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{{Otheruses|a guide for progressing through the Golbin Raid minigame|the minigame its self|Golbin Raid}}


Here you can find a rough guide of how to approach Goblin Raid.
This guide aims to help players progress through the {{PetIcon|Golbin Raid|img=Golden Golbin}} waves.


Created by RobDragon#7319.
== TL;DR ==


* Spam wave 1 until you get a decent [[Dragonite Bar#Uses|dragon]] weapon or higher.
* Spam restart for [[Equipment#Bolts|bolts]] and/or a strong starter [[Equipment#Weapons|weapon]].
 
* Probably roll for passive if unlocked. However, there's a very low chance to get anything useful: {{ItemIcon|Guardian Amulet}} for active play, {{ItemIcon|Warlock Amulet}} or {{ItemIcon|Elder Crown}} for idle, but possibly keep anything useful at all like {{ItemIcon|Sand Treaders}}.


* Choose armour until wave 19, with priority high Damage Resistance (DR) for idle play or maybe some more offensive options before best-in-slot (BiS) items if you play actively. Pick food first 1-2 waves after you start eating the shrimp and then whenever low, possibly roll bolts to make use of any good 1h range weapons while rolling weapon.
* Get [[Combat#Damage_Reduction|Damage Reduction %]] and lifesteal.


* For wave 20 and higher, your goal is to get a fast mage weapon with {{ItemIcon|Ocean Song}} special attack. Range style has a better combat triangle, but mage will be better after you can keep the weakening curse enabled permanently. Keep in mind that the special attack of the item is not visible until you choose it.
* Don't run out of [[Food|food]].


* You have to get lucky with a good weapon without going too far because getting a bad weapon in the later stages could brick your run.
* Don't run out of [[Runecrafting#Runes|runes]] or [[Equipment#Ammunition|ammunition]]. If you do, your main weapon will be reset.


* After you get a weapon, roll runes, unlock light/body/havoc/ancient without running out of basic runes and food.
* Get {{ItemIcon|Ocean Song}} or {{ItemIcon|Shockwave}} after wave 20.


* Use Fire Strike, Weakening 3, and alternate between Fervor 2 for idle and Surge 2 for active play, also to balance rune usage, can use fire surge on bosses if enough runes but '''don't click something you don't have runes for''' or your precious weapon will become {{ItemIcon|Bronze Scimitar}}, which is equivalent to death.
* Consider [[Food#Manual_Eating|Manually eating]] to survive red bosses every 10th wave.


* The Ocean Song special attack takes care of all damage, so get armour with high DR to survive, and high evasion mainly to your weakness (range) but also overall evasion if you are going to idle and to conserve food for more armour rolls.
* See image for best overall build. [[File:Overallbis.png|thumb|Best Overall Build]]


* Best-in-slot setup would be something like
== General Information ==
** {{ItemIcon|Terran God Helmet}}
** {{ItemIcon|Terran God Platebody}} or {{ItemIcon|Aeris God Platebody}}
** {{ItemIcon|Terran God Platelegs}} or {{ItemIcon|Aeris God Platelegs}}
** {{ItemIcon|Glacia God Gloves}} or {{ItemIcon|Aeris God Gloves}}
** {{ItemIcon|Terran God Boots}}
** {{ItemIcon|Infernal Cape}}
** {{ItemIcon|Guardian Ring}}
** {{ItemIcon|Guardian Amulet}}; If guardian amulet is in the passive slot, {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}} for active play or {{ItemIcon|Warlock Amulet}} for idle.
** {{ItemIcon|Earth Layered Shield}}
** Fastest speed mage weapon with {{ItemIcon|Ocean Song}} special attack.


* Lifesteal means you are much less likely to sit around the Auto Eat range, still possible to die idle all the time though. {{ItemIcon|Elder Crown}} passive, {{ItemIcon|Warlock Amulet}}, and Fervor 2 could be BiS for idle play.
=== Setting Goals ===
* Rewards from [[Golbin Raid]] have no impact on the completion log, except the {{PetIcon|Golden Golbin}} pet. However, the pet can be earned outside of Golbin Raid.
* The only exclusive rewards outside of the Golbin Raid itself are the two unique pets ({{PetIcon|Preston the Platypus|Preston}} and {{PetIcon|Jerry the Giraffe|Jerry}}), and a {{ItemIcon|Yellow Party Hat}} which are [[Unlisted Items|unlisted]] in the completion log, but will be added if unlocked.
* All limited purchase [[Golbin_Raid#Shop|upgrades]] will cost a total of {{RC|1725000}}. This amount can be gathered in a single run by reaching wave 380 on easy difficulty, 300 on normal, or 264 on hard.
* Infinite raid coins through skipping to a point where you earn more coins than you spend is possible. This can be achieved through the maximum Reduce Wave Skip Cost (at 50% reduction),
**{{RC|17077500}}, and skipping past wave 825 on Easy
**{{RC|4131000}}, and skipping past wave 405 on Normal
**{{RC|1842750}}, and skipping past wave 270 on Hard


* Bosses are at the end of each 10 waves, are red, and can eventually one shot your from full health. You need to play actively when doing 10th wave to be safe.
=== Shop Upgrades ===
* For hard bosses, turn on Fire Surge, Surge 2, and hold the eat button. It can use a lot of food later on so have plenty of food/runes before doing 10th wave, with guardian amulet a very fast boss can outspeed you. If you can't afford the food let go of enter when you get an Ocean Song proc and then hold again to top yourself before next attack. However, you still can die to low healing food or bad timing.
The upgrades below are presented in rough order of importance, with the most important appearing first.
{| class="wikitable"
! Upgrade !! Notes !! Buy Limit
|-
| {{PetIcon|Golden Golbin|nolink=true|Reduce Wave Skip Cost}}
| This is the most important upgrade to buy if you want to obtain an infinite number of raid coins.
| 50
|-
| {{PetIcon|Golden Golbin|nolink=true|Unlock [[Combat Passive Slot]]}}
| Has the most potential benefit for combat.
| Once
|-
| {{UpgradeIcon|Golbin Crate|nolink=true}}
| [[Golbin Raid#Golbin Crate|Golbin Crates]] unlock unique items that can then be rolled in various item pools.
| 39
|-
| {{Skill|Prayer|nolink=true|Unlocking Prayer}}
| A unique purchase which allows [[Prayer#Prayers|Prayers]] to be used.
| Once
|-
| {{Skill|Prayer|nolink=true|Increase Prayer Level}}
| Prayer can be used to kill late game boss Golbins more reliably. Purchasing beyond {{SkillReq|Prayer|95}} currently has no benefit.
| 98
|-
| {{Skill|Prayer|nolink=true|Increase Prayer Points gained per Wave Completion}}
| Eventually will allow you to gain more Prayer Points than you spend per Wave.
| Unlimited
|-
| {{Skill|Prayer|nolink=true|Increase Starting Prayer Points}}
| Quite a bit worse than above upgrade, but still helpful for early waves.
| Unlimited
|-
| {{Skill|Magic|nolink=true|Rune Pouch}}<br/>{{Skill|Ranged|nolink=true|Ammo Gatherer}}
| Has % scaling and will remain useful to the late game. Could be useful for {{ItemIcon|Prayer Scroll|Prayer Scrolls}} and {{ItemIcon|Wizard's Scroll|Wizard's Scrolls}}.
| Unlimited
|-
| {{Skill|Hitpoints|nolink=true|Food Bonus}}
| Provides a solid boost to early game food, but has poor scaling so becomes less relevant later on.
| Unlimited
|-
| {{PetIcon|Preston the Platypus}}
| Helps get best in slot armour faster after finding a top-tier weapon.
| Once
|-
| {{PetIcon|Jerry the Giraffe}}
| Can reduce the restart spam due to removing reliance on luck in the first two waves.
| Once
|-
| {{ItemIcon|Yellow Party Hat}}
| Is purely cosmetic, and has no use in Golbin Raid.
| Unlimited
|}


* If you already have a fast mage weapon, you can possibly get ocean song on a {{ItemIcon|Sandstorm Ring}}. This way, you don't need Ocean Song on the weapon.
=== Broad Tactics ===
By far the most important aspect of succeeding in Golbin Raid is getting one of the few top-tier weapon [[Special_Attacks|special attacks]] that have either guaranteed hits or scaling damage.


* Rune pouch has percentage scaling and could save a lot of rolls, possibly best value for coins but not a unique purchase, and I would assume raid balance will change. The food upgrade is decent early game.
* The special attacks of the one-handed T90 weapons {{ItemIcon|Ocean Song}}, {{ItemIcon|Shockwave}}, and {{ItemIcon|Tidal Edge}} fit this description, along with limited other weapons such as {{ItemIcon|Stormsnap}}.


* Prayer doesn't work. You can buy initial prayer points, but prayers do nothing and you get no points per wave, level purchase capped at 99.
Damage reduction is crucial to avoiding deaths from worst case scenario luck.
* Players should aim to be unkillable through {{UpgradeIcon|Auto Eat - Tier II}} to normal [[Golbin (monster)|golbins]] and unkillable from maximum health to boss golbins.


* Reduce wave skip capped at 50, potentially infinite coins if you can be bothered getting enough coins for initial investment and then spamming skips.
As raids can be very long (much longer than the [[Offline_Progression|offline timer]]) it is assumed that most of the non-boss golbins will be idled. The more players are willing to monitor their health, the more efficiency can be gained through reward choices.


* Scaling specs like {{ItemIcon|Shockwave}} or {{ItemIcon|Stormsnap}} have the potential to become better DPS in super-late-game but may lose you mage combat triangle/auroras/curses/shield, and it would be insanely risky to roll ALT weapons. You will likely you die to idle RNG or boss oneshot before it becomes necessary for raid value.
If you do not manage to find a top-tier weapon for long enough that you can not maintain a decent amount of weapon rolls, it may be worth restarting the raid.


* Make sure your default spell is set to something that uses runes you have before going mage, and you have the correct ammo before going range, otherwise your weapon will turn into {{ItemIcon|Bronze Scimitar}}.
The way the game scales both player and Golbin stats, avoiding all death is typically possible through being close to the maximum damage reduction available. Maintaining sufficient resources such as food, runes, and ammunition is also necessary. Food consumption can be significantly reduced through lifesteal and special attack reliance.


* {{ItemIcon|Wasteful Ring}} was removed from the Goblin Raid game mode.
Lifesteal is incredibly effective at keeping players above the auto-eat threshold with a top-tier special attack. It does not guarantee survival, though. With the same lifesteal%, flat damage special attacks will heal a smaller percentage of overall health at higher waves.
 
Bosses are the red golbins at the end of every 10th wave. Like normal golbins, they may have a special effect that modifies their stats, potentially buffing their maximum hit. In the later waves, a boss with a style that the player is weak to and an increased maximum hit modifier could '''kill you in a single hit'''.
 
===Preparing for Bosses (Every 10th Wave)===
For difficult bosses, use your maximum damage spell, {{Icon|type=aurora|Surge II}}, and spam eat (be careful holding enter over clicking as you may automatically swap weapons after killing the boss). Possibly delay eating if still above the maximum hit threshold to maximise damage.
 
{{Skill|Prayer}} is best used on difficult bosses. Around wave 240 the bosses become exceptionally tough. Turn on {{PrayerIcon|Stone Skin}} before the boss. Have the protection prayer on for the style you are weak to (For example, {{PrayerIcon|Protect from Ranged}} for magic users), but be ready to swap before the first boss attack if they are using a different style.
 
Ensure you have ample resources before a difficult boss wave, as a dangerous boss can drain lots of food and runes. This is especially the case with some {{ItemIcon|Guardian Amulet}} setups as some bosses can attack faster than you.
 
=== Gear Availability ===
{| class="wikitable"
! Waves !! Available Equipment
|-
| 1–9
| Equipment requiring up to and including level 70
|-
| 10–19
| Equipment requiring up to and including level 84
|-
| 20+
| All equipment, except for the below exclusions
|}
Note that the following items are never available: {{ItemIcon|Wasteful Ring}}, {{ItemIcon|Cape of Completion}}, {{ItemIcon|Maximum Skillcape}}, {{ItemIcon|Farming Skillcape}}, and {{ItemIcon|Candy Cane}}.
 
=== Combat Triangle ===
Survival generally focuses on minimizing worst case scenarios, therefore we want to reduce the danger from golbins on the weak side of the player's attack style.
 
As maintaining near maximum damage reduction becomes essential to survive, the differences in the [[Combat_Triangle|combat triangle]] multipliers significantly impacts weapon choices.
 
* While ranged has the most favourable worst cast damage reduction multiplier, magic weapons have access to {{Icon|type=curse|Weakening III}} which reduces enemy maximum hit by 15% (golbins do not have special attacks).
* Assuming the player's first attack is always before each golbin's first attack, and attacks are not delayed by eating enough for a golbin to attack between {{Icon|type=curse|Weakening III}} applications, magic will almost always take less damage than ranged.
* At maximum damage reduction from gear of 65%, range (65% x 0.95 = 61%) would take 390 damage from a 1000 damage attack. Magic (65% x 0.85 = 55%) would first reduce a 1000 damage maximum hit to 850 and take 382 from the hit.
* Only with maximum damage reduction from gear and extra damage reduction from effects such as {{PrayerIcon|Stone Skin}} and {{PrayerIcon|Safeguard}} prayer does ranged take less maximum damage to magic, however in typical scenarios magic will take less damage, and magic's lead increases the lower damage reduction the player has.
 
=== Warnings ===
* Ensure you have the required runes to cast the selected standard/ancient [[Magic#Spells|magic spell]] before choosing a magic weapon, and the required ammunition type before choosing a ranged weapon, otherwise your weapon will be set to default ({{ItemIcon|Bronze Scimitar}} or {{ItemIcon|Adamant Scimitar}}).
* Ensure you have spirit runes before choosing {{ItemIcon|Ring of Spirit Power}} with magic, otherwise your weapon will be set to default. ALT items may get the same special attack and cause the same issue. Also. ensure you have nature runes before casting {{Icon|type=spell|Nature's Call}} or {{Icon|type=spell|Nature's Wrath}}.
* Combination runes are currently unavailable. Do not enable use of combination runes when using magic or your weapon will be set to default.
* {{Icon|Hardcore}} and {{Icon|Adventure}} mode combat triangle and health changes are present in Golbin Raid. This will impact strategy, mainly making melee significantly worse than it already is and making ranged lose its damage reduction benefit over magic.
* Don't hold Enter at the end of any fight. You will proceed to automatically select some item of equipment. If it is a new weapon, you will likely brick your run.
 
=== Notes ===
* (ALT) items have a completely random special attack. You cannot see what the special attack will be, and the special attack does not change unless you pick a different weapon.
* {{ItemIcon|Sandstorm Ring}} can no longer turn into an ALT item in Golbin Raid. However, the combat style crafted rings, {{ItemIcon|Ring of Spirit Power}}, {{ItemIcon|Ring of Barrage}}, and {{ItemIcon|Ring of Blade Echoes}} still can. Combat style special attacks will only be active when you are using (or switch to) the correct combat style. If you choose an ALT item and do not see a special attack appear, it may require a different combat style to activate.
* Special attacks on rings are now removed when the ring is changed, rather than overriding the weapon special attack. You can now have multiple special attacks, and if the overall special attack chance is greater than 100%, the special attack chances will be reduced proportionally to their original chance to add up to 100%.
* {{ItemIcon|Obsidian Cape}} does not scale past level 99.
* Manually eating will reset your attack, and your following attack will not be a special attack.
* You can no longer eat during the channel of a channelled special attack without cancelling the attack.
* Prayer now works in Golbin Raid. As prayers can set specific dodge chances to 80%, this reduces the effectiveness of stacking evasion to the combat style weakness.
* You can not pause or save a raid.
 
== Specific Wave Strategies ==
 
=== Waves 1/2 ===
* The primary goal when starting a run is to get a weapon that is strong until wave 20 in one roll. Any weapon of [[Smithing#Dragon_Gear|dragon]] tier or above will suffice.
* While melee has the worst combat triangle, this is much less relevant early game, so the lack of reliance on resources makes it attractive.
* If the player wants the option to use crossbows post wave 20, it is recommended to use wave 1 to roll for any bolts, and settle for a potentially worse weapon on wave 2. The {{ItemIcon|Adamant Scimitar}} from the shop works well to save a roll.
 
=== Waves 3-19 ===
* The rolls from these waves should be used to gain adequate damage reduction, evasion, and resources to maximise weapon rolls after wave 20 until a top-tier weapon is found.
* Maintaining enough food to reach the next wave is top priority, however choosing food should be done at the latest possible safe time. For the initial {{ItemIcon|Shrimp}}, this is usually one to two waves after beginning to eat.
* Food value can be approximately judged by multiplying quantity by healing amount, however high healing food has the potential to be wasted by overhealing in the early game, and low healing food can make it harder to manually eat for bosses.
* Manually eating right after the player attacks will restore health without the 20% healing reduction from Auto Eat - Tier II for minimal damage loss. This is most easily utilised in the early preparation stage.
* Getting a few pieces of damage reduction gear is important to prevent worst case scenario deaths for many waves to come.
* High evasion gear that does not significantly reduce damage output will reduce resource usage, resulting in more weapon rolls later, and can reduce the chance to be killed by any rare dangerous golbins.
* Some BiS (best in slot) gear can be found before wave 20, see below for BiS lists. BiS gear and some high tier damage focused items will be worth sacrificing small amounts of damage reduction for.
* Rolling for passive very often results in an item that does essentially nothing. Skipping passive at wave 10 for one more roll can lead to better preparation and a faster top-tier weapon, however BiS passive items are often never obtained due to low frequency of rolls available.
 
=== Wave 20+ ===
* Find a top-tier special attack as quickly as possible, which typically means finding a top-tier weapon. Possibly skip passive rolls for now.
* ALT weapons make it possible to get special attacks on weapons they are not normally on, which allows special attacks to be used on weapons of different combat styles and speeds. However, this becomes riskier the longer the raid as the detriment of getting a weak weapon increases with wave count.
* The ideal ALT weapon would be the fastest available speed to maximise special attack frequency, one handed to utilise [[Equipment#Offhand|offhand]] gear, and magic for the combat triangle style and access to curses and auroras.
* If a scaling rather than flat damage special is obtained on a magic weapon, rune usage may increase as spell damage may become a much bigger factor in overall damage.
 
==== [[Special Attacks]] ====
 
===== Top-tier special attacks include (roughly in order): =====
 
{| class="wikitable col-1-right col-2-left col-3-center"
! {{ItemIcon|Ocean Song|notext=true|size=40}}
! [[Ocean Song]]
| Ocean Song (35%)
| Guaranteed hit, high damage, enemy attack speed decreased, enemy evasion reduction. Best special attack for realistic runs with no skipping.
|-
! {{ItemIcon|Shockwave|notext=true|size=40}}
! [[Shockwave]]
| Shockwave (15%)
| Guaranteed hit, high scaling damage, 1 turn stun, enemy evasion reduction. Will overtake Ocean Song on damage eventually.
|-
! {{ItemIcon|Stormsnap|notext=true|size=40}}
! [[Stormsnap]]
| Stormsnap (15%)
| Guaranteed hit, high scaling damage. Will overtake Ocean Song on damage eventually.
|-
! {{ItemIcon|Tidal Edge|notext=true|size=40}}
! [[Tidal Edge]]
| Tidal Wave (25%)
| Guaranteed hit, high damage, enemy attack speed decreased, enemy evasion reduction. Slightly worse version of Ocean Song.
|}
 
===== Solid special attacks include (roughly in order): =====
{| class="wikitable col-1-right col-2-left col-3-center"
! {{ItemIcon|Cloudburst Staff|notext=true|size=40}}
! [[Cloudburst Staff]]
| Magic Ray (100%)
| Not guaranteed hit, high scaling damage, enemy attack speed decreased, channelled (can eat during). Very useful if found early to rush to a top-tier special attack.
|-
! {{ItemIcon|Ragnar Godsword|notext=true|size=40}}
! [[Ragnar Godsword]]
| Infernum (15%)
| Guaranteed hit, scaling damage. Possibly a good stepping stone special attack.
|-
! {{ItemIcon|Terran Godsword|notext=true|size=40}}
! [[Terran Godsword]]
| Crushing Blow (15%)
| Guaranteed hit, scaling damage. Possibly a good stepping stone special attack.
|}
 
=== ~Wave 50+ ===
* After choosing a top-tier magic weapon, quickly roll runes to unlock {{ItemIcon|Light Rune|Light}} → {{ItemIcon|Havoc Rune|Havoc}} → {{ItemIcon|Body Rune|Body}} → {{ItemIcon|Ancient Rune|Ancient}} to take advantage of more runes when needing to roll +all.
* For standard magic, use fire spells to do more damage and balance rune usage. Check that the option to use [[Runecrafting#Combination Runes|Combination Runes]] is disabled, otherwise you will lose your magic weapon. Start with {{Icon|type=spell|Fire Strike}}, and transition to {{Icon|type=spell|Fire Surge}} when you can sustain the rune rolls without sacrificing searching for BiS armour.
* Optionally, unlock {{ItemIcon|Blood Rune|Blood}}, {{ItemIcon|Death Rune|Death}}, or {{ItemIcon|Chaos Rune|Chaos}} runes if you feel your rune usage is balanced somewhere between strike and surge spells.
* {{Icon|type=spell|Incinerate}} has guaranteed hits and scaling current health damage, which gives magic without a scaling special attack the potential to transition to scaling damage.
* * This point would likely be much later than the point at which {{ItemIcon|Shockwave}} overtakes {{ItemIcon|Ocean Song}} on damage however.
* Also, remember that while using [[Magic#Ancient_Magicks|Ancient Magicks]] special attacks will not activate, nor can curses be used with these spells. Depending on your progression, rune balance, and amount of active vs idle play, use {{Icon|type=curse|Weakening III}} and alternate between {{Icon|type=aurora|Fervor II}} and {{Icon|type=aurora|Surge II}}.
* After choosing a top-tier ranged weapon, try to upgrade bolt tier when rolling for ammo, but this is not as high priority as beginning to gather BiS armour.
* At this point rolling for passive is always recommended. Due to the insanely low chance to get a top-tier passive, it may be best to settle on whichever you get first.
 
==== [[Combat_Passive_Slot|Passive Slot]] ====
 
===== Top-tier passive slot effects include (roughly in order): =====
{| class="wikitable col-1-right col-2-left"
|-
! {{ItemIcon|Elder Crown|notext=true|size=40}}
! style="padding: 0 1em; text-align: left" | [[Elder Crown]]
| 10% global lifesteal, -0.05s attack interval. Realistically the overall best. Only source of very valuable lifesteal if playing ranged. Don't have to sacrifice a damage reduction helmet.
|-
! {{ItemIcon|Warlock Amulet|notext=true|size=40}}
! style="padding: 0 1em; text-align: left" | [[Warlock Amulet]]
| 10% magic lifesteal. Close second if playing magic and not swapping.
|-
! {{ItemIcon|Guardian Amulet|notext=true|size=40}}
! style="padding: 0 1em; text-align: left" | [[Guardian Amulet]]
| 5% damage reduction, +10% attack interval, both doubled under 50% hitpoints. Only way to reach maximum damage reduction, allowing a {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}} in the amulet slot. Safe option if you already have lifesteal, but will cause long raids to take even longer.
|}
 
===== Solid passive slot effects include (roughly in order): =====
{| class="wikitable col-1-right col-2-left"
|-
! style="border-width: 0px;" | {{ItemIcon|Shield of Magic Power|notext=true|size=40}}
! style="text-align: left;" | [[Shield of Magic Power]]
| Strong magic damage increase and enemy damage reduction debuff.
|-
! style="border-width: 0px;" | {{ItemIcon|Shield of Ranged Power|notext=true|size=40}}
! style="text-align: left;" | [[Shield of Ranged Power]]
| Strong ranged damage increase and enemy damage reduction debuff. Scales Shockwave special attack damage.
|-
! style="border-width: 0px;" | {{ItemIcon|Deadeye Amulet|notext=true|size=40}}
! style="text-align: left;" | [[Deadeye Amulet]]
| 25% chance for 150% ranged damage. Strong ranged damage increase, however it is probably more suited to the amulet slot for ranged.
|-
! style="border-width: 0px;" | {{ItemIcon|Ring of Power|notext=true|size=40}}
! style="text-align: left;" | [[Ring of Power]]
| Decent damage increase and enemy damage reduction debuff.
|-
! style="border-width: 0px;" | {{ItemIcon|Shield of Melee Power|notext=true|size=40}}
! style="text-align: left;" | [[Shield of Melee Power]]
| Decent melee damage increase and enemy damage reduction debuff.
|-
! style="border-width: 0px;" | {{ItemIcon|Sand Treaders|notext=true|size=40}}
! style="text-align: left;" | [[Sand Treaders]]
| -0.05s attack interval. Good synergy with strong special attacks.
|-
! style="border-width: 0px;" | {{ItemIcon|Silver Sapphire Necklace|notext=true|size=40}}
! style="text-align: left;" | [[Silver Sapphire Necklace]]
| Small amount of valuable lifesteal.
|-
! style="border-width: 0px;" | {{ItemIcon|Recoil Shield|notext=true|size=40}}
! style="text-align: left;" | [[Recoil Shield]]
| 25% damage reflect. Small damage increase.
|-
! style="border-width: 0px;" | {{ItemIcon|Poison Virulence Ring|notext=true|size=40}}
! style="text-align: left;" | [[Poison Virulence Ring]]
| Small poison damage increase.
|-
! style="border-width: 0px;" | {{ItemIcon|Scaled Shield|notext=true|size=40}}
! style="text-align: left;" | [[Scaled Shield]]
| Small poison damage increase.
|-
! style="border-width: 0px;" | {{ItemIcon|Dragonfire Shield|notext=true|size=40}}
! style="text-align: left;" | [[Dragonfire Shield]]
| 30 maximum hitpoints. Minor survivability increase.
|-
! style="border-width: 0px;" | {{ItemIcon|Priest Hat|notext=true|size=40}}
! style="text-align: left;" | [[Priest Hat]]
| -1 prayer point cost. Better than nothing, although prayer points do not scale well enough for proper use outside of bosses.
|-
|}
 
=== ~Wave 60+ ===
From now on, most rolls will be for [[Equipment|armour]].
 
==== Best in Slot (BiS) Equipment ====
===== [[Equipment|Magic Armour]] =====
* With lifesteal, which Magic will usually have at least 10% of, the stat priority should be (approximately) damage reduction > accuracy > damage > evasion to combat style weakness > overall evasion.
* This results in full [[Glacia God Armour]] coming out on top, primarily due to the kill speed increase. [[Terran God Armour]] and Aeris God Armor pieces have significantly higher ranged/overall defence, at the cost of varying damage losses.
* Upgrades from God Gloves are directly superior to the items they upgrade from, however they do not overtake items higher on the list.
 
{| class="wikitable"
! Slot
! colspan="20" | Equipment (better first, worse last)
|-
! Helmet
| colspan="4" | {{ItemIcon|Glacia God Helmet|Glacia God}}
| colspan="4" | {{ItemIcon|Terran God Helmet|Terran God}}
| colspan="4" | {{ItemIcon|Aeris God Helmet|Aeris God}}
| colspan="4" | {{ItemIcon|(G) Ancient Helmet|(G) Ancient}}
| colspan="4" | {{ItemIcon|Ragnar God Helmet|Ragnar God}}
|-
! Chest
| colspan="4" | {{ItemIcon|Glacia God Platebody|Glacia God}}
| colspan="4" | {{ItemIcon|Terran God Platebody|Terran God}}
| colspan="4" | {{ItemIcon|Aeris God Platebody|Aeris God}}
| colspan="4" | {{ItemIcon|(G) Ancient Platebody|(G) Ancient}}
| colspan="4" | {{ItemIcon|Ragnar God Platebody|Ragnar God}}
|-
! Legs
| colspan="4" | {{ItemIcon|Glacia God Platelegs|Glacia God}}
| colspan="4" | {{ItemIcon|Aeris God Platelegs|Aeris God}}
| colspan="4" | {{ItemIcon|Terran God Platelegs|Terran God}}
| colspan="4" | {{ItemIcon|(G) Ancient Platelegs|(G) Ancient}}
| colspan="4" | {{ItemIcon|Ragnar God Platelegs|Ragnar God}}
|-
! Gloves
| colspan="5" | {{ItemIcon|Burning Madness Gloves|Burning Madness}} > {{ItemIcon|Glacia God Gloves|Glacia God}}
| colspan="5" | {{ItemIcon|Spiked Shell Gloves|Spiked Shell}} > {{ItemIcon|Terran God Gloves|Terran God}}
| colspan="5" | {{ItemIcon|Poison Virulence Gloves|Poison Viruelence}} > {{ItemIcon|Aeris God Gloves|Aeris God}}
| colspan="5" | {{ItemIcon|Relentless Fury Gloves|Relentless Fury}} > {{ItemIcon|Ragnar God Gloves|Ragnar God}}
|-
! Boots
| colspan="5" | {{ItemIcon|Glacia God Boots|Glacia God}}
| colspan="5" | {{ItemIcon|Terran God Boots|Terran God}}
| colspan="5" | {{ItemIcon|Aeris God Boots|Aeris God}}
| colspan="5" | {{ItemIcon|Ragnar God Boots|Ragnar God}}
|}
 
===== [[Equipment|Ranged Armour]] =====
* The damage of the best ranged weapon, Shockwave, scales with maximum hit. Therefore all of its damage and lifesteal scales with ranged strength, and the normal damage with ranged accuracy. However, ranged has no lifesteal without Elder Crown.
* This results in full Aeris God Armor coming out on top with Elder Crown passive, although without lifesteal stacking melee/overall defence by instead using Terran God Helmet, Platebody, Platelegs, and Boots could be viable. Elder Crown helmet with Aeris God Armour may work with high damage reduction.
* Upgrades from God Gloves are directly superior to the items they upgrade from, however they do not overtake items higher on the list.
 
{| class="wikitable"
! Slot
! colspan="60" | Equipment (better first, worse last)
|-
! Helmet
| colspan="10" | {{ItemIcon|Aeris God Helmet|Aeris God}}
| colspan="10" | {{ItemIcon|Elder Crown}}
| colspan="10" | {{ItemIcon|Terran God Helmet|Terran God}}
| colspan="10" | {{ItemIcon|Glacia God Helmet|Glacia God}}
| colspan="10" | {{ItemIcon|(G) Ancient Helmet|(G) Ancient}}
| colspan="10" | {{ItemIcon|Ragnar God Helmet|Ragnar God}}
|-
! Chest
| colspan="12" | {{ItemIcon|Aeris God Platebody|Aeris God}}
| colspan="12" | {{ItemIcon|Terran God Platebody|Terran God}}
| colspan="12" | {{ItemIcon|Glacia God Platebody|Glacia God}}
| colspan="12" | {{ItemIcon|Ragnar God Platebody|Ragnar God}}
| colspan="12" | {{ItemIcon|(G) Ancient Platebody|(G) Ancient}}
|-
! Legs
| colspan="12" | {{ItemIcon|Aeris God Platelegs|Aeris God}}
| colspan="12" | {{ItemIcon|Terran God Platelegs|Terran God}}
| colspan="12" | {{ItemIcon|Glacia God Platelegs|Glacia God}}
| colspan="12" | {{ItemIcon|(G) Ancient Platelegs|(G) Ancient}}
| colspan="12" | {{ItemIcon|Ragnar God Platelegs|Ragnar God}}
|-
! Gloves
| colspan="15" | {{ItemIcon|Poison Virulence Gloves|Poison Virulence}} > {{ItemIcon|Aeris God Gloves|Aeris God}}
| colspan="15" | {{ItemIcon|Burning Madness Gloves|Burning Madness|Burning Madness}} > {{ItemIcon|Glacia God Gloves|Glacia God}}
| colspan="15" | {{ItemIcon|Spiked Shell Gloves|Spiked Shell}} > {{ItemIcon|Terran God Gloves|Terran God}}
| colspan="15" | {{ItemIcon|Relentless Fury Gloves|Relentless Fury}} > {{ItemIcon|Ragnar God Gloves|Ragnar God}}
|-
! Boots
| colspan="15" |{{ItemIcon|Aeris God Boots|Aeris God}}
| colspan="15" |{{ItemIcon|Terran God Boots|Terran God}}
| colspan="15" |{{ItemIcon|Glacia God Boots|Glacia God}}
| colspan="15" |{{ItemIcon|Ragnar God Boots|Ragnar God}}
|}
 
===== [[Equipment#Offhand|Offhands]] =====
* Non-god armour gear slots will have very similar BiS items for each combat style.
* The Offhand slot contains shields which provide so much damage reduction with a one handed weapon that it is difficult to find value in offensive items.
 
{| class="wikitable"
! Style
! colspan="72" | Equipment (better first, worse last)
|-
! Magic
| colspan="8" | {{ItemIcon|Earth Layered Shield|ELS}}
| colspan="8" | {{ItemIcon|Shield of Magic Power|Magic P.}}
| colspan="8" | {{ItemIcon|Shield of Ranged Power|Ranged P.}}
| colspan="8" | {{ItemIcon|Shield of Melee Power|Melee P.}}
| colspan="8" | {{ItemIcon|Dragonfire Shield|DFS}}
| colspan="8" | {{ItemIcon|Scaled Shield|Scaled}}
| colspan="8" | {{ItemIcon|(G) Ancient Shield|(G) Ancient}}
| colspan="8" | {{ItemIcon|Recoil Shield}}
| colspan="8" | {{ItemIcon|Book of Eli}}
|-
! Ranged
| colspan="9" | {{ItemIcon|Earth Layered Shield|ELS}}
| colspan="9" | {{ItemIcon|Shield of Ranged Power|Ranged P.}}
| colspan="9" | {{ItemIcon|Shield of Magic Power|Magic P.}}
| colspan="9" | {{ItemIcon|Shield of Melee Power|Melee P.}}
| colspan="9" | {{ItemIcon|Dragonfire Shield|DFS}}
| colspan="9" | {{ItemIcon|Scaled Shield|Scaled}}
| colspan="9" | {{ItemIcon|(G) Ancient Shield|(G) Ancient}}
| colspan="9" | {{ItemIcon|(U) Ancient D-hide Shield|(U) Ancient}}
|}
 
{{ItemIcon|Book of Eli}} is viable for certain lifesteal/boss skipping strategies seen below.
 
===== [[Equipment#Rings|Rings]] =====
* Damage rings may be BiS for certain lifesteal/boss skipping strategies seen below.
{| class="wikitable"
! Class
! colspan="12" | Equipment (better first, worse last)
|-
! Magic
| colspan="4" | {{ItemIcon|Guardian Ring}}
| colspan="4" | {{ItemIcon|Silver Diamond Ring}}
| colspan="4" | {{ItemIcon|Warlock Ring}}
|-
! Ranged
| colspan="3" | {{ItemIcon|Guardian Ring}}
| colspan="3" | {{ItemIcon|Silver Diamond Ring}}
| colspan="3" | {{ItemIcon|Deadeye Ring}}
| colspan="3" | {{ItemIcon|Poison Virulence Ring}}
|}
 
===== [[Equipment#Amulets|Amulets]] =====
* Lots of choice for amulets. BiS really depends on playstyle, current gear, and goals. Guardian Amulet will give the best chance at surviving late game bosses, but whether slowly pushing deep is worth it is debatable. Deadeye Amulet scales Shockwave damage, its main strength.
* Getting an initial 10% lifesteal is extremely efficient. Mage has lifesteal through auroras, and can utilise Guardian Amulet more easily. For ranged it has to be done through passive/helmet, therefore it limits other choices.
 
{| class="wikitable"
! Class
! colspan="9" | Equipment (better first, worse last)
|-
! Magic
| {{ItemIcon|Warlock Amulet|Warlock}}
| {{ItemIcon|Guardian Amulet|Guardian}}
| {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}
| {{ItemIcon|Elite Amulet of Magic|E-Mag}}
| {{ItemIcon|Elite Amulet of Defence|E-Def}}
| {{ItemIcon|Elite Amulet of Ranged|E-Ran}}
| {{ItemIcon|Christmas Wreath|Wreath}}
| {{ItemIcon|Silver Sapphire Necklace|Silver Sapphire}}
| {{ItemIcon|Amulet of Fury|Fury}}
|-
! Ranged
| {{ItemIcon|Deadeye Amulet|Deadeye}}
| {{ItemIcon|Guardian Amulet|Guardian}}
| {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}
| {{ItemIcon|Elite Amulet of Defence|E-Def}}
| {{ItemIcon|Elite Amulet of Magic|E-Mag}}
| {{ItemIcon|Elite Amulet of Ranged|E-Ran}}
| {{ItemIcon|Christmas Wreath|Wreath}}
| {{ItemIcon|Amulet of Fury|Fury}}
|}
 
{{ItemIcon|Warlock Amulet|Warlock}} is really good because of the {{Icon|type=skill|Magic|nolink=true|notext=true}} +10% magic life steal.
 
{{ItemIcon|Deadeye Amulet|Deadeye}} is great for ranged if you have lifesteal already.
 
===== [[Equipment#Capes|Capes]] =====
* Skull Cape gives 20% rune preservation.
 
{| class="wikitable"
! Class
! colspan="63" | Equipment (better first, worse last)
|-
! Magic
| colspan="9" | {{ItemIcon|Infernal Cape|Infernal}}
| colspan="9" | {{ItemIcon|Skull Cape|Skull}}
| colspan="9" | {{ItemIcon|Fire Cape|Fire}}
| colspan="9" | {{ItemIcon|Knight's Cape|Knight}}
| colspan="9" | {{ItemIcon|Obsidian Cape|Obby}}
| colspan="9" | {{ItemIcon|Defence Skillcape|Defence}}
| colspan="9" | {{ItemIcon|Magic Skillcape|Magic}}
|-
! Ranged
| colspan="7" | {{ItemIcon|Infernal Cape|Infernal}}
| colspan="7" | {{ItemIcon|Skull Cape|Skull}}
| colspan="7" | {{ItemIcon|Fire Cape|Fire}}
| colspan="7" | {{ItemIcon|Knight's Cape|Knight}}
| colspan="7" | {{ItemIcon|Cape of Prat|Prat}}
| colspan="7" | {{ItemIcon|Obsidian Cape|Obby}}
| colspan="7" | {{ItemIcon|Defence Skillcape|Defence}}
| colspan="7" | {{ItemIcon|Ranged Skillcape|Ranged}}
| colspan="7" | {{ItemIcon|Cape of Ranged Preservation|R. Preservation}}
|}
 
Depending on damage reduction and strategy, Skull Cape could be avoided for ranged, or be more efficient for magic.
 
===== [[Equipment#Ammunition|Ammunition]] =====
* Ammunition depends on combat style and weapon type
{| class="wikitable"
! Type
! colspan="18" | Ammo (better first, worse last)
|-
! [[Equipment#Bolts|Bolts]]
| colspan="3" | {{ItemIcon|Jadestone Bolts|Jadestone}}
| colspan="3" | {{ItemIcon|Diamond Bolts|Diamond}}
| colspan="3" | {{ItemIcon|Emerald Bolts|Emerald}}
| colspan="3" | {{ItemIcon|Ruby Bolts|Ruby}}
| colspan="3" | {{ItemIcon|Sapphire Bolts|Sapphire}}
| colspan="3" | {{ItemIcon|Topaz Bolts|Topaz}}
|-
! [[Equipment#Arrows|Arrows]]
| colspan="2" | {{ItemIcon|Ancient Arrows|Ancient}}
| colspan="2" | {{ItemIcon|Dragon Arrows|Dragon}}
| colspan="2" | {{ItemIcon|Rune Arrows|Rune}}
| colspan="2" | {{ItemIcon|Ice Arrows|Ice}}
| colspan="2" | {{ItemIcon|Adamant Arrows|Adamant}}
| colspan="2" | {{ItemIcon|Mithril Arrows|Mithril}}
| colspan="2" | {{ItemIcon|Steel Arrows|Steel}}
| colspan="2" | {{ItemIcon|Iron Arrows|Iron}}
| colspan="2" | {{ItemIcon|Bronze Arrows|Bronze}}
|}
 
[[Equipment#Other|Mage Ammunition]]: {{ItemIcon|Prayer Scroll}} = {{ItemIcon|Wizard's Scroll}}. Highly dependent on shop upgrades whether these would be worth rolling for over runes, or at all.
 
== Meta ==
 
* The meta playstyle is for completing everything completable in Golbin Raid. This includes unlocking all the unique shop purchases and going infinite for unlimited raid coins through skipping.
* Magic with {{ItemIcon|Shockwave}} special attack likely has the ability to go the furthest without skipping, through scaling damage and increased efficiency. However, this is probably not the most efficient way to go infinite.
* A singular, ultra deep ranged run is likely to die to bad luck eventually without boss skip preparation. Multiple fast magic raids probably have the most coin value per time spent.
* High damage, high lifesteal builds that sacrifice small amounts of damage reduction, and definitely {{ItemIcon|Guardian Amulet}}/{{ItemIcon|Spiked Shell Ring}}, for efficiency are meta if the player has a small stockpile of raid coins to skip boss waves late game (around wave 240).
* Focus on the guide's recommendations, learn the game, unlock some initial upgrades, and keep a few coins.
* If you can reach around wave 280 the first time you see an {{ItemIcon|Ocean Song}}, you can buy out the unique purchases and will likely have some coins left over from other runs.
* Use your upgrades, coin stockpile, and experience to push three runs to around wave 360, possibly skipping to 495 on your last run, and you will then have enough to skip all the way from wave 0 back to wave 495 and then beyond.
 
== Resources ==
 
* Magic/Ranged BiS List Screenshot
** See Image [[File:Golbinraidbis.png|thumb|Golbin Raid BiS]]
* Wave Skip Spreadsheet
** [https://docs.google.com/spreadsheets/d/1k3ocof6LuMyCt90eIrSaR_6cabrXd9DZv0i1Zx46ydw/edit?usp=sharing Google Sheets link]
** [https://discord.com/channels/625838709203271680/744752345233227776/939173244542529597 Discord link]
* New items: [https://pastebin.com/dJnshPhX (link)]. New specials: [https://pastebin.com/7FXFH7fV (link)]
 
= Old Guides =
First Discord Guide: https://discord.com/channels/625838709203271680/744752345233227776/818393165777207296
 
Second Discord Guide: https://discord.com/channels/625838709203271680/744752345233227776/906227966386794556


{{Menu}}
{{Menu}}
[[Category:Guides]]

Latest revision as of 19:42, 28 July 2024

This guide aims to help players progress through the

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Golbin Raid

waves.

TL;DR

  • Don't run out of food.
  • Don't run out of runes or ammunition. If you do, your main weapon will be reset.
  • See image for best overall build.
    Best Overall Build

General Information

Setting Goals

  • Rewards from Golbin Raid have no impact on the completion log, except the
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    Golden Golbin
    pet. However, the pet can be earned outside of Golbin Raid.
  • The only exclusive rewards outside of the Golbin Raid itself are the two unique pets (
    Error creating thumbnail: File missing
    Preston
    and
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    Jerry
    ), and a Yellow Party Hat which are unlisted in the completion log, but will be added if unlocked.
  • All limited purchase upgrades will cost a total of 1,725,000RC. This amount can be gathered in a single run by reaching wave 380 on easy difficulty, 300 on normal, or 264 on hard.
  • Infinite raid coins through skipping to a point where you earn more coins than you spend is possible. This can be achieved through the maximum Reduce Wave Skip Cost (at 50% reduction),
    • 17,077,500RC, and skipping past wave 825 on Easy
    • 4,131,000RC, and skipping past wave 405 on Normal
    • 1,842,750RC, and skipping past wave 270 on Hard

Shop Upgrades

The upgrades below are presented in rough order of importance, with the most important appearing first.

Upgrade Notes Buy Limit
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Reduce Wave Skip Cost
This is the most important upgrade to buy if you want to obtain an infinite number of raid coins. 50
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Unlock Combat Passive Slot
Has the most potential benefit for combat. Once
Golbin Crate Golbin Crates unlock unique items that can then be rolled in various item pools. 39
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Unlocking Prayer
A unique purchase which allows Prayers to be used. Once
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Increase Prayer Level
Prayer can be used to kill late game boss Golbins more reliably. Purchasing beyond
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Level 95
currently has no benefit.
98
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Increase Prayer Points gained per Wave Completion
Eventually will allow you to gain more Prayer Points than you spend per Wave. Unlimited
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Increase Starting Prayer Points
Quite a bit worse than above upgrade, but still helpful for early waves. Unlimited
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Rune Pouch

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Ammo Gatherer
Has % scaling and will remain useful to the late game. Could be useful for Prayer Scrolls and Wizard's Scrolls. Unlimited
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Food Bonus
Provides a solid boost to early game food, but has poor scaling so becomes less relevant later on. Unlimited
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Preston the Platypus
Helps get best in slot armour faster after finding a top-tier weapon. Once
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Jerry the Giraffe
Can reduce the restart spam due to removing reliance on luck in the first two waves. Once
Yellow Party Hat Is purely cosmetic, and has no use in Golbin Raid. Unlimited

Broad Tactics

By far the most important aspect of succeeding in Golbin Raid is getting one of the few top-tier weapon special attacks that have either guaranteed hits or scaling damage.

  • The special attacks of the one-handed T90 weapons Ocean Song,
    Error creating thumbnail: File missing
    Shockwave
    , and Tidal Edge fit this description, along with limited other weapons such as Stormsnap.

Damage reduction is crucial to avoiding deaths from worst case scenario luck.

  • Players should aim to be unkillable through
    Error creating thumbnail: File missing
    Auto Eat - Tier II
    to normal golbins and unkillable from maximum health to boss golbins.

As raids can be very long (much longer than the offline timer) it is assumed that most of the non-boss golbins will be idled. The more players are willing to monitor their health, the more efficiency can be gained through reward choices.

If you do not manage to find a top-tier weapon for long enough that you can not maintain a decent amount of weapon rolls, it may be worth restarting the raid.

The way the game scales both player and Golbin stats, avoiding all death is typically possible through being close to the maximum damage reduction available. Maintaining sufficient resources such as food, runes, and ammunition is also necessary. Food consumption can be significantly reduced through lifesteal and special attack reliance.

Lifesteal is incredibly effective at keeping players above the auto-eat threshold with a top-tier special attack. It does not guarantee survival, though. With the same lifesteal%, flat damage special attacks will heal a smaller percentage of overall health at higher waves.

Bosses are the red golbins at the end of every 10th wave. Like normal golbins, they may have a special effect that modifies their stats, potentially buffing their maximum hit. In the later waves, a boss with a style that the player is weak to and an increased maximum hit modifier could kill you in a single hit.

Preparing for Bosses (Every 10th Wave)

For difficult bosses, use your maximum damage spell,

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Surge II

, and spam eat (be careful holding enter over clicking as you may automatically swap weapons after killing the boss). Possibly delay eating if still above the maximum hit threshold to maximise damage.

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Prayer

is best used on difficult bosses. Around wave 240 the bosses become exceptionally tough. Turn on

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Stone Skin

before the boss. Have the protection prayer on for the style you are weak to (For example,

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Protect from Ranged

for magic users), but be ready to swap before the first boss attack if they are using a different style.

Ensure you have ample resources before a difficult boss wave, as a dangerous boss can drain lots of food and runes. This is especially the case with some Guardian Amulet setups as some bosses can attack faster than you.

Gear Availability

Waves Available Equipment
1–9 Equipment requiring up to and including level 70
10–19 Equipment requiring up to and including level 84
20+ All equipment, except for the below exclusions

Note that the following items are never available: Wasteful Ring, Cape of Completion, Maximum Skillcape, Farming Skillcape, and Candy Cane.

Combat Triangle

Survival generally focuses on minimizing worst case scenarios, therefore we want to reduce the danger from golbins on the weak side of the player's attack style.

As maintaining near maximum damage reduction becomes essential to survive, the differences in the combat triangle multipliers significantly impacts weapon choices.

  • While ranged has the most favourable worst cast damage reduction multiplier, magic weapons have access to
    Error creating thumbnail: File missing
    Weakening III
    which reduces enemy maximum hit by 15% (golbins do not have special attacks).
  • Assuming the player's first attack is always before each golbin's first attack, and attacks are not delayed by eating enough for a golbin to attack between
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    Weakening III
    applications, magic will almost always take less damage than ranged.
  • At maximum damage reduction from gear of 65%, range (65% x 0.95 = 61%) would take 390 damage from a 1000 damage attack. Magic (65% x 0.85 = 55%) would first reduce a 1000 damage maximum hit to 850 and take 382 from the hit.
  • Only with maximum damage reduction from gear and extra damage reduction from effects such as
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    Stone Skin
    and
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    Safeguard
    prayer does ranged take less maximum damage to magic, however in typical scenarios magic will take less damage, and magic's lead increases the lower damage reduction the player has.

Warnings

  • Ensure you have the required runes to cast the selected standard/ancient magic spell before choosing a magic weapon, and the required ammunition type before choosing a ranged weapon, otherwise your weapon will be set to default ( Bronze Scimitar or Adamant Scimitar).
  • Ensure you have spirit runes before choosing Ring of Spirit Power with magic, otherwise your weapon will be set to default. ALT items may get the same special attack and cause the same issue. Also. ensure you have nature runes before casting
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    Nature's Call
    or
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    Nature's Wrath
    .
  • Combination runes are currently unavailable. Do not enable use of combination runes when using magic or your weapon will be set to default.
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    Hardcore
    and Adventure mode combat triangle and health changes are present in Golbin Raid. This will impact strategy, mainly making melee significantly worse than it already is and making ranged lose its damage reduction benefit over magic.
  • Don't hold Enter at the end of any fight. You will proceed to automatically select some item of equipment. If it is a new weapon, you will likely brick your run.

Notes

  • (ALT) items have a completely random special attack. You cannot see what the special attack will be, and the special attack does not change unless you pick a different weapon.
  • Sandstorm Ring can no longer turn into an ALT item in Golbin Raid. However, the combat style crafted rings, Ring of Spirit Power, Ring of Barrage, and Ring of Blade Echoes still can. Combat style special attacks will only be active when you are using (or switch to) the correct combat style. If you choose an ALT item and do not see a special attack appear, it may require a different combat style to activate.
  • Special attacks on rings are now removed when the ring is changed, rather than overriding the weapon special attack. You can now have multiple special attacks, and if the overall special attack chance is greater than 100%, the special attack chances will be reduced proportionally to their original chance to add up to 100%.
  • Obsidian Cape does not scale past level 99.
  • Manually eating will reset your attack, and your following attack will not be a special attack.
  • You can no longer eat during the channel of a channelled special attack without cancelling the attack.
  • Prayer now works in Golbin Raid. As prayers can set specific dodge chances to 80%, this reduces the effectiveness of stacking evasion to the combat style weakness.
  • You can not pause or save a raid.

Specific Wave Strategies

Waves 1/2

  • The primary goal when starting a run is to get a weapon that is strong until wave 20 in one roll. Any weapon of dragon tier or above will suffice.
  • While melee has the worst combat triangle, this is much less relevant early game, so the lack of reliance on resources makes it attractive.
  • If the player wants the option to use crossbows post wave 20, it is recommended to use wave 1 to roll for any bolts, and settle for a potentially worse weapon on wave 2. The Adamant Scimitar from the shop works well to save a roll.

Waves 3-19

  • The rolls from these waves should be used to gain adequate damage reduction, evasion, and resources to maximise weapon rolls after wave 20 until a top-tier weapon is found.
  • Maintaining enough food to reach the next wave is top priority, however choosing food should be done at the latest possible safe time. For the initial Shrimp, this is usually one to two waves after beginning to eat.
  • Food value can be approximately judged by multiplying quantity by healing amount, however high healing food has the potential to be wasted by overhealing in the early game, and low healing food can make it harder to manually eat for bosses.
  • Manually eating right after the player attacks will restore health without the 20% healing reduction from Auto Eat - Tier II for minimal damage loss. This is most easily utilised in the early preparation stage.
  • Getting a few pieces of damage reduction gear is important to prevent worst case scenario deaths for many waves to come.
  • High evasion gear that does not significantly reduce damage output will reduce resource usage, resulting in more weapon rolls later, and can reduce the chance to be killed by any rare dangerous golbins.
  • Some BiS (best in slot) gear can be found before wave 20, see below for BiS lists. BiS gear and some high tier damage focused items will be worth sacrificing small amounts of damage reduction for.
  • Rolling for passive very often results in an item that does essentially nothing. Skipping passive at wave 10 for one more roll can lead to better preparation and a faster top-tier weapon, however BiS passive items are often never obtained due to low frequency of rolls available.

Wave 20+

  • Find a top-tier special attack as quickly as possible, which typically means finding a top-tier weapon. Possibly skip passive rolls for now.
  • ALT weapons make it possible to get special attacks on weapons they are not normally on, which allows special attacks to be used on weapons of different combat styles and speeds. However, this becomes riskier the longer the raid as the detriment of getting a weak weapon increases with wave count.
  • The ideal ALT weapon would be the fastest available speed to maximise special attack frequency, one handed to utilise offhand gear, and magic for the combat triangle style and access to curses and auroras.
  • If a scaling rather than flat damage special is obtained on a magic weapon, rune usage may increase as spell damage may become a much bigger factor in overall damage.

Special Attacks

Top-tier special attacks include (roughly in order):
Ocean Song Ocean Song (35%) Guaranteed hit, high damage, enemy attack speed decreased, enemy evasion reduction. Best special attack for realistic runs with no skipping.
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Shockwave Shockwave (15%) Guaranteed hit, high scaling damage, 1 turn stun, enemy evasion reduction. Will overtake Ocean Song on damage eventually.
Stormsnap Stormsnap (15%) Guaranteed hit, high scaling damage. Will overtake Ocean Song on damage eventually.
Tidal Edge Tidal Wave (25%) Guaranteed hit, high damage, enemy attack speed decreased, enemy evasion reduction. Slightly worse version of Ocean Song.
Solid special attacks include (roughly in order):
Cloudburst Staff Magic Ray (100%) Not guaranteed hit, high scaling damage, enemy attack speed decreased, channelled (can eat during). Very useful if found early to rush to a top-tier special attack.
Ragnar Godsword Infernum (15%) Guaranteed hit, scaling damage. Possibly a good stepping stone special attack.
Terran Godsword Crushing Blow (15%) Guaranteed hit, scaling damage. Possibly a good stepping stone special attack.

~Wave 50+

  • After choosing a top-tier magic weapon, quickly roll runes to unlock Light Havoc Body Ancient to take advantage of more runes when needing to roll +all.
  • For standard magic, use fire spells to do more damage and balance rune usage. Check that the option to use Combination Runes is disabled, otherwise you will lose your magic weapon. Start with
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    Fire Strike
    , and transition to
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    Fire Surge
    when you can sustain the rune rolls without sacrificing searching for BiS armour.
  • Optionally, unlock Blood, Death, or Chaos runes if you feel your rune usage is balanced somewhere between strike and surge spells.
  • Error creating thumbnail: File missing
    Incinerate
    has guaranteed hits and scaling current health damage, which gives magic without a scaling special attack the potential to transition to scaling damage.
  • * This point would likely be much later than the point at which
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    Shockwave
    overtakes Ocean Song on damage however.
  • Also, remember that while using Ancient Magicks special attacks will not activate, nor can curses be used with these spells. Depending on your progression, rune balance, and amount of active vs idle play, use
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    Weakening III
    and alternate between
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    Fervor II
    and
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    Surge II
    .
  • After choosing a top-tier ranged weapon, try to upgrade bolt tier when rolling for ammo, but this is not as high priority as beginning to gather BiS armour.
  • At this point rolling for passive is always recommended. Due to the insanely low chance to get a top-tier passive, it may be best to settle on whichever you get first.

Passive Slot

Top-tier passive slot effects include (roughly in order):
Elder Crown 10% global lifesteal, -0.05s attack interval. Realistically the overall best. Only source of very valuable lifesteal if playing ranged. Don't have to sacrifice a damage reduction helmet.
Warlock Amulet 10% magic lifesteal. Close second if playing magic and not swapping.
Guardian Amulet 5% damage reduction, +10% attack interval, both doubled under 50% hitpoints. Only way to reach maximum damage reduction, allowing a FEZ in the amulet slot. Safe option if you already have lifesteal, but will cause long raids to take even longer.
Solid passive slot effects include (roughly in order):
Shield of Magic Power Strong magic damage increase and enemy damage reduction debuff.
Shield of Ranged Power Strong ranged damage increase and enemy damage reduction debuff. Scales Shockwave special attack damage.
Deadeye Amulet 25% chance for 150% ranged damage. Strong ranged damage increase, however it is probably more suited to the amulet slot for ranged.
Ring of Power Decent damage increase and enemy damage reduction debuff.
Shield of Melee Power Decent melee damage increase and enemy damage reduction debuff.
Sand Treaders -0.05s attack interval. Good synergy with strong special attacks.
Silver Sapphire Necklace Small amount of valuable lifesteal.
Recoil Shield 25% damage reflect. Small damage increase.
Poison Virulence Ring Small poison damage increase.
Scaled Shield Small poison damage increase.
Dragonfire Shield 30 maximum hitpoints. Minor survivability increase.
Priest Hat -1 prayer point cost. Better than nothing, although prayer points do not scale well enough for proper use outside of bosses.

~Wave 60+

From now on, most rolls will be for armour.

Best in Slot (BiS) Equipment

Magic Armour
  • With lifesteal, which Magic will usually have at least 10% of, the stat priority should be (approximately) damage reduction > accuracy > damage > evasion to combat style weakness > overall evasion.
  • This results in full Glacia God Armour coming out on top, primarily due to the kill speed increase. Terran God Armour and Aeris God Armor pieces have significantly higher ranged/overall defence, at the cost of varying damage losses.
  • Upgrades from God Gloves are directly superior to the items they upgrade from, however they do not overtake items higher on the list.
Slot Equipment (better first, worse last)
Helmet Glacia God Terran God Aeris God (G) Ancient Ragnar God
Chest Glacia God Terran God Aeris God (G) Ancient Ragnar God
Legs Glacia God Aeris God Terran God (G) Ancient Ragnar God
Gloves Burning Madness > Glacia God Spiked Shell > Terran God Poison Viruelence > Aeris God Relentless Fury > Ragnar God
Boots Glacia God Terran God Aeris God Ragnar God
Ranged Armour
  • The damage of the best ranged weapon, Shockwave, scales with maximum hit. Therefore all of its damage and lifesteal scales with ranged strength, and the normal damage with ranged accuracy. However, ranged has no lifesteal without Elder Crown.
  • This results in full Aeris God Armor coming out on top with Elder Crown passive, although without lifesteal stacking melee/overall defence by instead using Terran God Helmet, Platebody, Platelegs, and Boots could be viable. Elder Crown helmet with Aeris God Armour may work with high damage reduction.
  • Upgrades from God Gloves are directly superior to the items they upgrade from, however they do not overtake items higher on the list.
Slot Equipment (better first, worse last)
Helmet Aeris God Elder Crown Terran God Glacia God (G) Ancient Ragnar God
Chest Aeris God Terran God Glacia God Ragnar God (G) Ancient
Legs Aeris God Terran God Glacia God (G) Ancient Ragnar God
Gloves Poison Virulence > Aeris God Burning Madness > Glacia God Spiked Shell > Terran God Relentless Fury > Ragnar God
Boots Aeris God Terran God Glacia God Ragnar God
Offhands
  • Non-god armour gear slots will have very similar BiS items for each combat style.
  • The Offhand slot contains shields which provide so much damage reduction with a one handed weapon that it is difficult to find value in offensive items.
Style Equipment (better first, worse last)
Magic ELS Magic P. Ranged P. Melee P. DFS Scaled (G) Ancient Recoil Shield Book of Eli
Ranged ELS Ranged P. Magic P. Melee P. DFS Scaled (G) Ancient (U) Ancient

Book of Eli is viable for certain lifesteal/boss skipping strategies seen below.

Rings
  • Damage rings may be BiS for certain lifesteal/boss skipping strategies seen below.
Class Equipment (better first, worse last)
Magic Guardian Ring Silver Diamond Ring Warlock Ring
Ranged Guardian Ring Silver Diamond Ring Deadeye Ring Poison Virulence Ring
Amulets
  • Lots of choice for amulets. BiS really depends on playstyle, current gear, and goals. Guardian Amulet will give the best chance at surviving late game bosses, but whether slowly pushing deep is worth it is debatable. Deadeye Amulet scales Shockwave damage, its main strength.
  • Getting an initial 10% lifesteal is extremely efficient. Mage has lifesteal through auroras, and can utilise Guardian Amulet more easily. For ranged it has to be done through passive/helmet, therefore it limits other choices.
Class Equipment (better first, worse last)
Magic Warlock Guardian FEZ E-Mag E-Def E-Ran Wreath Silver Sapphire Fury
Ranged Deadeye Guardian FEZ E-Def E-Mag E-Ran Wreath Fury

Warlock is really good because of the

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+10% magic life steal.

Deadeye is great for ranged if you have lifesteal already.

Capes
  • Skull Cape gives 20% rune preservation.
Class Equipment (better first, worse last)
Magic Infernal Skull Fire Knight Obby Defence Magic
Ranged Infernal Skull Fire Knight Prat Obby Defence Ranged R. Preservation

Depending on damage reduction and strategy, Skull Cape could be avoided for ranged, or be more efficient for magic.

Ammunition
  • Ammunition depends on combat style and weapon type
Type Ammo (better first, worse last)
Bolts Jadestone Diamond Emerald Ruby Sapphire Topaz
Arrows Ancient Dragon Rune Ice Adamant Mithril Steel Iron Bronze

Mage Ammunition: Prayer Scroll = Wizard's Scroll. Highly dependent on shop upgrades whether these would be worth rolling for over runes, or at all.

Meta

  • The meta playstyle is for completing everything completable in Golbin Raid. This includes unlocking all the unique shop purchases and going infinite for unlimited raid coins through skipping.
  • Magic with
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    Shockwave
    special attack likely has the ability to go the furthest without skipping, through scaling damage and increased efficiency. However, this is probably not the most efficient way to go infinite.
  • A singular, ultra deep ranged run is likely to die to bad luck eventually without boss skip preparation. Multiple fast magic raids probably have the most coin value per time spent.
  • High damage, high lifesteal builds that sacrifice small amounts of damage reduction, and definitely Guardian Amulet/ Spiked Shell Ring, for efficiency are meta if the player has a small stockpile of raid coins to skip boss waves late game (around wave 240).
  • Focus on the guide's recommendations, learn the game, unlock some initial upgrades, and keep a few coins.
  • If you can reach around wave 280 the first time you see an Ocean Song, you can buy out the unique purchases and will likely have some coins left over from other runs.
  • Use your upgrades, coin stockpile, and experience to push three runs to around wave 360, possibly skipping to 495 on your last run, and you will then have enough to skip all the way from wave 0 back to wave 495 and then beyond.

Resources

Old Guides

First Discord Guide: https://discord.com/channels/625838709203271680/744752345233227776/818393165777207296

Second Discord Guide: https://discord.com/channels/625838709203271680/744752345233227776/906227966386794556