Combat Guide: Difference between revisions

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=Introduction=
=Introduction=
This guide is written for characters playing the [[Game Mode#Standard|Standard]] game mode. If playing {{Icon|Hardcore}} or {{Icon|Adventure}} modes, preparation for certain events is different, especially for the {{ZoneIcon|Fire God Dungeon}} due to the differences in the [[Combat Triangle]]. This guide will assume there are no self-imposed restrictions put upon the account, if you choose to restrict your character in some way, you have to figure out how to get around it.
Progression in Melvor Idle primarily revolves around combat; while there is of course progression in all of the non-combat skills, that progression all serves to make you better at combat. This guide will break the game into multiple sections and try to give advice for each. The sections this guide will look into, and roughly how long they will take are as follows:
* The Early-Early Game:
** This is when the player is using very low level gear, has not purchased or obtained vital upgrades like {{UpgradeIcon|Auto Eat}} or the {{ItemIcon|Amulet of Looting}} and may require active (or more active) play to get through safely and efficiently. Can take a few days up to about a week.
* The Early Game:
** Where most of the game opens up and when combat gets exciting. The player has obtained reasonable gear, is able to fight the majority of monsters in Combat Areas and the first few Slayer Areas comfortably, and is starting to prepare to get more specialized gear from combat to progress. This section can take anywhere up to about a month or two, and is marked by the completion of {{ZoneIcon|Volcanic Cave|}}.
* The Mid Game:
** This section revolves around finishing your armor sets, maxing out your stats, and completing long term achievements like the God Dungeons. This section can take up to several months, and is usually marked by completion of {{ZoneIcon|Into the Mist}}.
* The Late Game:
** This is when the player is working on upgrading their weapons in the {{ZoneIcon|Dark Waters}} Area, upgrading their armor in the {{ZoneIcon|Unhallowed Wasteland}} Area, and fully preparing to defeat the {{ZoneIcon|Impending Darkness Event}}. This step contains long grinds, but if enough preparation has already been done, it should only take a few weeks at most.
* The Late-Late Game:
** Here the player finishes any achievements that haven't been mopped up yet, with the goal of filling the completion log with anything that hasn't been worth the time. This step's length is variable, as it depends on how much has already been completed, and how optimal/lucky the player is finishing up. Prepare to spend multiple days hunting for an item you'll never actually use!


This guide is meant to replace the great, but outdated, [[Gear Progression]] guide written by Tim Feels. Much of the content will be adapted from his work and updated to match the current state of the end game.
The guide will start with an overview on how combat works, the stats, and what items affect them. After that, it describes in detail the leveling up to the first challenging dungeon of the game, the {{ZoneIcon|Volcanic Cave}}. It will cover the God Dungeons and conclude with guidance for late game content. Remember that the majority of things mentioned here are ''recommendations'' and are not always required or the most optimal; if you don't want to do something, you probably don't have to.


As stated there, this guide will not give you DR requirements for Dungeons (though it will give recommended gear), nor will it give you the most efficient level paths. With the current amount of content in the game, we highly recommend using the excellent Combat Simulator browser extension for measuring the optimal XP/hr rates for whichever combat style you are using.
==Using Non-Combat to improve at Combat==
There are several non-combat skills that improve various parts of the combat experience:


The base guideline of gear progression is to have the highest possible damage whilst not dying, as dying will result in you losing a piece of gear. Losing your Tidal Edge from greed really sucks.
* {{Skill|Agility}} - Many of the obstacles provide important combat bonuses.
* {{Skill|Herblore}} - {{Icon|Diamond Luck Potion|Diamond Luck Potions}} are among the highest DPS boosts in the game.
* {{Skill|Thieving}} - There are a multitude of useful item drops from several NPCs, including {{ItemIcon|Chapeau Noir}}, {{ItemIcon|Knight's Defender}}, and others.
* {{Skill|Astrology}} - Many powerful and important passive benefits, including [[#Hidden Skill Levels|Hidden Skill Levels]], which provide further combat bonuses.
* {{Skill|Summoning}} - Tablets provide boosts to combat effectiveness and deal damage on their own. The {{ItemIcon|Dragon}} burn effect is particularly great against high hp enemies.
* {{Skill|Cooking}} - Cook food to eat so you don't die!
* {{Skill|Farming}} - Farm food to eat so you don't die! Farming is particularly useful because it does not require you to actively spend time on it, you can farm food 'while doing combat' for example.


There are now a multitude of skills that provide useful resources to combat. To summarize:
Other skills helpful for smooth progression include:


* {{Skill|Agility}} - Many of the obstacles provide combat bonuses
* {{Skill|Smithing}} - {{Skill|Attack|Melee}} armor and weapons.
* {{Skill|Herblore}}- Diamond Luck IV potions are among the highest DPS increases in the game
* {{Skill|Fletching}} - {{Skill|Ranged}} ammunition and weapons.
* {{Skill|Thieving}} - There are a multitude of useful item drops from several NPCs, including Chapeau Noir, Knight's Defender, and others
* {{Skill|Crafting}} - Jewelry with unique effects and {{Skill|Ranged}} armor.
* {{Skill|Astrology}} - These are easy to obtain bonuses to your character. The hidden levels provide accuracy bonuses, as well as other nice easy to acquire boosts
* {{Skill|Runecrafting}} - {{Skill|Magic}} armor and weapons.
* {{Skill|Summoning}} - The tablets provide boosts to combat effectiveness and do damage. The dragon burn effect is great against hard to hit enemies.
* {{SkillReq|Firemaking|99}} - The {{ItemIcon|Firemaking Skillcape}} grants a boost to XP earned and {{ItemIcon|Ash}}, which can be buried for {{Skill|Prayer}} Points
* {{Skill|Township}} - The Trader can be used to exchange goods for food and consumable items that make combat easier.
* {{Skill|Township}} - Township also has many Tasks available that grant rewards to players for achieving certain accomplishments or having certain items, using these is a great way to find something to do if you're unsure.


Some other skills are necessary for smooth progression, or to provide the bankroll necessary for progression:
Melvor Idle is not competitive, so it is recommended to set goals that you personally want and work towards them. The game will take a very long time to complete, so anything you can do to make it more fun for YOU is hugely recommended; using a weapon that you personally think is cool or useful, or not using an item because the grind isn't fun is perfectly acceptable and makes the game more interesting!


* {{Skill|Fletching}}
==Stats==
* {{Skill|Smithing}}
All gear has certain stats that link it to one of the three combat styles: {{Skill|Attack|Melee}}, {{Skill|Ranged}}, or {{Skill|Magic}}. Gear that is more difficult to obtain is ''usually'' better. Closer to endgame, the choices become more situational.
* {{Skill|Crafting}} (Jewelry and ranged armor)
* {{Skill|Firemaking}} (XP boost is no joke)
* {{Skill|Fishing}}/{{Skill|Farming}}/{{Skill|Cooking}} (Food)


=Gear Stats=
''For stat breakdowns and math, use the [[Combat Simulator]] or read the {{Icon|Combat}} page.''


All gear has certain stats linking it to certain combat styles (melee, ranged, or magic). More difficult to obtain gear is (usually) better. Once you approach the endgame, the choices become more situational rather than strictly better.
===Shared Stats===
====Attack Interval====
{{Main|Reference=Attack Interval}}
[[Attack Interval]] is determined primarily by the default Attack Interval on weapons and affects how long it takes between attacks. It is given as seconds per attack, so a lower number is better. A variety of things, such as [[Equipment]], [[Pets]], [[Spells]], and {{Skill|Prayer|Prayers}} can provide a reduction to the player's attack interval.


For stat breakdowns and math, use combat simulator or read the [[Combat]] wiki page.
A complete listing of things that effect the player's attack interval is provided on the [[Attack Interval]] page.


==Shared Stats==
====Damage Reduction====
{{Main|Reference=Damage Reduction}}


===Attack Speed===
''Damage Reduction'', or DR, is the most important stat in the game. Damage Reduction, {{Skill|Hitpoints}}, and {{UpgradeIcon|Auto Eat - Tier I|Auto Eat}} tier are all taken into account when considering how much damage the player can take before being able to [[Death|die]]. Damage Reduction can be found on:


Attack Speed, or AS, is determined mainly by the attack speed of your weapon. It is given as seconds per attack, so lower is better. Things that affect your attack speed are:
* {{ItemIcon|(G) Dragon Platebody|notext=true}}{{ItemIcon|(U) Black D-hide Body|notext=true}}{{ItemIcon|Air Expert Wizard Robes|notext=true}}- Upgraded versions of the highest level armor pieces from skilling.
* {{ItemIcon|(G) Ancient Platebody|notext=true}} - All Ancient tier gear, when fully upgraded
* {{ItemIcon|Ragnar God Platebody|notext=true}} - All God Dungeon gear
* {{ItemIcon|Silver Diamond Ring}} - Can be obtained through {{Skill|Crafting}}, {{Icon|Combat}}, or {{Skill|Thieving}}
* {{Icon|Damage Reduction Potion|Damage Reduction Potions}}
* {{PetIcon|Leonardo}} - {{Skill|Defence}} Pet
* {{PetIcon|Erran}} - {{ZoneIcon|Earth God Dungeon}} Pet
* {{Skill|Agility}} Obstacles
* {{PrayerIcon|Safeguard}}/{{PrayerIcon|Stone Skin}} - {{Skill|Prayer}}


* {{ItemIcon|Elder Crown}} - Helmet, drops from Elder Vampire
For the end game, there are some {{Skill|Prayer|Prayers}} and items that drop from {{ZoneIcon|Impending Darkness Event|Impending Darkness}} that affect enemies' DR:
* {{ItemIcon|Sand Treaders}} - Boots, drops from Turkul Riders
* {{PrayerIcon|Battleheart}} - Prayer, reduces enemy DR
* {{Icon|Surge I|type=spell}} / {{Icon|Surge II|type=spell}} / {{Icon|Surge III|type=spell}} - Spells
* {{ItemIcon|Shield of Ranged Power}}
* {{PetIcon|Otto}} - Pet from Dark Waters
* {{ItemIcon|Shield of Magic Power}}
* {{ItemIcon|Knight's Defender}} - Thieving from Knight, melee only
* {{ItemIcon|Shield of Melee Power}}
* {{ItemIcon|Guardian Amulet}} and {{ItemIcon|Spiked Shell Ring}} - These negatively impact your attack speed
* {{ItemIcon|Ring of Power}}
** Guardian Amulet - Drops from Earth Chests upgraded from Earth Shards, Earth God Dungeon
* {{PetIcon|Bone}}
** Spiked Shell Ring - Upgrade from 10 Guardian Rings and 500 Stinging Essence. Endgame item
* Slows


===Damage Reduction===
====Auto Eat====
{{Main|Reference=Auto Eat}}
''{{UpgradeIcon|Auto Eat - Tier I|Auto Eat}}'' is an upgrade that automatically eats equipped food after a certain health threshold. '''Upgrading this as quickly as possible is critical.''' Auto Eat Tier, along with {{Skill|Hitpoints}} and Damage Reduction controls what content is accessible without a chance of death.


Damage Reduction, or DR, is for the majority of the game the stat to optimize for. DR, HP, and Auto Eat tier all determine what is the highest damage hit you can survive, and relatedly what content you can... idle. This is not an exhaustive list, but DR can be found on:
With {{UpgradeIcon|Auto Eat - Tier III|Auto Eat}}, the type of food does not matter as long as one does not run out of it. Eating either {{ItemIcon|Potatoes}} or {{ItemIcon|Whale (Perfect)}} will both keep the player alive as long as they have enough of either. The main difference between any given food sources is the time spent {{Skill|Cooking}}, {{Skill|Fishing}} or {{Skill|Farming}} instead of fighting monsters.


* {{ItemIcon|(G) Dragon Helmet|notext=true}} - All trimmed armor pieces
=====Auto Eat Threshold=====
* {{ItemIcon|Ancient Helmet|notext=true}} - All Ancient tier gear
''Auto Eat Threshold'' is the HP value necessary to trigger Auto Eat, lowering the necessary HP/DR required. In the base game, only one item affects the Auto Eat threshold:
* {{ItemIcon|Ragnar God Helmet|notext=true}} - All god dungeon gear
 
* {{ItemIcon|Silver Diamond Ring}}/{{ItemIcon|Silver Diamond Necklace}}
* {{ItemIcon|Wasteful Ring}} - Drops from {{Icon|Wicked Greater Dragon|type=monster}}
* {{ItemIcon|Damage Reduction Potion I}}/{{ItemIcon|Damage Reduction Potion II}}/{{ItemIcon|Damage Reduction Potion III}}/{{ItemIcon|Damage Reduction Potion IV}}
 
* {{PetIcon|Leonardo}} - Defense Pet
=====Auto Eat Efficiency=====
* {{PetIcon|Erran}} - Earth God Dungeon Pet
{{Main|Reference=Auto Eat Efficiency}}
* {{Skill|Agility}} Obstacles
''Auto Eat Efficiency'' increases the amount of HP healed per piece of food eaten. This can be found on:
* {{PrayerIcon|Safeguard}}/{{PrayerIcon|Stone Skin}} - Prayer
* {{Skill|Cooking}} item [[mastery]].
* {{PrayerIcon|Battleheart}} - Prayer, reduces enemy DR
* {{Skill|Astrology}} constellation modifiers.
* {{ItemIcon|Absorbing Shield}} - Gain DR, lose evasion rating
* {{Skill|Agility}} Obstacles.
* {{Icon|Famished Potion|Famished Potions}}.


===Auto Eat Threshold===
=====Lifesteal=====
{{Main|Reference=Lifesteal}}
{{:Lifesteal}}


Auto Eat Threshold reduces the effective HP necessary to trigger your auto eat, lowering the necessary HP/DR required. This is a somewhat new feature, so we highly recommend you test this in Combat Sim. This can be found on:
====Slayer Area Effect Negation====
{{Main|Reference=Area Effect Negation}}
''Slayer Area Effect Negation'' reduces the effect of Slayer Area debuffs when fighting in one of these areas. These can range from annoying ({{ZoneIcon|Forest of Goo}}, {{ZoneIcon|Arid Plains}}) to downright progress blocking ({{ZoneIcon|Dark Waters}}, {{ZoneIcon|Unhallowed Wasteland}}). This stat can be found on:
* {{AgilityIcon|Pillar of Combat}}
* {{ItemIcon|Hunter's Ring}} - Drops from {{Icon|Hunting Greater Dragon|type=monster}}.
* {{ItemIcon|Slayer Helmet (Master)|notext=true}} - All {{Skill|Slayer}} armor from the shop (higher tier provides more).
* {{ItemIcon|Slayer Skillcape}}
* {{AoD}} {{POIIcon|Perilous Peaks}} Point of Interest in {{Skill|Cartography}}


* Agility Obstacles
====Attack Bonus/Accuracy Rating====
* {{ItemIcon|Famished Potion I}}/{{ItemIcon|Famished Potion II}}/{{ItemIcon|Famished Potion III}}/{{ItemIcon|Famished Potion IV}}/
These are included on all weapons, and some pieces of armor. {{Skill|Attack|Melee}} has {{Skill|Attack|Stab}}, {{Skill|Strength|Slash}}, and {{Skill|Defence|Block}} Bonuses, while {{Skill|Ranged}} and {{Skill|Magic}} have their own attack bonuses. In combat the player's [[Accuracy Rating]] determines how often they hit an enemy, based on the enemy's Evasion Rating. {{Skill|Summoning}} Tablets use the player's accuracy rating to calculate their chance to hit.
* {{ItemIcon|Wasteful Ring}} - Drops from Wicked Greater Dragon


===Slayer Area Effectiveness Reduction===
====Defence/Evasion Rating====
These are included on all pieces of armor, and are heavily connected to the [[Combat Triangle]]. The higher the number, the better. Evasion only helps to kill enemies faster if they can stun, slow, or sleep, as the player will evade their disabling attacks more often.


Slayer Area Effectiveness Reduction reduces the effect of the slayer area effects on your character when fighting in one of these areas. These can range from annoying (Forest of Goo, Arid Plains) to downright progress blocking (Dark Waters, Unhallowed Wasteland). This is another stat where Combat Sim testing is highly effective. This stat can be found on:
====Hidden Skill Levels====
The main [[Combat]] page has details on the specifics of the max hit, accuracy, and evasion equations the game uses to calculate your stats. In summary, levels in {{Skill|Attack}}, {{Skill|Strength}}, {{Skill|Ranged}}, {{Skill|Magic}} and {{Skill|Defence}} increase your stats based on different equations, but only up to the level cap (99 for the base game, and 120 with {{TotH}}).  


* Pillar of Combat - Agility capstone
Hidden Levels in any of these stats force these equations to use the player's base skill level (the one shown on the sidebar, equal to the amount of XP earned) AND the player's hidden levels, making the player more powerful than their stats would otherwise indicate. Additionally, hidden levels allow the formulas to calculate stats beyond the level cap.
* {{ItemIcon|Hunter's Ring}} - Drops from {{Icon|Hunting Greater Dragon|type=monster}}
* {{ItemIcon|Slayer Helmet (Master)|notext=true}} - All slayer armor from the shop (higher tier provides more)


===Armor/Evasion Rating===
* A character that is level 15 Strength with +5 Hidden Strength Levels would calculate their Melee Max Hit based on their Effective Level of 20
* A character that is level 99 with +5 Hidden Strength Levels would calculate their Melee Max Hit based on their Effective Level of 104, even when their level is capped and can't go any higher.


These are included on all pieces of armor, and are highly linked to the combat triangle. The higher the number, the better.
====Reflect Damage====
With this effect, whenever the player takes damage, they will also deal a portion of that damage immediately back to the enemy. Reflect does NOT reduce the amount of damage taken. Reflect damage cannot kill an enemy, does not provide XP, and has a 2 second cooldown before it can activate again.


==Melee Stats==
This effect can be found on:
* {{ItemIcon|Gold Sapphire Ring}}
* {{ItemIcon|Recoil Shield}}
* {{Skill|Astrology}} constellation {{ConstellationIcon|Tellus}}.


Melee gear focuses on 4 stats:
====Monster Respawn Time====
{{Main|Reference=Monster Respawn Timer}}
{{:Monster Respawn Timer}}


* Strength bonus: One of the factors that determines max hit
This timer can be reduced with the following effects:
* Stab/Slash/Block bonus: Determines the accuracy (chance to hit) of that particular attack style. Every weapon favors one of the styles, and using the correct one will boost your effective DPS.
* {{AgilityIcon|Lava Jump}}
* {{AgilityIcon|Dragon Fight}}
* {{AgilityIcon|Pillar of Combat}}
* {{ItemIcon|Hunters Hat}}


==Magic Stats==
===Class-related Stats===
====Melee Stats====
{{Skill|Attack|Melee}} gear focuses on 4 stats:


Magic armor and weapons focus on 2 stats:
* {{Skill|Strength}} bonus: One of the factors that determines max hit.
* Stab/Slash/Block bonus: Determines the accuracy (chance to hit) of that particular attack style. Each melee weapon has stats that favor one of the styles, and using the correct one will boost the player's accuracy substantially.


* Magic Damage Bonus: A % increase in max hit
====Magic Stats====
* Magic attack bonus: Determines your accuracy
{{Skill|Magic}} armor and weapons focus on 2 stats:


Additionally, magic also benefits from Rune Preservation Chance and Rune Cost Reduction. These can be found on:
* Magic Damage Bonus: Determines max hit.
* Magic Attack Bonus: Determines accuracy.


Additionally, {{Skill|Magic}} also benefits from Rune Preservation Chance and Rune Cost Reduction. This can be found on multiple items and buffs, including:
* {{ItemIcon|Mystic Air Staff|notext=true}} - All staves
* {{ItemIcon|Mystic Air Staff|notext=true}} - All staves
* {{ItemIcon|Air Imbued Wand|notext=true}} - All imbued wands. Crafted via {{Skill|Runecrafting}} from {{ItemIcon|Magic Wand (Elite)}}
* {{ItemIcon|Air Imbued Wand|notext=true}} - All imbued wands, crafted via {{Skill|Runecrafting}} from {{ItemIcon|Magic Wand (Elite)}}
* {{ItemIcon|Book of Eli}} - Drops from Hall of Wizards dungeon
* {{ItemIcon|Book of Eli}} - Drops from {{ZoneIcon|Hall of Wizards}} dungeon
* {{ItemIcon|Book of Occults}} - Drops from {{Icon|Necromancer|type=monster}}
* {{ItemIcon|Book of Occults}} - Drops from {{Icon|Necromancer|type=monster}}
* {{PetIcon|Salem}} - Magic Pet
* {{PetIcon|Salem}} - Magic [[Pets|Pet]]
* {{ItemIcon|Skull Cape}} - Slayer Shop
* {{ItemIcon|Skull Cape}} - {{Skill|Slayer}} Shop
 
==Ranged Stats==
 
Ranged armor and weapons focus on 2 stats:


* Ranged strength bonus: Determines your max hit
====Ranged Stats====
* Ranged attack bonus: Determines your accuracy
{{Skill|Ranged}} armor and weapons focus on 2 stats:


Additionally ranged gear also benefits from Ammo Preservation. This can be found on:
* Ranged strength bonus: Determines your max hit.
* Ranged attack bonus: Determines your accuracy.


* {{ItemIcon|Ranger Boots}} - Drops from Spider Chest, Spider Forest
Additionally, {{Skill|Ranged}} gear also benefits from Ammo Preservation. This can be found on multiple items and buffs, including:
* {{ItemIcon|Ranger Hat}} - Drops from Spider Chest, Spider Forest
* {{ItemIcon|Ranger Boots}} - Drops from {{ItemIcon|Spider Chest}} in {{ZoneIcon|Spider Forest}}
* {{ItemIcon|Ranged Skillcape}} - Skillcape for 99 Ranged
* {{ItemIcon|Ranger Hat}} - Drops from {{ItemIcon|Spider Chest}} in {{ZoneIcon|Spider Forest}}
* {{ItemIcon|Ranged Skillcape}}
* {{ItemIcon|Cape of Ranged Preservation}}
* {{ItemIcon|Cape of Ranged Preservation}}
* {{PetIcon|Marahute}} - Ranged Pet
* {{PetIcon|Marahute}} - Ranged [[Pets|Pet]]
* {{ItemIcon|Ancient Throwing Knife|notext=true}}/{{ItemIcon|Ancient Javelin|notext=true}} - All Throwing Knives and Javelins
* {{ItemIcon|Ancient Throwing Knife|notext=true}}/{{ItemIcon|Ancient Javelin|notext=true}} - All Throwing Knives and Javelins
* {{ItemIcon|Throwing Power Gloves}} - Negatively impacts ranged preservation using throwing weapons
* {{ItemIcon|Throwing Power Gloves}} - Negatively impacts ranged preservation using throwing weapons


==Special Attacks and Loot Passives==
===Minimum Hit and Special Attacks===
Each normal attack made by the player or an enemy will deal a random amount of damage between its minimum value and its maximum value, for all monsters, and for players without any bonuses, the Minimum Hit is 1.
 
Increasing the minimum hit is possible with buffs such as:
* {{ItemIcon|Air Acolyte Wizard Hat|notext=true}}{{ItemIcon|Water Acolyte Wizard Hat|notext=true}}{{ItemIcon|Earth Acolyte Wizard Hat|notext=true}}{{ItemIcon|Fire Acolyte Wizard Hat|notext=true}} all {{Skill|Runecrafting}} armor.
* {{SpellIcon|Charged I}}
* {{PrayerIcon|Battleheart}}
* {{AgilityIcon|Pillar of Combat}}
* {{Skill|Astrology}} constellation {{ConstellationIcon|Iridan}}.
 
Special Attacks are typically found on weapons have a percentage chance of triggering when in combat and will replace your standard attack. If the player has multiple items that grant a special attack, and the combined total adds to greater than 100%, the game will attempt to normalize the chance of using either attack. For example, if the player is wearing both an {{ItemIcon|Ancient Sword}} and a {{ItemIcon|Ring of Blade Echoes}}, the player will have a 50% chance of using Life Leach, and a 50% chance of using Blade Echoes. A list of equipment and spells with special attacks can be viewed on the [[Special Attacks]] page.
 
===Passive Effects===
Beyond just stats, many pieces of equipment have passive effects that increase stats that don't directly make the player better in combat.
 
Passive effects are bonuses that are always in play. These can increase damage dealt, {{GP}} GP earned or simply provide more item drops. Item doubling is incredibly powerful as it increases the amount of items received independently of damage dealt or respawn time. This can be found on multiple items and buffs, including:
 
* {{ItemIcon|Ring of Wealth}} - 7% Item doubling while in Combat, which is 2% greater than the same bonus provided by {{ItemIcon|Aorpheat's Signet Ring}}
* {{ItemIcon|Aorpheat's Signet Ring}} - Made with parts A/B, collected from doing combat/non-combat skills while wearing a {{ItemIcon|Gold Topaz Ring}}
* {{ItemIcon|Chapeau Noir}} - Rare {{Skill|Thieving}} Drop
* {{AgilityIcon|Spike Jump}}
* {{AgilityIcon|Ice Jump}}
* {{AgilityIcon|Pillar of Skilling}}
 
GP increases can be found on:
* {{ItemIcon|Gold Topaz Ring}} - Made in {{Skill|Crafting}}, or common drop
* {{ItemIcon|Gloves of Silence}} - Drops from {{Icon|Thief|type=monster}}
* {{ItemIcon|Fine Coinpurse}} - Thieving {{Icon|Woman|type=thieving}}
* {{ItemIcon|Gold Crested Shield}} - Thieving {{Icon|King|type=thieving}}
* {{ItemIcon|Jeweled Necklace}} - Low Town {{Skill|Thieving}} Drop
* {{ItemIcon|Ring of Wealth}} - Royal Castle {{Skill|Thieving}} Drop
* {{ItemIcon|Sneak-Ers}} - Rare {{Skill|Thieving}} Drop
 
==External Tooling==
Two popular external tools are the Combat Simulator and Can I Idle.
 
[[Combat Simulator]] is a Mod that allows you to estimate many attributes of combat, such as death rate, XP/hr, drops/hr, DPS, and so on. With Combat Simulator, it is trivial to check if your setup is going to work or not. It simulates combat at high speeds using the games own code, so it's quite accurate. <!--As of game version v1.1.1 this mod has not yet been updated to work with the new built in mod manager and is currently not available.-->
 
[https://zxv975.github.io/CanIIdle/ Can I Idle] is a site built by zxv. You enter some of the stats found on the combat page and see which enemies you can or can't idle. It's a very useful tool throughout the game. As of v1.1 the site is no longer being updated for anything beyond the base game, however it will still be entirely accurate for players who have not purchased any expansions. It will only be inaccurate for Elite/Master {{Skill|Slayer}} tasks for players who have completed {{ZoneIcon|Impending Darkness Event}} and have purchased the [[Throne of the Herald Expansion]]. It will also not account for whether or not you will take the extra 30% damage while {{EffectIcon|Stun|Stunned}} or {{EffectIcon|Freeze|Frozen}}. These effects can be avoided if you attack faster than the enemy, removing the stun effect before the enemy can hit you. Ultimately this means Can I Idle will report you need higher {{Icon|Damage Reduction}} values than you actually need in some circumstances.
 
=Base Game Combat=
 
==The Early-Early Game: Levels 1-40==
 
Early on, the game is primarily about leveling up your core combat stats, getting a feel for the combat systems, and acquiring basic combat equipment.
 
All three combat styles are connected. It is impossible to use only one style throughout the game if you wish to complete all content. The [[Combat Triangle]] determines how much damage and damage reduction you have against enemies of each different combat style, and is very important in choosing how to approach combat.
 
It is highly recommend to level all styles to not be in the position where you finished are almost ready to take on a dungeon that requires a specific combat style, and then have to level that skill from level 1 for 2 weeks.
 
===Major Goals===
The earliest for most players is the {{UpgradeIcon|Auto Eat}} upgrade, purchased in the shop for {{GP|1000000}}, followed by the {{ItemIcon|Amulet of Looting}}, found in the {{ZoneIcon|Spider Forest}}, which will make combat a fully automated activity. Beyond that, it's mainly a matter of learning how combat works and leveling up your skills.
 
* {{UpgradeIcon|Auto Eat}}
* {{ItemIcon|Amulet of Looting}}
* {{MonsterIcon|Bandit}},  {{MonsterIcon|Master Wizard}}, {{MonsterIcon|Fierce Devil}}
** These monsters drop useful items and are good targets for gaining experience with {{Skill|Attack|Melee}}, {{Skill|Ranged}}, and {{Skill|Magic}}, as long as you are following the combat triangle, and are the end-point of this section
 
===Slayer===
{{Skill|Slayer}} is a skill that mostly revolves around fighting monsters in special areas called Slayer Areas, these areas function similarly to normal Combat Areas such as the {{ZoneIcon|Farmlands}}; however, each {{Skill|Slayer}} Area also has a negative passive modifier that applies to all combat that takes place there. In the early game, there's not much that can be done about Slayer Area Effects, so they can be ignored.


Beyond stats, many pieces of equipment have Special Attacks or passive effects.
The other aspect of {{Skill|Slayer}} is [[Slayer#Slayer_Tasks|Slayer Tasks]]: a "bounty" rewarded for killing a number of enemies:
* Selecting the "New Task" button and choosing a difficulty is required to obtain the first task.
* Any other time the "New Task" button is pressed, the window will open again, and the player must pay a fee of {{SC}} Slayer Coins to either re-roll a task of the same difficulty or select a new task of a different difficulty.
** the Easy difficulty has a re-roll cost of {{SC|0}} and can be re-rolled infinitely in order to choose a specific monster, if desired.
* The player will be given a quota of a random enemy available in that difficulty level.
** The "Extend Task" button will charge another fee of {{SC}} SC and add a amount of monsters to the current task. Including the fee, completing an extended task will always provide more slayer coins in total than if the task was not extended.
* Any time the player kills one of these monsters, they will be awarded {{SC}} SC.
* Any task that is completed will automatically end and be replaced with a different task of the same difficulty, combat will continue with the current monster and the player will stop earning {{SC}} SC.
* {{Skill|Slayer}} XP is earned by fighting Slayer Tasks or by killing enemies in Slayer areas, these amounts stack, so a greater amount of XP is earned by doing Slayer Tasks in Slayer Areas.


Special Attacks have a percentage chance of triggering when in combat and will replace your standard attack. The gear with specials is truly too numerous to list.
It is recommended to start with {{Skill|Slayer}} Tasks as early as possible, working towards unlocking {{UpgradeIcon|Auto Slayer}} as the primary goal. Be aware that this can take some time as the enemies the player is able to kill at this stage will not drop very many {{SC}} SC.
* The least amount of effort to do this would be to simply re-roll until the monster the player is currently fighting is the current slayer task, and then extending that task to make it last as long as possible.
* Using Slayer Tasks as often as possible can be a great way to level multiple skills at once.
* Slayer Tasks can also encourage the player to fight targets they normally wouldn't simply for the rewards.  
* '''In the early-early game, stick with Easy difficulty tasks due to their free re-rolls'''
* The least amount of effort that can be put into Slayer is re-rolling as many times as it takes until the monster the player is fighting becomes the task.
** This is especially useful against {{MonsterIcon|Plant}}, {{MonsterIcon|Cow}}, and {{MonsterIcon|Chicken}} and other very low level monsters.


Loot Passive effects are bonuses that are always in play. These will increase your GP/hr as well as provide more loot to speed up many of the long grinds in the game. These can be found on:
===Dungeons===
Quick and accessible guides for the first 8 [[Dungeons]] can be found [[Guides#Dungeon_Guides|at this link]], for reference, they will also be linked here. These dungeons are placed in a different order than they are found in game, this is because they are sorted by the Maximum Hit of the bosses, the following is the easiest way to progess through the dungeons even if combat levels are lacking.:
* {{ZoneIcon|Chicken Coop}}: [[Chicken Coop/Guide]]
* {{ZoneIcon|Undead Graveyard}}: [[Undead Graveyard/Guide]]
* {{ZoneIcon|Spider Forest}}: [[Spider Forest/Guide]]
* {{ZoneIcon|Frozen Cove}}: [[Frozen Cove/Guide]]
* {{ZoneIcon|Bandit Base}}: [[Bandit Base/Guide]]
* {{ZoneIcon|Deep Sea Ship}}: [[Deep Sea Ship/Guide]]
* {{ZoneIcon|Hall of Wizards}}: [[Hall of Wizards/Guide]]
* {{ZoneIcon|Miolite Caves}}: [[Miolite Caves/Guide]]


* Chapeau Noir (Rare Thieving Drop)
===Leveling Guidelines===
* Aorpheats Signet Ring (Made with parts A/B, collected from doing combat/non*combat skills while wearing a Gold Topaz Ring)
As the player is just being introduced to combat, this section will try to be as simple as possible, while also setting some guidelines for the rest of the guide. The tables in each section in this entire guide will generally provide bare minimum recommendations. Some notes on how to use the information given:
* Gloves of Silence (Drops from Thief)
* The player must have an appropriate [[Auto Eat]] level and won't run out of food.
* Fine Coinpurse (Thieving Woman)
* The player has enough [[Damage Reduction]] to survive against enemies when [[Auto Eat]] is not enough by itself.
* Gold Crested Shield (Thieving King)
* Armor should be upgraded from the Bank screen whenever possible.
* Jeweled Necklace (Low Town Thieving Drop)
** For {{Skill|Defence|Melee}} armor, any armor except for {{ItemIcon|Dragon Gloves|Gloves}} can be upgraded.
* Ring of Wealth (Royal Castle Thieving Drop)
** For {{Skill|Ranged}} armor, this first becomes possible with {{ItemIcon|Green D-hide Body|Green D-hide}} and up.
* Sneak*Ers (Rare Thieving Drop)
* Pillar of Generosity (Agility capstone)


=Using Combat Simulator (Or Not)=
For the first section, the player will likely not have any cape, amulet, rings, {{Skill|Prayer}}, {{Skill|Herblore|Potions}}, {{Skill|Astrology}} bonuses, or {{Skill|Agility}} obstacles. With proper bonuses, the player can attempt much more difficult content and make progress a lot faster. Some notes on the first section:
* All assumed skill levels are equal to the ones required by the set of gear.
* When choosing a proper monster to farm, it is recommended to follow a priority rule:
# Drops something that useful.
# Is the current Slayer Task.
# Highest XP/hr.


Combat Simulator is a browser extension maintained by TinyCoyote that allows you to estimate quite a number of attributes of Melvor combat, namely Death Rate, XP/hr, Drops/hr, DPS, etc. It makes it trivial to test out if your setup is going to work, and uses the same webworker as the game itself so it's quite accurate. A link can be found to it here: [[Scripting_and_Extensions]]
Hitting the same enemy for 2 weeks because they are the "best" is a really boring way to play the game.


=How to use this Guide=
And finally, using Combat Simulator and Can I Idle in the [[#External_Tooling|External Tooling]] section should be your guide over anything printed here. This guide accepts no responsibility for untimely deaths.


All of the combat skills tie into each other, and it is impossible to be a Melee pure or vice versa if you wish to do all of the content in the game.
===Melee===
====Leveling====
Most players start combat with {{Skill|Attack|Melee}} as it does not require the overhead of {{Skill|Fletching}} Ammunition for {{Skill|Ranged}} or {{Skill|Runecrafting}} Runes for {{Skill|Magic}}.


Most people start with melee as it is the easiest to gear and train. We highly recommend leveling all of the skills in tandem so you aren't like me, where you finish Volcanic Cave and then have to level your ranged from level 1 for 2 weeks.
For Melee, use {{Skill|Smithing}} to wear and wield the highest level gear available.  


Slayer should be leveled alongside your core combat skills. Some of the best items in the game drop exclusively in slayer areas, and it will provide plenty of opportunities to level up your combat skills.
Smithing armor can be upgraded ({{ItemIcon|Bronze Helmet|notext=true}}{{ItemIcon|(S) Bronze Helmet|notext=true}}{{ItemIcon|(G) Bronze Helmet|notext=true}}) twice from the Bank, once with {{ItemIcon|Silver Bar|Silver Bars}} and the second time with {{ItemIcon|Gold Bar|Gold Bars}}. Typically, upgrading armor isn't really worth the extra time spent until at least {{ItemIcon|Adamant Helmet|Adamant}}.


=Early Game (Pre-Volcanic Cave)=
Melee leveling is split across 3 different skills, {{Skill|Attack}}, {{Skill|Strength}}, and {{Skill|Defence}}.
* {{Skill|Attack}} is trained using the {{Skill|Attack|Stab}} Attack Style
* {{Skill|Strength}} is trained using the {{Skill|Strength|Slash}} Attack Style
* {{Skill|Defence}} is trained using the {{Skill|Defence|Block}} Attack Style


An early goal for most players is the Amulet of Looting, found in the Spider Forest, which will make combat a fully automated activity. Beyond that, it's mainly a matter of learning how combat works and leveling up your skills. Some general goals for all classes are the following drops:
In general, all Melee weapons have Stat distributions that encourage the use of the following Attack Styles:


* Elite Amulet of Defence (Drops from Undead Graveyard or from combining 100 Amulet of Defense) Provides 2% DR, which will carry you through God Dungeons in the neck slot
{| class="wikitable" style="text-align: center"
* Amulet of Looting (Drops from Spider Forest)
! Weapon
* Sand Treaders (Drops from Turkul Riders)
! Details
* Desert Wrappings (Drops from Turkul Archers)
!colspan="2"| Style
|-
| {{ItemIcon|Steel Dagger|notext=true}}{{ItemIcon|Adamant Dagger|notext=true}}{{ItemIcon|Dragon Dagger|notext=true}} Dagger
| Fast, weaker
| {{Skill|Attack|Stab}}
| {{Skill|Defence|Block}}
|-
| {{ItemIcon|Steel Sword|notext=true}}{{ItemIcon|Adamant Sword|notext=true}}{{ItemIcon|Dragon Sword|notext=true}} Sword
|
| {{Skill|Attack|Stab}}
| {{Skill|Defence|Block}}
|-
| {{ItemIcon|Steel Scimitar|notext=true}}{{ItemIcon|Adamant Scimitar|notext=true}}{{ItemIcon|Dragon Scimitar|notext=true}} Scimitar
|
|colspan="2"| {{Skill|Strength|Slash}}
|-
| {{ItemIcon|Steel 2H Sword|notext=true}}{{ItemIcon|Adamant 2H Sword|notext=true}}{{ItemIcon|Dragon 2H Sword|notext=true}} 2H Sword
| No shield, slow
|colspan="2"| {{Skill|Strength|Slash}}
|-
| {{ItemIcon|Steel Battleaxe|notext=true}}{{ItemIcon|Adamant Battleaxe|notext=true}}{{ItemIcon|Dragon Battleaxe|notext=true}} Battleaxe
| Slow-ish
| {{Skill|Strength|Slash}}
| {{Skill|Defence|Block}}
|}


PSA: The following item recommendations are up to T70, as that is where you will likely begin clearing Volcano. These are not all strictly necessary, but they do all help a significant amount.
{| class="wikitable"
|-
! {{Skill|Attack|notext=true}} Level
! {{Skill|Attack}} Weapon
! {{Skill|Strength}} Weapon
! {{Skill|Defence}} Weapon
! Armor
! Recommended Monster
! Idleable Dungeons
|-
| rowspan="2" | 1
| {{ItemIcon|Bronze Dagger|Bronze}}
| {{ItemIcon|Bronze Scimitar|Bronze}}
| {{ItemIcon|Bronze Dagger|Bronze}}
| {{ItemIcon|Bronze Helmet|Bronze}}
| rowspan="2" | {{Icon|Cow|type=monster}}
| -
|-
| {{ItemIcon|Iron Dagger|Iron}}
| {{ItemIcon|Iron Scimitar|Iron}}
| {{ItemIcon|Iron Dagger|Iron}}
| {{ItemIcon|Iron Helmet|Iron}}
| -
|-
| 5
| {{ItemIcon|Steel Dagger|Steel}}
| {{ItemIcon|Steel Scimitar|Steel}}
| {{ItemIcon|Steel Dagger|Steel}}
| {{ItemIcon|Steel Helmet|Steel}}
| {{Icon|Skeleton|type=monster}}
| -
|-
| 10
| {{ItemIcon|Black Dagger|Black}} / {{ItemIcon|Steel Dagger|Steel}}
| {{ItemIcon|Black Scimitar|Black}} / {{ItemIcon|Steel Scimitar|Steel}}
| {{ItemIcon|Black Dagger|Black}} / {{ItemIcon|Steel Dagger|Steel}}
| {{ItemIcon|Black Helmet|Black}} / {{ItemIcon|Steel Helmet|Steel}}
| {{Icon|Tentacle|type=monster}} / {{Icon|Skeleton|type=monster}}
| {{ZoneIcon|Chicken Coop}} (Requires {{UpgradeIcon|Auto Eat - Tier II}})
|-
| 20
| {{ItemIcon|Mithril Sword|notext=true}} / {{ItemIcon|Mithril Dagger|Mithril}}
| {{ItemIcon|Mithril Scimitar|Mithril}}
| {{ItemIcon|Mithril Dagger|Mithril}}
| {{ItemIcon|Mithril Helmet|Mithril}}
| rowspan="3" | {{Icon|Frozen Archer|type=monster}}
| -
|-
| 30
| {{ItemIcon|Adamant Sword|notext=true}} / {{ItemIcon|Adamant Dagger|Adamant}}
| {{ItemIcon|Adamant Battleaxe|notext=true}} / {{ItemIcon|Adamant Scimitar|Adamant}}
| {{ItemIcon|Adamant Battleaxe|Adamant}}
| {{ItemIcon|Adamant Helmet|Adamant}}
| {{ZoneIcon|Undead Graveyard}}
|-
| rowspan="2" | 40
| {{ItemIcon|Rune Sword|notext=true}} / {{ItemIcon|Rune Dagger|Rune}}
| rowspan="2" | {{ItemIcon|Rune Battleaxe|notext=true}} / {{ItemIcon|Rune Scimitar|Rune}}
| rowspan="2" | {{ItemIcon|Rune Battleaxe|Rune}}
| rowspan="2" | {{ItemIcon|Rune Helmet|Rune}}
| {{ZoneIcon|Spider Forest}} / {{ZoneIcon|Frozen Cove}} / {{ZoneIcon|Bandit Base}}
|-
| {{ItemIcon|Ice Sword|}}
| {{Icon|Bandit|type=monster}}
| {{ZoneIcon|Miolite Caves}} (Requires {{UpgradeIcon|Auto Eat - Tier III}})
|-
|}


==Melee==
====Gear Goals====
* Weapons:
** {{ItemIcon|Ice Sword}} {{SkillReq|Attack|40}} - Drops from {{ZoneIcon|Frozen Cove}} /{{Icon|Ice Monster|type=monster}}.
** {{ItemIcon|Elerine Spear}} {{SkillReq|Attack|40}} - Drops from {{Icon|Elerine Warrior|type=monster}}.
** {{ItemIcon|Almighty Lute}} - Drops from {{MonsterIcon|Wandering Bard}}.
* Equipment:
** {{ItemIcon|Amulet of Strength}} - Drops from {{MonsterIcon|Mummy}}.
** {{ItemIcon|Amulet of Torture}} - Rare drop from {{MonsterIcon|Fierce Devil}}, {{ZoneIcon|Deep Sea Ship}}.
** {{ItemIcon|Obsidian Cape}} - Drops from {{MonsterIcon|Adamant Knight}}.
** {{ItemIcon|Amulet of Looting}} - Drops from {{ZoneIcon|Spider Forest}}.


Before Volcanic, you can grind the Knights Castle area to find most of your upgrades to supplant any gear not gained from smithing. You can also get some very good melee weapons in pre-Volcanic Cave areas. Drops to look for:
===Ranged===
Same as Melee, you should be doing the highest XP/hr monster with the highest possible gear. Due to the slower attack speed and the relative difficulty of {{Skill|Fletching}} large amounts of bolts, you shouldn't use {{ItemIcon|Bronze Crossbow|crossbows}} until you have the {{ItemIcon|Dragon Crossbow}} or better. For bolts, anything worse than {{ItemIcon|Emerald Bolts}} is sellable. Save the {{ItemIcon|Diamond|Diamonds}} for {{ItemIcon|Diamond Luck Potion IV|Diamond Luck IV Potions}}.


* {{ItemIcon|Amulet of Torture}} - Rare drop from Fierce Devil, Deep Sea Ship
====Leveling====
* Sunset Rapier (One of the best melee weapons early, Deep Sea Ship)
{{Skill|Ranged}} has a lot of options to do great damage, particularly to {{Skill|Magic}} enemies that may be very difficult to beat with Melee.
* Ancient Sword (Drops from Deep Sea Ship)
* Warberd/War Axe (2H, Drops from Raging Horned Elite/Seething Horned Elite)
* Sandstorm Ring (Drops from Sand Beast)
* Desert Sabre (Drops from Turkul Giant)
* Dragon Claw (Drops from Griffin)
* Ancient Claw (Very long grind, drops from Pegasus)


==Ranged==
For Ranged, use {{Skill|Crafting}} to obtain the highest level Armor, and {{Skill|Fletching}} to obtain the highest level Weapons and Ammo.


* Ranger Hat/Boots (Drops from Spider Forest dungeon)
Crafting armor can be upgraded ({{ItemIcon|Green D-hide Body|notext=true}}{{ItemIcon|(U) Green D-hide Body|notext=true}}) once from the Bank, using more of the raw {{ItemIcon|Green Dragonhide|notext=true}}{{ItemIcon|Blue Dragonhide|notext=true}}{{ItemIcon|Red Dragonhide|notext=true}}{{ItemIcon|Black Dragonhide|Dragonhide}}. Upgrading Ranged armor is always recommended once it's available.
* Ancient Crossbow (Drops from Dragon's Den dungeon)
* Ancient Longbow (Drops from Bandit Base dungeon)
* Ancient Dragonhide gear (Drops from Dragon's Den dungeon)
* Desert Shortbow (Drops from Turkul General)


==Magic==
Ranged has three different Attack styles, {{Skill|Ranged|Accurate}}, {{Skill|Ranged|Rapid}}, and {{Skill|Ranged|Longrange}}:
* {{Skill|Ranged|Accurate}} increases your Hidden Ranged level which causes each attack to be more accurate and deal more damage.
* {{Skill|Ranged|Rapid}} lowers the attack interval of the weapon by 0.4 seconds, making each attack significantly faster
* {{Skill|Ranged|Longrange}} increases your Hidden Ranged Level by less than Accurate, while also giving Hidden Defence Levels and evenly splitting the amount of XP earned between {{Skill|Ranged}} and {{Skill|Defence}}.


* Miolite Sceptre (Drops from Miolite Caves dungeon)
In general, {{Skill|Ranged|Accurate}} is more effective at low levels, while {{Skill|Ranged|Rapid}} is more effective at higher levels. The cutoff is approximately level 40. {{Skill|Ranged|Longrange}} should likely be used before this cutoff to also get an amount of {{Skill|Defence}} XP!
* Miolite Gear (Drops from Miolite Caves dungeon)
* Ancient Magic Gear (Drops from Hall of Wizards dungeon)
* Book of Eli (Drops from Hall of Wizards dungeon)
* Mystic Staves (Craftable, Runecrafting)
* Magic Wand (Powerful) (Drops from Dark Wizard)
* Shaman Ring (Drops from Shaman)
** Upgrades into Nature's Blessing Ring with 10,000 Nature runes)
* Nature's Call Staff (Drops from Elerine Mage and Druid, combine both halves)
** Upgrades into Nature's Wrath Staff with materials from Giant Moth and Miolite Caves dungeon)


=Volcanic Cave=
Ranged has several different Weapon types to choose from, each with their own benefits and drawbacks:


Link to Guide: [[Volcanic Cave/Guide]]
{| class="wikitable" style="text-align: center"
! Weapon
! Details
! Ammo
! Notes
|-
| {{ItemIcon|Normal Shortbow|notext=true}}{{ItemIcon|Maple Shortbow|notext=true}}{{ItemIcon|Magic Shortbow|notext=true}} Shortbow
| Fast-ish, weaker
| {{ItemIcon|Steel Arrows|notext=true}}{{ItemIcon|Adamant Arrows|notext=true}}{{ItemIcon|Dragon Arrows|notext=true}} Arrows
| Not great.
|-
| {{ItemIcon|Normal Longbow|notext=true}}{{ItemIcon|Maple Longbow|notext=true}}{{ItemIcon|Magic Longbow|notext=true}} Longbow
| More accurate, more damage
| {{ItemIcon|Steel Arrows|notext=true}}{{ItemIcon|Adamant Arrows|notext=true}}{{ItemIcon|Dragon Arrows|notext=true}} Arrows
| Arrows are cheap and easy to mass produce.
|-
| {{ItemIcon|Steel Crossbow|notext=true}}{{ItemIcon|Adamant Crossbow|notext=true}}{{ItemIcon|Dragon Crossbow|notext=true}} Crossbow
| Slow with high damage
| {{ItemIcon|Topaz Bolts|notext=true}}{{ItemIcon|Ruby Bolts|notext=true}}{{ItemIcon|Diamond Bolts|notext=true}} Bolts
| Bolts are valuable and difficult to make.
|-
| {{ItemIcon|Steel Throwing Knife|notext=true}}{{ItemIcon|Adamant Throwing Knife|notext=true}}{{ItemIcon|Dragon Throwing Knife|notext=true}} Throwing Knives
| Extremely fast with low damage and accuracy
| -
| Does not require {{Skill|Fletching}}.
|-
| {{ItemIcon|Steel Javelin|notext=true}}{{ItemIcon|Adamant Javelin|notext=true}}{{ItemIcon|Dragon Javelin|notext=true}} Javelins
| Fast with high damage and low accuracy
| -
| Javelins are worth a lot of GP when sold
|-
|}


Volcanic Cave is usually done with melee gear, as it is very easy to fill out the required DR via smithing. A full gold trimmed set of Dragon armor provides 30% DR, as shown in the below table. Level 99 smithing is required to trim a full set.
For the earliest parts of the game, it is recommended to stick with Longbows, since Arrows are the most plentiful ammo source. Javelins are more powerful than bows, and can be used if you want to powerlevel a bit, but the effort it takes to make enough for each level bracket is more than the effort required to just use arrows. Additionally, {{ItemIcon|Ice Arrows}} are equivalent to {{ItemIcon|Rune Arrows}} while not having a level requirement, and so can be used from {{Skill|Ranged}} level 1. If you can comfortably fight {{MonsterIcon|Frozen Archer}} with your {{Skill|Melee}} setup, these can carry you through training ranged without even looking at {{Skill|Fletching}}


{| class="wikitable"  
{| class="wikitable"  
|-
|-
! Item
! {{Skill|Ranged|notext=true}} Level
! Slot
! Bows
! DR%
! Arrows
! Armor
! Recommended Monster
! Idleable Dungeons
|-
| rowspan="3" | 1
| rowspan="3" | {{ItemIcon|Normal Longbow}}
| {{ItemIcon|Bronze Arrows}}
| rowspan="4" | {{ItemIcon|Leather Cowl|Leather}}
| rowspan="3" | {{Icon|Cow|type=monster}}
| -
|-
| {{ItemIcon|Iron Arrows}}
| -
|-
| {{ItemIcon|Ice Arrows}}
| -
|-
| 5
| rowspan="2" | {{ItemIcon|Oak Longbow}}
| rowspan="2" | {{ItemIcon|Steel Arrows}}
| {{Icon|Skeleton|type=monster}}
| -
|-
| 10
| rowspan="3" | {{ItemIcon|Hard Leather Cowl|Hard Leather}}
| {{Icon|Tentacle|type=monster}}
| {{ZoneIcon|Chicken Coop}} (Requires {{UpgradeIcon|Auto Eat - Tier II}})
|-
| 20
| {{ItemIcon|Willow Longbow}}
| {{ItemIcon|Mithril Arrows}}
| {{Icon|Wizard|type=monster}}
| -
|-
| 30
| {{ItemIcon|Maple Longbow}}
| {{ItemIcon|Adamant Arrows}}
| rowspan="2" | {{Icon|Bandit|type=monster}}
| {{ZoneIcon|Undead Graveyard}}
|-
| rowspan="2" | 40
| {{ItemIcon|Yew Longbow}}
| rowspan="2" | {{ItemIcon|Rune Arrows}}
| {{ItemIcon|Green D-hide Body|Green D-hide}} / {{ItemIcon|Ranger Hat}}/{{ItemIcon|Ranger Boots}}
| {{ZoneIcon | Spider Forest}}
|-
| {{ItemIcon|Ice Shortbow}}
| {{ItemIcon|Ice Helmet|Ice}}
| {{Icon|Master Wizard|type=monster}}
| {{ZoneIcon|Bandit Base}} / {{ZoneIcon|Hall of Wizards}} / {{ZoneIcon|Frozen Cove}} / {{ZoneIcon|Deep Sea Ship}} / {{ZoneIcon|Miolite Caves}}(Requires {{UpgradeIcon|Auto Eat - Tier III}})
|-
|}
 
====Gear Goals====
* Weapons:
** {{ItemIcon|Ice Shortbow}} {{SkillReq|Ranged|40}} - Drops from {{ZoneIcon|Frozen Cove}}.
** {{ItemIcon|Elerine Longbow}} {{SkillReq|Ranged|50}} - Drops from {{MonsterIcon|Elerine Archer}}.
* Equipment:
** {{ItemIcon|Ranger Hat}}/{{ItemIcon|Ranger Boots}} {{SkillReq|Ranged|40}} - Drops from {{ZoneIcon|Spider Forest}}.
** {{ItemIcon|Amulet of Ranged}} - Drops from {{MonsterIcon|Bandit}}.
** {{ItemIcon|Amulet of Looting}} - Drops from {{ZoneIcon|Spider Forest}}.
 
===Magic===
 
====Leveling====
'''See [[Magic/Training]]''' for an alternative way to level magic with non-combat Spells.
 
Magic is a time consuming but rewarding Combat Style due to the sheer prevalence of {{Skill|Attack|Melee}} enemies. Dealing more damage and taking less damage from the most common enemies in the game is fantastic.
 
For Magic, use {{Skill|Runecrafting}} to obtain the highest level weapons and armor, as well as to create runes to cast spells.
 
{{Skill|Runecrafting}} armor does not need to be upgraded to provide Damage Reduction, appropriate level Robes will automatically provide this stat.
 
Magic has two different Attack styles, {{Skill|Magic}} and {{Skill|Magic|Defensive}}:
* {{Skill|Magic}} increases your Hidden Magic level which causes each attack to be more accurate and deal more damage.
* {{Skill|Magic|Defensive}} increases your Hidden Magic Level less, while also giving Hidden Defence Levels and evenly splitting the amount of XP earned between {{Skill|Magic}} and {{Skill|Defence}}.
 
In general, {{Skill|Magic|Defensive}} is always the most efficient Attack Style to use, as training {{Skill|Defence}} with {{Skill|Magic}} uses the least amount of time and damage while remaining efficient.
 
Combat Magic has a ton of options to choose from, mainly based on the amount and type of runes required to cast each spell. Curses and Auroras can add a lot of damage, but are entirely optional as they increase the amount of runes required to
 
It is recommended to choose a spell, staff, robes, and aurora that use as many of the same primary {{ItemIcon|Air Rune|notext=true}}{{ItemIcon|Water Rune|notext=true}}{{ItemIcon|Earth Rune|notext=true}}{{ItemIcon|Fire Rune|Elemental Runes}} as possible.
 
{| class="wikitable" style="text-align: center"
! Rune
! Staff
! Spell
! Aurora
! Robes
|-
| {{ItemIcon|Air Rune}}
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Air Rune|notext=true}}
| {{SpellIcon|Wind Surge|notext=true}}{{ItemIcon|Air Rune|notext=true}}{{ItemIcon|Air Rune|notext=true}}
| {{SpellIcon|Surge I|notext=true}}{{ItemIcon|Air Rune|notext=true}}
| {{ItemIcon|Air Expert Wizard Robes|notext=true}}
|-
| {{ItemIcon|Water Rune}}
| {{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Water Rune|notext=true}}
| {{SpellIcon|Water Surge|notext=true}}{{ItemIcon|Water Rune|notext=true}}{{ItemIcon|Air Rune|notext=true}}
| {{SpellIcon|Fury I|notext=true}}{{ItemIcon|Water Rune|notext=true}}
| {{ItemIcon|Water Expert Wizard Robes|notext=true}}
|-
|-
| {{ItemIcon|(G) Dragon Helmet}}
| {{ItemIcon|Earth Rune}}
| Head
| {{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Earth Rune|notext=true}}
| 6%
| {{SpellIcon|Earth Surge|notext=true}}{{ItemIcon|Earth Rune|notext=true}}{{ItemIcon|Air Rune|notext=true}}
| {{SpellIcon|Fervor I|notext=true}}{{ItemIcon|Earth Rune|notext=true}}
| {{ItemIcon|Earth Expert Wizard Robes|notext=true}}
|-
|-
| {{ItemIcon|(G) Dragon Platebody}}
| {{ItemIcon|Fire Rune}}
| Body
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Air Rune|notext=true}}
| 6%
| {{SpellIcon|Fire Surge|notext=true}}{{ItemIcon|Fire Rune|notext=true}}{{ItemIcon|Air Rune|notext=true}}
| {{SpellIcon|Surge I|notext=true}}{{ItemIcon|Air Rune|notext=true}}
| {{ItemIcon|Fire Expert Wizard Robes|notext=true}}
|-
|-
| {{ItemIcon|(G) Dragon Platelegs}}
|}
| Leggings
 
| 6%
Each non-Wind spell also has the option of using {{ItemIcon|Mist Rune|notext=true}}{{ItemIcon|Dust Rune|notext=true}}{{ItemIcon|Smoke Rune|Combination Runes}}. Combination Runes are a good way to level {{Skill|Runecrafting}} as they are worth significantly more XP than their individual counterparts; crafting combination runes for spells you plan to use is a great way to make more efficient use of your {{Skill|Runecrafting}} leveling.
 
When using Combination Runes, look to synergize your staff with any Aurora also being cast, as their rune cost reduction does not apply to Combination Runes. For example, there is no benefit to using a {{ItemIcon|Fire Battlestaff}} with {{SpellIcon|Fire Wave}} if you are casting the spell with {{ItemIcon|Smoke Rune|Smoke Runes}}, but there would be a benefit of using a {{ItemIcon|Air Battlestaff}} with {{SpellIcon|Fire Wave}} if you were also casting {{SpellIcon|Surge II}}.
 
{| class="wikitable"
|-
|-
| {{ItemIcon|(G) Dragon Boots}}
! {{Skill|Magic|notext=true}} Level
| Boots
! Weapon
| 6%
! Spell
! Armor
! Recommended Monster
! Idleable Dungeons
|-
|-
| {{ItemIcon|(U) Black D-hide Vambraces}}
| rowspan="2" | 1
| Hands
| {{ItemIcon|Staff of Air}}
| 5%
| rowspan="2" | {{Icon|Wind Strike|type=spell}}
| rowspan="2" | {{ItemIcon|Air Acolyte Wizard Hat|Air Acolyte Wizard Robes}}
| rowspan="2" | {{MonsterIcon|Tentacle}}
| rowspan="2" |
|-
|-
! scope="row" colspan="2" | Subtotal
| {{ItemIcon|Magic Wand (Basic)}}
| 29%
|-
|-
| 10
| {{ItemIcon|Staff of Air|notext=true}}{{ItemIcon|Staff of Water|notext=true}}{{ItemIcon|Staff of Earth|notext=true}}{{ItemIcon|Staff of Fire|Basic Staves}}
| {{Icon|Wind Strike|type=spell|notext=true}}{{Icon|Water Strike|type=spell|notext=true}}{{Icon|Earth Strike|type=spell|notext=true}}{{Icon|Fire Strike|type=spell|Strike Spells}}
| {{ItemIcon|Air Acolyte Wizard Hat|notext=true}}{{ItemIcon|Water Acolyte Wizard Hat|notext=true}}{{ItemIcon|Earth Acolyte Wizard Hat|notext=true}}{{ItemIcon|Fire Acolyte Wizard Hat|Acolyte Robes}}
| {{MonsterIcon|Confused Pirate}}
|  
|  
| Cape
|-
| rowspan="2" | 30
| {{ItemIcon|Air Battlestaff|notext=true}}{{ItemIcon|Water Battlestaff|notext=true}}{{ItemIcon|Earth Battlestaff|notext=true}}{{ItemIcon|Fire Battlestaff|Battlestaves}}
| rowspan="2" | {{Icon|Wind Bolt|type=spell|notext=true}}{{Icon|Water Bolt|type=spell|notext=true}}{{Icon|Earth Bolt|type=spell|notext=true}}{{Icon|Fire Bolt|type=spell|Bolt Spells}}
| rowspan="2" | {{ItemIcon|Air Acolyte Wizard Hat|notext=true}}{{ItemIcon|Water Acolyte Wizard Hat|notext=true}}{{ItemIcon|Earth Acolyte Wizard Hat|notext=true}}{{ItemIcon|Fire Acolyte Wizard Hat|Acolyte Robes}}
| rowspan="2" | {{MonsterIcon|Giant Crab}}
| rowspan="2" |
|-
| {{ItemIcon|Magic Wand (Powerful)}}
|-
| 40
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Mystic Fire Staff|Mystic Staves}}
| {{Icon|Wind Blast|type=spell|notext=true}}{{Icon|Water Blast|type=spell|notext=true}}{{Icon|Earth Blast|type=spell|notext=true}}{{Icon|Fire Blast|type=spell|Blast Spells}}
| {{ItemIcon|Air Adept Wizard Hat|notext=true}}{{ItemIcon|Water Adept Wizard Hat|notext=true}}{{ItemIcon|Earth Adept Wizard Hat|notext=true}}{{ItemIcon|Fire Adept Wizard Hat|Adept Robes}}
| {{MonsterIcon|Giant Crab}}
|  
|  
|-
|-
| {{ItemIcon|Elite Amulet of Defence}}
|}
| Neck
 
| 2%
====Gear Goals====
* Weapons:
** {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Mystic Fire Staff|Mystic Staves}} {{SkillReq|Magic|40}} - Craftable with {{SkillReq|Runecrafting|70}}.
** {{ItemIcon|Nature's Call Staff}} {{SkillReq|Magic|40}} - Drops in two pieces from {{MonsterIcon|Elerine Mage}} and {{MonsterIcon|Druid}}
* Equipment:
** {{ItemIcon|Enchanted Cape}} - Drops from {{MonsterIcon|Master Wizard}}.
** {{ItemIcon|Amulet of Magic}} - Drops from {{MonsterIcon|Master Wizard}}.
** {{ItemIcon|Amulet of Looting}} - Drops from {{ZoneIcon|Spider Forest}}.
 
==The Early Game: Levels 41-75==
{{ZoneIcon|Volcanic Cave}} (and {{ZoneIcon|Dragons Den}} to a lesser extent) is the first real challenge the game presents to you, and preparing for it will likely take a couple of weeks of grinding for standard accounts.
 
This is where the [[Combat Triangle]] becomes extra important, and ignoring it entirely can be deadly or progress hampering.
 
===Major Goals===
The primary goal of this section is to replace all equipment and weapons obtained from non-combat skills with upgrades obtained from combat. Do note that all {{ItemIcon|Ancient D-hide Body|notext=true}} {{ItemIcon|Ancient Wizard Robes|notext=true}}{{ItemIcon|Ancient Platebody|Ancient Armor}} is technically skippable, it will be replaced quite quickly with the armor from the God Dungeons, especially if these are done as early as possible. They are left in the guide as it is very common for players to get them anyways, and they can make progression a lot smoother.
* [[Auto Slayer]]
* {{MonsterIcon|Paladin}} and {{MonsterIcon|Sand Beast}} - {{ItemIcon|Paladin Gloves}} and {{ItemIcon|Sandstorm Ring}}, fantastic upgrades for {{Skill|Melee}}.
* {{MonsterIcon|Thief}} - Drops the {{ItemIcon|Gloves of Silence}}, BIS gloves for {{Skill|Thieving}} and useful for turning combat into a decent amount of {{GP}}.
* {{MonsterIcon|Seething Horned Elite}} - Fantastic {{Skill|Ranged}} experience farm, and {{ItemIcon|Amulet of Fury}}.
* {{ItemIcon|Ancient Platebody}} from the {{ZoneIcon|Volcanic Cave}}.
* {{ItemIcon|Ancient D-hide Body}} from the {{ZoneIcon|Dragons Den}}.
* {{ItemIcon|Ancient Wizard Robes}} from the {{ZoneIcon|Hall of Wizards}}.
 
* {{ItemIcon|Sunset Rapier}} - Drops from {{ZoneIcon|Deep Sea Ship}}.
* {{ItemIcon|Slayer's Crossbow}} - Drops from monsters in the {{ZoneIcon|Desolate Plains}}. Ranged weapon that is exceptionally good when training {{Skill|Slayer}} and great for training {{Skill|Ranged}}.
* {{ItemIcon|Ancient Crossbow}} - Drops from {{ZoneIcon|Dragons Den}}. Ranged weapon that is good for doing Dungeons.
====Equipment Options====
 
* {{ItemIcon|Sand Treaders}} - Drops from {{Icon|Turkul Riders|type=monster}}
* {{ItemIcon|Elite Amulet of Defence}} - Drops from combining 100 {{ItemIcon|Amulet of Defence}} or from {{ZoneIcon|Undead Graveyard}}.
* {{ItemIcon|Amulet of Torture}} or {{ItemIcon|Elite Amulet of Glory}} - Drops from {{Icon|Fierce Devil|type=monster}} or from combining 100 {{ItemIcon|Amulet of Glory}} - Offensive version of Elite Defence for Melee.
* {{ItemIcon|Gloves of Silence}} - Drops from {{Icon|Thief|type=monster}} - can be decent for earning some extra GP from kills.
* {{ItemIcon|Paladin Gloves}} - Drops from {{Icon|Paladin|type=monster}} - big block of DR from a relatively easy monster.
* {{ItemIcon|Desert Wrappings}} - Drops from {{Icon|Turkul Archers|type=monster}} - less DR than the {{ItemIcon|Paladin Gloves}}, but more well rounded stats.
* {{ItemIcon|Priest Hat}} - Drops from {{Icon|Priest|type=monster}}.
 
===Slayer===
Many of the important items for this stage of the game are found from monsters in {{Skill|Slayer}} Areas, so it is helpful to have decently high level Slayer before going too far.
 
At this stage the player should be geared enough to be comfortably dealing with Normal difficulty tasks, and moving in to Hard difficulty tasks by the end of this step.
* {{ItemIcon|Slayer Helmet (Basic)}} - unlocked in the Shop by completing 15 Normal Slayer Tasks
* {{ItemIcon|Slayer Gear Upgrade Kit (Strong)}} - unlocked in the Shop by completing 25 Hard Slayer Tasks
 
Slayer Areas sometimes require items that must be purchased using {{SC}} SC from the [[Shop]] such as the {{ItemIcon|Mirror Shield}} and {{ItemIcon|Desert Hat}}. The monsters locked in slayer areas will not be rolled in slayer tasks until the item has been purchased from the shop. Also, if you are using {{UpgradeIcon|Auto Slayer}}, monsters locked behind an item will never appear if the item is not equipped; you can leverage this to control the task rolls.
 
===Melee===
 
====Leveling====
 
{| class="wikitable"
|-
! {{Skill|Attack|notext=true}} Level
! {{Skill|Attack}} Weapon
! {{Skill|Strength}} Weapon
! Armor
! Recommended Monster
|-
| 41
| {{ItemIcon|Rune Sword|notext=true}}{{ItemIcon|Rune Dagger|Rune}} / {{ItemIcon|Elerine Spear}}
| {{ItemIcon|Rune Scimitar|notext=true}}{{ItemIcon|Rune Battleaxe|Rune}}
| {{ItemIcon|Rune Helmet|Rune Armor}}
| {{MonsterIcon|Bandit}}
|-
| 50
| {{ItemIcon|Desert Sabre}} / {{ItemIcon|Rune Sword|Rune}}
| {{ItemIcon|Desert Sabre}} / {{ItemIcon|Rune Battleaxe|Rune}}
| {{ItemIcon|Rune Helmet|Rune Armor}}
| {{MonsterIcon|Bandit}}
|-
| 60
| {{ItemIcon|Dragon Claw}} / {{ItemIcon|Dragon Sword|Dragon}}
| {{ItemIcon|Dragon Claw}} / {{ItemIcon|Dragon Battleaxe|Dragon}}
| {{ItemIcon|Dragon Helmet|Dragon Armor}}
| {{MonsterIcon|Vampire}}
|-
| 70
| {{ItemIcon|Ancient Sword}} / {{ItemIcon|Warberd}}
| {{ItemIcon|Ancient 2H Sword}} / {{ItemIcon|War Axe}}
| {{ItemIcon|Ancient Helmet|Ancient Armor}}
| {{MonsterIcon|Holy Archer}}
|-
|}
 
====Gear Goals====
* Weapons:
* Equipment:
** {{ItemIcon|Elite Amulet of Strength}} - Drops from combining 100 {{ItemIcon|Amulet of Strength}}
** {{ItemIcon|Elite Amulet of Defence}} - Drops from combining 100 {{ItemIcon|Amulet of Defence}}
** {{ItemIcon|Elite Amulet of Glory}} - Drops from combining 100 {{ItemIcon|Amulet of Glory}}
** {{ItemIcon|Sandstorm Ring}} {{SkillReq|Attack|50}} - Drops from {{Icon|Sand Beast|type=monster}}.
** {{ItemIcon|Desert Wrappings}} - Drops from {{Icon|Turkul Archers|type=monster}}
 
===Ranged===
 
====Leveling====
 
{| class="wikitable"
|-
! {{Skill|Ranged|notext=true}} Level
! Weapon
! Ammo
! Armor
! Recommended Monster
|-
| 41
| {{ItemIcon|Rune Javelin}} / {{ItemIcon|Ice Shortbow}}
| {{ItemIcon|Rune Arrows}}
| {{ItemIcon|Green D-hide Body|Green D-hide}}
| {{MonsterIcon|Master Wizard}}
|-
| 50
| {{ItemIcon|Rune Javelin}} / {{ItemIcon|Ice Shortbow}}
| {{ItemIcon|Rune Arrows}}
| {{ItemIcon|Blue D-hide Body|Blue D-hide}}
| {{MonsterIcon|Master Wizard}}
|-
| 60
| {{ItemIcon|Slayer's Crossbow}} / {{ItemIcon|Dragon Javelin}}
| {{ItemIcon|Emerald Bolts}}
| {{ItemIcon|Red D-hide Body|Red D-hide}}
| {{MonsterIcon|Master Wizard}}
|-
| 70
| {{ItemIcon|Slayer's Crossbow}} / {{ItemIcon|Dragon Javelin}}
| {{ItemIcon|Emerald Bolts}}
| {{ItemIcon|Black D-hide Body|Black D-hide}}
| {{MonsterIcon|Superior Eyed Monster}}
|-
|}
 
====Gear Goals====
 
* Weapons:
* Equipment:
** {{ItemIcon|Elite Amulet of Ranged}} - Upgraded by combining 100 {{ItemIcon|Amulet of Ranged}}
** {{ItemIcon|Throwing Power Gloves}} - Drops from  {{MonsterIcon|Turkul Throwers}}
** {{ItemIcon|Cape of Ranged Preservation}} - Drops from  {{MonsterIcon|Holy Archer}}
** {{ItemIcon|Scaled Shield}} - Upgraded from the {{ItemIcon|Ancient D-hide Shield}} which drops from the {{ZoneIcon|Dragons Den}}
 
===Magic===
 
====Leveling====
{| class="wikitable"
|-
! {{Skill|Magic|notext=true}} Level
! Weapon
! Spell
! Armor
! Recommended Monster
|-
| 41
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Mystic Fire Staff|Mystic Staves}}
| {{Icon|Wind Blast|type=spell|notext=true}}{{Icon|Water Blast|type=spell|notext=true}}{{Icon|Earth Blast|type=spell|notext=true}}{{Icon|Fire Blast|type=spell|Blast Spells}}
| {{ItemIcon|Air Adept Wizard Hat|notext=true}}{{ItemIcon|Water Adept Wizard Hat|notext=true}}{{ItemIcon|Earth Adept Wizard Hat|notext=true}}{{ItemIcon|Fire Adept Wizard Hat|Adept Robes}}
| {{MonsterIcon|Giant Crab}}
|-
| 50
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Mystic Fire Staff|Mystic Staves}}
| {{Icon|Wind Wave|type=spell|notext=true}}{{Icon|Water Wave|type=spell|notext=true}}{{Icon|Earth Wave|type=spell|notext=true}}{{Icon|Fire Wave|type=spell|Wave Spells}}
| {{ItemIcon|Air Adept Wizard Hat|notext=true}}{{ItemIcon|Water Adept Wizard Hat|notext=true}}{{ItemIcon|Earth Adept Wizard Hat|notext=true}}{{ItemIcon|Fire Adept Wizard Hat|Adept Robes}}
| {{MonsterIcon|Turkul Giant}}
|-
| 60
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Mystic Fire Staff|Mystic Staves}}
| {{Icon|Wind Surge|type=spell|notext=true}}{{Icon|Water Surge|type=spell|notext=true}}{{Icon|Earth Surge|type=spell|notext=true}}{{Icon|Fire Surge|type=spell|Surge Spells}}
| {{ItemIcon|Air Adept Wizard Hat|notext=true}}{{ItemIcon|Water Adept Wizard Hat|notext=true}}{{ItemIcon|Earth Adept Wizard Hat|notext=true}}{{ItemIcon|Fire Adept Wizard Hat|Adept Robes}}
| {{MonsterIcon|Griffin}}
|-
| rowspan=2 | 70
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Mystic Fire Staff|Mystic Staves}}
| rowspan=2 | {{Icon|Wind Surge|type=spell|notext=true}}{{Icon|Water Surge|type=spell|notext=true}}{{Icon|Earth Surge|type=spell|notext=true}}{{Icon|Fire Surge|type=spell|Surge Spells}} / {{Icon|Slicing Winds|type=spell}}
| rowspan=2 | {{ItemIcon|Air Expert Wizard Hat|notext=true}}{{ItemIcon|Water Expert Wizard Hat|notext=true}}{{ItemIcon|Earth Expert Wizard Hat|notext=true}}{{ItemIcon|Fire Expert Wizard Hat|Expert Robes}} / {{ItemIcon|Ancient Wizard Hat|Ancient Wizard Robes}}
| rowspan=2 | {{MonsterIcon|Venomous Snake}}
|-
| {{ItemIcon|Magic Wand (Elite)}} / {{ItemIcon|Air Imbued Wand|notext=true}}{{ItemIcon|Water Imbued Wand|notext=true}}{{ItemIcon|Earth Imbued Wand|notext=true}}{{ItemIcon|Fire Imbued Wand|Imbued Wands}}
|}
 
====Gear Goals====
 
* Weapons:
* Equipment:
** {{ItemIcon|Elite Amulet of Magic}} - Drops from combining 100 {{ItemIcon|Amulet of Magic}}
** {{ItemIcon|Book of Eli}} - Drops from {{ZoneIcon|Hall of Wizards}}.
** {{ItemIcon|Shaman Ring}} - Drops from {{MonsterIcon|Shaman}}.
*** Upgrades into {{ItemIcon|Nature's Blessing Ring}} with 10,000 {{ItemIcon|Nature Rune}}
 
===Volcanic Cave and Ancient Armor===
The major goal of this section is to find and equip {{ItemIcon|(G) Ancient Platebody|notext=true}}{{ItemIcon|(U) Ancient D-hide Body|notext=true}}{{ItemIcon|Ancient Wizard Robes|Ancient Armor}}
 
{{ItemIcon|Ancient Wizard Hat|notext=true}}{{ItemIcon|Ancient Wizard Robes|notext=true}}{{ItemIcon|Ancient Wizard Bottoms|notext=true}}{{ItemIcon|Ancient Wizard Boots|Ancient Wizard Robes}} come from the {{ZoneIcon|Hall of Wizards}}.
* This dungeon isn't really difficult enough to warrant a guide, it is recommended to use the best available Ranged equipment to benefit the most from the [[Combat Triangle]].
* As with most Magic equipment, these robes do not need to be upgraded to get the full benefit.
 
{{ItemIcon|Ancient D-hide Body|notext=true}}{{ItemIcon|Ancient D-hide Chaps|notext=true}}{{ItemIcon|Ancient D-hide Vambraces|notext=true}}{{ItemIcon|Ancient D-hide Shield|Ancient D-hide Armor}} comes from the {{ZoneIcon|Dragons Den}}.
- '''This dungeon has a guide at [[Dragons Den/Guide]]'''
* This armor needs to be upgraded, getting the raw D-hide necessary to fully upgrade this armor will likely take longer than getting each piece of armor
* {{ItemIcon|Ancient D-hide Shield}} has a second upgrade, the {{ItemIcon|Scaled Shield}}, which is best in slot for Ranged for a long time.
 
{{ItemIcon|Ancient Helmet|notext=true}}{{ItemIcon|Ancient Platebody|notext=true}}{{ItemIcon|Ancient Platelegs|notext=true}}{{ItemIcon|Ancient Shield|Ancient Plate Armor}} comes from the {{ZoneIcon|Volcanic Cave}}.
- '''This dungeon has a guide at [[Volcanic Cave/Guide]]'''
* This armor, like {{Skill|Smithing}} armor needs to be upgraded twice.
* {{ItemIcon|Ancient Shield}} has a fourth upgrade, the {{ItemIcon|Dragonfire Shield}}, which is best in slot for Melee for a long time. Upgrading this shield requires 7050 {{ItemIcon|Dragon Bones}}.
 
Due to the nature of the game, it is entirely possible to skip Ancient armor completely, and go straight to the next section. This does however require a bit more knowledge of how the game works, and is not necessarily recommended. The {{ItemIcon|Dragonfire Shield}} and the {{ItemIcon|Scaled Shield}} are two important items that should not be skipped.
 
 
 
==The Mid Game: Levels 76-95==
 
After acquiring and equipping all of the Ancient sets of armor and obtaining decent weapons, the player should now be well prepared to step up to the plate of the next challenge the game has to offer, Infernal Stronghold and the God Dungeons. But first, it is hugely recommended to assess the progress of all non-combat skills; each of these dungeons is difficult enough that NOT having access to {{Skill|Prayer|Prayers}}, {{Skill|Herblore}} Potions, {{Skill|Summoning}} Tablets, or {{Skill|Agility}} / {{Skill|Astrology}} bonuses can make progress significantly slower than it needs to be.
 
This section will first outline any particularly useful buffs and some crucial pieces of equipment to grab before moving on.
 
At this point, ownership of the {{TotH}} Throne of the Herald Expansion can really benefit the player with new items and passives. See the [[Combat_Guide/Throne_of_the_Herald#How_Throne_of_the_Herald_affects_Base_Game_Combat|Throne of the Herald]] section to see which items and upgrades change progression. All {{TotH}} items will require skill levels higher than 100 and may take a very long time to obtain. Combat equipment such as {{ItemIcon|Divine Helmet}}, {{ItemIcon|Carrion Body}}, or {{ItemIcon|Poison Legendary Wizard Hat}} ''CANNOT'' be equipped until the completion of base game combat with the defeat of {{MonsterIcon|Bane, Instrument of Fear}}.
 
===Major Goals===
* {{ItemIcon|Infernal Cape}}
* {{ItemIcon|Infernal Claw}}
* {{ItemIcon|Fury of the Elemental Zodiacs}}
* {{ItemIcon|Stormsnap}}
* {{ItemIcon|Cloudburst Staff}}
* {{ItemIcon|Earth Layered Shield}}
* {{ItemIcon|Big ol Ron}}
* {{ItemIcon|Aeris God Platebody|notext=true}}{{ItemIcon|Glacia God Platebody|notext=true}}{{ItemIcon|Terran God Platebody|notext=true}}{{ItemIcon|Ragnar God Platebody|notext=true}} [[God_Equipment#Armour|God Armor]]
* {{ItemIcon| Undead Enhancement (Superior)|notext=true}} {{ItemIcon|Magic Enhancement (Superior)|notext=true}} {{ItemIcon|Dragon Enhancement (Superior)|notext=true}} {{ItemIcon| Gods Enhancement (Superior)|notext=true}} [[Stronghold]] Superior Gems
 
===External Buffs===
====Prayer====
{{Skill|Prayer}}, while always useful, can be difficult to level up in the early game, and many players ignore it due to the upkeep required. Now is a great time to remedy that!
 
Obtaining {{Skill|Prayer}} Points is the main ingredient here, this can take time and effort, but is rewarding. Prayer Points come from the following sources:
* Burying {{ItemIcon|Bones|notext=true}}{{ItemIcon|Big Bones|notext=true}}{{ItemIcon|Dragon Bones|notext=true}}{{ItemIcon|Magic Bones|all Bones}} and {{ItemIcon|Holy Dust}}, this is generally not recommended unless you have a consistent, non-combat source of these as bones are relatively slow to gather and often used for non-combat skills.
** {{ItemIcon|Bones}} and {{ItemIcon|Holy Dust}} can be made with {{Skill|Magic|Alt-Magic}} Spells.
** {{ItemIcon|Magic Bones}} can be purchased from the Shop for {{SC}} SC
* {{ItemIcon|Ash}} is obtained from {{Skill|Firemaking}} which can be buried by itself or turned into {{ItemIcon|Small Urn}} or {{ItemIcon|Medium Urn}} in {{Skill|Crafting}} and then turned into {{ItemIcon|Small Urn (Enchanted)}} and {{ItemIcon|Medium Urn (Enchanted)}} in {{Skill|Magic|Alt-Magic}}.
* {{ItemIcon|Raw Skeleton Fish}} can be caught in {{Skill|Fishing}} if the player has found the {{ItemIcon|Message in a Bottle}}
 
As for which Prayers to use, preferably {{PrayerIcon|Battleheart}} and the best combat style prayer available, {{PrayerIcon|Piety}}, {{PrayerIcon|Rigour}}, or {{PrayerIcon|Augury}}.
 
====Agility====
 
Agility grants many powerful bonuses the most important of which being increased {{Skill|Hitpoints}}. This can make achieving idle-breakpoints much easier when your effective HP is 9 levels higher than it should be.
 
Which bonuses you pick and whether or not you want to swap courses often are '''up to you''' as which obstacles are "best" varies based on what you're doing and what your goals are, but the following table will list any obstacles with helpful combat bonuses:
 
{| class="wikitable"
!colspan="1"| #
!colspan="1"| Obstacle
!colspan="4"| Reason
|-
! colspan="1"| 1
| {{AgilityIcon|Cargo Net}}
| +3% Global GP, woohoo!
|-
! 2
| colspan="2"| Any
|-
! 3
| {{AgilityIcon|Pipe Climb}}
| The only obstacle on this tier with any benefit to combat.
|-
! rowspan="2"| 4
| {{AgilityIcon|Coal Stones}}
| The only obstacle on this tier with a net-positive benefit to combat.
|-
| {{AgilityIcon|Mud Dive}} / {{AgilityIcon|Cave Climb}}
| These obstacles are decent in the Early Game for squeezing out a little bit of extra power when your HP and Damage Reduction don't really matter.
|-
! rowspan="2"| 5
| {{AgilityIcon|Cliff Climb}}
| Use this typically any time when doing slayer, but be aware of the negative modifier and pick and choose when to run this.
|-
| {{AgilityIcon|Cliff Balance}}
| Can be used as the default combat obstacle, the {{Skill|Prayer}} point increase is really not as bad as it sounds.
|-
! rowspan="2"| 6
| {{AgilityIcon|Rocky Waters}}
| This obstacle is '''extremely powerful''' in the early game, and is always viable for Combat. This obstacle can single-handedly let you do Dungeons much earlier than normal.
|-
| {{AgilityIcon|Lake Swim}}
| Damage reduction is great, so is doing more damage and preserving {{Skill|Prayer}} points! In the later stages of the game, this obstacle is typically more useful than Rocky Waters, but will rarely, if ever, provide more survivability.
|-
! 7
| colspan="2"| '''Pick the trap that hinders what you're doing the least, this varies based on where you are in the game and what goals you have.'''
|-
! rowspan=3 | 8
| {{AgilityIcon|Pipe Crawl}}
| Used for {{Skill|Slayer}}.
|-
| {{AgilityIcon|Raft Building}}
| More well rounded, and can help making damage reduction breakpoints. This obstacle can safely be the default.
|-
| {{AgilityIcon|Spike Jump}}
| Used for completing Dungeons.
|-
! rowspan=5 | 9
| {{AgilityIcon|Lava Jump}}
| Primarily used for killing weak enemies as quickly as possible, particularly when the enemy dies in one or two hits. The negative modifiers make this unappealing for any other use
|-
| {{AgilityIcon|Water Jump}}
| Great if you do not need the bonuses from {{AgilityIcon|Ice Jump}} or {{AgilityIcon|Frozen Lake Crossing}} and can afford to swap to something else when you do want those bonuses.
|-
|-
| {{ItemIcon|Aorpheat's Signet Ring}}
| {{AgilityIcon|Ice Jump}}
| Ring
| The most well rounded for all Skills including, and can be used as the default.
| 0%
|-
| {{AgilityIcon|Cave Maze}}
| Competes with a bunch of heavy hitters, there should be no reason to use this instead of the other options.
|-
| {{AgilityIcon|Frozen Lake Crossing}}
| The most well rounded for combat, not as useful for non-combat and can be used as the default.
|-
! rowspan=3 | 10
| {{AgilityIcon|Lava Waterfall Dodge}}
| Well rounded and often best for non-combat skills, this can be used as the default.
|-
| {{AgilityIcon|Dragon Fight}}
| Primarily used for killing weak enemies as quickly as possible, particularly when the enemy dies in one or two hits.
|-
|-
| {{ItemIcon|(G) Dragon Shield}}
| {{AgilityIcon|Ocean Rafting}}
| Off-hand
| Always useful for combat, not as useful for non-combat and should generally only be used if you really need extra Damage or {{Skill|Slayer|Slayer Coins}}.
| 6%
|-
|-
! scope="row" colspan="2" | Total
! rowspan="1"| P
| 37%
| {{AgilityIcon|Pillar of Combat}}
| Does everything you want it to.
|}
|}


For gloves:
====Herblore====
Preferably {{ItemIcon|Diamond Luck Potion IV}} or {{ItemIcon|Damage Reduction Potion IV}}. Alternatively:
* {{ItemIcon|Melee Strength Potion IV}}, {{ItemIcon|Ranged Strength Potion IV}}, or {{ItemIcon|Magic Damage Potion IV}}
* {{ItemIcon|Hinder Potion IV}}
* {{ItemIcon|Lethal Toxins Potion IV}}
 
====Summoning====
For dungeons, preferably {{ItemIcon|Dragon}} and the best combat style Tablet available, {{ItemIcon|Minotaur}}, {{ItemIcon|Centaur}}, or {{ItemIcon|Witch}}. For Slayer {{ItemIcon|Cyclops}} paired with the same combat style tablets a safe bet. The best two alternatives are:
* {{ItemIcon|Yak}}
* {{ItemIcon|Occultist}}
 
===Slayer===
{{Skill|Slayer}} is crucial to continuing to upgrade your equipment at this point; if it has been neglected, now is nearly the last time to catch up without falling behind. Elite and Master difficulty Tasks can be quite difficult, especially if using {{UpgradeIcon|Auto Slayer}}, it may be more efficient to only do tasks when possible, and fight each enemy normally when the player can't be around.
* {{ItemIcon|Skull Cape}} - Obtained from the Shop for {{SC|400}}k.
* {{ItemIcon|Ancient Claw}} - Drops from {{MonsterIcon|Pegasus}}.
* {{ItemIcon|Hunter's Ring}} - Drops from {{MonsterIcon|Hunting Greater Dragon}}.
* {{ItemIcon|Wasteful Ring}} - Drops from {{MonsterIcon|Wicked Greater Dragon}}.
* {{ItemIcon|Elder Crown}} - Drops from the {{MonsterIcon|Elder Vampire}}.
* {{ItemIcon|Magic Wand (Elite)}} - Drops from {{MonsterIcon|Cursed Maiden}}, used for creating {{ItemIcon|Air Imbued Wand|notext=true}}{{ItemIcon|Water Imbued Wand|notext=true}}{{ItemIcon|Earth Imbued Wand|notext=true}}{{ItemIcon|Fire Imbued Wand|Imbued Wands}}.
* {{ItemIcon|Slayer Helmet (Elite)|Elite Slayer Armor}} - Can be purchased in the Shop after completing 30 Elite difficulty Slayer Tasks.
 
===Fury of the Elemental Zodiacs (FEZ)===
Final upgrade of all of the Elite Amulets. FEZ has a table that details a number of important stats on each Amulet at [[FEZ/Guide]]. If the guide has been followed thoroughly until this point, here is a quick summary of where each amulet should be obtained from the quickest:  
** {{MonsterIcon|Mummy}} for {{ItemIcon|Amulet of Strength}}
** {{MonsterIcon|Bandit}} for {{ItemIcon|Amulet of Ranged}}
** {{MonsterIcon|Master Wizard}} for {{ItemIcon|Amulet of Magic}}
** {{MonsterIcon|Bounty Hunter}} for {{ItemIcon|Amulet of Glory}}, {{ItemIcon|Amulet of Accuracy}}, and {{ItemIcon|Amulet of Defence}}
** {{MonsterIcon|Fierce Devil}} for {{ItemIcon|Amulet of Torture}}
** {{MonsterIcon|Seething Horned Elite}} for {{ItemIcon|Amulet of Fury}}
*** Note that {{ZoneIcon|Deep Sea Ship}} drops {{ItemIcon|Amulet of Torture}} and {{ZoneIcon|Volcanic Cave}} drops {{ItemIcon|Amulet of Fury}}, so it is recommended to finish obtaining any items from these dungeons first to help ease the grind.
 
===Dungeon Guides===
===={{ZoneIcon|Infernal Stronghold|nolink=true|size=30}}====
- '''This dungeon has a guide at [[Infernal Stronghold/Guide]]'''
 
The primary reason to do this dungeon is the {{ItemIcon|Infernal Cape}} which grants 4% Damage Reduction and works well for each combat style. The {{ItemIcon|Infernal Core|Infernal Cores}} dropped here can be used to upgrade and {{ItemIcon|Ancient Claw}} into an {{ItemIcon|Infernal Claw}}, a critical and powerful one-handed Melee weapon.
 
===={{ZoneIcon|Air God Dungeon|nolink=true|size=30}}====
- '''This dungeon has a guide at [[Air God Dungeon/Guide]].'''
 
The {{ZoneIcon|Air God Dungeon|noicon=true}} drops {{Skill|Ranged}} armor and equipment, and is usually completed with {{Skill|Attack|Melee}} equipment
from the {{ZoneIcon|Volcanic Cave}}.
 
===={{ZoneIcon|Water God Dungeon|nolink=true|size=30}}====
- '''This dungeon has a guide at [[Water God Dungeon/Guide]].'''
 
The {{ZoneIcon|Water God Dungeon|noicon=true}} drops {{Skill|Magic}} armor and equipment, and is usually completed with {{Skill|Ranged}} equipment from the {{ZoneIcon|Air God Dungeon}}.
 
===={{ZoneIcon|Earth God Dungeon|nolink=true|size=30}}====
- '''This dungeon has a guide at [[Earth God Dungeon/Guide]].'''
 
The {{ZoneIcon|Earth God Dungeon|noicon=true}} drops {{Skill|Attack|Melee}} tank oriented armor and equipment, and is usually completed with {{Skill|Magic}} equipment from the {{ZoneIcon|Water God Dungeon}}..
 
===={{ZoneIcon|Fire God Dungeon|nolink=true|size=30}}====
- '''This dungeon has a guide at [[Fire God Dungeon/Guide]].'''
 
The {{ZoneIcon|Fire God Dungeon|noicon=true}} drops {{Skill|Attack|Melee}} dps oriented armor and equipment, and is usually completed with {{Skill|Ranged}} equipment from the {{ZoneIcon|Air God Dungeon}}.
 
=={{ZoneIcon|Into the Mist|nolink=true|size=30}}==
- '''This dungeon has a guide at [[Into the Mist/Guide]].'''
 
{{ZoneIcon|Into the Mist|noicon=true}} is one of the most difficult challenges in the game. It cannot be idled.
 
To start, the player must first fight 20 Afflicted versions of randomly chosen monsters between combat level 165 and 677. Any monster, including bosses, save those from {{ZoneIcon|Unhallowed Wasteland}} or {{ZoneIcon|Dark Waters}}, can be chosen.
 
{{EffectIcon|Affliction}} is a special status effect applied by monsters that reduces your max HP. This means that the encounters are a race against the clock, forcing you to kill the enemy before your affliction stacks get too high. Due to this, it is recommended that you focus on DPS above all else when choosing your three gear sets.
 
'''This dungeon cannot be completed without the Dungeon Equipment Swapping upgrade purchased from the shop.'''
 
Note that it may be beneficial to complete the [[Slayer#Master|Master]] tier {{Skill|Slayer}} tasks required to unlock {{ItemIcon|Slayer Gear Upgrade Kit (Master)}} before completing Into the Mist for the first time. This is because of {{ZoneIcon|Dark Waters}} monsters being added to the pool of available enemies. It will no longer be trivial to use {{UpgradeIcon|Auto Slayer}} for Master tier Tasks, as the new enemies are fairly strong, and are more lethal to the average player than the Greater Dragons available in the {{ZoneIcon|Perilous Peaks}} version of Master Tasks. If you do not feel comfortable learning how to do manual slayer, feel free to Auto-slay Perilous Peaks. See below for a more in depth explanation.
 
{{ZoneIcon|Into the Mist}} consists of 3 boss phases in a set order, with pauses in between each phase. Refer to [[Into the Mist/Guide]] for a comprehensive guide on completing this dungeon.


* You will need to either get the Paladin Gloves (4% DR) dropped by Paladins in the Holy Isles Slayer area, or some form of Dragonhide Vambraces (U).
Notable Rewards:
* The variants that are equivalent to or better than the Paladin Gloves are Red Dhide (4% DR), Black Dhide (5% DR), and Ancient Dhide (6% DR). Ancient Dhide Vambraces are dropped by the Dragon's Den dungeon and upgraded using Elder Dragonhide. The others are dropped by the Spider Forest dungeon or crafted using the Crafting skill.
* Access to the {{ZoneIcon|Dark Waters}} slayer area, where the T90 weapons can be obtained
* {{PetIcon|Pablo}} - Drops after 5 completions


For capes:
===Combat Passive Slot===


* You will need either the Knight's Cape (1% DR) from thieving the Knight or Squire, or the Skull Cape if you absolutely need the extra DR ((3% DR) Not recommended for Melee or Ranged, it reduces your attack bonuses by a significant amount). If you do not need the extra 1% DR provided by the Knight's Cape, you may use any Skillcape (if you have one), or the Obsidian Cape dropped by Adamant Knights.
Main Article: [[Combat Passive Slot]]
* Note: Once you clear Volcano once, swap your cape to the Fire Cape! It provides 2% DR and has better stats than the noncombat skillcapes.


For boots:
Congratulations on completing {{ZoneIcon|Into the Mist}}! The reward is one of the best upgrades in the game, the Passive Slot. This allows any item with a "Passive: ____" effect to be equipped in said slot.


* Pretty straightforward, the boots you will most likely use are the Dragon Boots (G), as these provide 6% DR and decent offensive bonuses. If you do not have the smithing level (94) to craft these, you can use the Rune Boots that are dropped by the Rune Knight and upgrade those to Rune Boots (G) for 5% DR.
While the original article is more than exhaustive, some of the best choices are highlighted here:
* {{ItemIcon|Chapeau Noir}} - More item doubling is always good
* {{ItemIcon|Ring of Wealth}} - More item doubling is always good
* {{ItemIcon|Slayer Helmet (Master)|Master Slayer Armor}} - Lets you splash more Flat Slayer Area Reduction, along with a pittance of item doubling
* {{ItemIcon|Elder Crown}} - Slightly more dps from attack interval reduction, a big pile of free lifesteal helps preserve food stocks
* {{ItemIcon|Deadeye Amulet}} - Ranged only, fantastic dps


For jewelry:
===When to complete Master Slayer Tasks: Before or after ITM===


* You can use the Silver Diamond Ring (1% DR) if you need the extra DR, and the Elite Defense Amulet that was listed above. If you do not need the 1% DR from the Silver Diamond Ring, you can use the Gold Sapphire Ring to add reflect damage in order to clear the Volcano faster.
{{ItemIcon|Slayer Gear Upgrade Kit (Master)}} and therefore {{ItemIcon|Slayer Helmet (Master)|Master Slayer Armor}} are unlocked by completing 40 [[Slayer#Master|Master]] tier {{Skill|Slayer}} tasks. In the base game, Master Tier Slayer consists of 3 Slayer areas based on the following unlock conditions:
* If you do not have the Elite Defense Amulet, the Gold Sapphire Necklace provides 1% DR if you are facing Ranged with Melee, and the same is true for other sides of the combat triangle using the Gold Emerald Necklace (Ranged v Magic) and the Gold Diamond Necklace (Magic v Melee).


Once you clear Volcanic Cave 100 times, you will unlock the basic tier of Ancient Magic * Slicing Winds, Icicle Barrage, and Ignite. Of these, as of patch 0.23, Icicle Barrage is by far the strongest. Ancient Magic is way better than what basic magic can give you at your current level, but it is not affected by damage amplification in any way (Except for the combat triangle). No curses, no debuffs, no gear buffs.
* {{ZoneIcon|Perilous Peaks}} - {{SkillReq|Slayer|85}}. By default, only enemies in this area will appear in Master Tasks
* {{ZoneIcon|Dark Waters}} - {{ZoneIcon|Into the Mist}} completed at least once.
* {{ZoneIcon|Unhallowed Wasteland}} - [[Map to the Unhallowed Wasteland]] purchased from the [[Shop]].


=Mid Game (God Dungeons)=
The {{TotH|Throne of the Herald Expansion}} contains new Master Slayer areas, but these are all locked behind completion of the {{ZoneIcon|Impending Darkness Event}}


Congratulations on beating Volcanic Cave. You now have the Fire Cape, your first useful cape. It provides 2% DR, which will greatly speed things up.
Completing 40 Master tasks can take anywhere from 20-80+ hours (with a probable average of about 40hours), depending on your setup, luck with task length, or efficiency/luck in re-rolling for short tasks on the fastest to kill monster. These tasks can be completed either before or after {{ZoneIcon|Into the Mist}}, and which method you do is up to you.  


Your next objective is the God Dungeons. The four god dungeons, whilst somewhat intimidating, are all handled the exact same way once you complete Air God. Each is beaten with the gear from the previous tier.
Due to the difficulty of enemies in {{ZoneIcon|Dark Waters}}, using {{UpgradeIcon|Auto Slayer}} to complete Master tasks is no longer feasible following the completion of {{ZoneIcon|Into the Mist}}. Therefore, it is 'simpler' to complete all 40 tasks while having only {{ZoneIcon|Perilous Peaks}} unlocked, as the only necessity is to meet the DR checkpoints of each monster. You will also need a fairly healthy supply of food, as these Greater Dragons all have the Greater Dragonbreath ability, which deals a large amount of unavoidable damage.  


* Air God (Ancient Melee gear from Volcanic Cave)
The {{ZoneIcon|Dark Waters}} drop valuable materials to make powerful weapons, generally consume equal or less food than greater dragons, and an average of about 40 hours each to complete with optimal setups. Therefore, even though they cannot be done on Auto-slayer, completing your Master tasks while working on your t90 weapons will most likely consume less food, and generally take less overall time on on task by killing two birds with one stone. The major downside here is that you will want to check back in every 2-3 hours to swap your equipment and manually change to the next task. This is not mandatory, but it is recommended as you will be earning Slayer XP and Slayer Coins all the while, and you will be able to purchase [[Prayer|Prayer Points]] and [[Generous Resupply|Food]] at a profit.
* Water God (Aeris God gear from Air God)
* Earth God (Glacia God gear from Water God)
* Fire God (Aeris God gear from Air God (Recommended) | Glacia God gear is possible and is faster, but requires significantly more DR)


Some additional useful drops for the midgame are the following, found in Elite Tier slayer areas:
Consider the addition of the [[Combat Passive Slot|Passive Slot]] - By equipping powerful passive effects in this slot, you can greatly increase your DPS, item drop rate, or greatly reduce your food consumption. This is most noticeable on Greater Dragons; with the {{ItemIcon|Elder Crown}} equipped, food use against these enemies drops ''dramatically''.


* Elder Crown (Drops from Elder Vampire)
==The Late Game: Levels 96-99==
* Elite Magic Wand (Drops from Cursed Maiden, used for Imbued Wands)
* Bounty Hunter (Greatly accelerates the Fury of the Elemental Zodiacs grind)
* Elite Slayer Gear (Purchased in shop)


None of the above are needed, but definitely worth obtaining here. You should also be nearing max combat as you progress through the dungeons.
Following completion of {{ZoneIcon|Into the Mist}}, you now have access to {{ZoneIcon|Dark Waters}}, the penultimate slayer area and will soon be able to unlock {{ZoneIcon|Unhallowed Wasteland}}


To unlock the ancient spells, you will need to run each of the God Dungeons 100 times. Each dungeon also provides extremely useful drops, some of which are BiS.
These are long grinds, and may require quite a bit of preparation.


At this point you can probably begin to make your way towards one of the longest grinds in the game, Fury of the Elemental Zodiacs. FEZ, as it is often called, is made from the upgrading process by combining 2 of every Elite amulet, 10 Amulets of Fury, and 10 Amulets of Torture.
We recommend acquiring them while fighting each monster as a slayer task, this will require you to turn OFF auto-slayer, and will encourage semi-frequent check-ins. Doing these on task will increase your damage dealt to them from various buffs, namely {{ItemIcon|Slayer Skillcape}}.  


This item is by no means necessary, but it is very useful as a "catch all" type of amulet. No matter what situation you're in, FEZ is probably a good choice. See the following link for best practices while farming for the amulet.  
All items dropped in these two areas come as fragments of the final pieces, needing hundreds of individual items to make one final version, therefore it is recommended to attempt to sneak in as much item doubling into your gear as possible. Using the [[Combat Simulator]] to measure your Drops per hour with no deaths is highly recommended. It can make the difference in literal days of grinding.


Link to Guide: [[Fury of the Elemental Zodiacs/Guide]]
===Major Goals===
* {{ItemIcon|Maximum Skillcape}}
* {{ItemIcon|Tidal Edge}}
* {{ItemIcon|Ocean Song}}
* {{ItemIcon|Shockwave}}
* {{ItemIcon|Shield of Melee Power|notext=true}}{{ItemIcon|Shield of Ranged Power|notext=true}}{{ItemIcon|Shield of Magic Power|Power Shields}}
* {{ItemIcon|Poison Virulence Gloves|notext=true}}{{ItemIcon|Burning Madness Gloves|notext=true}}{{ItemIcon|Spiked Shell Gloves|notext=true}}{{ItemIcon|Relentless Fury Gloves|Upgraded God Gloves}}
* {{ItemIcon|Poison Virulence Ring|notext=true}}{{ItemIcon|Burning Madness Ring|notext=true}}{{ItemIcon|Spiked Shell Ring|notext=true}}{{ItemIcon|Relentless Fury Ring|Upgraded God Rings}}


==Air God Dungeon==
==={{ZoneIcon|Dark Waters|nolink=true|size=30}}===
- '''This Slayer area has a guide at [[Dark Waters/Guide]]'''


To start with, begin by collecting the full set of Ancient Melee gear from Volcanic Cave. A full set will provide 28% DR. Additionally, work on completing the Dragonfire Shield. This provides 8% DR and 30 hitpoints, and is useful through the end of the game.
These 3 monsters drop fragments for the T90 (tier, or level requirement) weapons, high level and powerful weapons that are extremely helpful in completing the following Slayer Area, as well as the Impending Darkness Event. Each weapon is upgraded by combining 100 fragments, and the fragments have a 2% drop rate. That's 5,000 kills on average with 0% chance to double items.


Additionally, complete Infernal Stronghold so that you can get Infernal Cape, which increases DR to 4%.
Using the above "manual" Slayer method will make the order you obtain the weapons in effectively random, but if you want to do them in a specific order, we recommend the following:


You should have upgraded your melee weapon. Dragon Claw is probably the minimum, though Sunset Rapier will also do. We would highly recommend grinding Pegasus for Ancient Claw fragments, as Infernal Claw is extremely good through ITM. Slicing Winds/Gust are highly effective.
* {{ItemIcon|Shockwave}} - Made from {{ItemIcon|Shockwave Fragment}}, dropped by {{Icon|Rokken|type=monster}}
* {{ItemIcon|Ocean Song}} - Made from {{ItemIcon|Ocean Song Fragment}}, dropped by {{Icon|Ku-tul|type=monster}}
* {{ItemIcon|Tidal Edge}} - Made from {{ItemIcon|Tidal Edge Fragment}}, dropped by {{Icon|Umbora|type=monster}}


You will need about 46% DR to complete the dungeon. Notable drops include:
Additionally, you should also acquire the pet {{PetIcon|Otto}} whilst doing this grind, if you do not, continue farming whichever mob you kill the fastest on or off task until you get it.


* Deadeye Amulet - BiS for Ranged
==={{ZoneIcon|Unhallowed Wasteland|nolink=true|size=30}}===
* Stormsnap - Situationally useful, but almost mandatory for farming Ocean Song
- '''This Slayer area has a guide at [[Unhallowed Wasteland/Guide]]'''
* Aeris God Gear - Ranged BiS
* Deadeye Ring - Save at least 10 for Unhallowed Wasteland ring upgrades


==Water God Dungeon==
After completing the T90 weapon grinds, you are ready to face the another difficult challenge, the {{ZoneIcon|Unhallowed Wasteland}} (UW) - the final {{Skill|Slayer}} area in the base game


At this point, you should have a full set of Aeris God Gear. For your weapon, you should be using Ancient Crossbow, or Slayer Crossbow if you don't have one. Dragonfire Shield as well makes this a breeze so you can use Aorpheats in the ring slot.
To access it, you need to purchase a {{UpgradeIcon|Map to the Unhallowed Wasteland}}.


Emerald Bolts are probably your best bet. Jadestone bolts work too if you have those.
The area requires maximizing a different stat than DR. All of the monsters here will heal a % of their current HP every 2 attacks, which will massively hinder your DPS regardless of the setup. To mitigate this, you need a cumulative 100% Flat Slayer Area Effect Negation.  


This dungeon is a breeze if you have the above gear. Notable drops:
With 0% chance to double items, these monsters all require an average of 4000 kills to obtain all items required.


* Warlock's Ring - Save at least 10 for Unhallowed Wasteland ring upgrades
Here's an example of the gear required for melee:
* Cloudburst Staff - One of the BiS weapons for magic. Situationally useful.
* Glacia God Gear - Magic BiS
* Elite Magic Wands - Useful for imbued wand crafting


==Earth God Dungeon==
{| class="wikitable"
|-
! Item
! Slot
! Slayer Area<br>Effect Negation %
|-
| {{ItemIcon|Slayer Helmet (Master)}}
| Head
| 20%
|-
| {{ItemIcon|Slayer Platebody (Master)}}
| Body
| 20%
|-
| {{ItemIcon|Slayer Cowl (Master)}}
| Passive
| 20%
|-
| {{ItemIcon|Max Skillcape}}/{{ItemIcon|Slayer Skillcape}}
| Cape
| 25%
|-
| {{ItemIcon|Hunter's Ring}}
| Ring
| 10%
|-
| {{AgilityIcon|Pillar of Combat}}
| Agility
| 5%
|-
! scope="row" colspan="2" | Total
| 100%
|}


Same ordeal as the Water God Dungeon. Equip the previous set of armor, then get to work. By now, you should likely have Skull Cape, one of the BiS capes for magic. Air Imbued Wand is highly recommended so you can use Gust.
For the other combat styles, you'll be wearing the equivalent Master Slayer armor. Note that you cannot ever wear two of the same item, so whichever item you choose to put in the passive slot must be one of the armor pieces not currently equipped in your chest/head slots.


Again, this dungeon is easy. Notable Drops:
With the {{AoD}} [[Atlas of Discovery Expansion]], the {{POIIcon|Perilous Peaks}} Point of Interest also provides an extra 20% area effect negation (which is doubled with {{PetIcon|Carthulu}}), allowing you to reach 100% negation with only {{ItemIcon|Slayer Helmet (Elite)|Elite Slayer Armor}} and without needing {{AgilityIcon|Pillar of Combat}}


* Guardian Ring - Save at least 10 for Unhallowed Wasteland ring upgrades
It should be noted that while UW is listed first, '''completing the {{ZoneIcon|Impending Darkness Event}} first will make this grind faster!''' You can complete ID without any of the UW gear sets, the sets don't help the event very much, and the shields speed up the slayer area signifcantly.
* Guardian Amulet - Situationally useful melee amulet
* Earth Layered Shield - BiS melee shield. Provides *12%* DR
* Terran God Gear - The defense oriented melee set. Helps you splash melee pieces to hit DR thresholds.


==Fire God Dungeon==
While you are here, you will be working to acquire all of the set bonus gear, dropped from each of the UW monsters:


This dungeon is a bit harder than the previous, as it mixes both melee and magic enemies. For that reason, use the Aeris God set. Gear setup is similar to the Water God Dungeon, but focuses primarily on DR breakpoints. Consider using the Stone Skin prayer or DR potions. Getting enough DR without using prayer or potions will severely hamper your clear times, as you won't be equipping the proper DPS gear.
* {{ItemIcon|Poison Virulence Gloves}}/{{ItemIcon|Poison Virulence Ring}} - Upgrades from {{ItemIcon|Worm Spike}}/{{ItemIcon|Poison Essence}} respectively, dropped by {{Icon|Legaran Wurm|type=monster}}
* {{ItemIcon|Burning Madness Gloves}}/{{ItemIcon|Burning Madness Ring}} - Upgrades from {{ItemIcon|Cursed Hands}}/{{ItemIcon|Burning Essence}} respectively, dropped by {{Icon|Cursed Lich|type=monster}}
* {{ItemIcon|Spiked Shell Gloves}}/{{ItemIcon|Spiked Shell Ring}} - Upgrades from {{ItemIcon|Tough Shell}}/{{ItemIcon|Stinging Essence}} respectively, dropped by {{Icon|Spiked Red Claw|type=monster}}
* {{ItemIcon|Relentless Fury Gloves}}/{{ItemIcon|Relentless Fury Ring}} - Upgrades from {{ItemIcon|Desecrated Bones}}/{{ItemIcon|Undead Essence}} respectively, dropped by {{Icon|Greater Skeletal Dragon|type=monster}}


Highly recommend using combat sim to ensure you aren't killed by Ragnar or Ignis. Notable drops:
=={{ZoneIcon|Impending Darkness Event|nolink=true}}==


* Fighter Ring - Save at least 10 for Unhallowed Wasteland ring upgrades
- '''This dungeon has a guide at [[Impending Darkness Event/Guide]].'''
* Fighter Amulet - One of the BiS amulets for melee. CC is absolutely critical at high level combat.
* Ragnar God Gear - Offensively oriented BiS melee gear.


=Preparing for *Into the Mist*=
The final dungeon of the base game of Melvor Idle also has a bunch of unique mechanics:
* Combat takes place in {{Skill|Slayer}} Areas, with their respective Slayer Area Effects active
** '''This also includes the entry requirements for each Area!'''
* Negative modifiers, each phase of the event will require the player to choose a modifier that applies to all enemies.
* Running from Combat will not make you leave the event, but will reset any progress made on '''unfinished''' Slayer Areas.
** Bane's combat style will also be re-rolled, if you want to choose a different combat style.
** All non-combat skills are able to be trained while the Event is paused, which can be helpful if the player wants to complete the Event over multiple sessions without losing time doing nothing.


Into the Mist is one of the most difficult challenges in the game. The Insane difficulty is accurate. It cannot be idled.
And some returning mechanics:
* {{EffectIcon|Affliction}} - everybody's favorite debuff!
** Each phase of the Event gives the normal Slayer enemies more Max HP, more Max Hit, and a higher chance to apply affliction.
* Manual Eating - It is very difficult to impossible to guarantee your safety in this event without careful manual eating and knowledge of each enemy's attacks.


To start, you first fight 20 Afflicted versions of randomly chosen monsters between combat level 165 and 677. Any monster, save those from Unhallowed Wastelands or Dark Waters, including bosses, can be chosen.
Similar to {{MonsterIcon|Ahrenia}}, {{MonsterIcon|Bane}} requires you to fight him with the same combat style he is using.


Affliction is a special status effect applied by monsters that reduces your max HP. This means that the encounters are a race against the clock, forcing you to kill the enemy before your affliction stacks get too high. Due to this, it is recommended that you focus on DPS above all else when choosing your three gear sets.
Each phase of the event is the same, with the added dangers of extra negative modifiers and increased base passives. The player will be given the choice of a negative modifier, then must complete a series of gauntlets through 4 difficult Slayer Areas, these gauntlets are up to 8 monsters randomly chosen from the pool of available monsters in each area. Once each area is completed, the event pauses until the player selects the next area. Immediately upon completion of the final slayer area, {{MonsterIcon|Bane}} will spawn with a random combat style. While the main article has more information, it is recommended to complete the slayer areas in the following order:
* {{ZoneIcon|Unhallowed Wasteland}}
* {{ZoneIcon|Dark Waters}}
* {{ZoneIcon|Shrouded Badlands}}
* {{ZoneIcon|Perilous Peaks}}


This dungeon cannot be completed without the Dungeon Equipment Swapping upgrade purchased from the shop.
Because {{MonsterIcon|Bane}} uses the modifiers from the Slayer Area you fight him in, you should always fight him in the {{ZoneIcon|Perilous Peaks}}. Your prayers will be {{PrayerIcon|Battleheart}} and {{PrayerIcon|Protect from Melee|notext=true}}{{PrayerIcon|Protect from Ranged|notext=true}}{{PrayerIcon|Protect from Magic|Protect from Style}}, which makes the area effect (-% Evasion) not actually have an effect on {{MonsterIcon|Bane|Bane's}} chance to hit the player.


It is highly recommended that you have acquired *all* previously available BiS gear for each combat style before attempting ITM.
The final fight with {{MonsterIcon|Bane}} is a special version, {{MonsterIcon|Bane, Instrument of Fear}} with an extra ability.


Recommended Gear from Best to Worst:
Each time {{MonsterIcon|Bane}} is defeated the following rewards are given directly to the player, in this set order. All of these are BiS for the base game, and are still useful and viable in any expansion content:


* All BiS God Dungeon Gear
* {{ItemIcon|Shield of Melee Power}}
* Diamond Luck Tier 4 potions
* {{ItemIcon|Shield of Ranged Power}}
* Combat Agility Obstacles
* {{ItemIcon|Shield of Magic Power}}
* Ragnar Godsword, Terran Godsword, Darksteel Dagger
* {{ItemIcon|Ring of Power}}
* Stormsnap, Ancient Longbow, or Ancient Crossbow
* {{PetIcon|Bone}} - Pet
* Dragonfire Shield, Scaled Shield (Upgraded Ancient Dhide (U) with materials from Toxic Swamps)
* Miolite Shield
* Skull Cape
* Fury of the Elemental Zodiacs
* Air Imbued Wand
* Ancient Arrows, Dragon Arrows, Jadestone Bolts
* Level 84 Prayer


=Into the Mist=
===Impending Darkness Event FAQ===
Q: No Monsters are spawning!
:A: Make sure you select a Slayer area! Monsters do not spawn on their own here.


ITM consists of 3 set order phases.
Q: I closed the game while the event was in progress, and now I can't select any slayer areas!
:A: Enter and exit the Golbin Raid minigame found at the bottom of the sidebar. Don't ask why this works, no one knows.


==Phase 1 - Ranged==
Q: I'm not dealing any damage with any of my attacks, and attacks that can't miss are missing!
:A: As combat takes place '''in''' {{Skill|Slayer}} Areas, the player needs to have access to the area to be able to deal damage.
* {{ItemIcon|Slayer Skillcape}} or {{ItemIcon|Maximum Skillcape}}.
* {{ItemIcon|Blazing Lantern}} in the Passive Slot.
* {{ItemIcon|Climbing Boots}} in the Passive Slot.


==Phase 2 - Magic==
Q: How long does this dungeon take?
:A: Approximately 1-2 hours, depending on your gear and preparation. Each phase of the dungeon (there are 5) should take up to 20 minutes of combat and 5-10 minutes for equipment swapping, ability reading, and hard breathing.


==Ahrenia - Melee==
Q: How many times do I need to complete this Event?
:A: {{MonsterIcon|Bane, Instrument of Fear}} only needs to be killed once. {{MonsterIcon|Bane}} must be killed four times before {{MonsterIcon|Bane, Instrument of Fear}} will spawn.


=T90 Farming=
Q: What Skills can I train while the Event is Paused?
:A: All non-combat skills including {{Skill|Magic|Alt-Magic}}. No other combat can be trained until the event is completed or the "Stop Event" button is pressed.


Following completion of Into the Mist, you now have access to Dark Waters, the penultimate slayer area. These 3 mobs drop fragments for the T90 weapons, the most powerful weapons in the game. These are extremely long grinds, and require quite a bit of preparation. Each weapon requires 100 fragments, and the fragments have a 2% drop rate. That's 5,000 kills on average.
Q: How do I beat this event?
:A: Keep your {{Skill|Hitpoints|HP}} above 0 while lowering your enemy's {{Skill|Hitpoints|HP}} to 0. Works every time!


=Preparing for *Impending Darkness*=
={{TotH}} Throne of the Herald Expansion=
Information for progression through the {{TotH}} Throne of the Herald Expansion can be found at [[Combat Guide/Throne of the Herald]].


=Impending Darkness=
={{AoD}} Atlas of Discovery Expansion=
Information for progression through the {{AoD}} Atlas of Discovery Expansion can be found at [[Combat Guide/Atlas of Discovery]].


Each Bane kill drops the following loot, in this set order:
={{ItA}} Into the Abyss Expansion=
Information for progression through the {{ItA}} Into the Abyss Expansion can be found at [[Combat Guide/Into the Abyss]].


* Shield of Melee Power
{{Menu}}[[Category:Guides]]
* Shield of Ranged Power
* Shield of Magic Power
* Ring of Power
* Bones (Pet)

Latest revision as of 21:01, 14 November 2024

Introduction

This guide is written for characters playing the Standard game mode. If playing

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Hardcore

or Adventure modes, preparation for certain events is different, especially for the

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Fire God Dungeon

due to the differences in the Combat Triangle. This guide will assume there are no self-imposed restrictions put upon the account, if you choose to restrict your character in some way, you have to figure out how to get around it.

Progression in Melvor Idle primarily revolves around combat; while there is of course progression in all of the non-combat skills, that progression all serves to make you better at combat. This guide will break the game into multiple sections and try to give advice for each. The sections this guide will look into, and roughly how long they will take are as follows:

  • The Early-Early Game:
    • This is when the player is using very low level gear, has not purchased or obtained vital upgrades like
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      Auto Eat
      or the Amulet of Looting and may require active (or more active) play to get through safely and efficiently. Can take a few days up to about a week.
  • The Early Game:
    • Where most of the game opens up and when combat gets exciting. The player has obtained reasonable gear, is able to fight the majority of monsters in Combat Areas and the first few Slayer Areas comfortably, and is starting to prepare to get more specialized gear from combat to progress. This section can take anywhere up to about a month or two, and is marked by the completion of
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      Volcanic Cave
      .
  • The Mid Game:
    • This section revolves around finishing your armor sets, maxing out your stats, and completing long term achievements like the God Dungeons. This section can take up to several months, and is usually marked by completion of
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      Into the Mist
      .
  • The Late Game:
    • This is when the player is working on upgrading their weapons in the
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      Dark Waters
      Area, upgrading their armor in the
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      Unhallowed Wasteland
      Area, and fully preparing to defeat the
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      Impending Darkness Event
      . This step contains long grinds, but if enough preparation has already been done, it should only take a few weeks at most.
  • The Late-Late Game:
    • Here the player finishes any achievements that haven't been mopped up yet, with the goal of filling the completion log with anything that hasn't been worth the time. This step's length is variable, as it depends on how much has already been completed, and how optimal/lucky the player is finishing up. Prepare to spend multiple days hunting for an item you'll never actually use!

The guide will start with an overview on how combat works, the stats, and what items affect them. After that, it describes in detail the leveling up to the first challenging dungeon of the game, the

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Volcanic Cave

. It will cover the God Dungeons and conclude with guidance for late game content. Remember that the majority of things mentioned here are recommendations and are not always required or the most optimal; if you don't want to do something, you probably don't have to.

Using Non-Combat to improve at Combat

There are several non-combat skills that improve various parts of the combat experience:

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    Agility
    - Many of the obstacles provide important combat bonuses.
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    Herblore
    - Diamond Luck Potions are among the highest DPS boosts in the game.
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    Thieving
    - There are a multitude of useful item drops from several NPCs, including Chapeau Noir, Knight's Defender, and others.
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    Astrology
    - Many powerful and important passive benefits, including Hidden Skill Levels, which provide further combat bonuses.
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    Summoning
    - Tablets provide boosts to combat effectiveness and deal damage on their own. The
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    Dragon
    burn effect is particularly great against high hp enemies.
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    Cooking
    - Cook food to eat so you don't die!
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    Farming
    - Farm food to eat so you don't die! Farming is particularly useful because it does not require you to actively spend time on it, you can farm food 'while doing combat' for example.

Other skills helpful for smooth progression include:

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    Smithing
    -
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    Melee
    armor and weapons.
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    Fletching
    -
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    Ranged
    ammunition and weapons.
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    Crafting
    - Jewelry with unique effects and
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    Ranged
    armor.
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    Runecrafting
    -
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    Magic
    armor and weapons.
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    Level 99
    - The Firemaking Skillcape grants a boost to XP earned and Ash, which can be buried for
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    Prayer
    Points
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    Township
    - The Trader can be used to exchange goods for food and consumable items that make combat easier.
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    Township
    - Township also has many Tasks available that grant rewards to players for achieving certain accomplishments or having certain items, using these is a great way to find something to do if you're unsure.

Melvor Idle is not competitive, so it is recommended to set goals that you personally want and work towards them. The game will take a very long time to complete, so anything you can do to make it more fun for YOU is hugely recommended; using a weapon that you personally think is cool or useful, or not using an item because the grind isn't fun is perfectly acceptable and makes the game more interesting!

Stats

All gear has certain stats that link it to one of the three combat styles:

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Melee

,

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Ranged

, or

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Magic

. Gear that is more difficult to obtain is usually better. Closer to endgame, the choices become more situational.

For stat breakdowns and math, use the Combat Simulator or read the
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Combat

page.

Shared Stats

Attack Interval

Attack Interval is determined primarily by the default Attack Interval on weapons and affects how long it takes between attacks. It is given as seconds per attack, so a lower number is better. A variety of things, such as Equipment, Pets, Spells, and

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Prayers

can provide a reduction to the player's attack interval.

A complete listing of things that effect the player's attack interval is provided on the Attack Interval page.

Damage Reduction

Damage Reduction, or DR, is the most important stat in the game. Damage Reduction,

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Hitpoints

, and

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Auto Eat

tier are all taken into account when considering how much damage the player can take before being able to die. Damage Reduction can be found on:

  • - Upgraded versions of the highest level armor pieces from skilling.
  • - All Ancient tier gear, when fully upgraded
  • - All God Dungeon gear
  • Silver Diamond Ring - Can be obtained through
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    Crafting
    ,
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    Combat
    , or
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    Thieving
  • Damage Reduction Potions
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    Leonardo
    -
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    Defence
    Pet
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    Erran
    -
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    Earth God Dungeon
    Pet
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    Agility
    Obstacles
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    Safeguard
    /
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    Stone Skin
    -
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    Prayer

For the end game, there are some

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Prayers

and items that drop from

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Impending Darkness

that affect enemies' DR:

Auto Eat

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Auto Eat

is an upgrade that automatically eats equipped food after a certain health threshold. Upgrading this as quickly as possible is critical. Auto Eat Tier, along with

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Hitpoints

and Damage Reduction controls what content is accessible without a chance of death. With

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Auto Eat

, the type of food does not matter as long as one does not run out of it. Eating either Potatoes or Whale (Perfect) will both keep the player alive as long as they have enough of either. The main difference between any given food sources is the time spent

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Cooking

,

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Fishing

or

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Farming

instead of fighting monsters.

Auto Eat Threshold

Auto Eat Threshold is the HP value necessary to trigger Auto Eat, lowering the necessary HP/DR required. In the base game, only one item affects the Auto Eat threshold:

Auto Eat Efficiency

Auto Eat Efficiency increases the amount of HP healed per piece of food eaten. This can be found on:

Lifesteal

Lifesteal heals the player for a portion of the damage they deal, it does not deal extra damage. When active, lifesteal will occur any time the player deals damage, where the amount healed is determined by the modifier's magnitude. For example, a +10% Lifesteal modifier will heal the player for 10% of any damage dealt.

Lifesteal can be specific to damage types, such as Melee Lifesteal, Magic Lifesteal, Bleed Lifesteal, Burn Lifesteal, Poison Lifesteal, and Lifesteal if target is Cursed.

Slayer Area Effect Negation

Slayer Area Effect Negation reduces the effect of Slayer Area debuffs when fighting in one of these areas. These can range from annoying (

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Forest of Goo

,

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Arid Plains

) to downright progress blocking (

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Dark Waters

,

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Unhallowed Wasteland

). This stat can be found on:

Attack Bonus/Accuracy Rating

These are included on all weapons, and some pieces of armor.

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Melee

has

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Stab

,

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Slash

, and

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Block

Bonuses, while

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Ranged

and

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Magic

have their own attack bonuses. In combat the player's Accuracy Rating determines how often they hit an enemy, based on the enemy's Evasion Rating.

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Summoning

Tablets use the player's accuracy rating to calculate their chance to hit.

Defence/Evasion Rating

These are included on all pieces of armor, and are heavily connected to the Combat Triangle. The higher the number, the better. Evasion only helps to kill enemies faster if they can stun, slow, or sleep, as the player will evade their disabling attacks more often.

Hidden Skill Levels

The main Combat page has details on the specifics of the max hit, accuracy, and evasion equations the game uses to calculate your stats. In summary, levels in

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Attack

,

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Strength

,

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Ranged

,

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Magic

and

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Defence

increase your stats based on different equations, but only up to the level cap (99 for the base game, and 120 with ).

Hidden Levels in any of these stats force these equations to use the player's base skill level (the one shown on the sidebar, equal to the amount of XP earned) AND the player's hidden levels, making the player more powerful than their stats would otherwise indicate. Additionally, hidden levels allow the formulas to calculate stats beyond the level cap.

  • A character that is level 15 Strength with +5 Hidden Strength Levels would calculate their Melee Max Hit based on their Effective Level of 20
  • A character that is level 99 with +5 Hidden Strength Levels would calculate their Melee Max Hit based on their Effective Level of 104, even when their level is capped and can't go any higher.

Reflect Damage

With this effect, whenever the player takes damage, they will also deal a portion of that damage immediately back to the enemy. Reflect does NOT reduce the amount of damage taken. Reflect damage cannot kill an enemy, does not provide XP, and has a 2 second cooldown before it can activate again.

This effect can be found on:

Monster Respawn Time

After killing any monster, there will be a respawn time of 3 seconds before the next monster appears. During this time the player cannot deal damage, and therefore cannot gain XP. This means that a monster respawning can be considered a guaranteed miss (or two). Respawn time is capped at 0.25s.

This timer can be reduced with the following effects:

Class-related Stats

Melee Stats

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Melee

gear focuses on 4 stats:

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    Strength
    bonus: One of the factors that determines max hit.
  • Stab/Slash/Block bonus: Determines the accuracy (chance to hit) of that particular attack style. Each melee weapon has stats that favor one of the styles, and using the correct one will boost the player's accuracy substantially.

Magic Stats

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Magic

armor and weapons focus on 2 stats:

  • Magic Damage Bonus: Determines max hit.
  • Magic Attack Bonus: Determines accuracy.

Additionally,

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Magic

also benefits from Rune Preservation Chance and Rune Cost Reduction. This can be found on multiple items and buffs, including:

Ranged Stats

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Ranged

armor and weapons focus on 2 stats:

  • Ranged strength bonus: Determines your max hit.
  • Ranged attack bonus: Determines your accuracy.

Additionally,

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Ranged

gear also benefits from Ammo Preservation. This can be found on multiple items and buffs, including:

Minimum Hit and Special Attacks

Each normal attack made by the player or an enemy will deal a random amount of damage between its minimum value and its maximum value, for all monsters, and for players without any bonuses, the Minimum Hit is 1.

Increasing the minimum hit is possible with buffs such as:

  • all
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    Runecrafting
    armor.
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    Charged I
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    Battleheart
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    Pillar of Combat
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    Astrology
    constellation
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    Iridan
    .

Special Attacks are typically found on weapons have a percentage chance of triggering when in combat and will replace your standard attack. If the player has multiple items that grant a special attack, and the combined total adds to greater than 100%, the game will attempt to normalize the chance of using either attack. For example, if the player is wearing both an Ancient Sword and a Ring of Blade Echoes, the player will have a 50% chance of using Life Leach, and a 50% chance of using Blade Echoes. A list of equipment and spells with special attacks can be viewed on the Special Attacks page.

Passive Effects

Beyond just stats, many pieces of equipment have passive effects that increase stats that don't directly make the player better in combat.

Passive effects are bonuses that are always in play. These can increase damage dealt, GP GP earned or simply provide more item drops. Item doubling is incredibly powerful as it increases the amount of items received independently of damage dealt or respawn time. This can be found on multiple items and buffs, including:

GP increases can be found on:

External Tooling

Two popular external tools are the Combat Simulator and Can I Idle.

Combat Simulator is a Mod that allows you to estimate many attributes of combat, such as death rate, XP/hr, drops/hr, DPS, and so on. With Combat Simulator, it is trivial to check if your setup is going to work or not. It simulates combat at high speeds using the games own code, so it's quite accurate.

Can I Idle is a site built by zxv. You enter some of the stats found on the combat page and see which enemies you can or can't idle. It's a very useful tool throughout the game. As of v1.1 the site is no longer being updated for anything beyond the base game, however it will still be entirely accurate for players who have not purchased any expansions. It will only be inaccurate for Elite/Master

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Slayer

tasks for players who have completed

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Impending Darkness Event

and have purchased the Throne of the Herald Expansion. It will also not account for whether or not you will take the extra 30% damage while Stunned or Frozen. These effects can be avoided if you attack faster than the enemy, removing the stun effect before the enemy can hit you. Ultimately this means Can I Idle will report you need higher

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Damage Reduction

values than you actually need in some circumstances.

Base Game Combat

The Early-Early Game: Levels 1-40

Early on, the game is primarily about leveling up your core combat stats, getting a feel for the combat systems, and acquiring basic combat equipment.

All three combat styles are connected. It is impossible to use only one style throughout the game if you wish to complete all content. The Combat Triangle determines how much damage and damage reduction you have against enemies of each different combat style, and is very important in choosing how to approach combat.

It is highly recommend to level all styles to not be in the position where you finished are almost ready to take on a dungeon that requires a specific combat style, and then have to level that skill from level 1 for 2 weeks.

Major Goals

The earliest for most players is the

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Auto Eat

upgrade, purchased in the shop for 1,000,000GP, followed by the Amulet of Looting, found in the

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Spider Forest

, which will make combat a fully automated activity. Beyond that, it's mainly a matter of learning how combat works and leveling up your skills.

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    Auto Eat
  • Amulet of Looting
  • Bandit, Master Wizard, Fierce Devil
    • These monsters drop useful items and are good targets for gaining experience with
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      Melee
      ,
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      Ranged
      , and
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      Magic
      , as long as you are following the combat triangle, and are the end-point of this section

Slayer

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Slayer

is a skill that mostly revolves around fighting monsters in special areas called Slayer Areas, these areas function similarly to normal Combat Areas such as the

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Farmlands

; however, each

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Slayer

Area also has a negative passive modifier that applies to all combat that takes place there. In the early game, there's not much that can be done about Slayer Area Effects, so they can be ignored. The other aspect of

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Slayer

is Slayer Tasks: a "bounty" rewarded for killing a number of enemies:

  • Selecting the "New Task" button and choosing a difficulty is required to obtain the first task.
  • Any other time the "New Task" button is pressed, the window will open again, and the player must pay a fee of SC Slayer Coins to either re-roll a task of the same difficulty or select a new task of a different difficulty.
    • the Easy difficulty has a re-roll cost of 0SC and can be re-rolled infinitely in order to choose a specific monster, if desired.
  • The player will be given a quota of a random enemy available in that difficulty level.
    • The "Extend Task" button will charge another fee of SC SC and add a amount of monsters to the current task. Including the fee, completing an extended task will always provide more slayer coins in total than if the task was not extended.
  • Any time the player kills one of these monsters, they will be awarded SC SC.
  • Any task that is completed will automatically end and be replaced with a different task of the same difficulty, combat will continue with the current monster and the player will stop earning SC SC.
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    Slayer
    XP is earned by fighting Slayer Tasks or by killing enemies in Slayer areas, these amounts stack, so a greater amount of XP is earned by doing Slayer Tasks in Slayer Areas.

It is recommended to start with

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Slayer

Tasks as early as possible, working towards unlocking

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Auto Slayer

as the primary goal. Be aware that this can take some time as the enemies the player is able to kill at this stage will not drop very many SC SC.

  • The least amount of effort to do this would be to simply re-roll until the monster the player is currently fighting is the current slayer task, and then extending that task to make it last as long as possible.
  • Using Slayer Tasks as often as possible can be a great way to level multiple skills at once.
  • Slayer Tasks can also encourage the player to fight targets they normally wouldn't simply for the rewards.
  • In the early-early game, stick with Easy difficulty tasks due to their free re-rolls
  • The least amount of effort that can be put into Slayer is re-rolling as many times as it takes until the monster the player is fighting becomes the task.
    • This is especially useful against Plant, Cow, and Chicken and other very low level monsters.

Dungeons

Quick and accessible guides for the first 8 Dungeons can be found at this link, for reference, they will also be linked here. These dungeons are placed in a different order than they are found in game, this is because they are sorted by the Maximum Hit of the bosses, the following is the easiest way to progess through the dungeons even if combat levels are lacking.:

Leveling Guidelines

As the player is just being introduced to combat, this section will try to be as simple as possible, while also setting some guidelines for the rest of the guide. The tables in each section in this entire guide will generally provide bare minimum recommendations. Some notes on how to use the information given:

  • The player must have an appropriate Auto Eat level and won't run out of food.
  • The player has enough Damage Reduction to survive against enemies when Auto Eat is not enough by itself.
  • Armor should be upgraded from the Bank screen whenever possible.
    • For
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      Melee
      armor, any armor except for Gloves can be upgraded.
    • For
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      Ranged
      armor, this first becomes possible with Green D-hide and up.

For the first section, the player will likely not have any cape, amulet, rings,

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Prayer

,

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Potions

,

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Astrology

bonuses, or

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Agility

obstacles. With proper bonuses, the player can attempt much more difficult content and make progress a lot faster. Some notes on the first section:

  • All assumed skill levels are equal to the ones required by the set of gear.
  • When choosing a proper monster to farm, it is recommended to follow a priority rule:
  1. Drops something that useful.
  2. Is the current Slayer Task.
  3. Highest XP/hr.

Hitting the same enemy for 2 weeks because they are the "best" is a really boring way to play the game.

And finally, using Combat Simulator and Can I Idle in the External Tooling section should be your guide over anything printed here. This guide accepts no responsibility for untimely deaths.

Melee

Leveling

Most players start combat with

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Melee

as it does not require the overhead of

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Fletching

Ammunition for

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Ranged

or

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Runecrafting

Runes for

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Magic

. For Melee, use

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Smithing

to wear and wield the highest level gear available.

Smithing armor can be upgraded () twice from the Bank, once with Silver Bars and the second time with Gold Bars. Typically, upgrading armor isn't really worth the extra time spent until at least Adamant.

Melee leveling is split across 3 different skills,

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Attack

,

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Strength

, and

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Defence

.

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    Attack
    is trained using the
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    Stab
    Attack Style
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    Strength
    is trained using the
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    Slash
    Attack Style
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    Defence
    is trained using the
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    Block
    Attack Style

In general, all Melee weapons have Stat distributions that encourage the use of the following Attack Styles:

Weapon Details Style
Dagger Fast, weaker
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Stab
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Block
Sword
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Stab
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Block
Scimitar
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Slash
2H Sword No shield, slow
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Slash
Battleaxe Slow-ish
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Slash
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Block
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Level
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Attack
Weapon
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Strength
Weapon
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Defence
Weapon
Armor Recommended Monster Idleable Dungeons
1 Bronze Bronze Bronze Bronze Cow -
Iron Iron Iron Iron -
5 Steel Steel Steel Steel Skeleton -
10 Black / Steel Black / Steel Black / Steel Black / Steel Tentacle / Skeleton
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Chicken Coop
(Requires
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Auto Eat - Tier II
)
20 / Mithril Mithril Mithril Mithril Frozen Archer -
30 / Adamant / Adamant Adamant Adamant
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Undead Graveyard
40 / Rune / Rune Rune Rune
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Spider Forest
/
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Frozen Cove
/
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Bandit Base
Ice Sword Bandit
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Miolite Caves
(Requires
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Auto Eat - Tier III
)

Gear Goals

Ranged

Same as Melee, you should be doing the highest XP/hr monster with the highest possible gear. Due to the slower attack speed and the relative difficulty of

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Fletching

large amounts of bolts, you shouldn't use crossbows until you have the Dragon Crossbow or better. For bolts, anything worse than Emerald Bolts is sellable. Save the Diamonds for Diamond Luck IV Potions.

Leveling

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Ranged

has a lot of options to do great damage, particularly to

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Magic

enemies that may be very difficult to beat with Melee. For Ranged, use

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Crafting

to obtain the highest level Armor, and

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Fletching

to obtain the highest level Weapons and Ammo.

Crafting armor can be upgraded () once from the Bank, using more of the raw Dragonhide. Upgrading Ranged armor is always recommended once it's available.

Ranged has three different Attack styles,

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Accurate

,

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Rapid

, and

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Longrange

:

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    Accurate
    increases your Hidden Ranged level which causes each attack to be more accurate and deal more damage.
  • Error creating thumbnail: File missing
    Rapid
    lowers the attack interval of the weapon by 0.4 seconds, making each attack significantly faster
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    Longrange
    increases your Hidden Ranged Level by less than Accurate, while also giving Hidden Defence Levels and evenly splitting the amount of XP earned between
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    Ranged
    and
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    Defence
    .

In general,

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Accurate

is more effective at low levels, while

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Rapid

is more effective at higher levels. The cutoff is approximately level 40.

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Longrange

should likely be used before this cutoff to also get an amount of

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Defence

XP!

Ranged has several different Weapon types to choose from, each with their own benefits and drawbacks:

Weapon Details Ammo Notes
Shortbow Fast-ish, weaker Arrows Not great.
Longbow More accurate, more damage Arrows Arrows are cheap and easy to mass produce.
Crossbow Slow with high damage Bolts Bolts are valuable and difficult to make.
Throwing Knives Extremely fast with low damage and accuracy - Does not require
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Fletching
.
Javelins Fast with high damage and low accuracy - Javelins are worth a lot of GP when sold

For the earliest parts of the game, it is recommended to stick with Longbows, since Arrows are the most plentiful ammo source. Javelins are more powerful than bows, and can be used if you want to powerlevel a bit, but the effort it takes to make enough for each level bracket is more than the effort required to just use arrows. Additionally, Ice Arrows are equivalent to Rune Arrows while not having a level requirement, and so can be used from

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Ranged

level 1. If you can comfortably fight Frozen Archer with your

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Melee

setup, these can carry you through training ranged without even looking at

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Fletching
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Level
Bows Arrows Armor Recommended Monster Idleable Dungeons
1 Normal Longbow Bronze Arrows Leather Cow -
Iron Arrows -
Ice Arrows -
5 Oak Longbow Steel Arrows Skeleton -
10 Hard Leather Tentacle
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Chicken Coop
(Requires
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Auto Eat - Tier II
)
20 Willow Longbow Mithril Arrows Wizard -
30 Maple Longbow Adamant Arrows Bandit
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Undead Graveyard
40 Yew Longbow Rune Arrows Green D-hide / Ranger Hat/ Ranger Boots
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Spider Forest
Ice Shortbow Ice Master Wizard
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Bandit Base
/
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Hall of Wizards
/
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Frozen Cove
/
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Deep Sea Ship
/
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Miolite Caves
(Requires
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Auto Eat - Tier III
)

Gear Goals

Magic

Leveling

See Magic/Training for an alternative way to level magic with non-combat Spells.

Magic is a time consuming but rewarding Combat Style due to the sheer prevalence of

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Melee

enemies. Dealing more damage and taking less damage from the most common enemies in the game is fantastic. For Magic, use

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Runecrafting

to obtain the highest level weapons and armor, as well as to create runes to cast spells.

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Runecrafting

armor does not need to be upgraded to provide Damage Reduction, appropriate level Robes will automatically provide this stat. Magic has two different Attack styles,

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Magic

and

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Defensive

:

  • Error creating thumbnail: File missing
    Magic
    increases your Hidden Magic level which causes each attack to be more accurate and deal more damage.
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    Defensive
    increases your Hidden Magic Level less, while also giving Hidden Defence Levels and evenly splitting the amount of XP earned between
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    Magic
    and
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    Defence
    .

In general,

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Defensive

is always the most efficient Attack Style to use, as training

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Defence

with

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Magic

uses the least amount of time and damage while remaining efficient.

Combat Magic has a ton of options to choose from, mainly based on the amount and type of runes required to cast each spell. Curses and Auroras can add a lot of damage, but are entirely optional as they increase the amount of runes required to

It is recommended to choose a spell, staff, robes, and aurora that use as many of the same primary Elemental Runes as possible.

Rune Staff Spell Aurora Robes
Air Rune
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Water Rune
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Earth Rune
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Fire Rune
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Each non-Wind spell also has the option of using Combination Runes. Combination Runes are a good way to level

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Runecrafting

as they are worth significantly more XP than their individual counterparts; crafting combination runes for spells you plan to use is a great way to make more efficient use of your

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Runecrafting

leveling. When using Combination Runes, look to synergize your staff with any Aurora also being cast, as their rune cost reduction does not apply to Combination Runes. For example, there is no benefit to using a Fire Battlestaff with

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Fire Wave

if you are casting the spell with Smoke Runes, but there would be a benefit of using a Air Battlestaff with

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Fire Wave

if you were also casting

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Surge II

.

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Level
Weapon Spell Armor Recommended Monster Idleable Dungeons
1 Staff of Air
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Wind Strike
Air Acolyte Wizard Robes Tentacle
Magic Wand (Basic)
10 Basic Staves
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Strike Spells
Acolyte Robes Confused Pirate
30 Battlestaves
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Bolt Spells
Acolyte Robes Giant Crab
Magic Wand (Powerful)
40 Mystic Staves
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Blast Spells
Adept Robes Giant Crab

Gear Goals

The Early Game: Levels 41-75

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Volcanic Cave

(and

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Dragons Den

to a lesser extent) is the first real challenge the game presents to you, and preparing for it will likely take a couple of weeks of grinding for standard accounts.

This is where the Combat Triangle becomes extra important, and ignoring it entirely can be deadly or progress hampering.

Major Goals

The primary goal of this section is to replace all equipment and weapons obtained from non-combat skills with upgrades obtained from combat. Do note that all Ancient Armor is technically skippable, it will be replaced quite quickly with the armor from the God Dungeons, especially if these are done as early as possible. They are left in the guide as it is very common for players to get them anyways, and they can make progression a lot smoother.

  • Sunset Rapier - Drops from
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    Deep Sea Ship
    .
  • Slayer's Crossbow - Drops from monsters in the
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    Desolate Plains
    . Ranged weapon that is exceptionally good when training
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    Slayer
    and great for training
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    Ranged
    .
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    Ancient Crossbow
    - Drops from
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    Dragons Den
    . Ranged weapon that is good for doing Dungeons.

Equipment Options

Slayer

Many of the important items for this stage of the game are found from monsters in

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Slayer

Areas, so it is helpful to have decently high level Slayer before going too far.

At this stage the player should be geared enough to be comfortably dealing with Normal difficulty tasks, and moving in to Hard difficulty tasks by the end of this step.

Slayer Areas sometimes require items that must be purchased using SC SC from the Shop such as the Mirror Shield and Desert Hat. The monsters locked in slayer areas will not be rolled in slayer tasks until the item has been purchased from the shop. Also, if you are using

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Auto Slayer

, monsters locked behind an item will never appear if the item is not equipped; you can leverage this to control the task rolls.

Melee

Leveling

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Level
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Attack
Weapon
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Strength
Weapon
Armor Recommended Monster
41 Rune / Elerine Spear Rune Rune Armor Bandit
50 Desert Sabre / Rune Desert Sabre / Rune Rune Armor Bandit
60 Dragon Claw / Dragon Dragon Claw / Dragon Dragon Armor Vampire
70 Ancient Sword / Warberd Ancient 2H Sword / War Axe Ancient Armor Holy Archer

Gear Goals

Ranged

Leveling

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Level
Weapon Ammo Armor Recommended Monster
41 Rune Javelin / Ice Shortbow Rune Arrows Green D-hide Master Wizard
50 Rune Javelin / Ice Shortbow Rune Arrows Blue D-hide Master Wizard
60 Slayer's Crossbow / Dragon Javelin Emerald Bolts Red D-hide Master Wizard
70 Slayer's Crossbow / Dragon Javelin Emerald Bolts Black D-hide Superior Eyed Monster

Gear Goals

Magic

Leveling

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Level
Weapon Spell Armor Recommended Monster
41 Mystic Staves
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Blast Spells
Adept Robes Giant Crab
50 Mystic Staves
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Wave Spells
Adept Robes Turkul Giant
60 Mystic Staves
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Surge Spells
Adept Robes Griffin
70 Mystic Staves
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Surge Spells
/
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Slicing Winds
Expert Robes / Ancient Wizard Robes Venomous Snake
Magic Wand (Elite) / Imbued Wands

Gear Goals

Volcanic Cave and Ancient Armor

The major goal of this section is to find and equip Ancient Armor

Ancient Wizard Robes come from the

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Hall of Wizards

.

  • This dungeon isn't really difficult enough to warrant a guide, it is recommended to use the best available Ranged equipment to benefit the most from the Combat Triangle.
  • As with most Magic equipment, these robes do not need to be upgraded to get the full benefit.

Ancient D-hide Armor comes from the

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Dragons Den

.

- This dungeon has a guide at Dragons Den/Guide

  • This armor needs to be upgraded, getting the raw D-hide necessary to fully upgrade this armor will likely take longer than getting each piece of armor
  • Ancient D-hide Shield has a second upgrade, the Scaled Shield, which is best in slot for Ranged for a long time.

Ancient Plate Armor comes from the

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Volcanic Cave

.

- This dungeon has a guide at Volcanic Cave/Guide

  • This armor, like
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    Smithing
    armor needs to be upgraded twice.
  • Ancient Shield has a fourth upgrade, the Dragonfire Shield, which is best in slot for Melee for a long time. Upgrading this shield requires 7050 Dragon Bones.

Due to the nature of the game, it is entirely possible to skip Ancient armor completely, and go straight to the next section. This does however require a bit more knowledge of how the game works, and is not necessarily recommended. The Dragonfire Shield and the Scaled Shield are two important items that should not be skipped.


The Mid Game: Levels 76-95

After acquiring and equipping all of the Ancient sets of armor and obtaining decent weapons, the player should now be well prepared to step up to the plate of the next challenge the game has to offer, Infernal Stronghold and the God Dungeons. But first, it is hugely recommended to assess the progress of all non-combat skills; each of these dungeons is difficult enough that NOT having access to

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Prayers

,

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Herblore

Potions,

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Summoning

Tablets, or

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Agility

/

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Astrology

bonuses can make progress significantly slower than it needs to be.

This section will first outline any particularly useful buffs and some crucial pieces of equipment to grab before moving on.

At this point, ownership of the Throne of the Herald Expansion can really benefit the player with new items and passives. See the Throne of the Herald section to see which items and upgrades change progression. All items will require skill levels higher than 100 and may take a very long time to obtain. Combat equipment such as Divine Helmet, Carrion Body, or Poison Legendary Wizard Hat CANNOT be equipped until the completion of base game combat with the defeat of Bane, Instrument of Fear.

Major Goals

External Buffs

Prayer

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Prayer

, while always useful, can be difficult to level up in the early game, and many players ignore it due to the upkeep required. Now is a great time to remedy that! Obtaining

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Prayer

Points is the main ingredient here, this can take time and effort, but is rewarding. Prayer Points come from the following sources:

As for which Prayers to use, preferably

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Battleheart

and the best combat style prayer available,

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Piety

,

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Rigour

, or

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Augury

.

Agility

Agility grants many powerful bonuses the most important of which being increased

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Hitpoints

. This can make achieving idle-breakpoints much easier when your effective HP is 9 levels higher than it should be.

Which bonuses you pick and whether or not you want to swap courses often are up to you as which obstacles are "best" varies based on what you're doing and what your goals are, but the following table will list any obstacles with helpful combat bonuses:

# Obstacle Reason
1
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Cargo Net
+3% Global GP, woohoo!
2 Any
3
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Pipe Climb
The only obstacle on this tier with any benefit to combat.
4
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Coal Stones
The only obstacle on this tier with a net-positive benefit to combat.
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Mud Dive
/
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Cave Climb
These obstacles are decent in the Early Game for squeezing out a little bit of extra power when your HP and Damage Reduction don't really matter.
5
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Cliff Climb
Use this typically any time when doing slayer, but be aware of the negative modifier and pick and choose when to run this.
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Cliff Balance
Can be used as the default combat obstacle, the
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Prayer
point increase is really not as bad as it sounds.
6
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Rocky Waters
This obstacle is extremely powerful in the early game, and is always viable for Combat. This obstacle can single-handedly let you do Dungeons much earlier than normal.
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Lake Swim
Damage reduction is great, so is doing more damage and preserving
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Prayer
points! In the later stages of the game, this obstacle is typically more useful than Rocky Waters, but will rarely, if ever, provide more survivability.
7 Pick the trap that hinders what you're doing the least, this varies based on where you are in the game and what goals you have.
8
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Pipe Crawl
Used for
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Slayer
.
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Raft Building
More well rounded, and can help making damage reduction breakpoints. This obstacle can safely be the default.
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Spike Jump
Used for completing Dungeons.
9
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Lava Jump
Primarily used for killing weak enemies as quickly as possible, particularly when the enemy dies in one or two hits. The negative modifiers make this unappealing for any other use
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Water Jump
Great if you do not need the bonuses from
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Ice Jump
or
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Frozen Lake Crossing
and can afford to swap to something else when you do want those bonuses.
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Ice Jump
The most well rounded for all Skills including, and can be used as the default.
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Cave Maze
Competes with a bunch of heavy hitters, there should be no reason to use this instead of the other options.
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Frozen Lake Crossing
The most well rounded for combat, not as useful for non-combat and can be used as the default.
10
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Lava Waterfall Dodge
Well rounded and often best for non-combat skills, this can be used as the default.
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Dragon Fight
Primarily used for killing weak enemies as quickly as possible, particularly when the enemy dies in one or two hits.
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Ocean Rafting
Always useful for combat, not as useful for non-combat and should generally only be used if you really need extra Damage or
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Slayer Coins
.
P
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Pillar of Combat
Does everything you want it to.

Herblore

Preferably Diamond Luck Potion IV or Damage Reduction Potion IV. Alternatively:

Summoning

For dungeons, preferably

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Dragon

and the best combat style Tablet available,

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Minotaur

,

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Centaur

, or

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Witch

. For Slayer

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Cyclops

paired with the same combat style tablets a safe bet. The best two alternatives are:

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    Yak
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    Occultist

Slayer

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Slayer

is crucial to continuing to upgrade your equipment at this point; if it has been neglected, now is nearly the last time to catch up without falling behind. Elite and Master difficulty Tasks can be quite difficult, especially if using

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Auto Slayer

, it may be more efficient to only do tasks when possible, and fight each enemy normally when the player can't be around.

Fury of the Elemental Zodiacs (FEZ)

Final upgrade of all of the Elite Amulets. FEZ has a table that details a number of important stats on each Amulet at FEZ/Guide. If the guide has been followed thoroughly until this point, here is a quick summary of where each amulet should be obtained from the quickest:

Dungeon Guides

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Infernal Stronghold

- This dungeon has a guide at Infernal Stronghold/Guide

The primary reason to do this dungeon is the Infernal Cape which grants 4% Damage Reduction and works well for each combat style. The Infernal Cores dropped here can be used to upgrade and Ancient Claw into an Infernal Claw, a critical and powerful one-handed Melee weapon.

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Air God Dungeon

- This dungeon has a guide at Air God Dungeon/Guide.

The Air God Dungeon drops

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Ranged

armor and equipment, and is usually completed with

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Melee

equipment from the

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Volcanic Cave

.

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Water God Dungeon

- This dungeon has a guide at Water God Dungeon/Guide.

The Water God Dungeon drops

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Magic

armor and equipment, and is usually completed with

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Ranged

equipment from the

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Air God Dungeon

.

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Earth God Dungeon

- This dungeon has a guide at Earth God Dungeon/Guide.

The Earth God Dungeon drops

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Melee

tank oriented armor and equipment, and is usually completed with

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Magic

equipment from the

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Water God Dungeon

..

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Fire God Dungeon

- This dungeon has a guide at Fire God Dungeon/Guide.

The Fire God Dungeon drops

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Melee

dps oriented armor and equipment, and is usually completed with

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Ranged

equipment from the

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Air God Dungeon

.

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Into the Mist

- This dungeon has a guide at Into the Mist/Guide.

Into the Mist is one of the most difficult challenges in the game. It cannot be idled.

To start, the player must first fight 20 Afflicted versions of randomly chosen monsters between combat level 165 and 677. Any monster, including bosses, save those from

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Unhallowed Wasteland

or

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Dark Waters

, can be chosen.

Affliction is a special status effect applied by monsters that reduces your max HP. This means that the encounters are a race against the clock, forcing you to kill the enemy before your affliction stacks get too high. Due to this, it is recommended that you focus on DPS above all else when choosing your three gear sets.

This dungeon cannot be completed without the Dungeon Equipment Swapping upgrade purchased from the shop.

Note that it may be beneficial to complete the Master tier

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Slayer

tasks required to unlock Slayer Gear Upgrade Kit (Master) before completing Into the Mist for the first time. This is because of

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Dark Waters

monsters being added to the pool of available enemies. It will no longer be trivial to use

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Auto Slayer

for Master tier Tasks, as the new enemies are fairly strong, and are more lethal to the average player than the Greater Dragons available in the

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Perilous Peaks

version of Master Tasks. If you do not feel comfortable learning how to do manual slayer, feel free to Auto-slay Perilous Peaks. See below for a more in depth explanation.

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Into the Mist

consists of 3 boss phases in a set order, with pauses in between each phase. Refer to Into the Mist/Guide for a comprehensive guide on completing this dungeon.

Notable Rewards:

  • Access to the
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    Dark Waters
    slayer area, where the T90 weapons can be obtained
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    Pablo
    - Drops after 5 completions

Combat Passive Slot

Main Article: Combat Passive Slot

Congratulations on completing

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Into the Mist

! The reward is one of the best upgrades in the game, the Passive Slot. This allows any item with a "Passive: ____" effect to be equipped in said slot.

While the original article is more than exhaustive, some of the best choices are highlighted here:

  • Chapeau Noir - More item doubling is always good
  • Ring of Wealth - More item doubling is always good
  • Master Slayer Armor - Lets you splash more Flat Slayer Area Reduction, along with a pittance of item doubling
  • Elder Crown - Slightly more dps from attack interval reduction, a big pile of free lifesteal helps preserve food stocks
  • Deadeye Amulet - Ranged only, fantastic dps

When to complete Master Slayer Tasks: Before or after ITM

Slayer Gear Upgrade Kit (Master) and therefore Master Slayer Armor are unlocked by completing 40 Master tier

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Slayer

tasks. In the base game, Master Tier Slayer consists of 3 Slayer areas based on the following unlock conditions:

The contains new Master Slayer areas, but these are all locked behind completion of the

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Impending Darkness Event

Completing 40 Master tasks can take anywhere from 20-80+ hours (with a probable average of about 40hours), depending on your setup, luck with task length, or efficiency/luck in re-rolling for short tasks on the fastest to kill monster. These tasks can be completed either before or after

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Into the Mist

, and which method you do is up to you. Due to the difficulty of enemies in

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Dark Waters

, using

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Auto Slayer

to complete Master tasks is no longer feasible following the completion of

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Into the Mist

. Therefore, it is 'simpler' to complete all 40 tasks while having only

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Perilous Peaks

unlocked, as the only necessity is to meet the DR checkpoints of each monster. You will also need a fairly healthy supply of food, as these Greater Dragons all have the Greater Dragonbreath ability, which deals a large amount of unavoidable damage. The

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Dark Waters

drop valuable materials to make powerful weapons, generally consume equal or less food than greater dragons, and an average of about 40 hours each to complete with optimal setups. Therefore, even though they cannot be done on Auto-slayer, completing your Master tasks while working on your t90 weapons will most likely consume less food, and generally take less overall time on on task by killing two birds with one stone. The major downside here is that you will want to check back in every 2-3 hours to swap your equipment and manually change to the next task. This is not mandatory, but it is recommended as you will be earning Slayer XP and Slayer Coins all the while, and you will be able to purchase Prayer Points and Food at a profit.

Consider the addition of the Passive Slot - By equipping powerful passive effects in this slot, you can greatly increase your DPS, item drop rate, or greatly reduce your food consumption. This is most noticeable on Greater Dragons; with the Elder Crown equipped, food use against these enemies drops dramatically.

The Late Game: Levels 96-99

Following completion of

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Into the Mist

, you now have access to

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Dark Waters

, the penultimate slayer area and will soon be able to unlock

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Unhallowed Wasteland

These are long grinds, and may require quite a bit of preparation.

We recommend acquiring them while fighting each monster as a slayer task, this will require you to turn OFF auto-slayer, and will encourage semi-frequent check-ins. Doing these on task will increase your damage dealt to them from various buffs, namely Slayer Skillcape.

All items dropped in these two areas come as fragments of the final pieces, needing hundreds of individual items to make one final version, therefore it is recommended to attempt to sneak in as much item doubling into your gear as possible. Using the Combat Simulator to measure your Drops per hour with no deaths is highly recommended. It can make the difference in literal days of grinding.

Major Goals

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Dark Waters

- This Slayer area has a guide at Dark Waters/Guide

These 3 monsters drop fragments for the T90 (tier, or level requirement) weapons, high level and powerful weapons that are extremely helpful in completing the following Slayer Area, as well as the Impending Darkness Event. Each weapon is upgraded by combining 100 fragments, and the fragments have a 2% drop rate. That's 5,000 kills on average with 0% chance to double items.

Using the above "manual" Slayer method will make the order you obtain the weapons in effectively random, but if you want to do them in a specific order, we recommend the following:

Additionally, you should also acquire the pet

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Otto

whilst doing this grind, if you do not, continue farming whichever mob you kill the fastest on or off task until you get it.

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Unhallowed Wasteland

- This Slayer area has a guide at Unhallowed Wasteland/Guide

After completing the T90 weapon grinds, you are ready to face the another difficult challenge, the

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Unhallowed Wasteland

(UW) - the final

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Slayer

area in the base game To access it, you need to purchase a

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Map to the Unhallowed Wasteland

.

The area requires maximizing a different stat than DR. All of the monsters here will heal a % of their current HP every 2 attacks, which will massively hinder your DPS regardless of the setup. To mitigate this, you need a cumulative 100% Flat Slayer Area Effect Negation.

With 0% chance to double items, these monsters all require an average of 4000 kills to obtain all items required.

Here's an example of the gear required for melee:

Item Slot Slayer Area
Effect Negation %
Slayer Helmet (Master) Head 20%
Slayer Platebody (Master) Body 20%
Slayer Cowl (Master) Passive 20%
Max Skillcape/ Slayer Skillcape Cape 25%
Hunter's Ring Ring 10%
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Pillar of Combat
Agility 5%
Total 100%

For the other combat styles, you'll be wearing the equivalent Master Slayer armor. Note that you cannot ever wear two of the same item, so whichever item you choose to put in the passive slot must be one of the armor pieces not currently equipped in your chest/head slots.

With the Atlas of Discovery Expansion, the Perilous Peaks Point of Interest also provides an extra 20% area effect negation (which is doubled with Carthulu), allowing you to reach 100% negation with only Elite Slayer Armor and without needing

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Pillar of Combat

It should be noted that while UW is listed first,

completing the
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Impending Darkness Event

first will make this grind faster! You can complete ID without any of the UW gear sets, the sets don't help the event very much, and the shields speed up the slayer area signifcantly.

While you are here, you will be working to acquire all of the set bonus gear, dropped from each of the UW monsters:

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Impending Darkness Event

- This dungeon has a guide at Impending Darkness Event/Guide.

The final dungeon of the base game of Melvor Idle also has a bunch of unique mechanics:

  • Combat takes place in
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    Slayer
    Areas, with their respective Slayer Area Effects active
    • This also includes the entry requirements for each Area!
  • Negative modifiers, each phase of the event will require the player to choose a modifier that applies to all enemies.
  • Running from Combat will not make you leave the event, but will reset any progress made on unfinished Slayer Areas.
    • Bane's combat style will also be re-rolled, if you want to choose a different combat style.
    • All non-combat skills are able to be trained while the Event is paused, which can be helpful if the player wants to complete the Event over multiple sessions without losing time doing nothing.

And some returning mechanics:

  • Affliction - everybody's favorite debuff!
    • Each phase of the Event gives the normal Slayer enemies more Max HP, more Max Hit, and a higher chance to apply affliction.
  • Manual Eating - It is very difficult to impossible to guarantee your safety in this event without careful manual eating and knowledge of each enemy's attacks.

Similar to Ahrenia, Bane requires you to fight him with the same combat style he is using.

Each phase of the event is the same, with the added dangers of extra negative modifiers and increased base passives. The player will be given the choice of a negative modifier, then must complete a series of gauntlets through 4 difficult Slayer Areas, these gauntlets are up to 8 monsters randomly chosen from the pool of available monsters in each area. Once each area is completed, the event pauses until the player selects the next area. Immediately upon completion of the final slayer area, Bane will spawn with a random combat style. While the main article has more information, it is recommended to complete the slayer areas in the following order:

Because Bane uses the modifiers from the Slayer Area you fight him in, you should always fight him in the

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Perilous Peaks

. Your prayers will be

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Battleheart

and

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Protect from Style

, which makes the area effect (-% Evasion) not actually have an effect on Bane's chance to hit the player.

The final fight with Bane is a special version, Bane, Instrument of Fear with an extra ability.

Each time Bane is defeated the following rewards are given directly to the player, in this set order. All of these are BiS for the base game, and are still useful and viable in any expansion content:

Impending Darkness Event FAQ

Q: No Monsters are spawning!

A: Make sure you select a Slayer area! Monsters do not spawn on their own here.

Q: I closed the game while the event was in progress, and now I can't select any slayer areas!

A: Enter and exit the Golbin Raid minigame found at the bottom of the sidebar. Don't ask why this works, no one knows.

Q: I'm not dealing any damage with any of my attacks, and attacks that can't miss are missing!

A: As combat takes place in
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Slayer
Areas, the player needs to have access to the area to be able to deal damage.

Q: How long does this dungeon take?

A: Approximately 1-2 hours, depending on your gear and preparation. Each phase of the dungeon (there are 5) should take up to 20 minutes of combat and 5-10 minutes for equipment swapping, ability reading, and hard breathing.

Q: How many times do I need to complete this Event?

A: Bane, Instrument of Fear only needs to be killed once. Bane must be killed four times before Bane, Instrument of Fear will spawn.

Q: What Skills can I train while the Event is Paused?

A: All non-combat skills including
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Alt-Magic
. No other combat can be trained until the event is completed or the "Stop Event" button is pressed.

Q: How do I beat this event?

A: Keep your
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HP
above 0 while lowering your enemy's
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HP
to 0. Works every time!

Throne of the Herald Expansion

Information for progression through the Throne of the Herald Expansion can be found at Combat Guide/Throne of the Herald.

Atlas of Discovery Expansion

Information for progression through the Atlas of Discovery Expansion can be found at Combat Guide/Atlas of Discovery.

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Into the Abyss Expansion

Information for progression through the

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Into the Abyss Expansion can be found at Combat Guide/Into the Abyss.