Underwater City/Guide
This page was last updated for (v1.2.2). |
Standard Guide
Introduction
This is a Barrier dungeon introduced with the
Atlas of Discovery Expansion, there is a general guide to this dungeon and a more in-depth look into
Barrier combat in general in this guide. This page will go deeper into combat options, including when
Throne of the Herald Expansion is owned and already completed.
This guide is not meant for optimal kills per hour but instead focuses on easily obtainable ways ranging from just passed God Dungeons to having beaten Throne of the Herald to clear the dungeon effectively.
Requirements
- Complete
Cult Grounds
- Discover
Melantis
Damage Reduction Potion IV
Recommended
The enemies, and especially the Nagaia hit very hard in this dungeon. A lot of damage reduction is required in order to idle this dungeon without dying. Alternatively, the player can return after having progressed through the
Throne of the Herald expansion. Having more hitpoints or other damage reducing and damage inflicting bonusses can greatly speed up the clear times of this dungeon. Set 1 clears the dungeon roughly 27 times per hour. Set 2 clears it roughly 8.5 times per hour. (You can swap the weapon & summons in Set 2).
The Preferred Shield is Earth Layered Shield, however
Devouring Barrier Shield can be used, once the upgrade item has been obtained from this dungeon.
Clearing the Underwater City dungeon provides 1
Barrier God Shard every time it is cleared. These can be used to upgrade (B) god armours into their respective (C) armours. These can then be used to very effectively clear
Crystal Depths for
Crystal Binding Dust if the player hasn't already done this.
Equipment
Below are 2 sets, unlike the previous dungeons, you can't mix and match this dungeon. Set 1 is for post-TotH clears. Set 2 is for clears just before or after Impending Darkness Event.
Set 1 requires Level 120.
Set 2 requires a minimum of Level 99. Calculated at all combat skills level 99 in the Combat Simulator.
Set 2 can be all non-B upgraded Terran God Armour and it will only lower the Kills Per Hour by about 2 (from 8.5 to 6.5).
Prayers: Battleheart and
Battleborn. Swap to
Battleheart and
Chivalry for Set 2.
Potion: Damage Reduction Potion IV
Point of Interest: Dark Waters
Agility
The Agility obstacles 9 or higher are not required, 8 and below are highly suggested (and simulations were done with those active).
Slot | Obstacle | Bonuses |
---|---|---|
1 | +3% Global GP (except Item Sales) +2% Fishing Mastery XP | |
2 | -4% Firemaking Interval | |
3 | +5% Melee Evasion +5% Melee Max Hit | |
4 | -40 Maximum Hitpoints +5% Ammo Preservation +5% Rune Preservation +5% Melee Max Hit | |
5 | +20 Maximum Hitpoints +5% Ranged Accuracy Rating +2 Prayer Point Cost for Prayers +5% Magic Accuracy Rating +5% Melee Accuracy Rating | |
6 | +1% Damage Reduction +5% Damage To All Monsters +3% Chance To Preserve Prayer Points | |
7 | -20% Chance to Preserve Resources in Skills | |
8 | +20 Maximum Hitpoints +2% Damage To All Monsters +1% Damage Reduction | |
9 | +20 Maximum Hitpoints +5% Food Healing Value +5% Chance to Double Items Globally +10 Mining Node HP +10% Chance to Preserve Resources in Skills | |
10 | -16% Auto Eat Efficiency -0.3s Monster Respawn Timer | |
11 | +1% Damage Reduction -0.1s Monster Respawn Timer -3 Prayer Point Cost for Prayers -20% Rune Preservation -20% Ammo Preservation | |
12 | -20% Global Accuracy +5% of Maximum Hit added to Minimum Hit -0.1s Attack Interval | |
13 | +10% Agility Interval +5% Chance to Double Items Globally -30% GP gained from Agility | |
14 | +30% Accuracy Rating +30% Global Evasion -150% GP from Combat -6% Chance To Double Loot in Combat +15% Damage to Monsters in Dungeons | |
15 | -100 Maximum Hitpoints Your Attacks now roll twice (Select highest chance) -10% Global Slayer Coins (except Item Sales) | |
Pillar | +10% Ranged Evasion -0.2s Monster Respawn Timer +5% Flat Slayer Area Effect Negation +10% Melee Evasion +10% Magic Evasion +5% of Maximum Hit added to Minimum Hit +10 Flat HP Regen | |
Elite Pillar | +8% Mastery XP for Melvor Realm only -3% Interval for all Non-Combat Skills +40% Global GP (except Item Sales) +8% Chance to Double Items Globally |
Ancient Relics Guide
There are two different ways of approaching this Dungeon.
The first would be to just get the Dungeon over with as soon as possible to get your Skill Cap Increases and gain access to Impending Darkness Event. This would include not grinding out
Underwater Ruins for it's weapons.
The second would be to obtain at least Engulfing Vortex Longbow, which would actually be advised.
Water Pulse Staff is also a very good weapon which will last until
Level 120, even if it is slightly worse than
Runecrafting alternatives but would not require you to level
Runecrafting above around Level 85.
When grinding out the Underwater Ruins weapon(s) it is advised to start with
Engulfing Vortex Longbow and craft up (B) versions of God Armour along the way. This would also require
Level 99.
It is advised to upgrade Terran God Armour first, particularly the Boots, Leggings and Platebody. The Helm and Gloves will be replaced at a later point with the Necromancers Palace Summon Set and thus have a lower priority to be upgraded at this point.
When crafting Imbued Dragonite Bar it is highly advised to get as much +1 additional resource chance as possible (Relic #3 50%,
Mining Lantern 30%,
Ragnar Dungeon Ruins 10/20%,
Magic Anvil 10%), as well as getting the stacking/separate extra resource modifier from the
Ent
Salamander Synergy.
When all these buffs are obtained, it should lower the amount of Barrier Dust needed for a complete set from 96,000 to roughly 43,600.
When going for the second 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.
Eradicating Gloves (m) are the Best in Slot gloves for the rest of the game, they however have a very low drop chance. It most likely isn't worth farming for these gloves until you have both a few (B) Terran God Armour set pieces and
Summoning Relic #4.
Contrary to all previous Dungeons, some minor Astrology investment is highly recommended. Specifically obtaining the 8% Accuracy stars in the Constellations
Iridan,
Terra,
Vale,
Syllia and
Arachi. The Master Relic will not be required, nor will any other Stars.
Due to the regen mechanics of both the Barrier and Health of the boss, it would be advised to Manual Eat as little as possible, for this reason as much Damage Reduction as possible will be packed on for this Dungeons Boss
Nagaia.
because of the high regen capabilities of the Monsters Barrier it is highly recommended to follow the Combat Triangle, this means a
Ranged setup for waves 1 and 2, Melee for waves 3 and 4,
Magic setup for waves 5 and 6,
Ranged for waves 7 and 8, and finally Melee for the 9th and final wave. Active switching styles is highly recommended as the Dungeon will go much faster this way. A setup for each combat style is included in this guide.
It is entirely possible to do this Dungeon completely Idle at this point, it however 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.
Melee
Used for waves: 3,4,9
This is the setup that will be used for the boss, attempting any other style will result in Death at this stage.
It will require at least 70% Damage Reduction and 1010 HP or 71% if you're want to be 100% safe. (70% has roughly 0.004 Deaths per hour, 71% eliminates the Death Chance entirely)
You can replace Fury of the Elemental Zodiacs and
Tormented Ring with any combination of Amulet and Ring of choice as long as 2/3% Damage Reduction is gained from those 2 Item Slots combined.
Defence Relic #5 provides a bite more wiggle room replacing the need for Damage Reduction from either Amulet or Ring, if this Relic is obtained it
Adaptive Summoning Amulet and
Tormented Ring would be the best options.
Gear
Sunset Rapier or
Ancient Claw can be used instead of
Infernal Claw for slightly lower clear speed.
Potion: Damage Reduction Potion IV
Prayers: Chivalry &
Battleheart
Point of Interest: Dark Waters
Agility
Slot | Obstacle | Bonuses |
---|---|---|
1 | +3% Global GP (except Item Sales) +2% Fishing Mastery XP | |
2 | +3% Smithing Mastery XP | |
3 | +5% Melee Evasion +5% Melee Max Hit | |
4 | -4% Global Skill XP +10% Food Healing Value +20% GP gained from Thieving +3% Chance to Preserve Resources in Skills | |
5 | +20 Maximum Hitpoints +5% Ranged Accuracy Rating +2 Prayer Point Cost for Prayers +5% Magic Accuracy Rating +5% Melee Accuracy Rating | |
6 | +1% Damage Reduction +5% Damage To All Monsters +3% Chance To Preserve Prayer Points |
Combat Simulator Export
To view the different monsters within the simulator, press the "Inspect" button, a new windows will appear, select the desired monster from that new window.
Ranged
Used for waves: 1,2,7,8
The Ranged requirements are much lower than Melee and require much less in terms of investment.
Siphoning Barrier Gem can be replaced with either
Draining Barrier Gem or
Eroding Barrier Gem with little impact on Clear Speed.
Ancient Crossbow has about 50% faster Clear Times than
Dragon Crossbow.
Gear
Potion: Damage Reduction Potion IV
Prayers: Sharp Vision &
Battleheart
Point of Interest: Bandit Hideout (not required to switch from
Dark Waters, the benefits on these Monsters is very small)
Agility
Slot | Obstacle | Bonuses |
---|---|---|
1 | +3% Global GP (except Item Sales) +2% Fishing Mastery XP | |
2 | +3% Smithing Mastery XP | |
3 | +5% Melee Evasion +5% Melee Max Hit | |
4 | -4% Global Skill XP +10% Food Healing Value +20% GP gained from Thieving +3% Chance to Preserve Resources in Skills | |
5 | +20 Maximum Hitpoints +5% Ranged Accuracy Rating +2 Prayer Point Cost for Prayers +5% Magic Accuracy Rating +5% Melee Accuracy Rating | |
6 | +1% Damage Reduction +5% Damage To All Monsters +3% Chance To Preserve Prayer Points |
Combat Simulator Export
To view the different monsters within the simulator, press the "Inspect" button, a new windows will appear, select the desired monster from that new window.
Magic
Used for waves: 5, 6
The Magic requirements are much lower than Melee and require much less in terms of investment.
Siphoning Barrier Gem can be replaced with either
Draining Barrier Gem or
Eroding Barrier Gem with little impact on Clear Speed.
Cloudburst Staff has about 50% faster Clear Times than
Magic Wand (Elite)
(G) Rune Shield.
Gear
Spell: Fire Surge or
Water Surge with
Cloudburst Staff
Potion: Damage Reduction Potion IV
Curse: Anguish III
Aurora: Surge II (Optional)
Prayers: Mystic Mastery &
Battleheart
Point of Interest: The Academia Arcanum (not required to switch from
Dark Waters, the benefits on these Monsters is very small)
Agility
Slot | Obstacle | Bonuses |
---|---|---|
1 | +3% Global GP (except Item Sales) +2% Fishing Mastery XP | |
2 | +3% Smithing Mastery XP | |
3 | +5% Melee Evasion +5% Melee Max Hit | |
4 | -4% Global Skill XP +10% Food Healing Value +20% GP gained from Thieving +3% Chance to Preserve Resources in Skills | |
5 | +20 Maximum Hitpoints +5% Ranged Accuracy Rating +2 Prayer Point Cost for Prayers +5% Magic Accuracy Rating +5% Melee Accuracy Rating | |
6 | +1% Damage Reduction +5% Damage To All Monsters +3% Chance To Preserve Prayer Points |
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.
Melvor Idle version v1.3 (Released: 13th June 2024) | ||||||||||||||||||||
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Strongholds, The Abyss, Monsters |