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HCCO/Guide/5: Difference between revisions

From Melvor Idle
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{{ItemIcon|Elite Amulet of Defence}} from upgrading {{ItemIcon|Amulet of Defence|Amulets of Defence}}, which are dropped by {{MonsterIcon|Purple Goo Monster|Purple Goo Monsters}}, and {{ItemIcon|Silver Diamond Ring}}, dropped by {{MonsterIcon|Mummy|Mummies}}, are our best friends for now; the limiting factor for the remaining dungeons is how much DR you have access to.
{{ItemIcon|Elite Amulet of Defence}} from upgrading {{ItemIcon|Amulet of Defence|Amulets of Defence}}, which are dropped by {{MonsterIcon|Purple Goo Monster|Purple Goo Monsters}}, and {{ItemIcon|Silver Diamond Ring}}, dropped by {{MonsterIcon|Mummy|Mummies}}, are our best friends for now; the limiting factor for the remaining dungeons is how much DR you have access to.


If you've only got {{ItemIcon|(G) Adamant Platebody|(G) Adamant Armour|nolink=true}}, you will need about 920 Hitpoints. If you've got full {{ItemIcon|(G) Rune Platebody|Rune (G) Armour|nolink=true}} and {{ItemIcon|Paladin Gloves|nolink=true}} for 32% DR, {{Skill|Hitpoints|notext=true}} 880 Hitpoints instead will allow you to idle {{ZoneIcon|Volcanic Cave}}. Always make sure to use Can I Idle to verify your specific gear setup before committing to any idle adventure. Regardless of which option you choose, the reward for the dungeon is a very useful cape, the {{ItemIcon|Fire Cape}}, which boasts a very nice 2% DR. If you are just slightly below the threshold needed to idle the dungeon, you can opt to clear it once manually and then use the DR from the {{ItemIcon|Fire Cape}} to idle afterwards. The only dangerous part is the final boss {{MonsterIcon|Malcs, the Guardian of Melvor}}, who has a very slow and predictable attack pattern and can easily be manual eaten to avoid lethal damage.  
If you've only got {{ItemIcon|(G) Adamant Platebody|(G) Adamant Armour|nolink=true}}, you will need about 920 Hitpoints. If you've got full {{ItemIcon|(G) Rune Platebody|Rune (G) Armour|nolink=true}} and {{ItemIcon|Paladin Gloves|nolink=true}} for 30% DR, {{Skill|Hitpoints|notext=true}} 880 Hitpoints instead will allow you to idle {{ZoneIcon|Volcanic Cave}}. Always make sure to use Can I Idle to verify your specific gear setup before committing to any idle adventure. Regardless of which option you choose, the reward for the dungeon is a very useful cape, the {{ItemIcon|Fire Cape}}, which boasts a very nice 2% DR. If you are just slightly below the threshold needed to idle the dungeon, you can opt to clear it once manually and then use the DR from the {{ItemIcon|Fire Cape}} to idle afterwards. The only dangerous part is the final boss {{MonsterIcon|Malcs, the Guardian of Melvor}}, who has a very slow and predictable attack pattern and can easily be manual eaten to avoid lethal damage.  


At this point, your main sources of food are {{MonsterIcon|Raging Horned Elite}} (higher food/hr, more GP/hr but no prayer or bolts) or {{ItemIcon|Standard Resupply|Standard Resupplies}} (if you need prayer or bolts). Use {{ItemIcon|Ancient Sword}} for farming if you have it, otherwise {{ItemIcon|Sunset Rapier}}.
At this point, your main sources of food are {{MonsterIcon|Raging Horned Elite}} (higher food/hr, more GP/hr but no prayer or bolts) or {{ItemIcon|Standard Resupply|Standard Resupplies}} (if you need prayer or bolts). Use {{ItemIcon|Ancient Sword}} for farming if you have it, otherwise {{ItemIcon|Sunset Rapier}}.
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