Combat Guide/Throne of the Herald

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


Introduction

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

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Slayer

areas to prepare to complete a dungeon. Leveling can be done in the first 2 Slayer Areas, the

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Jungle Labyrinth

and

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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:

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    Jungle Labyrinth
    for the   Labyrinth Solution
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    Ancient Sanctuary
    - See Ancient Sanctuary/Guide
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    Lava Lake
    and
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    Forsaken Tundra
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    Underground Lava Lake
    and
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    Lightning Region
    Dungeons
  5. *optional*:
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    Lair of the Spider Queen
    - must be cleared manually at this stage.
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    Foggy Lake
    for powerful midgame tools
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    Midnight Valley
    for powerful midgame weapons
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    Cursed Forest
    and
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    Necromancers Palace
    for powerful lategame equipment
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    Golden Cloud Mountains
    only until obtaining the   Golden Shard
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    Millennium Gate
    Endgame Armour with the highest Damage Reduction
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    Golden Cloud Mountains
    for BIS endgame weapons
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    Lair of the Spider Queen
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    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:

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    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.
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    Prayer
    is likely to end up higher than level 99 while completing base game combat, allowing the player to use the extremely powerful
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    Battleborn
    and
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    /
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    /
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    , the highest level "Max Hit" Prayers.
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    Attack
    ,
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    Strength
    ,
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    Defence
    ,
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    Ranged
    ,
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    Magic
    allow the player's max hit, accuracy rating, and evasion ratings will all increase, making the player more powerful
All Combat equipment (ie.    from
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Smithing
,    from
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Crafting
, and    from
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Runecrafting
) CANNOT BE EQUIPPED until the defeat of   Bane, Instrument of Fear.
  •   Necromancers Crown from
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    Level 102
    automatically doubles all      Bones, as well as   Holy Dust and
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    Shards dropped by monsters in the God Dungeons.
  • The majority of
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    Herblore
    Potions can be created and used without any progression into   Combat.
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    Agility
    provides more powerful buffs than previously available and does not require combat progression.
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    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
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    Summoning
    without requiring high level combat.
  • The
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    Astrology
    Constellation
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    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

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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

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Ashtar

and some from

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Rosaniya

that should be picked up as soon as possible. Clearing the

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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

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Township

worship for   Bane will be unlocked which provides the powerful (  Nightfall) Season that reduces the interval of

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Astrology

by 50% for 3 days.

Agility

# Obstacle Reason
11  
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Frozen Maze
A great all-rounder with the primary bonus of additional Damage Reduction.
 
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Water Maze
Global doubling is fantastic for monsters that die very quickly.
 
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Forest Maze
Fantastic for
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Slayer
if Area Effect Negation is required or the player is specifically hunting  
 
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Pipe Maze
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  
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Boulder Balance
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  
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Rope Trap
Particularly useful for the earlier stages of Expansion Combat where the player can be hampered by the dps requirement of dungeon bosses.
 
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Balance Trap
Great for general use.
14  
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Freezing Climb
Great for Expansion dungeons, deal more damage, take damage slightly less often!
 
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Gap Climb
Great for
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Slayer
, adding more damage and Area Effect Negation.
15  
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Waterfall Crossing
This grants the effect of   Diamond Luck Potion IV for an generally inconsequential penalty of
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Hitpoints
.
 
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Freezing Rafting
This should be the player's absolute last line of defence for survivability, and should not be considered unless absolutely necessary.
EP  
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Elite Pillar of Expertise
The default pillar for nearly all of the Expansion - immensely powerful buffs for all skills, Global Doubling being very powerful in combat particularly.
 
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Elite Pillar of Conflict
This Pillar is only recommended if
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Slayer
Area Effect Negation is 'required', its effects are rather lacklustre otherwise.

Herblore

With

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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
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    Lava Lake
    ,
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    Forsaken Tundra
    or
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    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
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    Hitpoints
    , and the effect is lacklustre compared to the myriad available options.

Summoning

Some particular synergies of note are:

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    and   Spectre - a lot of bonus damage, particularly against enemies with high Damage Reduction.
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    and   Fox - a lot of bonus damage, particularly against enemies with less Damage Reduction.
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    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!
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    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
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    Dragon
    - Great with multi-hit special attacks against enemies with high HP.
  •   Spider and
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    Dragon
    - particularly when paired with   Hinder Potion IV and the   Royal Toxins Spear,
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    Poison Pods
    or
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    Natures Bloom

Consumable Slot

Throne of the Herald Combat

Early Game Throne of the Herald: Levels 100-110

After defeating   Bane, Instrument of Fear in the

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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

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Jungle Labyrinth

to unlock the Clues required to unlock the

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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:
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    Jungle Labyrinth
    monsters drop the items required to purchase the   Labyrinth Solution as well as the earliest gear upgrade options.

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

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