Underwater City/Guide
This page was last updated for (v1.2.2). |
Standard Guide
Introduction
This is a Barrier dungeon introduced with the Atlas of Discovery Expansion, there is a general guide to this dungeon and a more in-depth look into Barrier combat in general in this guide. This page will go deeper into combat options, including when Throne of the Herald Expansion is owned and already completed.
This guide is not meant for optimal kills per hour but instead focuses on easily obtainable ways ranging from just passed God Dungeons to having beaten Throne of the Herald to clear the dungeon effectively.
Requirements
- Complete Cult Grounds
- Discover Melantis
- Damage Reduction Potion IV
Recommended
The enemies, and especially the Nagaia hit very hard in this dungeon. A lot of damage reduction is required in order to idle this dungeon without dying. Alternatively, the player can return after having progressed through the Throne of the Herald expansion. Having more hitpoints or other damage reducing and damage inflicting bonusses can greatly speed up the clear times of this dungeon. Set 1 clears the dungeon roughly 27 times per hour. Set 2 clears it roughly 8.5 times per hour. (You can swap the weapon & summons in Set 2).
The Preferred Shield is Earth Layered Shield, however Devouring Barrier Shield can be used, once the upgrade item has been obtained from this dungeon. Clearing the Underwater City dungeon provides 1 Barrier God Shard every time it is cleared. These can be used to upgrade (B) god armours into their respective (C) armours. These can then be used to very effectively clear Crystal Depths for Crystal Binding Dust if the player hasn't already done this.
Equipment
Below are 2 sets, unlike the previous dungeons, you can't mix and match this dungeon. Set 1 is for post-TotH clears. Set 2 is for clears just before or after Impending Darkness Event.
- Set 1 requires Level 120.
- Set 2 requires a minimum of Level 99. Calculated at all combat skills level 99 in the Combat Simulator.
Set 2 can be all non-B upgraded Terran God Armour with Tidal Edge and it will only lower the Kills Per Hour by about 1.5 (from 4.2 to 2.8).
Ultima Godsword/ Fury of the Elemental Zodiacs can be used to increase the Kills per Hour to roughly 6.6.
- Prayers: Battleheart and Battleborn. Swap to Battleheart and Chivalry for Set 2.
- Potion: Damage Reduction Potion IV
- Point of Interest: Dark Waters
Agility
The Agility obstacles 9 or higher are not required, 8 and below are highly suggested (and simulations were done with those active).
Slot | Obstacle | Bonuses |
---|---|---|
1 | Cargo Net | +3% Global GP (except Item Sales) +2% Fishing Mastery XP |
2 | Monkey Bars | -4% Firemaking Interval |
3 | Pipe Climb | +5% Melee Evasion +5% Melee Max Hit |
4 | Cave Climb | -40 Maximum Hitpoints +5% Ammo Preservation +5% Rune Preservation +5% Melee Max Hit |
5 | Cliff Balance | +20 Maximum Hitpoints +5% Ranged Accuracy Rating +2 Prayer Point Cost for Prayers +5% Magic Accuracy Rating +5% Melee Accuracy Rating |
6 | Lake Swim | +1% Damage Reduction +5% Damage To All Monsters +3% Chance To Preserve Prayer Points |
7 | Boulder Trap | -20% Chance to Preserve Resources in Skills |
8 | Raft Building | +20 Maximum Hitpoints +2% Damage To All Monsters +1% Damage Reduction |
9 | Ice Jump | +20 Maximum Hitpoints +5% Food Healing Value +5% Chance to Double Items Globally +10 Mining Node HP +10% Chance to Preserve Resources in Skills |
10 | Dragon Fight | -16% Auto Eat Efficiency -0.3s Monster Respawn Timer |
11 | Frozen Maze | +1% Damage Reduction -0.1s Monster Respawn Timer -3 Prayer Point Cost for Prayers -20% Rune Preservation -20% Ammo Preservation |
12 | Boulder Balance | -20% Global Accuracy +5% of Maximum Hit added to Minimum Hit -0.1s Attack Interval |
13 | Balance Trap | +10% Agility Interval +5% Chance to Double Items Globally -30% GP gained from Agility |
14 | Freezing Climb | +30% Accuracy Rating +30% Global Evasion -150% GP from Combat -6% Chance To Double Loot in Combat +15% Damage to Monsters in Dungeons |
15 | Waterfall Crossing | -100 Maximum Hitpoints Your Attacks now roll twice (Select highest chance) -10% Global Slayer Coins (except Item Sales) |
Pillar | Pillar of Combat | +10% Ranged Evasion -0.2s Monster Respawn Timer +5% Flat Slayer Area Effect Negation +10% Melee Evasion +10% Magic Evasion +5% of Maximum Hit added to Minimum Hit +10 Flat HP Regen |
Elite Pillar | Elite Pillar of Expertise | +8% Mastery XP for Melvor Realm only -3% Interval for all Non-Combat Skills +40% Global GP (except Item Sales) +8% Chance to Double Items Globally |
Ancient Relics Guide
There are two different ways of approaching this Dungeon:
- Just get the Dungeon first clear over with as soon as possible to get your Skill Cap Increases and gain access to Impending Darkness Event. This would include not grinding out Underwater Ruins for it's weapons.
- The second would be to grind (B) God armor pieces and one or more weapons from Underwater Ruins.
General Guidance
Contrary to all previous Dungeons, some minor Astrology investment is highly recommended. Specifically obtaining the 8% Accuracy stars in the Constellations Iridan, Terra, Vale, Syllia and Arachi. The Master Relic will not be required, nor will any other Stars.
Due to the regen mechanics of both the Barrier and Health of the boss, it would be advised to Manual Eat as little as possible, for this reason as much Damage Reduction as possible will be packed on for this Dungeons Boss Nagaia.
Additionally, because of the high regen capabilities of the Monsters Barrier it is highly recommended to follow the Combat Triangle, this means a Ranged setup for waves 1 and 2, Melee for waves 3 and 4, Magic setup for waves 5 and 6, Ranged for waves 7 and 8, and finally Melee for the 9th and final wave. Active switching styles is highly recommended as the Dungeon will go much faster this way. A setup for each combat style is included in this guide.
While it is entirely possible to do this Dungeon completely Idle at this point, however it depends greatly on which Relics have been obtained.
Following the instructions and suggested setups from this guide will not require Manual Eating at all. However it will require switching between Combat Styles to the suggested Style listed in the above paragraph.
Eradicating Gloves (m) are the Best in Slot gloves for the rest of the game, they however have a very low drop chance. It most likely isn't worth farming for these gloves until you have both a few (B) Terran God Armour set pieces and Summoning Relic #4.
Option 1: Rush First Clear
These setups notably do not require:
- Any Weapons from Underwater Ruins
- Any (B) God Armors
- Level 99 (for Imbued Dragonite Bar)
- Over Level 50, Obstacle 6 is good enough.
See the specific sections for advice per style.
Agility
This guide assumes that Agility has not been progressed beyond obstacle 6, as it is very slow to level before beating Impending Darkness Event.
Slot | Obstacle | Bonuses |
---|---|---|
1 | Cargo Net | +3% Global GP (except Item Sales) +2% Fishing Mastery XP |
2 | Rope Jump | +3% Smithing Mastery XP |
3 | Pipe Climb | +5% Melee Evasion +5% Melee Max Hit |
4 | Coal Stones | -4% Global Skill XP +10% Food Healing Value +20% GP gained from Thieving +3% Chance to Preserve Resources in Skills |
5 | Cliff Balance | +20 Maximum Hitpoints +5% Ranged Accuracy Rating +2 Prayer Point Cost for Prayers +5% Magic Accuracy Rating +5% Melee Accuracy Rating |
6 | Lake Swim | +1% Damage Reduction +5% Damage To All Monsters +3% Chance To Preserve Prayer Points |
Melee
Used for waves: 3,4,9
This is the setup that will be used for the boss, attempting any other style will result in Death at this stage.
It will require at least 70% Damage Reduction and 1010 HP or 71% if you're want to be 100% safe. (70% has roughly 0.004 Deaths per hour, 71% eliminates the Death Chance entirely)
You can replace Fury of the Elemental Zodiacs and Tormented Ring with any combination of Amulet and Ring of choice as long as 2/3% Damage Reduction is gained from those 2 Item Slots combined.
Defence Relic #5 provides a bite more wiggle room replacing the need for Damage Reduction from either Amulet or Ring, if this Relic is obtained it Adaptive Summoning Amulet and Tormented Ring would be the best options.
Gear
Sunset Rapier or Ancient Claw can be used instead of Infernal Claw for slightly lower clear speed.
- Potion: Damage Reduction Potion IV
- Prayers: Chivalry & Battleheart
- Point of Interest: Dark Waters
Combat Simulator Export
To view the different monsters within the simulator, press the "Inspect" button, a new windows will appear, select the desired monster from that new window.
Ranged
Used for waves: 1,2,7,8
The Ranged requirements are much lower than Melee and require much less in terms of investment.
- Siphoning Barrier Gem can be replaced with either Draining Barrier Gem or Eroding Barrier Gem with little impact on Clear Speed.
- Ancient Crossbow has about 50% faster Clear Times than Dragon Crossbow.
- Engulfing Vortex Longbow/ Ancient Arrows has about 250% faster clear times than Dragon Crossbow
Gear
- Potion: Damage Reduction Potion IV
- Prayers: Sharp Vision & Battleheart
Point of Interest: Bandit Hideout (not required to switch from Dark Waters, the benefits on these Monsters is very small)
Combat Simulator Export
To view the different monsters within the simulator, press the "Inspect" button, a new windows will appear, select the desired monster from that new window.
Magic
Used for waves: 5, 6
The Magic requirements are much lower than Melee and require much less in terms of investment.
- Siphoning Barrier Gem can be replaced with either Draining Barrier Gem or Eroding Barrier Gem with little impact on Clear Speed.
- Cloudburst Staff has about 50% faster Clear Times than Magic Wand (Elite) (G) Rune Shield.
Merman Guard is not that difficult and can be done with Melee instead, which will be slower but one less combat set to set up.
Gear
- Spell: Fire Surge or Water Surge with Cloudburst Staff
- Potion: Damage Reduction Potion IV
- Curse: Anguish III
- Aurora: Surge II (Optional)
- Prayers: Mystic Mastery & Battleheart
- Point of Interest: Dark Waters
Combat Simulator Export
To view the different monsters within the simulator, press the "Inspect" button, a new windows will appear, select the desired monster from that new window.
Option 2: Take it slow and grind
This is a list of the most effective things to do (assuming sufficient skill cap) to make Option 1 faster and safer.
Key upgrades over Option 1:
- Unlock Underwater Ruins for better weapons. Requires Level 90, Level 90, Level 81.
- Engulfing Vortex Longbow, from Mermaid Archer.
- This will be the best Ranged weapon all the way until Level 120...
- ... with the possible exception of Divine Crossbow and Divine Javelin, which require Level 111, Level 112, and Level 119 for both.
- Water Pulse Staff is also a very good weapon which will last until Level 120
- It is slightly worse than Runecrafting alternatives but does not require Runecrafting to be leveled above around Level 85.
- However, Level 112 may be desired to unlock Archaic spells.
- These enemies also drop Devouring Barrier Gem.
- If a Magic Set is chosen, Malevolent Ward Shield can be obtained from Lost Temple (since Lost Temple is required to unlock Underwater Ruins anyway), this is a small upgrade.
- Engulfing Vortex Longbow, from Mermaid Archer.
- Craft (B) versions of God Armour, e.g. Terran God Platebody (B)
- This requires Level 99 and a lot of Barrier Dust for Imbued Dragonite Bar - which fortunately will be obtained while farming for Engulfing Vortex Longbow.
- When crafting Imbued Dragonite Bar it is highly advised to get as much +1 additional resource chance as possible (Smithing Relic #3 50%, Mining Lantern 30%, Ragnar Dungeon Ruins 10/20%, Magic Anvil 10%), as well as getting the stacking/separate extra resource modifier from the Ent Salamander Synergy.
- When all these buffs are obtained, it should lower the amount of Barrier Dust needed for a complete set from 96,000 to roughly 43,600.
- Some Imbued Dragonite Bar will be obtained from Cult Grounds while grinding out the Siphoning Barrier Gem required for the (B) upgrades, this is however an unreliable way to obtain Imbued Dragonite Bar as it will require 241 clears on average to get enough bars for 1 piece.
- When crafting Imbued Dragonite Bar it is highly advised to get as much +1 additional resource chance as possible (Smithing Relic #3 50%, Mining Lantern 30%, Ragnar Dungeon Ruins 10/20%, Magic Anvil 10%), as well as getting the stacking/separate extra resource modifier from the Ent Salamander Synergy.
- It is advised to upgrade Terran God Armour first, particularly the Boots, Platelegs and Platebody. The Helm and Gloves will be replaced at a later point with the Necromancers Palace Summon Set and thus have a lower priority to be upgraded at this point.
- This requires Level 99 and a lot of Barrier Dust for Imbued Dragonite Bar - which fortunately will be obtained while farming for Engulfing Vortex Longbow.
When going for this option, making the choice to do the Underwater Ruins grinding before Underwater City can be worth it as you also gain (B) God Armour from doing this, making the clear speed on Underwater City faster.
The setups from the first method can be applied to this method, simply replace any gained (B) Terran God Armour for their normal counterparts.
Also be sure to use Devouring Barrier Gem over Siphoning Barrier Gem.
Melvor Idle version v1.3 (Released: 13th June 2024) | ||||||||||||||||||||
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Strongholds, The Abyss, Monsters |