Earth God Dungeon/Guide: Difference between revisions

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==Idle 2nd Stage Guide==
==Idle 2nd Stage Guide==

Revision as of 22:53, 19 July 2024

Why Clear Earth God Dungeon?

There are a lot of reasons to clear this dungeon:

Standard Guide

First Clears

Due to the Combat Triangle, it is recommended to clear the

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Earth God Dungeon

with

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Magic

because the enemies here are mostly

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Melee

, including the final boss Terran. Being stunned when an enemy hits you causes you to take 30% additional damage. The idea here is to get out of the stun effect of Terran faster than he can attack if you're under the effect of his slow (+33% attack interval inflicted by Grasping Roots). Weapons with a 2.9 second attack interval will get away in time, however weapons with a 3.0 second interval will not without the use of interval reduction bonuses; specifically, 3.0 second interval weapon need to be reduced to 2.9 seconds or faster. Therefore, it is only safe to use Cloudburst Staff while using

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Surge I

or

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Surge II

before clearing

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Into the Mist

. The safest spell to use while maintaining a decent adjusted clear time is likely the 20k-accuracy

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Gust

, with a wand and a shield equipped. Worth noting that using Cloudburst Staff, even with

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Surge I

or

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Surge II

, will likely far outpace any other spell/weapon combo. However, be aware that this will cost a lot of runes, and running out of them will put you in danger of dying. Check combat sim to see how many runes you will spend per hour, and make plenty of extras to survive for as long as necessary. The following methods will reduce your interval sufficiently enough to avoid the need to spend Air Runes on Surge Auroras, making this particular method effectively foolproof. You can use the

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Fury II

Aurora instead for better adjusted clear times if you meet one or more of these requirements.

Any setup you use needs to be checked with the Combat Simulator to be sure of its efficacy for you.

It may be helpful to check if you can idle the dungeon with the Combat Simulator. Can I Idle may be misleading in the amount of DR you need. 'If' your attack interval is 2.9 or lower with a staff, or if you are using a wand, you can uncheck the Status Damage checkbox as you will not be taking stun damage from any of these enemies.

Use Silver Diamond Ring, Infernal Cape, and Dragonfire Shield if you don't have enough DR.

Ring of Wealth or Aorpheat's Signet Ring can be used if you don't have the Warlock Ring, but the adjusted drop time is worse with them.

FEZ is good but not mandatory.

If you have unused Water Chests, you might want to open them for the Magic Wand (Elite).


Maximized Farming

The rest of this guide is NOT for your first clear, your average clear, or even your first 100 clears. This is purely to maximize scrolls for any missing items. This will assume 99 in all skills, access to nearly all weapons and items in the game, and access to all DR and HP pets. This assumes you are (unless otherwise noted) using an optimal Agility setup, are using your best dps prayers, your best summoning synergy, and are using Diamond Luck Potions


This build uses

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Water Surge

or

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Water Wave

(slightly reduced rune cost),

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Anguish III

, and

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Fury II

. To use this method, you need to have an attack interval of 2.9 or lower. This is achieved the easiest in the end game with

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Otto

, or alternatively with

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Surge I

or

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Surge II

. This achieves around 26 to 27 scrolls per hour, depending slightly on your

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Astrology

bonuses.



Ancient Relics Guides

On top of no Pets,

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Astrology

or Potions this guide will also assume no Relics.

Much like any other dungeon up to now, Manual Eating will be required.

After clearing

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Earth God Dungeon

your combat caps should be 85 if you're following the suggested dungeon progression order.
It is suggested you follow these steps on the

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Fire God Dungeon

guide after clearing

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Earth God Dungeon

.

Melee

A Melee setup for

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Earth God Dungeon

will take around 30 minutes to clear and take roughly 1,150 Lobster.

Rune Equipment lowers the Lobster amount by roughly 150 per clear. It has little to no impact on clear speed.



Ranged

Even though this is technically possible, it will require a whole lot of farming.

To be able to do it with

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Ranged

you will need

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Level 70

as well as farm enough Food Box I from lower dungeons to obtain enough Swordfish for

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Raft Building

.

It will also require Rune Equipment.

This dungeon will take roughly 35 minutes to clear with

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Ranged

and use approximately 1030 Lobster per clear. In short, it is highly discouraged to use

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Ranged

to attempt

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Earth God Dungeon

.

Gear

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Ancient Crossbow

lowers the estimated clear time to roughly 22 minutes.


  • Prayers:
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    Sharp Vision
    &
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    Stone Skin

Agility


Magic

Due to the Combat Triangle, it is recommended to clear the

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Earth God Dungeon

with

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Magic

because the enemies here are mostly

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Melee

, including the final boss Terran.


This will require the

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Level 55

Skill cap to be unlocked. You can use higher or lower tiers of Wizard Armour.

It won't really have a large impact on the kill speed (roughly 20-24 minutes), it will however impact how much you need to eat.
The increase from Earth Acolyte Wizard Gear to Earth Adept Wizard Gear is is roughly 750 Lobster to 1,200 Lobster for example.

Earth Adept Wizard Gear is just the example given. Feel free to change this to Air Adept Wizard Gear, Water Adept Wizard Gear or Fire Adept Wizard Gear or even Expert Wizard Equipment if you have the

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Runecrafting

Level unlocks.

Be sure to adjust your Spell to match the Element of the Wizard Equipment you're using.


  • Spell:
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    Earth Wave
  • Curse:
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    Anguish III
  • Aurora:
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    Fury II
    (Optional)
  • Prayers:
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    Mystic Might
    &
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    Mystic Mastery

Idle 2nd Stage Guide

It is assumed the explanation in The Air God Dungeon Guide has been read.

Gear

This setup has an estimate clear rate of 6.3 Dungeons per hour.
It will also use roughly 820 Lobster per hour.

  • Magic Wand (Elite) increases the clears per hour by roughly 1.2
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    Witch
    SynergyIcon.png
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    Dragon
    increases the clears per hour by roughly 0.8


Agility