Combat Guide
This page was last updated for (v1.1.2). |
Introduction
This guide is written for characters playing the Standard game mode. If playing Hardcore or
Adventure modes, preparation for certain events is different, especially for the
Fire God Dungeon due to the differences in the Combat Triangle. This guide will assume there are no self-imposed restrictions put upon the account, if you choose to restrict your character in some way, you have to figure out how to get around it.
Progression in Melvor Idle primarily revolves around combat; while there is of course progression in all of the non-combat skills, that progression all serves to make you better at combat. This guide will break the game into multiple sections and try to give advice for each. The sections this guide will look into, and roughly how long they will take are as follows:
- The Early-Early Game:
- This is when the player is using very low level gear, has not purchased or obtained vital upgrades like
Auto Eat or the
Amulet of Looting and may require active (or more active) play to get through safely and efficiently. Can take a few days up to about a week.
- This is when the player is using very low level gear, has not purchased or obtained vital upgrades like
- The Early Game:
- Where most of the game opens up and when combat gets exciting. The player has obtained reasonable gear, is able to fight the majority of monsters in Combat Areas and the first few Slayer Areas comfortably, and is starting to prepare to get more specialized gear from combat to progress. This section can take anywhere up to about a month or two, and is marked by the completion of
Volcanic Cave.
- Where most of the game opens up and when combat gets exciting. The player has obtained reasonable gear, is able to fight the majority of monsters in Combat Areas and the first few Slayer Areas comfortably, and is starting to prepare to get more specialized gear from combat to progress. This section can take anywhere up to about a month or two, and is marked by the completion of
- The Mid Game:
- This section revolves around finishing your armor sets, maxing out your stats, and completing long term achievements like the God Dungeons. This section can take up to several months, and is usually marked by completion of
Into the Mist.
- This section revolves around finishing your armor sets, maxing out your stats, and completing long term achievements like the God Dungeons. This section can take up to several months, and is usually marked by completion of
- The Late Game:
- This is when the player is working on upgrading their weapons in the
Dark Waters Area, upgrading their armor in the
Unhallowed Wasteland Area, and fully preparing to defeat the
Impending Darkness Event. This step contains long grinds, but if enough preparation has already been done, it should only take a few weeks at most.
- This is when the player is working on upgrading their weapons in the
- The Late-Late Game:
- Here the player finishes any achievements that haven't been mopped up yet, with the goal of filling the completion log with anything that hasn't been worth the time. This step's length is variable, as it depends on how much has already been completed, and how optimal/lucky the player is finishing up. Prepare to spend multiple days hunting for an item you'll never actually use!
The guide will start with an overview on how combat works, the stats, and what items affect them. After that, it describes in detail the leveling up to the first challenging dungeon of the game, the Volcanic Cave. It will cover the God Dungeons and conclude with guidance for late game content. Remember that the majority of things mentioned here are recommendations and are not always required or the most optimal; if you don't want to do something, you probably don't have to.
Using Non-Combat to improve at Combat
There are several non-combat skills that improve various parts of the combat experience:
Agility - Many of the obstacles provide important combat bonuses.
Herblore -
Diamond Luck Potions are among the highest DPS boosts in the game.
Thieving - There are a multitude of useful item drops from several NPCs, including
Chapeau Noir,
Knight's Defender, and others.
Astrology - Many powerful and important passive benefits, including Hidden Skill Levels, which provide further combat bonuses.
Summoning - Tablets provide boosts to combat effectiveness and deal damage on their own. The
Dragon burn effect is particularly great against high hp enemies.
Cooking - Cook food to eat so you don't die!
Farming - Farm food to eat so you don't die! Farming is particularly useful because it does not require you to actively spend time on it, you can farm food 'while doing combat' for example.
Other skills helpful for smooth progression include:
Smithing -
Melee armor and weapons.
Fletching -
Ranged ammunition and weapons.
Crafting - Jewelry with unique effects and
Ranged armor.
Runecrafting -
Magic armor and weapons.
Level 99 - The
Firemaking Skillcape grants a boost to XP earned and
Ash, which can be buried for
Prayer Points
Township - The Trader can be used to exchange goods for food and consumable items that make combat easier.
Township - Township also has many Tasks available that grant rewards to players for achieving certain accomplishments or having certain items, using these is a great way to find something to do if you're unsure.
Melvor Idle is not competitive, so it is recommended to set goals that you personally want and work towards them. The game will take a very long time to complete, so anything you can do to make it more fun for YOU is hugely recommended; using a weapon that you personally think is cool or useful, or not using an item because the grind isn't fun is perfectly acceptable and makes the game more interesting!
Stats
All gear has certain stats that link it to one of the three combat styles: Melee,
Ranged, or
Magic. Gear that is more difficult to obtain is usually better. Closer to endgame, the choices become more situational.
For stat breakdowns and math, use the Combat Simulator or read the Combat page.
Attack Interval
Attack Interval is determined primarily by the default Attack Interval on weapons and affects how long it takes between attacks. It is given as seconds per attack, so a lower number is better. A variety of things, such as Equipment, Pets, Spells, and Prayers can provide a reduction to the player's attack interval.
The base attack interval for all weapons can be seen on the Equipment page.
Attack Interval Reduction
In addition to the sources listed in the table below, the following things can reduce the player's attack interval:
- Using the Rapid attack style while using any
Ranged weapon.
Surge I,
Surge II,
Surge III, and
Surge IV Spells
Sand Treaders - Reduces the player's attack interval by 0.1s
Elder Crown - Reduces the player's attack interval by 0.1s
Lesser Summoning Amulet - 30% chance to reduce player's attack interval by 10% for 4 turns
Knight's Defender -
Melee only. Reduces the player's attack interval by 0.1s
Knight's Summoning Defender - Reduces the player's attack interval by 0.1s
Ring of Barrage -
Ranged only. Reduces the player's attack interval by 0.15s for each successful hit in a row, stacking up to 5 times, which resets on a miss
Gauntlets of Rage - Reduces the player's attack interval by 2% each time they are hit, stacking up to 10 times, which resets between monster kills
Royal Toxins Spear - While the monster is afflicted by both Bleed and Poison, reduces the player's attack interval by 40%
Frostspark Boots,
FrostSpark 1H Sword, and
FrostSpark Amulet synergy - When the player has each of these items equipped at the same time, reduces their attack interval by 0.2s
Elusive Boots - Reduces the player's attack interval by 1% when the target is hit, stacking up to 10 times, which resets between monster kills
Agile Gem - Reduces the player's attack interval by 0.8% per Attack Turn, stacks up to 12 times, which resets at max stacks
Merman Pendant - Reduces the player's attack interval by 20%
Source | Type | DLC | Modifier | Other Modifiers |
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Agility Obstacle 12 | -0.1s Attack Interval | -20% Global Accuracy +5% of Maximum Hit added to Minimum Hit | ||
Constellation | -5% Attack Interval | +8% Damage To Slayer Tasks +8% Auto Eat Efficiency +8% Chance To Double Loot in Combat +5% Flat Slayer Area Effect Negation | ||
![]() | Item (Consumable) | ![]() | -5% Attack Interval | -5% Agility Interval -10% Melvor Realm Agility Obstacle Item Costs |
![]() | Item (Shield) | -0.1s Attack Interval | ||
Mastery Bonus | ![]() | -3% Attack Interval | -3% Interval for all Non-Combat Skills | |
![]() | Pet | -0.1s Attack Interval | +5% Accuracy Rating +5% Global Evasion +3% Chance to preserve Summoning Charges +3% Chance To Preserve Potion Charge +5% Global GP (except Item Sales) +5% Global Slayer Coins (except Item Sales) +5% Global Mastery XP +50% Mastery Pool XP Cap +2% Chance to Double Items Globally -0.2s Monster Respawn Timer -2% Interval for all Non-Combat Skills +3% Ammo Preservation +3% Rune Preservation +2% of Maximum Hit added to Minimum Hit | |
![]() | Pet | ![]() | -0.1s Attack Interval | |
Error creating thumbnail: File missing Niel | Pet | Error creating thumbnail: File missing | -2% Attack Interval | |
Pet | -0.1s Attack Interval | |||
![]() | Pet | -0.1s Attack Interval | ||
Error creating thumbnail: File missing Zon | Pet | Error creating thumbnail: File missing | -0.1s Attack Interval | -5% cost to produce Abyssal Realm Items in all Artisan Skills +1 additional quantity of primary resource gained globally (Cannot be doubled) +25% Mastery Pool XP Cap +2% Resource Preservation cap in Skills +3% Maximum Hitpoints +15% Global Mastery XP -0.1s Global Non-Combat Skill Interval +25% chance for Corruption progress to instantly fill at the start of a fight |
Prayer | -15% Attack Interval | |||
Error creating thumbnail: File missing Deadshot | Prayer | Error creating thumbnail: File missing | -6% Attack Interval | +100% Accuracy Rating |
Error creating thumbnail: File missing Piercer | Prayer | Error creating thumbnail: File missing | -3% Attack Interval | +75% Accuracy Rating |
Prayer | ![]() | -2% Attack Interval | ||
Error creating thumbnail: File missing Unrelenting | Prayer | Error creating thumbnail: File missing | -13% Attack Interval |
Attack Interval Increase
The player should aim to minimize the amount of attack interval increases affecting them at any time, as these will only prolong Combat and reduce the kill rate of Monsters.
In addition to the sources listed in the table below, the following things can increase the player's attack interval:
- Slow and Frostburn Debuffs
Guardian Amulet has its effect doubled when the player is below 50%
HP, for a total attack interval increase of 20%
Source | Type | DLC | Modifier | Other Modifiers |
---|---|---|---|---|
![]() | Item (Gloves) | ![]() | +0.4s Attack Interval | |
![]() | Item (Amulet, Passive) | +10% Attack Interval | +5% Damage Reduction | |
![]() | Item (Boots) | ![]() | +0.1s Attack Interval | |
Error creating thumbnail: File missing Silent Boots | Item (Boots, Passive) | Error creating thumbnail: File missing | +5% Attack Interval | +10% Abyssal Resistance +30% Global Evasion -5% Max Hit |
![]() | Item (Ring, Passive) | +10% Attack Interval | ||
![]() | Point of Interest | ![]() | +0.2s Attack Interval | +50% chance to ignore Slow Effects |
Melvor Idle version v1.3 (Released: 13th June 2024) | ||||||||||||||||||||
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Skills:
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Other:
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Strongholds, The Abyss, Monsters |
Damage Reduction
Damage Reduction, or DR, is the most important stat in the game. Damage Reduction, Hitpoints, and
Auto Eat tier are all taken into account when considering how much damage the player can take before being able to die. Damage Reduction can be found on:
- Upgraded versions of the highest level armor pieces from skilling.
- All Ancient tier gear, when fully upgraded
- All God Dungeon gear
Silver Diamond Ring - Can be obtained through
Crafting,
Combat, or
Thieving
Damage Reduction Potions
Leonardo -
Defence Pet
Erran -
Earth God Dungeon Pet
Agility Obstacles
Safeguard/
Stone Skin -
Prayer
For the end game, there are some Prayers and items that drop from
Impending Darkness that affect enemies' DR:
Battleheart - Prayer, reduces enemy DR
Shield of Ranged Power
Shield of Magic Power
Shield of Melee Power
Ring of Power
Bone
Auto Eat
Auto Eat is an upgrade that automatically eats equipped food after a certain health threshold. Upgrading this as quickly as possible is critical. Auto Eat Tier, along with
Hitpoints and Damage Reduction controls what content is accessible without a chance of death.
With Auto Eat, the type of food does not matter as long as one does not run out of it. Eating either
Potatoes or
Whale (Perfect) will both keep the player alive as long as they have enough of either. The main difference between any given food sources is the time spent
Cooking,
Fishing or
Farming instead of fighting monsters.
Auto Eat Threshold
Auto Eat Threshold is the HP value necessary to trigger Auto Eat, lowering the necessary HP/DR required. In the base game, only one item affects the Auto Eat threshold:
Wasteful Ring - Drops from
Wicked Greater Dragon
Auto Eat Efficiency
Auto Eat Efficiency increases the amount of HP healed per piece of food eaten. This can be found on:
Cooking item mastery.
Astrology constellation modifiers.
Agility Obstacles.
Famished Potions.
Lifesteal
Lifesteal heals the player for a portion of the damage they deal, it does not deal extra damage. When active, lifesteal will occur any time the player deals damage, where the amount healed is determined by the modifier's magnitude. For example, a +10% Lifesteal modifier will heal the player for 10% of any damage dealt.
Lifesteal can be specific to damage types, such as Melee Lifesteal, Magic Lifesteal, Bleed Lifesteal, Burn Lifesteal, Poison Lifesteal, and Lifesteal if target is Cursed.
Slayer Area Effect Negation
Slayer Area Effect Negation reduces the effect of Slayer Area debuffs when fighting in one of these areas. These can range from annoying ( Forest of Goo,
Arid Plains) to downright progress blocking (
Dark Waters,
Unhallowed Wasteland). This stat can be found on:
- Pillar of Combat -
Agility capstone.
Hunter's Ring - Drops from
Hunting Greater Dragon.
- All
Slayer armor from the shop (higher tier provides more).
Slayer Skillcape.
Attack Bonus/Accuracy Rating
These are included on all weapons, and some pieces of armor. Melee has
Stab,
Slash, and
Block Bonuses, while
Ranged and
Magic have their own attack bonuses. In combat the player's Accuracy Rating determines how often they hit an enemy, based on the enemy's Evasion Rating.
Summoning Tablets use the player's accuracy rating to calculate their chance to hit.
Defence/Evasion Rating
These are included on all pieces of armor, and are heavily connected to the Combat Triangle. The higher the number, the better. Evasion only helps to kill enemies faster if they can stun, slow, or sleep, as the player will evade their disabling attacks more often.
Hidden Skill Levels
The main Combat page has details on the specifics of the max hit, accuracy, and evasion equations the game uses to calculate your stats. In summary, levels in Attack,
Strength,
Ranged,
Magic and
Defence increase your stats based on different equations, but only up to the level cap (99 for the base game, and 120 with
).
Hidden Levels in any of these stats force these equations to use the player's base skill level (the one shown on the sidebar, equal to the amount of XP earned) AND the player's hidden levels, making the player more powerful than their stats would otherwise indicate. Additionally, hidden levels allow the formulas to calculate stats beyond the level cap.
- A character that is level 15 Strength with +5 Hidden Strength Levels would calculate their Melee Max Hit based on their Effective Level of 20
- A character that is level 99 with +5 Hidden Strength Levels would calculate their Melee Max Hit based on their Effective Level of 104, even when their level is capped and can't go any higher.
Reflect Damage
With this effect, whenever the player takes damage, they will also deal a portion of that damage immediately back to the enemy. Reflect does NOT reduce the amount of damage taken. Reflect damage cannot kill an enemy, does not provide XP, and has a 2 second cooldown before it can activate again.
This effect can be found on:
Gold Sapphire Ring
Recoil Shield
Astrology constellation
Tellus.
Monster Respawn Time
After killing any monster, there will be a respawn time of 3 seconds before the next monster appears. During this time the player cannot deal damage, and therefore cannot gain XP. This means that a monster respawning can be considered a guaranteed miss (or two). Respawn time is capped at 0.25s.
This timer can be reduced with the following effects:
Melee Stats
Melee gear focuses on 4 stats:
Strength bonus: One of the factors that determines max hit.
- Stab/Slash/Block bonus: Determines the accuracy (chance to hit) of that particular attack style. Each melee weapon has stats that favor one of the styles, and using the correct one will boost the player's accuracy substantially.
Magic Stats
Magic armor and weapons focus on 2 stats:
- Magic Damage Bonus: Determines max hit.
- Magic Attack Bonus: Determines accuracy.
Additionally, Magic also benefits from Rune Preservation Chance and Rune Cost Reduction. This can be found on multiple items and buffs, including:
- All staves
- All imbued wands, crafted via
Runecrafting from
Magic Wand (Elite)
Book of Eli - Drops from
Hall of Wizards dungeon
Book of Occults - Drops from
Necromancer
Salem - Magic Pet
Skull Cape -
Slayer Shop
Ranged Stats
Ranged armor and weapons focus on 2 stats:
- Ranged strength bonus: Determines your max hit.
- Ranged attack bonus: Determines your accuracy.
Additionally, Ranged gear also benefits from Ammo Preservation. This can be found on multiple items and buffs, including:
Ranger Boots - Drops from
Spider Chest in
Spider Forest
Ranger Hat - Drops from
Spider Chest in
Spider Forest
Ranged Skillcape
Cape of Ranged Preservation
Marahute - Ranged Pet
/
- All Throwing Knives and Javelins
Throwing Power Gloves - Negatively impacts ranged preservation using throwing weapons
Minimum Hit and Special Attacks
Each normal attack made by the player or an enemy will deal a random amount of damage between its minimum value and its maximum value, for all monsters, and for players without any bonuses, the Minimum Hit is 1.
Increasing the minimum hit is possible with buffs such as:
all
Runecrafting armor.
Charged I
Battleheart
Pillar of Combat
Astrology constellation
Iridan.
Special Attacks are typically found on weapons have a percentage chance of triggering when in combat and will replace your standard attack. If the player has multiple items that grant a special attack, and the combined total adds to greater than 100%, the game will attempt to normalize the chance of using either attack. For example, if the player is wearing both an Ancient Sword and a
Ring of Blade Echoes, the player will have a 50% chance of using Life Leach, and a 50% chance of using Blade Echoes. A list of equipment and spells with special attacks can be viewed on the Special Attacks page.
Passive Effects
Beyond just stats, many pieces of equipment have passive effects that increase stats that don't directly make the player better in combat.
Passive effects are bonuses that are always in play. These can increase damage dealt, GP earned or simply provide more item drops. Item doubling is incredibly powerful as it increases the amount of items received independently of damage dealt or respawn time. This can be found on multiple items and buffs, including:
Ring of Wealth - 7% Item doubling while in Combat, which is 2% greater than the same bonus provided by
Aorpheat's Signet Ring
Aorpheat's Signet Ring - Made with parts A/B, collected from doing combat/non-combat skills while wearing a
Gold Topaz Ring
Chapeau Noir - Rare
Thieving Drop
Spike Jump
Ice Jump
Pillar of Skilling
GP increases can be found on:
Gold Topaz Ring - Made in
Crafting, or common drop
Gloves of Silence - Drops from
Thief
Fine Coinpurse - Thieving
Woman
Gold Crested Shield - Thieving
King
Jeweled Necklace - Low Town
Thieving Drop
Ring of Wealth - Royal Castle
Thieving Drop
Sneak-Ers - Rare
Thieving Drop
External Tooling
Two popular external tools are the Combat Simulator and Can I Idle.
Combat Simulator is a Mod that allows you to estimate many attributes of combat, such as death rate, XP/hr, drops/hr, DPS, and so on. With Combat Simulator, it is trivial to check if your setup is going to work or not. It simulates combat at high speeds using the games own code, so it's quite accurate. As of game version v1.1.1 this mod has not yet been updated to work with the new built in mod manager and is currently not available.
Can I Idle is a site built by Silber. You enter some of the stats found on the combat page and see which enemies you can or can't idle. It's a very useful tool throughout the game. As of v1.1 the site is no longer being updated for anything beyond the base game, however it will still be entirely accurate for players who have not purchased any expansions. It will only be inaccurate for Elite/Master Slayer tasks for players who have completed
Impending Darkness Event and have purchased the
.
Base Game Combat
The Early-Early Game: Levels 1-40
Early on, the game is primarily about leveling up your core combat stats, getting a feel for the combat systems, and acquiring basic combat equipment.
All three combat styles are connected. It is impossible to use only one style throughout the game if you wish to complete all content. The Combat Triangle determines how much damage and damage reduction you have against enemies of each different combat style, and is very important in choosing how to approach combat.
It is highly recommend to level all styles to not be in the position where you finished are almost ready to take on a dungeon that requires a specific combat style, and then have to level that skill from level 1 for 2 weeks.
Major Goals
The earliest for most players is the Auto Eat upgrade, purchased in the shop for 1,000
k, followed by the
Amulet of Looting, found in the
Spider Forest, which will make combat a fully automated activity. Beyond that, it's mainly a matter of learning how combat works and leveling up your skills.
Slayer
Slayer is a skill that mostly revolves around fighting monsters in special areas called Slayer Areas, these areas function similarly to normal Combat Areas such as the
Farmlands; however, each
Slayer Area also has a negative passive modifier that applies to all combat that takes place there. In the early game, there's not much that can be done about Slayer Area Effects, so they can be ignored.
The other aspect of Slayer is Slayer Tasks: a "bounty" rewarded for killing a number of enemies:
- Selecting the "New Task" button and choosing a difficulty is required to obtain the first task.
- Any other time the "New Task" button is pressed, the window will open again, and the player must pay a fee of
to either re-roll a task of the same difficulty or select a new task of a different difficulty.
- The player will be given a quota of a random enemy available in that difficulty level.
- Any time the player kills one of these monsters, they will be awarded
.
- Any task that is completed will automatically end and be replaced with a different task of the same difficulty, combat will continue with the current monster and the player will stop earning
.
Slayer XP is earned by fighting Slayer Tasks or by killing enemies in Slayer areas, these amounts stack, so a greater amount of XP is earned by doing Slayer Tasks in Slayer Areas.
It is recommended to start with Slayer Tasks as early as possible, working towards unlocking
Auto Slayer as the primary goal. Be aware that this can take some time as the enemies the player is able to kill at this stage will not drop very many
.
- The least amount of effort to do this would be to simply re-roll until the monster the player is currently fighting is the current slayer task, and then extending that task to make it last as long as possible.
- Using Slayer Tasks as often as possible can be a great way to level multiple skills at once.
- Slayer Tasks can also encourage the player to fight targets they normally wouldn't simply for the rewards.
- In the early-early game, stick with Easy difficulty tasks due to their free re-rolls
- The least amount of effort that can be put into Slayer is re-rolling as many times as it takes until the monster the player is fighting becomes the task.
Leveling Guidelines
As the player is just being introduced to combat, this section will try to be as simple as possible, while also setting some guidelines for the rest of the guide. The tables in each section in this entire guide will generally provide bare minimum recommendations. Some notes on how to use the information given:
- The player must have an appropriate Auto Eat level and won't run out of food.
- The player has enough Damage Reduction to survive against enemies when Auto Eat is not enough by itself.
- Armor should be upgraded from the Bank screen whenever possible.
- For
Melee armor, any armor except for
Gloves can be upgraded.
- For
Ranged armor, this first becomes possible with
Green D-hide and up.
- For
For the first section, the player will likely not have any cape, amulet, rings, Prayer,
Potions,
Astrology bonuses, or
Agility obstacles. With proper bonuses, the player can attempt much more difficult content and make progress a lot faster. Some notes on the first section:
- All assumed skill levels are equal to the ones required by the set of gear.
- When choosing a proper monster to farm, it is recommended to follow a priority rule:
- Drops something that useful.
- Is the current Slayer Task.
- Highest XP/hr.
Hitting the same enemy for 2 weeks because they are the "best" is a really boring way to play the game.
And finally, using Combat Simulator and Can I Idle should be your guide over anything printed here. This guide accepts no responsibility for untimely deaths.
Melee
Leveling
Most players start combat with Melee as it does not require the overhead of
Fletching Ammunition for
Ranged or
Runecrafting Runes for
Magic.
For Melee, use Smithing to wear and wield the highest level gear available.
Smithing armor can be upgraded () twice from the Bank, once with
Silver Bars and the second time with
Gold Bars. Typically, upgrading armor isn't really worth the extra time spent until at least
Adamant.
Melee leveling is split across 3 different skills, Attack,
Strength, and
Defence.
Attack is trained using the
Stab Attack Style
Strength is trained using the
Slash Attack Style
Defence is trained using the
Block Attack Style
In general, all Melee weapons have Stat distributions that encourage the use of the following Attack Styles:
Weapon | Details | Style | |
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Fast, weaker | ||
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No shield, slow | ||
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Slow-ish |
Armor | Recommended Monster | Idleable Dungeons | ||||
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1 | ![]() |
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5 | ![]() |
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10 | ![]() ![]() |
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20 | ![]() ![]() |
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30 | ![]() ![]() |
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40 | ![]() ![]() |
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Gear Goals
- Weapons:
Ice Sword
Level 40 - Drops from
Frozen Cove /
Ice Monster.
Elerine Spear
Level 40 - Drops from
Elerine Warrior.
Almighty Lute - Drops from
Wandering Bard.
- Equipment:
Amulet of Strength - Drops from
Mummy.
Amulet of Torture - Rare drop from
Fierce Devil,
Deep Sea Ship.
Obsidian Cape - Drops from
Adamant Knight.
Amulet of Looting - Drops from
Spider Forest.
Ranged
Same as Melee, you should be doing the highest XP/hr monster with the highest possible gear. Due to the slower attack speed and the relative difficulty of Fletching large amounts of bolts, you shouldn't use
crossbows until you have the
Dragon Crossbow or better. For bolts, anything worse than
Emerald Bolts is sellable. Save the
Diamonds for
Diamond Luck IV Potions.
Leveling
Ranged has a lot of options to do great damage, particularly to
Magic enemies that may be very difficult to beat with Melee.
For Ranged, use Crafting to obtain the highest level Armor, and
Fletching to obtain the highest level Weapons and Ammo.
Crafting armor can be upgraded () once from the Bank, using more of the raw
Dragonhide. Upgrading Ranged armor is always recommended once it's available.
Ranged has three different Attack styles, Accurate,
Rapid, and
Longrange:
Accurate increases your Hidden Ranged level which causes each attack to be more accurate and deal more damage.
Rapid lowers the attack interval of the weapon by 0.4 seconds, making each attack significantly faster
Longrange increases your Hidden Ranged Level by less than Accurate, while also giving Hidden Defence Levels and evenly splitting the amount of XP earned between
Ranged and
Defence.
In general, Accurate is more effective at low levels, while
Rapid is more effective at higher levels. The cutoff is approximately level 40.
Longrange should likely be used before this cutoff to also get an amount of
Defence XP!
Ranged has several different Weapon types to choose from, each with their own benefits and drawbacks. For the early part of the game, it is recommended to stick with Longbows, since Arrows are the most plentiful ammo source:
Weapon | Details | Ammo | Notes |
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Fast-ish, weaker | ![]() ![]() ![]() |
Not great. |
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More accurate, more damage | ![]() ![]() ![]() |
Arrows are cheap and easy to mass produce. |
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Slow with high damage | ![]() ![]() ![]() |
Bolts are valuable and difficult to make. |
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Extremely fast with low damage and accuracy | - | Does not require |
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Fast with high damage and low accuracy | - | Javelins are worth a lot of GP when sold |
Bows | Arrows | Armor | Recommended Monster | Idleable Dungeons | |
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Gear Goals
- Weapons:
Ice Shortbow
Level 40 - Drops from
Frozen Cove.
Elerine Longbow
Level 50 - Drops from
Elerine Archer.
- Equipment:
Ranger Hat/
Ranger Boots
Level 40 - Drops from
Spider Forest.
Amulet of Ranged - Drops from
Bandit.
Amulet of Looting - Drops from
Spider Forest.
Magic
Leveling
See Magic/Training for an alternative way to level magic with non-combat Spells.
Magic is a time consuming but rewarding Combat Style due to the sheer prevalence of Melee enemies. Dealing more damage and taking less damage from the most common enemies in the game is fantastic.
For Magic, use Runecrafting to obtain the highest level weapons and armor, as well as to create runes to cast spells.
Runecrafting armor does not need to be upgraded to provide Damage Reduction, appropriate level Robes will automatically provide this stat.
Magic has two different Attack styles, Magic and
Defensive:
Magic increases your Hidden Magic level which causes each attack to be more accurate and deal more damage.
Defensive increases your Hidden Magic Level less, while also giving Hidden Defence Levels and evenly splitting the amount of XP earned between
Magic and
Defence.
In general, Defensive is always the most efficient Attack Style to use, as training
Defence with
Magic uses the least amount of time and damage while remaining efficient.
Combat Magic has a ton of options to choose from, mainly based on the amount and type of runes required to cast each spell. Curses and Auroras can add a lot of damage, but are entirely optional as they increase the amount of runes required to
It is recommended to choose a spell, staff, robes, and aurora that use as many of the same primary Elemental Runes as possible.
Rune | Staff | Spell | Aurora | Robes |
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Each non-Wind spell also has the option of using Combination Runes. Combination Runes are a good way to level
Runecrafting as they are worth significantly more XP than their individual counterparts; crafting combination runes for spells you plan to use is a great way to make more efficient use of your
Runecrafting leveling.
When using Combination Runes, look to synergize your staff with any Aurora also being cast, as their rune cost reduction does not apply to Combination Runes. For example, there is no benefit to using a Fire Battlestaff with
Fire Wave if you are casting the spell with
Smoke Runes, but there would be a benefit of using a
Air Battlestaff with
Fire Wave if you were also casting
Surge II.
Weapon | Spell | Armor | Recommended Monster | Idleable Dungeons | |
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Gear Goals
- Weapons:
Mystic Staves
Level 40 - Craftable with
Level 70.
Nature's Call Staff
Level 40 - Drops in two pieces from
Elerine Mage and
Druid
- Equipment:
Enchanted Cape - Drops from
Master Wizard.
Amulet of Magic - Drops from
Master Wizard.
Amulet of Looting - Drops from
Spider Forest.
The Early Game: Levels 41-75
Volcanic Cave (and
Dragons Den to a lesser extent) is the first real challenge the game presents to you, and preparing for it will likely take a couple of weeks of grinding for standard accounts.
This is where the Combat Triangle becomes extra important, and ignoring it entirely can be deadly or progress hampering.
Major Goals
The primary goal of this section is to replace all equipment and weapons obtained from non-combat skills with upgrades obtained from combat. Do note that all
Ancient Armor is technically skippable, it will be replaced quite quickly with the armor from the God Dungeons, especially if these are done as early as possible. They are left in the guide as it is very common for players to get them anyways, and they can make progression a lot smoother.
- Auto Slayer
Paladin and
Sand Beast -
Paladin Gloves and
Sandstorm Ring, fantastic upgrades for
Melee.
Thief - Drops the
Gloves of Silence, BIS gloves for
Thieving and useful for turning combat into a decent amount of
.
Seething Horned Elite - Fantastic
Ranged experience farm, and
Amulet of Fury.
Ancient Platebody from the
Volcanic Cave.
Ancient D-hide Body from the
Dragons Den.
Ancient Wizard Robes from the
Hall of Wizards.
Sunset Rapier - Drops from
Deep Sea Ship.
Slayer's Crossbow - Drops from monsters in the
Desolate Plains. Ranged weapon that is exceptionally good when training
Slayer and great for training
Ranged.
Ancient Crossbow - Drops from
Dragons Den. Ranged weapon that is good for doing Dungeons.
Equipment Options
Sand Treaders - Drops from
Turkul Riders
Elite Amulet of Defence - Drops from combining 100
Amulet of Defence or from
Undead Graveyard.
Amulet of Torture or
Elite Amulet of Glory - Drops from
Fierce Devil or from combining 100
Amulet of Glory - Offensive version of Elite Defence for Melee.
Gloves of Silence - Drops from
Thief - can be decent for earning some extra GP from kills.
Paladin Gloves - Drops from
Paladin - big block of DR from a relatively easy monster.
Desert Wrappings - Drops from
Turkul Archers - less DR than the
Paladin Gloves, but more well rounded stats.
Priest Hat - Drops from
Priest.
Slayer
Many of the important items for this stage of the game are found from monsters in Slayer Areas, so it is helpful to have decently high level Slayer before going too far.
At this stage the player should be geared enough to be comfortably dealing with Normal difficulty tasks, and moving in to Hard difficulty tasks by the end of this step.
Slayer Helmet (Basic) - unlocked in the Shop by completing 15 Normal Slayer Tasks
Slayer Gear Upgrade Kit (Strong) - unlocked in the Shop by completing 25 Hard Slayer Tasks
Slayer Areas sometimes require items that must be purchased using from the Shop such as the
Mirror Shield and
Desert Hat. The monsters locked in slayer areas will not be rolled in slayer tasks until the item has been purchased from the shop. Also, if you are using
Auto Slayer, monsters locked behind an item will never appear if the item is not equipped; you can leverage this to control the task rolls.
Melee
Leveling
Armor | Recommended Monster | |||
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Gear Goals
- Weapons:
- Equipment:
Elite Amulet of Strength - Drops from combining 100
Amulet of Strength
Elite Amulet of Defence - Drops from combining 100
Amulet of Defence
Elite Amulet of Glory - Drops from combining 100
Amulet of Glory
Sandstorm Ring
Level 50 - Drops from
Sand Beast.
Desert Wrappings - Drops from
Turkul Archers
Ranged
Leveling
Weapon | Ammo | Armor | Recommended Monster | |
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Gear Goals
- Weapons:
- Equipment:
Elite Amulet of Ranged - Upgraded by combining 100
Amulet of Ranged
Throwing Power Gloves - Drops from
Turkul Throwers
Cape of Ranged Preservation - Drops from
Holy Archer
Scaled Shield - Upgraded from the
Ancient D-hide Shield which drops from the
Dragons Den
Magic
Leveling
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Gear Goals
- Weapons:
- Equipment:
Elite Amulet of Magic - Drops from combining 100
Amulet of Magic
Book of Eli - Drops from
Hall of Wizards.
Shaman Ring - Drops from
Shaman.
- Upgrades into
Nature's Blessing Ring with 10,000
Nature Rune
- Upgrades into
Volcanic Cave and Ancient Armor
The major goal of this section is to find and equip Ancient Armor
Ancient Wizard Robes come from the
Hall of Wizards.
- This dungeon isn't really difficult enough to warrant a guide, it is recommended to use the best available Ranged equipment to benefit the most from the Combat Triangle.
- As with most Magic equipment, these robes do not need to be upgraded to get the full benefit.
Ancient D-hide Armor comes from the
Dragons Den.
- This dungeon has a guide at Dragons Den/Guide
- This armor needs to be upgraded, getting the raw D-hide necessary to fully upgrade this armor will likely take longer than getting each piece of armor
Ancient D-hide Shield has a second upgrade, the
Scaled Shield, which is best in slot for Ranged for a long time.
Ancient Plate Armor comes from the
Volcanic Cave.
- This dungeon has a guide at Volcanic Cave/Guide
- This armor, like
Smithing armor needs to be upgraded twice.
Ancient Shield has a fourth upgrade, the
Dragonfire Shield, which is best in slot for Melee for a long time. Upgrading this shield requires 7050
Dragon Bones.
Due to the nature of the game, it is entirely possible to skip Ancient armor completely, and go straight to the next section. This does however require a bit more knowledge of how the game works, and is not necessarily recommended. The Dragonfire Shield and the
Scaled Shield are two important items that should not be skipped.
The Mid Game: Levels 76-95
After acquiring and equipping all of the Ancient sets of armor and obtaining decent weapons, the player should now be well prepared to step up to the plate of the next challenge the game has to offer, Infernal Stronghold and the God Dungeons. But first, it is hugely recommended to assess the progress of all non-combat skills; each of these dungeons is difficult enough that NOT having access to Prayers,
Herblore Potions,
Summoning Tablets, or
Agility /
Astrology bonuses can make progress significantly slower than it needs to be.
This section will first outline any particularly useful buffs and some crucial pieces of equipment to grab before moving on.
At this point, ownership of the Throne of the Herald Expansion can really benefit the player with new items and passives. See the Throne of the Herald section to see which items and upgrades change progression. All
items will require skill levels higher than 100 and may take a very long time to obtain. Combat equipment such as
Divine Helmet,
Carrion Body, or
Poison Legendary Wizard Hat CANNOT be equipped until the completion of base game combat with the defeat of
Bane, Instrument of Fear.
Major Goals
Infernal Cape
Infernal Claw
Fury of the Elemental Zodiacs
Stormsnap
Cloudburst Staff
Earth Layered Shield
Big ol Ron
God Armor
External Buffs
Prayer
Prayer, while always useful, can be difficult to level up in the early game, and many players ignore it due to the upkeep required. Now is a great time to remedy that!
Obtaining Prayer Points is the main ingredient here, this can take time and effort, but is rewarding. Prayer Points come from the following sources:
- Burying
all Bones and
Holy Dust, this is generally not recommended unless you have a consistent, non-combat source of these as bones are relatively slow to gather and often used for non-combat skills.
Bones and
Holy Dust can be made with
Alt-Magic Spells.
Magic Bones can be purchased from the Shop for
Ash is obtained from
Firemaking which can be buried by itself or turned into
Small Urn or
Medium Urn in
Crafting and then turned into
Small Urn (Enchanted) and
Medium Urn (Enchanted) in
Alt-Magic.
Raw Skeleton Fish can be caught in
Fishing if the player has found the
Message in a Bottle
As for which Prayers to use, preferably Battleheart and the best combat style prayer available,
Piety,
Rigour, or
Augury.
Agility
Agility grants many powerful bonuses the most important of which being increased Hitpoints. This can make achieving idle-breakpoints much easier when your effective HP is 9 levels higher than it should be.
Which bonuses you pick and whether or not you want to swap courses often are up to you as which obstacles are "best" varies based on what you're doing and what your goals are, but the following table will list any obstacles with helpful combat bonuses:
# | Obstacle | Reason | |||
---|---|---|---|---|---|
1 | +3% Global GP, woohoo! | ||||
2 | X | ||||
3 | The only obstacle on this tier with any benefit to combat. | ||||
4 | The only obstacle on this tier with a net-positive benefit to combat. | ||||
These obstacles are decent in the Early Game for squeezing out a little bit of extra power when your HP and Damage Reduction don't really matter. | |||||
5 | Use this typically any time when doing slayer, but be aware of the negative modifier and pick and choose when to run this. | ||||
Can be used as the default combat obstacle, the | |||||
6 | This obstacle is extremely powerful in the early game, and is always viable for Combat. This obstacle can single-handedly let you do Dungeons much earlier than normal. | ||||
Damage reduction is great, so is doing more damage and preserving | |||||
7 | Pick the trap that hinders what you're doing the least, this varies based on where you are in the game and what goals you have. | ||||
8 | Used for | ||||
More well rounded, and can help making damage reduction breakpoints. This obstacle can safely be the default. | |||||
Used for completing Dungeons. | |||||
9 | Primarily used for killing weak enemies as quickly as possible, particularly when the enemy dies in one or two hits. The negative modifiers make this unappealing for any other use | ||||
Great if you do not need the bonuses from | |||||
The most well rounded for all Skills including, and can be used as the default. | |||||
Competes with a bunch of heavy hitters, there should be no reason to use this instead of the other options. | |||||
The most well rounded for combat, not as useful for non-combat and can be used as the default. | |||||
10 | Well rounded and often best for non-combat skills, this can be used as the default. | ||||
Primarily used for killing weak enemies as quickly as possible, particularly when the enemy dies in one or two hits. | |||||
Always useful for combat, not as useful for non-combat and should generally only be used if you really need extra Damage or | |||||
P | Does everything you want it to. |
Herblore
Preferably Diamond Luck Potion IV or
Damage Reduction Potion IV. Alternatively:
Melee Strength Potion IV,
Ranged Strength Potion IV, or
Magic Damage Potion IV
Hinder Potion IV
Lethal Toxins Potion IV
Summoning
For dungeons, preferably Dragon and the best combat style Tablet available,
Minotaur,
Centaur, or
Witch. For Slayer
Cyclops paired with the same combat style tablets a safe bet. The best two alternatives are:
Slayer
Slayer is crucial to continuing to upgrade your equipment at this point; if it has been neglected, now is nearly the last time to catch up without falling behind. Elite and Master difficulty Tasks can be quite difficult, especially if using
Auto Slayer, it may be more efficient to only do tasks when possible, and fight each enemy normally when the player can't be around.
Skull Cape - Obtained from the Shop for 400
k.
Ancient Claw - Drops from
Pegasus.
Hunter's Ring - Drops from
Hunting Greater Dragon.
Wasteful Ring - Drops from
Wicked Greater Dragon.
Elder Crown - Drops from the
Elder Vampire.
Magic Wand (Elite) - Drops from
Cursed Maiden, used for creating
Imbued Wands.
Elite Slayer Armor - Can be purchased in the Shop after completing 30 Elite difficulty Slayer Tasks.
Fury of the Elemental Zodiacs (FEZ)
Final upgrade of all of the Elite Amulets. FEZ has a table that details a number of important stats on each Amulet at FEZ/Guide. If the guide has been followed thoroughly until this point, here is a quick summary of where each amulet should be obtained from the quickest:
Mummy for
Amulet of Strength
Bandit for
Amulet of Ranged
Master Wizard for
Amulet of Magic
Bounty Hunter for
Amulet of Glory,
Amulet of Accuracy, and
Amulet of Defence
Fierce Devil for
Amulet of Torture
Seething Horned Elite for
Amulet of Fury
- Note that
Deep Sea Ship drops
Amulet of Torture and
Volcanic Cave drops
Amulet of Fury, so it is recommended to finish obtaining any items from these dungeons first to help ease the grind.
- Note that
Dungeon Guides
Infernal Stronghold
- This dungeon has a guide at Infernal Stronghold/Guide
The primary reason to do this dungeon is the Infernal Cape which grants 4% Damage Reduction and works well for each combat style. The
Infernal Cores dropped here can be used to upgrade and
Ancient Claw into an
Infernal Claw, a critical and powerful one-handed Melee weapon.
Air God Dungeon
- This dungeon has a guide at Air God Dungeon/Guide.
The Air God Dungeon drops Ranged armor and equipment, and is usually completed with
Melee equipment
from the
Volcanic Cave.
Water God Dungeon
- This dungeon has a guide at Water God Dungeon/Guide.
The Water God Dungeon drops Magic armor and equipment, and is usually completed with
Ranged equipment from the
Air God Dungeon.
Earth God Dungeon
- This dungeon has a guide at Earth God Dungeon/Guide.
The Earth God Dungeon drops Melee tank oriented armor and equipment, and is usually completed with
Magic equipment from the
Water God Dungeon..
Fire God Dungeon
- This dungeon has a guide at Fire God Dungeon/Guide.
The Fire God Dungeon drops Melee dps oriented armor and equipment, and is usually completed with
Ranged equipment from the
Air God Dungeon.
Into the Mist
- This dungeon has a guide at Into the Mist/Guide.
Into the Mist is one of the most difficult challenges in the game. It cannot be idled.
To start, the player must first fight 20 Afflicted versions of randomly chosen monsters between combat level 165 and 677. Any monster, including bosses, save those from Unhallowed Wasteland or
Dark Waters, can be chosen.
Affliction is a special status effect applied by monsters that reduces your max HP. This means that the encounters are a race against the clock, forcing you to kill the enemy before your affliction stacks get too high. Due to this, it is recommended that you focus on DPS above all else when choosing your three gear sets.
This dungeon cannot be completed without the Dungeon Equipment Swapping upgrade purchased from the shop.
Note that it may be beneficial to complete the Master tier Slayer tasks required to unlock
Slayer Gear Upgrade Kit (Master) before completing Into the Mist for the first time. This is because of
Dark Waters monsters being added to the pool of available enemies. It will no longer be trivial to use
Auto Slayer for Master tier Tasks, as the new enemies are fairly strong, and are more lethal to the average player than the Greater Dragons available in the
Perilous Peaks version of Master Tasks. If you do not feel comfortable learning how to do manual slayer, feel free to Auto-slay Perilous Peaks. See below for a more in depth explanation.
Into the Mist consists of 3 boss phases in a set order, with pauses in between each phase. Refer to Into the Mist/Guide for a comprehensive guide on completing this dungeon.
Notable Rewards:
- Access to the
Dark Waters slayer area, where the T90 weapons can be obtained
Pablo - Drops after 5 completions
Combat Passive Slot
Main Article: Combat Passive Slot
Congratulations on completing Into the Mist! The reward is one of the best upgrades in the game, the Passive Slot. This allows any item with a "Passive: ____" effect to be equipped in said slot.
While the original article is more than exhaustive, some of the best choices are highlighted here:
Chapeau Noir - More item doubling is always good
Ring of Wealth - More item doubling is always good
Master Slayer Armor - Lets you splash more Flat Slayer Area Reduction, along with a pittance of item doubling
Elder Crown - Slightly more dps from attack interval reduction, a big pile of free lifesteal helps preserve food stocks
Fighter Amulet - Melee only, good dps, less attacks taken from enemies
Deadeye Amulet - Ranged only, fantastic dps
When to complete Master Slayer Tasks: Before or after ITM
Slayer Gear Upgrade Kit (Master) and therefore
Master Slayer Armor are unlocked by completing 40 Master tier
Slayer tasks. In the base game, Master Tier Slayer consists of 3 Slayer areas based on the following unlock conditions:
Perilous Peaks -
Level 85. By default, only enemies in this area will appear in Master Tasks
Dark Waters -
Into the Mist completed at least once.
Unhallowed Wasteland - Map to the Unhallowed Wasteland purchased from the Shop.
The contains new Master Slayer areas, but these are all locked behind completion of the
Impending Darkness Event
Completing 40 Master tasks can take anywhere from 20-80+ hours (with a probable average of about 40hours), depending on your setup, luck with task length, or efficiency/luck in re-rolling for short tasks on the fastest to kill monster. These tasks can be completed either before or after Into the Mist, and which method you do is up to you.
Due to the difficulty of enemies in Dark Waters, using
Auto Slayer to complete Master tasks is no longer feasible following the completion of
Into the Mist. Therefore, it is 'simpler' to complete all 40 tasks while having only
Perilous Peaks unlocked, as the only necessity is to meet the DR checkpoints of each monster. You will also need a fairly healthy supply of food, as these Greater Dragons all have the Greater Dragonbreath ability, which deals a large amount of unavoidable damage.
The Dark Waters drop valuable materials to make powerful weapons, generally consume equal or less food than greater dragons, and an average of about 40 hours each to complete with optimal setups. Therefore, even though they cannot be done on Auto-slayer, completing your Master tasks while working on your t90 weapons will most likely consume less food, and generally take less overall time on on task by killing two birds with one stone. The major downside here is that you will want to check back in every 2-3 hours to swap your equipment and manually change to the next task. This is not mandatory, but it is recommended as you will be earning Slayer XP and Slayer Coins all the while, and you will be able to purchase Prayer Points and Food at a profit.
Consider the addition of the Passive Slot - By equipping powerful passive effects in this slot, you can greatly increase your DPS, item drop rate, or greatly reduce your food consumption. This is most noticeable on Greater Dragons; with the Elder Crown equipped, food use against these enemies drops dramatically.
Fighter Amulet works similarly for enemies primarily fought with Melee;
Rokken and
Hunting Greater Dragon.
The Late Game: Levels 96-99
Following completion of Into the Mist, you now have access to
Dark Waters, the penultimate slayer area and will soon be able to unlock
Unhallowed Wasteland
These are long grinds, and may require quite a bit of preparation.
We recommend acquiring them while fighting each monster as a slayer task, this will require you to turn OFF auto-slayer, and will encourage semi-frequent check-ins. Doing these on task will increase your damage dealt to them from various buffs, namely Slayer Skillcape.
All items dropped in these two areas come as fragments of the final pieces, needing hundreds of individual items to make one final version, therefore it is recommended to attempt to sneak in as much item doubling into your gear as possible. Using the Combat Simulator to measure your Drops per hour with no deaths is highly recommended. It can make the difference in literal days of grinding.
Major Goals
Maximum Skillcape
Tidal Edge
Ocean Song
Shockwave
Power Shields
Upgraded God Gloves
Upgraded God Rings
Dark Waters
- This Slayer area has a guide at Dark Waters/Guide
These 3 monsters drop fragments for the T90 (tier, or level requirement) weapons, high level and powerful weapons that are extremely helpful in completing the following Slayer Area, as well as the Impending Darkness Event. Each weapon is upgraded by combining 100 fragments, and the fragments have a 2% drop rate. That's 5,000 kills on average with 0% chance to double items.
Using the above "manual" Slayer method will make the order you obtain the weapons in effectively random, but if you want to do them in a specific order, we recommend the following:
Shockwave - Made from
Shockwave Fragment, dropped by
Rokken
Ocean Song - Made from
Ocean Song Fragment, dropped by
Ku-tul
Tidal Edge - Made from
Tidal Edge Fragment, dropped by
Umbora
Additionally, you should also acquire the pet Otto whilst doing this grind, if you do not, continue farming whichever mob you kill the fastest on or off task until you get it.
Unhallowed Wasteland
- This Slayer area has a guide at Unhallowed Wasteland/Guide
After completing the T90 weapon grinds, you are ready to face the another difficult challenge, the Unhallowed Wasteland (UW) - the final
Slayer area in the base game
To access it, you need to purchase a Map to the Unhallowed Wasteland.
The area requires maximizing a different stat than DR. All of the monsters here will heal a % of their current HP every 2 attacks, which will massively hinder your DPS regardless of the setup. To mitigate this, you need a cumulative 100% Flat Slayer Area Effect Negation.
With 0% chance to double items, these monsters all require an average of 4000 kills to obtain all items required.
Here's an example of the gear required for melee:
Item | Slot | Slayer Area Effect Negation % |
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Head | 20% |
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Body | 20% |
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Passive | 20% |
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Cape | 25% |
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Ring | 10% |
Agility | 5% | |
Total | 100% |
For the other combat styles, you'll be wearing the equivalent Master Slayer armor. Note that you cannot ever wear two of the same item, so whichever item you choose to put in the passive slot must be one of the armor pieces not currently equipped in your chest/head slots.
It should be noted that while UW is listed first, completing the Impending Darkness Event first will make this grind faster! You can complete ID without any of the UW gear sets, the sets don't help the event very much, and the shields speed up the slayer area signifcantly.
While you are here, you will be working to acquire all of the set bonus gear, dropped from each of the UW monsters:
Poison Virulence Gloves/
Poison Virulence Ring - Upgrades from
Worm Spike/
Poison Essence respectively, dropped by
Legaran Wurm
Burning Madness Gloves/
Burning Madness Ring - Upgrades from
Cursed Hands/
Burning Essence respectively, dropped by
Cursed Lich
Spiked Shell Gloves/
Spiked Shell Ring - Upgrades from
Tough Shell/
Stinging Essence respectively, dropped by
Spiked Red Claw
Relentless Fury Gloves/
Relentless Fury Ring - Upgrades from
Desecrated Bones/
Undead Essence respectively, dropped by
Greater Skeletal Dragon
Impending Darkness Event
- This dungeon has a guide at Impending Darkness Event/Guide.
The final dungeon of the base game of Melvor Idle also has a bunch of unique mechanics:
- Combat takes place in
Slayer Areas, with their respective Slayer Area Effects active
- This also includes the entry requirements for each Area!
- Negative modifiers, each phase of the event will require the player to choose a modifier that applies to all enemies.
- Running from Combat will not make you leave the event, but will reset any progress made on unfinished Slayer Areas.
- Bane's combat style will also be re-rolled, if you want to choose a different combat style.
- All non-combat skills are able to be trained while the Event is paused, which can be helpful if the player wants to complete the Event over multiple sessions without losing time doing nothing.
And some returning mechanics:
- Affliction - everybody's favorite debuff!
- Each phase of the Event gives the normal Slayer enemies more Max HP, more Max Hit, and a higher chance to apply affliction.
- Manual Eating - It is very difficult to impossible to guarantee your safety in this event without careful manual eating and knowledge of each enemy's attacks.
Similar to Ahrenia,
Bane requires you to fight him with the same combat style he is using.
Each phase of the event is the same, with the added dangers of extra negative modifiers and increased base passives. The player will be given the choice of a negative modifier, then must complete a series of gauntlets through 4 difficult Slayer Areas, these gauntlets are up to 8 monsters randomly chosen from the pool of available monsters in each area. Once each area is completed, the event pauses until the player selects the next area. Immediately upon completion of the final slayer area, Bane will spawn with a random combat style. While the main article has more information, it is recommended to complete the slayer areas in the following order:
Because Bane uses the modifiers from the Slayer Area you fight him in, you should always fight him in the
Perilous Peaks. Your prayers will be
Battleheart and
Protect from Style, which makes the area effect (-% Evasion) not actually have an effect on
Bane's chance to hit the player.
The final fight with Bane is a special version,
Bane, Instrument of Fear with an extra ability.
Each time Bane is defeated the following rewards are given directly to the player, in this set order. All of these are BiS for the base game, and are still useful and viable in any expansion content:
FAQ
Q: No Monsters are spawning!
- A: Make sure you select a Slayer area! Monsters do not spawn on their own here.
Q: I'm not dealing any damage with any of my attacks, and attacks that can't miss are missing!
- A: As combat takes place in
Slayer Areas, the player needs to have access to the area to be able to deal damage.
Slayer Skillcape or
Maximum Skillcape.
Blazing Lantern in the Passive Slot.
Climbing Boots in the Passive Slot.
Q: How long does this dungeon take?
- A: Approximately 2 hours, depending on your gear and preparation. Each phase of the dungeon (there are 5) should take up to 20 minutes of combat and 5-10 minutes for equipment swapping, ability reading, and hard breathing
Q: How many times do I need to complete this Event?
- A:
Bane, Instrument of Fear only needs to be killed once. Note that
Bane must be killed four times before reaching the final boss.
Q: What Skills can I train while the Event is Paused?
- A: All non-combat skills including
Alt-Magic. No other combat can be trained until the event is completed or the "Stop Event" button is pressed.
Q: How do I beat this event?
Throne of the Herald Expansion
Combat in the follows a similar progression to the base game, and will be divided into three parts, the Early Game, the Mid Game, and the Late Game for Throne of the Herald.
This entire part of the guide is subject to change and will be updated as time goes by, for now, following some basic guidelines will be a good way to get started: Combat in the Throne of the Herald Expansion revolves significantly around using Slayer areas to prepare to complete a dungeon. Leveling can be done in the first 2 Slayer Areas, the
Jungle Labyrinth and
Lava Lake - note that Deadly Poison is simply a more damaging version of Poison, it deals 25% of the player's HP over the duration instead of 10%.
A simplistic order for completing Combat:
Jungle Labyrinth for the
Labyrinth Solution
Ancient Sanctuary - See Ancient Sanctuary/Guide
Lava Lake and
Forsaken Tundra
Underground Lava Lake and
Lightning Region Dungeons
- *optional*:
Lair of the Spider Queen - must be cleared manually at this stage.
Foggy Lake for powerful midgame tools
Midnight Valley for powerful midgame weapons
Cursed Forest and
Necromancers Palace for powerful lategame equipment
Golden Cloud Mountains only until obtaining the
Golden Shard
Millennium Gate for BIS endgame Armor with the highest Damage Reduction
Golden Cloud Mountains for BIS endgame weapons
Lair of the Spider Queen
Throne of the Herald
How Throne of the Herald affects Base Game Combat
All combat skills can be leveled up to 120, providing increased stats as a reward for the time spent:
Hitpoints 200 extra HP can alleviate pain points in progression and allow the player to accomplish more difficult challenges without needing to make as many equipment tradeoffs.
Prayer is likely to end up higher than level 99 while completing base game combat, allowing the player to use the extremely powerful
Battleborn and
/
/
, the highest level "Max Hit" Prayers.
Attack,
Strength,
Defence,
Ranged,
Magic allow the player's max hit, accuracy rating, and evasion ratings will all increase, making the player more powerful
![](/images/thumb/a/a9/Corundum_Platebody_%28item%29.png/23px-Corundum_Platebody_%28item%29.png)
![](/images/thumb/d/d9/Corundum_Sword_%28item%29.png/23px-Corundum_Sword_%28item%29.png)
![](/images/thumb/c/c3/Revenant_Body_%28item%29.png/23px-Revenant_Body_%28item%29.png)
![](/images/thumb/a/aa/Revenant_Shortbow_%28item%29.png/23px-Revenant_Shortbow_%28item%29.png)
![](/images/thumb/e/ef/Lightning_Mythical_Wizard_Robes_%28item%29.png/23px-Lightning_Mythical_Wizard_Robes_%28item%29.png)
![](/images/thumb/8/88/Lightning_Staff_%28item%29.png/23px-Lightning_Staff_%28item%29.png)
![](/images/thumb/9/97/Bane_%28monster%29.png/23px-Bane_%28monster%29.png)
Necromancers Crown from
Level 102 automatically doubles all
Bones, as well as
Holy Dust and
Shards dropped by monsters in the God Dungeons.
- The majority of
Herblore Potions can be created and used without any progression into
Combat.
Agility provides more powerful buffs than previously available and does not require combat progression.
Waterfall Crossing is an exceptional capstone obstacle that eliminates the need for
Diamond Luck Potion to reliably connect with attacks.
Siren and
Fox can be created in
Summoning without requiring high level combat.
- The
Astrology Constellation
Ashtar.
Superior Max Skillcape is a direct upgrade to the level 99
Maximum Skillcape as a reward for players who have fully leveled all of their skills.
Stats and Buffs
Astrology
At this point in the player's journey it can be safely assumed that they have unlocked the vast majority of bonuses from Astrology, if the player is just starting in the expansion and hasn't completed Astrology, there are some major benefits that can be obtained from
Ashtar and some from
Rosaniya that should be picked up as soon as possible.
Clearing the Cursed Forest for the
Sign of the Stars is of course helpful, but is rather deep into Expansion Combat and is likely unnecessary. Similarly, upon the defeat of
Bane, Instrument of Fear, the
Township worship for
Bane will be unlocked which provides the powerful (
Nightfall) Season that reduces the interval of
Astrology by 50% for 3 days.
Agility
# | Obstacle | Reason |
---|---|---|
11 | A great all-rounder with the primary bonus of additional Damage Reduction. | |
Global doubling is fantastic for monsters that die very quickly. | ||
Fantastic for | ||
Fantastic for killing enemies of all kinds, can be detrimental to how fast the player can collect items due to its high negative doubling. | ||
12 | More damage and a faster Attack Interval making the player deal even more damage and possibly able to avoid dangerous Stun, Freeze or Sleep effects. | |
13 | Particularly useful for the earlier stages of Expansion Combat where the player can be hampered by the dps requirement of dungeon bosses. | |
Great for general use. | ||
14 | Great for Expansion dungeons, deal more damage, take damage slightly less often! | |
Great for | ||
15 | This grants the effect of ![]() | |
This should be the player's absolute last line of defence for survivability, and should not be considered unless absolutely necessary. | ||
EP | The default pillar for nearly all of the Expansion - immensely powerful buffs for all skills, Global Doubling being very powerful in combat particularly. | |
This Pillar is only recommended if |
Herblore
With Waterfall Crossing active,
Diamond Luck Potion IV are no longer a near-necessity for the amount of damage they provide, this opens up many new options for which potion the player can use.
Max Hit potions can be a solid and reliable source of increased damage.
Damage Reduction Potion IV is incredibly useful for meeting DR requirements, especially for Late Expansion monsters and dungeons.
Slayer Bounty Potion IV is a hugely powerful buff for farming
.
Area Control Potion IV can be useful for negating harmful Slayer Area Effects like those of
Lava Lake,
Forsaken Tundra or
Foggy Lake.
Penetration Potion IV are potentially the highest amount of raw dps that can be gained from a potion and, once unlocked, can be used as the default combat potion for all Expansion Combat as soon as
Ectoplasm is easily farmed.
Critical Strike Potion IV are about equal to Penetration Potions in most situations, but require a material that is easier to obtain without doing difficult combat.
Adaptive Potions feature a mechanic originally found on
Pegasus, these potions should generally never be used as their effect actually decreases the player's stats if they fall below 57% of their max
Hitpoints, and the effect is lacklustre compared to the myriad available options.
Summoning
Some particular synergies of note are:
and
Spectre - a lot of bonus damage, particularly against enemies with high Damage Reduction.
and
Fox - a lot of bonus damage, particularly against enemies with less Damage Reduction.
and
Siren - Extra damage with the added benefit of CC, most useful with multi-hit special attacks - monsters that are asleep can't deal damage!
Occultist and
Spectre - generally add up to an insane amount of raw accuracy and chance to hit, one of the few places where simply getting more accuracy is actually a tangible benefit instead of a minor change in power.
Fox and
Dragon - Great with multi-hit special attacks against enemies with high HP.
Spider and
Dragon - particularly when paired with
Hinder Potion IV and the
Royal Toxins Spear,
Poison Pods or
Natures Bloom
Consumable Slot
Explorers Map and
Explorers Map II for a very powerful group of buffs for
Slayer.
Whetstone let the player deal more
Melee damage.
Wizard's Scroll and File:Wizards Scroll II (item).png Wizards Scroll II to preserve Runes.
Slayer Torch and
Mystic Lantern to unlock the
Afflicted City and
Midnight Valley
Slayer Areas. These consumables can be avoided by equipping the
Superior Slayer Skillcape - the
Slayer Skillcape will not work for these items.
Throne of the Herald Combat
Early Game Throne of the Herald: Levels 100-110
After defeating Bane, Instrument of Fear in the
Impending Darkness Event, the player unlocks the ability to wear all level 100+ weapons and armor. The immediate goals will be gearing up with new equipment and beginning the journey into expansion combat by defeating the monsters in the
Jungle Labyrinth to unlock the Clues required to unlock the
Ancient Sanctuary.
Major Goals
- New weapons and armor from non-combat skills. All level 100+ armor is a direct upgrade from
Aeris,
Glacia, and
Terran God Armors with better offensive stats and Damage Reduction. Unfortunately, the extra accuracy and damage of the
Ragnar God Armor is lost, but the large amount of extra damage reduction is more than worth the tradeoff:
Smithing is used to create
Corundum,
Augite,
Meteorite, and
Divinite armor and weapons. All armor except
Meteorite must be upgraded with
Iridium and
Palladium Bars to achieve their maximum values.
Crafting is used to create
Elderwood,
Revenant, and
Carrion, armor and weapons. All armor must be upgraded with the same logs used to create the original pieces to achieve their maximum values.
Carrion Armor requires
Carrion Bark from the
Ancient Sanctuary.
Runecrafting is used to create
Poison,
Lightning, and
Infernal Wizard robes of Master, Legendary, and Mythical tier. Robes do not need to be upgraded to acquire new stats. There are also new
Runes and
Weapons that facilitate the usage of the new Archaic Magicks - the first of which is unlocked after defeating the
Ancient Sanctuary.
Jungle Labyrinth monsters drop the items required to purchase the
Labyrinth Solution as well as the earliest gear upgrade options.
Ancient Sanctuary drops some items and unlocks the rest of the expansion.
Lava Lake and
Underground Lava Lake drop the
Burning Protection Material and the
Ward of Flame Material, as well as the
Blazing Helmet.
Forsaken Tundra and
Lightning Region drop the
Freezing Touch Material as well as the various pieces to make the
Frostspark Boots,
FrostSpark 1H Sword, and
FrostSpark Amulet.
Melee
Melee training should typically be done on Alraune or in the
Ancient Sanctuary, depending on the players long term goals.
Ranged
The first few slayer areas have lots of potential Magic monsters to be killed for
Ranged experience. The
Spectral Ice Wolf is preferable as obtaining all of the
Spectral Ice Sword Shards to create the
FrostSpark 1H Sword requires an average of 10k
Wolves with no item doubling.
Magic
The first few slayer areas have lots of potential Melee monsters to be killed for
Magic experience. Unfortunately none hold items that are either rare or simply take a long time to obtain - so the choice comes down to whatever is most convenient or is simply the best XP rate.
Mid Game Throne of the Herald: Levels 111-120
Here the players goal is to finish collecting as many special pieces of equipment to fully kit out their character in preparation for the final stretch of combat. This will include all of the non-final boss Dungeons and all but the last two Slayer Areas.
Major Goals
Foggy Lake monsters drop the
Allure Amulet,
Bleed Burner Cape, and pieces to make the
Leviathan Shield.
- The
Goliath Werewolf drops the
Gauntlets of Rage.
Lair of the Spider Queen drops the powerful
Royal Toxins Spear.
Cursed Forest drops the powerful
Mask of Madness,
Mask of Torment, and
Mask of Despair that are designed to be used with
Melee,
Ranged, and
Magic. These masks can be worn for the rest of the game.
Necromancers Palace drops items that are not particularly powerful, and can be avoided except for completion purposes.
Midnight Valley monsters drop the
Ethereal Greataxe,
Ethereal Longbow, and
Ethereal Staff that can help cracking the tough damage reduction of other mid-late game monsters. Each monster also has
Ectoplasm as their Bones drop, which can be used to create
Spectre Summoning tablets.
Melee
Cockatrice will typically be the best source of XP, but it is always important to make sure you have all the items you need/want before exclusively chasing XP.
Ranged
Siren will typically be the best source of XP, but it is always important to make sure you have all the items you need/want before exclusively chasing XP.
Magic
Gret-Yun will typically be the best source of XP, but it is always important to make sure you have all the items you need/want before exclusively chasing XP.
Late Game Throne of the Herald: Levels 118-120
Here we beat up the final, toughest monsters the game has to offer, then we kill the The Herald and put an end to his reign.
Major Goals
Torvair,
Arctair, and
Harkair drop fragments of the most powerful weapons in the game - the
Agile Wings Rapier,
Feather Storm Crossbow, and
Slicing Maelstrom Wand. A guide for these monsters can be found at Golden Cloud Mountains/Guide
Vorloran Protector,
Vorloran Watcher, and
Vorloran Devastator drop the highest damage reduction armor in the game - the
Vorloran Protector Armor,
Vorloran Watcher Armor, and
Vorloran Devastator Armor. A guide for these monsters can be found at Millennium Gate/Guide
Throne of the Herald contains the
The Herald. The guide for this dungeon can be found at Throne of the Herald (Dungeon)/Guide
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Strongholds, The Abyss, Monsters |