer|60}} (and if you don't, then go get it; {{MonsterIcon|Giant Crab}} tasks are your friend here), the last thing to get before moving onto the next section is a better weapon. {{ZoneIcon|Deep Sea Ship}} is your next stop for a {{ItemIcon|Sunset Rapier}}, a great upgrade.
| |
| | |
| Don't bother getting any {{ItemIcon|Dragon Claw Fragment|Dragon Claw Fragments}} from {{MonsterIcon|Griffin}} yet, as they will just take up space. If you're lucky enough to get an {{ItemIcon|Ancient Sword}} before the {{ItemIcon|Sunset Rapier}}, then feel free to use it until you get to {{ZoneIcon|Volcanic Cave}}, as it will drastically reduce your food consumption and the associated food farming time. After that, you'll probably only want to use it outside dungeons due to the high monster damage reducing the benefits of the lifesteal.
| |
| | |
| == Chapter VI: (G) Rune to (G) Ancient ==
| |
| '''To start, you should have:''' Full {{ItemIcon|(G) Rune Platebody|(G) Rune Armour|nolink=true}}, {{ItemIcon|Paladin Gloves}}, {{ItemIcon|Elite Amulet of Strength}}, {{Skill|Attack|70|nolink=true}} / {{Skill|Strength|80|nolink=true}} / {{Skill|Defence|80|nolink=true}}, {{ItemIcon|Sunset Rapier}}, {{UpgradeIcon|Auto Eat - Tier III}} <br>
| |
| '''At the end, you should have:''' Full {{ItemIcon|(G) Ancient Platebody|(G) Ancient Armour|nolink=true}}, {{ItemIcon|Paladin Gloves}}, {{ItemIcon|Elite Amulet of Defence}}, {{Skill|Attack|90|nolink=true}} / {{Skill|Strength|99|nolink=true}} / {{Skill|Defence|90|nolink=true}}, {{ItemIcon|Dragonfire Shield}}, {{ItemIcon|Sandstorm Ring}}
| |
| | |
| {{ItemIcon|Elite Amulet of Defence}} from upgrading {{ItemIcon|Amulet of Defence|Amulets of Defence}}, which are dropped by {{MonsterIcon|Purple Goo Monster|Purple Goo Monsters}}, and {{ItemIcon|Silver Diamond Ring}}, dropped by {{MonsterIcon|Mummy|Mummies}}, are our best friends for now; the limiting factor for the remaining dungeons is how much DR you have access to.
| |
| | |
| Now that you've got full {{ItemIcon|(G) Rune Platebody|Rune (G) Armour|nolink=true}} and {{ItemIcon|Paladin Gloves|nolink=true}} for 32% DR, {{Skill|Hitpoints|notext=true}} 880 Hitpoints will allow you to idle {{ZoneIcon|Volcanic Cave}} for your first useful cape, the {{ItemIcon|Fire Cape}}. At this point, you can expect to eat around {{Skill|Hitpoints|notext=true}} 30,000 HP worth of food per kill without {{Skill|Prayer}}.
| |
| | |
| At this point, you should be using {{ItemIcon|Standard Resupply|Standard Resupplies}} for your food needs. If you prefer to fight monsters instead, then {{MonsterIcon|Sweaty Monster|Sweaty Monsters}} for {{ItemIcon|Salmon}} and {{ItemIcon|Lobster}} will reduce your overall time spent farming food. Expect to get food equivalent to 10.2 HP/kill in {{ItemIcon|Salmon}}, 6.25 HP/kill in {{ItemIcon|Lobster}}, and 2.3 HP/kill in {{ItemIcon|Shark}}.
| |
| | |
| Once you have the {{ItemIcon|Fire Cape|nolink=true}}, you can farm the {{ItemIcon|Sandstorm Ring}} from {{MonsterIcon|Sand Beast|Sand Beasts}}, which will be your best-in-slot {{Skill|Attack|Melee}} DPS ring. You can even use {{PrayerIcon|Safeguard}} if you'd like to farm it sooner, as it will speed up your {{ZoneIcon|Volcanic Cave|nolink=true}} clears.
| |
| | |
| Hopefully you find the {{ZoneIcon|Volcanic Cave|nolink=true}} comfortable, as the goal is to get the {{ItemIcon|Ancient Platebody}}, {{ItemIcon|Ancient Platelegs}}, {{ItemIcon|Ancient Helmet}}, and {{ItemIcon|Ancient Shield}}. There are no Ancient Boots and {{ItemIcon|Dragon Boots}} are unobtainable on HCCO (as is the {{ItemIcon|Dragon Helmet}},) so you'll continue rocking your {{ItemIcon|(G) Rune Boots}} for quite a while. Getting the {{ItemIcon|Dragon Platebody}} and/or {{ItemIcon|Dragon Platelegs}} is only useful if you plan to upgrade them to (G), as you still need the extra DR that comes from the (G) upgrade.
| |
| | |
| Once you get your full {{ItemIcon|Ancient Platebody|Ancient Armour|nolink=true}}, make another visit to {{MonsterIcon|Statue|Statues|nolink=true}} to finish off gathering {{ItemIcon|Gold Bar|Gold Bars|nolink=true}} and {{ItemIcon|Silver Bar|Silver Bars|nolink=true}} and upgrade everything to (G). Luckily the {{ItemIcon|Elite Chest|Elite Chests}} you've been opening also drop plenty of {{ItemIcon|Silver Bar|Silver Bars|nolink=true}} and {{ItemIcon|Gold Bar|Gold Bars|nolink=true}}.
| |
| | |
| In total, you'll need {{ItemIcon|Silver Bar|Silver Bars|qty=6000|nolink=true}} and {{ItemIcon|Gold Bar|Gold Bars|qty=10000|nolink=true}} for full {{ItemIcon|(G) Ancient Platebody|(G) Ancient Armour|nolink=true}}. If you get all the {{ItemIcon|Silver Bar|Silver Bars|nolink=true}} you need, move to {{MonsterIcon|Purple Goo Monster|Purple Goo Monsters}} for faster {{ItemIcon|Gold Bar|Gold Bars|nolink=true}}. You can also hold onto the {{ItemIcon|Amulet of Fury|Amulets of Fury}} for the {{ItemIcon|Fury of the Elemental Zodiacs}} grind later; you'll need {{ItemIcon|Amulet of Fury|Fury Amulets|qty=10}} in total.
| |
| | |
| After getting the {{ItemIcon|(G) Ancient Shield}}, there's nothing stopping you from immediately upgrading it again to the {{ItemIcon|Dragonfire Shield}}, so head to the {{MonsterIcon|Green Dragon|Green Dragons}} to get {{ItemIcon|Dragon Bones|qty=7050}}. You can alternatively wait until getting some {{Skill|Ranged}} levels, as {{MonsterIcon|Green Dragon|Green Dragons|nolink=true}} are slightly weaker to {{Skill|Magic}} and {{Skill|Ranged|nolink=true}} than to {{Skill|Attack|Melee|nolink=true}}, but at this level, you shouldn't have any trouble, and the 8% DR of the {{ItemIcon|Dragonfire Shield|nolink=true}} will be very useful as a {{Skill|Magic|nolink=true}} and {{Skill|Ranged|nolink=true}} offhand for God dungeons.
| |
| | |
| Once you have full {{ItemIcon|(G) Ancient Platebody|(G) Ancient Armour|nolink=true}} and {{ItemIcon|Dragonfire Shield|nolink=true}} for 43% DR (or 40% with {{ItemIcon|Amulet of Looting}} and {{ItemIcon|Sandstorm Ring|nolik=true}}, it's time to grind any remaining melee skills to ideally at least {{Skill|Attack|90|nolink=true}} / {{Skill|Strength|99|nolink=true}} / {{Skill|Defence|90|nolink=true}} while working your way towards {{SkillReq|Slayer|70}} for your next food upgrade - {{ItemIcon|Trout|nolink=true}} from {{MonsterIcon|Raging Horned Elite|Raging Horned Elites}} or RHE; you can also take advantage of the {{ItemIcon|Gold Emerald Ring}} from {{MonsterIcon|Mummy|Mummies}} to speed up stat grinding.
| |
| | |
| Once you get to this point, you can expect 447.8 HP in food for every kill! Once you start killing {{MonsterIcon|Raging Horned Elite|Raging Horned Elites|nolink=true}}, hold onto the {{ItemIcon|Ancient Arrows}} they drop as they're your best arrows, even though they can't be equipped until {{SkillReq|Ranged|70}}. Additionally, the {{ItemIcon|Large Horn|Large Horns}} that they drop will likely replace {{MonsterIcon|Master Farmer|Master Farmers}} for GP farming, as the GP/hr is about the same (not to mention the food, arrows, and {{Skill|Prayer}} points you're getting), with a much lower bank demand.
| |
| | |
| === Chapter VI-A: Ranged ===
| |
| {{Skill|Ranged}} is quite straightforward, but we’ve been putting it off for mainly two reasons: It doesn’t provide any real benefit until you start fighting Wizards, or other magic monsters, and getting its gear without having the space in your bank or loadouts for the gear and weapons will be annoying.
| |
| | |
| Get your first two bows; {{SkillReq|Ranged|5}} lets you use {{ItemIcon|Oak Shortbow}}) from the {{MonsterIcon|Ranged Golbin}} over at the {{ZoneIcon|Golbin Village}}, and use the {{ItemIcon|Ice Arrows}} from the {{MonsterIcon|Frozen Archer}} over at the {{ZoneIcon|Icy Hills}}. These are almost as strong as {{ItemIcon|Rune Arrows}}, which you can start to use at {{SkillReq|Ranged|40}}, but are much easier and cheaper to farm, and can be equipped from the very beginning.
| |
| | |
| Literally all your next weapon upgrades, except if you go out of your way to get the {{ItemIcon|Yew Longbow}} from the {{MonsterIcon|Holy Archer}} at {{SkillReq|Ranged|40}}, will come from the {{ItemIcon|Bandit Chest}}. At {{SkillReq|Ranged|30}}, you can upgrade to the {{ItemIcon|Maple Longbow}}, at {{SkillReq|Ranged|50}} you can use the {{ItemIcon|Magic Longbow}}, and finally you will get to use the {{ItemIcon|Redwood Longbow}} and the {{ItemIcon|Ancient Longbow}} at {{SkillReq|Ranged|60}} and {{SkillReq|Ranged|70}}.
| |
| | |
| An alternative (but less efficient) route for early {{Skill|Ranged|nolink=true}} training is to kill {{MonsterIcon|Thief|Thieves}} in the {{ZoneIcon|Runic Ruins}} for {{ItemIcon|Steel Throwing Knife|notext=true}} [[Ranged#Throwing_Knives|throwing knives]], which, due to their higher attack speed and inherent 15% ammunition saving, can help with early training.
| |
| | |
| Once you get into higher levels you may consider using the {{ItemIcon|Adamant Arrows|Adamant}} (worse than {{ItemIcon|Ice Arrows|Ice}}), {{ItemIcon|Rune Arrows|Rune}} and {{ItemIcon|Dragon Arrows}} you’ve collected from the {{ItemIcon|Bandit Chest}}. If you’re farming {{MonsterIcon|Raging Horned Elite}} for food you may also use {{ItemIcon|Ancient Arrows|nolink=true}} in {{Skill|Ranged}} after {{SkillReq|Ranged|70}}.
| |
| | |
| Most of your ranged armor upgrades will come from the {{ZoneIcon|Spider Forest}}, moving through {{ItemIcon|Green D-hide Body|Green Dragonhide|nolink=true}} at {{SkillReq|Ranged|40}}, {{ItemIcon|Blue D-hide Body|Blue Dragonhide}} at {{SkillReq|Ranged|50}}, {{ItemIcon|Red D-hide Body|Red Dragonhide}} at {{SkillReq|Ranged|60}}, and finally into {{ItemIcon|Black D-hide Body|Black Dragonhide}} at {{SkillReq|Ranged|70}}.
| |
| | |
| Upgrading {{Skill|Ranged|nolink=true}} armor is much easier than {{Skill|Attack|Melee}} armor, as you can buy {{ItemIcon|Leather}} from the shop, which can then be used to buy {{ItemIcon|Green Dragonhide|Green}}, {{ItemIcon|Blue Dragonhide|Blue}}, and {{ItemIcon|Red Dragonhide|Red}} dragon leathers for upgrading their respective armor tiers.
| |
| | |
| Alternatively, killing dragons in the {{ZoneIcon|Dragon Valley}} can provide all chromatic dragonhide, including {{ItemIcon|Black Dragonhide|Black}}. {{ItemIcon|Ranger Hat}} and {{ItemIcon|Ranger Boots}} are a nice bonus for saving ammunition while training, but after {{SkillReq|Ranged|70}}, ammunition will be plentiful thanks to {{MonsterIcon|Raging Horned Elite|Raging Horned Elites|nolink=true}}, so they aren't necessarily worth the time to grind out.
| |
| | |
| === Chapter VI-B: Magic ===
| |
| {{Skill|Magic}} in this challenge will mainly consist of casting Air spells, since you can remove one colour from the rune costs. All spells cost {{ItemIcon|Air Rune|Air Runes}}, but {{ItemIcon|Water Rune|Water}}, {{ItemIcon|Earth Rune|Earth}}, and {{ItemIcon|Fire Rune|Fire}} spells additionally cost their respective runes.
| |
| | |
| This is a bad thing for us, since we have no real way to farm a lot of runes yet. However, we can get started by farming some catalyst runes from the {{MonsterIcon|Vampire}} and the {{MonsterIcon|Master Wizard}}. The {{MonsterIcon|Vampire|nolink=true}} is probably best for now, since it is a {{Skill|Ranged|nolink=true}} monster, meaning we can strike it with our powerful {{Skill|Attack|Melee}}. Even considering the drop chance and drop rates are lower than from the {{MonsterIcon|Master Wizard|nolink=true}}, this will be faster overall.
| |
| | |
| Catalyst Runes are the runes you use to power up your spells, while Elemental runes select which element you’re using. You can remove the cost for Elemental runes with staves, which we will abuse to completely nullify the Air cost, and thus only use air Apells.
| |
| | |
| The {{ItemIcon|Staff of Air}} reduces the cost by 1, allowing you to cast up to {{Icon|Wind Strike|type=spell}} for free at 20 damage. The {{ItemIcon|Air Battlestaff|Battlestaff}} reduces it by 3, allowing you to cast up to {{Icon|Wind Blast|type=spell}} for free at 130 damage. The {{ItemIcon|Mystic Air Staff}} reduces it by 5, allowing you to cast up to {{Icon|Wind Wave|type=spell}} for free at 170 damage.
| |
| | |
| Keep in mind you will also need the Catalyst runes for each tier. Once you get to {{SkillReq|Magic|30}}, you can start wielding {{ItemIcon|Air Battlestaff|battlestaves}}, and should therefore also cast {{Icon|Wind Bolt|type=spell}}. {{ItemIcon|Mind Rune|Mind Runes}} are useful lategame as {{Icon|Water Strike|type=spell}} is the most rune-efficient spell to use for {{ItemIcon|Cloudburst Staff}} and {{ItemIcon|Ocean Song}}, so you may want to consider keeping them.
| |
| | |
| After you can cast {{ItemIcon|Death Rune|Death}} spells, you might want to go back and forth between {{ItemIcon|Chaos Rune|Chaos Runes}} and {{ItemIcon|Death Rune|Death Runes|nolink=true}}, since they both deal decent damage, and are both farmed decently at the {{MonsterIcon|Master Wizard|nolink=true}} for a while. Eventually, as you get more magic evasion through leveling {{Skill|Magic|nolink=true}}, you will only use {{ItemIcon|Death Rune|Death Runes|nolink=true}}, as the {{MonsterIcon|Necromancer}} stops hurting too much.
| |
| | |
| == Chapter VII: (G) Ancient to God Gear and Beyond (everything maxed, current end game) ==
| |
| ===Pre-Gods===
| |
| It's about time to get the {{ItemIcon|Fury of the Elemental Zodiacs}}. It has 1% more Damage Reduction than the {{ItemIcon|Elite Amulet of Defence}}, in addition to offensive and defensive bonuses. Refer to the [[Fury of the Elemental Zodiacs/Guide|FEZ Guide]] for getting all the materials to make it.
| |
| | |
| ===Aeris===
| |
| | |
| Getting {{Skill|Attack|99|nolink=true}} / {{Skill|Strength|99|nolink=true}} / {{Skill|Defence|99|nolink=true}} melee stats is not a bad plan at this point, but before moving into the {{ZoneIcon|Air God Dungeon}}, you'll want to have at least {{Skill|Attack|90|nolink=true}} / {{Skill|Strength|90|nolink=true}} / {{Skill|Defence|90|nolink=true}} melee stats, full {{ItemIcon|(G) Ancient Platebody|(G) Ancient Armour|nolink=true}}, {{ItemIcon|(G) Rune Boots}}, {{ItemIcon|Paladin Gloves}}, {{ItemIcon|Dragonfire Shield}}, {{ItemIcon|Fire Cape}}, {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}} or {{ItemIcon|Elite Amulet of Defence}}, and {{SkillReq|Ranged|85}}. This combination of armor will allow you to reach 43% DR and idle the {{ZoneIcon|Air God Dungeon}} with as low as {{SkillReq|Hitpoints|97}} for 1000 total health, including the 30 HP bonus from the {{ItemIcon|Dragonfire Shield}}. If your HP is at least {{SkillReq|Hitpoints|95}}, then you can even use the {{ItemIcon|(U) Ancient D-hide Vambraces}} for 2% DR more than {{ItemIcon|Paladin Gloves}}.
| |
| | |
| Your goal is to get full {{ItemIcon|Aeris God Platebody|Aeris God Armour|nolink=true}} from the {{ItemIcon|Scroll of Aeris|Scrolls of Aeris}}, with the {{ItemIcon|Stormsnap}} being optional. The {{ItemIcon|Aeris Godsword}} is wholly unnecessary, as you'll want to keep using the DR of the {{ItemIcon|Dragonfire Shield}} a while longer, though all of the godswords can be used for non-dungeon grinding.
| |
| | |
| You'll want to hold on to the {{ItemIcon|Air Shard|Air Shards}} which can be upgraded into {{ItemIcon|Air Chest|Air Chests}}, containing various Crossbow bolts. These won't be enough to supply you for the {{ZoneIcon|Water God Dungeon}} but will at least save you some time grinding ammunition in the future. The {{ItemIcon|Deadeye Amulet}} and the {{ItemIcon|Deadeye Ring}} are each pretty good DPS increases for {{Skill|Ranged}}, but DR is so tight in most god dungeons that you may not be able to use it over the {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}.
| |
| | |
| ===Glacia===
| |
| Hopefully you've gotten the {{PetIcon|Finn, the Cat}} pet by now, because the 10 max Health bonus makes DR and max hit calculations much easier, not to mention potentially saving you 1% DR here and there. That and the {{PetIcon|Leonardo}} pet will be assumed from here out for the sake of example gear, just for simplicity, alongside {{SkillReq|Hitpoints|99}}.
| |
| | |
| {{ZoneIcon|Water God Dungeon}} will be done with {{Skill|Ranged}}. Your goal is 49% DR. While it's much easier to reach this threshold with the {{ItemIcon|Ancient Crossbow}} from {{ZoneIcon|Dragons Den}} and a {{ItemIcon|Dragonfire Shield}}, gathering bolts from either {{ItemIcon|Air Chest|Air Chests}} or {{Skill|Slayer}} resupplies is pretty tedious. An alternative if you have {{SkillReq|Prayer|80}} is to use the {{PrayerIcon|Stone Skin}} Prayer and the {{ItemIcon|Ancient Longbow}}, full {{ItemIcon|Aeris God Platebody|Aeris Armour|nolink=true}}, {{ItemIcon|Fury of the Elemental Zodiacs|FEZ|nolink=true}}, {{ItemIcon|Silver Diamond Ring}}, and a {{ItemIcon|Fire Cape}}. Otherwise, you'll have to use a shield.
| |
| | |
| If you do go the {{ItemIcon|Ancient Crossbow}} + {{ItemIcon|Dragonfire Shield}} route, then {{ItemIcon|Aeris God Platebody|Aeris Armour|nolink=true}} provides enough damage reduction for you to wear otherwise fully offensive gear, including the {{ItemIcon|Deadeye Amulet}}, {{ItemIcon|Deadeye Ring}}, and the {{ItemIcon|Cape of Prat}} or {{ItemIcon|Ranged Skillcape}}.
| |
| | |
| Regardless of your gearing, the goal is full {{ItemIcon|Glacia God Platebody|Glacia Armour|nolink=true}} from the {{ItemIcon|Scroll of Glacia|Scrolls of Glacia}}, with the {{ItemIcon|Warlock Ring}} from {{ItemIcon|Water Chest|Water Chests}} being a neat bonus and the {{ItemIcon|Warlock Amulet}} not being very useful. The {{ItemIcon|Glacia Godsword}} is not worth grinding for, nor is the {{ItemIcon|Cloudburst Staff}}. The staff doesn't provide any {{ItemIcon|Air Rune|Air Runes}}, which are required for all standard spells, so where you can use a staff, you'll likely want to use your {{ItemIcon|Mystic Air Staff}} to prevent needing to farm {{MonsterIcon|Wizard|Wizards}} for {{ItemIcon|Air Rune|Air Runes|nolink=true}} However, most of the late-game magic content requires a wand and shield anyway, so it's moot {{ItemIcon|Water Chest|Water Chests}} are actually the best place to farm {{ItemIcon|Ancient Rune|Ancient Runes}} due to the low drop rate and amount from {{ItemIcon|Magic Chest|Magic Chests}}. Hold on to a {{ItemIcon|Magic Wand (Elite)}} if you get one and have the bank space to spare, as it's the best one-handed wand you'll have access to for awhile.
| |
| | |
| ===Terran===
| |
| You may choose to farm up the {{ItemIcon|Dragon Claw}} and {{ItemIcon|Ancient Claw}} now, if you haven't done so already. {{ItemIcon|Dragon Claw Fragment|Dragon Claw Fragments}} are farmed from {{MonsterIcon|Griffin|Griffins}} in the {{ZoneIcon|High Lands}}, while {{ItemIcon|Ancient Claw Fragment|Ancient Claw Fragments}} are farmed from {{MonsterIcon|Pegasus|Pegasi}} in the same area. You will need 100 of each to make the claws. However, you can also leave this grind for after {{ZoneIcon|Into the Mist}}, as it is primarily useful for Melee farming.
| |
| | |
| With full {{ItemIcon|Glacia God Platebody|Glacia Armour|nolink=true}}, a {{ItemIcon|Mystic Air Staff}}, and 45% DR, you can go do the {{ZoneIcon|Infernal Stronghold}} to get your {{ItemIcon|Infernal Cape}} and get {{ItemIcon|Infernal Core|Infernal Cores|qty=10}} to upgrade your {{ItemIcon|Dragon Claw}} and {{ItemIcon|Ancient Claw}} into the {{ItemIcon|Infernal Claw}}.
| |
| | |
| {{MonsterIcon|Terran}} must be done with {{Skill|Magic}} and has a very tight window for gearing and Damage Reduction. Specifically, your attack speed needs to be faster than 3 seconds and you need 47% DR. In a worst case scenario, {{MonsterIcon|Terran|nolink=true}} will increase your attack interval by 33% for 2 turns then stun you for 1 turn. If he hits you while you're stunned, you'll take an additional 30% damage, drastically increasing your necessary DR to safely idle.
| |
| | |
| As with the {{ZoneIcon|Water God Dungeon|nolink=true}}, there are two ways to do the {{ZoneIcon|Earth God Dungeon}}: you can use a {{ItemIcon|Mystic Air Staff}}, {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}, {{ItemIcon|Skull Cape}}, and {{ItemIcon|Silver Diamond Ring}} and use the {{Icon|Surge I|type=aurora}} Aurora to just barely make your attacks fast enough to avoid being smacked while stunned and slowed, or use a {{ItemIcon|Magic Wand (Elite)}}, {{ItemIcon|Miolite Shield}} (or {{ItemIcon|Dragonfire Shield}} if you're lazy), {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}, {{ItemIcon|Skull Cape}}, and the {{ItemIcon|Warlock Ring}}, which is fast enough to not worry about needing {{Icon|Surge I|type=aurora}}.
| |
| | |
| There are also two reasonable choices for spells. Gathering {{ItemIcon|Ancient Rune|Ancient Runes}} is a slow process, but it allows for the use of {{Icon|Wind Surge|type=spell}}, which will shred through the dungeon at around 250 casts per kill for 3.7 kills per hour with the wand or 350 casts per kill for 2.3 kills per hour with a staff. On the other hand, {{ItemIcon|Death Rune|Death Runes}} are much easier to gather in bulk from {{MonsterIcon|Necromancer|Necromancers}} so you could instead use {{Icon|Wind Blast|type=spell}} at around 350 casts per kill for 2.5 kills per hour with a wand or 800 casts per kill for 1.5 kills/hr with a staff. Using [[Ancient Magicks]] is not recommended, even with a {{ItemIcon|Mystic Air Staff}}, as while you can get 5.5 kills per hour with this gear, it also costs almost {{ItemIcon|Ancient Rune|Ancient Runes|qty=600}} per kill.
| |
| | |
| The goal is to get an {{ItemIcon|Earth Layered Shield}} and least 4 pieces of {{ItemIcon|Terran God Platebody|Terran Armour|nolink=true}} from {{ItemIcon|Scroll of Terran|Scrolls of Terran}}, though 5 is, of course, ideal. Make sure you finally put your {{ItemIcon|(G) Rune Boots}} to rest; they've earned it. Terran isn't necessary to upgrade your melee gear further to {{ItemIcon|Ragnar God Platebody|Ragnar Armour|nolink=true}}, but you will need a few Terran pieces to reach the DR threshold for {{ZoneIcon|Into the Mist}}. Again, the {{ItemIcon|Terran Godsword}} isn't worth grinding out due to the DR opportunity cost of not being able to wield a shield and not having access to {{Icon|Damage Reduction Potion|Damage Reduction Potions}}. You'll also want to get both a {{ItemIcon|Guardian Amulet}} and a {{ItemIcon|Guardian Ring}} from the {{ItemIcon|Earth Chest|Earth Chests}}, which provide BIS DR in their respective slots (10% for a necklace when below 50% HP, 5% otherwise, and 2% for a ring.)
| |
| | |
| ===Ragnar===
| |
| {{MonsterIcon|Ragnar}} is completely optional for game progression, as {{ItemIcon|Ragnar God Platebody|Ragnar God Armour|nolink=true}} actually has LESS damage reduction than {{ItemIcon|Terran God Platebody|Terran God Armour|nolink=true}}, though it has much higher Strength and melee attack bonuses.
| |
| | |
| {{ItemIcon|Wasteful Ring}} is required to do {{ZoneIcon|Fire God Dungeon}} as a CO, so grab some {{ItemIcon|Climbing Boots}}, head over to the {{ZoneIcon|Perilous Peaks}} and kill some {{MonsterIcon|Wicked Greater Dragon|Wicked Greater Dragons}}. While you're there, you might as well stock up on {{ItemIcon|Jadestone Bolts}} from {{MonsterIcon|Hunting Greater Dragon|Hunting Greater Dragons}}, if you have the food to spare. While they're the best bolts in the game, the food necessary to grind them out in any notable amount may dissuade you from changing away from {{ItemIcon|Topaz Bolts}} or {{ItemIcon|Sapphire Bolts}} from {{Skill|Slayer}} resupplies.
| |
| | |
| Range is your best option for the {{ZoneIcon|Fire God Dungeon}} due to the 1300 Magic max hit of the final boss, {{MonsterIcon|Ragnar}}. Even once you have your {{ItemIcon|Wasteful Ring|nolink=true}} equipped, you'll need 63% DR to idle {{ZoneIcon|Fire God Dungeon|nolink=true}}, which at this point, can only be done with the {{ItemIcon|Guardian Amulet}} or the {{PetIcon|Erran}} pet from {{ZoneIcon|Earth God Dungeon}} plus {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}} and otherwise full tank gear. We only have access to 66% total DR from {{Skill|Ranged}} until after {{ZoneIcon|Into the Mist}}. Full {{ItemIcon|Aeris God Platebody|Aeris|nolink=true}}, {{ItemIcon|Earth Layered Shield}}, {{ItemIcon|Infernal Cape}}, and {{PrayerIcon|Stone Skin}} will only get you to 60% DR.
| |
| | |
| If you aren't after full collection log completion and just want to speed your way to {{ZoneIcon|Into the Mist}} and T90 weapon farming, then pick up 2 pieces of {{ItemIcon|Ragnar God Platebody|Ragnar Armour|nolink=true}}. The helm and platebody provide the best offensive bonuses, and all pieces have the same DR, so these will be the best bang for your buck.
| |
| | |
| Unfortunately, the {{ItemIcon|Ragnar Godsword}} isn't of any use to us without {{Icon|Damage Reduction Potion|Damage Reduction Potions}} to make up for the lack of a shield, nor is the {{ItemIcon|Big ol Ron}}. The strength of the {{ItemIcon|Sandstorm Ring}} means that the {{ItemIcon|Fighter Ring}} isn't any good for endgame monsters, and the stun effect of the {{ItemIcon|Fighter Amulet}} is overshadowed by any other end-game amulet due to its lack of actual stats (specifically DR). If you can afford to give up the DR of a necklace, you're better off using more {{ItemIcon|Ragnar God Platebody|Ragnar Armour|nolink=true}} and a {{ItemIcon|Fury of the Elemental Zodiacs|FEZ|nolink=true}} or just toss on your {{ItemIcon|Amulet of Looting}}. This means that the {{ItemIcon|Fire Chest|Fire Chests}} are more or less useless for progression.
| |
| | |
| === Into the Mist ===
| |
| The {{UpgradeIcon|Dungeon Equipment Swapping}} upgrade is required to complete {{ZoneIcon|Into the Mist}}. The minimum recommended gear is full {{ItemIcon|Terran God Platebody|Terran|nolink=true}}, {{ItemIcon|Aeris God Platebody|Aeris|nolink=true}} and {{ItemIcon|Glacia God Platebody|Glacia|nolink=true}} God Armour, but it can be completed pre-Terran just with more active strategies (swap {{ItemIcon|Terran God Platebody|Terran|nolink=true}} Gear for {{ItemIcon|Ancient Platebody|Ancient|nolink=true}} Gear and swap {{ItemIcon|Earth Layered Shield}} for {{ItemIcon|Dragonfire Shield}}.) Recommended skill levels are {{Skill|Attack|90|nolink=true}}, {{Skill|Strength|90|nolink=true}}, {{Skill|Defence|90|nolink=true}}, {{Skill|Ranged|90|nolink=true}}, and {{Skill|Magic|90|nolink=true}}, {{SkillReq|Hitpoints|99}} and {{SkillReq|Prayer|76}}. Each of the 3 phases of the boss can only be damaged by an attack type that matches their own. Melee vs melee, ranged vs ranged, magic vs magic. The DR numbers provided assume a max HP of 1000 from {{SkillReq|Hitpoints|99}} and {{PetIcon|Finn, the Cat}}. (500 max HP after affliction).
| |
| | |
| You can either {{UpgradeIcon|Auto Eat}} your way through this dungeon, or hold down the Eating button in order to spam food when it is available.
| |
| | |
| The most important thing to understand about {{ZoneIcon|Into the Mist}} is the [[Affliction]] debuff, which lowers your max HP by 1% for every stack and stacks up to 50 times. Every time an attack hits you while in this dungeon there is a 70% chance to gain a stack of affliction. This means that in long fights, your max HP will drop to 500, which puts your {{UpgradeIcon|Auto Eat|nolink=true}} threshold at 200. The only way to remove affliction is to defeat the current monster or run.
| |
| | |
| ==== Afflicted Monsters ====
| |
| For [[Into the Mist#Afflicted_Monsters|Afflicted Monsters]], you will want to be using your strongest {{Skill|Attack|Melee}}, {{Skill|Ranged}} and {{Skill|Magic}} sets. Swap sets according to the attack style of the monster to gain [[Combat Triangle]] advantage. Due to the variability of the monsters you face, this phase can either be very easy or very hard. Keep your eye on your current {{UpgradeIcon|Auto Eat}} threshold (which will drop from 400 to 200 as the fight continues), and the max hit of the monster you are currently facing (keeping in mind status effects like sleep, stun, and freeze.) You will likely need to eat manually in this section. This phase is not a race against time, unlike Phase 1 and 3 so there is no need to rush.
| |
| | |
| ====Mysterious Figure - Phase 1====
| |
| Recommended Gear: {{ItemIcon|Terran God Platebody|Terran}} or {{ItemIcon|Ragnar God Platebody|Ragnar}} Armour, {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}, {{ItemIcon|Guardian Ring}} or {{ItemIcon|Fighter Ring}}, {{ItemIcon|Darksteel Dagger}}, {{ItemIcon|Earth Layered Shield}}, {{ItemIcon|Infernal Cape}}<br>
| |
| Recommended Prayers: {{PrayerIcon|Protect from Melee}}, {{PrayerIcon|Chivalry}}<br>
| |
| Combat Style: Stab
| |
| | |
| ===== Attacks =====
| |
| {{MonsterIcon|Mysterious Figure - Phase 1|Mark of Death}} (50%) (Auto Eat req: 34% DR)
| |
| * An unavoidable attack that deals 300 damage, and applies +1 stack of Mark of Death to you (Maximum 3 stacks). Mark of Death gives 50% decreased damage reduction regardless of number of stacks. One stack is removed after each of your turns.
| |
| | |
| Cursed Edge (35%) (Spam Eat)
| |
| * An avoidable attack that slices at you 2 times, dealing 600 damage each.
| |
| | |
| Reap and Return (15%) (Auto Eat req: 56% DR)
| |
| * An avoidable attack that hits 7 times, plus an extra time per Mark of Death stack applied to you. Deals 450 damage each and heals the enemy for 100% of damage dealt. Removes all Mark of Death stacks from you after attack.
| |
| | |
| ===== Strategy =====
| |
| For this fight, it is very helpful to use a weapon with attack speed lower than 2.6. This means that you can avoid getting hit while you have a stack of the Mark of Death debuff. Mark of Death is survivable with {{UpgradeIcon|Auto Eat|nolink=true}} at max affliction provided you have at least 34% DR. Cursed Edge can kill you through {{UpgradeIcon|Auto Eat|nolink=true}} at high affliction stacks, so spam eat for this attack once its max hit is higher than your {{UpgradeIcon|Auto Eat|nolink=true}} threshold.
| |
| | |
| With 56% DR, you can survive Reap and Return using just {{UpgradeIcon|Auto Eat|nolink=true}} even at maximum affliction stacks. This fight is a race due to the healing the boss receives from Reap and Return. For this reason we use {{PrayerIcon|Protect from Melee}} to limit the amount of healing the boss can do. It is important to not use {{ItemIcon|Sandstorm Ring}}, since the special attack will stop you from clearing the Mark of Death stacks before being hit. {{ItemIcon|Darksteel Dagger}} is very strong here due to how the bleed scales with enemy max HP.
| |
| | |
| ==== Mysterious Figure - Phase 2 ====
| |
| Recommended Gear: {{ItemIcon|Aeris God Platebody|Aeris Armour}}, {{ItemIcon|Deadeye Amulet}} or {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}, {{ItemIcon|Deadeye Ring}} or {{ItemIcon|Guardian Ring}}, {{ItemIcon|Ancient Throwing Knife|Ancient Throwing Knives}}, {{ItemIcon|Earth Layered Shield}}, {{ItemIcon|Infernal Cape}} or {{ItemIcon|Cape of Prat}}.<br>
| |
| Recommended Prayers: {{PrayerIcon|Eagle Eye}}, {{PrayerIcon|Sharp Vision}}<br>
| |
| Combat Style: Rapid
| |
| | |
| =====Attacks=====
| |
| {{MonsterIcon|Mysterious Figure - Phase 2|Mark of Death}} (50%) (Auto Eat req: 34% DR)
| |
| * An unavoidable attack that deals 300 damage, and applies +1 stack of Mark of Death to you (Maximum 3 stacks). Mark of Death gives 50% decreased damage reduction regardless of number of stacks. One stack is removed after each of your turns.
| |
| | |
| Concealed Danger (35%) (Auto Eat req: 56% DR)
| |
| * An avoidable attack that hits 1 time(s), plus an extra time per Mark of Death stack applied to you. Deals 450 damage each. Removes all Mark of Death stacks from you after attack.
| |
| | |
| Shadowstep (15%)
| |
| * The enemy is surrounded with mist, gives the enemy +20% Global Evasion,+40% Damage Reduction and -20% Attack Interval for 1 of the enemy's turn. If buff is already active, perform a Normal Attack instead.
| |
| | |
| Normal Attack (Instead of repeating Shadowstep while the effect is already active) (Spam Eat)
| |
| * 772 Ranged Damage
| |
| | |
| ===== Strategy =====
| |
| For this phase, we are once again avoiding the Mark of Death debuff by using a fast attack speed weapon. In this case, our attack must be faster than 1.75 which {{ItemIcon|Ancient Throwing Knife|Ancient Throwing Knives}} with the rapid attack style allows us to do. Mark of Death is survivable with {{UpgradeIcon|Auto Eat|nolink=true}} at max affliction provided you have at least 34% DR. With 56% DR, you can survive Concealed Danger even with maximum affliction.
| |
| | |
| The attack which you must watch out for is the normal attack, which happens instead of Shadowstep if the boss already has the buff (the attack bar of the boss will be blue rather than yellow). This attack can kill you through {{UpgradeIcon|Auto Eat|nolink=true}} at high affliction stacks, so spam eat for this attack once its max hit is higher than your {{UpgradeIcon|Auto Eat|nolink=true}} threshold. This phase is not a race against time, so slow and steady will work for this phase.
| |
| | |
| ==== Ahrenia ====
| |
| Recommended Gear: {{ItemIcon|Glacia God Platebody|Glacia Armour}}, {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}, {{ItemIcon|Warlock Ring}} or {{ItemIcon|Guardian Ring}}, {{ItemIcon|Magic Wand (Elite)}}, {{ItemIcon|Miolite Shield}} or {{ItemIcon|Earth Layered Shield}}, {{ItemIcon|Skull Cape}} or {{ItemIcon|Infernal Cape}}<br>
| |
| Recommended Prayers: {{PrayerIcon|Mystic Might}}, {{PrayerIcon|Augury}}<br>
| |
| Spell: {{Icon|Gust|type=spell}} or {{Icon|Slicing Winds|type=spell}}
| |
| | |
| ===== Attacks =====
| |
| Shadow Burst (70%) (Spam Eat)
| |
| * Fire off 3 large, avoidable, dark explosions that deal 800 damage each. Gives you -1% Global Accuracy that stacks up to 40 times.
| |
| | |
| Into the Mist (15%)
| |
| * The enemy disappears into the Mist. Gives the enemy +10% Damage Reduction each time they are hit for the duration of this attack (Stacks up to 10 times) and gives Regen that heals 10% of the enemy's max Hitpoints over 10s.
| |
| | |
| Fallen Light (15%) (Auto Eat req: 50% DR)
| |
| * The Mist breaks away and the sky opens up to an unavoidable, falling ray of Darkness, dealing 400x15 damage over 2.8s.
| |
| | |
| ===== Strategy =====
| |
| For this fight, you will first and foremost need to achieve accuracy higher than 33,334. This allows us to stay above the 20,000 accuracy requirement for [[Ancient Magicks]] while accounting for max stacks of the Shadow Burst debuff. Once you achieve the required accuracy, you should then try to get at least 50% DR. How you achieve this combination of stats will depend or your exact {{Skill|Magic}} level and which [[Pets|pets]] and [[Equipment|gear]] you have currently collected. It isn't possible to reach the DR needed to survive Shadow Burst even at low affliction stacks, so you will need to spam eat whenever you see Shadowburst (this will be most attacks).
| |
| | |
| Into the Mist healing the boss means this fight is a race against time. This is why we're going to use 100% accuracy [[Ancient Magicks]]. {{Icon|Gust|type=spell}} is a good choice, but {{Icon|Slicing Winds|type=spell}} will also get the job done. Fallen Light can be survived with {{UpgradeIcon|Auto Eat|nolink=true}} at max affliction as long as you have at least 50% DR. It is important to use {{UpgradeIcon|Auto Eat|nolink=true}} for Fallen Light since that will allow you to attack without being interrupted by manual eating.
| |
| == Chapter VIII: T90 grind ==
| |
| | |
| ==== Recommended stats ====
| |
| | |
| The most important skills are {{Skill|Hitpoints|99}} and {{Skill|Slayer|99}}, as HP is needed to meet the DR thresholds and the slayer cape perk is very beneficial. Bare minimum stats are {{Skill|Attack|80}} to equip {{ItemIcon|Darksteel Dagger}}, around {{Skill|Strength|80}}, {{Skill|Defence|85}} for Ragnar/Terran God Armour, {{Skill|Prayer|66}} for Chivalry, {{Skill|Ranged|90}} and {{Skill|Magic|90}} for God Armours, {{ItemIcon|Shockwave}} and {{ItemIcon|Ocean Song}}. It is also assumed that {{PetIcon|Finn, the Cat}} and {{PetIcon|Leonardo}} are owned. The reason why the offensive requirements are relatively low is that farming T90s takes a '''very''' long time on a CO account (about 3 weeks of continuous play all up), so a lot of experience will be gained during this section anyway. For example, by the time the first T90, {{ItemIcon|Shockwave}}, is completed the player will have earned about 4m prayer and 9.5m melee exp. Therefore it is not essential to have maxed offensive stats, as those can be effectively trained along the way. 99 slayer however is very important for the cape perk. It is still possible to do without the cape, but a lot of food will be wasted in compensation and a lot fewer kills/hr on {{MonsterIcon|Rokken}} if the player's attack speed is 2.2 or above. A {{ItemIcon|Hunter's Ring}} is highly recommended in this case for full area effect negation.
| |
| | |
| You must complete {{ZoneIcon|Into the Mist}} to make use of the passive slot for this section. The food and dps loss from not having this slot is simply not worth it. You will complete 40 master slayer tasks while farming T90s and {{ZoneIcon|Dark Waters}} enemies are easier than {{ZoneIcon|Perilous Peaks}} enemies once the DR threshold from gear has been met. Perilous peak enemies are designed to consume a large amount of food (which is precious on a CO account) and so tackling them with T90 gear is optimal.
| |
| | |
| The recommended order for farming T90s is: {{MonsterIcon|Rokken}} (ranged) → {{MonsterIcon|Ku-tul}} (magic) → {{MonsterIcon|Umbora}} (melee). Both {{MonsterIcon|Rokken}} and {{MonsterIcon|Ku-tul}} can be completed at roughly the same kills/hr without any T90 items, but {{ItemIcon|Darksteel Dagger}} + {{ItemIcon|Elder Crown}} combo will result in about 2.5x less food usage on {{MonsterIcon|Rokken}}, as well as {{ItemIcon|Shockwave}} having more immediate value than {{ItemIcon|Ocean Song}} which requires a lot of farming to make use of. {{MonsterIcon|Umbora}} is by far the most difficult monster due to the scarce nature of runes, so tackling this monster with doubling and % damage from {{ItemIcon|Slayer Gear Upgrade Kit (Master)}} will have the most benefit out of all three mobs. {{MonsterIcon|Umbora}} first is highly discouraged as runes are very difficult to obtain on a CO account, making it vital to use {{ItemIcon|Ocean Song}} to maximise rune efficiency. A comparison of alternative {{MonsterIcon|Umbora}} methods is presented below in the dedicated section and it should be clear that {{ItemIcon|Ocean Song}} is by far the best option.
| |
| | |
| ==== Method ====
| |
| You will be manually selecting the same slayer task over and over while farming T90s. There are many reasons for this:
| |
| | |
| * You always profit slayer coins even when factoring in reroll costs
| |
| | |
| * You can passively work towards 40 master slayer tasks
| |
| | |
| * Slayer cape damage bonus to help wtih farming
| |
| | |
| When starting out it is recommended to '''remove''' your slayer cape, toggle auto slayer '''ON''' and manually roll tasks. This will remove {{ZoneIcon|Perilous Peaks}} enemies from the potential pool of slayer monsters, leaving only a 1/3 chance of obtaining the correct slayer task.
| |
| | |
| '''WARNING: MAKE SURE TO TOGGLE AUTOSLAYER BACK OFF AFTER SELECTING A TASK, AS INCORRECT COMBAT TRIANGLE MANAGEMENT IS CERTAIN DEATH IN THE WATERS AND A LOT OF FOOD WASTED IN PEAKS, POSSIBLY LEADING TO DEATH.'''
| |
| | |
| You will always profit slayer coins as each task gives about 250k coins on average (382.5k if extending the task) and costs 75k on average (87.5k if extending) to manually select. This leads to an average profit of 175k/task or 295k/task if extending. These numbers equate to extended tasks being about 11% more efficient coins/kill. The player has the choice of earning more slayer coins by extending slayer tasks, or obtaining master slayer gear faster by leaving tasks unextended. On average, one will complete 20 tasks per T90 item or 12.5 if extending. Since it is highly recommended to have {{ItemIcon|Slayer Wizard Robes (Master)}} and {{ItemIcon|Slayer Wizard Hat (Master)}} before {{MonsterIcon|Umbora}} to save on runes, it is recommended to not extend tasks. Alternatively, one can make up the extra tasks at {{ZoneIcon|Perilous Peaks}} while farming out {{PetIcon|Peri}}. Even with this in mind, it is always better to be running a task than not. Try to manage extensions so that a task will end shortly before the player expects to away from the game (such as overnight), as this will ensure that a fresh (possibly extended) task can be undertaken for the duration of the inattentive period. Expected kills/hr are listed in each section and this can be used as a guide to figure out when a task will be completed.
| |
| | |
| Once Shockwave is obtained the slayer cape can be left on as farming {{MonsterIcon|Wicked Greater Dragon}} is perfectly manageable with access to a T90 weapon, and a 2/6 chance of favourable tasks is the same as a 1/3 chance with the cape removed. Additionally there is a 1/5 chance of receiving a free {{MonsterIcon|Wicked Greater Dragon}} task immediately following a {{MonsterIcon|Ku-tul}} task, which further saves on slayer coins. Once the player has received the {{ZoneIcon|Perilous Peaks}} uniques, {{PetIcon|Peri}} and completed 40 master slayer tasks, they can return to removing the cape + toggling auto slayer on to skip {{ZoneIcon|Perilous Peaks}} tasks.
| |
| | |
| ===Rokken===
| |
| | |
| ====Recommended gear====
| |
| | |
| {| class="wikitable"
| |
| |-
| |
| ! Item
| |
| ! Slot
| |
| ! DR%
| |
| |-
| |
| | {{ItemIcon|Darksteel Dagger}}
| |
| | Weapon
| |
| | 0%
| |
| |-
| |
| | {{ItemIcon|Dragonfire Shield}}
| |
| | Off-hand
| |
| | 8%
| |
| |-
| |
| |
| |
| |
| |
| |
| |
| |-
| |
| | {{ItemIcon|Slayer Helmet (Elite)}}
| |
| | Head
| |
| | 4%
| |
| |-
| |
| | {{ItemIcon|Ragnar God Platebody}}
| |
| | Body
| |
| | 7%
| |
| |-
| |
| | {{ItemIcon|Terran God Platelegs}}
| |
| | Leggings
| |
| | 8%
| |
| |-
| |
| | {{ItemIcon|Terran God Boots}}
| |
| | Boots
| |
| | 8%
| |
| |-
| |
| | {{ItemIcon|Terran God Gloves}}
| |
| | Hands
| |
| | 8%
| |
| |-
| |
| |
| |
| |
| |
| |
| |
| |-
| |
| | {{ItemIcon|Slayer Skillcape}}
| |
| | Cape
| |
| | 0%
| |
| |-
| |
| | {{ItemIcon|Fury of the Elemental Zodiacs}}
| |
| | Neck
| |
| | 3%
| |
| |-
| |
| | {{ItemIcon|Fighter Ring}}
| |
| | Ring
| |
| | 0%
| |
| |-
| |
| | {{ItemIcon|Elder Crown}}
| |
| | Passive
| |
| | 0%
| |
| |-
| |
| |
| |
| |
| |
| |
| |
| |-
| |
| | {{PetIcon|Finn, the Cat}}
| |
| | Pet
| |
| | 0%
| |
| |-
| |
| | {{PetIcon|Leonardo}}
| |
| | Pet
| |
| | 1%
| |
| |-
| |
| | Total
| |
| |
| |
| | 47%
| |
| |}
| |
| | |
| ====Alternative gear options====
| |
| {{MonsterIcon|Rokken}} requires 47% or more DR, so any 3 Terran pieces will achieve this. The {{ItemIcon|Ragnar God Platebody}} has the best increase in stats over its respective Terran counterpart so this layout is chosen. Additionally, {{ItemIcon|Fighter Ring}} + 2x Terran is better than {{ItemIcon|Guardian Ring}} + 2x Ragnar, but you may want to use the latter or some intermediate combination if you do not have full Terran or Ragnar. The swap priority goes: boots < gloves < helmet < legs < ring < platebody < amulet. This means that if one needs 2% more DR over their Ragnar setup, the best choice would be to swap to Terran boots and gloves. {{ItemIcon|Sandstorm Ring}} and {{ItemIcon|Hunter's Ring}} respectively are the next best options for the ring slot. Consider using {{ItemIcon|Hunter's Ring}} and two pieces of Elite Slayer gear if you do not have {{ItemIcon|Slayer Skillcape}} for full 40% slayer area negation. '''DO NOT''' use a guardian amulet unless you have {{PetIcon|Otto}}, as this will put your attack speed low enough to where you risk being stunned and attacked (see below). {{ItemIcon|Earth Layered Shield}} with full Ragnar is better DPS, but farming Earth God is very difficult and expensive on a CO so it is best saved until after {{ItemIcon|Tidal Edge}} or {{ItemIcon|Ocean Song}}. {{ItemIcon|Earth Layered Shield}} requires 48% DR due to the HP lost by removing {{ItemIcon|Dragonfire Shield}}.
| |
| | |
| ====Recommended prayers====
| |
| {{PrayerIcon|Protect from Ranged}} + {{PrayerIcon|Chivalry}}.
| |
| | |
| {{PrayerIcon|Protect from Ranged}} is very important as this heavily mitigates the raw damage the enemy does and it also results in less frequent stuns. This makes the prayer higher dps than {{PrayerIcon|Piety}} or {{PrayerIcon|Battleheart}} as more time is spent doing damage. The food usage drops from 600 {{ItemIcon|Crab}}/hr to less than 100 {{ItemIcon|Crab}}/hr with {{PrayerIcon|Protect from Ranged}} alone, as {{ItemIcon|Darksteel Dagger}} + {{ItemIcon|Elder Crown}} combo will take care of the majority of damage incurred. {{PrayerIcon|Chivalry}} is better than {{PrayerIcon|Battleheart}} and {{PrayerIcon|Piety}} as it has the most accuracy, which will help keep the {{ItemIcon|Darksteel Dagger}} bleed applied more often.
| |
| | |
| ====Method====
| |
| | |
| This method relies on having faster attack speed than {{MonsterIcon|Rokken}} (2.2 seconds/attack) to avoid the stun → basic attack combo. If stunned, the DR threshold is increased to 57%. This setup with full slayer effect negation, crown and dagger is 2.1 seconds/attack.
| |
| | |
| ====Efficiency notes====
| |
| | |
| * This setup is about 36 kills/hr with 95 crabs used and 18.5k prayer points used per hour, assuming max stats. This drops slightly below max.
| |
| | |
| * Expect 35.5k slayer coins/hr in return, 18.5k prayer exp/hr, 75.5k melee and 57k slayer exp/hr.
| |
| | |
| * The player can expect to complete 20 master slayer tasks (12.7 if extending) by the time they finish 100 shockwave pieces, netting 3.5m (3.9m if extended) slayer coins when factoring in manual selection (and extension) fees. If spent solely on standard resupplies, the player can expect to profit about 39k (45k) crabs and spend about 820k (620k) prayer points.
| |
| | |
| * It will take on average about 140 hours which is almost 6 days of continuous farming.
| |
| | |
| ===Ku-tul===
| |
| | |
| {| class="wikitable"
| |
| |-
| |
| ! Item
| |
| ! Slot
| |
| ! DR%
| |
| |-
| |
| | {{ItemIcon|Shockwave}}
| |
| | Weapon
| |
| | 0%
| |
| |-
| |
| | {{ItemIcon|Scaled Shield}}
| |
| | Off-hand
| |
| | 8%
| |
| |-
| |
| |
| |
| |
| |
| |
| |
| |-
| |
| | {{ItemIcon|Slayer Cowl (Elite)}}
| |
| | Head
| |
| | 4%
| |
| |-
| |
| | {{ItemIcon|Aeris God Platebody}}
| |
| | Body
| |
| | 8%
| |
| |-
| |
| | {{ItemIcon|Aeris God Platelegs}}
| |
| | Leggings
| |
| | 8%
| |
| |-
| |
| | {{ItemIcon|Aeris God Boots}}
| |
| | Boots
| |
| | 8%
| |
| |-
| |
| | {{ItemIcon|Aeris God Gloves}}
| |
| | Hands
| |
| | 8%
| |
| |-
| |
| |
| |
| |
| |
| |
| |
| |-
| |
| | {{ItemIcon|Slayer Skillcape}}
| |
| | Cape
| |
| | 0%
| |
| |-
| |
| | {{ItemIcon|Fury of the Elemental Zodiacs}}
| |
| | Neck
| |
| | 3%
| |
| |-
| |
| | {{ItemIcon|Sapphire Bolts}}
| |
| | Ammo
| |
| | 0%
| |
| |-
| |
| | {{ItemIcon|Deadeye Ring}}
| |
| | Ring
| |
| | 0%
| |
| |-
| |
| | {{ItemIcon|Elder Crown}}
| |
| | Passive
| |
| | 0%
| |
| |-
| |
| |
| |
| |
| |
| |
| |
| |-
| |
| | {{PetIcon|Finn, the Cat}}
| |
| | Pet
| |
| | 0%
| |
| |-
| |
| | {{PetIcon|Leonardo}}
| |
| | Pet
| |
| | 1%
| |
| |-
| |
| |
| |
| |
| |
| |
| |
| |-
| |
| | Total
| |
| |
| |
| | 48%
| |
| |}
| |
| | |
| ====Gear alternatives====
| |
| | |
| The DR requirement for {{MonsterIcon|Ku-tul}} is 48%.
| |
| | |
| {{ItemIcon|Guardian Ring}} and {{ItemIcon|Hunter's Ring}} are perfectly viable options if the player does not own {{ItemIcon|Deadeye Ring}}. In fact, {{ItemIcon|Hunter's Ring}} would be the main recommendation if it were not for the fact that farming {{MonsterIcon|Hunting Greater Dragon}} is probably best tackled after {{ItemIcon|Tidal Edge}}.
| |
| | |
| {{ItemIcon|Deadeye Amulet}} can be worn in the passive slot for 72 kills/hr (+6%) in exchange for more than doubling the food usage (300/hr).
| |
| | |
| ====Recommended prayers====
| |
| {{PrayerIcon|Protect from Magic}} + {{PrayerIcon|Rigour}}.
| |
| If the player has an abundance of food, they can opt for {{PrayerIcon|Battleheart}} over {{PrayerIcon|Protect from Magic}}. This will increase the dps by about 16% in exchange for 470% more food usage.
| |
| | |
| ====Efficiency notes====
| |
| * With access to the T90, this is the easiest monster of the three by far.
| |
| | |
| * Expect about 68 kills/hr, 140 {{ItemIcon|Crab}}/hr, 18k prayer points/hr and 1.2k {{ItemIcon|Sapphire Bolts}}/hr.
| |
| | |
| * Expect to earn 221k ranged exp/hr, 129k prayer exp/hr, 111k slayer exp/hr.
| |
| | |
| * Due to the increased kill speed, {{MonsterIcon|Ku-tul}} profits both food and prayer but loses bolts.
| |
| | |
| * From the 3.5m (3.9m if extending) slayer coins after completing {{ItemIcon|Ocean Song}}, standard resupply yields 42k (48k if extending) {{ItemIcon|Crab}}, 426k net prayer points ''profit'' and -19k (-11k) {{ItemIcon|Sapphire Bolts}}.
| |
| | |
| * This mob takes about 73.5 hours, or about 3 days of continuous farming.
| |
| | |
| ===Umbora===
| |
| | |
| ====Recommended gear====
| |
| | |
| {| class="wikitable"
| |
| |-
| |
| ! Item
| |
| ! Slot
| |
| ! DR%
| |
| |-
| |
| | {{ItemIcon|Ocean Song}}
| |
| | Weapon
| |
| | 0%
| |
| |-
| |
| | {{ItemIcon|Scaled Shield}}
| |
| | Off-hand
| |
| | 8%
| |
| |-
| |
| |
| |
| |
| |
| |
| |
| |-
| |
| | {{ItemIcon|Slayer Wizard Hat (Master)}}
| |
| | Head
| |
| | 6%
| |
| |-
| |
| | {{ItemIcon|Slayer Wizard Robes (Master)}}
| |
| | Body
| |
| | 6%
| |
| |-
| |
| | {{ItemIcon|Glacia God Platelegs}}
| |
| | Leggings
| |
| | 8%
| |
| |-
| |
| | {{ItemIcon|Glacia God Boots}}
| |
| | Boots
| |
| | 8%
| |
| |-
| |
| | {{ItemIcon|Glacia God Gloves}}
| |
| | Hands
| |
| | 8%
| |
| |-
| |
| |
| |
| |
| |
| |
| |
| |-
| |
| | {{ItemIcon|Skull Cape}}
| |
| | Cape
| |
| | 3%
| |
| |-
| |
| | {{ItemIcon|Fury of the Elemental Zodiacs}}
| |
| | Neck
| |
| | 3%
| |
| |-
| |
| | {{ItemIcon|Warlock Ring}}
| |
| | Ring
| |
| | 0%
| |
| |-
| |
| | {{ItemIcon|Elder Crown}}
| |
| | Passive
| |
| | 0%
| |
| |-
| |
| |
| |
| |
| |
| |
| |
| |-
| |
| | {{PetIcon|Finn, the Cat}}
| |
| | Pet
| |
| | 0%
| |
| |-
| |
| | {{PetIcon|Leonardo}}
| |
| | Pet
| |
| | 1%
| |
| |-
| |
| | {{PetIcon|Salem}}
| |
| | Pet
| |
| | 1%
| |
| |-
| |
| | {{PetIcon|Ren}}
| |
| | Pet
| |
| | 0%
| |
| |-
| |
| | {{PetIcon|Golden Golbin}}
| |
| | Pet
| |
| | 0%
| |
| |-
| |
| | {{PetIcon|Bouncing Bob}}
| |
| | Pet
| |
| | 0%
| |
| |-
| |
| | {{PetIcon|Rosey}}
| |
| | Pet
| |
| | 0%
| |
| |-
| |
| | {{PetIcon|Jelly Jim}}
| |
| | Pet
| |
| | 0%
| |
| |-
| |
| | {{PetIcon|Mac}}
| |
| | Pet
| |
| | 0%
| |
| |-
| |
| | {{PetIcon|Aquarias}}
| |
| | Pet
| |
| | 0%
| |
| |-
| |
| | {{PetIcon|Ren}}
| |
| | Pet
| |
| | 0%
| |
| |-
| |
| | Total
| |
| |
| |
| | 48%
| |
| |}
| |
| The DR requirement for {{MonsterIcon|Umbora}} is 47%. Note that because {{MonsterIcon|Umbora}} takes so long to farm compared to the other monsters, any small efficiency is highly beneficial. This is why pets that increase damage, offer loot doubling or rune saving are all recommended to obtain before embarking on this final stretch of the journey.
| |
| ====Recommended prayers====
| |
| {{PrayerIcon|Protect from Melee}} + {{PrayerIcon|Battleheart}}
| |
| | |
| {{PrayerIcon|Augury}} does not increase dps by very much as the {{ItemIcon|Ocean Song}} special cannot miss, while {{PrayerIcon|Protect from Melee}} cuts food usage by 80%.
| |
| | |
| ====Method====
| |
| This setup relies on using {{Icon|Water Strike|type=spell}} and {{Icon|Fury II|type=aurora}} on {{MonsterIcon|Umbora}} for 63 kills/hr. This may seem decent, but when factoring in rune acquisition this is by far the most painful of the three. {{Icon|Water Strike|type=spell}} is the most rune efficient spell, as the dps increase by upgrading to {{Icon|Water Bolt|type=spell}} is only about 7.5%, yet requires 50% more runes that are harder to obtain. The reason for the small upgrade in DPS is due to {{ItemIcon|Ocean Song}} special attack and the aurora both adding flat damage. The story is similar for {{Icon|Water Blast|type=spell}}, but with even more exaggerated downsides. {{ItemIcon|Chaos Rune}} and {{ItemIcon|Death Rune}} are best saved for magic exp with a {{ItemIcon|Mystic Air Staff}} on {{MonsterIcon|Raging Horned Elite}}. {{MonsterIcon|Umbora}} also does by far the most damage and consumes around 310 {{ItemIcon|Crab}}/hr, but again resupplies come in clutch as they generate about 910 {{ItemIcon|Crab}}/hr so it is still net profit.
| |
|
| |
|
| ====Rune farming==== | | === Chapter I: Gearing Up === |
| | {{:HCCO/Guide/1}} |
|
| |
|
| Overall farming {{MonsterIcon|Umbora}} consumes roughly 1035 {{ItemIcon|Air Rune}}, 1035 {{ItemIcon|Mind Rune}}, 2070 {{ItemIcon|Light Rune}} per hour. Over the 2.9 days it takes to farm {{MonsterIcon|Umbora}}, expect to consume 67.3k {{ItemIcon|Air Rune}}, 67.3k {{ItemIcon|Mind Rune}} and 134.6k {{ItemIcon|Light Rune}}. The latter is abundantly obtained from standard resupplies, but the two former must be obtained manually.
| | === Chapter II: Mithril Armour === |
| | {{:HCCO/Guide/2}} |
|
| |
|
| The following setup is generally recommended for farming
| | === Chapter III: Mithril to (G) Adamant === |
| | {{:HCCO/Guide/3}} |
|
| |
|
| {| class="wikitable"
| | === Chapter IV: (G) Adamant to Full (G) Rune === |
| |-
| | {{:HCCO/Guide/4}} |
| ! Item
| |
| ! Slot
| |
| |-
| |
| | {{ItemIcon|Twin Exiles}}
| |
| | Weapon
| |
| |-
| |
| |
| |
| |
| |
| |-
| |
| | {{ItemIcon|Slayer Helmet (Master)}}
| |
| | Head
| |
| |-
| |
| | {{ItemIcon|Slayer Platebody (Master)}}
| |
| | Body
| |
| |-
| |
| | {{ItemIcon|Ragnar God Platelegs}}
| |
| | Leggings
| |
| |-
| |
| | {{ItemIcon|Sand Treaders}}
| |
| | Boots
| |
| |-
| |
| | {{ItemIcon|Ragnar God Gloves}}
| |
| | Hands
| |
| |-
| |
| |
| |
| |
| |
| |-
| |
| | {{ItemIcon|Strength Skillcape}}
| |
| | Cape
| |
| |-
| |
| | {{ItemIcon|Fury of the Elemental Zodiacs}}
| |
| | Neck
| |
| |-
| |
| | {{ItemIcon|Fighter Ring}}
| |
| | Ring
| |
| |-
| |
| | {{ItemIcon|Elder Crown}}
| |
| | Passive
| |
| |-
| |
| |
| |
| |
| |
| |-
| |
| | {{PetIcon|Golden Golbin}}
| |
| | Pet
| |
| |-
| |
| | {{PetIcon|Rosey}}
| |
| | Pet
| |
| |-
| |
| | {{PetIcon|Aquarias}}
| |
| | Pet
| |
| |-
| |
| |}
| |
|
| |
|
| * The best option for obtaining {{ItemIcon|Air Rune}} is {{MonsterIcon|Wizard}}. With the previous gear setup, one can expect to obtain about 780 {{ItemIcon|Air Rune}}/hr. Aeris with knives is faster kills/hr but requires ammo. It should take about 86 hours to obtain all the {{ItemIcon|Air Rune}} necessary.
| | === Chapter V: (G) Rune to (G) Ancient === |
| | {{:HCCO/Guide/5}} |
|
| |
|
| * For collecting mind runes, the best option is {{MonsterIcon|Master Wizard}}. Luckily this will be a lot faster, obtaining about 2075 {{ItemIcon|Mind Rune}}/hr. While collecting the 67.3k {{ItemIcon|Mind Rune}}, you will also snag 27k {{ItemIcon|Chaos Rune}}, 8k {{ItemIcon|Death Rune}} and 4035 {{ItemIcon|Amulet of Magic}} for your second, third and 40th {{ItemIcon|Fury of the Elemental Zodiacs}}. This will be much faster than {{ItemIcon|Air Rune}}, clocking in around 32 hours to collect all the necessary {{ItemIcon|Mind Rune}}. The {{ItemIcon|Chaos Rune}} when used on {{MonsterIcon|Raging Horned Elite}} should give about 2.3m magic exp and the {{ItemIcon|Death Rune}} around 910k.
| | === Chapter VI: Non-Melee Training === |
| | {{:HCCO/Guide/6}} |
|
| |
|
| * Combined, the total grind will be about 70 hours farming {{MonsterIcon|Umbora}}, 86 hours for {{ItemIcon|Air Rune}} and 32 hours for {{ItemIcon|Mind Rune}} totalling 188 hours. This is on par with the previous two items combined, which is fitting as it is the most useful for a CO-account with limited resources.
| | === Chapter VII: (G) Ancient to God Dungeons === |
| | {{:HCCO/Guide/7}} |
|
| |
|
| ===="""Alternatives"""==== | | === Chapter VIII: Into the Mist === |
| | {{:HCCO/Guide/8}} |
|
| |
|
| * {{ItemIcon|Cloudburst Staff}}
| | === Chapter IX: T90 grind === |
| {{ItemIcon|Cloudburst Staff}} using {{Icon|Water Strike|type=spell}} clocks in only around 45 kills/hr at 2.5x the rune usage. All up it would require 100+295 = 395 hours (2.5 weeks). This also burns 500 {{ItemIcon|Crab}}/hr while only producing 663 {{ItemIcon|Crab}}/hr, barely profiting. Requires {{ItemIcon|Guardian Ring}} for those insane enough to try in order to meet the DR requirement, as it is not as necessary to mitigate all of the area effect due to {{ItemIcon|Cloudburst Staff}} not heavily scaling with attack speed.
| | {{:HCCO/Guide/9}} |
|
| |
|
| * {{ItemIcon|Mystic Air Staff}} with {{Icon|Wind Blast|type=spell}}
| | === Chapter X: Unhallowed Wasteland === |
| | {{:HCCO/Guide/10}} |
|
| |
|
| This method obtains a whopping 12 kills/hr, while consuming a total of 380k death runes. Farming these would take around 250 hours of Necromancers, and then another 415 hours to use them up.
| | === Chaper XI: Impending Darkness Event === |
| | {{:HCCO/Guide/11}} |
|
| |
|
| * {{ItemIcon|Darksteel Dagger}}
| | === Chaper XII: Throne of the Herald === |
| This is actually the next best option, as you are trading dps for no resource gathering time. This requires a {{ItemIcon|Wasteful Ring}} and all up this clocks in around 19 kills/hr with {{PrayerIcon|Protect from Melee}} + {{PrayerIcon|Chivalry}} (750 {{ItemIcon|Crab}}/hr) or 22 kills/hr with {{PrayerIcon|Piety}} + {{PrayerIcon|Chivalry}} instead (1500 {{ItemIcon|Crab}}/hr). All up this would cost about 250k crabs and 1.4m prayer points, as well as around 207-241 hours depending on whether one can spare to forego {{PrayerIcon|Protect from Melee}}.
| | {{:HCCO/Guide/12}} |
|
| |
|
| | === Chaper XIII: Manual Content === |
| | {{:HCCO/Guide/13}} |
|
| |
|
| {{Menu}} | | {{Menu}} |
| [[Category:Guides]] | | [[Category:Guides]] |