Golbin Raid/Guide: Difference between revisions

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{{V|1.0}}
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{{Otheruses|a guide for progressing through the Golbin Raid minigame|the minigame its self|Golbin Raid}}


Created by RobDragon#7319.
This guide aims to help players progress through the {{PetIcon|Golbin Raid|img=Golden Golbin}} waves.


= RobDragon's Golbin Raid Guide =
== TL;DR ==


== TL;DR ==
* Spam restart for [[Equipment#Bolts|bolts]] and/or a strong starter [[Equipment#Weapons|weapon]].
 
* Get [[Combat#Damage_Reduction|Damage Reduction %]] and lifesteal.
 
* Don't run out of [[Food|food]].
 
* Don't run out of [[Runecrafting#Runes|runes]] or [[Equipment#Ammunition|ammunition]]. If you do, your main weapon will be reset.


* Spam restart for [[Equipment#Bolts|bolts]] and a strong [[Equipment#Weapons|weapon]].
* Get [[Combat#Damage_Reduction|damage reduction]] and lifesteal.
* Don't run out of [[Food|food]] and [[Runecrafting#Runes|runes]] or [[Equipment#Ammunition|ammunition]].
* Get {{ItemIcon|Ocean Song}} or {{ItemIcon|Shockwave}} after wave 20.
* Get {{ItemIcon|Ocean Song}} or {{ItemIcon|Shockwave}} after wave 20.
* [[Food#Manual_Eating|Manually eat]] to survive red bosses every 10th wave.
 
* Consider [[Food#Manual_Eating|Manually eating]] to survive red bosses every 10th wave.
 
* See image for best overall build. [[File:Overallbis.png|thumb|Best Overall Build]]
* See image for best overall build. [[File:Overallbis.png|thumb|Best Overall Build]]


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=== Setting Goals ===
=== Setting Goals ===
* Rewards from [[Golbin_Raid|Golbin Raid]] have no impact on Completion Log % (except the [[Golden_Golbin|Golden Golbin]] pet).
* 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.
* Limited purchase [[Golbin_Raid#Shop|upgrades]] will cost 1,145,000 [[Golbin_Raid#Raid_Coins|raid coins]]. This requires finishing wave 280 once, which can be possible in one run.
* 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.
* Infinite raid coins through skipping to a point where you earn more coins than you spend is possible. This requires 50% Reduce Wave Skip Cost, 6,138,000 raid coins, and skipping past wave 495.
* 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
 
=== Shop Upgrades ===
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
|}


=== Broad Tactics ===
=== 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.
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.
* The special attacks of the one handed t90 (tier/level 90 weapons from normal Melvor) weapons {{ItemIcon|Ocean Song}}, {{ItemIcon|Shockwave}}, and {{ItemIcon|Tidal Edge}} fit this description, along with limited other weapons such as {{ItemIcon|Stormsnap}}.
 
* Damage reduction is crucial to avoiding deaths from worst case scenario luck. Players should aim to be unkillable through [[Food#Auto_Eat|auto eat]] to normal [[Golbin_(monster)|golbins ]] and unkillable from maximum health to boss golbins.
* 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}}.
* The way the game scales 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. Resource use can be significantly reduced through lifesteal and special attack reliance.
Damage reduction is crucial to avoiding deaths from worst case scenario luck.  
* Lifesteal is incredibly effective at keeping players above the auto eat threshold with a top-tier special attack. Not guaranteed survival though. With the same lifesteal %, flat damage special attacks will heal a smaller percentage of overall health at higher waves.  
* 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.
* 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 a +maximum hit modifier could kill you in one hit.
 
* For difficult bosses, use your maximum damage spell, 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.
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.
* [[Prayer|Prayer]] is best used on difficult bosses. Around wave 240 the bosses become tough. Turn on [[Stone_Skin|Stone Skin]] (damage reduction prayer) before the boss. Have the dodge prayer on for the style you are weak to ([[Protect_from_Ranged|Protect from Ranged]] for magic users), but be ready to swap before the first boss attack if it is 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.
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.
* 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.
 
* 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, {{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 ===
=== Gear Availability ===
* Wave 1-9: Gear that normally requires level 70 and under.
{| class="wikitable"
* Wave 10-19: Gear that normally requires level 84 and under.
! Waves !! Available Equipment
* Wave 20+: All levels of gear available ({{ItemIcon|Wasteful Ring}}, {{ItemIcon|Cape of Completion}}, {{ItemIcon|Max Skillcape}} and {{ItemIcon|Farming Skillcape}} not available).  
|-
| 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 ===
=== Combat Triangle ===
* Survivability generally focuses on minimising worst case scenarios, therefore the main danger of death comes from strong golbins who counter the player's attack style.
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.
 
* Worst case damage reduction multipliers:
As maintaining near maximum damage reduction becomes essential to survive, the differences in the [[Combat_Triangle|combat triangle]] multipliers significantly impacts weapon choices.
** [[Melee|Melee]]: 0.75x vs Magic (0.5x in Hardcore/Adventure Mode)
 
** [[Ranged|Ranged]]: 0.95x vs Melee (0.75x in Hardcore/Adventure Mode)
* 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).
** [[Magic|Magic]]: 0.85x vs Ranged (0.75x in Hardcore/Adventure Mode)
* 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.
* While ranged has the most favourable worst cast damage reduction multiplier, magic weapons have access to [[Weakening_III|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 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.
* 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 [[Stone_Skin|Stone Skin]] and [[Safeguard|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.
* 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.
 
=== Shop Upgrades (in rough order of importance) ===
* Reduce Wave Skip Cost is capped at 50. This is the most important upgrade to buy if you want to go infinite.
* Unlock Combat [[Combat_Passive_Slot|Passive Slot]] has the most potential benefit for combat, however it usually results in nothing due to the amount of useless items in the roll pool. Unique purchase.
* Unlocking Prayer is a unique purchase.
* Increase Prayer Level is capped at 99. Prayer can be used to kill late game boss golbins more reliably.
* Increase Prayer Points gained per Wave Completion is significantly more efficient to buy than Increase Starting Prayer Points. Non-unique purchases.
* Rune Pouch and Ammo Gatherer have % scaling and will remain useful to the late game. Could be useful for Prayer Scrolls and Wizard's Scrolls. Non-unique purchases.
* Food Bonus is a solid boost to early game food, but has little scaling. Non-unique purchase.
* [[Preston_the_Platypus|Preston the Platypus]] helps get BiS armour faster after finding a top-tier weapon. Unique purchase.
* [[Jerry_the_Giraffe|Jerry the Giraffe]] can reduce the restart spam due to removing reliance on luck in the first two waves. Unique purchase.
* {{ItemIcon|Yellow Party Hat}} has no use in Golbin Raid. Non-unique purchase but you only need one.


=== Warnings ===
=== 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 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}}).
* [[Spirit_Rune|Spirit]] and [[Nature_Rune|nature]] runes are currently unavailable in Golbin Raid. 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 [[Nature%27s_Call|Nature's Call]] or [[Nature%27s_Wrath|Nature's Wrath]].
* 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.
* Combination runes are currently unavailable. Do not enable use of combination runes when using magic or your weapon will be set to default.
* [[Hardcore|Hardcore]] and [[Adventure|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.
* {{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 ===
=== 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.
* (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 (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.
* {{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%.
* 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.
* {{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.
* 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 channeled special attack without cancelling the 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 85%, this reduces the effectiveness of stacking evasion to the combat style weakness.
* 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.
* You can not pause or save a raid.


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* 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.
* 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|Special Attacks]] ====
==== [[Special Attacks]] ====


===== Top-tier special attacks include (roughly in order): =====
===== Top-tier special attacks include (roughly in order): =====
** {{ItemIcon|Ocean Song}}: 35% chance, guaranteed hit, high damage, enemy attack slow, enemy evasion reduction. Best special attack for realistic runs with no skipping.
 
** {{ItemIcon|Shockwave}}: 15% chance, guaranteed hit, high scaling damage, 1 turn stun, enemy evasion reduction. Will overtake Ocean Song on damage eventually.
{| class="wikitable col-1-right col-2-left col-3-center"
** {{ItemIcon|Stormsnap}}: 15% chance, guaranteed hit, high scaling damage. Will overtake Ocean Song on damage eventually.
! {{ItemIcon|Ocean Song|notext=true|size=40}}
** {{ItemIcon|Tidal Edge}} (Tidal Wave): 25% chance, guaranteed hit, high damage, enemy attack slow, enemy evasion reduction. Slightly worse version of Ocean Song.
! [[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): =====
===== Solid special attacks include (roughly in order): =====
** {{ItemIcon|Cloudburst Staff}} (Magic Ray): 100% chance, not guaranteed hit, high scaling damage, enemy attack slow, channeled (can eat during). Very useful if found early to rush to a top-tier special attack.
{| class="wikitable col-1-right col-2-left col-3-center"
** {{ItemIcon|Ragnar Godsword}} (Infernum): 15% chance, guaranteed hit, scaling damage. Possibly a good stepping stone special attack.
! {{ItemIcon|Cloudburst Staff|notext=true|size=40}}
** {{ItemIcon|Terran Godsword}} (Crushing Blow): 15% chance, guaranteed hit, scaling damage. Possibly a good stepping stone special attack.  
! [[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+ ===
=== ~Wave 50+ ===
* After choosing a top-tier magic weapon, quickly roll runes to unlock [[Light_Rune|light]]>[[Havoc_Rune|havoc]]>[[Body_Rune|body]]>[[Ancient_Rune|ancient]] to take advantage of more runes when needing to roll +all.
* 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. Start with [[Fire_Strike|Fire Strike]], and transition to [[Fire_Surge|Fire Surge]] when you can sustain the rune rolls without sacrificing searching for BiS armour.
* 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 [[Blood_Rune|blood]], [[Death_Rune|death]], or [[Chaos_Rune|chaos]] runes if you feel your rune usage is balanced somewhere between strike and surge spells.
* 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.
* [[Incinerate|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 {{ItemIcon|Shockwave}} overtakes {{ItemIcon|Ocean Song}} on damage though.
* {{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.
* Also, remember that special attacks will not activate and curses can not be used with [[Magic#Ancient_Magicks|Ancient Magicks]]. Depending on your progression, rune balance, and amount of active vs idle play, use [[Weakening_III|Weakening III]] and alternate between [[Fervor_II|Fervor II]] and [[Surge_II|Surge II]].
* * 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 it is not as high priority as beginning to gather BiS armour.  
* 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.
* 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.


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===== Top-tier passive slot effects include (roughly in order): =====
===== Top-tier passive slot effects include (roughly in order): =====
** {{ItemIcon|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.
{| class="wikitable col-1-right col-2-left"
** {{ItemIcon|Warlock Amulet}}: 10% magic lifesteal. Close second if playing magic and not swapping.
|-
** {{ItemIcon|Guardian Amulet}}: 5% damage reduction, +10% attack interval, both doubled under 50% hitpoints. Only way to reach maximum damage reduction, allowing a FeZ ({{ItemIcon|Fury of the Elemental Zodiacs}}) in the amulet slot. Safe option if you already have lifesteal, but will cause long raids to take even longer.
! {{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): =====
===== Solid passive slot effects include (roughly in order): =====
** {{ItemIcon|Shield of Magic Power}}: Strong magic damage increase and enemy damage reduction debuff.
{| class="wikitable col-1-right col-2-left"
** {{ItemIcon|Shield of Ranged Power}}: Strong ranged damage increase and enemy damage reduction debuff. Scales Shockwave special attack damage.
|-
** {{ItemIcon|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|Shield of Magic Power|notext=true|size=40}}
** {{ItemIcon|Ring of Power}}: Decent damage increase and enemy damage reduction debuff.
! style="text-align: left;" | [[Shield of Magic Power]]
** {{ItemIcon|Shield of Melee Power}}: Decent melee damage increase and enemy damage reduction debuff.
| Strong magic damage increase and enemy damage reduction debuff.
** {{ItemIcon|Sand Treaders}}: -0.05s attack interval. Good synergy with strong special attacks.
|-
** {{ItemIcon|Silver Sapphire Necklace}}. Small amount of valuable lifesteal.
! style="border-width: 0px;" | {{ItemIcon|Shield of Ranged Power|notext=true|size=40}}
** {{ItemIcon|Recoil Shield}}: 25% damage reflect. Small damage increase.
! style="text-align: left;" | [[Shield of Ranged Power]]
** {{ItemIcon|Poison Virulence Ring}}: Small poison damage increase.
| Strong ranged damage increase and enemy damage reduction debuff. Scales Shockwave special attack damage.
** {{ItemIcon|Scaled Shield}}: Small poison damage increase.
|-
** {{ItemIcon|Dragonfire Shield}}: 30 maximum hitpoints. Minor survivability increase.
! style="border-width: 0px;" | {{ItemIcon|Deadeye Amulet|notext=true|size=40}}
** {{ItemIcon|Priest Hat}}: -1 prayer point cost. Better than nothing, although prayer points do not scale well enough for proper use outside of bosses.  
! 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+ ===
=== ~Wave 60+ ===
* Now most rolls will be for armour.  
From now on, most rolls will be for [[Equipment|armour]].


==== BiS [[Equipment|Magic Armour]] ====
==== Best in Slot (BiS) Equipment ====
* 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.
===== [[Equipment|Magic Armour]] =====
* This results in full Glacia God Armor 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.
* 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.
* Upgrades from God Gloves are directly superior to the items they upgrade from, however they do not overtake items higher on the list.


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|}
|}


==== BiS [[Equipment|Ranged Armour]] ====
===== [[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.
* 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.
* 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.
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|-
|-
! Gloves
! Gloves
| colspan="15" | {{ItemIcon|Poison Virulence Gloves}} > {{ItemIcon|Aeris God Gloves|Aeris God}}
| colspan="15" | {{ItemIcon|Poison Virulence Gloves|Poison Virulence}} > {{ItemIcon|Aeris God Gloves|Aeris God}}
| colspan="15" | {{ItemIcon|Burning Madness Gloves|Burning Madness}} > {{ItemIcon|Glacia God Gloves|Glacia 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|Spiked Shell Gloves|Spiked Shell}} > {{ItemIcon|Terran God Gloves|Terran God}}
| colspan="15" | {{ItemIcon|Relentless Fury Gloves}} > {{ItemIcon|Ragnar God Gloves|Ragnar God}}
| colspan="15" | {{ItemIcon|Relentless Fury Gloves|Relentless Fury}} > {{ItemIcon|Ragnar God Gloves|Ragnar God}}
|-
|-
! Boots
! Boots
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|}
|}


==== BiS [[Equipment#Offhand|Offhands]] ====
===== [[Equipment#Offhand|Offhands]] =====
* Non-god armour gear slots will have very similar BiS items for each combat style.
* 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.
* 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.
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! Magic
! Magic
| colspan="8" | {{ItemIcon|Earth Layered Shield|ELS}}
| colspan="8" | {{ItemIcon|Earth Layered Shield|ELS}}
| colspan="8" | {{ItemIcon|Shield of Magic Power|Magic Power}}
| colspan="8" | {{ItemIcon|Shield of Magic Power|Magic P.}}
| colspan="8" | {{ItemIcon|Shield of Ranged Power|Ranged Power}}
| colspan="8" | {{ItemIcon|Shield of Ranged Power|Ranged P.}}
| colspan="8" | {{ItemIcon|Shield of Melee Power|Melee Power}}
| colspan="8" | {{ItemIcon|Shield of Melee Power|Melee P.}}
| colspan="8" | {{ItemIcon|Dragonfire Shield|DFS}}
| colspan="8" | {{ItemIcon|Dragonfire Shield|DFS}}
| colspan="8" | {{ItemIcon|Scaled Shield|Scaled}}
| colspan="8" | {{ItemIcon|Scaled Shield|Scaled}}
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! Ranged
! Ranged
| colspan="9" | {{ItemIcon|Earth Layered Shield|ELS}}
| colspan="9" | {{ItemIcon|Earth Layered Shield|ELS}}
| colspan="9" | {{ItemIcon|Shield of Ranged Power|Ranged Power}}
| colspan="9" | {{ItemIcon|Shield of Ranged Power|Ranged P.}}
| colspan="9" | {{ItemIcon|Shield of Magic Power|Magic Power}}
| colspan="9" | {{ItemIcon|Shield of Magic Power|Magic P.}}
| colspan="9" | {{ItemIcon|Shield of Melee Power|Melee Power}}
| colspan="9" | {{ItemIcon|Shield of Melee Power|Melee P.}}
| colspan="9" | {{ItemIcon|Dragonfire Shield|DFS}}
| colspan="9" | {{ItemIcon|Dragonfire Shield|DFS}}
| colspan="9" | {{ItemIcon|Scaled Shield|Scaled}}
| colspan="9" | {{ItemIcon|Scaled Shield|Scaled}}
| colspan="9" | {{ItemIcon|(G) Ancient Shield|(G) Ancient}}
| colspan="9" | {{ItemIcon|(G) Ancient Shield|(G) Ancient}}
| colspan="9" | {{ItemIcon|(U) Ancient D-hide Shield|(U) Ancient D-hide}}
| colspan="9" | {{ItemIcon|(U) Ancient D-hide Shield|(U) Ancient}}
|}
|}


{{ItemIcon|Book of Eli}} is viable for certain lifesteal/boss skipping strategies seen below.
{{ItemIcon|Book of Eli}} is viable for certain lifesteal/boss skipping strategies seen below.


==== BiS [[Equipment#Rings|Rings]]====
===== [[Equipment#Rings|Rings]] =====
* Damage rings may be BiS for certain lifesteal/boss skipping strategies seen below.
* Damage rings may be BiS for certain lifesteal/boss skipping strategies seen below.
{| class="wikitable"
{| class="wikitable"
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|}
|}


==== BiS [[Equipment#Amulets|Amulets]]====
===== [[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.
* 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.  
* 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.  
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|-
|-
! Magic
! Magic
| {{ItemIcon|Warlock Amulet|Warlock}} (lifesteal/boss skipping)
| {{ItemIcon|Warlock Amulet|Warlock}}
| {{ItemIcon|Guardian Amulet|Guardian}}
| {{ItemIcon|Guardian Amulet|Guardian}}
| {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}
| {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}
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| {{ItemIcon|Elite Amulet of Defence|E-Def}}
| {{ItemIcon|Elite Amulet of Defence|E-Def}}
| {{ItemIcon|Elite Amulet of Ranged|E-Ran}}
| {{ItemIcon|Elite Amulet of Ranged|E-Ran}}
| {{ItemIcon|Christmas Wreath}}
| {{ItemIcon|Christmas Wreath|Wreath}}
| {{ItemIcon|Silver Sapphire Necklace|Silver Sapphire}}
| {{ItemIcon|Silver Sapphire Necklace|Silver Sapphire}}
| {{ItemIcon|Amulet of Fury|Fury}}
| {{ItemIcon|Amulet of Fury|Fury}}
|-
|-
! Ranged
! Ranged
| {{ItemIcon|Deadeye Amulet|Deadeye}} (with lifesteal)
| {{ItemIcon|Deadeye Amulet|Deadeye}}
| {{ItemIcon|Guardian Amulet|Guardian}}
| {{ItemIcon|Guardian Amulet|Guardian}}
| {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}
| {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}
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| {{ItemIcon|Elite Amulet of Magic|E-Mag}}
| {{ItemIcon|Elite Amulet of Magic|E-Mag}}
| {{ItemIcon|Elite Amulet of Ranged|E-Ran}}
| {{ItemIcon|Elite Amulet of Ranged|E-Ran}}
| {{ItemIcon|Christmas Wreath}}
| {{ItemIcon|Christmas Wreath|Wreath}}
| {{ItemIcon|Silver Sapphire Necklace|Silver Sapphire}}
| {{ItemIcon|Amulet of Fury|Fury}}
| {{ItemIcon|Amulet of Fury|Fury}}
|}
|}


==== BiS [[Equipment#Capes|Capes]] ====
{{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.
* Skull Cape gives 20% rune preservation.


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| colspan="7" | {{ItemIcon|Obsidian Cape|Obby}}
| colspan="7" | {{ItemIcon|Obsidian Cape|Obby}}
| colspan="7" | {{ItemIcon|Defence Skillcape|Defence}}
| colspan="7" | {{ItemIcon|Defence Skillcape|Defence}}
| colspan="7" | {{ItemIcon|Ranged Skillcape|Ranger}}
| colspan="7" | {{ItemIcon|Ranged Skillcape|Ranged}}
| colspan="7" | {{ItemIcon|Cape of Ranged Preservation|R. Preservation}}
| colspan="7" | {{ItemIcon|Cape of Ranged Preservation|R. Preservation}}
|}
|}


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


==== BiS [[Equipment#Ammunition|Ammunition]] ====
===== [[Equipment#Ammunition|Ammunition]] =====
* Ammunition depends on combat style and weapon type
* Ammunition depends on combat style and weapon type
{| class="wikitable"
{| class="wikitable"
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* 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.
* 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.  
* 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}}, for efficiency are meta if the player has a small stockpile of raid coins to skip boss waves late game (around wave 240).
* 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.  
* 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.
* 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.
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** See Image [[File:Golbinraidbis.png|thumb|Golbin Raid BiS]]
** See Image [[File:Golbinraidbis.png|thumb|Golbin Raid BiS]]
* Wave Skip Spreadsheet
* Wave Skip Spreadsheet
** [https://docs.google.com/spreadsheets/d/1KH8VGIzDsIS0jUhaGSryEj-TIiSNh0WT/edit?usp=sharing&ouid=113234293623067253043&rtpof=true&sd=true Google Drive link]
** [https://docs.google.com/spreadsheets/d/1k3ocof6LuMyCt90eIrSaR_6cabrXd9DZv0i1Zx46ydw/edit?usp=sharing Google Sheets link]
** [https://discord.com/channels/625838709203271680/744752345233227776/906228173736398928 Discord 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 =
= Old Guides =
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{{Menu}}
{{Menu}}
[[Category:Guides]]

Latest revision as of 19:42, 28 July 2024

This guide aims to help players progress through the

Error creating thumbnail: File missing
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
    Error creating thumbnail: File missing
    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
    Error creating thumbnail: File missing
    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
    Error creating thumbnail: File missing
    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
    Error creating thumbnail: File missing
    Stone Skin
    and
    Error creating thumbnail: File missing
    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
    Error creating thumbnail: File missing
    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.
  • Error creating thumbnail: File missing
    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.
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    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