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Underwater City/Guide: Difference between revisions

From Melvor Idle
m
→‎Option 2: Take it slow and grind: Removed manual list of additional resource buffs; Added link to Smithing/Boosts page for additional resource buffs; Reduced the amount of icons
m (change Crystal Binding Dust to Pure Crystal Binding Dust. Pure Crystal Binding Dust is the drop from Crystal Depths)
m (→‎Option 2: Take it slow and grind: Removed manual list of additional resource buffs; Added link to Smithing/Boosts page for additional resource buffs; Reduced the amount of icons)
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#Unlock {{ZoneIcon|Underwater Ruins}} for better weapons. Requires {{SkillReq|Archaeology|90}}, {{SkillReq|Cartography|90}},  {{SkillReq|Runecrafting|81}}.
#Unlock {{ZoneIcon|Underwater Ruins}} for better weapons. Requires {{SkillReq|Archaeology|90}}, {{SkillReq|Cartography|90}},  {{SkillReq|Runecrafting|81}}.
#*{{ItemIcon|Engulfing Vortex Longbow}}, from {{MonsterIcon|Mermaid Archer}}.
#*{{ItemIcon|Engulfing Vortex Longbow}}, from {{MonsterIcon|Mermaid Archer}}.
#**This will be the best {{Skill|Ranged}} weapon all the way until {{SkillReq|Ranged|120}}...
#**This will be the best Ranged weapon all the way until {{SkillReq|Ranged|120}}...
#**... with the possible exception of {{ItemIcon|Divine Crossbow}} and {{ItemIcon|Divine Javelin}}, which require {{SkillReq|Fletching|111}}, {{SkillReq|Woodcutting|112}}, and {{SkillReq|Smithing|119}} for both.
#**... with the possible exception of {{ItemIcon|Divine Crossbow}} and {{ItemIcon|Divine Javelin}}, which require {{SkillReq|Fletching|111}}, {{SkillReq|Woodcutting|112}}, and {{SkillReq|Smithing|119}} for both.
#*{{ItemIcon|Water Pulse Staff}} is also a very good weapon which will last until {{SkillReq|Magic|120}}
#*{{ItemIcon|Water Pulse Staff}} is also a very good weapon which will last until {{SkillReq|Magic|120}}
#**It is slightly worse than {{Skill|Runecrafting}} alternatives but does not require {{Skill|Runecrafting}} to be leveled above around Level 85.
#**It is slightly worse than {{Skill|Runecrafting}} alternatives but does not require Runecrafting to be leveled above around Level 85.
#**However, {{SkillReq|Runecrafting|112}} may be desired to unlock Archaic spells.
#**However, {{SkillReq|Runecrafting|112}} may be desired to unlock Archaic spells.
#*These enemies also drop {{ItemIcon|Devouring Barrier Gem}}.
#*These enemies also drop {{ItemIcon|Devouring Barrier Gem}}.
#*If a [[Magic]] Set is chosen, {{ItemIcon|Malevolent Ward Shield}} can be obtained from {{POIIcon|Lost Temple}} (since {{POIIcon|Lost Temple}} is required to unlock {{ZoneIcon|Underwater Ruins}} anyway), this is a small upgrade.
#*If a [[Magic]] Set is chosen, {{ItemIcon|Malevolent Ward Shield}} can be obtained from {{POIIcon|Lost Temple}} (since Lost Temple is required to unlock {{ZoneIcon|Underwater Ruins}} anyway), this is a small upgrade.
# Craft (B) versions of [[God Equipment|God Armour]], e.g. {{ItemIcon|Terran God Platebody (B)}}
# Craft (B) versions of [[God Equipment|God Armour]], e.g. {{ItemIcon|Terran God Platebody (B)}}
#*This requires {{SkillReq|Smithing|99}} and a lot of {{ItemIcon|Barrier Dust}} for {{ItemIcon|Imbued Dragonite Bar}} - which fortunately will be obtained while farming for {{ItemIcon|Engulfing Vortex Longbow}}.
#*This requires {{SkillReq|Smithing|99}} and a lot of {{ItemIcon|Barrier Dust}} for {{ItemIcon|Imbued Dragonite Bar}} - which fortunately will be obtained while farming for {{ItemIcon|Engulfing Vortex Longbow}}.
#**When crafting {{ItemIcon|Imbued Dragonite Bar}} it is highly advised to get as much +1 additional resource chance as possible ([[Relics|Smithing Relic #3]] 50%, {{ItemIcon|Mining Lantern}} 30%, {{POIIcon|Ragnar Dungeon Ruins}} 10/20%, {{UpgradeIcon|Magic Anvil}} 10%), as well as getting the stacking/separate extra resource modifier from the {{Synergy|Ent|Salamander}} Synergy. <br>
#**When crafting {{ItemIcon|Imbued Dragonite Bar}} it is highly advised to get as much [[Smithing/Boosts#Resource_Chance_Boosts|+1 Additional Resource Chance]] as possible. In addition, the [[Relics|Smithing Relic #3]] gives +50% chance for +1 Additional Resource and the {{Synergy|Ent|Salamander}} Synergy gives a stacking/separate extra resource boost.
#** When all these buffs are obtained, it should lower the amount of {{ItemIcon|Barrier Dust}} needed for a complete set from 96,000 to roughly 43,600.
#** When all these buffs are obtained, it should lower the amount of {{ItemIcon|Barrier Dust}} needed for a complete set from 96,000 to roughly 43,600.
#** Some {{ItemIcon|Imbued Dragonite Bar}} will be obtained from {{ZoneIcon|Cult Grounds}} while grinding out the {{ItemIcon|Siphoning Barrier Gem}} required for the (B) upgrades, this is however an unreliable way to obtain {{ItemIcon|Imbued Dragonite Bar}} as it will require 241 clears on average to get enough bars for 1 piece.   
#** Some Imbued Dragonite Bars will be obtained from {{ZoneIcon|Cult Grounds}} while grinding out the {{ItemIcon|Siphoning Barrier Gem}} required for the (B) upgrades, this is however an unreliable way to obtain Imbued Dragonite Bars as it will require 241 clears on average to get enough bars for 1 piece.   
#* It is advised to upgrade [[Terran God Armour]] first, particularly the {{ItemIcon|Terran God Boots (B)|Boots}}, {{ItemIcon|Terran God Platelegs (B)|Platelegs}} and {{ItemIcon|Terran God Platebody (B)|Platebody}}. The Helm and Gloves will be replaced at a later point with the {{ItemIcon|Hood of Shade Summon|Necromancers Palace Summon Set}} and thus have a lower priority to be upgraded at this point.
#* It is advised to upgrade [[Terran God Armour]] first, particularly the {{ItemIcon|Terran God Boots (B)|Boots}}, {{ItemIcon|Terran God Platelegs (B)|Platelegs}} and {{ItemIcon|Terran God Platebody (B)|Platebody}}. The Helm and Gloves will be replaced at a later point with the {{ItemIcon|Hood of Shade Summon|Necromancers Palace Summon Set}} and thus have a lower priority to be upgraded at this point.




When going for this option, making the choice to do the {{ZoneIcon|Underwater Ruins}} grinding before {{ZoneIcon|Underwater City}} can be worth it as you also gain (B) [[God Equipment|God Armour]] from doing this, making the clear speed on {{ZoneIcon|Underwater City}} faster. <br>
When going for this option, making the choice to do the {{ZoneIcon|Underwater Ruins}} grinding before {{ZoneIcon|Underwater City}} can be worth it as you also gain [[God Equipment|(B) God Armour]] from doing this, making the clear speed on Underwater City faster. <br>
The setups from the first method can be applied to this method, simply replace any gained (B) [[Terran God Armour]] for their normal counterparts. <br>
The setups from the first method can be applied to this method, simply replace any gained [[Terran God Armour|(B) Terran God Armour]] for their normal counterparts. <br>
Also be sure to use {{ItemIcon|Devouring Barrier Gem}} over {{ItemIcon|Siphoning Barrier Gem}}.
Also be sure to use {{ItemIcon|Devouring Barrier Gem}} over {{ItemIcon|Siphoning Barrier Gem}}.
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