Hall of Wizards/Guide

From Melvor Idle
Revision as of 19:07, 1 November 2024 by Ayarez (talk | contribs) (added standard)

Standard

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

Magic

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


Melee

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


Ranged

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


Ancient Relics

Hall of Wizards (Level 40)

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

The Ancient Relics game mode restricts the players maximum Levels for
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Combat Skills to to 10 + the number of Dungeons completed. For this Dungeon, the players Combat Skills will be capped at a maximum of 40, and the guide will assume all non-combat skills are of a similar level.


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


Magic

You can use the Earth Acolyte Wizard Gear setup just fine, if you can craft the gear listed below, it will be slightly better than Earth Acolyte Wizard Gear. When using Earth Acolyte Wizard gear, keep using
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Earth Bolt
.


  • Spell:
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    Water Bolt

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


Melee

Ranged