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{{RequiresAoD}}
{{RequiresAoD}}
{{StrategyGuide}}
{{UserContentVersion|1.2.2}}


{{Disclaimer|In {{Icon|Ancient Relics}} mode, dungeons only require prior dungeon completion.}}
{{Disclaimer|In {{Icon|Ancient Relics}} mode, dungeons only require prior dungeon completion.}}


The following guide takes the player through the combat of the [[Atlas of Discovery Expansion]]. This guide is primarily aimed at players who have completed or nearly have nearly completed the base game. Completion to at least the [[Air God Dungeon]] is recommended once you get to the higher levels, but in general, this guide can be followed alongside the main game.
The following guide takes the player through the combat of the [[Atlas of Discovery Expansion]] with as little effort as possible. This guide is targeted at people who have either completed or nearly completed the base game. Completion of at least the [[Air God Dungeon]] is recommended to follow the largest portion of this guide.


Every enemy in this expansion has a [[Barrier]] health bar as well as a regular health bar. Enemies cannot take damage until the barrier is fully removed, and only familiars are able to damage the barrier. Furthermore, starting from the [[Trickery Temple]] dungeon, enemies will start to regenerate 25% of their barrier every 7 attack turns.
Every enemy in this expansion has a [[Barrier]] health bar as well as a regular health bar. Enemies cannot be damaged in anyway until the barrier is entirely removed. '''Only familiars are able to damage the barrier.''' Starting from the [[Trickery Temple]] dungeon, enemies also regenerate 25% every 7 attack turns.


The [[familiar]]'s hit-chance is based on the player's hit chance, and so the higher the hit chance the quicker the barrier will be removed. Two-handed weapons generally have a higher hit chance and so are recommended. However, if [[Damage Reduction]] is needed then this should take priority. Similarly, if barrier weakening shields are used, then these can tear down the barrier quicker in some cases.
Two-handed weapons are strongly recommended during the entire combat section, unless the alternative is required for [[Damage Reduction]] or the alternative simply does more damage. Two-handed weapons generally have a higher hit chance and because the [[familiar]]'s hit-chance is based on the player's hit chance, the higher the hit chance, the better.


Since combat is focused on using familiars, the following combo is recommended:
Since the combat portion is heavily focused on using familiars the following is strongly recommended:
* {{SkillReq|Summoning|90}}
* {{SkillReq|Summoning|90}}
* {{Synergy|Tortoise|Dragon}}
* {{Synergy|Tortoise|Dragon}}


If {{TotH|}} [[Throne of the Herald]] expansion is owned, the following provides a stronger alternative:
In case the {{Icon|Throne of the Herald Expansion|notext=true|img=TotH|}} [[Throne of the Herald Expansion]] is owned, the following is a better alternative:
* {{SkillReq|Summoning|115}}
* {{SkillReq|Summoning|115}}
* {{Synergy|Spectre|Spider}}
* {{Synergy|Spectre|Spider}}


The combat mechanics in this expansion are more complex than the base game. Small changes in the enemy, equipment and player stats can make some items significantly stronger/weaker, and so it is recommended that the Combat Simulator is used to check if there are improvements that can be made e.g. higher kills/hour or drops/hour.
Because the combat mechanics in this expansion are rather complex, and minor changes in enemy, equipment and player stats can make specific items better or worse it is always recommended to use the Combat Simulator to verify how to get the most kills per hour or drops per hour.


Good Luck!
The minimal and recommended requirements for every individual section is listed within the sections below.


==Preparing for combat==
==Preparing for combat==
In all of the following sections, the minimum and recommended requirements are listed.
'''Required:'''
'''Required:'''
* {{SkillReq|Archaeology|6}}
* {{SkillReq|Archaeology|6}}
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* {{ItemIcon|Ring of Summoning}} or {{ItemIcon|Aorpheat's Signet Ring}}
* {{ItemIcon|Ring of Summoning}} or {{ItemIcon|Aorpheat's Signet Ring}}
* {{ItemIcon|Necromancer Hat|notext=true}}{{ItemIcon|Necromancer Robes|notext=true}}{{ItemIcon|Necromancer Bottoms|notext=true}}{{ItemIcon|Necromancer Boots|notext=true}} Necromancer outfit
* {{ItemIcon|Necromancer Hat|notext=true}}{{ItemIcon|Necromancer Robes|notext=true}}{{ItemIcon|Necromancer Bottoms|notext=true}}{{ItemIcon|Necromancer Boots|notext=true}} Necromancer outfit
Unlock the {{POIIcon|Ancient Market}} dig-site and upgrade the map to perfect using {{Skill|Cartography}}. Ideally, refine the map and get the +1 artefact bonus too. Optionally, refine the Tiny Artefact, however this is not necessary as there are many ways to obtain {{ItemIcon|Barrier Gem}} as combat progresses.
Unlock the [[Ancient Market]] digsite and upgrade the map to perfect. It's heavily encouraged to also refine the map and get the +1 artifact bonus. Although it is possible to reduce the Tiny Artefact weight by 10, this generally isn't required as not that many [[Barrier Gem|barrier gems]] are needed for the entire combat portion.


From the Ancient Market, collect at least {{ItemIcon|Barrier Gem|qty=1000}}. These will be used to make Tortoise familiars and you need enough for the the combat in this first section.
From the Ancient Market, collect a whole bunch of barrier gems. These are needed to make Tortoise familiars. These are a must have for all the combat in this expansion. Depending on how many tablets you can make at once, and the preservation chance, more barrier gems should be obtained. 1,000 - 5,000 gems is a good number to aim for, depending on the previous factors.


Depending on your skill in {{Skill|Summoning}}, you will want to aim for around {{ItemIcon|Tortoise|qty=50000}} and higher preservation chances, increased doubling or more summons will make this easier. If possible, equip the {{ItemIcon|Necromancer Hat|Necromancer}} outfit, {{ItemIcon|Old Summoning Amulet}}, {{ItemIcon|Aorpheat's Signet Ring}} and any potions that can be used to increase tablet output.
Make Tortoise tablets and an equal amount of Dragon tablets. If possible use the Necromancer outfit, Old Summoning Amulet and the Signet Ring for more tablet output. Equip both the Tortoise and Dragon tablets. These will be used throughout the expansion!
 
Similarly, make {{ItemIcon|Dragon|qty=50000}} tablets. If you do not have enough {{ItemIcon|Dragon Bones}} then other familiars can be used, but note that it will take longer to break down the barrier.
 
Equip both the {{ItemIcon|Tortoise}} and {{ItemIcon|Dragon}} tablets. These will be used for all combat encounters.


==Entry barrier equipment==
==Entry barrier equipment==
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* {{ItemIcon|Old Summoning Amulet}}
* {{ItemIcon|Old Summoning Amulet}}


This portion of the guide focusses on some of the early barrier damaging items, outside of the familiars of course. Gear is less important, but melee is recommended because it doesn't use as many resources. Use melee weapon that provides a good hit-chance, ideally 75% or higher.
This portion of the guide aims at getting the very entry barrier equipment items, outside of the familiars of course. Gear doesn't matter much at this point, so prefer melee because it doesn't use resources. Use the melee weapon that provides the highest hit-chance.


# Fight {{MonsterIcon|Blind Ghost}} to get the {{ItemIcon|Barrier Touch Gem}} and {{ItemIcon|Lesser Summoning Amulet}}
# Get the {{ItemIcon|Barrier Touch Gem}} and {{ItemIcon|Lesser Summoning Amulet}} from {{MonsterIcon|Blind Ghost}}.
## Optionally, kill 100 for a [[Township/Tasks#Atlas_of_Discovery| Township task]]
## Optionally kill 100 of these for the [[Township/Tasks#Atlas_of_Discovery| Township task]].
# Craft the {{ItemIcon|Ring of Barrier Touch}} and equip it.
# Make a {{ItemIcon|Ring of Barrier Touch}} and equip it.
# Fight {{MonsterIcon|Vampiric Bat}} to get a {{ItemIcon|Sapping Barrier Gem}} and {{ItemIcon|Barrier Sapping Gloves}}
# Get a {{ItemIcon|Sapping Barrier Gem}} and {{ItemIcon|Barrier Sapping Gloves}} from {{MonsterIcon|Vampiric Bat}}.
## Optionally, kill 100 for a [[Township/Tasks#Atlas_of_Discovery| Township task]]
## Optionally kill 100 {{MonsterIcon|Slime Shooter}} for the[[Township/Tasks#Atlas_of_Discovery| Township task]].


==Dungeons==
==Golem Territory ==
The aim of this section is to unlock {{ZoneIcon|Cult Grounds}} dungeon, by completing the dungeons in order. From {{ZoneIcon|Trickery Temple}} onwards, the difficulty level starts ramping up considerably!
 
===Golem Territory===
'''Requirements''':
'''Requirements''':
* {{ItemIcon|Barrier Touch Gem}}
*All items obtained in the previous section.
* {{ItemIcon|Barrier Sapping Gloves}}
*Find {{ItemIcon|Ancient Stone Tablet}}
* {{ItemIcon|Ring of Barrier Touch}}
**{{SkillReq|Cartography|35}}
* {{ItemIcon|Lesser Summoning Amulet}}
**{{SkillReq|Archaeology|24}}
* Find {{ItemIcon|Ancient Stone Tablet}}
** {{SkillReq|Cartography|35}}
** {{SkillReq|Archaeology|24}}


'''Recommended'''
'''Recommended'''
* {{ItemIcon|Summoning Skillcape}} or {{ItemIcon|Maximum Skillcape}} for reduced tablet consumption.
*{{ItemIcon|Summoning Skillcape}} or {{ItemIcon|Maximum Skillcape}}
* {{ItemIcon|Pure Crystal 2H Axe}} or {{ItemIcon|Rune Sword}} and {{ItemIcon|Barrier Sapping Shield}}
*{{ItemIcon|Pure Crystal 2H Axe}}
 
For the {{ZoneIcon|Golem Territory}} it is not sufficient to wear standard Armour i.e. without Barrier (B) or Crystallization (c). However, your armour needs to have be sufficient so that the max hit of all monsters are above your auto-eat threshold so that you can idle this dungeon safely. Your weapon choice should give you a decent hit-chance i.e. 75% or higher so that you can quickly kill the monsters once the barrier is drained. The familiars are more than capable of breaking down the barriers.


Idle this dungeon until you have obtained {{ItemIcon|Draining Barrier Gem|qty=10}} and use these to upgrade your gloves into {{ItemIcon|Barrier Draining Gloves}}. The [[Township Task]] associated with this dungeon provides {{ItemIcon|Draining Barrier Gem|qty=3}}. On average, you will need 48 clears for the upgrade.
For this dungeon, we still do not require any specific (B) armour. Use the familiars made earlier and let them do most of the work. Make sure whatever equipment you are wearing doesn't result in death, and whatever weapon you are using should once again provide the highest hit-chance that you can find. Melee again works fine for this dungeon, as it doesn't consume runes or ammunition.


Other loot from the {{ItemIcon|Golem Chest}} is not that important at this tune, but you should try to keep it all if you have the space as it will be of use later on. For example, the {{ItemIcon|Barrier Pure Shard}} can be used to upgrade armor. You should not switch to any of the familiar weapons or amulets that drop unless they provide a significant boost on your current weapon. Most will either not improve your clear times or result in longer clear times.
Optionally, a Summoning or Maximum Skillcape can be worn to save some familiar tablets, but is by no means required.


===Unholy Forest===
Run this dungeon until you have obtained 10 {{ItemIcon|Draining Barrier Gem|}} to upgrade your gloves into {{ItemIcon|Barrier Draining Gloves}}. The Township Task associated with this dungeon will also provide 3 gems.
'''Requirements'''
* {{ItemIcon|Draining Barrier Gem}}
* {{ItemIcon|Barrier Draining Gloves}}
* {{ItemIcon|Lesser Summoning Amulet}}
* Complete {{ZoneIcon|Golem Territory}}
* Find {{ItemIcon|Old Route Chart}}
** {{SkillReq|Archaeology|65}}
** {{SkillReq|Cartography|80}}


'''Recommended'''
All other items/loot received from this dungeon can be ignored. Do '''not''' use the familiar weapons. Unless the player is using very inaccurate and/or low level weapons, these will result in significantly lower clears per hour.
* {{ItemIcon|Barrier Hunter Ring}} or {{ItemIcon|Ring of Barrier Touch}}


The {{ZoneIcon|Unholy Forest}} dungeon can be completed using a similar strategy to the first dungeon. Equip {{ItemIcon|Ancient Helmet|Ancient Armor}} or stronger if you have it, and check that you have enough DR to survive the dungeon's max hit which is from the {{MonsterIcon|Grumpy Willow}}/{{MonsterIcon|Furious Mahogany}}. Melee is recommended as you big hitters are melee and ranged.
==Dungeon Rush==
The goal of this section is to unlock the [[Cult Grounds]] dungeon as fast as possible. The following two dungeons have to be completed once in order to unlock Cult Grounds. Starting from [[Trickery Temple]] the combat difficulty starts ramping up quite a bit!


For this guide, you just need one clear of this dungeon to unlock the next dungeon.
===Unholy Forest ===
'''Requirements'''
*All items obtained in the previous section.
*Complete {{ZoneIcon|Golem Territory}}
*Find {{ItemIcon|Old Route Chart}}
**{{SkillReq|Archaeology|65}}
**{{SkillReq|Cartography|80}}


Optionally, you can idle this dungeon to get the {{ItemIcon|Doubling Gem}} which gives a extra 3% chance of doubling items, but also uses up the gem slot. If you are planning an unholy build, then there are some important items here that you might want to obtain too.
This dungeon can be completed with ease, by using the same equipment as the previous dungeon. For instance, Ancient Armour will be more than enough to clear this dungeon. Just make sure you have enough damage reduction (combined with hitpoints) to survive the dungeon once. Melee is recommended to benefit from the combat triangle.


===Trickery Temple===
===Trickery Temple ===
'''Requirements'''
'''Requirements'''
* All items obtained in the previous section.
*All items obtained in the previous section.
* Complete {{ZoneIcon|Unholy Forest}}
*Complete {{ZoneIcon|Unholy Forest}}
* Find {{ItemIcon|Torn Scrolls}}
*Find {{ItemIcon|Torn Scrolls}}
** {{SkillReq|Archaeology|90}}
**{{SkillReq|Archaeology|90}}
** {{SkillReq|Cartography|80}}
**{{SkillReq|Cartography|80}}


The monsters in the trickery temple deal a lot more damage than earlier dungeons. The enemies have a reflect mechanic where part of the damage the player deals is inflicted back upon the player, and a mechanic where the enemies' max hit is proportional to the player's max hit. Enemies in this dungeon are also magic, and so ranged is recommended. For example, using {{ItemIcon|Rune Javelin}} or {{ItemIcon|Rune Throwing Knife}} can help reduce your max hit, and therefore reduce damage taken.
The monsters in the trickery temple deal a lot more damage than previous dungeons. On top of that, the enemies there have a reflect mechanic (where part of the damage the player deals is inflicted back upon the player), and a mechanic where the enemies' max hit is based on the player's max hit. All enemies in this dungeon are also magic-based. It is therefore highly recommended to use the ranged combat style, preferably with [[Ranged#Javelins|javelins]] or [[Ranged#Throwing_Knives|throwing knifes]] to lower the player's max hit, but at the expense of clear time.


Whilst the Trickery Temple drops {{ItemIcon|Barrier Exalted Shard}} and {{ItemIcon|Siphoning Barrier Gem}}, due to the reflect and max hit mechanic, the {{ZoneIcon|Cult Grounds}} dungeon is recommended for farming these so that you can focus on dealing more damage to reduce the clear times.
Although the Trickery Temple also drops {{ItemIcon|Barrier Exalted Shard}} and {{ItemIcon|Siphoning Barrier Gem}}, due to the reflect and max hit mechanic, the Cult Grounds dungeon is preferred, as the player can focus much more on dealing damage, rather than having to deal with the max hit mechanic.


However, even with lower damage weapons, max hit may still be too high for your build. If this is the case, then consider using the combat simulator to check your build, or manual eating so that you can unlock {{ZoneIcon|Cult Grounds}}.
Even with throwing knifes the reflect and enemy max hit still become very high. Always make sure to use the combat simulator beforehand to ensure you are not going to die! Alternatively, you can also do one clear by manual eating.


{{Equipment/Recommended
{{Equipment/Recommended
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'''Requirements'''
'''Requirements'''
* All of the requirements mentioned above.
*All of the requirements mentioned above.
* Complete {{ZoneIcon|Trickery Temple}}
* Complete {{ZoneIcon|Trickery Temple}}
* Find {{ItemIcon|Lost Cursed Text}}
*Find {{ItemIcon|Lost Cursed Text}}
** {{SkillReq|Archaeology|82}}
**{{SkillReq|Archaeology|82}}
** {{SkillReq|Cartography|80}}
**{{SkillReq|Cartography|80}}


Continue using your Aeris God armour setup for this dungeon. These monsters do not have the mechanic where they base their max hit off of the player's max hit, a crossbow with bolts can be used. As soon as enough {{ItemIcon|Barrier Exalted Shard}} and {{ItemIcon|Siphoning Barrier Gem}} have been obtained to upgrade the first item, it is advised to go collect barrier dust. All of the individual armour pieces have the same passive effect, so the order in which they are upgraded doesn't matter. Start with the armour piece that costs the fewest Barrier Shards and Siphoning Gems.
Continue using your Aeris God armour setup for this dungeon. These monsters do not have the mechanic where they base their max hit off of the player's max hit, a crossbow with bolts can be used. As soon as enough {{ItemIcon|Barrier Exalted Shard}} and {{ItemIcon|Siphoning Barrier Gem}} have been obtained to upgrade the first item, it is advised to go collect barrier dust. All of the individual armour pieces have the same passive effect, so the order in which they are upgraded doesn't matter. Start with the armour piece that costs the fewest Barrier Shards and Siphoning Gems.
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{| class="wikitable"
{| class="wikitable"
|-
|-
! Item
!Item
! Upgrade Cost
!Upgrade Cost
|-
|-
| {{ItemIcon|Aeris God Helmet|notext=true}}{{ItemIcon|Glacia God Helmet|notext=true}}{{ItemIcon|Terran God Helmet|notext=true}}{{ItemIcon|Ragnar God Helmet|notext=true}}
|{{ItemIcon|Aeris God Helmet|notext=true}}{{ItemIcon|Glacia God Helmet|notext=true}}{{ItemIcon|Terran God Helmet|notext=true}}{{ItemIcon|Ragnar God Helmet|notext=true}}
| 4 {{ItemIcon|Barrier Exalted Shard}}<br> 2 {{ItemIcon|Siphoning Barrier Gem}}
| 4 {{ItemIcon|Barrier Exalted Shard}}<br> 2 {{ItemIcon|Siphoning Barrier Gem}}
|-
|-
| {{ItemIcon|Aeris God Platebody|notext=true}}{{ItemIcon|Glacia God Platebody|notext=true}}{{ItemIcon|Terran God Platebody|notext=true}}{{ItemIcon|Ragnar God Platebody|notext=true}}
|{{ItemIcon|Aeris God Platebody|notext=true}}{{ItemIcon|Glacia God Platebody|notext=true}}{{ItemIcon|Terran God Platebody|notext=true}}{{ItemIcon|Ragnar God Platebody|notext=true}}
| 10 {{ItemIcon|Barrier Exalted Shard}}<br> 5 {{ItemIcon|Siphoning Barrier Gem}}
|10 {{ItemIcon|Barrier Exalted Shard}}<br> 5 {{ItemIcon|Siphoning Barrier Gem}}
|-
|-
| {{ItemIcon|Aeris God Platelegs|notext=true}}{{ItemIcon|Glacia God Platelegs|notext=true}}{{ItemIcon|Terran God Platelegs|notext=true}}{{ItemIcon|Ragnar God Platelegs|notext=true}}
|{{ItemIcon|Aeris God Platelegs|notext=true}}{{ItemIcon|Glacia God Platelegs|notext=true}}{{ItemIcon|Terran God Platelegs|notext=true}}{{ItemIcon|Ragnar God Platelegs|notext=true}}
| 6 {{ItemIcon|Barrier Exalted Shard}}<br> 3 {{ItemIcon|Siphoning Barrier Gem}}
| 6 {{ItemIcon|Barrier Exalted Shard}}<br> 3 {{ItemIcon|Siphoning Barrier Gem}}
|-
|-
| {{ItemIcon|Aeris God Boots|notext=true}}{{ItemIcon|Glacia God Boots|notext=true}}{{ItemIcon|Terran God Boots|notext=true}}{{ItemIcon|Ragnar God Boots|notext=true}}
|{{ItemIcon|Aeris God Boots|notext=true}}{{ItemIcon|Glacia God Boots|notext=true}}{{ItemIcon|Terran God Boots|notext=true}}{{ItemIcon|Ragnar God Boots|notext=true}}
| 5 {{ItemIcon|Barrier Exalted Shard}}<br> 5 {{ItemIcon|Siphoning Barrier Gem}}
| 5 {{ItemIcon|Barrier Exalted Shard}}<br> 5 {{ItemIcon|Siphoning Barrier Gem}}
|}
|}
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}}
}}


The following gear is starter gear to farm cult imps for barrier. If you do not have Big ol Ron, simulate how many barrier dust you are receiving with your alternative, and potentially use ranged on cult members instead. It is recommended to upgrade the melee armour used, with a preference over upgrading Terran. This is because the extra [[Damage Reduction]] is required for the {{ZoneIcon|Underwater Ruins}}. The equipment below will result in roughly 2,400 barrier dust an hour. More or less can be obtained depending on the actual gear and other bonusses used. The amount of barrier dust an hour rises to around 3,100 with Terran fully upgraded to (B). '''Depending on your choice in the next section, you do not need to fully upgrade Terran'''.
The following gear is starter gear to farm cult imps for barrier. If you do not have Big ol Ron, simulate how many barrier dust you are receiving with your alternative, and potentially use ranged on cult members instead. It is recommended to upgrade the melee armour used, with a preference for upgrading Terran. This is because the extra [[Damage Reduction]] is required for the {{ZoneIcon|Underwater Ruins}}. The equipment below will result in roughly 2,400 barrier dust an hour. More or less can be obtained depending on the actual gear and other bonusses used. The amount of barrier dust an hour rises to around 3,100 with Terran fully upgraded to (B). '''Depending on your choice in the next section, you do not need to fully upgrade Terran'''.


Again, Terran is used in this recommended gear over Ragnar with the assumption that this will be (partially) upgraded into (B).
Again, Terran gear is recommended over Ragnar with the assumption that this will be (partially) upgraded into (B).
{{Equipment/Recommended
{{Equipment/Recommended
|style = Melee
|style = Melee
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It is advised that the player stays at Cult Grounds until the {{ItemIcon|Summoner's Blessed Ring}} is obtained. This is also a good time to go back to {{MonsterIcon|Magic Mirror}} with the gear recommended [[#Trickery Temple|here]] since the {{ItemIcon|Trickery Mirror}} is required for the next section. With fully upgraded Aeris (B) and the other barrier damage items, it shouldn't be a problem at all taking these down much faster than before.
It is advised that the player stays at Cult Grounds until the {{ItemIcon|Summoner's Blessed Ring}} is obtained. This is also a good time to go back to {{MonsterIcon|Magic Mirror}} with the gear recommended [[#Trickery Temple|here]] since the {{ItemIcon|Trickery Mirror}} is required for the next section. With fully upgraded Aeris (B) and the other barrier damage items, it shouldn't be a problem at all taking these down much faster than before.


Lastly, if the player has finished {{ZoneIcon|Into the Mist}} at least once, and thus has obtained the [[Combat Passive Slot|passive slot]], it's a good idea to go for another item. The enemies from now on will have a lot more barrier to take down. The {{ItemIcon|Barrier Burn Shield}} from the [[#Trickery Temple|Trickery Temple]] can be used in the passive slot for a lot of extra barrier damage.
Lastly, if the player has finished {{ZoneIcon|Into the Mist}} at least once, and thus has obtained the [[Combat Passive Slot|passive slot]], it's a good idea to go for another item. The {{ItemIcon|Barrier Burn Shield}} from the [[#Trickery Temple|Trickery Temple]] can be used in the passive slot for a lot of extra barrier damage, which will be useful because enemies from now on  have a lot more barrier health.


==Melantis?==
==Melantis?==
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'''Requirements'''
'''Requirements'''
* All of the requirements mentioned above.
*All of the requirements mentioned above.
* Complete {{ZoneIcon|Cult Grounds}}
*Complete {{ZoneIcon|Cult Grounds}}
* {{SkillReq|Cartography|90}}
*{{SkillReq|Cartography|90}}
* {{SkillReq|Archaeology|90}}
*{{SkillReq|Archaeology|90}}
* {{ItemIcon|Water Expert Wizard Hat|notext=true}}{{ItemIcon|Water Expert Wizard Robes|notext=true}}{{ItemIcon|Water Expert Wizard Bottoms|notext=true}}{{ItemIcon|Water Expert Wizard Boots|Water Expert Wizard Robes}}
*{{ItemIcon|Water Expert Wizard Hat|notext=true}}{{ItemIcon|Water Expert Wizard Robes|notext=true}}{{ItemIcon|Water Expert Wizard Bottoms|notext=true}}{{ItemIcon|Water Expert Wizard Boots|Water Expert Wizard Robes}}
* {{ItemIcon|Ancient Infernal Cape}}
*{{ItemIcon|Ancient Infernal Cape}}
* {{ItemIcon|Trickery Mirror}}.
*{{ItemIcon|Trickery Mirror}}.


Melantis is a [[Cartography#Points_of_Interest|Point of Interest]] that first needs to be discovered to unlock the {{ZoneIcon|Underwater City}} and {{ZoneIcon|Underwater Ruins}} dungeon and combat area.
Melantis is a [[Cartography#Points_of_Interest|Point of Interest]] that first needs to be discovered to unlock the {{ZoneIcon|Underwater City}} and {{ZoneIcon|Underwater Ruins}} dungeon and combat area.
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The player first needs to find {{ItemIcon|Melantis Clue 1}} from the {{POIIcon|Monuments}} dig site and follow a trail of clues. Alternatively, you can look for the solution [[Melantis Clue 1| here]].
The player first needs to find {{ItemIcon|Melantis Clue 1}} from the {{POIIcon|Monuments}} dig site and follow a trail of clues. Alternatively, you can look for the solution [[Melantis Clue 1| here]].


==Underwater Ruins==
==Underwater Ruins ==
'''Requirements'''
'''Requirements'''  
* Have followed this guide up until this point, or have obtained all relevant items mentioned in this guide.
*Have followed this guide up until this point, or have obtained all relevant items mentioned in this guide.
* Discover {{POIIcon|Melantis}}
*Discover {{POIIcon|Melantis}}


'''Recommended'''
'''Recommended'''  
* Full (B) god armour for the chosen combat style.
*Full (B) god armour for the chosen combat style.
* {{ItemIcon|Cloudburst Staff}} for magic (if {{ItemIcon|Water Pulse Staff}} isn't obtained prior.)
*{{ItemIcon|Cloudburst Staff}} for magic (if {{ItemIcon|Water Pulse Staff}} isn't obtained prior.)
* {{ItemIcon|Ultima Godsword}} for melee.
* {{ItemIcon|Ultima Godsword}} for melee.
* {{ItemIcon|Damage Reduction Potion IV}}
*{{ItemIcon|Damage Reduction Potion IV}}
* {{ItemIcon|Fury of the Elemental Zodiacs}}
*{{ItemIcon|Fury of the Elemental Zodiacs}}
* {{ItemIcon|Barrier Burn Shield}} if the [[Combat Passive Slot|passive slot]] is unlocked.
*{{ItemIcon|Barrier Burn Shield}} if the [[Combat Passive Slot|passive slot]] is unlocked.
* {{ItemIcon|Summoner's Blessed Ring}}
*{{ItemIcon|Summoner's Blessed Ring}}


The {{ZoneIcon|Underwater Ruins}} contains 4 enemies of which 3 drop weapons that are potentially an upgrade. The monsters also all drop plenty of {{ItemIcon|Barrier Dust}}, which allows for easy upgrading of the remaining god armours that haven't been upgraded yet.
The {{ZoneIcon|Underwater Ruins}} contains 4 enemies of which 3 drop weapons that are potentially an upgrade. The monsters also all drop plenty of {{ItemIcon|Barrier Dust}}, which allows for easy upgrading of the remaining god armours that haven't been upgraded yet.


The player has a choice of killing the following monsters:
The player has a choice of killing the following monsters:
* {{MonsterIcon|Mermaid Archer}} for the {{ItemIcon|Engulfing Vortex Longbow}}
*{{MonsterIcon|Mermaid Archer}} for the {{ItemIcon|Engulfing Vortex Longbow}}
* {{MonsterIcon|Merman}} for the {{ItemIcon|Water Pulse Staff}}
*{{MonsterIcon|Merman}} for the {{ItemIcon|Water Pulse Staff}}
* {{MonsterIcon|Merman Guard}} for the {{ItemIcon|Hasty Trident}}
* {{MonsterIcon|Merman Guard}} for the {{ItemIcon|Hasty Trident}}


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}}
}}


===Merman===
=== Merman ===
The best weapon, by far, for killing Mermans is the Engulfing Vortex Longbow. Therefor it is suggested to get this bow from Mermaid Archers before killing Mermans. Mermans have a significantly lower maximum hit. As a result, the player needs a much lower auto-eat threshold and damage reduction. It is suggested to use a {{ItemIcon|Ranged Strength Potion IV}} or {{ItemIcon|Diamond Luck Potion IV}}, whichever results in more kills per hour.
The best weapon, by far, for killing Mermans is the Engulfing Vortex Longbow. Therefor it is suggested to get this bow from Mermaid Archers before killing Mermans. Mermans have a significantly lower maximum hit. As a result, the player needs a much lower auto-eat threshold and damage reduction. It is suggested to use a {{ItemIcon|Ranged Strength Potion IV}} or {{ItemIcon|Diamond Luck Potion IV}}, whichever results in more kills per hour.


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|ammo1 = Ancient Arrows
|ammo1 = Ancient Arrows
}}
}}
===Merman Guard===
=== Merman Guard===
Merman Guards can be killed with the {{ItemIcon|Cloudburst Staff}} or the {{ItemIcon|Water Pulse Staff}} effectively. However, because the Water Pulse Staff provides 8% extra damage reduction over the Cloudburst Staff, a player would need more hitpoints and more damage reduction to idle this enemy effectively.
Merman Guards can be killed with the {{ItemIcon|Cloudburst Staff}} or the {{ItemIcon|Water Pulse Staff}} effectively. However, because the Water Pulse Staff provides 8% extra damage reduction over the Cloudburst Staff, a player would need more hitpoints and more damage reduction to idle this enemy effectively.


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==Underwater City==
==Underwater City==
'''Requirements'''
'''Requirements'''
* Discover {{POIIcon|Melantis}}
*Complete {{ZoneIcon|Cult Grounds}}
* {{ItemIcon|Damage Reduction Potion IV}}
*Discover {{POIIcon|Melantis}}
* 70%+ [[Damage Reduction]] depending on [[hitpoints]]
*{{ItemIcon|Damage Reduction Potion IV}}
*70%+ [[Damage Reduction]] depending on [[hitpoints]]


'''Recommended'''
'''Recommended'''
* {{SkillReq|Smithing|99}} for the {{ItemIcon|Relic Shield}}
* {{SkillReq|Smithing|99}} for the {{ItemIcon|Relic Shield}}
* {{PrayerIcon|Piety}}
*{{PrayerIcon|Piety}}
* {{PrayerIcon|Battleheart}}
* {{PrayerIcon|Battleheart}}
* Agility obstacles that provide damage reduction
*Agility obstacles that provide damage reduction


The enemies, and especially the {{MonsterIcon|Nagaia}} hit '''very''' hard in this dungeon. A lot of damage reduction is required in order to idle this dungeon without dying. Alternatively, the player can return after having progressed through the {{Icon|Throne of the Herald Expansion|notext=true|img=TotH|}} [[Throne of the Herald]] expansion. Having more hitpoints or other damage reducing and damage inflicting bonusses can greatly speed up the clear times of this dungeon.
The enemies, and especially the {{MonsterIcon|Nagaia}} hit '''very''' hard in this dungeon. A lot of damage reduction is required in order to idle this dungeon without dying. Alternatively, the player can return after having progressed through the {{Icon|Throne of the Herald Expansion|notext=true|img=TotH|}} [[Throne of the Herald]] expansion. Having more hitpoints or other damage reducing and damage inflicting bonusses can greatly speed up the clear times of this dungeon.

Latest revision as of 10:39, 28 July 2024

In Ancient Relics mode, dungeons only require prior dungeon completion.

The following guide takes the player through the combat of the Atlas of Discovery Expansion with as little effort as possible. This guide is targeted at people who have either completed or nearly completed the base game. Completion of at least the Air God Dungeon is recommended to follow the largest portion of this guide.

Every enemy in this expansion has a Barrier health bar as well as a regular health bar. Enemies cannot be damaged in anyway until the barrier is entirely removed. Only familiars are able to damage the barrier. Starting from the Trickery Temple dungeon, enemies also regenerate 25% every 7 attack turns.

Two-handed weapons are strongly recommended during the entire combat section, unless the alternative is required for Damage Reduction or the alternative simply does more damage. Two-handed weapons generally have a higher hit chance and because the familiar's hit-chance is based on the player's hit chance, the higher the hit chance, the better.

Since the combat portion is heavily focused on using familiars the following is strongly recommended:

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    Level 90
  • Tortoise SynergyIcon.png
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    Dragon

In case the Throne of the Herald Expansion is owned, the following is a better alternative:

Because the combat mechanics in this expansion are rather complex, and minor changes in enemy, equipment and player stats can make specific items better or worse it is always recommended to use the Combat Simulator to verify how to get the most kills per hour or drops per hour.

The minimal and recommended requirements for every individual section is listed within the sections below.

Preparing for combat

Required:

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    Level 6
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    Level 5
  • Find Torn Chart

Recommended

Unlock the Ancient Market digsite and upgrade the map to perfect. It's heavily encouraged to also refine the map and get the +1 artifact bonus. Although it is possible to reduce the Tiny Artefact weight by 10, this generally isn't required as not that many barrier gems are needed for the entire combat portion.

From the Ancient Market, collect a whole bunch of barrier gems. These are needed to make Tortoise familiars. These are a must have for all the combat in this expansion. Depending on how many tablets you can make at once, and the preservation chance, more barrier gems should be obtained. 1,000 - 5,000 gems is a good number to aim for, depending on the previous factors.

Make Tortoise tablets and an equal amount of Dragon tablets. If possible use the Necromancer outfit, Old Summoning Amulet and the Signet Ring for more tablet output. Equip both the Tortoise and Dragon tablets. These will be used throughout the expansion!

Entry barrier equipment

Requirements:

Recommended

This portion of the guide aims at getting the very entry barrier equipment items, outside of the familiars of course. Gear doesn't matter much at this point, so prefer melee because it doesn't use resources. Use the melee weapon that provides the highest hit-chance.

  1. Get the Barrier Touch Gem and Lesser Summoning Amulet from Blind Ghost.
    1. Optionally kill 100 of these for the Township task.
  2. Make a Ring of Barrier Touch and equip it.
  3. Get a Sapping Barrier Gem and Barrier Sapping Gloves from Vampiric Bat.
    1. Optionally kill 100 Slime Shooter for the Township task.

Golem Territory

Requirements:

  • All items obtained in the previous section.
  • Find Ancient Stone Tablet
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      Level 35
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      Level 24

Recommended

For this dungeon, we still do not require any specific (B) armour. Use the familiars made earlier and let them do most of the work. Make sure whatever equipment you are wearing doesn't result in death, and whatever weapon you are using should once again provide the highest hit-chance that you can find. Melee again works fine for this dungeon, as it doesn't consume runes or ammunition.

Optionally, a Summoning or Maximum Skillcape can be worn to save some familiar tablets, but is by no means required.

Run this dungeon until you have obtained 10 Draining Barrier Gem to upgrade your gloves into Barrier Draining Gloves. The Township Task associated with this dungeon will also provide 3 gems.

All other items/loot received from this dungeon can be ignored. Do not use the familiar weapons. Unless the player is using very inaccurate and/or low level weapons, these will result in significantly lower clears per hour.

Dungeon Rush

The goal of this section is to unlock the Cult Grounds dungeon as fast as possible. The following two dungeons have to be completed once in order to unlock Cult Grounds. Starting from Trickery Temple the combat difficulty starts ramping up quite a bit!

Unholy Forest

Requirements

  • All items obtained in the previous section.
  • Complete Golem Territory
  • Find Old Route Chart
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      Level 65
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      Level 80

This dungeon can be completed with ease, by using the same equipment as the previous dungeon. For instance, Ancient Armour will be more than enough to clear this dungeon. Just make sure you have enough damage reduction (combined with hitpoints) to survive the dungeon once. Melee is recommended to benefit from the combat triangle.

Trickery Temple

Requirements

  • All items obtained in the previous section.
  • Complete
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    Unholy Forest
  • Find Torn Scrolls
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      Level 90
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      Level 80

The monsters in the trickery temple deal a lot more damage than previous dungeons. On top of that, the enemies there have a reflect mechanic (where part of the damage the player deals is inflicted back upon the player), and a mechanic where the enemies' max hit is based on the player's max hit. All enemies in this dungeon are also magic-based. It is therefore highly recommended to use the ranged combat style, preferably with javelins or throwing knifes to lower the player's max hit, but at the expense of clear time.

Although the Trickery Temple also drops Barrier Exalted Shard and Siphoning Barrier Gem, due to the reflect and max hit mechanic, the Cult Grounds dungeon is preferred, as the player can focus much more on dealing damage, rather than having to deal with the max hit mechanic.

Even with throwing knifes the reflect and enemy max hit still become very high. Always make sure to use the combat simulator beforehand to ensure you are not going to die! Alternatively, you can also do one clear by manual eating.

Upgrading to (B)

This section is about clearing and effectively farming the Cult Grounds dungeon and monsters for Barrier Dust. The player can progressively upgrade their Aeris God armour pieces to increase the kills per hour with every item upgraded.

Requirements

  • All of the requirements mentioned above.
  • Complete Trickery Temple
  • Find Lost Cursed Text
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      Level 82
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      Level 80

Continue using your Aeris God armour setup for this dungeon. These monsters do not have the mechanic where they base their max hit off of the player's max hit, a crossbow with bolts can be used. As soon as enough Barrier Exalted Shard and Siphoning Barrier Gem have been obtained to upgrade the first item, it is advised to go collect barrier dust. All of the individual armour pieces have the same passive effect, so the order in which they are upgraded doesn't matter. Start with the armour piece that costs the fewest Barrier Shards and Siphoning Gems.

Item Upgrade Cost
4 Barrier Exalted Shard
2 Siphoning Barrier Gem
10 Barrier Exalted Shard
5 Siphoning Barrier Gem
6 Barrier Exalted Shard
3 Siphoning Barrier Gem
5 Barrier Exalted Shard
5 Siphoning Barrier Gem

Once enough upgrade materials have been obtained, depending on the gear the player has, kill either

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Cult Imp

or

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Cult Member

. The benefit from killing Cult Members for barrier dust, is that only the Aeris set needs to be upgraded for maximum effect. However, the Cult Imp can potentially drop more barrier dust in a given hour. Especially if the player is using Big ol Ron. Terran God armour is also required in the next sections of the guide.

Collect enough barrier dust to obtain 2,000 Imbued Dragonite Bar. Upgrade your armour piece and move back to the Cult Grounds dungeon until enough materials have been obtained for the next upgrade. Repeat this cycle until the full Aeris armour has been obtained. Finally, also upgrade a pair of (U) Ancient D-hide Vambraces as they are slightly better than the previously used Barrier Draining Gloves.

Recommended starting gear is similar to that of the previous dungeon. Be sure to double check the amulets and rings that offer damage and familiar damage bonus after every (B) Aeris upgrade, as what results in more kph can change!

The following gear is starter gear to farm cult imps for barrier. If you do not have Big ol Ron, simulate how many barrier dust you are receiving with your alternative, and potentially use ranged on cult members instead. It is recommended to upgrade the melee armour used, with a preference for upgrading Terran. This is because the extra Damage Reduction is required for the Underwater Ruins. The equipment below will result in roughly 2,400 barrier dust an hour. More or less can be obtained depending on the actual gear and other bonusses used. The amount of barrier dust an hour rises to around 3,100 with Terran fully upgraded to (B). Depending on your choice in the next section, you do not need to fully upgrade Terran.

Again, Terran gear is recommended over Ragnar with the assumption that this will be (partially) upgraded into (B).

It is advised that the player stays at Cult Grounds until the Summoner's Blessed Ring is obtained. This is also a good time to go back to

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Magic Mirror

with the gear recommended here since the Trickery Mirror is required for the next section. With fully upgraded Aeris (B) and the other barrier damage items, it shouldn't be a problem at all taking these down much faster than before. Lastly, if the player has finished

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Into the Mist

at least once, and thus has obtained the passive slot, it's a good idea to go for another item. The Barrier Burn Shield from the Trickery Temple can be used in the passive slot for a lot of extra barrier damage, which will be useful because enemies from now on have a lot more barrier health.

Melantis?

This section is about unlocking the final combat zone and dungeon from Atlas of Discovery.

Requirements

Melantis is a Point of Interest that first needs to be discovered to unlock the Underwater City and Underwater Ruins dungeon and combat area.

The player first needs to find Melantis Clue 1 from the Monuments dig site and follow a trail of clues. Alternatively, you can look for the solution here.

Underwater Ruins

Requirements

  • Have followed this guide up until this point, or have obtained all relevant items mentioned in this guide.
  • Discover Melantis

Recommended

The Underwater Ruins contains 4 enemies of which 3 drop weapons that are potentially an upgrade. The monsters also all drop plenty of Barrier Dust, which allows for easy upgrading of the remaining god armours that haven't been upgraded yet.

The player has a choice of killing the following monsters:

These monsters and their drops can be obtained in order, since they are all one part of the combat triangle. For example, the Mermaid Archer can be killed for the longbow, which can then be used on the Merman for the staff which then can be used to obtain the trident from the Merman Guard.

It is strongly recommended to start this section with the Ultima Godsword and killing Mermaid Archers. This is because the Ultima Godsword is a very strong weapon, and the Engulfing Vortex Longbow resulting from this is also a very strong weapon.

Mermaid Archer

The following gear is recommended for the Mermaid Archer, since she has a very high max hit. Getting the Ultima Godsword is highly recommended to start killing Mermaid Archers. Alternatively, Merman Guards can be killed first to obtain the Hasty Trident.

The gear below assumes an optimal situation for the gear that is available at this point. When diverting from this gear, be sure you have auto-eat threshold and damage reduction to idle this enemy!

Merman

The best weapon, by far, for killing Mermans is the Engulfing Vortex Longbow. Therefor it is suggested to get this bow from Mermaid Archers before killing Mermans. Mermans have a significantly lower maximum hit. As a result, the player needs a much lower auto-eat threshold and damage reduction. It is suggested to use a Ranged Strength Potion IV or Diamond Luck Potion IV, whichever results in more kills per hour.

The gear below assumes an optimal situation for the gear that is available at this point. When diverting from this gear, be sure you have auto-eat threshold and damage reduction to idle this enemy!

Merman Guard

Merman Guards can be killed with the Cloudburst Staff or the Water Pulse Staff effectively. However, because the Water Pulse Staff provides 8% extra damage reduction over the Cloudburst Staff, a player would need more hitpoints and more damage reduction to idle this enemy effectively.

Additionally, since the Water Pulse Staff cannot miss, a Magic Damage Potion IV can result in more kills per hour over the Cloudburst Staff.

The gear below assumes an optimal situation for the gear that is available at this point. When diverting from this gear, be sure you have auto-eat threshold and damage reduction to idle this enemy!

Underwater City

Requirements

Recommended

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    Level 99
    for the Relic Shield
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    Piety
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    Battleheart
  • Agility obstacles that provide damage reduction

The enemies, and especially the

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Nagaia

hit very hard in this dungeon. A lot of damage reduction is required in order to idle this dungeon without dying. Alternatively, the player can return after having progressed through the Throne of the Herald expansion. Having more hitpoints or other damage reducing and damage inflicting bonusses can greatly speed up the clear times of this dungeon. The Relic Shield is preferred over the Earth Layered Shield, because it offers 4% more damage reduction at

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Level 90

and above. Alternatively the Devouring Barrier Shield can be used, once the upgrade item has been obtained from this dungeon. However, the player should check if the 4% reduction in DR doesn't result in death. The Eradicating Gloves (m) should be equipped immediately when obtained from this dungeon. Clearing the Underwater City dungeon provides 1 Barrier God Shard every time it is cleared. These can be used to upgrade (B) god armours into their respective (C) armours. These can then be used to very effectively clear

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Crystal Depths

for Crystal Binding Dust if the player hasn't already done this.

The gear below assumes an optimal situation for the gear that is available at this point. When diverting from this gear, be sure you have auto-eat threshold and damage reduction to idle this enemy!