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For the old gear guide, please see [[Gear Progression]]
== Introduction ==
== Introduction ==


This guide will feature standard gear progression, in a way that will fit the playstyle of most players.
The Tier 90 weapons {{ItemIcon|Tidal Edge}}, {{ItemIcon|Shockwave}} & {{ItemIcon|Ocean Song}} are Best-in-Slot for most situations. But to obtain these items, you'll have to kill some of the strongest monsters in the game, and a lot of them too.
Melvor Idle grants plenty of [[Equipment|gear choices]] to experiment with, so by no means is this guide for everyone.
Especially for Combat-only players, please refer to the [[HCCO/Guide|HCCO guide]]. This guide will assume you started with non-combat skills, or at least some basics.


This guide will not give you [[Combat#Damage Reduction|DR]] requirements for [[Dungeons]], or most efficient level paths. For this, please refer to other guides or join the MelvorIdle [https://discord.gg/MelvorIdle Discord].


The base guideline of gear progression is: The highest possible damage whilst still having enough  [[Combat#Damage Reduction|Damage Reduction]] to survive.
For the {{ItemIcon|Tidal Edge}}, you'll need to kill (with Magic) {{MonsterIcon|Umbora}} for 100 {{ItemIcon|Tidal Edge Fragment|Tidal Edge Fragments}}.


=== Gear stats ===
For the {{ItemIcon|Shockwave}}, you'll need to kill (with Melee) {{MonsterIcon|Rokken}} for 100 {{ItemIcon|Shockwave Fragment|Shockwave Fragments}}.


All gear has certain stats, linking it to a certain combat style (melee, range or magic). As with most gear progressions,
For the {{ItemIcon|Ocean Song}}, you'll need to kill (with Ranged) {{MonsterIcon|Ku-tul}} for 100 {{ItemIcon|Ocean Song Fragment|Ocean Song Fragments}}.
more difficult to obtain or upgrade gear will provide better stats.


For stat breakdown and math, refer to the {{Icon|Combat}} page.


==== Shared stats ====
Because you will end up killing on average 5000 of each, taking items with double droprate should be a priority if possible.


For most part of the game the most important stat is [[Combat#Damage Reduction|Damage Reduction]]. Damage reduction, in combination with your HP level and auto eat tier,
is the main thing holding you back from that next dungeon or slayer enemy. Damage reduction can only be found on armor and shields, not weapons.
[[Damage Reduction Potion IV|Potions]], [[Stone Skin|prayer]] and {{PetIcon|Defence}} can be used to add extra damage reduction.


Armor (and some weapons) also has defensive stats. These are divided in melee, range and magic defense. In most cases these defensive stats correspond
There are a couple of different orders in which these weapons are normally obtained.  
with the [[Combat#Combat Triangle|combat triangle]]. For example, most melee gear, used to fight ranged enemies, will have high range defense, but lower (or even negative) magic defense.
Defensive stats are linked to [[Combat|Evasion Rating]].


A last shared stat is bonus slayer xp. This is a useful stat when training {{Skill|Slayer}}, as it gives you extra exp per slayed monster.
Basically, a {{ItemIcon|Tidal Edge}} is heavily suggested for {{MonsterIcon|Rokken}}.


==== Melee stats ====
The most standard orders are:


{{Skill|Attack|Melee}} armor and weapons focusses on 4 stats:
- {{ItemIcon|Tidal Edge}} '''=>''' {{ItemIcon|Shockwave}} '''=>''' {{ItemIcon|Ocean Song}}
*Strength bonus: determines your [[Combat#Melee Max hit|max hit]].
*Stab, slash & block bonus: determines the [[Combat#Melee Accuracy Rating|accuracy]] of training on that particular attack style.


A higher strength bonus is always beneficial.
- {{ItemIcon|Ocean Song}} '''=>''' {{ItemIcon|Tidal Edge}} '''=>''' {{ItemIcon|Shockwave}}
For training purposes, certainly in early levels, it is important to look at stab, slash & block bonusses. For example, it is best to use
a sword for stab/attack training, a scimitar for slash/strength training & a dagger for block/defense training.


==== Ranged stats ====


{{Skill|Ranged}} armor and weapons focusses on 2 stats:
Below are some gear suggestions. Of course, depending on other factors (such as {{Skill|Prayer}}, {{Skill|Herblore|Potions}} and {{Skill|Agility}} buffs) your optimal gear can change.
*Ranged strength bonus: determines your [[Combat#Ranged max hit|max hit]].
*Ranged attack bonus: determines your [[Combat#Ranged accuracy Rating|accuracy]].


Besides your armor and weapons, your [[Equipment#Ammunition|ammunition]] (bolts and arrows) also have additional stats.
This whole guide assumes you either use Semi to pick up items, or are active enough to pick up all pieces.


==== Magic stats ====
A lot of people also combine the grinding of these weapons with the grind for master slayer gear unlocks. An added benefit is the increased damage given by the slayer cape on task.


{{Skill|Magic}} armor and weapons focusses on 2 stats:
== Tidal Edge ==
*Magic damage bonus: a percentage increase in [[Combat#Magic max hit|max hit]]
*Magic attack bonus: determines your [[Combat#Magic Accuracy Rating|accuracy]]


Your max hit is also determined by the spell you use.
To be able to idle {{MonsterIcon|Umbora}} with {{Skill|Magic}}, you'll need 46 DR assuming you have 1000 HP.


==== Specials and passives ====
{{MonsterIcon|Umbora}} can be killed either with Ancient Magicks or with Normal Magic if you have an {{ItemIcon|Ocean Song}}.


Besides stats, equipment can also have [[Special Attacks]] or passive effects.
With {{ItemIcon|Ocean Song}}, use [[Fire Surge]] (reference), [[Water Surge]] (+2% kill time) or [[Water Blast]] (+9% kill time, strongly reduced rune cost).


Special attacks have a percentage of triggering when in combat, and will replace a standard attack.
With an Imbued Wand, use [[Gust]] (+40% kill time) or [[Incinerate]] (+45% kill time).


Passive effects are bonusses that are always in play. Prime examples of this are ammo conservation on some ranged equipment, reduced rune costs
{| class="wikitable"
on staffs and wands and slayer area effect negation of slayer gear.
|-
Very important here is the chance for double drops, as given by a {{ItemIcon|Aorpheat's Signet Ring}} or {{ItemIcon|Chapeau Noir}}. These are very often used while farming [[Dungeons]].
! Item
! Slot
! DR%
|-
| {{ItemIcon|Glacia God Helmet}}
| Head
| 8%
|-
| {{ItemIcon|Glacia God Platebody}}
| Body
| 8%
|-
| {{ItemIcon|Glacia God Platelegs}}
| Leggings
| 8%
|-
| {{ItemIcon|Glacia God Boots}}
| Boots
| 8%
|-
| {{ItemIcon|Glacia God Gloves}}
| Hands
| 8%
|-
| Subtotal
|
| 40%
|-
|
|
|
|-
| {{ItemIcon|Slayer Skillcape}}
| Cape
| 0%
|-
| {{ItemIcon|Fury of the Elemental Zodiacs}}
| Neck
| 2%
|-
| {{ItemIcon|Aorpheat's Signet Ring}}
| Ring
| 0%
|-
| {{ItemIcon|Earth Layered Shield}}
| Off-hand<br />
| 12%
|-
| {{ItemIcon|Chapeau Noir}}
| Passive<br />
| 0%
|-
|
|
|
|-
| Total
|
| 54%
|}


== Melee gear progression ==
Use the appropriate Elemental Imbued Wand for Ancients, and the {{ItemIcon|Ocean Song}} for Normal magic.
The {{ItemIcon|Slayer Skillcape}} can be replaced with a {{ItemIcon|Max Skillcape}} or {{ItemIcon|Skull Cape}}. The {{ItemIcon|Fury of the Elemental Zodiacs}} can be replaced with a {{ItemIcon|Warlock Amulet}}.
If you hit the DR goal, you can opt for a {{ItemIcon|Elder Crown}}, {{ItemIcon|Slayer Wizard Hat (Master)}}, {{ItemIcon|Slayer Wizard Robes (Master)}}...


For most players, melee is the first style of combat they use, since it requires no additional resources like ammunition or runes.
== Shockwave ==


Melee gear progression in the early to mid-game levels is heavily tied to {{Skill|Smithing}}. With 99 Smithing you can basically gear yourself for your first elite dungeon, the {{ZoneIcon|Volcanic Cave}} .
Whilst the other two weapons are pretty straight-forward in terms of gear, the {{ItemIcon|Shockwave}} is not.


=== Melee armor progression ===
You need to use Melee for this grind, and as said before, it is highly suggested that you have a {{ItemIcon|Tidal Edge}} before you start the {{MonsterIcon|Rokken}} hunt.


==== Melee armor early game ====
=== Standard method ===


Early game is defined as the leveling phase up to your first elite dungeon, the {{ZoneIcon|Volcanic Cave}}. The advised gear progression will make you level efficiently, whilst working towards enough DR to tackle the volcanic cave.
This method will require the highest DR, as you need to be able to tank the special hit of {{MonsterIcon|Rokken}}. At 1000 hp, this will require 55 DR.


Work your way up through the standard metal armors. It is not needed to [[Upgrading Items|upgrade]] any metal to (S) or (G) variant besides the dragon armor.
{| class="wikitable"  
 
|-
{| class="wikitable"
! Item
! Slot
! DR%
|-
| {{ItemIcon|Tidal Edge}}
| Weapon
| 0%
|-
| {{ItemIcon|Terran God Helmet}}
| Head
| 8%
|-
| {{ItemIcon|Terran God Platebody}}
| Body
| 8%
|-
| {{ItemIcon|Terran God Platelegs}}
| Leggings
| 8%
|-
| {{ItemIcon|Terran God Boots}}
| Boots
| 8%
|-
| {{ItemIcon|Terran God Gloves}}
| Hands
| 8%
|-
| Subtotal
|
| 40%
|-
|
|
|
|-
| {{ItemIcon|Slayer Skillcape}}
| Cape
| 0%
|-
| {{ItemIcon|Fury of the Elemental Zodiacs}}
| Neck
| 2%
|-
| {{ItemIcon|Aorpheat's Signet Ring}}
| Ring
| 0%
|-
| {{ItemIcon|Dragonfire Shield}}
| Off-hand
| 8%
|-
| {{ItemIcon|Chapeau Noir}}
| Passive
| 0%
|-
|-
| '''Metal'''|| {{ItemIcon|Bronze Bar}} || {{ItemIcon|Iron Bar}} || {{ItemIcon|Steel Bar}} || {{ItemIcon|Mithril Bar}} || {{ItemIcon|Adamantite Bar}} || {{ItemIcon|Runite Bar}} || {{ItemIcon|Dragonite Bar}}
|  
|  
|  
|-
|-
| ''' {{Skill|Defence}} level''' || 1 || 1 || 5 || 20 || 30 || 40 || 60
| Total
|  
| 50%
|}
|}


Besides this tank gear set-up, you will need extra DR. This can be achieved by using a {{ItemIcon|Fire Cape}}, {{ItemIcon|Infernal Cape}}, DR potions/prayers...
The use of DR potions should be avoided if possible, so that DL potions can be used.


If you lack the appropriate Smithing levels, there is a possibility to farm rune items from the {{MonsterIcon|Rune Knight}}; silver and gold bars come from {{MonsterIcon|Statue|Statues}}.
=== Stun method ===


The dragon armor (G), compiled of the {{ItemIcon|(G) Dragon Helmet}}, {{ItemIcon|(G) Dragon Platebody}}, {{ItemIcon|(G) Dragon Platelegs}}, {{ItemIcon|(G) Dragon Boots}} & {{ItemIcon|(G) Dragon Shield}}, will provide you with 6% DR each, totaling 30% DR. This will fill only 5 out of 8 armor slots.
This method will use the stun feature of the {{ItemIcon|Fighter Amulet}} to negate the effect of the {{MonsterIcon|Rokken}} special attack, effectively reducing the Max Hit (and thus the DR requirement). At 1000 hp, this method requires 47 DR, but with extra gear requirements relating to Attack Speed (required < 2.24).




For the glove slot there are two possibilities:
{| class="wikitable"
*{{ItemIcon|Paladin Gloves}} give 4% DR, and can be dropped by the {{MonsterIcon|Paladin}}.
|-
*{{ItemIcon|(U) Black D-hide Vambraces}} or {{ItemIcon|(U) Ancient D-hide Vambraces}} give 5% and 6% DR respectively. A {{Skill|Crafting}} level of 79 is needed for the Black Vambraces, Ancient D-hide Vambraces can be farmed from {{ZoneIcon|Dragons Den}}. They require a {{Skill|Ranged}} level of 70 or 80.
! Item
 
! Slot
 
! DR%
For the amulet slot there are multiple possibilities:
|-
*for training purposes (or where you don't need the DR), an {{ItemIcon|Amulet of Strength}} or {{ItemIcon|Amulet of Glory}} (or their elite versions) are best.
| {{ItemIcon|Tidal Edge}}
*In case you do need DR, a {{ItemIcon|Silver Diamond Necklace}} is the easiest solution. This will provide you with 2% DR. Other possibilities for 2% DR are the
| Weapon
{{ItemIcon|Elite Amulet of Defence}} and {{ItemIcon|Elite Amulet of Magic}}.
| 0%
*For non-dungeon farming, an {{ItemIcon|Amulet of Looting}} from the {{ZoneIcon|Spider Forest}} dungeon [[Spider Chest|chest]] is a must-have for every player.
|-
 
| {{ItemIcon|Ragnar God Helmet}}
 
| Head
The ring slot also depends on the situation:
| 7%
*For training purposes a {{ItemIcon|Gold Emerald Ring}} is most beneficial. Another possibility is the {{ItemIcon|Gold Topaz Ring}}, in case you didn't get a signet piece yet.
|-
*the DR ring for early game is the {{ItemIcon|Silver Diamond Ring}}, offering 1% DR.
| {{ItemIcon|Ragnar God Platebody}}
*In case you do not need the extra DR, a great choice of ring for dungeon farming is the {{ItemIcon|Aorpheat's Signet Ring}}. This will give you 5% chance of double loot, including chests from dungeons.
| Body
 
| 7%
 
|-
Clearing the volcanic dungeon for the first time will award you with a {{ItemIcon|Fire Cape}}, your first useful cape. It is advised to do this dungeon once manually to obtain the cape for its DR %.
| {{ItemIcon|Ragnar God Platelegs}}
 
| Leggings
Honorable mention:
| 7%
In case you do not need DR but are farming items or dungeons, the use of a {{ItemIcon|Aorpheat's Signet Ring}} and {{ItemIcon|Chapeau Noir}} will give you 15% chance of a double drop, which adds up quickly for volcanic cave farming. This tactic is used throughout the game, as more and more high DR % items come into play.
|-
 
| {{ItemIcon|Ragnar God Boots}}
==== Melee armor mid game ====
| Boots
 
| 7%
The melee armor midgame is defined as the preparation phase towards {{ZoneIcon|Air God Dungeon|God Dungeons}}. The first God Dungeon, the {{ZoneIcon|Air God Dungeon}}, is designed for Melee combat.
|-
Depending on your HP level, you will need most, if not all, Ancient Armor items and [[Upgrading Items|upgrade]] them to their (G) version. For this you will need to farm the {{ZoneIcon|Volcanic Cave}}.
| {{ItemIcon|Ragnar God Gloves}}
 
| Hands
For the glove and ring slot not much changes. For the amulet slot, you can start working towards the {{ItemIcon|Fury of the Elemental Zodiacs}} (FEZ). This amulet will last you till the endgame.
| 7%
 
|-
{{EquipmentTableFromList|(G) Ancient Helmet,(G) Ancient Shield,(G) Ancient Platebody,(G) Ancient Platelegs}}
| Subtotal
 
|
The {{ItemIcon|(G) Ancient Shield}} can be upgraded to a {{ItemIcon|Dragonfire Shield}}, one of the main endgame shields. Besides a 8% DR stat, this shield will also boost your HP by 30, allowing you to run dungeons with less DR %.
| 35%
 
|-
Whenever possible, try to do the {{ZoneIcon|Infernal Stronghold}} once. This will give you one of the best endgame capes, the {{ItemIcon|Infernal Cape}}, with 4% DR.
|  
 
|  
==== Melee armor late game ====
|  
 
|-
Late game melee armor is the {{ZoneIcon|Earth God Dungeon|Terran God armor}} and the {{ZoneIcon|Fire God Dungeon|Ragnar God armor}}, from their respective God Dungeons. The Terran God dungeon also gives the {{ItemIcon|Earth Layered Shield}} (ELS), the endgame shield. The Terran armor is defensive, Ragnar armor is offensive armor.
| {{ItemIcon|Slayer Skillcape}}
 
| Cape
To obtain these items, you will also need progression into your {{Skill|Ranged}} and {{Skill|Magic}} gear.
| 0%
 
|-
Besides the God Dungeon armors slayer gear gets more important. Late game [[Slayer areas]] have serious debuffs, which need to be taken care of
| {{ItemIcon|Fighter Amulet}}
by slayer area effect negation of the slayer gear. Aiming for Elite Slayer {{ItemIcon|Slayer Helmet (Elite)|Helm}}/{{ItemIcon|Slayer Platebody (Elite)|Platebody}}, and perhaps even Master Slayer {{ItemIcon|Slayer Helmet (Master)|Helm}}/{{ItemIcon|Slayer Platebody (Master)|Platebody}} in endgame is a good choice.
| Neck
 
| 0%
Another replacement for a god dungeon helm is the {{ItemIcon|Elder Crown}}, obtained by killing {{MonsterIcon|Elder Vampire|Elder Vampires}}. This crown reduces AS by 0,1s, whilst also providing lifesteal.
|-
 
| {{ItemIcon|Aorpheat's Signet Ring}}
In late game a wider variety of jewelry is available.
| Ring
For the ring slot, a {{ItemIcon|Aorpheat's Signet Ring|Signet Ring}} is used for a lot of farming purposes. A {{ItemIcon|Wasteful Ring}} can reduce the DR you need for certain grinds. A {{ItemIcon|Hunter's Ring}} is useful for slayer. A {{ItemIcon|Fighter Ring}} is possible, but not often used due to lack of passive.
| 0%
 
|-
As amulets, a {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}} is still one of the best choices, as well as the {{ItemIcon|Fighter Amulet}} for its [[Combat#Stun (Freeze)|stun]]. The {{ItemIcon|Guardian Amulet}} is used in more niche cases.
| {{ItemIcon|Dragonfire Shield}}
 
| Off-hand
=== Melee weapon progression ===
| 8%
==== Melee weapon early game ====
|-
 
| {{ItemIcon|Elder Crown}}
As with melee armor progression, early game is leveling and gearing up towards the {{ZoneIcon|Volcanic Cave}}.
| Passive
 
| 0%
Use standard metal weapons from bronze towards dragon, switching between a sword, dagger and scimitar to train attack, defense or strength respectively.
|-
 
| {{PetIcon|Otto}}
{| class="wikitable"
| Pet
| 0%
|-
|-
| '''Metal'''|| {{ItemIcon|Bronze Sword}} || {{ItemIcon|Iron Sword}} || {{ItemIcon|Steel Sword}} || {{ItemIcon|Mithril Sword}} || {{ItemIcon|Adamant Sword}} || {{ItemIcon|Rune Sword}} || {{ItemIcon|Dragon Sword}}
|  
|  
|  
|-
|-
| ''' {{Skill|Attack}} level''' || 1 || 1 || 5 || 20 || 30 || 40 || 60
| Total
|  
| 43%
|}
|}


If you lack the appropriate {{Skill|Smithing}} levels, you can obtain rune weapons from the {{MonsterIcon|Rune Knight}} and {{MonsterIcon|Valkyrie|Valkyries}} (advised). A {{ItemIcon|Dragon Scimitar}} can be obtained from {{MonsterIcon|Turkul Giant|Turkul Giants}} (advised) or {{MonsterIcon|Seething Horned Elite|Seething Horned Elites}}.
To obtain the missing 4 DR, {{Skill|Prayer}} and {{Skill|Agility}} can be used. Another possibilities is to use 4 Terran gear pieces.


An upgrade from your dragon scimitar is the {{ItemIcon|Desert Sabre}}, also gained from killing {{MonsterIcon|Turkul Giant|Turkul Giants}}. This Sabre will help a lot during your farming for the next upgrade.
== Ocean Song ==


For your first real weapon upgrade, there are two (or three) possibilities:
To be able to idle {{MonsterIcon|Ku-tul}} with {{Skill|Ranged}}, you'll need 48 DR assuming you have 1000 HP.
*The {{ItemIcon|Dragon Claw}}, made with 100 {{ItemIcon|Dragon Claw Fragment|Dragon Claw Fragments}} from {{MonsterIcon|Griffin|Griffins}}.
*A {{ItemIcon|Sunset Rapier}}, loot from the {{ZoneIcon|Deep Sea Ship}} dungeon.
*An {{ItemIcon|Ancient Sword}}, also looted from the {{ZoneIcon|Deep Sea Ship}} dungeon. This one is very rare, and outclassed by both the Dragon Claw and the Sunset Rapier. Only use this to farm for the others.


The Sunset Rapier is better than the Dragon Claw, but you will need a Dragon Claw anyway for the mid and late game.
Depending on your chosen route, you'll be killing {{MonsterIcon|Ku-tul}} with either a {{ItemIcon|Shockwave}}, {{ItemIcon|Ancient Crossbow}}/{{ItemIcon|Slayer's Crossbow}} or {{ItemIcon|Stormsnap}}. Use {{ItemIcon|Jadestone Bolts}}, {{ItemIcon|Emerald Bolts}} or {{ItemIcon|Ancient Arrows}} respectively.


{{EquipmentTableFromList|Sunset Rapier,Dragon Claw}}
As you can't use a shield whilst using a {{ItemIcon|Stormsnap}}, the DR has to be compensated with {{Skill|Agility}} buffs, DR potions or {{Skill|Prayer}}.


==== Melee weapon mid game ====
{| class="wikitable"
 
|-
For the melee weapon midgame you're supposed to have at least some decent combat stats, with one of the early game weapons, such as the {{ItemIcon|Sunset Rapier}}, and some Ancient Gear.
! Item
 
! Slot
It is now time to grind for the {{ItemIcon|Ancient Claw}}, the weapon that will carry you through the {{ZoneIcon|Air God Dungeon}}. The fragments for this weapon can be farmed from {{MonsterIcon|Pegasus}}.
! DR%
 
|-
The next upgrade is the {{ItemIcon|Infernal Claw}}, which combines both the {{ItemIcon|Dragon Claw|Dragon}} and {{ItemIcon|Ancient Claw}}, together with 10 {{ItemIcon|Infernal Core|Infernal Cores}} (from the {{ZoneIcon|Infernal Stronghold}}). Clear this dungeon as soon as you can.
| {{ItemIcon|Aeris God Helmet}}
 
| Head
There are other weapons that can be considered mid game melee weapons, like the {{ItemIcon|Darksteel Dagger}} and {{ItemIcon|Sanguine Blade}}. These will probably have some niche uses, but are in general worse than the Infernal Claw.
| 8%
 
|-
{{EquipmentTableFromList|Ancient Claw,Infernal Claw}}
| {{ItemIcon|Aeris God Platebody}}
 
| Body
==== Melee weapon late game ====
| 8%
 
|-
Late game weapons are the different Godswords, but also still the Infernal Claw.
| {{ItemIcon|Aeris God Platelegs}}
Some Godswords, particularly the {{ItemIcon|Ragnar Godsword}}, but also the {{ItemIcon|Glacia Godsword|Glacia}} and {{ItemIcon|Terran Godsword}}, have higher dps than the Infernal Claw. But the Infernal Claw is one-handed, making it the only option if you do not meet DR requirements without a Shield.
| Leggings
 
| 8%
The true endgame weapon is the {{ItemIcon|Tidal Edge}}, classified as Tier 90 (T90), obtained from farming {{ItemIcon|Tidal Edge Fragment|Tidal Edge Fragments}} from {{MonsterIcon|Umbora}}. 
|-
 
| {{ItemIcon|Aeris God Boots}}
 
| Boots
{{EquipmentTableFromList|Ragnar Godsword,Tidal Edge}}
| 8%
 
|-
== Ranged gear progression ==
| {{ItemIcon|Aeris God Gloves}}
 
| Hands
As with melee gear and the {{Skill|Smithing}} skill, {{Skill|Ranged}} gear is tied to the {{Skill|Crafting}} skill (for armor) and the {{Skill|Fletching}} skill (for weapons).
| 8%
 
|-
=== Ranged armor progression ===
| Subtotal
==== Ranged armor early/mid game ====
|
 
| 40%
Early/mid game for range armor is leveling armor. The end goal is to obtain level 85 ranged, setting you up for the {{ZoneIcon|Water God Dungeon}}.
|-
 
|  
Progress from leather gear towards the different dragon gears: green, blue, red, black and ancient. All these gears (except ancient) can be crafted, although you will need to kill {{MonsterIcon|Black Dragon|Black Dragons}} for their leather.
|  
Another option is to farm the {{ZoneIcon|Spider Forest}} dungeon. The {{ItemIcon|Spider Chest}} contains a lot of ranged-related gear.
|  
For ancient gear you will need to farm {{ZoneIcon|Dragons Den}}.
|-
Shields follow the same route.
| {{ItemIcon|Slayer Skillcape}}
 
| Cape
{| class="wikitable"
| 0%
|-
| {{ItemIcon|Fury of the Elemental Zodiacs}}
| Neck
| 2%
|-
| {{ItemIcon|Aorpheat's Signet Ring}}
| Ring
| 0%
|-
| {{ItemIcon|Dragonfire Shield}}
| Off-hand<br />
| 8%
|-
| {{ItemIcon|Chapeau Noir}}
| Passive<br />
| 0%
|-
|-
| '''Metal'''|| {{ItemIcon|Leather Body}} || {{ItemIcon|Hard Leather Body}} || {{ItemIcon|Green D-hide Body}} || {{ItemIcon|Blue D-hide Body}} || {{ItemIcon|Red D-hide Body}} || {{ItemIcon|Black D-hide Body}} || {{ItemIcon|Ancient D-hide Body}}
|  
|  
|  
|-
|-
| ''' {{Skill|Ranged}} level''' || 1 || 10 || 30 || 50 || 60 || 70 || 80
| Total
|  
| 50%
|}
|}


In general it is not needed to upgrade your d-hide to it's {{ItemIcon|(U) Ancient D-hide Body|(U)}} version, since you will be switching to the God Dungeon set at level 85 anyway. If you want to do some early dungeons with ranged, {{ZoneIcon|Dragons Den}} should give you plenty of hides to upgrade your Ancient gear.
The {{ItemIcon|Fury of the Elemental Zodiacs}} can be replaced with a {{ItemIcon|Deadeye Amulet}}, the {{ItemIcon|Slayer Skillcape}} with a {{ItemIcon|Max Skillcape}},{{ItemIcon|Cape of Ranged Preservation}} or {{ItemIcon|Fire Cape}}/{{ItemIcon|Infernal Cape}} for the extra DR.
 
If you hit the DR goal, you can opt for a {{ItemIcon|Elder Crown}}, {{ItemIcon|Slayer Cowl (Master)}}, {{ItemIcon|Slayer Leather Body (Master)}}...
For boots and hats the ideal gear is the {{ItemIcon|Ranger Hat}} and {{ItemIcon|Ranger Boots}}, both from the {{ItemIcon|Spider Chest}}. These will add some much needed Ammunition preservation. The {{ItemIcon|Chapeau Noir}} can also be used to give extra double drop chance.
 
The {{ItemIcon|Cape of Ranged Preservation}} is your best choice for the cape slot, adding even more ammo preservation. These drop from {{MonsterIcon|Holy Archer|Holy Archers}}.
 
 
For the amulet slot there are multiple possibilities:
*for training purposes (or where you don't need the DR), an {{ItemIcon|Amulet of Ranged}} or {{ItemIcon|Elite Amulet of Ranged}} (or their elite versions) are best.
*In case you do need DR, a {{ItemIcon|Silver Diamond Necklace}} is the easiest solution. This will provide you with 2% DR. Other possibilities for 2% DR are the
{{ItemIcon|Elite Amulet of Defence}} and {{ItemIcon|Elite Amulet of Magic}}.
*For non-dungeon farming, an {{ItemIcon|Amulet of Looting}} from the {{ZoneIcon|Spider Forest}} dungeon [[Spider Chest|chest]] is a must-have for every player.
 
 
The ring slot also depends on the situation:
*For training purposes a {{ItemIcon|Gold Emerald Ring}} is most beneficial. Another possibility is the {{ItemIcon|Gold Topaz Ring}}, in case you didn't get a signet piece yet.
*the DR ring for early game is the {{ItemIcon|Silver Diamond Ring}}, offering 1% DR.
*In case you do not need the extra DR, a great choice of ring for dungeon farming is the {{ItemIcon|Aorpheat's Signet Ring}}. This will give you 5% chance of double loot, including chests from dungeons.
 
 
Honorable mention:
In case you do not need DR but are farming items or dungeons, the use of a {{ItemIcon|Aorpheat's Signet Ring}} and {{ItemIcon|Chapeau Noir}} will give you 15% chance of a double drop, which adds up quickly for volcanic cave farming. This tactic is used throughout the game, as more and more high DR % items come into play.
 
==== Ranged armor late game ====
 
The late game range armor is the Aeris God set, farmed from the first God Dungeon, the {{ZoneIcon|Air God Dungeon}}. As this is the last ranged armor set, it is advised to stay at the Air God Dungeon until you complete the Aeris God set.
 
For shield choices, most people opt for DR shields, like the {{ItemIcon|Dragonfire Shield|DFS}} or {{ItemIcon|Earth Layered Shield|ELS}}.
 
As with melee, the introduction of God dungeon gear gives a wider variety of jewelry.
For the ring slot, a signet is best for farming, a wasteful ring can be useful to lower DR reqs and a hunters ring can be used for slayer. The {{ItemIcon|Deadeye Ring}} itself is not used in many cases, because of the lack of passive.
As necklaces, a {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}} is a good option for its DR stat. A {{ItemIcon|Deadeye Amulet}} is a good choice for damage. As always, an {{ItemIcon|Amulet of Looting}} can be used as well.
 
=== Ranged weapon and ammunition progression ===
==== Ranged weapons early/mid game ====
 
Important to note is that, if you are using a standard bow, it is best to use a longbow on rapid. This will give the same DPS as a shortbow, but with lower ammo consumption.
 
In the early levels, work your way up through the standard longbows. If you have the fletching level, you can just craft your own gear. It's also possible to get higher level bows from monsters,
like the Frozen cove for the ice longbow, or the bandit base or holy archers for other bows.
 
As most lategame ranging is done with a shield, a crossbow is the weapon of choice for the lategame. Therefore, it is a good idea to work towards a dragon and slayer crossbow, followed by an ancient crossbow, from Dragons Den.
 
[Insert table with longbows, dragon/slay/ancient cbow]
 
Because of their fast attack speed, knives can also be used for training purposes, as well as a good choice in some niche situations, like goblin farming.
 
Arrows to use with a bow are either fletched yourself, or looted from monsters and dungeons. Frozen archers can be killed for ice arrows, which are close to rune arrows. Other arrows can be farmed
through the Bandit Base.
 
For crossbows, bolts are used. These are made through the fletching skill. The bolt to use is the emerald-tipped bolt.
 
==== Ranged weapons late game ====
 
For lategame, there are four weapons to use:
Slayer's crossbow is a great choice for slayer tasks or slayer areas.
The ancient crossbow is the best choice for early lategame, for example the water god dungeon.
The true endgame crossbow is the Shockwave, which can be farmed from Rokken.
All the crossbows use emerald tipped bolts or jadestone bolts (from the hunting greater dragon).
The Stormsnap is a bow that scales with the magic level of your opponent (as well as with yours for the special attack). Use ancient arrows (from elder vampire, raging horned elites or the air god dungeon).
 
[Insert: shockwave]
 
== Mage gear progression ==
 
For mage gear the linked skill is runecrafting. Runecrafting will provide you with magic weapons and armor, but more importantly with runes. Using magic without using runecrafting is very, very hard.
 
=== Mage Armor progression ===
==== Mage armor early/mid game ====
 
The early/mid game goal for magic is mainly leveling, getting you to level 85 magic so you are able to wear Glacia god armor, needed for the Earth god dungeon.
Because there is the possibility of Alt magic, there is a possibility you don't any magic armor before you get Glacia. However, using magic can be optimal in some cases, like farming the volcanic cave.
 
It is best to start with Alt magic to at least some extent, but armor progression in the early game is very easy:
For each element there is an Acolyte, Adapt and Expert version for the hat, top, bottom and boots slot. Just use the one you can that corresponds with the spell you are using.
 
There is also an ancient robe set, gained from the hall of wizards. Whilst being a better set than the expert robes, the grind to obtain it is often considered not worth it.
 
[insert: some robes like air aco-ad-exp & ancient top]
 
For the glove slot, the Elementalist gloves (from the elementalist) are your best choice, even in the lategame. These do lack DR, so if DR is needed, you will need to look to other combat styles (for example the Paladin gloves).
 
For the cape slot, an enchanted cape is your best choice until you saved up enough slayer tokens to obtain the Skull Cape.
 
As a shield, using a book of Eli gives the best damage bonus. A miolite shield can be used for extra DR.
 
For the amulet slot there are multiple possibilities:
for training purposes (or where you don't need the DR), an amulet of magic or the elite version is prefered. An added bonus for the elite version is the DR%.
In case you do need DR, a silver diamond necklace is the easiest solution. This will provide you with 2% DR.
For non-dungeon farming, an amulet of looting from the spider dungeon chest is a must-have for every player.
 
The ring slot also depends on the situation:
For training purposes a gold emerald ring is most benificial (does not work for Alt magic). Another possibility is the gold topaz ring, in case you didn't get a signet piece yet.
the DR ring for early game is the silver diamond ring, offering 1% DR. The Shaman ring gives a 3% magic damage bonus.
In case you do not need the extra DR, a great choice of ring for dungeon farming is the signet ring. This will give you 5% chance of double loot, including chests from dungeons.
 
==== Mage armor late game ====
 
The Glacia god set, obtained from the Water god dungeon, is the best magic set.
It is possible to use elementalist gloves over the Glacia gloves, as these provide a higher damage % (but a lower DR%).
 
For the cape slot, you should now have a Skull Cape. The rune cost saving of this cape makes it BIS for pretty much every place.
 
For shields, a Book of Eli will stay your best bet for damage. For higher level farming a DFS or ELS is used for their DR%.
 
For the ring slot, a signet is best for farming, a wasteful ring can be useful to lower DR reqs and a hunters ring can be used for slayer. The warlock ring gives a nice 10% magic damage buff.
As for amulets, besides the amulet of looting, a FEZ is a good choice if you need the DR. If not, a warlock amulet is a great choice, as its healing passive compensates for the lower defense of magic armor.
 
=== Mage weapon progression ===
==== Mage weapon early/mid game ====
 
There are two types of magic weapons, namely staffs (2-handed) and wands (1-handed). Most staffs and wands are tuned to one element, reducing the rune cost of the respective elemental rune.
 
For early- and midgame, you should use the best staff you can, which corresponds to the spell you are using. A wand can be used when you need DR from a shield.
Do not make wands (certainly the elite wands) with runecrafting, as this is a huge waste of runes. Wands can be farmed later on.
 
==== Mage weapon lategame ====
 
Magic weapons in the lategame is all about the wands. By farming the water god dungeon, you should get yourself some elite wands.
You should aim to have one of each element, but of course focus on the spells you are using first.
 
The cloudburst staff from the water god dungeon is rarely used.
 
The endgame weapon is the Ocean Song. This weapon will make standard magic yet again a contender, compared to ancient Magicks that will rule the lategame of magic.
 
[Insert: elite wands & ocean song]

Latest revision as of 23:34, 9 April 2022

For the old gear guide, please see Gear Progression

Introduction

The Tier 90 weapons Tidal Edge,

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Shockwave

& Ocean Song are Best-in-Slot for most situations. But to obtain these items, you'll have to kill some of the strongest monsters in the game, and a lot of them too.


For the Tidal Edge, you'll need to kill (with Magic) Umbora for 100 Tidal Edge Fragments.

For the

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Shockwave

, you'll need to kill (with Melee) Rokken for 100 Shockwave Fragments.

For the Ocean Song, you'll need to kill (with Ranged) Ku-tul for 100 Ocean Song Fragments.


Because you will end up killing on average 5000 of each, taking items with double droprate should be a priority if possible.


There are a couple of different orders in which these weapons are normally obtained.

Basically, a Tidal Edge is heavily suggested for Rokken.

The most standard orders are:

- Tidal Edge =>

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Shockwave

=> Ocean Song - Ocean Song => Tidal Edge =>

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Shockwave


Below are some gear suggestions. Of course, depending on other factors (such as

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Prayer

,

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Potions

and

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Agility

buffs) your optimal gear can change.

This whole guide assumes you either use Semi to pick up items, or are active enough to pick up all pieces.

A lot of people also combine the grinding of these weapons with the grind for master slayer gear unlocks. An added benefit is the increased damage given by the slayer cape on task.

Tidal Edge

To be able to idle Umbora with

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Magic

, you'll need 46 DR assuming you have 1000 HP.

Umbora can be killed either with Ancient Magicks or with Normal Magic if you have an Ocean Song.

With Ocean Song, use Fire Surge (reference), Water Surge (+2% kill time) or Water Blast (+9% kill time, strongly reduced rune cost).

With an Imbued Wand, use Gust (+40% kill time) or Incinerate (+45% kill time).

Item Slot DR%
Glacia God Helmet Head 8%
Glacia God Platebody Body 8%
Glacia God Platelegs Leggings 8%
Glacia God Boots Boots 8%
Glacia God Gloves Hands 8%
Subtotal 40%
Slayer Skillcape Cape 0%
Fury of the Elemental Zodiacs Neck 2%
Aorpheat's Signet Ring Ring 0%
Earth Layered Shield Off-hand
12%
Chapeau Noir Passive
0%
Total 54%

Use the appropriate Elemental Imbued Wand for Ancients, and the Ocean Song for Normal magic. The Slayer Skillcape can be replaced with a Max Skillcape or Skull Cape. The Fury of the Elemental Zodiacs can be replaced with a Warlock Amulet. If you hit the DR goal, you can opt for a Elder Crown, Slayer Wizard Hat (Master), Slayer Wizard Robes (Master)...

Shockwave

Whilst the other two weapons are pretty straight-forward in terms of gear, the

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Shockwave

is not.

You need to use Melee for this grind, and as said before, it is highly suggested that you have a Tidal Edge before you start the Rokken hunt.

Standard method

This method will require the highest DR, as you need to be able to tank the special hit of Rokken. At 1000 hp, this will require 55 DR.

Item Slot DR%
Tidal Edge Weapon 0%
Terran God Helmet Head 8%
Terran God Platebody Body 8%
Terran God Platelegs Leggings 8%
Terran God Boots Boots 8%
Terran God Gloves Hands 8%
Subtotal 40%
Slayer Skillcape Cape 0%
Fury of the Elemental Zodiacs Neck 2%
Aorpheat's Signet Ring Ring 0%
Dragonfire Shield Off-hand 8%
Chapeau Noir Passive 0%
Total 50%

Besides this tank gear set-up, you will need extra DR. This can be achieved by using a Fire Cape, Infernal Cape, DR potions/prayers... The use of DR potions should be avoided if possible, so that DL potions can be used.

Stun method

This method will use the stun feature of the Fighter Amulet to negate the effect of the Rokken special attack, effectively reducing the Max Hit (and thus the DR requirement). At 1000 hp, this method requires 47 DR, but with extra gear requirements relating to Attack Speed (required < 2.24).


Item Slot DR%
Tidal Edge Weapon 0%
Ragnar God Helmet Head 7%
Ragnar God Platebody Body 7%
Ragnar God Platelegs Leggings 7%
Ragnar God Boots Boots 7%
Ragnar God Gloves Hands 7%
Subtotal 35%
Slayer Skillcape Cape 0%
Fighter Amulet Neck 0%
Aorpheat's Signet Ring Ring 0%
Dragonfire Shield Off-hand 8%
Elder Crown Passive 0%
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Otto
Pet 0%
Total 43%

To obtain the missing 4 DR,

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Prayer

and

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Agility

can be used. Another possibilities is to use 4 Terran gear pieces.

Ocean Song

To be able to idle Ku-tul with

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Ranged

, you'll need 48 DR assuming you have 1000 HP. Depending on your chosen route, you'll be killing Ku-tul with either a

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Shockwave

,

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Ancient Crossbow

/ Slayer's Crossbow or Stormsnap. Use Jadestone Bolts, Emerald Bolts or Ancient Arrows respectively. As you can't use a shield whilst using a Stormsnap, the DR has to be compensated with

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Agility

buffs, DR potions or

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Prayer

.

Item Slot DR%
Aeris God Helmet Head 8%
Aeris God Platebody Body 8%
Aeris God Platelegs Leggings 8%
Aeris God Boots Boots 8%
Aeris God Gloves Hands 8%
Subtotal 40%
Slayer Skillcape Cape 0%
Fury of the Elemental Zodiacs Neck 2%
Aorpheat's Signet Ring Ring 0%
Dragonfire Shield Off-hand
8%
Chapeau Noir Passive
0%
Total 50%

The Fury of the Elemental Zodiacs can be replaced with a Deadeye Amulet, the Slayer Skillcape with a Max Skillcape, Cape of Ranged Preservation or Fire Cape/ Infernal Cape for the extra DR. If you hit the DR goal, you can opt for a Elder Crown, Slayer Cowl (Master), Slayer Leather Body (Master)...