Hall of Wizards/Guide

From Melvor Idle
Revision as of 12:26, 3 December 2024 by Grammaticaly (talk | contribs) (Bad structure.)

Standard

This guide assumes
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Auto Eat - Tier III
has been unlocked.

Magic

This setup will need 420
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Hitpoints
and 21% Damage Reduction. And can expect roughly 5.5 clears per hour.
  • Spell:
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    Wind Blast
  • Prayers:
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    Mystic Lore
    &
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    Mystic Will


Melee

This setup will need 440
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Hitpoints
and 21% Damage Reduction. And can expect roughly 7.5 clears per hour.


Ranged

This setup will need 430
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Hitpoints
and 15% Damage Reduction. And can expect roughly 11 clears per hour.
  • Prayers:
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    Hawk Eye
    &
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    Sharp Eye


Ancient Relics

Hall of Wizards (Level 40)

This guide is written around the restrictions of the Ancient Relics game mode.

The Ancient Relics game mode restricts the players maximum levels for combat skills to to 10 plus 5 times the number of dungeons completed. For this dungeon, the players combat skills will be capped at a maximum of 40, and the guide will assume all non-combat skills are of a similar level.


If you're playing Ancient Relics you will need to manual eat this dungeon just like almost every other dungeon. The idle requirements are technically possible but very impractical.


Magic

If you can't craft the gear listed below, you can use the slightly worse Earth Acolyte Wizard set and
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Earth Bolt
.


  • Spell:
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    Water Bolt

  • Prayers:
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    Mystic Will
    &
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    Mystic Lore
    (Optional)
    • alternatively, the highest level combination of matching
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      Spell
      (
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      ) and Wizard Robes available to you
  • Acolyte Wizard Robes and Staff of Fire are all made in
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    Runecrafting
    .
  • Knight's_Cape gives 1% DR and a small defence bonus from
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    Cartography
    (required level 20) after surveying Castle of Kings.


Melee

Ranged