Underwater City/Guide

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This page was last updated for (v1.2.2).

Standard Guide

Introduction

This is a Barrier dungeon introduced with the AoD.pngAtlas 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 TotH.svgThrone 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

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Throne of the Herald

to clear the dungeon effectively.

Requirements

Recommended

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    Level 99
    ,
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    Level 95
    ,
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    Level 75
    ,
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    Level 99
    .


The enemies, and especially the

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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

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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

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Impending Darkness Event

.
Set 1 requires

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Level 120

.
Set 2 requires a minimum of

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Level 99

. Calculated at all combat skills level 99 in the Combat Simulator.

Set 2 can be all non-B upgraded Terran God Armour and it will only lower the Kills Per Hour by about 2 (from 8.5 to 6.5).

Item Slot Set 1 Set 2
Slot head.png Hood of Shade Summon Terran God Helmet (B)
Slot chest.png Terran God Platebody (B)
Slot legs.png Terran God Platelegs (B)
Slot feet.png Terran God Boots (B)
Slot hands.png Gloves of Greater Shade Summon Terran God Gloves
Slot back.png Ancient Infernal Cape
Slot neck.png Amulet of Curse Totem Summon Lesser Summoning Amulet
Slot ring.png Ring of Phantom Summon Summoner's Blessed Ring
Slot passive.png Knight's Summoning Defender Barrier Burn Shield
Slot gem.png Devouring Barrier Gem / Siphoning Barrier Gem
Slot weapon.png Agile Wings Rapier Infernal Claw
Slot shield.png Earth Layered Shield / Devouring Barrier Shield
Slot consumable.png Fervor Scroll Melee Hinder Scroll
Slot summon.png Spider SynergyIcon.png Spectre Tortoise SynergyIcon.png
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Dragon

Prayers:

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Battleheart

and

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Battleborn

. Swap to

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Battleheart

and

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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).



Ancient Relics Guide

There are two different ways of approaching this Dungeon:

  1. Just get the Dungeon first clear over with as soon as possible to get your Skill Cap Increases and gain access to
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    Impending Darkness Event
    . This would include not grinding out Underwater Ruins for it's weapons.
  2. 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

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Astrology

investment is highly recommended. Specifically obtaining the 8% Accuracy stars in the Constellations

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Iridan

,

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Terra

,

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Vale

,

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Syllia

and

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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

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Nagaia

.
Additionally, because of the high regen capabilities of the Monsters Barrier it is highly recommended to follow the Combat Triangle, this means a

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Ranged

setup for waves 1 and 2, Melee for waves 3 and 4,

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Magic

setup for waves 5 and 6,

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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

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Summoning

Relic #4.

Option 1: Rush First Clear

These setups notably do not require:

  • Any Weapons from Underwater Ruins
  • Any (B) God Armors
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    Level 99
    (for Imbued Dragonite Bar)
  • Over
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    Level 50
    , Obstacle 6 is good enough.

See the specific sections for advice per style.

Agility

This guide assumes that

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Agility

has not been progressed beyond obstacle 6, as it is very slow to level before beating

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Impending Darkness Event

.


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

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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.

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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:

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Chivalry

&

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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.

Combat Simulator Export


Ranged

Used for waves: 1,2,7,8

The

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Ranged

requirements are much lower than Melee and require much less in terms of investment.

Gear

Potion: Damage Reduction Potion IV

Prayers:

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Sharp Vision

&

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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.

Combat Simulator Export


Magic

Used for waves: 5, 6

The

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Magic

requirements are much lower than Melee and require much less in terms of investment.

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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:

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Fire Surge

or

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Water Surge

with Cloudburst Staff

Potion: Damage Reduction Potion IV

Curse:

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Anguish III

Aurora:

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Surge II

(Optional) Prayers:

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Mystic Mastery

&

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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.

Combat Simulator Export

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:

  1. Unlock Underwater Ruins for better weapons. Requires
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    Level 90
    ,
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    Level 90
    ,
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    Level 81
    .
    • Engulfing Vortex Longbow, from
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      Mermaid Archer
      .
      • This will be the best
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        Ranged
        weapon all the way until
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        Level 120
        ...
      • ... with the possible exception of Divine Crossbow and Divine Javelin, which require
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        Level 111
        ,
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        Level 112
        , and
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        Level 119
        for both.
    • Water Pulse Staff is also a very good weapon which will last until
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      Level 120
      • It is slightly worse than
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        Runecrafting
        alternatives but does not require
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        Runecrafting
        to be leveled above around Level 85.
      • However,
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        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.
  2. Craft (B) versions of God Armour, e.g. Terran God Platebody (B)


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.