https://wiki.melvoridle.com/api.php?action=feedcontributions&user=BasChana&feedformat=atomMelvor Idle - User contributions [en]2024-03-29T08:08:17ZUser contributionsMediaWiki 1.39.3https://wiki.melvoridle.com/index.php?title=Combat&diff=66425Combat2024-03-20T21:47:12Z<p>BasChana: /* Melee and Ranged Max Hit */ slightly changed the formula for melee/ranged max hit to improve readability</p>
<hr />
<div>{{HasGuide}}<br />
{{V|1.2.2}}<br />
[[File:Combat.svg|thumb|right|Combat]]<br />
[[File:Combat Page Map.png|thumb|right|Combat page.]]<br />
[[File:Combat Area Chicken.png|thumb|right|Farmlands combat area selected.]]<br />
[[File:Combat Page Chicken.png|thumb|right|Fighting a Chicken.]]<br />
[[File:Combat Page Death.png|thumb|right|Death screen.]]<br />
<br />
{{PAGENAME}} involves fighting various [[monsters]] throughout the [[combat areas]], [[slayer areas]], and [[dungeons]] of Melvor. [[Food]] and [[Equipment]] cannot be changed while in a [[dungeon]] unless an [[Dungeon Equipment Swapping|upgrade]] has been purchased from the [[shop]].<br />
<br />
Combat stats &mdash; viewable from the combat page &mdash; are affected by the player's combat skills and any [[Equipment]] worn. The combat skills are {{Skill|Attack}}, {{Skill|Strength}}, {{Skill|Defence}}, {{Skill|Hitpoints}}, {{Skill|Ranged}}, {{Skill|Magic}}, {{Skill|Prayer}}, and {{Skill|Slayer}}. These skills are factored in when calculating the player's combat level, which is an approximation of the player's power. Players start at combat level 3 and can reach a maximum of combat level 126 ({{TotH}} 153), while [[monsters]] range from combat level [[Chicken (monster)|1]] to [[Bane, Instrument of Fear|1300]].<br />
<br />
== Combat Info ==<br />
* '''Max Hit''' shows the maximum potential damage a successful attack can do. The Max Hit displayed for players and enemies does not factor in damage reduction.<br />
* '''Chance to Hit''' shows the player's percent chance to hit the enemy with their attack.<br />
* '''Accuracy Rating''' affects the likelihood an attack will be successful during combat. The player's Accuracy Rating is compared to the enemy's Evasion Rating when calculating the chance an attack will succeed.<br />
* '''Damage Reduction''' (also referred to as '''DR''') reduces any damage received by the percent shown.<br />
* '''Evasion Rating''' affects the likelihood an attack will be avoided during combat. There are three types of Evasion Rating; Melee, Ranged, and Magic. The Attack Type being defended against affects which Evasion Rating will be used. The enemy's Accuracy Rating is compared to the player's Evasion Rating when calculating the chance an attack will be avoided.<br />
* '''Prayer Points''' are gained by burying [[Prayer#Bones|bones]] and are used to activate [[Prayer#Prayers|prayers]] during combat.<br />
* '''Active Prayers''' provide bonuses to the player during combat and use Prayer Points to remain active. Up to two [[Prayer#Prayers|prayers]] can be active simultaneously, so long as the required Prayer Points are available.<br />
<br />
== Basic Combat ==<br />
To fight [[monsters]] navigate to the combat page by selecting any combat skill from the left menu. The combat page contains three tabs containing the locations where [[monsters]] can be fought, above a section for equipment and combat stats. Browse [[combat areas]], [[slayer areas]], or [[dungeons]] to reveal a menu containing all the relevant locations. Selecting a location will display the enemies which can be found there, along with their Hitpoints, Combat Level, and Attack Type. Selecting "Fight" will begin combat. Combat will continue until the player runs, dies, or defeats the [[dungeons|dungeon]]. Enemies are fought automatically. Combat skills can be trained in [[Offline Progression|offline mode]] as long as it is toggled in the settings.<br />
<br />
[[Beginners_Guide#Combat_Skills|Combat skills]] are leveled by damaging enemies with weapons, and magic. To train a specific combat skill match the Attack Style icon with the relevant [[Beginners_Guide#Combat_Skills|combat skill]]. The available Attack Styles will change depending on the type of weapon equipped. Most combat skills have a passive effect even when the relevant style is not selected. Weapons, armour, and [[food]] can be equipped for use by selecting them in the [[Bank]]. Weapons and armour provide bonuses and penalties to combat stats, while [[food]] can be used for healing in combat.<br />
<br />
After each kill, it will take 3 seconds for the next monster to spawn.<br />
<br />
== Loot and Rewards ==<br />
- ''See also [[Thieving#Loot]]''<br />
<br />
All [[monsters]] killed in combat and slayer areas will drop [[Prayer#Bones|bones]] upon death, with a chance for additional [[Monster Loot Tables|loot]] based on the [[Monsters|monster's]] type. The "Drops" option will display the [[Monster Loot Tables|possible loot drops]] a monster can give.<br />
<br />
Any items enemies drop upon death must be looted manually by selecting "Loot All" or the item itself, unless the {{ItemIcon|Amulet of Looting}} is equipped. If there are more than 100 stacks of loot, the oldest drop disappears. Bones stack and do not time out like other drops. Other drops do not stack even if they are of the same type.<br />
<br />
[[Monsters]] fought in [[dungeons]] will not drop loot when killed and do not count towards {{Skill|Slayer}} Tasks. The God Dungeons are an exception to this rule: the shards are rewarded after each killed monster. When the last [[Monsters|monster]] in a [[dungeon]] is killed, the player will be given a [[Dungeons#Dungeon List|reward]] that is sent to the [[Bank]] automatically.<br />
<br />
== Combat Triangle ==<br />
- ''See [[Combat Triangle]]''<br />
<br />
== Special Attacks ==<br />
{{Main|Reference=Special Attacks}}<br />
Special attacks can be used in combat to gain a slight advantage over the [[monster]] being fought. Equipping a weapon with a special attack will give your attacks a chance to perform a special attack. Only a select few high level weapons have special attacks. Several monsters can use special attacks against the player, including {{MonsterIcon|Malcs, the Guardian of Melvor}} and {{MonsterIcon|Prat, the Protector of Secrets}} from the {{ZoneIcon|type=Dungeon|Volcanic Cave}}, and all of the monsters from the four god dungeons. The attack bar will change to yellow when a special attack is being used.<br />
<br />
Special Attacks cannot be used alongside Ancient Magicks.<br />
<br />
== Gaining Experience ==<br />
Players can gain experience in nine different skills while training combat:<br />
<br />
{{Skill|Hitpoints}} experience is gained at a rate of 0.133 experience per damage dealt regardless of the combat style being used.<br />
<br />
{{Skill|Attack}}, {{Skill|Strength}}, {{Skill|Defence}}, {{Skill|Magic}}, or {{Skill|Ranged}} experience is gained depending on the active combat style. If the selected combat style only gives experience towards a single skill, 0.4 experience will be gained per damage dealt. If the selected combat style is a hybrid combat style, 0.2 experience will be gained by each of the two relevant skills for each damage dealt.<br />
<br />
No additional {{Skill|Magic}} experience is directly generated for using [[Magic#Curses|Curses]] or [[Magic#Auroras|Auroras]], although they may indirectly generate additional experience by increasing the amount of damage the player deals.<br />
<br />
Players gain <math>\frac{1}{30}</math> or <math>0.0\bar{3}</math> {{Skill|Prayer}} experience per damage dealt per prayer point spent on prayers that affected the attack. For example, if {{PrayerIcon|Steel Skin}} (3 prayer point cost) is active, each attack made will generate 0.1 extra experience per damage dealt. Only prayers such as {{PrayerIcon|Thick Skin}} that say 'Provides extra Prayer XP based on damage dealt to the enemy' in their description will generate experience this way - Prayers such as {{PrayerIcon|Protect from Magic}} that say 'Provides no extra Prayer XP' will not contribute towards this experience bonus.<br />
<br />
All of the above experience will be multiplied by 1.04 while a {{ItemIcon|Gold Emerald Ring}} is equipped.<br />
<br />
{{Skill|Slayer}} experience is gained through two sources: Killing monsters on a [[Slayer#Slayer Task|Slayer Task]] and killing monsters in a [[Slayer area]]. Killing the monster that is the player's current Slayer Task will generate experience equal to 10% of the monster's hitpoints. Killing a monster in a Slayer area will generate experience equal to 5% of the monster's hitpoints. If the player's Slayer Task is for a monster in a Slayer area, these bonuses will stack for a total of 15% of the monster's hitpoints in experience per kill.<br />
<br />
Slayer Experience cannot be increased by the {{ItemIcon|Gold Emerald Ring}}, however the various pieces of Slayer Equipment that can be purchased from the [[Shop]] using {{Icon|Slayer Coins}} provides an experience bonus when worn.<br />
<br />
{{Skill|Summoning}} experience can be gained if the player has equipped [[Summoning#Summoning Tablets|tablets]] for at least one combat familiar. Summoning experience will be granted whenever the familiar attacks the enemy, consuming a tablet in the process. Being a non-combat skill, Summoning experience gained cannot be increased by the {{ItemIcon|Gold Emerald Ring}}.<br />
<br />
== Death ==<br />
Receiving damage that would bring the player's total {{Skill|Hitpoints}} to 0 or below will cause the player to die. Upon death a random equipment slot is selected, any [[Equipment]] within the selected slot will be lost forever (unless the {{PrayerIcon|Protect Item}} prayer is active). If either ammunition or Summoning tablets are lost, the entire stack - regardless of size - will be forfeited. Only non-[[food]] items that have been equipped in an active slot can be lost upon death.<br />
<br />
All items equipped have an equal chance of being lost. When the death penalty rolls to determine which item is lost, it starts by rolling a random equipment slot. If the player has nothing equipped in that slot (For example, if they are using Melee and do not have any Ammo equipped) nothing will be lost, and a message saying "Luck was on your side today. You lost nothing." will appear.<br />
<br />
{{Icon|Hardcore}} characters that die are deleted permanently.<br />
<br />
== Combat Mechanics ==<br />
=== Combat Level ===<br />
The first formula is used to calculate the player's Base Combat Level.<br />
<br />
<!-- JS source: game.js, function playerCombatLevel<br />
--><math>\small{ \begin{aligned} \text{Base Combat Level} = 0.25 \times (\text{Defence Skill Level} + \text{Hitpoints Skill Level} + \lfloor 0.5 \times \text{Prayer Skill Level} \rfloor) \end{aligned}}</math><br />
<br />
The second set of formulas are used to calculate the player's Offensive Combat Levels, only the highest result is used.<br />
<br />
<math>\small{\begin{aligned}<br />
\text{Melee Combat Level} &= \text{Attack Skill Level} + \text{Strength Skill Level} \\<br />
\text{Ranged Combat Level} &= \lfloor 1.5 \times \text{Ranged Skill Level} \rfloor \\<br />
\text{Magic Combat Level} &= \lfloor 1.5 \times \text{Magic Skill Level} \rfloor<br />
\end{aligned}}</math><br />
<br />
The third formula is used to calculate the player's Combat Level, rounded down to the nearest whole number.<br />
<br />
<math>\small{\begin{aligned}\text{Combat Level} = \lfloor \text{Base Combat Level} + 0.325 \times \text{Highest Offensive Combat Level} \rfloor\end{aligned}}</math><br />
<br />
Where: <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions floor function].<br />
<br />
=== Stun (Freeze) ===<br />
{{Main|Reference=Combat Debuff}}<br />
Stun, also known as freeze, is a status effect that can be inflicted by both players and [[monsters]]. Stun can be applied for a number of turns by a [[Special Attacks|special attack]] or a normal attack by the player if the {{ItemIcon|Fighter Amulet}} is equipped. When an attack applies stun the current attack of the target is interrupted, including special attacks that are in progress. If the target is already stunned, it will not be applied again. When stunned, a stun timer counts down with a period equivalent to the target's attack speed. On completion of the timer the number of stun turns is decreased by one, and the status is removed if the resulting amount is zero. In addition to not being able to attack while stunned, a character cannot evade any attacks.<br />
<br />
While a player or monster is stunned, they take 30% more damage.<br />
<br />
While a player or monster is asleep, they take 20% more damage.<br />
<br />
=== Accuracy Rating ===<br />
<!-- JS source: character.js, function computeAccuracy<br />
-->The calculation used to determine the player's accuracy rating is broadly the same for all combat styles, with some parameters varying depending on the player's current attack type and style:<br />
{| class="wikitable stickyHeader"<br />
|- class="headerRow-0"<br />
! Attack Type !! Attack Style !! Skill Level !! Attack Bonus Stat<br />
|-<br />
| rowspan="3" | {{Icon|Melee}} || {{Skill|Attack|Stab|nolink=true}} || rowspan="3" | {{Skill|Attack}} || Stab attack bonus<br />
|-<br />
| {{Skill|Strength|Slash|nolink=true}} || Slash attack bonus<br />
|-<br />
| {{Skill|Defence|Block|nolink=true}} || Block attack bonus<br />
|-<br />
| {{Skill|Ranged}} || All || {{Skill|Ranged}} || Ranged attack bonus<br />
|-<br />
| {{Skill|Magic}} || All || {{Skill|Magic}} || Magic attack bonus<br />
|}<br />
<br />
The first formula is used to determine the player's effective skill level:<br />
<br />
<math>\small{\text{Effective Skill Level} = \text{Standard Skill Level} + \text{Hidden Skill Level}}</math><br />
<br />
Where 'Standard Skill Level' is the player's skill level as seen in the left-hand navigation bar (up to a maximum of 99, or 120 with {{TotH}}), while 'Hidden Skill Level' is the sum of any hidden skill level bonuses, such as those granted by {{Skill|Astrology}}, some [[Pets]] or items like the {{ItemIcon|Silver Ruby Necklace}}.<br />
<br />
Next, the base accuracy bonus should be calculated. This is the sum of the relevant attack bonus statistic provided by all currently equipped equipment (as seen in the Equipment Stats interface), plus:<br />
* {{Icon|Melee}}<br />
** +15 if fighting a {{Skill|Ranged}} monster while the {{ItemIcon|Minotaur}}/{{ItemIcon|Centaur}} synergy is active<br />
* {{Skill|Ranged}}<br />
** +15 if fighting a {{Skill|Magic}} monster while the {{ItemIcon|Witch}}/{{ItemIcon|Centaur}} synergy is active<br />
** The additional ranged attack bonus provided by {{ItemIcon|Stormsnap}} if equipped, the formula for this is included on the bow's page<br />
<br />
In addition, the player's accuracy modifier needs to be known. This is the sum of all global accuracy rating and the relevant attack type's accuracy rating increases, provided from places such as [[Herblore#Combat Potions|Potions]], {{Skill|Agility}}, and {{Skill|Astrology}}. If using {{Icon|Magic|Surge spells|nolink=true|img=Wind Surge|type=spell}} from the [[Magic#Standard Magic|standard magic spellbook]], this modifier is increased by a further 6%.<br />
<br />
Finally, the player's accuracy rating can then be calculated as:<br />
<br />
<math>\text{Accuracy Rating} = \left \lfloor \left (\text{Effective Skill Level} + 9 \right ) \times \left (\text{Base Accuracy Bonus} + 64 \right ) \times \left (1 + \frac{\text{Accuracy Modifier}}{100} \right ) \right \rfloor</math><br />
<br />
Where: <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions floor function].<br />
<br />
=== Chance to Hit ===<br />
<!-- JS source: character.js, function computeHitChance<br />
-->To calculate the chance an attack will hit, the Accuracy Rating of the attacker is compared to the relevant Evasion Rating of the target. If the attacker's Accuracy Rating is lower than the defender's evasion rating the formula is as follows:<br />
<br />
<math> \small{ \begin{aligned} \text{Percentage Hit Chance} = \frac{\text{Attacker Accuracy Rating}}{2 \times \text{Target Evasion Rating}} \times 100 \end{aligned}} </math><br />
<br />
Otherwise, the attacker's Accuracy Rating is higher than or equal to the target's Evasion Rating, and the formula is instead:<br />
<br />
<math> \small{ \begin{aligned} \text{Percentage Hit Chance} = \left ( 1 - \frac{\text{Target Evasion Rating}}{2 \times\text{Attacker Accuracy Rating}} \right ) \times 100 \end{aligned}}</math><br />
<br />
When the attacker's Accuracy Rating and the target's Evasion Rating are the same, the chance to hit is 50%. The higher the attacker's Accuracy Rating is above the targets Evasion Rating, the less valuable each point will be. At double the target's Evasion Rating, the attacker will hit 75% of the time, at triple, the attacker will hit 83.3% of the time.<br />
<br />
=== Max Hit ===<br />
<!-- JS source: character.js, function computeMaxHit --><br />
==== Melee and Ranged Max Hit ====<br />
<!-- JS source: character.js, functions computeMeleeMaxHit, computeRangedMaxHit<br />
-->First, calculate the player's effective {{Skill|Strength}} level for the melee max hit, or the effective {{Skill|Ranged}} level for the ranged max hit:<br />
<br />
<math>\small{\text{Effective Skill Level} = \text{Standard Skill Level} + \text{Hidden Skill Level}}</math><br />
<br />
Where 'Standard Skill Level' is the player's skill level as seen in the left-hand navigation bar (up to a maximum of 99), while 'Hidden Skill Level' is the sum of any hidden skill level bonuses, such as those granted by {{Skill|Astrology}}.<br />
<br />
Next, the strength bonus should be calculated. This is the sum of the relevant statistic provided by all currently equipped equipment (as seen in the Equipment Stats interface), where the relevant statistic is:<br />
* '''Melee strength bonus''' for {{Icon|Melee}}<br />
* '''Ranged strength bonus''' for {{Skill|Ranged}}<br />
<br />
Given these figures, the base max hit (i.e. max hit before modifiers) is then calculated as:<br />
<br />
<math>\text{Base Max Hit} = \left \lfloor M \times \left ( 2.2 + \frac{\text{Effective Skill Level}}{10} + \frac{(\text{Effective Skill Level} + 17) \times \text{Strength Bonus}}{640} \right ) \right \rfloor</math><br />
<br />
Where <math>M</math> varies based on the [[Game Mode]] being played, and is equal to:<br />
* 10 if playing [[Game_Mode#Standard|Standard]], {{Icon|Hardcore}}, or {{AoD}}{{Icon|Ancient Relics}} mode<br />
* 100 if playing {{Icon|Adventure}} mode<br />
<br />
This base max hit is then adjusted by the percentage and flat max hit modifiers to arrive at the final max hit figure, where the modifiers include both global max hit increases as well as increases specific to the relevant attack type:<br />
<br />
<math>\text{Max Hit} = \left \lfloor \text{Base Max Hit} \times \left ( 1 + \frac{\text{Percentage Max Hit Modifier}}{100} \right ) \right \rfloor + \text{Flat Max Hit Modifier}</math><br />
<br />
==== Magic Max Hit ====<br />
<!-- JS source: character.js, function computeMagicMaxHit<br />
-->The player's Max Hit with [[Magic#Spells|spells]] changes depending on the spell being used. A spell's max hit is listed in the spell's description and is different for every spell. Magic Damage Bonus can be found in the Equipment Stats interface.<br />
<br />
For [[Magic#Ancient Magicks|Ancient Magick spells]] the max hit is simply as stated in the spell's description, and cannot be increased by the Magic Damage Bonus stat or any max hit modifiers - only the [[Combat Triangle]] damage bonus/penalty applies.<br />
<br />
For [[Magic#Standard Magic|standard spells]], first determine the max hit stated in the spell's description along with the player's effective {{Skill|Magic}} level by using the same effective level formula as [[#Melee and Ranged Max Hit|Melee and Ranged max hit]] does. The base max hit is then:<br />
<br />
<math>\text{Base Max Hit} = \left \lfloor \text{Spell Max Hit} \times \left ( 1 + \frac{\text{Magic Damage Bonus}}{100} \right ) \times \left ( 1 + \frac{\text{Effective Magic Level} + 1}{200} \right ) \right \rfloor</math><br />
<br />
This base max hit is then adjusted by the percentage and flat max hit modifiers to arrive at the final max hit figure, where the modifiers include both global and magic max hit increases. Any damage increases with the same element as the spell being used (such as that provided by the {{ItemIcon|Cloudburst Staff}}) are also added to the flat max hit modifier:<br />
<br />
<math>\text{Max Hit} = \left \lfloor \text{Base Max Hit} \times \left ( 1 + \frac{\text{Percentage Max Hit Modifier}}{100} \right ) \right \rfloor + \text{Flat Max Hit Modifier}</math><br />
<br />
=== Minimum Hit ===<br />
<!-- JS source: character.js, function computeMinHit<br />
-->For [[Special Attacks]] the minimum hit varies depending on the attack. Otherwise, for normal attacks the base minimum hit starts at 1. To this base value, both modifiers for "+X% of Maximum Hit added to Minimum Hit" as well as increased flat minimum hit damage are applied. In addition, if a spell from the [[Standard Magic|standard]] or [[Archaic Magicks|Archaic spellbook]] is being used then element specific modifiers granting flat minimum hit damage for the same element as the spell being used are also included. The minimum hit is at least 1, and no more than the max hit.<br />
<br />
The minimum hit calculation for normal attacks is therefore:<br />
<br />
<math>\begin{aligned}\text{Min Hit} = \min(\max(&\left \lfloor 1 + \text{Max Hit} \times \text{Percentage Max Hit added to Min Hit Modifier} \right \rfloor \\<br />
&+ \text{Flat Min Hit Modifier}, 1), \text{Max Hit})\end{aligned}</math><br />
<br />
===Calculating Damage Dealt===<br />
<br />
When the player hits with a normal attack, the game calculates how much damage the player actually does by rolling a number between their minimum hit and maximum hit for the chosen combat style and then applying post-roll modifiers.<br />
<br />
====Post-Roll Modifiers====<br />
Some effects are applied after the damage roll is done. The main two are enemy Damage Reduction and [[Player Modifiers]] that affect damage to all monsters or to a subset of monsters such as Slayer Monsters or Boss Monsters. These modifiers can increase the player's damage beyond their listed maximum hit.<br />
<br />
[[Magic#Ancient Magicks|Ancient Magick spells]] are not affected by post-roll modifiers aside from enemy Damage Reduction, although weapon special attacks that do a fixed amount of damage are.<br />
<br />
==== Damage Reduction ====<br />
<!-- JS source: character.js, function computeDamageReduction<br />
-->{{Main|Reference=Damage Reduction}}<br />
Damage Reduction (often abbreviated as 'DR') is a stat that does exactly what it suggests: It reduces the amount of damage taken by a player or monster. Unlike other combat numbers that are complex calculations, a player's damage reduction is determined by simply adding together all damage reduction bonuses the player has, whether from equipment or something else like a {{ItemIcon|Damage Reduction Potion}} or {{PetIcon|Defence}}.<br />
<br />
Many of the [[monsters]] in the game have natural damage reduction, with boss monsters typically having higher damage reduction than other monsters around the same combat level. Some monsters also have [[Special Attack#Monster Special Attacks|special attacks]] or passive effect which temporarily grant additional damage reduction, such as Stone Wall used by {{MonsterIcon|Terran}}.<br />
<br />
The player's damage reduction while engaged in combat can be calculated as their damage reduction % outside of combat ('Base Damage Reduction'), less any penalties that apply when in combat (such as the Intimidation passive effect present on many {{TotH}} [[monsters]]), all multiplied by the [[Combat Triangle]] damage reduction modifier. Damage reduction has a maximum value of 95% and a minimum of 0%, where the in-combat damage reduction can be calculated as:<br />
<br />
<math>\text{Damage Reduction %} = \min \Big( \max \Big( \Big\lfloor \left ( \text{Base Damage Reduction %} - \text{In-Combat Penalties} \right ) \times \text{Combat Triangle Modifier} \Big\rfloor , 0 \Big), 95 \Big)</math><br />
<br />
Where: <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions floor function].<br />
<br />
Whenever a player or monster with Damage Reduction greater than 0% would receive damage, the damage taken is reduced. This reduced damage can be calculated as follows:<br />
<br />
<math>\text{Damage Taken} = \left \lfloor \text{Base Damage} \times \left ( 1 - \frac{\text{Damage Reduction %}}{100} \right ) \right \rfloor</math><br />
<br />
==== Critical Hit ====<br />
With specific pieces of equipment, there is a chance that hits dealt by the player may become critical. When a critical hit occurs, any damage dealt by that hit will be increased by 50% - this increase is multiplicative with any other damage increasing bonuses currently in effect.<br />
<br />
The player's critical chance starts at 0% (at which point critical hits do not occur), and can be increased by the following:<br />
{{ModifierTable|MeleeCritChance,RangedCritChance,MagicCritChance|Critical Chance|true|}}<br />
<br />
==== Damage Per Hit, Average Hit, and Damage Per Second ====<br />
If a player or monster successfully connects with an attack, the damage dealt will be a random integer value between their minimum and maximum hit. This random value is uniformly distributed, or in other words any value between and including the minimum and maximum hit is equally likely to be rolled.<br />
<br />
Damage Reduction is applied after this initial damage per hit is calculated, which means it is possible for a player to deal less than their minimum hit against a monster that has Damage Reduction.<br />
<br />
The player's average hit is thus:<br />
<br />
<math>\text{Average Hit} = \frac{\text{Max Hit} + \text{Min Hit}}{2} \times (1 - \text{Enemy DR})</math><br />
<br />
And their damage per second can be calculated as:<br />
<br />
<math>\text{DPS} = \frac{\text{Average Hit}}{\text{Attack Speed (Seconds)}} \times \text{Hit Chance}</math><br />
<br />
=== Evasion Rating ===<br />
<!-- JS source: character.js, function computeEvasion<br />
-->The calculation used to determine the player's evasion rating varies depending on the attack type the player is defending against. Each requires the calculation of effective skill levels, the formula for which is as follows:<br />
<br />
<math>\small{\text{Effective Skill Level} = \text{Standard Skill Level} + \text{Hidden Skill Level}}</math><br />
<br />
In addition, the player's evasion modifier need to be known. This is the sum of all global evasion rating and the relevant attack type's evasion rating increases, provided from places such as [[Herblore#Combat Potions|Potions]], {{Skill|Agility}}, and {{Skill|Astrology}}.<br />
<br />
==== Melee and Ranged Evasion Rating ====<br />
First determine the relevant defence bonus, this will be the melee defence bonus for the {{Icon|Melee}} evasion rating, or the ranged defence bonus for the {{Skill|Ranged}} evasion rating. These stats can be found in the Equipment Stats interface.<br />
<br />
Given this, the evasion rating is then:<br />
<br />
<math>\text{Evasion Rating} = \left \lfloor \left ( \text{Effective Defence Level} + 9 \right ) \times \left ( \text{Defence Bonus} + 64 \right ) \times \left ( 1 + \frac{\text{Evasion Modifier}}{100} \right ) \right \rfloor</math><!--<br />
Note: Strictly the evasion rating calculation also includes an element of scaling when the 'globalEvasionHPScaling' applies, however this is only available through the 'Fleeting Defence' enemy passive, so currently does not apply to the player --><br />
<br />
==== Magic Evasion Rating ====<br />
The calculation for Magic evasion is slightly different from that for Melee and Ranged. The defence bonus used should naturally be the magic defence bonus. In addition, the effective defence level becomes a calculation that factors in both the player's effective Defence and Magic levels:<br />
<br />
<math>\small{\text{Effective Level} = \left \lfloor 0.3 \times \text{Effective Defence Level} + 0.7 \times \text{Effective Magic Level} \right \rfloor}</math><br />
<br />
Then the magic evasion rating becomes:<br />
<br />
<math>\text{Evasion Rating} = \left \lfloor \left ( \text{Effective Level} + 9 \right ) \times \left ( \text{Magic Defence Bonus} + 64 \right ) \times \left ( 1 + \frac{\text{Evasion Modifier}}{100} \right ) \right \rfloor</math><br />
<br />
{{Menu}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Deep_Sea_Ship/Guide&diff=66078Deep Sea Ship/Guide2024-03-07T04:19:46Z<p>BasChana: added equipment recs</p>
<hr />
<div>{{V|1.2.2}}<br />
{{Otheruses|the suggested way to complete Deep Sea Ship|the dungeon itself|Deep Sea Ship}}<br />
<br />
=Deep Sea Ship (Level 30)=<br />
<br />
This guide is written around the restrictions of the {{AoD}} {{Icon|Ancient Relics}} game mode, but intended to serve for players playing in {{Icon|Combat|notext=true}} Standard Mode. <br />
<br />
The {{Icon|Ancient Relics}} game mode restricts the players maximum Levels for {{Icon|Combat|notext=true}} Combat Skills to to 10 + the number of Dungeons completed. For this Dungeon, the players Combat Skills will be capped at a maximum of '''30''', and the guide will assume all non-combat skills are of a similar level.<br />
<br />
Regardless of combat style or game mode, the following {{Skill|Hitpoints}} amounts are the maximum amount needed to idle the {{ZoneIcon|Deep Sea Ship}}, but these numbers will go down dramatically with [[Damage Reduction]].<br />
* {{Skill|Hitpoints|1020}} with {{Icon|Auto Eat - Tier I|type=upgrade}} <br />
* {{Skill|Hitpoints|680}} with {{Icon|Auto Eat - Tier II|type=upgrade}}.<br />
* {{Skill|Hitpoints|510}} with {{Icon|Auto Eat - Tier III|type=upgrade}}.<br />
<br />
==Equipment==<br />
With combat skills still being very low, the player's options haven't changed too much from the previous dungeon, but they do have a little more room to improve their equipment with accessories from additional monsters. Once again, its not necessary to hunt down every scrap of beneficial equipment since so much will be replaced quickly, but the following is an approximation of the best available equipment at this stage of the game.<br />
<br />
* {{ItemIcon|Golbin Thief}}, and {{ItemIcon|Wolf}}, and the appropriate one of {{ItemIcon|Minotaur}}, {{ItemIcon|Centaur}}, or {{ItemIcon|Witch}} made in {{Skill|Summoning}} are large boosts to damage for any combat style, which can help with taking down the dungeon's boss.<br />
<br />
===Melee===<br />
{{Equipment/Recommended<br />
|style=Melee<br />
|showDR=false<br />
|helm1=(G) Adamant Helmet<br />
|body1=(G) Adamant Platebody<br />
|legs1=(G) Adamant Platelegs<br />
|boots1=(G) Adamant Boots<br />
|gloves1=<br />
|shield1=(G) Adamant Shield<br />
|weapon1=Adamant Scimitar<br />
|neck1=Silver Ruby Necklace<br />
|ring1=Silver Topaz Ring<br />
}}<br />
<br />
* {{ItemIcon|(G) Adamant Helmet|(G) Adamant Armor}} is created with the items obtained from {{MonsterIcon|Adamant Knight}} and {{ItemIcon|Silver Bar|Silver}} and {{ItemIcon|Gold Bar|Gold}} found with either {{MonsterIcon|Statue|Statues}} or {{Skill|Smithing}}.<br />
** ''{{MonsterIcon|Adamant Knight}}, unlilke its predecessor the {{MonsterIcon|Mithril Knight}}, is not as difficult, and is MUCH more generous with handing out the required equipment.''<br />
** {{ItemIcon|Adamant Scimitar}} can also be acquired from {{Skill|Township}}.<br />
* {{ItemIcon|Silver Ruby Necklace}} and {{ItemIcon|Silver Ruby Ring}} from {{Skill|Crafting}}.<br />
<br />
===Magic===<br />
{{Equipment/Recommended<br />
|style=Magic<br />
|showDR=false<br />
|helm1=Air Acolyte Wizard Hat<br />
|body1=Air Acolyte Wizard Robes<br />
|legs1=Air Acolyte Wizard Bottoms<br />
|boots1=Air Acolyte Wizard Boots<br />
|gloves1=<br />
|shield1=<br />
|weapon1=Air Battlestaff<br />
|neck1=Silver Sapphire Necklace<br />
|ring1=Gold Sapphire Ring<br />
}}<br />
<br />
* {{SpellIcon|Wind Blast}} or {{SpellIcon|Fire Bolt}}<br />
**''alternatively, the highest level combination of matching {{Skill|Magic|Spell}} ({{SpellIcon|Wind Blast|notext=true}}{{SpellIcon|Water Blast|notext=true}}{{SpellIcon|Earth Blast|notext=true}}{{SpellIcon|Fire Blast|notext=true}}) and {{ItemIcon|Air Acolyte Wizard Hat|notext=true}}{{ItemIcon|Water Acolyte Wizard Hat|notext=true}}{{ItemIcon|Earth Acolyte Wizard Hat|notext=true}}{{ItemIcon|Fire Acolyte Wizard Hat|notext=true}} Wizard Robes available to you''<br />
* {{ItemIcon|Air Acolyte Wizard Hat|notext=true}}{{ItemIcon|Air Acolyte Wizard Robes|notext=true}}{{ItemIcon|Air Acolyte Wizard Bottoms|notext=true}}{{ItemIcon|Air Acolyte Wizard Boots|notext=true}} Acolyte Wizard Robes and {{ItemIcon|Air Battlestaff}} are all made in {{Skill|Runecrafting}}.<br />
* {{ItemIcon|Gold Sapphire Ring}} and {{ItemIcon|Silver Sapphire Necklace}} are made in {{Skill|Crafting}}<br />
<br />
<br />
{{CombatNav|Guide}}<br />
{{Menu}}[[Category:Guides]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Frozen_Cove/Guide&diff=66077Frozen Cove/Guide2024-03-07T04:08:09Z<p>BasChana: added equipment recs</p>
<hr />
<div>{{V|1.2.2}}<br />
{{Otheruses|the suggested way to complete Frozen Cove|the dungeon itself|Frozen Cove}}<br />
<br />
=Frozen Cove (Level 25)=<br />
<br />
This guide is written around the restrictions of the {{AoD}} {{Icon|Ancient Relics}} game mode, but intended to serve for players playing in {{Icon|Combat|notext=true}} Standard Mode. <br />
<br />
The {{Icon|Ancient Relics}} game mode restricts the players maximum Levels for {{Icon|Combat|notext=true}} Combat Skills to to 10 + the number of Dungeons completed. For this Dungeon, the players Combat Skills will be capped at a maximum of '''25''', and the guide will assume all non-combat skills are of a similar level.<br />
<br />
Regardless of combat style or game mode, the following {{Skill|Hitpoints}} amounts are needed to idle the {{ZoneIcon|Frozen Cove}}.<br />
* {{Skill|Hitpoints|860}} with {{Icon|Auto Eat - Tier I|type=upgrade}} <br />
* {{Skill|Hitpoints|580}} with {{Icon|Auto Eat - Tier II|type=upgrade}}.<br />
* {{Skill|Hitpoints|430}} with {{Icon|Auto Eat - Tier III|type=upgrade}}.<br />
<br />
==Equipment==<br />
<br />
With combat skills still being very low, the player's options haven't changed too much from the previous dungeon, but they do have a little more room to improve their equipment with accessories from additional monsters. Once again, its not necessary to hunt down every scrap of beneficial equipment since so much will be replaced quickly, but the following is an approximation of the best available equipment at this stage of the game.<br />
<br />
* {{ItemIcon|Golbin Thief}}, and {{ItemIcon|Wolf}}, and the appropriate one of {{ItemIcon|Minotaur}}, {{ItemIcon|Centaur}}, or {{ItemIcon|Witch}} made in {{Skill|Summoning}} are large boosts to damage for any combat style, which can help with taking down the dungeon's boss.<br />
<br />
===Melee===<br />
{{Equipment/Recommended<br />
|style=Melee<br />
|showDR=false<br />
|helm1=Mithril Helmet<br />
|body1=(G) Mithril Platebody<br />
|legs1=Mithril Platelegs<br />
|boots1=Mithril Boots<br />
|gloves1=<br />
|shield1=(G) Mithril Shield<br />
|weapon1=Mithril Scimitar<br />
|neck1=Silver Ruby Necklace<br />
|ring1=Silver Topaz Ring<br />
}}<br />
<br />
* {{ItemIcon|(G) Mithril Platebody}} and {{ItemIcon|(G) Mithril Shield}} from a {{Skill|Township}} '''[[Township/Tasks|Task]]''' completed with the items obtained from {{MonsterIcon|Mithril Knight}}.<br />
** ''{{MonsterIcon|Mithril Knight}} is a difficult enemy, and the player needs to kill an average of 536 of them to obtain the required {{ItemIcon|Mithril Platebody}} to complete the {{Skill|Township}} task, consider either obtaining the equipment from {{Skill|Smithing}} or skipping this step.''<br />
* {{ItemIcon|Mithril Scimitar}} from {{MonsterIcon|Mithril Knight}}.<br />
* {{ItemIcon|Silver Ruby Necklace}} and {{ItemIcon|Silver Ruby Ring}} from {{Skill|Crafting}}.<br />
<br />
===Magic===<br />
{{Equipment/Recommended<br />
|style=Magic<br />
|showDR=false<br />
|helm1=Fire Acolyte Wizard Hat<br />
|body1=Fire Acolyte Wizard Robes<br />
|legs1=Fire Acolyte Wizard Bottoms<br />
|boots1=Fire Acolyte Wizard Boots<br />
|gloves1=<br />
|shield1=<br />
|weapon1=Staff of Fire<br />
|neck1=Silver Sapphire Necklace<br />
|ring1=Gold Sapphire Ring<br />
}}<br />
<br />
* {{SpellIcon|Fire Bolt}} or {{SpellIcon|Earth Bolt}}<br />
**''alternatively, the highest level combination of matching {{Skill|Magic|Spell}} ({{SpellIcon|Wind Bolt|notext=true}}{{SpellIcon|Water Bolt|notext=true}}{{SpellIcon|Earth Bolt|notext=true}}{{SpellIcon|Fire Bolt|notext=true}}) and {{ItemIcon|Air Acolyte Wizard Hat|notext=true}}{{ItemIcon|Water Acolyte Wizard Hat|notext=true}}{{ItemIcon|Earth Acolyte Wizard Hat|notext=true}}{{ItemIcon|Fire Acolyte Wizard Hat|notext=true}} Wizard Robes available to you''<br />
* {{ItemIcon|Fire Acolyte Wizard Hat|notext=true}}{{ItemIcon|Fire Acolyte Wizard Robes|notext=true}}{{ItemIcon|Fire Acolyte Wizard Bottoms|notext=true}}{{ItemIcon|Fire Acolyte Wizard Boots|notext=true}} Acolyte Wizard Robes and {{ItemIcon|Staff of Fire}} are all made in {{Skill|Runecrafting}}.<br />
* {{ItemIcon|Gold Sapphire Ring}} and {{ItemIcon|Silver Sapphire Necklace}} are made in {{Skill|Crafting}}<br />
<br />
<br />
<br />
<br />
{{CombatNav|Guide}}<br />
{{Menu}}[[Category:Guides]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Ancient_Relics/Guide&diff=66076Ancient Relics/Guide2024-03-07T03:55:56Z<p>BasChana: </p>
<hr />
<div>{{V|1.2.2}}<br />
<br />
==Ancient Relics==<br />
<br />
===Dungeons===<br />
While dungeons are unchanged, the [[Ancient Relics]] gamemode requires players to complete dungeons to increase their skill levels, which are otherwise locked to a very low level. <br />
<br />
While dungeons can be completed in any order, the following is a suggested order based on the max hit of the boss of each dungeon, including a link to the guide to that dungeon, as well as the combat level cap the player will have for that dungeon.<br />
<br />
{| class="wikitable"<br />
!Lvl!!Dungeon!!Guide!!Max<br />
|-<br />
|10||{{ZoneIcon|Chicken Coop}}||{{Icon|type=dungeon|Chicken Coop/Guide}}||52<br />
|-<br />
|15||{{ZoneIcon|Undead Graveyard}}||{{Icon|type=dungeon|Undead Graveyard/Guide}}||106<br />
|-<br />
|20||{{ZoneIcon|Spider Forest}}||{{Icon|type=dungeon|Spider Forest/Guide}}||142<br />
|-<br />
|25||{{ZoneIcon|Frozen Cove}}||{{Icon|type=dungeon|Frozen Cove/Guide}}||172<br />
|-<br />
|30||{{ZoneIcon|Deep Sea Ship}}||{{Icon|type=dungeon|Deep Sea Ship/Guide}}||204<br />
|-<br />
|35||{{ZoneIcon|Bandit Base}}||{{Icon|type=dungeon|Bandit Base/Guide}}||174<br />
|-<br />
|40||{{ZoneIcon|Hall of Wizards}}||{{Icon|type=dungeon|Hall of Wizards/Guide}}||208<br />
|-<br />
|45||{{ZoneIcon|Miolite Caves}}||{{Icon|type=dungeon|Miolite Caves/Guide}}||240<br />
|-<br />
|50||{{ZoneIcon|Dragons Den}}||{{Icon|type=dungeon|Dragons Den/Guide}}||470<br />
|-<br />
|55||{{ZoneIcon|Volcanic Cave}}||{{Icon|type=dungeon|Volcanic Cave/Guide}}||520<br />
|}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Ancient_Relics/Guide&diff=66075Ancient Relics/Guide2024-03-06T06:14:49Z<p>BasChana: changed the order of bandit base and deep sea ship</p>
<hr />
<div>{{V|1.2.2}}<br />
<br />
==Ancient Relics==<br />
<br />
===Dungeons===<br />
While dungeons are unchanged, the [[Ancient Relics]] gamemode requires players to complete dungeons to increase their skill levels, which are otherwise locked to a very low level. <br />
<br />
While dungeons can be completed in any order, the following is a suggested order based on the max hit of the boss of each dungeon, including a link to the guide to that dungeon, as well as the combat level cap the player will have for that dungeon.<br />
<br />
{| class="wikitable"<br />
!Lvl!!Dungeon!!Guide!!Max!<br />
|-<br />
|10||{{ZoneIcon|Chicken Coop}}||{{Icon|type=dungeon|Chicken Coop/Guide}}||52<br />
|-<br />
|15||{{ZoneIcon|Undead Graveyard}}||{{Icon|type=dungeon|Undead Graveyard/Guide}}||106<br />
|-<br />
|20||{{ZoneIcon|Spider Forest}}||{{Icon|type=dungeon|Spider Forest/Guide}}||142<br />
|-<br />
|25||{{ZoneIcon|Frozen Cove}}||{{Icon|type=dungeon|Frozen Cove/Guide}}||172<br />
|-<br />
|30||{{ZoneIcon|Deep Sea Ship}}||{{Icon|type=dungeon|Deep Sea Ship/Guide}}||204<br />
|-<br />
|35||{{ZoneIcon|Bandit Base}}||{{Icon|type=dungeon|Bandit Base/Guide}}||174<br />
|-<br />
|40||{{ZoneIcon|Hall of Wizards}}||{{Icon|type=dungeon|Hall of Wizards/Guide}}||208<br />
|-<br />
|45||{{ZoneIcon|Miolite Caves}}||{{Icon|type=dungeon|Miolite Caves/Guide}}||240<br />
|-<br />
|50||{{ZoneIcon|Dragons Den}}||{{Icon|type=dungeon|Dragons Den/Guide}}||470<br />
|-<br />
|55||{{ZoneIcon|Volcanic Cave}}||{{Icon|type=dungeon|Volcanic Cave/Guide}}||520<br />
|}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Deep_Sea_Ship/Guide&diff=66074Deep Sea Ship/Guide2024-03-06T06:13:59Z<p>BasChana: changed level rec to 30</p>
<hr />
<div>{{V|1.2.2}}<br />
{{Otheruses|the suggested way to complete Deep Sea Ship|the dungeon itself|Deep Sea Ship}}<br />
<br />
=Deep Sea Ship (Level 30)=<br />
<br />
This guide is written around the restrictions of the {{AoD}} {{Icon|Ancient Relics}} game mode, but intended to serve for players playing in {{Icon|Combat|notext=true}} Standard Mode. <br />
<br />
The {{Icon|Ancient Relics}} game mode restricts the players maximum Levels for {{Icon|Combat|notext=true}} Combat Skills to to 10 + the number of Dungeons completed. For this Dungeon, the players Combat Skills will be capped at a maximum of '''30''', and the guide will assume all non-combat skills are of a similar level.<br />
<br />
Regardless of combat style or game mode, the following {{Skill|Hitpoints}} amounts are the maximum amount needed to idle the {{ZoneIcon|Deep Sea Ship}}, but these numbers will go down dramatically with [[Damage Reduction]].<br />
* {{Skill|Hitpoints|1020}} with {{Icon|Auto Eat - Tier I|type=upgrade}} <br />
* {{Skill|Hitpoints|680}} with {{Icon|Auto Eat - Tier II|type=upgrade}}.<br />
* {{Skill|Hitpoints|510}} with {{Icon|Auto Eat - Tier III|type=upgrade}}.<br />
<br />
==Equipment==<br />
<br />
{{CombatNav|Guide}}<br />
{{Menu}}[[Category:Guides]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Bandit_Base/Guide&diff=66073Bandit Base/Guide2024-03-06T06:13:46Z<p>BasChana: changed level rec to 35</p>
<hr />
<div>{{V|1.2.2}}<br />
{{Otheruses|the suggested way to complete Bandit Base|the dungeon itself|Bandit Base}}<br />
<br />
=Bandit Base (Level 35)=<br />
<br />
This guide is written around the restrictions of the {{AoD}} {{Icon|Ancient Relics}} game mode, but intended to serve for players playing in {{Icon|Combat|notext=true}} Standard Mode. <br />
<br />
The {{Icon|Ancient Relics}} game mode restricts the players maximum Levels for {{Icon|Combat|notext=true}} Combat Skills to to 10 + the number of Dungeons completed. For this Dungeon, the players Combat Skills will be capped at a maximum of '''35''', and the guide will assume all non-combat skills are of a similar level.<br />
<br />
Regardless of combat style or game mode, the following {{Skill|Hitpoints}} amounts are needed to idle the {{ZoneIcon|Bandit Base}}.<br />
* {{Skill|Hitpoints|870}} with {{Icon|Auto Eat - Tier I|type=upgrade}} <br />
* {{Skill|Hitpoints|580}} with {{Icon|Auto Eat - Tier II|type=upgrade}}.<br />
* {{Skill|Hitpoints|440}} with {{Icon|Auto Eat - Tier III|type=upgrade}}.<br />
<br />
==Equipment==<br />
<br />
{{CombatNav|Guide}}<br />
{{Menu}}[[Category:Guides]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Miolite_Caves/Guide&diff=66072Miolite Caves/Guide2024-03-06T05:48:07Z<p>BasChana: </p>
<hr />
<div>{{V|1.2.2}}<br />
{{Otheruses|the suggested way to complete Miolite Caves|the dungeon itself|Miolite Caves}}<br />
<br />
=Miolite Caves (Level 45)=<br />
<br />
This guide is written around the restrictions of the {{AoD}} {{Icon|Ancient Relics}} game mode, but intended to serve for players playing in {{Icon|Combat|notext=true}} Standard Mode. <br />
<br />
The {{Icon|Ancient Relics}} game mode restricts the players maximum Levels for {{Icon|Combat|notext=true}} Combat Skills to to 10 + the number of Dungeons completed. For this Dungeon, the players Combat Skills will be capped at a maximum of '''45''', and the guide will assume all non-combat skills are of a similar level.<br />
<br />
Regardless of combat style or game mode, the following {{Skill|Hitpoints}} amounts are the maximum amount needed to idle the {{ZoneIcon|Miolite Caves}}, but these numbers will go down dramatically with [[Damage Reduction]].<br />
* {{Skill|Hitpoints|1200}} with {{Icon|Auto Eat - Tier I|type=upgrade}} <br />
* {{Skill|Hitpoints|800}} with {{Icon|Auto Eat - Tier II|type=upgrade}}.<br />
* {{Skill|Hitpoints|600}} with {{Icon|Auto Eat - Tier III|type=upgrade}}.<br />
<br />
==Equipment==<br />
<br />
{{CombatNav|Guide}}<br />
{{Menu}}[[Category:Guides]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Miolite_Caves/Guide&diff=66071Miolite Caves/Guide2024-03-06T05:47:51Z<p>BasChana: created page with basic information based on ancients relics guide template</p>
<hr />
<div>{{V|1.2.2}}<br />
{{Otheruses|the suggested way to complete Miolite Caves|the dungeon itself|Miolite Caves}}<br />
<br />
=Hall of Wizards (Level 45)=<br />
<br />
This guide is written around the restrictions of the {{AoD}} {{Icon|Ancient Relics}} game mode, but intended to serve for players playing in {{Icon|Combat|notext=true}} Standard Mode. <br />
<br />
The {{Icon|Ancient Relics}} game mode restricts the players maximum Levels for {{Icon|Combat|notext=true}} Combat Skills to to 10 + the number of Dungeons completed. For this Dungeon, the players Combat Skills will be capped at a maximum of '''45''', and the guide will assume all non-combat skills are of a similar level.<br />
<br />
Regardless of combat style or game mode, the following {{Skill|Hitpoints}} amounts are the maximum amount needed to idle the {{ZoneIcon|Miolite Caves}}, but these numbers will go down dramatically with [[Damage Reduction]].<br />
* {{Skill|Hitpoints|1200}} with {{Icon|Auto Eat - Tier I|type=upgrade}} <br />
* {{Skill|Hitpoints|800}} with {{Icon|Auto Eat - Tier II|type=upgrade}}.<br />
* {{Skill|Hitpoints|600}} with {{Icon|Auto Eat - Tier III|type=upgrade}}.<br />
<br />
==Equipment==<br />
<br />
{{CombatNav|Guide}}<br />
{{Menu}}[[Category:Guides]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Hall_of_Wizards/Guide&diff=66070Hall of Wizards/Guide2024-03-06T05:46:17Z<p>BasChana: refurbished page to make way for new information</p>
<hr />
<div>{{V|1.2.2}}<br />
{{Otheruses|the suggested way to complete Deep Sea Ship|the dungeon itself|Hall of Wizards}}<br />
<br />
=Hall of Wizards (Level 40)=<br />
<br />
This guide is written around the restrictions of the {{AoD}} {{Icon|Ancient Relics}} game mode, but intended to serve for players playing in {{Icon|Combat|notext=true}} Standard Mode. <br />
<br />
The {{Icon|Ancient Relics}} game mode restricts the players maximum Levels for {{Icon|Combat|notext=true}} 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.<br />
<br />
Regardless of combat style or game mode, the following {{Skill|Hitpoints}} amounts are the maximum amount needed to idle the {{ZoneIcon|Hall of Wizards}}, but these numbers will go down dramatically with [[Damage Reduction]].<br />
* {{Skill|Hitpoints|1050}} with {{Icon|Auto Eat - Tier I|type=upgrade}} <br />
* {{Skill|Hitpoints|700}} with {{Icon|Auto Eat - Tier II|type=upgrade}}.<br />
* {{Skill|Hitpoints|530}} with {{Icon|Auto Eat - Tier III|type=upgrade}}.<br />
<br />
==Equipment==<br />
<br />
{{CombatNav|Guide}}<br />
{{Menu}}[[Category:Guides]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Deep_Sea_Ship/Guide&diff=66069Deep Sea Ship/Guide2024-03-06T05:44:57Z<p>BasChana: refurbished page to make way for new information</p>
<hr />
<div>{{V|1.2.2}}<br />
{{Otheruses|the suggested way to complete Deep Sea Ship|the dungeon itself|Deep Sea Ship}}<br />
<br />
=Deep Sea Ship (Level 35)=<br />
<br />
This guide is written around the restrictions of the {{AoD}} {{Icon|Ancient Relics}} game mode, but intended to serve for players playing in {{Icon|Combat|notext=true}} Standard Mode. <br />
<br />
The {{Icon|Ancient Relics}} game mode restricts the players maximum Levels for {{Icon|Combat|notext=true}} Combat Skills to to 10 + the number of Dungeons completed. For this Dungeon, the players Combat Skills will be capped at a maximum of '''35''', and the guide will assume all non-combat skills are of a similar level.<br />
<br />
Regardless of combat style or game mode, the following {{Skill|Hitpoints}} amounts are the maximum amount needed to idle the {{ZoneIcon|Deep Sea Ship}}, but these numbers will go down dramatically with [[Damage Reduction]].<br />
* {{Skill|Hitpoints|1020}} with {{Icon|Auto Eat - Tier I|type=upgrade}} <br />
* {{Skill|Hitpoints|680}} with {{Icon|Auto Eat - Tier II|type=upgrade}}.<br />
* {{Skill|Hitpoints|510}} with {{Icon|Auto Eat - Tier III|type=upgrade}}.<br />
<br />
==Equipment==<br />
<br />
{{CombatNav|Guide}}<br />
{{Menu}}[[Category:Guides]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Bandit_Base/Guide&diff=66068Bandit Base/Guide2024-03-06T05:41:44Z<p>BasChana: created page with basic information</p>
<hr />
<div>{{V|1.2.2}}<br />
{{Otheruses|the suggested way to complete Bandit Base|the dungeon itself|Bandit Base}}<br />
<br />
=Bandit Base (Level 30)=<br />
<br />
This guide is written around the restrictions of the {{AoD}} {{Icon|Ancient Relics}} game mode, but intended to serve for players playing in {{Icon|Combat|notext=true}} Standard Mode. <br />
<br />
The {{Icon|Ancient Relics}} game mode restricts the players maximum Levels for {{Icon|Combat|notext=true}} Combat Skills to to 10 + the number of Dungeons completed. For this Dungeon, the players Combat Skills will be capped at a maximum of '''30''', and the guide will assume all non-combat skills are of a similar level.<br />
<br />
Regardless of combat style or game mode, the following {{Skill|Hitpoints}} amounts are needed to idle the {{ZoneIcon|Bandit Base}}.<br />
* {{Skill|Hitpoints|870}} with {{Icon|Auto Eat - Tier I|type=upgrade}} <br />
* {{Skill|Hitpoints|580}} with {{Icon|Auto Eat - Tier II|type=upgrade}}.<br />
* {{Skill|Hitpoints|440}} with {{Icon|Auto Eat - Tier III|type=upgrade}}.<br />
<br />
==Equipment==<br />
<br />
{{CombatNav|Guide}}<br />
{{Menu}}[[Category:Guides]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Frozen_Cove/Guide&diff=66067Frozen Cove/Guide2024-03-06T05:39:25Z<p>BasChana: created page with basic information</p>
<hr />
<div>{{V|1.2.2}}<br />
{{Otheruses|the suggested way to complete Frozen Cove|the dungeon itself|Frozen Cove}}<br />
<br />
=Frozen Cove (Level 25)=<br />
<br />
This guide is written around the restrictions of the {{AoD}} {{Icon|Ancient Relics}} game mode, but intended to serve for players playing in {{Icon|Combat|notext=true}} Standard Mode. <br />
<br />
The {{Icon|Ancient Relics}} game mode restricts the players maximum Levels for {{Icon|Combat|notext=true}} Combat Skills to to 10 + the number of Dungeons completed. For this Dungeon, the players Combat Skills will be capped at a maximum of '''25''', and the guide will assume all non-combat skills are of a similar level.<br />
<br />
Regardless of combat style or game mode, the following {{Skill|Hitpoints}} amounts are needed to idle the {{ZoneIcon|Frozen Cove}}.<br />
* {{Skill|Hitpoints|860}} with {{Icon|Auto Eat - Tier I|type=upgrade}} <br />
* {{Skill|Hitpoints|580}} with {{Icon|Auto Eat - Tier II|type=upgrade}}.<br />
* {{Skill|Hitpoints|430}} with {{Icon|Auto Eat - Tier III|type=upgrade}}.<br />
<br />
==Equipment==<br />
<br />
{{CombatNav|Guide}}<br />
{{Menu}}[[Category:Guides]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Ancient_Relics/Guide&diff=66066Ancient Relics/Guide2024-03-06T05:34:33Z<p>BasChana: added level requirements</p>
<hr />
<div>{{V|1.2.2}}<br />
<br />
==Ancient Relics==<br />
<br />
===Dungeons===<br />
While dungeons are unchanged, the [[Ancient Relics]] gamemode requires players to complete dungeons to increase their skill levels, which are otherwise locked to a very low level. <br />
<br />
While dungeons can be completed in any order, the following is a suggested order based on the max hit of the boss of each dungeon, including a link to the guide to that dungeon, as well as the combat level cap the player will have for that dungeon.<br />
<br />
{| class="wikitable"<br />
!Lvl!!Dungeon!!Guide!!Max!<br />
|-<br />
|10||{{ZoneIcon|Chicken Coop}}||{{Icon|type=dungeon|Chicken Coop/Guide}}||52<br />
|-<br />
|15||{{ZoneIcon|Undead Graveyard}}||{{Icon|type=dungeon|Undead Graveyard/Guide}}||106<br />
|-<br />
|20||{{ZoneIcon|Spider Forest}}||{{Icon|type=dungeon|Spider Forest/Guide}}||142<br />
|-<br />
|25||{{ZoneIcon|Frozen Cove}}||{{Icon|type=dungeon|Frozen Cove/Guide}}||172<br />
|-<br />
|30||{{ZoneIcon|Bandit Base}}||{{Icon|type=dungeon|Bandit Base/Guide}}||174<br />
|-<br />
|35||{{ZoneIcon|Deep Sea Ship}}||{{Icon|type=dungeon|Deep Sea Ship/Guide}}||204<br />
|-<br />
|40||{{ZoneIcon|Hall of Wizards}}||{{Icon|type=dungeon|Hall of Wizards/Guide}}||208<br />
|-<br />
|45||{{ZoneIcon|Miolite Caves}}||{{Icon|type=dungeon|Miolite Caves/Guide}}||240<br />
|-<br />
|50||{{ZoneIcon|Dragons Den}}||{{Icon|type=dungeon|Dragons Den/Guide}}||470<br />
|-<br />
|55||{{ZoneIcon|Volcanic Cave}}||{{Icon|type=dungeon|Volcanic Cave/Guide}}||520<br />
|}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Ancient_Relics/Guide&diff=66065Ancient Relics/Guide2024-03-06T05:30:40Z<p>BasChana: created page with a simple list of dungeons by max hit</p>
<hr />
<div>{{V|1.2.2}}<br />
<br />
==Ancient Relics==<br />
<br />
===Dungeons===<br />
While dungeons are unchanged, the [[Ancient Relics]] gamemode requires players to complete dungeons to increase their skill levels, which are otherwise locked to a very low level. <br />
<br />
While dungeons can be completed in any order, the following is a suggested order based on the max hit of the boss of each dungeon, including a link to the guide to that dungeon.<br />
<br />
{| class="wikitable"<br />
!Dungeon!!Guide!!Max<br />
|-<br />
|{{ZoneIcon|Chicken Coop}}||{{Icon|type=dungeon|Chicken Coop/Guide}}||52<br />
|-<br />
|{{ZoneIcon|Undead Graveyard}}||{{Icon|type=dungeon|Undead Graveyard/Guide}}||106<br />
|-<br />
|{{ZoneIcon|Spider Forest}}||{{Icon|type=dungeon|Spider Forest/Guide}}||142<br />
|-<br />
|{{ZoneIcon|Frozen Cove}}||{{Icon|type=dungeon|Frozen Cove/Guide}}||172<br />
|-<br />
|{{ZoneIcon|Bandit Base}}||{{Icon|type=dungeon|Bandit Base/Guide}}||174<br />
|-<br />
|{{ZoneIcon|Deep Sea Ship}}||{{Icon|type=dungeon|Deep Sea Ship/Guide}}||204<br />
|-<br />
|{{ZoneIcon|Hall of Wizards}}||{{Icon|type=dungeon|Hall of Wizards/Guide}}||208<br />
|-<br />
|{{ZoneIcon|Miolite Caves}}||{{Icon|type=dungeon|Miolite Caves/Guide}}||240<br />
|-<br />
|{{ZoneIcon|Dragons Den}}||{{Icon|type=dungeon|Dragons Den/Guide}}||470<br />
|-<br />
|{{ZoneIcon|Volcanic Cave}}||{{Icon|type=dungeon|Volcanic Cave/Guide}}||520<br />
|}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Clue_Chasers_Insignia&diff=66015Clue Chasers Insignia2024-02-29T04:01:48Z<p>BasChana: /* Applicable Items */ amended "in ancient relics" to "in the ancient relics game mode" to prevent confusion with the relic mechanic</p>
<hr />
<div>{{V}}<br />
{{ItemBox}}<br />
'''{{PAGENAME}}''' gives +10% chance to receive an off-item (an item from a skill that is not the main resource you are gathering). For example, when {{Skill|Woodcutting}}, it gives an increase chance of {{ItemIcon|Bird Nest|Bird Nests}} and {{ItemIcon|Mastery Token (Woodcutting)|Woodcutting Mastery Tokens}}. It does not give you a non-Woodcutting item while Woodcutting.<br />
<br />
==Item Sources==<br />
<br />
The Clue Chasers Insignia is an [[Easter Eggs#Clue Chasers Insignia|Easter Egg]] item acquired through a special method. This requires the six following items to be in the following order within the very first slots of the leftmost tab of the [[Bank]]: {{ItemIcon|Maple Logs}}, {{ItemIcon|Redwood Logs}}, {{ItemIcon|Raw Swordfish}}, {{ItemIcon|Raw Crab}}, {{ItemIcon|Herring}}, {{ItemIcon|Burnt Cave Fish}}.<br />
<br />
These items must be manually placed in the aforementioned order, so that the first 6 slots of the [[Bank]] contain them. Once the items have been moved to the first 6 slots within the leftmost tab of the [[Bank]], the {{ItemIcon|Clue Chasers Insignia}} will be automatically awarded. If the amulet is not awarded immediately, the player should swap two of the items and then swap them back into the correct order.<br />
<br />
Check [[Easter Eggs#Clue_Chasers_Insignia|Easter Eggs]] for more info.<br />
{| class="wikitable"<br />
!Item<br />
!Source<br />
|- <br />
|{{ItemIcon|Maple Logs}}<br />
| {{#invoke:Items/SourceTables|getItemSources|Maple Logs}}<br />
|-<br />
|{{ItemIcon|Redwood Logs}}<br />
| {{#invoke:Items/SourceTables|getItemSources|Redwood Logs}}<br />
|-<br />
|{{ItemIcon|Raw Swordfish}}<br />
| {{#invoke:Items/SourceTables|getItemSources|Raw Swordfish}}<br />
|-<br />
|{{ItemIcon|Raw Crab}}<br />
| {{#invoke:Items/SourceTables|getItemSources|Raw Crab}}<br />
|-<br />
|{{ItemIcon|Herring}}<br />
| {{#invoke:Items/SourceTables|getItemSources|Herring}}<br />
|-<br />
|{{ItemIcon|Burnt Cave Fish}}<br />
| {{#invoke:Items/SourceTables|getItemSources|Burnt Cave Fish}}<br />
|}<br />
<br />
==Applicable Items==<br />
The Clue Chasers Insignia bonus chance '''only applies''' to the following items:<br />
<br />
* {{ItemIcon|Bird Nest|Bird Nests}} and {{ItemIcon|Raven Nest|Raven Nests}} from {{Skill|Woodcutting}}<br />
* [[Mining#Gems|Gems]] from {{Skill|Mining}}<br />
* {{ItemIcon|Coal Ore}}, {{ItemIcon|Stardust}}, {{ItemIcon|Charcoal}}, {{ItemIcon|Ash}}, and {{ItemIcon|Generous Fire Spirit}} while {{Skill|Firemaking}}<br />
* {{ItemIcon|Signet Ring Half (a)}}<br />
* {{ItemIcon|Circlet of Rhaelyx}} and {{ItemIcon|Jewel of Rhaelyx}}<br />
* {{ItemIcon|Mysterious Stone|Mysterious Stones}}<br />
* {{Icon|Mastery Tokens}}<br />
* {{ItemIcon|Woodcutting Lesser Relic|notext=true|nolink=true}} All Lesser Relics in the {{AoD}}{{Icon|Ancient Relics}} game mode.<br />
<br />
===Inapplicable Items===<br />
<br />
The Clue Chasers Insignia '''does not''' apply to any other drops, including:<br />
<br />
* {{ItemIcon|Diamond|Diamonds}} while {{Skill|Firemaking}}<br />
* [[Fishing#Special|Special]] or [[Fishing#Junk|Junk]] items while {{Skill|Fishing}}<br />
* [[Thieving#Loot|Rare]], [[Thieving#Areas|Area Unique]], and [[Thieving#Thieving Targets|NPC Unique]] drops while {{Skill|Thieving}}<br />
* Extra potions from {{Icon|Herblore Potion}}<br />
* Extra runes from {{Icon|Elemental Potion}} and various synergies<br />
* Any {{Skill|Summoning|notext=true}} [[Summoning#Summoning Marks|Summoning Marks]]<br />
* {{ItemIcon|Stardust}} and {{ItemIcon|Golden Stardust}} from {{Skill|Astrology}}<br />
* {{ItemIcon|Signet Ring Half (b)}}<br />
<br />
==Stats==<br />
{{AutoArmourStats}}<br />
<br />
==History==<br />
Prior to [[V1.1]] (being the release of the [[Throne of the Herald Expansion]]), a specific quantity of each item was additionally required - if the player had more than the required quantities then the excess had to be consumed through skill actions or sold. The quantities required were as follows: {{ItemIcon|Maple Logs|42}}, {{ItemIcon|Redwood Logs|23}}, {{ItemIcon|Raw Swordfish|16}}, {{ItemIcon|Raw Crab|15}}, {{ItemIcon|Herring|8}}, {{ItemIcon|Burnt Cave Fish|4}}, a reference to the ''Lost'' series.<br />
[[Category:Items]]<br />
{{Menu}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Generous_Cook_Potion&diff=65955Generous Cook Potion2024-02-14T01:56:40Z<p>BasChana: removed outdated information about burnt food</p>
<hr />
<div>{{V}}<br />
The '''{{PAGENAME}}''' is a potion that can be made with {{Skill|Herblore}}. It gives a chance to double the amount of food created when {{Skill|Cooking}}. One charge is used per successful cooking action, even if the potion's effect doesn't trigger.<br />
==Creation==<br />
{{CreationTable|{{PAGENAME}} I}}<br />
<br />
==Tiers==<br />
<br />
The tier of potion created depends on the player's {{Icon|Mastery}}. See the {{Skill|Herblore}} page for more details on how potion tiers work.<br />
<br />
<br />
{{PotionTable}}<br />
{{PotionNav}}<br />
{{Menu}}<br />
[[Category:Potion]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Astrology&diff=65946Astrology2024-02-10T18:04:46Z<p>BasChana: /* Acquiring Stardust */ added additional methods of obtaining each type of stardust</p>
<hr />
<div>{{V|1.2.2}}<br />
[[File:Astrology (skill).svg|thumb|right|Astrology]]<br />
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}}<br />
'''Astrology''' is a skill that provides passive buffs to various other skills in the game similar to the {{Skill|Agility}} skill.<br />
Modifiers will be unlocked as you level up your mastery in each [[#Constellations|constellation]], and the buff can be upgraded by spending {{ItemIcon|Stardust}} or {{ItemIcon|Golden Stardust}} to level up that buff to a maximum level of 5 for {{ItemIcon|Golden Stardust}} buffs and 8 for {{ItemIcon|Stardust}} buffs.<br />
<br />
==Mechanics==<br />
<br />
Leveling Astrology involves Studying various Constellations, starting with the Deedree Constellation at level 1. Studying has a base interval of 3 seconds per action. Studying does not cost any resources and provides Astrology experience and Mastery experience for the Constellation after each action.<br />
<br />
Each Study action also has a chance to provide {{ItemIcon|Stardust}}, {{ItemIcon|Golden Stardust}}, or to ({{TotH}}) discover a [[Mining#Meteorites|Meteorite]].<br />
<br />
===Acquiring Stardust===<br />
Training '''{{PAGENAME}}''' is the primary way of obtaining {{ItemIcon|Stardust}} and the only way to obtain {{ItemIcon|Golden Stardust}}. Both are acquired at random while studying constellations, where [[Stardust]] and [[Golden Stardust]] drops with a 5% and 2% chance per action respectively.<br />
<br />
{{ItemIcon|Stardust}} can also be obtained in small quantities from {{Skill|Woodcutting|Cutting}} or {{Skill|Firemaking|Burning}} {{ItemIcon|Magic Logs}} - ''see the respective pages for more information.''<br />
<br />
Both types of Stardust can be obtained in set quantities from {{Skill|Township}} Tasks.<br />
<br />
The rate at which stardust may be acquired can be increased by:<br />
* '''Decreasing the action interval''' <br />
** {{ItemIcon|Secret Stardust Potion|img=Secret Stardust Potion IV}} reduces the action interval by 3/5/10/15% depending on the potion's tier. Note that since the potions themselves use [[Stardust]] as an ingredient, maximizing the {{Skill|Herblore}} preservation and doubling chances before creating any of these potions is highly recommended.<br />
** {{TotH}} {{Icon|Variel|type=constellation}} reduces the action interval by 5%.<br />
** {{TotH}} {{ItemIcon|Superior Astrology Skillcape}} reduces the action interval by 10%.<br />
** {{TotH}} {{ItemIcon|Owl}} + {{ItemIcon|Eagle}} Synergy reduces the action interval by 10%<br />
*** {{TotH}} {{ItemIcon|Owl}} itself provides 5% interval reduction, so equipping the synergy gives a total of 15% action interval reduction.<br />
* '''Increasing the drop chance'''<br />
** {{ItemIcon|Stardust}}:<br />
*** The 25% [[#Mastery Pool Checkpoints|Mastery pool checkpoint]] provides a +5% bonus to the drop chance<br />
*** {{TotH}} {{Icon|Variel|type=constellation}} provides a +2% bonus<br />
*** {{TotH}} {{Icon|Rosaniya|type=constellation}} provides a +4% bonus<br />
** {{ItemIcon|Golden Stardust}}:<br />
*** The 50% [[#Mastery Pool Checkpoints|Mastery pool checkpoint]] provides a +3% bonus to the drop chance<br />
*** The 95% [[#Mastery Pool Checkpoints|Mastery pool checkpoint]] provides a +2% bonus<br />
*** {{PetIcon|Astro}} provides a +1% bonus<br />
*** {{ItemIcon|Golden Star}} and {{ItemIcon|Golden Star II}} provides a +0.2% and +0.4% bonus respectively<br />
*** {{TotH}} {{Icon|Variel|type=constellation}} provides a +2.5% bonus<br />
** {{ItemIcon|Meteorite Ore}}:<br />
*** The 95% [[#Mastery Pool Checkpoints|Mastery pool checkpoint]] provides a +2% bonus<br />
*** {{TotH}} {{Icon|Variel|type=constellation}} provides a +0.5% bonus<br />
* '''Increasing the drop quantity''' <br />
** Equipping {{ItemIcon|Astrology Skillcape}} provides a +1 bonus to the quantity of both [[Stardust]] and [[Golden Stardust]] that is dropped. <br />
** {{TotH}} Equipping {{ItemIcon|Superior Astrology Skillcape}} provides a +2 bonus to the quantity of both [[Stardust]] and [[Golden Stardust]] that is dropped.<br />
** Both types of Stardust are affected by doubling modifiers, such as:<br />
*** {{ItemIcon|Aorpheat's Signet Ring}}<br />
*** Some {{Skill|Agility}} courses<br />
*** {{TotH}} The {{Icon|Mastery}} Level 40 star in {{Icon|Rosaniya|type=constellation}}<br />
<br />
===Modifiers===<br />
Each Constellation starts with 6 predetermined Stars (modifiers) that are unlocked by increasing the {{Icon|Mastery}} Level of the Constellation. Upgrading Stars that provide standard modifiers costs {{ItemIcon|Stardust}}, while upgrading Stars that provide unique modifiers costs {{ItemIcon|Golden Stardust}}. The modifier starts at 0, so you need to use the appropriate type of Stardust to benefit from a Stars' modifiers.<br />
<br />
The maximum amount of upgrades you can put into a Star modifier is determined by the type of modifier. Normal modifiers can go up to level 8, whereas unique modifiers can only go up to level 5. Each upgrade gives a linear increase to the bonus.<br />
<br />
The first upgrade requires {{ItemIcon|Stardust|qty=10}} or {{ItemIcon|Golden Stardust|qty=50}}. With each upgrade, the cost of {{ItemIcon|Stardust}} or {{ItemIcon|Golden Stardust}} will double, resulting in the last upgrade of a star costing {{ItemIcon|Stardust|qty=1280}} or {{ItemIcon|Golden Stardust|qty=800}}. Each standard modifier requires {{ItemIcon|Stardust|qty=2550}} to max out, while each unique modifier requires {{ItemIcon|Golden Stardust|qty=1550}} to max out. This results in the following total cost by expansion:<br />
<br />
{| class="wikitable"<br />
|- class="headerRow-0"<br />
! Total Cost by Expansion<br />
! {{ItemIcon|Stardust}}<br />
! {{ItemIcon|Golden Stardust}}<br />
|-<br />
| [[Full Version]]<br />
| 84,150<br />
| 51,150<br />
|-<br />
| {{Icon|Throne of the Herald Expansion}}<br />
| 30,600<br />
| 18,600<br />
|-<br />
| {{Icon|Atlas of Discovery Expansion}}<br />
| 7,650<br />
| 4,650<br />
|-<br />
| Combined [[Full Version]] + {{TotH}} + {{AoD}}<br />
| 122,400<br />
| 74,400<br />
|}<br />
<br />
Despite the wording ''Unique Modifier'', the modifiers '''do''' stack with similar types of modifiers, e.g. {{Icon|Deedree|type=constellation}}'s {{Icon|Mastery}} Level 60 star (up to +5% Farming Yield) stacks with the +3% Farming Yield from {{ItemIcon|Bob's Gloves}}<br />
<br />
==Mastery Unlocks==<br />
===Item Mastery Unlocks===<br />
{{MasteryUnlocks}}<br />
===Mastery Pool Checkpoints===<br />
{{MasteryCheckpoints}}<br />
== Skillcape ==<br />
The [[Skillcapes|skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}.<br/><br />
The [[Superior_Skillcapes|superior skillcape]] can be purchased from the store for {{GP|10000000}} after the player reaches {{SkillReq|{{PAGENAME}}|120}}.<br />
{{SkillcapeInfo}}<br />
== Pet ==<br />
The [[Pets|pet]] can be unlocked by doing any Astrology action.<br />
{{PetSkillInfo}}<br />
==Constellations==<br />
The bonuses listed below are the maximum possible.<br />
{{AstrologyConstellationTable}}<br />
==Potions==<br />
The [[Secret Stardust Potion]] reduces the interval for Study actions.<br />
{{PotionTable|Secret Stardust Potion}}<br />
The [[Star Seeker Potion]] increases the chance of finding Golden Stardust.<br />
{{PotionTable|Star Seeker Potion}}<br />
==Summoning Boosts==<br />
This table shows all the {{Skill|Summoning}} Familiars and Synergies that provide a bonus to {{PAGENAME}}.<br />
{{SkillSummoningBonusTable|{{PAGENAME}}}}<br />
==Skill Boosts==<br />
This table lists most sources of {{PAGENAME}}-specific modifier boosts. For a list of boosts that apply to all skills, see the [[Skill Boosts]] page. This list does not contain boosts provided from {{Icon|Mastery}} rewards.<br />
{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,increasedBaseStardustDropQty,increasedChanceGoldenStardust,increasedChanceStardust,increasedChanceToFindMeteorite,increasedNonCombatSkillXP,decreasedGlobalSkillIntervalPercent,increasedMasteryPoolCap|{{PAGENAME}} Boosts|false|skill={{PAGENAME}}}}<br />
{{Menu}}[[Category:Skills]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Necromancers_Crown&diff=65932Necromancers Crown2024-02-07T23:40:27Z<p>BasChana: added a mention about Barrier Dust not being doubled</p>
<hr />
<div>{{V}}{{ItemBox}}<br />
'''{{PAGENAME}}''' is an item of [[Equipment]] which doubles the quantity of items that are always dropped after each [[Monster]] kill. The Crown's bonus is multiplicative with the chance to double, meaning up to four times the usual amount of bones may be obtained.<br />
<br />
Despite the modifier's description, this doubling effect is not limited to bones, but extends to 'most' items in the "Always Drops:" section of a monster's loot table. The effect does not apply to items like {{ItemIcon|Black Dragonhide}} from {{MonsterIcon|Black Dragon}} that have a 100% drop chance. The {{PAGENAME}} can therefore be used to double {{ItemIcon|Holy Dust}} dropped from monsters with the {{ZoneIcon|Holy Isles}}, {{ItemIcon|Ectoplasm}} dropped from monsters within the {{ZoneIcon|Midnight Valley}}, as well as shards dropped from all monsters within each of the {{ZoneIcon|Air God Dungeon|Air}}, {{ZoneIcon|Water God Dungeon|Water}}, {{ZoneIcon|Earth God Dungeon|Earth}}, and {{ZoneIcon|Fire God Dungeon|Fire}} God Dungeons.<br />
<br />
The main exception to this rule is {{ItemIcon|Barrier Dust}}, which is not set as any monsters "bones" and will therefore not be doubled.<br />
<br />
In addition, as the effect only applies to bones and other items guaranteed to drop upon each monster kill, the {{PAGENAME}} does ''not'' double any "bone" items within any monster's loot table. For example, neither {{ItemIcon|Dragon Bones}} dropped by {{MonsterIcon|Gret-Yun}} nor {{ItemIcon|Desecrated Bones}} dropped by the {{MonsterIcon|Greater Skeletal Dragon}} will be doubled. <br />
<br />
==Stats==<br />
{{AutoArmourStats}}<br />
<br />
==Item Sources==<br />
{{ItemSources}}<br />
{{ItemUses}}<br />
{{TownshipItemTasks}}<br />
{{Menu}}[[Category:Items]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Firemaking&diff=65922Firemaking2024-02-05T02:24:09Z<p>BasChana: /* Items Received */ edited the table to include stardust from magic logs, removed separate text blurb about it</p>
<hr />
<div>{{V|1.2.2}}<br />
[[File:Firemaking (skill).svg|thumb|right|Firemaking]]<br />
<br />
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}}<br />
<br />
'''{{PAGENAME}}''' is the ancient art of making fires. Increasing the Firemaking skill level allows the player to purchase higher tier [[Shop#Fires|cooking fires]] from the [[Shop]].<br />
<br />
One of the main attractions of {{PAGENAME}} is the experience bonuses it can provide to all skills. Wearing the {{ItemIcon|Firemaking Skillcape}} will grant +5% global skill experience, unlocking {{PetIcon|Pyro}} will grant +1% global skill experience, 5% global {{Icon|Mastery}} experience is granted while the 95% [[#Mastery Pool Checkpoints|pool checkpoint]] is active, and 0.25% global mastery experience is granted for each log that is {{Icon|Mastery}} level 99, a total of 2.25% ({{TotH}} 4.5%) once each log is mastered.<br />
<br />
==Mechanics==<br />
The amount of time taken to burn a log can be reduced by 15% if the {{UpgradeIcon|Art of Control}} upgrade has been purchased, 10% while the 25% [[#Mastery Pool Checkpoints|pool checkpoint]] is active, 5% while the {{ItemIcon|Devil}} familiar is equipped, up to 5% with {{ConstellationIcon|Ameria}} ({{MasteryReq|Ameria|60|type=constellation}}), 4% if {{AgilityIcon|Monkey Bars}} is active, 2% if {{ItemIcon|Warm Beanie}} is worn, and 0.1% for each mastery level gained in the log being burned. The [[Throne of the Herald Expansion]] introduces further interval reductions, being 5% if the {{ItemIcon|Kindling Pouch}} [[Consumables|Consumable]] is in use, 3% if the {{AgilityIcon|Elite Pillar of Expertise}} is active, and 2% if {{PetIcon|Harold}} is unlocked. The maximum possible reduction is therefore 50.9% ({{TotH}} 60.9%).<br />
<br />
==Items Received==<br />
The player will sometimes receive items while burning logs. Each of these items is rolled separately, so it is possible to get multiple different items from the same action.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
!colspan="2"|Item<br />
!Chance<br />
!Log<br />
|-<br />
|{{ItemIcon|Coal Ore|size=30|notext=true}}||[[Coal Ore]]||style="text-align:right;"|40%||style="text-align:right;"|All<br />
|-<br />
|{{ItemIcon|Ash|size=30|notext=true}}||[[Ash]]||style="text-align:right;"|20%||style="text-align:right;"|All<br />
|-<br />
|{{ItemIcon|Charcoal|size=30|notext=true}}||{{TotH}} [[Charcoal]]||style="text-align:right;"|1%||style="text-align:right;"|All<br />
|-<br />
|{{ItemIcon|Generous Fire Spirit|size=30|notext=true}}||[[Generous Fire Spirit]]||style="text-align:right;"|0.1%||style="text-align:right;"|All<br />
|-<br />
|{{ItemIcon|Stardust|size=30|notext=true}}||[[Stardust]]||style="text-align:right;"|1%||style="text-align:right;"|{{ItemIcon|Magic Logs|size=30|notext=true}}<br />
|}<br />
<br />
The chance of receiving each of the above items can be boosted with the {{ItemIcon|Clue Chasers Insignia}}, and the quantity received may be doubled with global or Firemaking specific doubling bonuses.<br />
<br />
The amount of Ash received is determined by the base burn time of the log in seconds. For example Normal Logs take 2 seconds to burn and thus give 2 Ash.<br />
<br />
It is possible to increase the odds of receiving items through various means. For example, the {{ItemIcon|Firemaking Skillcape}} increases the chance to receive Coal Ore after each Firemaking action to 100% and the {{ItemIcon|Burning Amulet of Charcoal}} increases the chance of receiving Charcoal by 10%.<br />
<br />
With the {{Icon|Ameria|Ameria constellation|type=constellation}} or the {{ItemIcon|Devil}} + {{ItemIcon|Mole}} [[Summoning|familiar synergy]] it is also possible to receive {{ItemIcon|Diamond|Diamonds}} while firemaking. The quantity of Diamonds received is always 1, and cannot be doubled.<br />
<br />
==Bonfires==<br />
While firemaking the player has the option to light a bonfire at the cost of 10 logs. This action itself does not give experience; bonfires instead provide bonus experience for firemaking when lit. The amount of bonus experience gained depends on the log being burned (see: [[#Logs|Logs]]). Note that the experience bonus applies to skill experience only, and does ''not'' provide additional {{Icon|Mastery}} experience.<br />
<br />
By using {{ItemIcon|Controlled Heat Potion|Controlled Heat Potions}}, bonfires will automatically be started at the cost of no logs.<br />
<br />
==Potion==<br />
The [[Controlled Heat Potion]] relights bonfires automatically at the cost of no logs. The bonfire must first be lit manually however, which will incur the usual cost of 10 logs.<br />
{{PotionTable|Controlled Heat Potion}}<br />
The [[Enkindled Yields Potion]] provides an increased chance to double [[#Items Received|various items]] that can be received while burning logs.<br />
{{PotionTable|Enkindled Yields Potion}}<br />
<br />
== Mastery Unlocks ==<br />
<br />
===Item Mastery Unlocks===<br />
{{MasteryUnlocks}}<br />
<br />
===Mastery Pool Checkpoints===<br />
{{MasteryCheckpoints}}<br />
<br />
== Skillcape ==<br />
<br />
The [[Skillcapes|skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}.<br/><br />
The [[Superior_Skillcapes|superior skillcape]] can be purchased from the store for {{GP|10000000}} after the player reaches {{SkillReq|{{PAGENAME}}|120}}.<br />
{{SkillcapeInfo}}<br />
<br />
== Pet ==<br />
The [[Pets|pet]] can be unlocked by doing any Firemaking action.<br />
{{PetSkillInfo}}<br />
<br />
== Logs ==<br />
{{FiremakingLogsTable}}<br />
==Summoning Boosts==<br />
This table shows all the {{Skill|Summoning}} Familiars and Synergies that provide a bonus to {{PAGENAME}}.<br />
{{SkillSummoningBonusTable|{{PAGENAME}}}}<br />
==Skill Boosts==<br />
This table lists most sources of {{PAGENAME}}-specific modifier boosts. For a list of boosts that apply to all skills, see the [[Skill Boosts]] page. This list does not contain boosts provided from {{Icon|Mastery}} rewards.<br />
{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,increasedGPFromFiremaking,decreasedGPFromFiremaking,increasedAdditionalAshInFiremaking,increasedChanceForAshInFiremaking,increasedChanceForCharcoalInFiremaking,increasedChanceForStardustInFiremaking,increasedFiremakingCoalChance,increasedChanceForDiamondFiremaking,increasedFiremakingLogGP,increasedGPFlat,increasedNonCombatSkillXP,decreasedGlobalSkillIntervalPercent,increasedMasteryPoolCap|{{PAGENAME}} Boosts|false|skill={{PAGENAME}}}}<br />
[[Category:Skills]]<br />
{{Menu}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Bird_Nest&diff=65921Bird Nest2024-02-04T23:04:51Z<p>BasChana: added link to the guide page</p>
<hr />
<div>{{HasGuide}}<br />
{{V}}<br />
{{ItemBox}}<br />
<br />
'''{{PAGENAME}}''' is an item that can be obtained while {{Skill|Woodcutting}}, providing a variety of allotment and tree [[Farming#Seeds|Seeds]] when opened.<br />
<br />
The base drop rate for nests is 0.5% per log cut, which can be increased by using any of the below drop rate bonuses. As nests are an off-item, the base drop rate and these bonuses are increased by a further 10% multiplicatively when the {{ItemIcon|Clue Chasers Insignia}} is worn.<br />
{{ModifierTable|BirdNestDropRate|Modifier|true|}}<br />
The {{ItemIcon|Ent}} & {{ItemIcon|Octopus}} [[Synergy]] can also increase the drop rate by 6%.<br />
<br />
The quantity of {{PAGENAME}}s dropped is also increased while the 95% [[Woodcutting#Mastery Pool Checkpoints|Woodcutting Mastery pool checkpoint]] is active, the {{ItemIcon|Superior Woodcutting Skillcape}} is equipped, and/or when the {{ItemIcon|Ent}} & {{ItemIcon|Bear}} synergy is used in combination with any {{Icon|Bird Nest Potion}}.<br />
<br />
==Loot Table==<br />
{{ChestDrops}}<br />
<br />
==Item Sources==<br />
{{ItemSources}}<br />
{{ItemUses}}<br />
{{TownshipItemTasks}}[[Category:Items]]<br />
<br />
{{Menu}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=User:BasChana&diff=65788User:BasChana2024-01-09T20:35:16Z<p>BasChana: Replaced content with "{{ItemIcon|Steel Sword}}"</p>
<hr />
<div>{{ItemIcon|Steel Sword}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Township&diff=65787Township2024-01-09T20:18:02Z<p>BasChana: combined buildings and resources tab, moved Seasons below resources</p>
<hr />
<div>{{V}}<br />
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}}<br />
[[File:Township (skill).svg|thumb|right|Township]]<br />
<br />
'''{{PAGENAME}}''' is a skill which tasks the player with running a town inside the land of Melvor. Similar to {{Skill|Farming}}, it can be trained passively. However, unlike {{Skill|Farming|nolink=true}}, {{Skill|Township|nolink=true}} has no {{Icon|Mastery}} levels, and uses a unique ''tick'' system of progression. Each hour, the town will advance by one tick, during each tick [[#Resources|Resources]] and {{GP}} will be gained, which may then be reinvested into the town or converted into a number of [[Consumables]] and other resources for use in other skills.<br />
<br />
Over time, both the [[#Health|Health]] of the town's [[#Population|Population]] and efficiency of [[#Buildings|Buildings]] will deteriorate, with buildings requiring [[#Repairing Buildings|Repair]] in order to remain fully productive.<br />
<br />
__TOC__<br />
<br />
== Town ==<br />
A {{TownshipIcon|Town}} contains [[#Buildings|Buildings]] that are used to produce [[#Resources|Resources]] and {{GP}} [[GP]] for the player. The buildings are built within [[#Biomes|Biomes]], where each biome can accommodate different types of buildings and is subject to different production bonuses provided by the selected [[#Worship|Worship]].<br />
<br />
=== Building and Upgrading ===<br />
To construct buildings, first select a biome - a list of available buildings for that biome will then be revealed. Clicking on the build button for a building where the skill level, population, and the cost requirements have been met will then construct the selected quantity of that building. Once constructed, buildings cannot be destroyed or downgraded (with the exception of [[#Worship|Worship]] related buildings, which are destroyed when the current worship changes).<br />
<br />
Once the maximum amount of a particular building has been constructed, an option to upgrade that building to the next tier will become available, provided an upgrade exists and the skill level and population requirements have been met. Upgraded buildings will provide a greater benefit than the previous tiers of the same type of building.<br />
<br />
The cost of building can be reduced with some [[#Worship|Worship]] bonuses and in the following ways:<br />
{{ModifierTable|TownshipBuildingCost|Repair Cost|true|}}<br />
<br />
=== Repairing Buildings ===<br />
<!--<br />
See: Township.reduceAllBuildingEfficiency, Township.reduceBuildingEfficiency<br />
-->Buildings which have been built will initially start with 100% efficiency and then degrade randomly over time - for every town update there is a 25% chance that each building will degrade by a flat 1%, down to a minimum efficiency of 20%. The exceptions to this are all storage buildings ({{TownshipIcon|Storehouse}}, {{TownshipIcon|Warehouse}}, {{TownshipIcon|Repository}}, {{TownshipIcon|Large Repository}})<!-- and {{TownshipIcon|Lemvor Lemon Stall}}-->, which do not degrade over time. The current efficiency of a building can be seen as a percentage in the top-left corner of that building's tile. While degraded, buildings which provide [[#Resources|Resources]] or [[#Stats|Stats]] will provide less of that resource or stat.<br />
<br />
There are two ways to return a building to 100% efficiency:<br />
* Repair the building, at the cost of the resources stated at the bottom of that building's tile<br />
* If the maximum number of a building has yet to be built, constructing another one of that building will also fully repair that building. This has the benefit of avoiding the repair cost that would otherwise have to be paid<br />
<br />
<!--<br />
See: Township.getSingleResourceRepairCostForBuilding, <br />
-->The repair cost of a building depends on the cost of constructing the building (after any building cost reducing bonuses), the building's efficiency, and any increased or decreased repair cost bonuses, where each {{TownshipIcon|Market}} built decreases the repair cost by 0.25%. The minimum repair cost is 1 resource. The repair cost of a building can be calculated as follows:<br />
<br />
<math>\text{Repair Cost} = \frac{\text{Base Building Cost}}{3} \times \text{Buildings Built} \times \left ( 1 - \frac{\text{Building Cost Reduction %}}{100} \right ) \times \left ( 1 + \frac{\text{Repair Cost %}}{100} \right ) \times \left ( 1 - \frac{\text{Building Efficiency %}}{100} \right )</math><br />
<br />
Where:<br />
* '''Buildings Built''' is the number of buildings currently built within the biome in which the repair is taking place<br />
* '''Building Cost Reduction %''' is capped at 80%<br />
* '''Repair Cost %''' is the result of <math>\text{Increased Repair Cost - Decreased Repair Cost}</math><br />
* '''Building Efficiency''' is the current building efficiency percentage which can be found in the top left corner of the building<br />
<br />
=== Biomes ===<br />
There are ten biomes in total, where a different assortment of buildings may be built within each. Some of these biomes have level and population requirements that must be met before they may be accessed. Depending on the selected {{TownshipIcon|Worship}} buildings within some biomes can produce more or fewer resources than the same buildings within other biomes.<br />
{{TownshipBuildingBiomeTable}}<br />
<br />
== Stats ==<br />
{{TownshipIcon|Statistics}} are various properties in the Town that do not take up {{TownshipIcon|Storage}} space. These can be seen as cards immediately above the various [[#Resources|Resources]] for a town.<br />
<br />
=== Population ===<br />
{{TownshipIcon|Population}} is a core feature of Township. The population of a town affects how much skill XP is gained per tick (1 XP is provided per citizen, before any XP bonuses), and is a requirement for many [[#Biomes|Biomes]] and [[#Buildings|Buildings]].<br />
<br />
The population of a town can be increased by constructing more {{TownshipIcon|Basic Shelter|Basic Shelters}} or upgrades to that building which provide population. The population is also affected by [[#Happiness|Happiness]], as the town's population is increased by the current happiness percentage, and [[#Health|Health]], where for each 1% reduction in health the town's population is also decreased by 1%.<br />
<br />
If any buildings providing population or happiness degrade or if the health of the town decreases, then the town's population will decrease also - this can be alleviated by ensuring these buildings are regularly [[#Repairing Buildings|Repaired]] and the health of the town is maintained at or near 100%.<br />
<br />
=== Storage ===<br />
{{TownshipIcon|Storage}} allows [[#Resources|Resources]] to be stockpiled in the Town. A Town starts with a base {{TownshipIcon|Storage}} of 50,000, where additional capacity can be gained by constructing more {{TownshipIcon|Storehouse|Storehouses}}. No resources can be gained beyond the maximum storage capacity.<br />
<br />
The maximum amount of each resource that can accumulate can be configured by visiting the "Maximum Storage" section of the Township page. Here the resource cap for each resource can be configured, and if needed excess resources can be discarded by using the "Yeet Resources" section.<br />
<br />
=== Happiness ===<br />
{{TownshipIcon|Happiness}} is a modifier affecting the amount of [[#Population|Population]] a town has, and therefore also affects the amount of skill experience earned per tick. {{TownshipIcon|Happiness}} provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. Happiness has no limit, and can exceed 100%.<br />
<br />
[[#Seasons|Seasons]] can also influence the happiness of your town, for example {{TownshipIcon|Winter|nolink=true}} and {{TownshipIcon|Nightfall|nolink=true}} reduces happiness, while {{TownshipIcon|Summer|nolink=true}} and {{TownshipIcon|Solar Eclipse|nolink=true}} increases happiness.<br />
<br />
Happiness can be increased by building additional {{TownshipIcon|Gardens}} and {{TownshipIcon|Tavern|Taverns}}, and with the following bonuses:<br />
{{ModifierTable|TownshipHappiness|Happiness|true|}}<br />
<br />
=== Education ===<br />
{{TownshipIcon|Education}} is a modifier to the amount of resources each building produces. {{TownshipIcon|Education}} provides a flat increase to the resource production, where 1% education increases the amount of resources produced by 1%. Education has no limit, and can exceed 100%.<br />
<br />
Education can be increased by building additional {{TownshipIcon|School|Schools}} and {{TownshipIcon|Library|Libraries}}, and with the following bonuses:<br />
{{ModifierTable|TownshipEducation|Education|true|}}<br />
<br />
=== Health ===<br />
{{TownshipIcon|Health}} is a modifier which affects the [[#Population|Population]] of a town. Once {{SkillReq|Township|15}} has been reached there is a 25% chance that the health of the town will decrease by 1% during each town update, falling to a minimum of 20% health.<br />
<br />
The health of a town can be improved by converting either {{TownshipIcon|Herbs}} or {{TownshipIcon|Potions}} into {{TownshipIcon|Health}}, the cost of which is 10% of the current amount generated per update for the resource being converted.<br />
<br />
=== Worship ===<br />
{{TownshipIcon|Worship}} is a stat that provides multiple powerful bonuses based on the chosen deity. It is gained by building {{TownshipIcon|Chapel|Chapels}} or {{TownshipIcon|Statue of Worship|Statues of Worship}} and has a set cap of 2,000. Note that although each Deity is associated with a different {{TownshipIcon|Statue of Worship}}, all statues provide an identical amount of worship.<br />
<br />
Some worship bonuses are always active, while others are active when certain worship checkpoints have been reached, being 5%, 25%, 50%, 85%, and 95% of the worship cap of 2,000. In addition, some worships have the magnitude of their positive modifiers doubled during their bonus [[#Season|Season]]. For example, while {{TownshipIcon|Spring|nolink=true}} is the current season, the 5% bonus from {{MonsterIcon|Aeris}} would provide a +50% production bonus to buildings within {{TownshipIcon|Mountains|nolink=true}} rather than the usual +25%.<br />
<br />
A deity to worship is initially selected when the town is first created, and can then be changed later at a cost of {{GP|50000000}}. Upon changing, the town will enter a period of unrest during which time all {{TownshipIcon|Chapel|Chapels}} and {{TownshipIcon|Statue of Nothing|Statues}} will be destroyed, and the efficiency of all buildings above 50% will be reduced to 50%. The consequences of changing worship are therefore significant, and the player should ensure they are fully prepared with adequate resources to repair buildings prior to changing.<br />
<br />
All bonuses are '''additive''' with one another.<br />
{{TownshipWorshipTable}}<br />
<br />
== Buildings and Resources ==<br />
There are a total of 13 Township building resources that are produced by, and used to purchase buildings:<br />
* {{TownshipIcon|GP}}<br />
* {{TownshipIcon|Food}}<br />
* {{TownshipIcon|Wood}}<br />
* {{TownshipIcon|Planks}}<br />
* {{TownshipIcon|Stone}}<br />
* {{TownshipIcon|Bar}}<br />
* {{TownshipIcon|Ore}}<br />
* {{TownshipIcon|Coal}}<br />
* {{TownshipIcon|Rune Essence}}<br />
* {{TownshipIcon|Herbs}}<br />
* {{TownshipIcon|Potions}}<br />
* {{TownshipIcon|Leather}}<br />
* {{TownshipIcon|Clothing}}<br />
<br />
The production of all resources can be increased through {{TownshipIcon|Education}}, stacking additively with any regular modifiers.<br />
<br />
{{TownshipIcon|GP}} is a special type of resource that is deposited directly into the player's [[Bank]], while the other 12 resources are kept within {{TownshipIcon|Storage}}. This is the only resource that is not affected by resource production bonuses. <br />
<br />
The 12 primary resources may be used within the [[#Town|Town]] to construct buildings, or traded via the {{TownshipIcon|Trading Post}} to obtain items for the player. The amount of resources produced by a building can be calculated as follows:<br />
<math>\textrm{Production} = \textrm{Base Amount} \times \left ( 1 + \frac{\textrm{Biome & Building Production Bonus}}{100} \right ) \times \left ( 1 + \frac{\textrm{Education} + \textrm{Resource Production Bonus}}{100} \right ) \times \frac{\textrm{Building Efficiency}}{100}</math><br />
<br />
{{TownshipIcon|GP}} is earned by taxing the town's [[#Population|Population]], where the tax rate starts at 0% and increases by 10% for each {{TownshipIcon|Town Hall}} that is built, up to a maximum of 80%. Citizens are taxed every town update, and the amount of GP earned in tax from each citizen is {{GP|1.5}} for every 10% of tax rate. The amount of GP earned can be affected by Township specific GP production modifiers, such as those present within some [[#Seasons|Seasons]], although is not affected by global GP modifiers such as from {{ItemIcon|Aorpheat's Signet Ring}}.<br />
<br />
=== Buildings ===<br />
{{TownshipBuildingTable}}<br />
<br />
==== Upgrades ====<br />
{{TownshipBuildingUpgradeTable}}<br />
<br />
=== Trading Post ===<br />
The {{TownshipIcon|Trading Post}} enables players to exchange their Township resources for various [[Consumables]] and other resources for use within other [[:Category:Skills|Skills]]. Trading becomes available once the player has built at least one {{TownshipIcon|Trading Post|nolink=true}}, with the resource cost of trades decreasing by 0.33% for each trading post that is built.<br />
{{TownshipTrader}}<br />
<br />
<br />
== Seasons ==<br />
Seasons are periods of time during which modifiers affecting the quantity of various [[#Resources|Resources]] and [[#Stats|Stats]] relevant to that season are active. Seasons last for three days each, with the first season when a town is created being {{TownshipIcon|Spring|nolink=true}}. Once a season has ended the next season will begin, with the regular seasons progressing in the following order: {{TownshipIcon|Spring|nolink=true}}, {{TownshipIcon|Summer|nolink=true}}, {{TownshipIcon|Fall|nolink=true}}, and {{TownshipIcon|Winter|nolink=true}}.<br />
<br />
In addition to these four seasons, there are three rare seasons which may only occur under certain circumstances:<br />
* {{TownshipIcon|Nightfall|nolink=true}}, which may only occur while {{TownshipIcon|Statue of Bane}} is the current worship<br />
* {{TownshipIcon|Solar Eclipse|nolink=true}}, which may only occur while {{TownshipIcon|Statue of The Herald}} is the current worship<br />
* {{TownshipIcon|Lemon Season|nolink=true}}, which may only occur after a Township Relic has been located in {{Icon|Ancient Relics}}.<br />
<br />
While worships with rare seasons are active, these seasons have a 20% chance of appearing in place of any of the regular seasons when the current season ends. While a rare season that requires a Worship is active it is not possible to change the current [[#Worship|Worship]]. Once a rare season ends, either another rare season may begin with a 20% chance, or the cycle of regular seasons continues where it left off.<br />
<br />
Unlike other seasons, {{TownshipIcon|Lemon Season|nolink=true}} only lasts for 24 hours instead of the standard 72 hours.<br />
{{TownshipSeasonTable}}<br />
<br />
<br />
<br />
== Tasks ==<br />
Tasks are a set of requests from your Township for item donations, bounties on monsters, building township buildings or, rarely, earning skill XP. In return, you will receive either {{Skill|Township}} Skill XP, Township Resources, {{TownshipIcon|GP}}, {{Icon|Slayer Coins}}, or items.<br />
<br />
Tasks can be divided into two broad categories: Main, and casual. A complete list of tasks, their requirements, and their rewards can be seen on the [[Township/Tasks|Task list]] page.<br />
<br />
=== Main Tasks ===<br />
Main tasks may be completed once, granting the task's unique rewards upon completion. Certain Township related {{Icon|Shop}} purchases and trades within the [[#Trading Post|Trading Post]] are unlocked once a certain amount of main tasks have been completed.<br />
<br />
=== Casual Tasks ===<br />
Casual tasks are randomly assigned to the player and may be completed more than once, with up to five new tasks being assigned each day. The maximum amount of casual tasks which can be held at the same time is five, and may be removed by either:<br />
* Completing the task and claiming its rewards<br />
* Skipping the task for the stated {{GP}} [[GP]] cost, where the cost is equal to the total amount of [[Experience Table|experience]] required to reach the next Township level, up to a maximum of {{GP|10000000}}<br />
<br />
The daily refresh of casual tasks does not remove incomplete tasks - they must be removed using one of the methods stated above.<br />
<br />
Casual tasks can provide a combination of {{GP}} [[GP]], {{SC}} [[Slayer Coins]], {{Skill|Township|nolink=true}} experience, and [[#Resources|Resources]] as a reward, where the amount of the currency and experience rewards is determined as follows:<br />
* The amount of {{Skill|Township|nolink=true}} experience is equal to 9% of the total [[Experience Table|experience]] between the player's current Township level and the next level<br />
* The amount of {{GP}} [[GP]] is five times the amount of Township experience awarded<br />
* The amount of {{SC}} [[Slayer Coins]] is 1,000 times the player's {{Skill|Slayer}} level<br />
<br />
== Shop Items ==<br />
One of the ways Township interacts with the rest of the game is by unlocking a variety of useful {{Icon|Shop}} purchases.<br />
{{ShopTownshipTable}}<br />
<br />
== Skillcape ==<br />
The [[Skillcapes|skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}.<br />
<br />
The [[Skillcapes|superior skillcape]] can be purchased from the store for {{GP|10000000}} after the player reaches {{SkillReq|{{PAGENAME}}|120}}.<br />
{{SkillcapeInfo}}<br />
<br />
== Pet ==<br />
{{PetIcon|B}} has a 1-in-120 chance to be unlocked each time a town update occurs. The other Township-related pets are purchased in the {{Icon|Shop}} after meeting their conditions.<br />
{{PetSkillInfo}}<br />
<br />
== Skill Boosts ==<br />
This table lists most sources of {{PAGENAME}}-specific modifier boosts. For a list of boosts that apply to all skills, see the [[Skill Boosts]] page. This list does not contain boosts provided from {{Icon|Mastery}} rewards.<br />
{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,decreasedTownshipBuildingCost,increasedTownshipGPProduction,increasedTownshipMaxStorage,increasedTownshipEducation,increasedTownshipHappiness,increasedTownshipHealth,increasedTownshipResourceProduction,increasedNonCombatSkillXP|{{PAGENAME}} Boosts|false|skill={{PAGENAME}}}}<br />
[[Category:Skills]]<br />
{{Menu}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Melee&diff=65769Melee2024-01-06T21:45:54Z<p>BasChana: /* Attack Styles */ added information about hidden levels for slash/block</p>
<hr />
<div>{{V}}<br />
<br />
[[File:Attack (skill).svg|thumb|right|Melee]]<br />
<br />
'''{{PAGENAME}}''' is one of the three main [[Combat]] styles, alongside {{Skill|Ranged}} and {{Skill|Magic}}. <br />
<br />
== Mechanics ==<br />
<br />
Unlike the other two combat styles, Melee has separate skills for increasing Accuracy and Damage ({{Skill|Attack}} and {{Skill|Strength}} respectively) instead of them being combined into a single skill. As melee armor requires {{Skill|Defence}} levels to wear while most Ranged and Magic armor requires only levels in the appropriate skill, leveling Defence is also more important to Melee than any other style.<br />
<br />
Melee receives [[Combat Triangle]] bonuses when used against {{Skill|Ranged}} and penalties when used against {{Skill|Magic}}.<br />
<br />
Due to requiring three skills to be leveled in order to be used effectively instead of just one, melee is the slowest style to train, although this is offset somewhat by not having a cost associated with each attack as neither runes nor ammo are needed.<br />
<br />
Melee weapons and armor can be made using the {{Skill|Smithing}} skill or received as drops from various [[Monsters]] or [[Dungeons]].<br />
<br />
The Melee icon ({{Skill|Attack|notext=true}}) is the same as the Attack icon.<br />
<br />
===Attack Styles===<br />
<br />
Melee has three attack styles: Stab, Slash, and Block. Each has a separate attack bonus stat associated with it, and most melee weapons have different bonuses for different styles. This means that a given melee weapon will be most accurate when used in certain styles. For example, the {{ItemIcon|Ragnar Godsword}} has a +125 Slash Bonus but a -4 Stab Bonus, making it substantially more accurate when using the Slash attack style than it is when using Stab.<br />
<br />
In addition to having different bonuses, each attack style provides XP to a different skill:<br />
<br />
* Stab provides {{Skill|Attack}} XP<br />
* Slash provides {{Skill|Strength}} XP<br />
* Block provides {{Skill|Defence}} XP<br />
<br />
Each attack style also provides +6 hidden levels in the respective skill. Hidden levels are functionally identical to normal levels for all accuracy, damage, and evasion calculations, but do not count towards item equip requirements. Using the Block attack style at {{Skill|Defence}} Level 54 would not allow the player to equip a {{ItemIcon|Dragon Platebody}}<br />
<br />
== Melee Equipment Stats ==<br />
<br />
=== Weapons ===<br />
As a rule of thumb, smithed weapon follow this style:<br />
{| class="wikitable" style="text-align: center"<br />
! Weapon<br />
! Details <br />
!colspan="2"| Style<br />
|-<br />
| {{ItemIcon|Steel Dagger|notext=true}}{{ItemIcon|Adamant Dagger|notext=true}}{{ItemIcon|Dragon Dagger|notext=true}} Dagger<br />
| Fast, weaker<br />
| {{Skill|Attack|Stab}}<br />
| {{Skill|Defence|Block}}<br />
|-<br />
| {{ItemIcon|Steel Sword|notext=true}}{{ItemIcon|Adamant Sword|notext=true}}{{ItemIcon|Dragon Sword|notext=true}} Sword<br />
| <br />
| {{Skill|Attack|Stab}}<br />
| {{Skill|Defence|Block}}<br />
|-<br />
| {{ItemIcon|Steel Scimitar|notext=true}}{{ItemIcon|Adamant Scimitar|notext=true}}{{ItemIcon|Dragon Scimitar|notext=true}} Scimitar<br />
| <br />
|colspan="2"| {{Skill|Strength|Slash}}<br />
|-<br />
| {{ItemIcon|Steel 2H Sword|notext=true}}{{ItemIcon|Adamant 2H Sword|notext=true}}{{ItemIcon|Dragon 2H Sword|notext=true}} 2H Sword<br />
| No shield, slow<br />
|colspan="2"| {{Skill|Strength|Slash}}<br />
|-<br />
| {{ItemIcon|Steel Battleaxe|notext=true}}{{ItemIcon|Adamant Battleaxe|notext=true}}{{ItemIcon|Dragon Battleaxe|notext=true}} Battleaxe<br />
| Slow-ish <br />
| {{Skill|Strength|Slash}}<br />
| {{Skill|Defence|Block}}<br />
|}<br />
<br />
<br />
{{MeleeWeaponsTable}}<br />
<br />
=== Helmets ===<br />
<br />
{{MeleeHelmetTable}}<br />
<br />
=== Bodies ===<br />
<br />
{{MeleePlatebodyTable}}<br />
<br />
=== Legs ===<br />
<br />
{{MeleePlatelegsTable}}<br />
<br />
=== Boots ===<br />
{{MeleeBootsTable}}<br />
<br />
=== Gloves ===<br />
<br />
{{MeleeGlovesTable}}<br />
<br />
=== Shields ===<br />
{{MeleeShieldsTable}}<br />
<br />
=== Capes ===<br />
{{MeleeCapesTable}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Template:ThievingRareDrops&diff=65760Template:ThievingRareDrops2024-01-05T10:43:13Z<p>BasChana: reworded the note to emphasize that general rares come from all NPCs</p>
<hr />
<div><noinclude>{{V}}<br />
This template is generated by [[Module:Skills/Gathering]].<br />
<br />
Note that the footnote for Thieving Shorts is a manual addition.<br />
[[Category:Tables]]<br />
</noinclude>{{#invoke:Skills/Gathering|getThievingGeneralRareTable}}<br />
<br />
'''All general rares will drop from any NPC''', with the exception of the {{ItemIcon|Thieving Shorts}}, which may only be obtained from NPCs requiring {{SkillReq|Thieving|100}} or higher</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Template:ThievingRareDrops&diff=65759Template:ThievingRareDrops2024-01-05T10:41:04Z<p>BasChana: removed manual version number</p>
<hr />
<div><noinclude>{{V}}<br />
This template is generated by [[Module:Skills/Gathering]].<br />
<br />
Note that the footnote for Thieving Shorts is a manual addition.<br />
[[Category:Tables]]<br />
</noinclude>{{#invoke:Skills/Gathering|getThievingGeneralRareTable}}<br />
<br />
Note that the {{ItemIcon|Thieving Shorts}} may only be obtained from NPCs requiring {{SkillReq|Thieving|100}} or higher, while all other general rares will drop from any NPC.</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Combat_Guide&diff=65747Combat Guide2024-01-02T07:54:55Z<p>BasChana: /* Leveling */ replaced level 40-50 bows with ice shortbow</p>
<hr />
<div>{{V|1.2}}<br />
<br />
=Introduction=<br />
This guide is written for characters playing the [[Game Mode#Standard|Standard]] game mode. If playing {{Icon|Hardcore}} or {{Icon|Adventure}} modes, preparation for certain events is different, especially for the {{ZoneIcon|Fire God Dungeon}} due to the differences in the [[Combat Triangle]]. This guide will assume there are no self-imposed restrictions put upon the account, if you choose to restrict your character in some way, you have to figure out how to get around it.<br />
<br />
Progression in Melvor Idle primarily revolves around combat; while there is of course progression in all of the non-combat skills, that progression all serves to make you better at combat. This guide will break the game into multiple sections and try to give advice for each. The sections this guide will look into, and roughly how long they will take are as follows:<br />
* The Early-Early Game:<br />
** This is when the player is using very low level gear, has not purchased or obtained vital upgrades like {{UpgradeIcon|Auto Eat}} or the {{ItemIcon|Amulet of Looting}} and may require active (or more active) play to get through safely and efficiently. Can take a few days up to about a week. <br />
* The Early Game:<br />
** Where most of the game opens up and when combat gets exciting. The player has obtained reasonable gear, is able to fight the majority of monsters in Combat Areas and the first few Slayer Areas comfortably, and is starting to prepare to get more specialized gear from combat to progress. This section can take anywhere up to about a month or two, and is marked by the completion of {{ZoneIcon|Volcanic Cave|}}.<br />
* The Mid Game:<br />
** This section revolves around finishing your armor sets, maxing out your stats, and completing long term achievements like the God Dungeons. This section can take up to several months, and is usually marked by completion of {{ZoneIcon|Into the Mist}}. <br />
* The Late Game:<br />
** This is when the player is working on upgrading their weapons in the {{ZoneIcon|Dark Waters}} Area, upgrading their armor in the {{ZoneIcon|Unhallowed Wasteland}} Area, and fully preparing to defeat the {{ZoneIcon|Impending Darkness Event}}. This step contains long grinds, but if enough preparation has already been done, it should only take a few weeks at most.<br />
* The Late-Late Game:<br />
** Here the player finishes any achievements that haven't been mopped up yet, with the goal of filling the completion log with anything that hasn't been worth the time. This step's length is variable, as it depends on how much has already been completed, and how optimal/lucky the player is finishing up. Prepare to spend multiple days hunting for an item you'll never actually use!<br />
<br />
The guide will start with an overview on how combat works, the stats, and what items affect them. After that, it describes in detail the leveling up to the first challenging dungeon of the game, the {{ZoneIcon|Volcanic Cave}}. It will cover the God Dungeons and conclude with guidance for late game content. Remember that the majority of things mentioned here are ''recommendations'' and are not always required or the most optimal; if you don't want to do something, you probably don't have to.<br />
<br />
==Using Non-Combat to improve at Combat==<br />
There are several non-combat skills that improve various parts of the combat experience:<br />
<br />
* {{Skill|Agility}} - Many of the obstacles provide important combat bonuses.<br />
* {{Skill|Herblore}} - {{Icon|Diamond Luck Potion|Diamond Luck Potions}} are among the highest DPS boosts in the game.<br />
* {{Skill|Thieving}} - There are a multitude of useful item drops from several NPCs, including {{ItemIcon|Chapeau Noir}}, {{ItemIcon|Knight's Defender}}, and others.<br />
* {{Skill|Astrology}} - Many powerful and important passive benefits, including [[#Hidden Skill Levels|Hidden Skill Levels]], which provide further combat bonuses.<br />
* {{Skill|Summoning}} - Tablets provide boosts to combat effectiveness and deal damage on their own. The {{ItemIcon|Dragon}} burn effect is particularly great against high hp enemies.<br />
* {{Skill|Cooking}} - Cook food to eat so you don't die!<br />
* {{Skill|Farming}} - Farm food to eat so you don't die! Farming is particularly useful because it does not require you to actively spend time on it, you can farm food 'while doing combat' for example.<br />
<br />
Other skills helpful for smooth progression include:<br />
<br />
* {{Skill|Smithing}} - {{Skill|Attack|Melee}} armor and weapons.<br />
* {{Skill|Fletching}} - {{Skill|Ranged}} ammunition and weapons.<br />
* {{Skill|Crafting}} - Jewelry with unique effects and {{Skill|Ranged}} armor.<br />
* {{Skill|Runecrafting}} - {{Skill|Magic}} armor and weapons.<br />
* {{SkillReq|Firemaking|99}} - The {{ItemIcon|Firemaking Skillcape}} grants a boost to XP earned and {{ItemIcon|Ash}}, which can be buried for {{Skill|Prayer}} Points<br />
* {{Skill|Township}} - The Trader can be used to exchange goods for food and consumable items that make combat easier.<br />
* {{Skill|Township}} - Township also has many Tasks available that grant rewards to players for achieving certain accomplishments or having certain items, using these is a great way to find something to do if you're unsure.<br />
<br />
Melvor Idle is not competitive, so it is recommended to set goals that you personally want and work towards them. The game will take a very long time to complete, so anything you can do to make it more fun for YOU is hugely recommended; using a weapon that you personally think is cool or useful, or not using an item because the grind isn't fun is perfectly acceptable and makes the game more interesting!<br />
<br />
==Stats==<br />
All gear has certain stats that link it to one of the three combat styles: {{Skill|Attack|Melee}}, {{Skill|Ranged}}, or {{Skill|Magic}}. Gear that is more difficult to obtain is ''usually'' better. Closer to endgame, the choices become more situational. <br />
<br />
''For stat breakdowns and math, use the [[Combat Simulator]] or read the {{Icon|Combat}} page.''<br />
<br />
===Shared Stats===<br />
====Attack Interval====<br />
{{Main|Reference=Attack Interval}}<br />
{{:Attack Interval}}<br />
<br />
====Damage Reduction====<br />
{{Main|Reference=Damage Reduction}}<br />
<br />
''Damage Reduction'', or DR, is the most important stat in the game. Damage Reduction, {{Skill|Hitpoints}}, and {{UpgradeIcon|Auto Eat - Tier I|Auto Eat}} tier are all taken into account when considering how much damage the player can take before being able to [[Death|die]]. Damage Reduction can be found on:<br />
<br />
* {{ItemIcon|(G) Dragon Platebody|notext=true}}{{ItemIcon|(U) Black D-hide Body|notext=true}}{{ItemIcon|Air Expert Wizard Robes|notext=true}}- Upgraded versions of the highest level armor pieces from skilling.<br />
* {{ItemIcon|(G) Ancient Platebody|notext=true}} - All Ancient tier gear, when fully upgraded<br />
* {{ItemIcon|Ragnar God Platebody|notext=true}} - All God Dungeon gear<br />
* {{ItemIcon|Silver Diamond Ring}} - Can be obtained through {{Skill|Crafting}}, {{Icon|Combat}}, or {{Skill|Thieving}}<br />
* {{Icon|Damage Reduction Potion|Damage Reduction Potions}}<br />
* {{PetIcon|Leonardo}} - {{Skill|Defence}} Pet<br />
* {{PetIcon|Erran}} - {{ZoneIcon|Earth God Dungeon}} Pet<br />
* {{Skill|Agility}} Obstacles<br />
* {{PrayerIcon|Safeguard}}/{{PrayerIcon|Stone Skin}} - {{Skill|Prayer}}<br />
<br />
For the end game, there are some {{Skill|Prayer|Prayers}} and items that drop from {{ZoneIcon|Impending Darkness Event|Impending Darkness}} that affect enemies' DR:<br />
* {{PrayerIcon|Battleheart}} - Prayer, reduces enemy DR<br />
* {{ItemIcon|Shield of Ranged Power}}<br />
* {{ItemIcon|Shield of Magic Power}}<br />
* {{ItemIcon|Shield of Melee Power}}<br />
* {{ItemIcon|Ring of Power}}<br />
* {{PetIcon|Bone}}<br />
<br />
====Auto Eat====<br />
{{Main|Reference=Auto Eat}}<br />
''{{UpgradeIcon|Auto Eat - Tier I|Auto Eat}}'' is an upgrade that automatically eats equipped food after a certain health threshold. '''Upgrading this as quickly as possible is critical.''' Auto Eat Tier, along with {{Skill|Hitpoints}} and Damage Reduction controls what content is accessible without a chance of death. <br />
<br />
With {{UpgradeIcon|Auto Eat - Tier III|Auto Eat}}, the type of food does not matter as long as one does not run out of it. Eating either {{ItemIcon|Potatoes}} or {{ItemIcon|Whale (Perfect)}} will both keep the player alive as long as they have enough of either. The main difference between any given food sources is the time spent {{Skill|Cooking}}, {{Skill|Fishing}} or {{Skill|Farming}} instead of fighting monsters.<br />
<br />
=====Auto Eat Threshold=====<br />
''Auto Eat Threshold'' is the HP value necessary to trigger Auto Eat, lowering the necessary HP/DR required. In the base game, only one item affects the Auto Eat threshold:<br />
<br />
* {{ItemIcon|Wasteful Ring}} - Drops from {{Icon|Wicked Greater Dragon|type=monster}}<br />
<br />
=====Auto Eat Efficiency=====<br />
{{Main|Reference=Auto Eat Efficiency}}<br />
''Auto Eat Efficiency'' increases the amount of HP healed per piece of food eaten. This can be found on:<br />
* {{Skill|Cooking}} item [[mastery]].<br />
* {{Skill|Astrology}} constellation modifiers.<br />
* {{Skill|Agility}} Obstacles.<br />
* {{Icon|Famished Potion|Famished Potions}}.<br />
<br />
=====Lifesteal=====<br />
{{Main|Reference=Lifesteal}}<br />
{{:Lifesteal}}<br />
<br />
====Slayer Area Effect Negation====<br />
{{Main|Reference=Area Effect Negation}}<br />
''Slayer Area Effect Negation'' reduces the effect of Slayer Area debuffs when fighting in one of these areas. These can range from annoying ({{ZoneIcon|Forest of Goo}}, {{ZoneIcon|Arid Plains}}) to downright progress blocking ({{ZoneIcon|Dark Waters}}, {{ZoneIcon|Unhallowed Wasteland}}). This stat can be found on:<br />
* Pillar of Combat - {{Skill|Agility}} capstone.<br />
* {{ItemIcon|Hunter's Ring}} - Drops from {{Icon|Hunting Greater Dragon|type=monster}}.<br />
* {{ItemIcon|Slayer Helmet (Master)|notext=true}} - All {{Skill|Slayer}} armor from the shop (higher tier provides more).<br />
* {{ItemIcon|Slayer Skillcape}}.<br />
<br />
====Attack Bonus/Accuracy Rating====<br />
These are included on all weapons, and some pieces of armor. {{Skill|Attack|Melee}} has {{Skill|Attack|Stab}}, {{Skill|Strength|Slash}}, and {{Skill|Defence|Block}} Bonuses, while {{Skill|Ranged}} and {{Skill|Magic}} have their own attack bonuses. In combat the player's [[Accuracy Rating]] determines how often they hit an enemy, based on the enemy's Evasion Rating. {{Skill|Summoning}} Tablets use the player's accuracy rating to calculate their chance to hit.<br />
<br />
====Defence/Evasion Rating====<br />
These are included on all pieces of armor, and are heavily connected to the [[Combat Triangle]]. The higher the number, the better. Evasion only helps to kill enemies faster if they can stun, slow, or sleep, as the player will evade their disabling attacks more often.<br />
<br />
====Hidden Skill Levels====<br />
The main [[Combat]] page has details on the specifics of the max hit, accuracy, and evasion equations the game uses to calculate your stats. In summary, levels in {{Skill|Attack}}, {{Skill|Strength}}, {{Skill|Ranged}}, {{Skill|Magic}} and {{Skill|Defence}} increase your stats based on different equations, but only up to the level cap (99 for the base game, and 120 with {{TotH}}). <br />
<br />
Hidden Levels in any of these stats force these equations to use the player's base skill level (the one shown on the sidebar, equal to the amount of XP earned) AND the player's hidden levels, making the player more powerful than their stats would otherwise indicate. Additionally, hidden levels allow the formulas to calculate stats beyond the level cap.<br />
<br />
* A character that is level 15 Strength with +5 Hidden Strength Levels would calculate their Melee Max Hit based on their Effective Level of 20<br />
* A character that is level 99 with +5 Hidden Strength Levels would calculate their Melee Max Hit based on their Effective Level of 104, even when their level is capped and can't go any higher.<br />
<br />
====Reflect Damage====<br />
With this effect, whenever the player takes damage, they will also deal a portion of that damage immediately back to the enemy. Reflect does NOT reduce the amount of damage taken. Reflect damage cannot kill an enemy, does not provide XP, and has a 2 second cooldown before it can activate again.<br />
<br />
This effect can be found on:<br />
* {{ItemIcon|Gold Sapphire Ring}}<br />
* {{ItemIcon|Recoil Shield}}<br />
* {{Skill|Astrology}} constellation {{ConstellationIcon|Tellus}}.<br />
<br />
====Monster Respawn Time====<br />
{{Main|Reference=Monster Respawn Timer}}<br />
{{:Monster Respawn Timer}}<br />
<br />
This timer can be reduced with the following effects:<br />
* {{AgilityIcon|Lava Jump}}<br />
* {{AgilityIcon|Dragon Fight}}<br />
* {{AgilityIcon|Pillar of Combat}}<br />
* {{ItemIcon|Hunters Hat}}<br />
<br />
===Class-related Stats===<br />
====Melee Stats====<br />
{{Skill|Attack|Melee}} gear focuses on 4 stats:<br />
<br />
* {{Skill|Strength}} bonus: One of the factors that determines max hit.<br />
* Stab/Slash/Block bonus: Determines the accuracy (chance to hit) of that particular attack style. Each melee weapon has stats that favor one of the styles, and using the correct one will boost the player's accuracy substantially.<br />
<br />
====Magic Stats====<br />
{{Skill|Magic}} armor and weapons focus on 2 stats:<br />
<br />
* Magic Damage Bonus: Determines max hit.<br />
* Magic Attack Bonus: Determines accuracy.<br />
<br />
Additionally, {{Skill|Magic}} also benefits from Rune Preservation Chance and Rune Cost Reduction. This can be found on multiple items and buffs, including:<br />
* {{ItemIcon|Mystic Air Staff|notext=true}} - All staves<br />
* {{ItemIcon|Air Imbued Wand|notext=true}} - All imbued wands, crafted via {{Skill|Runecrafting}} from {{ItemIcon|Magic Wand (Elite)}}<br />
* {{ItemIcon|Book of Eli}} - Drops from {{ZoneIcon|Hall of Wizards}} dungeon<br />
* {{ItemIcon|Book of Occults}} - Drops from {{Icon|Necromancer|type=monster}}<br />
* {{PetIcon|Salem}} - Magic [[Pets|Pet]]<br />
* {{ItemIcon|Skull Cape}} - {{Skill|Slayer}} Shop<br />
<br />
====Ranged Stats====<br />
{{Skill|Ranged}} armor and weapons focus on 2 stats:<br />
<br />
* Ranged strength bonus: Determines your max hit.<br />
* Ranged attack bonus: Determines your accuracy.<br />
<br />
Additionally, {{Skill|Ranged}} gear also benefits from Ammo Preservation. This can be found on multiple items and buffs, including:<br />
* {{ItemIcon|Ranger Boots}} - Drops from {{ItemIcon|Spider Chest}} in {{ZoneIcon|Spider Forest}}<br />
* {{ItemIcon|Ranger Hat}} - Drops from {{ItemIcon|Spider Chest}} in {{ZoneIcon|Spider Forest}}<br />
* {{ItemIcon|Ranged Skillcape}}<br />
* {{ItemIcon|Cape of Ranged Preservation}}<br />
* {{PetIcon|Marahute}} - Ranged [[Pets|Pet]]<br />
* {{ItemIcon|Ancient Throwing Knife|notext=true}}/{{ItemIcon|Ancient Javelin|notext=true}} - All Throwing Knives and Javelins<br />
* {{ItemIcon|Throwing Power Gloves}} - Negatively impacts ranged preservation using throwing weapons<br />
<br />
===Minimum Hit and Special Attacks===<br />
Each normal attack made by the player or an enemy will deal a random amount of damage between its minimum value and its maximum value, for all monsters, and for players without any bonuses, the Minimum Hit is 1.<br />
<br />
Increasing the minimum hit is possible with buffs such as:<br />
* {{ItemIcon|Air Acolyte Wizard Hat|notext=true}}{{ItemIcon|Water Acolyte Wizard Hat|notext=true}}{{ItemIcon|Earth Acolyte Wizard Hat|notext=true}}{{ItemIcon|Fire Acolyte Wizard Hat|notext=true}} all {{Skill|Runecrafting}} armor.<br />
* {{SpellIcon|Charged I}}<br />
* {{PrayerIcon|Battleheart}}<br />
* {{AgilityIcon|Pillar of Combat}}<br />
* {{Skill|Astrology}} constellation {{ConstellationIcon|Iridan}}.<br />
<br />
Special Attacks are typically found on weapons have a percentage chance of triggering when in combat and will replace your standard attack. If the player has multiple items that grant a special attack, and the combined total adds to greater than 100%, the game will attempt to normalize the chance of using either attack. For example, if the player is wearing both an {{ItemIcon|Ancient Sword}} and a {{ItemIcon|Ring of Blade Echoes}}, the player will have a 50% chance of using Life Leach, and a 50% chance of using Blade Echoes. A list of equipment and spells with special attacks can be viewed on the [[Special Attacks]] page.<br />
<br />
===Passive Effects===<br />
Beyond just stats, many pieces of equipment have passive effects that increase stats that don't directly make the player better in combat.<br />
<br />
Passive effects are bonuses that are always in play. These can increase damage dealt, {{GP}} GP earned or simply provide more item drops. Item doubling is incredibly powerful as it increases the amount of items received independently of damage dealt or respawn time. This can be found on multiple items and buffs, including:<br />
<br />
* {{ItemIcon|Ring of Wealth}} - 7% Item doubling while in Combat, which is 2% greater than the same bonus provided by {{ItemIcon|Aorpheat's Signet Ring}}<br />
* {{ItemIcon|Aorpheat's Signet Ring}} - Made with parts A/B, collected from doing combat/non-combat skills while wearing a {{ItemIcon|Gold Topaz Ring}}<br />
* {{ItemIcon|Chapeau Noir}} - Rare {{Skill|Thieving}} Drop<br />
* {{AgilityIcon|Spike Jump}}<br />
* {{AgilityIcon|Ice Jump}}<br />
* {{AgilityIcon|Pillar of Skilling}}<br />
<br />
GP increases can be found on:<br />
* {{ItemIcon|Gold Topaz Ring}} - Made in {{Skill|Crafting}}, or common drop<br />
* {{ItemIcon|Gloves of Silence}} - Drops from {{Icon|Thief|type=monster}}<br />
* {{ItemIcon|Fine Coinpurse}} - Thieving {{Icon|Woman|type=thieving}}<br />
* {{ItemIcon|Gold Crested Shield}} - Thieving {{Icon|King|type=thieving}}<br />
* {{ItemIcon|Jeweled Necklace}} - Low Town {{Skill|Thieving}} Drop<br />
* {{ItemIcon|Ring of Wealth}} - Royal Castle {{Skill|Thieving}} Drop<br />
* {{ItemIcon|Sneak-Ers}} - Rare {{Skill|Thieving}} Drop<br />
<br />
==External Tooling==<br />
Two popular external tools are the Combat Simulator and Can I Idle.<br />
<br />
[[Combat Simulator]] is a Mod that allows you to estimate many attributes of combat, such as death rate, XP/hr, drops/hr, DPS, and so on. With Combat Simulator, it is trivial to check if your setup is going to work or not. It simulates combat at high speeds using the games own code, so it's quite accurate. <!--As of game version v1.1.1 this mod has not yet been updated to work with the new built in mod manager and is currently not available.-->><br />
<br />
[https://zxv975.github.io/CanIIdle/ Can I Idle] is a site built by zxv. You enter some of the stats found on the combat page and see which enemies you can or can't idle. It's a very useful tool throughout the game. As of v1.1 the site is no longer being updated for anything beyond the base game, however it will still be entirely accurate for players who have not purchased any expansions. It will only be inaccurate for Elite/Master {{Skill|Slayer}} tasks for players who have completed {{ZoneIcon|Impending Darkness Event}} and have purchased the [[Throne of the Herald Expansion]].<br />
<br />
=Base Game Combat=<br />
<br />
==The Early-Early Game: Levels 1-40==<br />
<br />
Early on, the game is primarily about leveling up your core combat stats, getting a feel for the combat systems, and acquiring basic combat equipment.<br />
<br />
All three combat styles are connected. It is impossible to use only one style throughout the game if you wish to complete all content. The [[Combat Triangle]] determines how much damage and damage reduction you have against enemies of each different combat style, and is very important in choosing how to approach combat.<br />
<br />
It is highly recommend to level all styles to not be in the position where you finished are almost ready to take on a dungeon that requires a specific combat style, and then have to level that skill from level 1 for 2 weeks. <br />
<br />
===Major Goals===<br />
The earliest for most players is the {{UpgradeIcon|Auto Eat}} upgrade, purchased in the shop for {{GP|1000}}k, followed by the {{ItemIcon|Amulet of Looting}}, found in the {{ZoneIcon|Spider Forest}}, which will make combat a fully automated activity. Beyond that, it's mainly a matter of learning how combat works and leveling up your skills.<br />
<br />
* {{UpgradeIcon|Auto Eat}}<br />
* {{ItemIcon|Amulet of Looting}}<br />
* {{MonsterIcon|Bandit}}, {{MonsterIcon|Master Wizard}}, {{MonsterIcon|Fierce Devil}}<br />
** These monsters drop useful items and are good targets for gaining experience with {{Skill|Attack|Melee}}, {{Skill|Ranged}}, and {{Skill|Magic}}, as long as you are following the combat triangle, and are the end-point of this section<br />
<br />
===Slayer===<br />
{{Skill|Slayer}} is a skill that mostly revolves around fighting monsters in special areas called Slayer Areas, these areas function similarly to normal Combat Areas such as the {{ZoneIcon|Farmlands}}; however, each {{Skill|Slayer}} Area also has a negative passive modifier that applies to all combat that takes place there. In the early game, there's not much that can be done about Slayer Area Effects, so they can be ignored.<br />
<br />
The other aspect of {{Skill|Slayer}} is [[Slayer#Slayer_Tasks|Slayer Tasks]]: a "bounty" rewarded for killing a number of enemies: <br />
* Selecting the "New Task" button and choosing a difficulty is required to obtain the first task.<br />
* Any other time the "New Task" button is pressed, the window will open again, and the player must pay a fee of {{SC|Slayer Coins}} to either re-roll a task of the same difficulty or select a new task of a different difficulty.<br />
** the Easy difficulty has a re-roll cost of {{SC|0}} and can be re-rolled infinitely in order to choose a specific monster, if desired.<br />
* The player will be given a quota of a random enemy available in that difficulty level.<br />
** The "Extend Task" button will charge another fee of {{SC|SC}} and add a amount of monsters to the current task. Including the fee, completing an extended task will always provide more slayer coins in total than if the task was not extended.<br />
* Any time the player kills one of these monsters, they will be awarded {{SC|SC}}. <br />
* Any task that is completed will automatically end and be replaced with a different task of the same difficulty, combat will continue with the current monster and the player will stop earning {{SC|SC}}.<br />
* {{Skill|Slayer}} XP is earned by fighting Slayer Tasks or by killing enemies in Slayer areas, these amounts stack, so a greater amount of XP is earned by doing Slayer Tasks in Slayer Areas.<br />
<br />
It is recommended to start with {{Skill|Slayer}} Tasks as early as possible, working towards unlocking {{UpgradeIcon|Auto Slayer}} as the primary goal. Be aware that this can take some time as the enemies the player is able to kill at this stage will not drop very many {{SC|SC}}. <br />
* The least amount of effort to do this would be to simply re-roll until the monster the player is currently fighting is the current slayer task, and then extending that task to make it last as long as possible.<br />
* Using Slayer Tasks as often as possible can be a great way to level multiple skills at once.<br />
* Slayer Tasks can also encourage the player to fight targets they normally wouldn't simply for the rewards. <br />
* '''In the early-early game, stick with Easy difficulty tasks due to their free re-rolls'''<br />
* The least amount of effort that can be put into Slayer is re-rolling as many times as it takes until the monster the player is fighting becomes the task. <br />
** This is especially useful against {{MonsterIcon|Plant}}, {{MonsterIcon|Cow}}, and {{MonsterIcon|Chicken}} and other very low level monsters.<br />
<br />
===Dungeons===<br />
Quick and accessible guides for the first 8 [[Dungeons]] can be found [[Guides|at this link]], for reference, they will also be linked here. These dungeons are placed in a different order than they are found in game, this is because they are sorted by the Maximum Hit of the bosses, the following is the easiest way to progess through the dungeons even if combat levels are lacking.:<br />
* {{ZoneIcon|Chicken Coop}}: [[Chicken Coop/Guide]]<br />
* {{ZoneIcon|Undead Graveyard}}: [[Undead Graveyard/Guide]]<br />
* {{ZoneIcon|Spider Forest}}: [[Spider Forest/Guide]]<br />
* {{ZoneIcon|Frozen Cove}}: [[Frozen Cove/Guide]]<br />
* {{ZoneIcon|Bandit Base}}: [[Bandit Base/Guide]]<br />
* {{ZoneIcon|Deep Sea Ship}}: [[Deep Sea Ship/Guide]]<br />
* {{ZoneIcon|Hall of Wizards}}: [[Hall of Wizards/Guide]]<br />
* {{ZoneIcon|Miolite Caves}}: [[Miolite Caves/Guide]]<br />
<br />
===Leveling Guidelines===<br />
As the player is just being introduced to combat, this section will try to be as simple as possible, while also setting some guidelines for the rest of the guide. The tables in each section in this entire guide will generally provide bare minimum recommendations. Some notes on how to use the information given:<br />
* The player must have an appropriate [[Auto Eat]] level and won't run out of food.<br />
* The player has enough [[Damage Reduction]] to survive against enemies when [[Auto Eat]] is not enough by itself. <br />
* Armor should be upgraded from the Bank screen whenever possible.<br />
** For {{Skill|Defence|Melee}} armor, any armor except for {{ItemIcon|Dragon Gloves|Gloves}} can be upgraded.<br />
** For {{Skill|Ranged}} armor, this first becomes possible with {{ItemIcon|Green D-hide Body|Green D-hide}} and up.<br />
<br />
For the first section, the player will likely not have any cape, amulet, rings, {{Skill|Prayer}}, {{Skill|Herblore|Potions}}, {{Skill|Astrology}} bonuses, or {{Skill|Agility}} obstacles. With proper bonuses, the player can attempt much more difficult content and make progress a lot faster. Some notes on the first section:<br />
* All assumed skill levels are equal to the ones required by the set of gear.<br />
* When choosing a proper monster to farm, it is recommended to follow a priority rule: <br />
# Drops something that useful.<br />
# Is the current Slayer Task.<br />
# Highest XP/hr. <br />
<br />
Hitting the same enemy for 2 weeks because they are the "best" is a really boring way to play the game.<br />
<br />
And finally, using [[Combat Simulator]] and [https://zxv975.github.io/CanIIdle/ Can I Idle] should be your guide over anything printed here. This guide accepts no responsibility for untimely deaths.<br />
<br />
===Melee===<br />
====Leveling====<br />
Most players start combat with {{Skill|Attack|Melee}} as it does not require the overhead of {{Skill|Fletching}} Ammunition for {{Skill|Ranged}} or {{Skill|Runecrafting}} Runes for {{Skill|Magic}}.<br />
<br />
For Melee, use {{Skill|Smithing}} to wear and wield the highest level gear available. <br />
<br />
Smithing armor can be upgraded ({{ItemIcon|Bronze Helmet|notext=true}}{{ItemIcon|(S) Bronze Helmet|notext=true}}{{ItemIcon|(G) Bronze Helmet|notext=true}}) twice from the Bank, once with {{ItemIcon|Silver Bar|Silver Bars}} and the second time with {{ItemIcon|Gold Bar|Gold Bars}}. Typically, upgrading armor isn't really worth the extra time spent until at least {{ItemIcon|Adamant Helmet|Adamant}}.<br />
<br />
Melee leveling is split across 3 different skills, {{Skill|Attack}}, {{Skill|Strength}}, and {{Skill|Defence}}. <br />
* {{Skill|Attack}} is trained using the {{Skill|Attack|Stab}} Attack Style<br />
* {{Skill|Strength}} is trained using the {{Skill|Strength|Slash}} Attack Style<br />
* {{Skill|Defence}} is trained using the {{Skill|Defence|Block}} Attack Style<br />
<br />
In general, all Melee weapons have Stat distributions that encourage the use of the following Attack Styles:<br />
<br />
{| class="wikitable" style="text-align: center"<br />
! Weapon<br />
! Details <br />
!colspan="2"| Style<br />
|-<br />
| {{ItemIcon|Steel Dagger|notext=true}}{{ItemIcon|Adamant Dagger|notext=true}}{{ItemIcon|Dragon Dagger|notext=true}} Dagger<br />
| Fast, weaker<br />
| {{Skill|Attack|Stab}}<br />
| {{Skill|Defence|Block}}<br />
|-<br />
| {{ItemIcon|Steel Sword|notext=true}}{{ItemIcon|Adamant Sword|notext=true}}{{ItemIcon|Dragon Sword|notext=true}} Sword<br />
| <br />
| {{Skill|Attack|Stab}}<br />
| {{Skill|Defence|Block}}<br />
|-<br />
| {{ItemIcon|Steel Scimitar|notext=true}}{{ItemIcon|Adamant Scimitar|notext=true}}{{ItemIcon|Dragon Scimitar|notext=true}} Scimitar<br />
| <br />
|colspan="2"| {{Skill|Strength|Slash}}<br />
|-<br />
| {{ItemIcon|Steel 2H Sword|notext=true}}{{ItemIcon|Adamant 2H Sword|notext=true}}{{ItemIcon|Dragon 2H Sword|notext=true}} 2H Sword<br />
| No shield, slow<br />
|colspan="2"| {{Skill|Strength|Slash}}<br />
|-<br />
| {{ItemIcon|Steel Battleaxe|notext=true}}{{ItemIcon|Adamant Battleaxe|notext=true}}{{ItemIcon|Dragon Battleaxe|notext=true}} Battleaxe<br />
| Slow-ish <br />
| {{Skill|Strength|Slash}}<br />
| {{Skill|Defence|Block}}<br />
|}<br />
<br />
{| class="wikitable" <br />
|-<br />
! {{Skill|Attack|notext=true}} Level<br />
! {{Skill|Attack}} Weapon<br />
! {{Skill|Strength}} Weapon<br />
! {{Skill|Defence}} Weapon<br />
! Armor<br />
! Recommended Monster<br />
! Idleable Dungeons<br />
|-<br />
| rowspan="2" | 1<br />
| {{ItemIcon|Bronze Dagger|Bronze}}<br />
| {{ItemIcon|Bronze Scimitar|Bronze}}<br />
| {{ItemIcon|Bronze Dagger|Bronze}}<br />
| {{ItemIcon|Bronze Helmet|Bronze}}<br />
| rowspan="2" | {{Icon|Cow|type=monster}}<br />
| -<br />
|-<br />
| {{ItemIcon|Iron Dagger|Iron}}<br />
| {{ItemIcon|Iron Scimitar|Iron}}<br />
| {{ItemIcon|Iron Dagger|Iron}}<br />
| {{ItemIcon|Iron Helmet|Iron}}<br />
| -<br />
|-<br />
| 5<br />
| {{ItemIcon|Steel Dagger|Steel}}<br />
| {{ItemIcon|Steel Scimitar|Steel}}<br />
| {{ItemIcon|Steel Dagger|Steel}}<br />
| {{ItemIcon|Steel Helmet|Steel}}<br />
| {{Icon|Skeleton|type=monster}}<br />
| -<br />
|-<br />
| 10<br />
| {{ItemIcon|Black Dagger|Black}} / {{ItemIcon|Steel Dagger|Steel}}<br />
| {{ItemIcon|Black Scimitar|Black}} / {{ItemIcon|Steel Scimitar|Steel}}<br />
| {{ItemIcon|Black Dagger|Black}} / {{ItemIcon|Steel Dagger|Steel}}<br />
| {{ItemIcon|Black Helmet|Black}} / {{ItemIcon|Steel Helmet|Steel}}<br />
| {{Icon|Tentacle|type=monster}} / {{Icon|Skeleton|type=monster}}<br />
| {{ZoneIcon|Chicken Coop}} (Requires {{UpgradeIcon|Auto Eat - Tier II}})<br />
|-<br />
| 20<br />
| {{ItemIcon|Mithril Sword|notext=true}} / {{ItemIcon|Mithril Dagger|Mithril}}<br />
| {{ItemIcon|Mithril Scimitar|Mithril}}<br />
| {{ItemIcon|Mithril Dagger|Mithril}}<br />
| {{ItemIcon|Mithril Helmet|Mithril}} <br />
| rowspan="3" | {{Icon|Frozen Archer|type=monster}}<br />
| -<br />
|-<br />
| 30<br />
| {{ItemIcon|Adamant Sword|notext=true}} / {{ItemIcon|Adamant Dagger|Adamant}}<br />
| {{ItemIcon|Adamant Battleaxe|notext=true}} / {{ItemIcon|Adamant Scimitar|Adamant}}<br />
| {{ItemIcon|Adamant Battleaxe|Adamant}}<br />
| {{ItemIcon|Adamant Helmet|Adamant}}<br />
| {{ZoneIcon|Undead Graveyard}}<br />
|-<br />
| rowspan="2" | 40<br />
| {{ItemIcon|Rune Sword|notext=true}} / {{ItemIcon|Rune Dagger|Rune}}<br />
| rowspan="2" | {{ItemIcon|Rune Battleaxe|notext=true}} / {{ItemIcon|Rune Scimitar|Rune}}<br />
| rowspan="2" | {{ItemIcon|Rune Battleaxe|Rune}}<br />
| rowspan="2" | {{ItemIcon|Rune Helmet|Rune}}<br />
| {{ZoneIcon|Spider Forest}} / {{ZoneIcon|Frozen Cove}} / {{ZoneIcon|Bandit Base}}<br />
|-<br />
| {{ItemIcon|Ice Sword|}}<br />
| {{Icon|Bandit|type=monster}}<br />
| {{ZoneIcon|Miolite Caves}} (Requires {{UpgradeIcon|Auto Eat - Tier III}})<br />
|-<br />
|}<br />
<br />
====Gear Goals====<br />
* Weapons:<br />
** {{ItemIcon|Ice Sword}} {{SkillReq|Attack|40}} - Drops from {{ZoneIcon|Frozen Cove}} /{{Icon|Ice Monster|type=monster}}.<br />
** {{ItemIcon|Elerine Spear}} {{SkillReq|Attack|40}} - Drops from {{Icon|Elerine Warrior|type=monster}}.<br />
** {{ItemIcon|Almighty Lute}} - Drops from {{MonsterIcon|Wandering Bard}}.<br />
* Equipment:<br />
** {{ItemIcon|Amulet of Strength}} - Drops from {{MonsterIcon|Mummy}}.<br />
** {{ItemIcon|Amulet of Torture}} - Rare drop from {{MonsterIcon|Fierce Devil}}, {{ZoneIcon|Deep Sea Ship}}.<br />
** {{ItemIcon|Obsidian Cape}} - Drops from {{MonsterIcon|Adamant Knight}}.<br />
** {{ItemIcon|Amulet of Looting}} - Drops from {{ZoneIcon|Spider Forest}}.<br />
<br />
===Ranged===<br />
Same as Melee, you should be doing the highest XP/hr monster with the highest possible gear. Due to the slower attack speed and the relative difficulty of {{Skill|Fletching}} large amounts of bolts, you shouldn't use {{ItemIcon|Bronze Crossbow|crossbows}} until you have the {{ItemIcon|Dragon Crossbow}} or better. For bolts, anything worse than {{ItemIcon|Emerald Bolts}} is sellable. Save the {{ItemIcon|Diamond|Diamonds}} for {{ItemIcon|Diamond Luck Potion IV|Diamond Luck IV Potions}}.<br />
<br />
====Leveling====<br />
{{Skill|Ranged}} has a lot of options to do great damage, particularly to {{Skill|Magic}} enemies that may be very difficult to beat with Melee. <br />
<br />
For Ranged, use {{Skill|Crafting}} to obtain the highest level Armor, and {{Skill|Fletching}} to obtain the highest level Weapons and Ammo. <br />
<br />
Crafting armor can be upgraded ({{ItemIcon|Green D-hide Body|notext=true}}{{ItemIcon|(U) Green D-hide Body|notext=true}}) once from the Bank, using more of the raw {{ItemIcon|Green Dragonhide|notext=true}}{{ItemIcon|Blue Dragonhide|notext=true}}{{ItemIcon|Red Dragonhide|notext=true}}{{ItemIcon|Black Dragonhide|Dragonhide}}. Upgrading Ranged armor is always recommended once it's available.<br />
<br />
Ranged has three different Attack styles, {{Skill|Ranged|Accurate}}, {{Skill|Ranged|Rapid}}, and {{Skill|Ranged|Longrange}}: <br />
* {{Skill|Ranged|Accurate}} increases your Hidden Ranged level which causes each attack to be more accurate and deal more damage.<br />
* {{Skill|Ranged|Rapid}} lowers the attack interval of the weapon by 0.4 seconds, making each attack significantly faster<br />
* {{Skill|Ranged|Longrange}} increases your Hidden Ranged Level by less than Accurate, while also giving Hidden Defence Levels and evenly splitting the amount of XP earned between {{Skill|Ranged}} and {{Skill|Defence}}.<br />
<br />
In general, {{Skill|Ranged|Accurate}} is more effective at low levels, while {{Skill|Ranged|Rapid}} is more effective at higher levels. The cutoff is approximately level 40. {{Skill|Ranged|Longrange}} should likely be used before this cutoff to also get an amount of {{Skill|Defence}} XP!<br />
<br />
Ranged has several different Weapon types to choose from, each with their own benefits and drawbacks:<br />
<br />
{| class="wikitable" style="text-align: center"<br />
! Weapon<br />
! Details <br />
! Ammo<br />
! Notes<br />
|-<br />
| {{ItemIcon|Normal Shortbow|notext=true}}{{ItemIcon|Maple Shortbow|notext=true}}{{ItemIcon|Magic Shortbow|notext=true}} Shortbow<br />
| Fast-ish, weaker<br />
| {{ItemIcon|Steel Arrows|notext=true}}{{ItemIcon|Adamant Arrows|notext=true}}{{ItemIcon|Dragon Arrows|notext=true}} Arrows<br />
| Not great.<br />
|-<br />
| {{ItemIcon|Normal Longbow|notext=true}}{{ItemIcon|Maple Longbow|notext=true}}{{ItemIcon|Magic Longbow|notext=true}} Longbow<br />
| More accurate, more damage<br />
| {{ItemIcon|Steel Arrows|notext=true}}{{ItemIcon|Adamant Arrows|notext=true}}{{ItemIcon|Dragon Arrows|notext=true}} Arrows<br />
| Arrows are cheap and easy to mass produce.<br />
|-<br />
| {{ItemIcon|Steel Crossbow|notext=true}}{{ItemIcon|Adamant Crossbow|notext=true}}{{ItemIcon|Dragon Crossbow|notext=true}} Crossbow<br />
| Slow with high damage<br />
| {{ItemIcon|Topaz Bolts|notext=true}}{{ItemIcon|Ruby Bolts|notext=true}}{{ItemIcon|Diamond Bolts|notext=true}} Bolts<br />
| Bolts are valuable and difficult to make.<br />
|-<br />
| {{ItemIcon|Steel Throwing Knife|notext=true}}{{ItemIcon|Adamant Throwing Knife|notext=true}}{{ItemIcon|Dragon Throwing Knife|notext=true}} Throwing Knives<br />
| Extremely fast with low damage and accuracy<br />
| -<br />
| Does not require {{Skill|Fletching}}.<br />
|-<br />
| {{ItemIcon|Steel Javelin|notext=true}}{{ItemIcon|Adamant Javelin|notext=true}}{{ItemIcon|Dragon Javelin|notext=true}} Javelins<br />
| Fast with high damage and low accuracy<br />
| -<br />
| Javelins are worth a lot of GP when sold<br />
|-<br />
|}<br />
<br />
For the earliest parts of the game, it is recommended to stick with Longbows, since Arrows are the most plentiful ammo source. Javelins are more powerful than bows, and can be used if you want to powerlevel a bit, but the effort it takes to make enough for each level bracket is more than the effort required to just use arrows. Additionally, {{ItemIcon|Ice Arrows}} are equivalent to {{ItemIcon|Rune Arrows}} while not having a level requirement, and so can be used from {{Skill|Ranged}} level 1. If you can comfortably fight {{MonsterIcon|Frozen Archer}} with your {{Skill|Melee}} setup, these can carry you through training ranged without even looking at {{Skill|Fletching}}<br />
<br />
{| class="wikitable" <br />
|-<br />
! {{Skill|Ranged|notext=true}} Level<br />
! Bows<br />
! Arrows<br />
! Armor<br />
! Recommended Monster<br />
! Idleable Dungeons<br />
|-<br />
| rowspan="3" | 1<br />
| rowspan="3" | {{ItemIcon|Normal Longbow}}<br />
| {{ItemIcon|Bronze Arrows}}<br />
| rowspan="4" | {{ItemIcon|Leather Cowl|Leather}}<br />
| rowspan="3" | {{Icon|Cow|type=monster}}<br />
| -<br />
|-<br />
| {{ItemIcon|Iron Arrows}}<br />
| -<br />
|-<br />
| {{ItemIcon|Ice Arrows}}<br />
| -<br />
|-<br />
| 5<br />
| rowspan="2" | {{ItemIcon|Oak Longbow}}<br />
| rowspan="2" | {{ItemIcon|Steel Arrows}}<br />
| {{Icon|Skeleton|type=monster}}<br />
| -<br />
|-<br />
| 10<br />
| rowspan="3" | {{ItemIcon|Hard Leather Cowl|Hard Leather}}<br />
| {{Icon|Tentacle|type=monster}}<br />
| {{ZoneIcon|Chicken Coop}} (Requires {{UpgradeIcon|Auto Eat - Tier II}})<br />
|-<br />
| 20<br />
| {{ItemIcon|Willow Longbow}}<br />
| {{ItemIcon|Mithril Arrows}}<br />
| {{Icon|Wizard|type=monster}}<br />
| -<br />
|-<br />
| 30<br />
| {{ItemIcon|Maple Longbow}}<br />
| {{ItemIcon|Adamant Arrows}}<br />
| rowspan="2" | {{Icon|Bandit|type=monster}}<br />
| {{ZoneIcon|Undead Graveyard}}<br />
|-<br />
| rowspan="2" | 40<br />
| {{ItemIcon|Yew Longbow}}<br />
| rowspan="2" | {{ItemIcon|Rune Arrows}}<br />
| {{ItemIcon|Green D-hide Body|Green D-hide}} / {{ItemIcon|Ranger Hat}}/{{ItemIcon|Ranger Boots}}<br />
| {{ZoneIcon | Spider Forest}}<br />
|-<br />
| {{ItemIcon|Ice Shortbow}}<br />
| {{ItemIcon|Ice Helmet|Ice}}<br />
| {{Icon|Master Wizard|type=monster}}<br />
| {{ZoneIcon|Bandit Base}} / {{ZoneIcon|Hall of Wizards}} / {{ZoneIcon|Frozen Cove}} / {{ZoneIcon|Deep Sea Ship}} / {{ZoneIcon|Miolite Caves}}(Requires {{UpgradeIcon|Auto Eat - Tier III}})<br />
|-<br />
|}<br />
<br />
====Gear Goals====<br />
* Weapons:<br />
** {{ItemIcon|Ice Shortbow}} {{SkillReq|Ranged|40}} - Drops from {{ZoneIcon|Frozen Cove}}.<br />
** {{ItemIcon|Elerine Longbow}} {{SkillReq|Ranged|50}} - Drops from {{MonsterIcon|Elerine Archer}}.<br />
* Equipment:<br />
** {{ItemIcon|Ranger Hat}}/{{ItemIcon|Ranger Boots}} {{SkillReq|Ranged|40}} - Drops from {{ZoneIcon|Spider Forest}}.<br />
** {{ItemIcon|Amulet of Ranged}} - Drops from {{MonsterIcon|Bandit}}.<br />
** {{ItemIcon|Amulet of Looting}} - Drops from {{ZoneIcon|Spider Forest}}.<br />
<br />
===Magic===<br />
<br />
====Leveling====<br />
'''See [[Magic/Training]]''' for an alternative way to level magic with non-combat Spells.<br />
<br />
Magic is a time consuming but rewarding Combat Style due to the sheer prevalence of {{Skill|Attack|Melee}} enemies. Dealing more damage and taking less damage from the most common enemies in the game is fantastic. <br />
<br />
For Magic, use {{Skill|Runecrafting}} to obtain the highest level weapons and armor, as well as to create runes to cast spells.<br />
<br />
{{Skill|Runecrafting}} armor does not need to be upgraded to provide Damage Reduction, appropriate level Robes will automatically provide this stat.<br />
<br />
Magic has two different Attack styles, {{Skill|Magic}} and {{Skill|Magic|Defensive}}: <br />
* {{Skill|Magic}} increases your Hidden Magic level which causes each attack to be more accurate and deal more damage.<br />
* {{Skill|Magic|Defensive}} increases your Hidden Magic Level less, while also giving Hidden Defence Levels and evenly splitting the amount of XP earned between {{Skill|Magic}} and {{Skill|Defence}}.<br />
<br />
In general, {{Skill|Magic|Defensive}} is always the most efficient Attack Style to use, as training {{Skill|Defence}} with {{Skill|Magic}} uses the least amount of time and damage while remaining efficient.<br />
<br />
Combat Magic has a ton of options to choose from, mainly based on the amount and type of runes required to cast each spell. Curses and Auroras can add a lot of damage, but are entirely optional as they increase the amount of runes required to <br />
<br />
It is recommended to choose a spell, staff, robes, and aurora that use as many of the same primary {{ItemIcon|Air Rune|notext=true}}{{ItemIcon|Water Rune|notext=true}}{{ItemIcon|Earth Rune|notext=true}}{{ItemIcon|Fire Rune|Elemental Runes}} as possible.<br />
<br />
{| class="wikitable" style="text-align: center"<br />
! Rune<br />
! Staff<br />
! Spell<br />
! Aurora<br />
! Robes<br />
|-<br />
| {{ItemIcon|Air Rune}}<br />
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Air Rune|notext=true}}<br />
| {{SpellIcon|Wind Surge|notext=true}}{{ItemIcon|Air Rune|notext=true}}{{ItemIcon|Air Rune|notext=true}}<br />
| {{SpellIcon|Surge I|notext=true}}{{ItemIcon|Air Rune|notext=true}}<br />
| {{ItemIcon|Air Expert Wizard Robes|notext=true}}<br />
|-<br />
| {{ItemIcon|Water Rune}}<br />
| {{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Water Rune|notext=true}}<br />
| {{SpellIcon|Water Surge|notext=true}}{{ItemIcon|Water Rune|notext=true}}{{ItemIcon|Air Rune|notext=true}}<br />
| {{SpellIcon|Fury I|notext=true}}{{ItemIcon|Water Rune|notext=true}}<br />
| {{ItemIcon|Water Expert Wizard Robes|notext=true}}<br />
|-<br />
| {{ItemIcon|Earth Rune}}<br />
| {{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Earth Rune|notext=true}}<br />
| {{SpellIcon|Earth Surge|notext=true}}{{ItemIcon|Earth Rune|notext=true}}{{ItemIcon|Air Rune|notext=true}}<br />
| {{SpellIcon|Fervor I|notext=true}}{{ItemIcon|Earth Rune|notext=true}}<br />
| {{ItemIcon|Earth Expert Wizard Robes|notext=true}}<br />
|-<br />
| {{ItemIcon|Fire Rune}}<br />
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Air Rune|notext=true}}<br />
| {{SpellIcon|Fire Surge|notext=true}}{{ItemIcon|Fire Rune|notext=true}}{{ItemIcon|Air Rune|notext=true}}<br />
| {{SpellIcon|Surge I|notext=true}}{{ItemIcon|Air Rune|notext=true}}<br />
| {{ItemIcon|Fire Expert Wizard Robes|notext=true}}<br />
|-<br />
|}<br />
<br />
Each non-Wind spell also has the option of using {{ItemIcon|Mist Rune|notext=true}}{{ItemIcon|Dust Rune|notext=true}}{{ItemIcon|Smoke Rune|Combination Runes}}. Combination Runes are a good way to level {{Skill|Runecrafting}} as they are worth significantly more XP than their individual counterparts; crafting combination runes for spells you plan to use is a great way to make more efficient use of your {{Skill|Runecrafting}} leveling.<br />
<br />
When using Combination Runes, look to synergize your staff with any Aurora also being cast, as their rune cost reduction does not apply to Combination Runes. For example, there is no benefit to using a {{ItemIcon|Fire Battlestaff}} with {{SpellIcon|Fire Wave}} if you are casting the spell with {{ItemIcon|Smoke Rune|Smoke Runes}}, but there would be a benefit of using a {{ItemIcon|Air Battlestaff}} with {{SpellIcon|Fire Wave}} if you were also casting {{SpellIcon|Surge II}}.<br />
<br />
{| class="wikitable" <br />
|-<br />
! {{Skill|Magic|notext=true}} Level<br />
! Weapon<br />
! Spell<br />
! Armor<br />
! Recommended Monster<br />
! Idleable Dungeons<br />
|-<br />
| rowspan="2" | 1<br />
| {{ItemIcon|Staff of Air}}<br />
| rowspan="2" | {{Icon|Wind Strike|type=spell}}<br />
| rowspan="2" | {{ItemIcon|Air Acolyte Wizard Hat|Air Acolyte Wizard Robes}}<br />
| rowspan="2" | {{MonsterIcon|Tentacle}}<br />
| rowspan="2" | <br />
|-<br />
| {{ItemIcon|Magic Wand (Basic)}}<br />
|-<br />
| 10<br />
| {{ItemIcon|Staff of Air|notext=true}}{{ItemIcon|Staff of Water|notext=true}}{{ItemIcon|Staff of Earth|notext=true}}{{ItemIcon|Staff of Fire|Basic Staves}}<br />
| {{Icon|Wind Strike|type=spell|notext=true}}{{Icon|Water Strike|type=spell|notext=true}}{{Icon|Earth Strike|type=spell|notext=true}}{{Icon|Fire Strike|type=spell|Strike Spells}}<br />
| {{ItemIcon|Air Acolyte Wizard Hat|notext=true}}{{ItemIcon|Water Acolyte Wizard Hat|notext=true}}{{ItemIcon|Earth Acolyte Wizard Hat|notext=true}}{{ItemIcon|Fire Acolyte Wizard Hat|Acolyte Robes}}<br />
| {{MonsterIcon|Confused Pirate}}<br />
| <br />
|-<br />
| rowspan="2" | 30<br />
| {{ItemIcon|Air Battlestaff|notext=true}}{{ItemIcon|Water Battlestaff|notext=true}}{{ItemIcon|Earth Battlestaff|notext=true}}{{ItemIcon|Fire Battlestaff|Battlestaves}}<br />
| rowspan="2" | {{Icon|Wind Bolt|type=spell|notext=true}}{{Icon|Water Bolt|type=spell|notext=true}}{{Icon|Earth Bolt|type=spell|notext=true}}{{Icon|Fire Bolt|type=spell|Bolt Spells}}<br />
| rowspan="2" | {{ItemIcon|Air Acolyte Wizard Hat|notext=true}}{{ItemIcon|Water Acolyte Wizard Hat|notext=true}}{{ItemIcon|Earth Acolyte Wizard Hat|notext=true}}{{ItemIcon|Fire Acolyte Wizard Hat|Acolyte Robes}}<br />
| rowspan="2" | {{MonsterIcon|Giant Crab}}<br />
| rowspan="2" | <br />
|-<br />
| {{ItemIcon|Magic Wand (Powerful)}}<br />
|-<br />
| 40<br />
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Mystic Fire Staff|Mystic Staves}}<br />
| {{Icon|Wind Blast|type=spell|notext=true}}{{Icon|Water Blast|type=spell|notext=true}}{{Icon|Earth Blast|type=spell|notext=true}}{{Icon|Fire Blast|type=spell|Blast Spells}}<br />
| {{ItemIcon|Air Adept Wizard Hat|notext=true}}{{ItemIcon|Water Adept Wizard Hat|notext=true}}{{ItemIcon|Earth Adept Wizard Hat|notext=true}}{{ItemIcon|Fire Adept Wizard Hat|Adept Robes}}<br />
| {{MonsterIcon|Giant Crab}}<br />
| <br />
|-<br />
|}<br />
<br />
====Gear Goals====<br />
* Weapons:<br />
** {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Mystic Fire Staff|Mystic Staves}} {{SkillReq|Magic|40}} - Craftable with {{SkillReq|Runecrafting|70}}.<br />
** {{ItemIcon|Nature's Call Staff}} {{SkillReq|Magic|40}} - Drops in two pieces from {{MonsterIcon|Elerine Mage}} and {{MonsterIcon|Druid}}<br />
* Equipment: <br />
** {{ItemIcon|Enchanted Cape}} - Drops from {{MonsterIcon|Master Wizard}}.<br />
** {{ItemIcon|Amulet of Magic}} - Drops from {{MonsterIcon|Master Wizard}}.<br />
** {{ItemIcon|Amulet of Looting}} - Drops from {{ZoneIcon|Spider Forest}}.<br />
<br />
==The Early Game: Levels 41-75==<br />
{{ZoneIcon|Volcanic Cave}} (and {{ZoneIcon|Dragons Den}} to a lesser extent) is the first real challenge the game presents to you, and preparing for it will likely take a couple of weeks of grinding for standard accounts.<br />
<br />
This is where the [[Combat Triangle]] becomes extra important, and ignoring it entirely can be deadly or progress hampering.<br />
<br />
===Major Goals===<br />
The primary goal of this section is to replace all equipment and weapons obtained from non-combat skills with upgrades obtained from combat. Do note that all {{ItemIcon|Ancient D-hide Body|notext=true}} {{ItemIcon|Ancient Wizard Robes|notext=true}}{{ItemIcon|Ancient Platebody|Ancient Armor}} is technically skippable, it will be replaced quite quickly with the armor from the God Dungeons, especially if these are done as early as possible. They are left in the guide as it is very common for players to get them anyways, and they can make progression a lot smoother.<br />
* [[Auto Slayer]]<br />
* {{MonsterIcon|Paladin}} and {{MonsterIcon|Sand Beast}} - {{ItemIcon|Paladin Gloves}} and {{ItemIcon|Sandstorm Ring}}, fantastic upgrades for {{Skill|Melee}}.<br />
* {{MonsterIcon|Thief}} - Drops the {{ItemIcon|Gloves of Silence}}, BIS gloves for {{Skill|Thieving}} and useful for turning combat into a decent amount of {{GP}}.<br />
* {{MonsterIcon|Seething Horned Elite}} - Fantastic {{Skill|Ranged}} experience farm, and {{ItemIcon|Amulet of Fury}}.<br />
* {{ItemIcon|Ancient Platebody}} from the {{ZoneIcon|Volcanic Cave}}.<br />
* {{ItemIcon|Ancient D-hide Body}} from the {{ZoneIcon|Dragons Den}}.<br />
* {{ItemIcon|Ancient Wizard Robes}} from the {{ZoneIcon|Hall of Wizards}}.<br />
<br />
* {{ItemIcon|Sunset Rapier}} - Drops from {{ZoneIcon|Deep Sea Ship}}.<br />
* {{ItemIcon|Slayer's Crossbow}} - Drops from monsters in the {{ZoneIcon|Desolate Plains}}. Ranged weapon that is exceptionally good when training {{Skill|Slayer}} and great for training {{Skill|Ranged}}.<br />
* {{ItemIcon|Ancient Crossbow}} - Drops from {{ZoneIcon|Dragons Den}}. Ranged weapon that is good for doing Dungeons.<br />
====Equipment Options====<br />
<br />
* {{ItemIcon|Sand Treaders}} - Drops from {{Icon|Turkul Riders|type=monster}}<br />
* {{ItemIcon|Elite Amulet of Defence}} - Drops from combining 100 {{ItemIcon|Amulet of Defence}} or from {{ZoneIcon|Undead Graveyard}}. <br />
* {{ItemIcon|Amulet of Torture}} or {{ItemIcon|Elite Amulet of Glory}} - Drops from {{Icon|Fierce Devil|type=monster}} or from combining 100 {{ItemIcon|Amulet of Glory}} - Offensive version of Elite Defence for Melee.<br />
* {{ItemIcon|Gloves of Silence}} - Drops from {{Icon|Thief|type=monster}} - can be decent for earning some extra GP from kills.<br />
* {{ItemIcon|Paladin Gloves}} - Drops from {{Icon|Paladin|type=monster}} - big block of DR from a relatively easy monster.<br />
* {{ItemIcon|Desert Wrappings}} - Drops from {{Icon|Turkul Archers|type=monster}} - less DR than the {{ItemIcon|Paladin Gloves}}, but more well rounded stats.<br />
* {{ItemIcon|Priest Hat}} - Drops from {{Icon|Priest|type=monster}}.<br />
<br />
===Slayer===<br />
Many of the important items for this stage of the game are found from monsters in {{Skill|Slayer}} Areas, so it is helpful to have decently high level Slayer before going too far.<br />
<br />
At this stage the player should be geared enough to be comfortably dealing with Normal difficulty tasks, and moving in to Hard difficulty tasks by the end of this step.<br />
* {{ItemIcon|Slayer Helmet (Basic)}} - unlocked in the Shop by completing 15 Normal Slayer Tasks<br />
* {{ItemIcon|Slayer Gear Upgrade Kit (Strong)}} - unlocked in the Shop by completing 25 Hard Slayer Tasks<br />
<br />
Slayer Areas sometimes require items that must be purchased using {{SC|SC}} from the [[Shop]] such as the {{ItemIcon|Mirror Shield}} and {{ItemIcon|Desert Hat}}. The monsters locked in slayer areas will not be rolled in slayer tasks until the item has been purchased from the shop. Also, if you are using {{UpgradeIcon|Auto Slayer}}, monsters locked behind an item will never appear if the item is not equipped; you can leverage this to control the task rolls.<br />
<br />
===Melee===<br />
<br />
====Leveling====<br />
<br />
{| class="wikitable" <br />
|-<br />
! {{Skill|Attack|notext=true}} Level<br />
! {{Skill|Attack}} Weapon<br />
! {{Skill|Strength}} Weapon<br />
! Armor<br />
! Recommended Monster<br />
|-<br />
| 41<br />
| {{ItemIcon|Rune Sword|notext=true}}{{ItemIcon|Rune Dagger|Rune}} / {{ItemIcon|Elerine Spear}}<br />
| {{ItemIcon|Rune Scimitar|notext=true}}{{ItemIcon|Rune Battleaxe|Rune}}<br />
| {{ItemIcon|Rune Helmet|Rune Armor}} <br />
| {{MonsterIcon|Bandit}}<br />
|-<br />
| 50<br />
| {{ItemIcon|Desert Sabre}} / {{ItemIcon|Rune Sword|Rune}}<br />
| {{ItemIcon|Desert Sabre}} / {{ItemIcon|Rune Battleaxe|Rune}}<br />
| {{ItemIcon|Rune Helmet|Rune Armor}} <br />
| {{MonsterIcon|Bandit}}<br />
|-<br />
| 60<br />
| {{ItemIcon|Dragon Claw}} / {{ItemIcon|Dragon Sword|Dragon}} <br />
| {{ItemIcon|Dragon Claw}} / {{ItemIcon|Dragon Battleaxe|Dragon}} <br />
| {{ItemIcon|Dragon Helmet|Dragon Armor}}<br />
| {{MonsterIcon|Vampire}}<br />
|-<br />
| 70<br />
| {{ItemIcon|Ancient Sword}} / {{ItemIcon|Warberd}} <br />
| {{ItemIcon|Ancient 2H Sword}} / {{ItemIcon|War Axe}} <br />
| {{ItemIcon|Ancient Helmet|Ancient Armor}} <br />
| {{MonsterIcon|Holy Archer}}<br />
|-<br />
|}<br />
<br />
====Gear Goals====<br />
* Weapons:<br />
* Equipment:<br />
** {{ItemIcon|Elite Amulet of Strength}} - Drops from combining 100 {{ItemIcon|Amulet of Strength}}<br />
** {{ItemIcon|Elite Amulet of Defence}} - Drops from combining 100 {{ItemIcon|Amulet of Defence}}<br />
** {{ItemIcon|Elite Amulet of Glory}} - Drops from combining 100 {{ItemIcon|Amulet of Glory}}<br />
** {{ItemIcon|Sandstorm Ring}} {{SkillReq|Attack|50}} - Drops from {{Icon|Sand Beast|type=monster}}.<br />
** {{ItemIcon|Desert Wrappings}} - Drops from {{Icon|Turkul Archers|type=monster}}<br />
<br />
===Ranged===<br />
<br />
====Leveling====<br />
<br />
{| class="wikitable" <br />
|-<br />
! {{Skill|Ranged|notext=true}} Level<br />
! Weapon<br />
! Ammo<br />
! Armor<br />
! Recommended Monster<br />
|-<br />
| 41<br />
| {{ItemIcon|Rune Javelin}} / {{ItemIcon|Ice Shortbow}}<br />
| {{ItemIcon|Rune Arrows}}<br />
| {{ItemIcon|Green D-hide Body|Green D-hide}}<br />
| {{MonsterIcon|Master Wizard}}<br />
|-<br />
| 50<br />
| {{ItemIcon|Rune Javelin}} / {{ItemIcon|Ice Shortbow}}<br />
| {{ItemIcon|Rune Arrows}}<br />
| {{ItemIcon|Blue D-hide Body|Blue D-hide}}<br />
| {{MonsterIcon|Master Wizard}}<br />
|-<br />
| 60<br />
| {{ItemIcon|Slayer's Crossbow}} / {{ItemIcon|Dragon Javelin}}<br />
| {{ItemIcon|Emerald Bolts}}<br />
| {{ItemIcon|Red D-hide Body|Red D-hide}}<br />
| {{MonsterIcon|Master Wizard}}<br />
|-<br />
| 70<br />
| {{ItemIcon|Slayer's Crossbow}} / {{ItemIcon|Dragon Javelin}}<br />
| {{ItemIcon|Emerald Bolts}}<br />
| {{ItemIcon|Black D-hide Body|Black D-hide}}<br />
| {{MonsterIcon|Superior Eyed Monster}}<br />
|-<br />
|}<br />
<br />
====Gear Goals====<br />
<br />
* Weapons:<br />
* Equipment:<br />
** {{ItemIcon|Elite Amulet of Ranged}} - Upgraded by combining 100 {{ItemIcon|Amulet of Ranged}}<br />
** {{ItemIcon|Throwing Power Gloves}} - Drops from {{MonsterIcon|Turkul Throwers}}<br />
** {{ItemIcon|Cape of Ranged Preservation}} - Drops from {{MonsterIcon|Holy Archer}}<br />
** {{ItemIcon|Scaled Shield}} - Upgraded from the {{ItemIcon|Ancient D-hide Shield}} which drops from the {{ZoneIcon|Dragons Den}}<br />
<br />
===Magic===<br />
<br />
====Leveling====<br />
{| class="wikitable" <br />
|-<br />
! {{Skill|Magic|notext=true}} Level<br />
! Weapon<br />
! Spell<br />
! Armor<br />
! Recommended Monster<br />
|-<br />
| 41<br />
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Mystic Fire Staff|Mystic Staves}}<br />
| {{Icon|Wind Blast|type=spell|notext=true}}{{Icon|Water Blast|type=spell|notext=true}}{{Icon|Earth Blast|type=spell|notext=true}}{{Icon|Fire Blast|type=spell|Blast Spells}}<br />
| {{ItemIcon|Air Adept Wizard Hat|notext=true}}{{ItemIcon|Water Adept Wizard Hat|notext=true}}{{ItemIcon|Earth Adept Wizard Hat|notext=true}}{{ItemIcon|Fire Adept Wizard Hat|Adept Robes}}<br />
| {{MonsterIcon|Giant Crab}}<br />
|-<br />
| 50<br />
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Mystic Fire Staff|Mystic Staves}}<br />
| {{Icon|Wind Wave|type=spell|notext=true}}{{Icon|Water Wave|type=spell|notext=true}}{{Icon|Earth Wave|type=spell|notext=true}}{{Icon|Fire Wave|type=spell|Wave Spells}}<br />
| {{ItemIcon|Air Adept Wizard Hat|notext=true}}{{ItemIcon|Water Adept Wizard Hat|notext=true}}{{ItemIcon|Earth Adept Wizard Hat|notext=true}}{{ItemIcon|Fire Adept Wizard Hat|Adept Robes}}<br />
| {{MonsterIcon|Turkul Giant}}<br />
|-<br />
| 60<br />
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Mystic Fire Staff|Mystic Staves}}<br />
| {{Icon|Wind Surge|type=spell|notext=true}}{{Icon|Water Surge|type=spell|notext=true}}{{Icon|Earth Surge|type=spell|notext=true}}{{Icon|Fire Surge|type=spell|Surge Spells}}<br />
| {{ItemIcon|Air Adept Wizard Hat|notext=true}}{{ItemIcon|Water Adept Wizard Hat|notext=true}}{{ItemIcon|Earth Adept Wizard Hat|notext=true}}{{ItemIcon|Fire Adept Wizard Hat|Adept Robes}}<br />
| {{MonsterIcon|Griffin}}<br />
|-<br />
| rowspan=2 | 70<br />
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Mystic Fire Staff|Mystic Staves}}<br />
| rowspan=2 | {{Icon|Wind Surge|type=spell|notext=true}}{{Icon|Water Surge|type=spell|notext=true}}{{Icon|Earth Surge|type=spell|notext=true}}{{Icon|Fire Surge|type=spell|Surge Spells}} / {{Icon|Slicing Winds|type=spell}}<br />
| rowspan=2 | {{ItemIcon|Air Expert Wizard Hat|notext=true}}{{ItemIcon|Water Expert Wizard Hat|notext=true}}{{ItemIcon|Earth Expert Wizard Hat|notext=true}}{{ItemIcon|Fire Expert Wizard Hat|Expert Robes}} / {{ItemIcon|Ancient Wizard Hat|Ancient Wizard Robes}}<br />
| rowspan=2 | {{MonsterIcon|Venomous Snake}}<br />
|-<br />
| {{ItemIcon|Magic Wand (Elite)}} / {{ItemIcon|Air Imbued Wand|notext=true}}{{ItemIcon|Water Imbued Wand|notext=true}}{{ItemIcon|Earth Imbued Wand|notext=true}}{{ItemIcon|Fire Imbued Wand|Imbued Wands}}<br />
|}<br />
<br />
====Gear Goals====<br />
<br />
* Weapons:<br />
* Equipment:<br />
** {{ItemIcon|Elite Amulet of Magic}} - Drops from combining 100 {{ItemIcon|Amulet of Magic}}<br />
** {{ItemIcon|Book of Eli}} - Drops from {{ZoneIcon|Hall of Wizards}}.<br />
** {{ItemIcon|Shaman Ring}} - Drops from {{MonsterIcon|Shaman}}.<br />
*** Upgrades into {{ItemIcon|Nature's Blessing Ring}} with 10,000 {{ItemIcon|Nature Rune}}<br />
<br />
===Volcanic Cave and Ancient Armor===<br />
The major goal of this section is to find and equip {{ItemIcon|(G) Ancient Platebody|notext=true}}{{ItemIcon|(U) Ancient D-hide Body|notext=true}}{{ItemIcon|Ancient Wizard Robes|Ancient Armor}}<br />
<br />
{{ItemIcon|Ancient Wizard Hat|notext=true}}{{ItemIcon|Ancient Wizard Robes|notext=true}}{{ItemIcon|Ancient Wizard Bottoms|notext=true}}{{ItemIcon|Ancient Wizard Boots|Ancient Wizard Robes}} come from the {{ZoneIcon|Hall of Wizards}}.<br />
* This dungeon isn't really difficult enough to warrant a guide, it is recommended to use the best available Ranged equipment to benefit the most from the [[Combat Triangle]].<br />
* As with most Magic equipment, these robes do not need to be upgraded to get the full benefit.<br />
<br />
{{ItemIcon|Ancient D-hide Body|notext=true}}{{ItemIcon|Ancient D-hide Chaps|notext=true}}{{ItemIcon|Ancient D-hide Vambraces|notext=true}}{{ItemIcon|Ancient D-hide Shield|Ancient D-hide Armor}} comes from the {{ZoneIcon|Dragons Den}}.<br />
- '''This dungeon has a guide at [[Dragons Den/Guide]]'''<br />
* This armor needs to be upgraded, getting the raw D-hide necessary to fully upgrade this armor will likely take longer than getting each piece of armor<br />
* {{ItemIcon|Ancient D-hide Shield}} has a second upgrade, the {{ItemIcon|Scaled Shield}}, which is best in slot for Ranged for a long time.<br />
<br />
{{ItemIcon|Ancient Helmet|notext=true}}{{ItemIcon|Ancient Platebody|notext=true}}{{ItemIcon|Ancient Platelegs|notext=true}}{{ItemIcon|Ancient Shield|Ancient Plate Armor}} comes from the {{ZoneIcon|Volcanic Cave}}.<br />
- '''This dungeon has a guide at [[Volcanic Cave/Guide]]'''<br />
* This armor, like {{Skill|Smithing}} armor needs to be upgraded twice.<br />
* {{ItemIcon|Ancient Shield}} has a fourth upgrade, the {{ItemIcon|Dragonfire Shield}}, which is best in slot for Melee for a long time. Upgrading this shield requires 7050 {{ItemIcon|Dragon Bones}}.<br />
<br />
Due to the nature of the game, it is entirely possible to skip Ancient armor completely, and go straight to the next section. This does however require a bit more knowledge of how the game works, and is not necessarily recommended. The {{ItemIcon|Dragonfire Shield}} and the {{ItemIcon|Scaled Shield}} are two important items that should not be skipped.<br />
<br />
<br />
<br />
==The Mid Game: Levels 76-95==<br />
<br />
After acquiring and equipping all of the Ancient sets of armor and obtaining decent weapons, the player should now be well prepared to step up to the plate of the next challenge the game has to offer, Infernal Stronghold and the God Dungeons. But first, it is hugely recommended to assess the progress of all non-combat skills; each of these dungeons is difficult enough that NOT having access to {{Skill|Prayer|Prayers}}, {{Skill|Herblore}} Potions, {{Skill|Summoning}} Tablets, or {{Skill|Agility}} / {{Skill|Astrology}} bonuses can make progress significantly slower than it needs to be.<br />
<br />
This section will first outline any particularly useful buffs and some crucial pieces of equipment to grab before moving on.<br />
<br />
At this point, ownership of the {{TotH}} Throne of the Herald Expansion can really benefit the player with new items and passives. See the [[Combat Guide#How Throne of the Herald affects Base Game Combat|Throne of the Herald]] section to see which items and upgrades change progression. All {{TotH}} items will require skill levels higher than 100 and may take a very long time to obtain. Combat equipment such as {{ItemIcon|Divine Helmet}}, {{ItemIcon|Carrion Body}}, or {{ItemIcon|Poison Legendary Wizard Hat}} ''CANNOT'' be equipped until the completion of base game combat with the defeat of {{MonsterIcon|Bane, Instrument of Fear}}.<br />
<br />
===Major Goals===<br />
* {{ItemIcon|Infernal Cape}}<br />
* {{ItemIcon|Infernal Claw}}<br />
* {{ItemIcon|Fury of the Elemental Zodiacs}}<br />
* {{ItemIcon|Stormsnap}}<br />
* {{ItemIcon|Cloudburst Staff}}<br />
* {{ItemIcon|Earth Layered Shield}}<br />
* {{ItemIcon|Big ol Ron}}<br />
* {{ItemIcon|Aeris God Platebody|notext=true}}{{ItemIcon|Glacia God Platebody|notext=true}}{{ItemIcon|Terran God Platebody|notext=true}}{{ItemIcon|Ragnar God Platebody|God Armor}}<br />
<br />
===External Buffs===<br />
====Prayer====<br />
{{Skill|Prayer}}, while always useful, can be difficult to level up in the early game, and many players ignore it due to the upkeep required. Now is a great time to remedy that!<br />
<br />
Obtaining {{Skill|Prayer}} Points is the main ingredient here, this can take time and effort, but is rewarding. Prayer Points come from the following sources:<br />
* Burying {{ItemIcon|Bones|notext=true}}{{ItemIcon|Big Bones|notext=true}}{{ItemIcon|Dragon Bones|notext=true}}{{ItemIcon|Magic Bones|all Bones}} and {{ItemIcon|Holy Dust}}, this is generally not recommended unless you have a consistent, non-combat source of these as bones are relatively slow to gather and often used for non-combat skills.<br />
** {{ItemIcon|Bones}} and {{ItemIcon|Holy Dust}} can be made with {{Skill|Magic|Alt-Magic}} Spells.<br />
** {{ItemIcon|Magic Bones}} can be purchased from the Shop for {{SC|SC}}<br />
* {{ItemIcon|Ash}} is obtained from {{Skill|Firemaking}} which can be buried by itself or turned into {{ItemIcon|Small Urn}} or {{ItemIcon|Medium Urn}} in {{Skill|Crafting}} and then turned into {{ItemIcon|Small Urn (Enchanted)}} and {{ItemIcon|Medium Urn (Enchanted)}} in {{Skill|Magic|Alt-Magic}}.<br />
* {{ItemIcon|Raw Skeleton Fish}} can be caught in {{Skill|Fishing}} if the player has found the {{ItemIcon|Message in a Bottle}}<br />
<br />
As for which Prayers to use, preferably {{PrayerIcon|Battleheart}} and the best combat style prayer available, {{PrayerIcon|Piety}}, {{PrayerIcon|Rigour}}, or {{PrayerIcon|Augury}}.<br />
<br />
====Agility====<br />
<br />
Agility grants many powerful bonuses the most important of which being increased {{Skill|Hitpoints}}. This can make achieving idle-breakpoints much easier when your effective HP is 9 levels higher than it should be.<br />
<br />
Which bonuses you pick and whether or not you want to swap courses often are '''up to you''' as which obstacles are "best" varies based on what you're doing and what your goals are, but the following table will list any obstacles with helpful combat bonuses:<br />
<br />
{| class="wikitable" <br />
!colspan="1"| #<br />
!colspan="1"| Obstacle<br />
!colspan="4"| Reason<br />
|-<br />
! colspan="1"| 1<br />
| {{AgilityIcon|Cargo Net}}<br />
| +3% Global GP, woohoo!<br />
|-<br />
! 2<br />
| colspan="2"| X<br />
|-<br />
! 3<br />
| {{AgilityIcon|Pipe Climb}}<br />
| The only obstacle on this tier with any benefit to combat.<br />
|-<br />
! rowspan="2"| 4<br />
| {{AgilityIcon|Coal Stones}}<br />
| The only obstacle on this tier with a net-positive benefit to combat.<br />
|-<br />
| {{AgilityIcon|Mud Dive}} / {{AgilityIcon|Cave Climb}}<br />
| These obstacles are decent in the Early Game for squeezing out a little bit of extra power when your HP and Damage Reduction don't really matter. <br />
|- <br />
! rowspan="2"| 5<br />
| {{AgilityIcon|Cliff Climb}}<br />
| Use this typically any time when doing slayer, but be aware of the negative modifier and pick and choose when to run this.<br />
|-<br />
| {{AgilityIcon|Cliff Balance}}<br />
| Can be used as the default combat obstacle, the {{Skill|Prayer}} point increase is really not as bad as it sounds.<br />
|- <br />
! rowspan="2"| 6<br />
| {{AgilityIcon|Rocky Waters}}<br />
| This obstacle is '''extremely powerful''' in the early game, and is always viable for Combat. This obstacle can single-handedly let you do Dungeons much earlier than normal.<br />
|-<br />
| {{AgilityIcon|Lake Swim}}<br />
| Damage reduction is great, so is doing more damage and preserving {{Skill|Prayer}} points! In the later stages of the game, this obstacle is typically more useful than Rocky Waters, but will rarely, if ever, provide more survivability.<br />
|-<br />
! 7<br />
| colspan="2"| '''Pick the trap that hinders what you're doing the least, this varies based on where you are in the game and what goals you have.'''<br />
|-<br />
! rowspan=3 | 8<br />
| {{AgilityIcon|Pipe Crawl}}<br />
| Used for {{Skill|Slayer}}.<br />
|-<br />
| {{AgilityIcon|Raft Building}}<br />
| More well rounded, and can help making damage reduction breakpoints. This obstacle can safely be the default.<br />
|-<br />
| {{AgilityIcon|Spike Jump}}<br />
| Used for completing Dungeons.<br />
|-<br />
! rowspan=5 | 9<br />
| {{AgilityIcon|Lava Jump}}<br />
| Primarily used for killing weak enemies as quickly as possible, particularly when the enemy dies in one or two hits. The negative modifiers make this unappealing for any other use<br />
|-<br />
| {{AgilityIcon|Water Jump}}<br />
| Great if you do not need the bonuses from {{AgilityIcon|Ice Jump}} or {{AgilityIcon|Frozen Lake Crossing}} and can afford to swap to something else when you do want those bonuses.<br />
|-<br />
| {{AgilityIcon|Ice Jump}}<br />
| The most well rounded for all Skills including, and can be used as the default.<br />
|-<br />
| {{AgilityIcon|Cave Maze}}<br />
| Competes with a bunch of heavy hitters, there should be no reason to use this instead of the other options.<br />
|-<br />
| {{AgilityIcon|Frozen Lake Crossing}}<br />
| The most well rounded for combat, not as useful for non-combat and can be used as the default.<br />
|-<br />
! rowspan=3 | 10<br />
| {{AgilityIcon|Lava Waterfall Dodge}}<br />
| Well rounded and often best for non-combat skills, this can be used as the default.<br />
|-<br />
| {{AgilityIcon|Dragon Fight}}<br />
| Primarily used for killing weak enemies as quickly as possible, particularly when the enemy dies in one or two hits.<br />
|-<br />
| {{AgilityIcon|Ocean Rafting}}<br />
| Always useful for combat, not as useful for non-combat and should generally only be used if you really need extra Damage or {{Skill|Slayer|Slayer Coins}}.<br />
|-<br />
! rowspan="1"| P<br />
| {{AgilityIcon|Pillar of Combat}}<br />
| Does everything you want it to.<br />
|}<br />
<br />
====Herblore====<br />
Preferably {{ItemIcon|Diamond Luck Potion IV}} or {{ItemIcon|Damage Reduction Potion IV}}. Alternatively:<br />
* {{ItemIcon|Melee Strength Potion IV}}, {{ItemIcon|Ranged Strength Potion IV}}, or {{ItemIcon|Magic Damage Potion IV}}<br />
* {{ItemIcon|Hinder Potion IV}}<br />
* {{ItemIcon|Lethal Toxins Potion IV}}<br />
<br />
====Summoning====<br />
For dungeons, preferably {{ItemIcon|Dragon}} and the best combat style Tablet available, {{ItemIcon|Minotaur}}, {{ItemIcon|Centaur}}, or {{ItemIcon|Witch}}. For Slayer {{ItemIcon|Cyclops}} paired with the same combat style tablets a safe bet. The best two alternatives are:<br />
* {{ItemIcon|Yak}}<br />
* {{ItemIcon|Occultist}}<br />
<br />
===Slayer===<br />
{{Skill|Slayer}} is crucial to continuing to upgrade your equipment at this point; if it has been neglected, now is nearly the last time to catch up without falling behind. Elite and Master difficulty Tasks can be quite difficult, especially if using {{UpgradeIcon|Auto Slayer}}, it may be more efficient to only do tasks when possible, and fight each enemy normally when the player can't be around.<br />
* {{ItemIcon|Skull Cape}} - Obtained from the Shop for {{SC|400}}k.<br />
* {{ItemIcon|Ancient Claw}} - Drops from {{MonsterIcon|Pegasus}}.<br />
* {{ItemIcon|Hunter's Ring}} - Drops from {{MonsterIcon|Hunting Greater Dragon}}.<br />
* {{ItemIcon|Wasteful Ring}} - Drops from {{MonsterIcon|Wicked Greater Dragon}}.<br />
* {{ItemIcon|Elder Crown}} - Drops from the {{MonsterIcon|Elder Vampire}}.<br />
* {{ItemIcon|Magic Wand (Elite)}} - Drops from {{MonsterIcon|Cursed Maiden}}, used for creating {{ItemIcon|Air Imbued Wand|notext=true}}{{ItemIcon|Water Imbued Wand|notext=true}}{{ItemIcon|Earth Imbued Wand|notext=true}}{{ItemIcon|Fire Imbued Wand|Imbued Wands}}.<br />
* {{ItemIcon|Slayer Helmet (Elite)|Elite Slayer Armor}} - Can be purchased in the Shop after completing 30 Elite difficulty Slayer Tasks.<br />
<br />
===Fury of the Elemental Zodiacs (FEZ)===<br />
Final upgrade of all of the Elite Amulets. FEZ has a table that details a number of important stats on each Amulet at [[FEZ/Guide]]. If the guide has been followed thoroughly until this point, here is a quick summary of where each amulet should be obtained from the quickest: <br />
** {{MonsterIcon|Mummy}} for {{ItemIcon|Amulet of Strength}}<br />
** {{MonsterIcon|Bandit}} for {{ItemIcon|Amulet of Ranged}}<br />
** {{MonsterIcon|Master Wizard}} for {{ItemIcon|Amulet of Magic}}<br />
** {{MonsterIcon|Bounty Hunter}} for {{ItemIcon|Amulet of Glory}}, {{ItemIcon|Amulet of Accuracy}}, and {{ItemIcon|Amulet of Defence}}<br />
** {{MonsterIcon|Fierce Devil}} for {{ItemIcon|Amulet of Torture}}<br />
** {{MonsterIcon|Seething Horned Elite}} for {{ItemIcon|Amulet of Fury}}<br />
*** Note that {{ZoneIcon|Deep Sea Ship}} drops {{ItemIcon|Amulet of Torture}} and {{ZoneIcon|Volcanic Cave}} drops {{ItemIcon|Amulet of Fury}}, so it is recommended to finish obtaining any items from these dungeons first to help ease the grind.<br />
<br />
===Dungeon Guides===<br />
===={{ZoneIcon|Infernal Stronghold|nolink=true|size=30}}====<br />
- '''This dungeon has a guide at [[Infernal Stronghold/Guide]]'''<br />
<br />
The primary reason to do this dungeon is the {{ItemIcon|Infernal Cape}} which grants 4% Damage Reduction and works well for each combat style. The {{ItemIcon|Infernal Core|Infernal Cores}} dropped here can be used to upgrade and {{ItemIcon|Ancient Claw}} into an {{ItemIcon|Infernal Claw}}, a critical and powerful one-handed Melee weapon.<br />
<br />
===={{ZoneIcon|Air God Dungeon|nolink=true|size=30}}====<br />
- '''This dungeon has a guide at [[Air God Dungeon/Guide]].'''<br />
<br />
The {{ZoneIcon|Air God Dungeon|noicon=true}} drops {{Skill|Ranged}} armor and equipment, and is usually completed with {{Skill|Attack|Melee}} equipment <br />
from the {{ZoneIcon|Volcanic Cave}}.<br />
<br />
===={{ZoneIcon|Water God Dungeon|nolink=true|size=30}}====<br />
- '''This dungeon has a guide at [[Water God Dungeon/Guide]].'''<br />
<br />
The {{ZoneIcon|Water God Dungeon|noicon=true}} drops {{Skill|Magic}} armor and equipment, and is usually completed with {{Skill|Ranged}} equipment from the {{ZoneIcon|Air God Dungeon}}.<br />
<br />
===={{ZoneIcon|Earth God Dungeon|nolink=true|size=30}}====<br />
- '''This dungeon has a guide at [[Earth God Dungeon/Guide]].'''<br />
<br />
The {{ZoneIcon|Earth God Dungeon|noicon=true}} drops {{Skill|Attack|Melee}} tank oriented armor and equipment, and is usually completed with {{Skill|Magic}} equipment from the {{ZoneIcon|Water God Dungeon}}..<br />
<br />
===={{ZoneIcon|Fire God Dungeon|nolink=true|size=30}}====<br />
- '''This dungeon has a guide at [[Fire God Dungeon/Guide]].'''<br />
<br />
The {{ZoneIcon|Fire God Dungeon|noicon=true}} drops {{Skill|Attack|Melee}} dps oriented armor and equipment, and is usually completed with {{Skill|Ranged}} equipment from the {{ZoneIcon|Air God Dungeon}}.<br />
<br />
=={{ZoneIcon|Into the Mist|nolink=true|size=30}}==<br />
- '''This dungeon has a guide at [[Into the Mist/Guide]].'''<br />
<br />
{{ZoneIcon|Into the Mist|noicon=true}} is one of the most difficult challenges in the game. It cannot be idled.<br />
<br />
To start, the player must first fight 20 Afflicted versions of randomly chosen monsters between combat level 165 and 677. Any monster, including bosses, save those from {{ZoneIcon|Unhallowed Wasteland}} or {{ZoneIcon|Dark Waters}}, can be chosen.<br />
<br />
[[Affliction]] is a special status effect applied by monsters that reduces your max HP. This means that the encounters are a race against the clock, forcing you to kill the enemy before your affliction stacks get too high. Due to this, it is recommended that you focus on DPS above all else when choosing your three gear sets.<br />
<br />
'''This dungeon cannot be completed without the Dungeon Equipment Swapping upgrade purchased from the shop.'''<br />
<br />
Note that it may be beneficial to complete the [[Slayer#Master|Master]] tier {{Skill|Slayer}} tasks required to unlock {{ItemIcon|Slayer Gear Upgrade Kit (Master)}} before completing Into the Mist for the first time. This is because of {{ZoneIcon|Dark Waters}} monsters being added to the pool of available enemies. It will no longer be trivial to use {{UpgradeIcon|Auto Slayer}} for Master tier Tasks, as the new enemies are fairly strong, and are more lethal to the average player than the Greater Dragons available in the {{ZoneIcon|Perilous Peaks}} version of Master Tasks. If you do not feel comfortable learning how to do manual slayer, feel free to Auto-slay Perilous Peaks. See below for a more in depth explanation.<br />
<br />
{{ZoneIcon|Into the Mist}} consists of 3 boss phases in a set order, with pauses in between each phase. Refer to [[Into the Mist/Guide]] for a comprehensive guide on completing this dungeon.<br />
<br />
Notable Rewards:<br />
* Access to the {{ZoneIcon|Dark Waters}} slayer area, where the T90 weapons can be obtained<br />
* {{PetIcon|Pablo}} - Drops after 5 completions<br />
<br />
===Combat Passive Slot===<br />
<br />
Main Article: [[Combat Passive Slot]]<br />
<br />
Congratulations on completing {{ZoneIcon|Into the Mist}}! The reward is one of the best upgrades in the game, the Passive Slot. This allows any item with a "Passive: ____" effect to be equipped in said slot.<br />
<br />
While the original article is more than exhaustive, some of the best choices are highlighted here:<br />
* {{ItemIcon|Chapeau Noir}} - More item doubling is always good<br />
* {{ItemIcon|Ring of Wealth}} - More item doubling is always good<br />
* {{ItemIcon|Slayer Helmet (Master)|Master Slayer Armor}} - Lets you splash more Flat Slayer Area Reduction, along with a pittance of item doubling<br />
* {{ItemIcon|Elder Crown}} - Slightly more dps from attack interval reduction, a big pile of free lifesteal helps preserve food stocks<br />
* {{ItemIcon|Fighter Amulet}} - Melee only, good dps, less attacks taken from enemies<br />
* {{ItemIcon|Deadeye Amulet}} - Ranged only, fantastic dps<br />
<br />
===When to complete Master Slayer Tasks: Before or after ITM===<br />
<br />
{{ItemIcon|Slayer Gear Upgrade Kit (Master)}} and therefore {{ItemIcon|Slayer Helmet (Master)|Master Slayer Armor}} are unlocked by completing 40 [[Slayer#Master|Master]] tier {{Skill|Slayer}} tasks. In the base game, Master Tier Slayer consists of 3 Slayer areas based on the following unlock conditions:<br />
<br />
* {{ZoneIcon|Perilous Peaks}} - {{SkillReq|Slayer|85}}. By default, only enemies in this area will appear in Master Tasks<br />
* {{ZoneIcon|Dark Waters}} - {{ZoneIcon|Into the Mist}} completed at least once.<br />
* {{ZoneIcon|Unhallowed Wasteland}} - [[Map to the Unhallowed Wasteland]] purchased from the [[Shop]].<br />
<br />
The {{TotH|Throne of the Herald Expansion}} contains new Master Slayer areas, but these are all locked behind completion of the {{ZoneIcon|Impending Darkness Event}}<br />
<br />
Completing 40 Master tasks can take anywhere from 20-80+ hours (with a probable average of about 40hours), depending on your setup, luck with task length, or efficiency/luck in re-rolling for short tasks on the fastest to kill monster. These tasks can be completed either before or after {{ZoneIcon|Into the Mist}}, and which method you do is up to you. <br />
<br />
Due to the difficulty of enemies in {{ZoneIcon|Dark Waters}}, using {{UpgradeIcon|Auto Slayer}} to complete Master tasks is no longer feasible following the completion of {{ZoneIcon|Into the Mist}}. Therefore, it is 'simpler' to complete all 40 tasks while having only {{ZoneIcon|Perilous Peaks}} unlocked, as the only necessity is to meet the DR checkpoints of each monster. You will also need a fairly healthy supply of food, as these Greater Dragons all have the Greater Dragonbreath ability, which deals a large amount of unavoidable damage. <br />
<br />
The {{ZoneIcon|Dark Waters}} drop valuable materials to make powerful weapons, generally consume equal or less food than greater dragons, and an average of about 40 hours each to complete with optimal setups. Therefore, even though they cannot be done on Auto-slayer, completing your Master tasks while working on your t90 weapons will most likely consume less food, and generally take less overall time on on task by killing two birds with one stone. The major downside here is that you will want to check back in every 2-3 hours to swap your equipment and manually change to the next task. This is not mandatory, but it is recommended as you will be earning Slayer XP and Slayer Coins all the while, and you will be able to purchase [[Prayer|Prayer Points]] and [[Generous Resupply|Food]] at a profit.<br />
<br />
Consider the addition of the [[Combat Passive Slot|Passive Slot]] - By equipping powerful passive effects in this slot, you can greatly increase your DPS, item drop rate, or greatly reduce your food consumption. This is most noticeable on Greater Dragons; with the {{ItemIcon|Elder Crown}} equipped, food use against these enemies drops ''dramatically''. {{ItemIcon|Fighter Amulet}} works similarly for enemies primarily fought with Melee; {{Icon|Rokken|type=monster}} and {{Icon|Hunting Greater Dragon|type=monster}}.<br />
<br />
==The Late Game: Levels 96-99==<br />
<br />
Following completion of {{ZoneIcon|Into the Mist}}, you now have access to {{ZoneIcon|Dark Waters}}, the penultimate slayer area and will soon be able to unlock {{ZoneIcon|Unhallowed Wasteland}}<br />
<br />
These are long grinds, and may require quite a bit of preparation.<br />
<br />
We recommend acquiring them while fighting each monster as a slayer task, this will require you to turn OFF auto-slayer, and will encourage semi-frequent check-ins. Doing these on task will increase your damage dealt to them from various buffs, namely {{ItemIcon|Slayer Skillcape}}. <br />
<br />
All items dropped in these two areas come as fragments of the final pieces, needing hundreds of individual items to make one final version, therefore it is recommended to attempt to sneak in as much item doubling into your gear as possible. Using the [[Combat Simulator]] to measure your Drops per hour with no deaths is highly recommended. It can make the difference in literal days of grinding.<br />
<br />
===Major Goals===<br />
* {{ItemIcon|Maximum Skillcape}}<br />
* {{ItemIcon|Tidal Edge}}<br />
* {{ItemIcon|Ocean Song}}<br />
* {{ItemIcon|Shockwave}}<br />
* {{ItemIcon|Shield of Melee Power|notext=true}}{{ItemIcon|Shield of Ranged Power|notext=true}}{{ItemIcon|Shield of Magic Power|Power Shields}}<br />
* {{ItemIcon|Poison Virulence Gloves|notext=true}}{{ItemIcon|Burning Madness Gloves|notext=true}}{{ItemIcon|Spiked Shell Gloves|notext=true}}{{ItemIcon|Relentless Fury Gloves|Upgraded God Gloves}}<br />
* {{ItemIcon|Poison Virulence Ring|notext=true}}{{ItemIcon|Burning Madness Ring|notext=true}}{{ItemIcon|Spiked Shell Ring|notext=true}}{{ItemIcon|Relentless Fury Ring|Upgraded God Rings}}<br />
<br />
==={{ZoneIcon|Dark Waters|nolink=true|size=30}}===<br />
- '''This Slayer area has a guide at [[Dark Waters/Guide]]'''<br />
<br />
These 3 monsters drop fragments for the T90 (tier, or level requirement) weapons, high level and powerful weapons that are extremely helpful in completing the following Slayer Area, as well as the Impending Darkness Event. Each weapon is upgraded by combining 100 fragments, and the fragments have a 2% drop rate. That's 5,000 kills on average with 0% chance to double items.<br />
<br />
Using the above "manual" Slayer method will make the order you obtain the weapons in effectively random, but if you want to do them in a specific order, we recommend the following:<br />
<br />
* {{ItemIcon|Shockwave}} - Made from {{ItemIcon|Shockwave Fragment}}, dropped by {{Icon|Rokken|type=monster}}<br />
* {{ItemIcon|Ocean Song}} - Made from {{ItemIcon|Ocean Song Fragment}}, dropped by {{Icon|Ku-tul|type=monster}}<br />
* {{ItemIcon|Tidal Edge}} - Made from {{ItemIcon|Tidal Edge Fragment}}, dropped by {{Icon|Umbora|type=monster}}<br />
<br />
Additionally, you should also acquire the pet {{PetIcon|Otto}} whilst doing this grind, if you do not, continue farming whichever mob you kill the fastest on or off task until you get it.<br />
<br />
==={{ZoneIcon|Unhallowed Wasteland|nolink=true|size=30}}===<br />
- '''This Slayer area has a guide at [[Unhallowed Wasteland/Guide]]'''<br />
<br />
After completing the T90 weapon grinds, you are ready to face the another difficult challenge, the {{ZoneIcon|Unhallowed Wasteland}} (UW) - the final {{Skill|Slayer}} area in the base game<br />
<br />
To access it, you need to purchase a {{UpgradeIcon|Map to the Unhallowed Wasteland}}.<br />
<br />
The area requires maximizing a different stat than DR. All of the monsters here will heal a % of their current HP every 2 attacks, which will massively hinder your DPS regardless of the setup. To mitigate this, you need a cumulative 100% Flat Slayer Area Effect Negation. <br />
<br />
With 0% chance to double items, these monsters all require an average of 4000 kills to obtain all items required.<br />
<br />
Here's an example of the gear required for melee:<br />
<br />
{| class="wikitable" <br />
|-<br />
! Item<br />
! Slot<br />
! Slayer Area<br>Effect Negation %<br />
|-<br />
| {{ItemIcon|Slayer Helmet (Master)}}<br />
| Head<br />
| 20%<br />
|-<br />
| {{ItemIcon|Slayer Platebody (Master)}}<br />
| Body<br />
| 20%<br />
|-<br />
| {{ItemIcon|Slayer Cowl (Master)}}<br />
| Passive<br />
| 20%<br />
|-<br />
| {{ItemIcon|Max Skillcape}}/{{ItemIcon|Slayer Skillcape}}<br />
| Cape<br />
| 25%<br />
|-<br />
| {{ItemIcon|Hunter's Ring}}<br />
| Ring<br />
| 10%<br />
|-<br />
| {{AgilityIcon|Pillar of Combat}}<br />
| Agility<br />
| 5%<br />
|-<br />
! scope="row" colspan="2" | Total<br />
| 100%<br />
|}<br />
<br />
For the other combat styles, you'll be wearing the equivalent Master Slayer armor. Note that you cannot ever wear two of the same item, so whichever item you choose to put in the passive slot must be one of the armor pieces not currently equipped in your chest/head slots. <br />
<br />
It should be noted that while UW is listed first, '''completing the {{ZoneIcon|Impending Darkness Event}} first will make this grind faster!''' You can complete ID without any of the UW gear sets, the sets don't help the event very much, and the shields speed up the slayer area signifcantly.<br />
<br />
While you are here, you will be working to acquire all of the set bonus gear, dropped from each of the UW monsters:<br />
<br />
* {{ItemIcon|Poison Virulence Gloves}}/{{ItemIcon|Poison Virulence Ring}} - Upgrades from {{ItemIcon|Worm Spike}}/{{ItemIcon|Poison Essence}} respectively, dropped by {{Icon|Legaran Wurm|type=monster}}<br />
* {{ItemIcon|Burning Madness Gloves}}/{{ItemIcon|Burning Madness Ring}} - Upgrades from {{ItemIcon|Cursed Hands}}/{{ItemIcon|Burning Essence}} respectively, dropped by {{Icon|Cursed Lich|type=monster}}<br />
* {{ItemIcon|Spiked Shell Gloves}}/{{ItemIcon|Spiked Shell Ring}} - Upgrades from {{ItemIcon|Tough Shell}}/{{ItemIcon|Stinging Essence}} respectively, dropped by {{Icon|Spiked Red Claw|type=monster}}<br />
* {{ItemIcon|Relentless Fury Gloves}}/{{ItemIcon|Relentless Fury Ring}} - Upgrades from {{ItemIcon|Desecrated Bones}}/{{ItemIcon|Undead Essence}} respectively, dropped by {{Icon|Greater Skeletal Dragon|type=monster}}<br />
<br />
=={{ZoneIcon|Impending Darkness Event|nolink=true}}==<br />
<br />
- '''This dungeon has a guide at [[Impending Darkness Event/Guide]].'''<br />
<br />
The final dungeon of the base game of Melvor Idle also has a bunch of unique mechanics:<br />
* Combat takes place in {{Skill|Slayer}} Areas, with their respective Slayer Area Effects active<br />
** '''This also includes the entry requirements for each Area!'''<br />
* Negative modifiers, each phase of the event will require the player to choose a modifier that applies to all enemies.<br />
* Running from Combat will not make you leave the event, but will reset any progress made on '''unfinished''' Slayer Areas. <br />
** Bane's combat style will also be re-rolled, if you want to choose a different combat style.<br />
** All non-combat skills are able to be trained while the Event is paused, which can be helpful if the player wants to complete the Event over multiple sessions without losing time doing nothing.<br />
<br />
And some returning mechanics:<br />
* [[Affliction]] - everybody's favorite debuff!<br />
** Each phase of the Event gives the normal Slayer enemies more Max HP, more Max Hit, and a higher chance to apply affliction.<br />
* Manual Eating - It is very difficult to impossible to guarantee your safety in this event without careful manual eating and knowledge of each enemy's attacks.<br />
<br />
Similar to {{MonsterIcon|Ahrenia}}, {{MonsterIcon|Bane}} requires you to fight him with the same combat style he is using.<br />
<br />
Each phase of the event is the same, with the added dangers of extra negative modifiers and increased base passives. The player will be given the choice of a negative modifier, then must complete a series of gauntlets through 4 difficult Slayer Areas, these gauntlets are up to 8 monsters randomly chosen from the pool of available monsters in each area. Once each area is completed, the event pauses until the player selects the next area. Immediately upon completion of the final slayer area, {{MonsterIcon|Bane}} will spawn with a random combat style. While the main article has more information, it is recommended to complete the slayer areas in the following order:<br />
* {{ZoneIcon|Unhallowed Wasteland}}<br />
* {{ZoneIcon|Dark Waters}}<br />
* {{ZoneIcon|Shrouded Badlands}}<br />
* {{ZoneIcon|Perilous Peaks}}<br />
<br />
Because {{MonsterIcon|Bane}} uses the modifiers from the Slayer Area you fight him in, you should always fight him in the {{ZoneIcon|Perilous Peaks}}. Your prayers will be {{PrayerIcon|Battleheart}} and {{PrayerIcon|Protect from Melee|notext=true}}{{PrayerIcon|Protect from Ranged|notext=true}}{{PrayerIcon|Protect from Magic|Protect from Style}}, which makes the area effect (-% Evasion) not actually have an effect on {{MonsterIcon|Bane|Bane's}} chance to hit the player.<br />
<br />
The final fight with {{MonsterIcon|Bane}} is a special version, {{MonsterIcon|Bane, Instrument of Fear}} with an extra ability.<br />
<br />
Each time {{MonsterIcon|Bane}} is defeated the following rewards are given directly to the player, in this set order. All of these are BiS for the base game, and are still useful and viable in any expansion content:<br />
<br />
* {{ItemIcon|Shield of Melee Power}}<br />
* {{ItemIcon|Shield of Ranged Power}}<br />
* {{ItemIcon|Shield of Magic Power}}<br />
* {{ItemIcon|Ring of Power}}<br />
* {{PetIcon|Bone}} - Pet<br />
<br />
===Impending Darkness Event FAQ===<br />
Q: No Monsters are spawning!<br />
:A: Make sure you select a Slayer area! Monsters do not spawn on their own here.<br />
<br />
Q: I'm not dealing any damage with any of my attacks, and attacks that can't miss are missing!<br />
:A: As combat takes place '''in''' {{Skill|Slayer}} Areas, the player needs to have access to the area to be able to deal damage.<br />
* {{ItemIcon|Slayer Skillcape}} or {{ItemIcon|Maximum Skillcape}}.<br />
* {{ItemIcon|Blazing Lantern}} in the Passive Slot.<br />
* {{ItemIcon|Climbing Boots}} in the Passive Slot.<br />
<br />
Q: How long does this dungeon take?<br />
:A: Approximately 2 hours, depending on your gear and preparation. Each phase of the dungeon (there are 5) should take up to 20 minutes of combat and 5-10 minutes for equipment swapping, ability reading, and hard breathing<br />
<br />
Q: How many times do I need to complete this Event?<br />
:A: {{MonsterIcon|Bane, Instrument of Fear}} only needs to be killed once. Note that {{MonsterIcon|Bane}} must be killed four times before reaching the final boss.<br />
<br />
Q: What Skills can I train while the Event is Paused?<br />
:A: All non-combat skills including {{Skill|Magic|Alt-Magic}}. No other combat can be trained until the event is completed or the "Stop Event" button is pressed.<br />
<br />
Q: How do I beat this event?<br />
:A: Keep your {{Skill|Hitpoints|HP}} above 0 while lowering your enemy's {{Skill|Hitpoints|HP}} to 0. Works every time!<br />
<br />
={{TotH}} Throne of the Herald Expansion=<br />
Information for progression through the {{TotH}} Throne of the Herald Expansion can be found at [[Combat_Guide/Throne_of_the_Herald]]<br />
<br />
={{AoD}} Atlas of Discovery Expansion=<br />
Information for progression through the {{AoD}} Atlas of Discovery Expansion can be found at [[Combat_Guide/Atlas of Discovery]]<br />
<br />
{{Menu}}[[Category:Guides]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Combat_Guide&diff=65746Combat Guide2024-01-02T07:54:19Z<p>BasChana: /* Ranged */ added a blurb about ice arrows</p>
<hr />
<div>{{V|1.2}}<br />
<br />
=Introduction=<br />
This guide is written for characters playing the [[Game Mode#Standard|Standard]] game mode. If playing {{Icon|Hardcore}} or {{Icon|Adventure}} modes, preparation for certain events is different, especially for the {{ZoneIcon|Fire God Dungeon}} due to the differences in the [[Combat Triangle]]. This guide will assume there are no self-imposed restrictions put upon the account, if you choose to restrict your character in some way, you have to figure out how to get around it.<br />
<br />
Progression in Melvor Idle primarily revolves around combat; while there is of course progression in all of the non-combat skills, that progression all serves to make you better at combat. This guide will break the game into multiple sections and try to give advice for each. The sections this guide will look into, and roughly how long they will take are as follows:<br />
* The Early-Early Game:<br />
** This is when the player is using very low level gear, has not purchased or obtained vital upgrades like {{UpgradeIcon|Auto Eat}} or the {{ItemIcon|Amulet of Looting}} and may require active (or more active) play to get through safely and efficiently. Can take a few days up to about a week. <br />
* The Early Game:<br />
** Where most of the game opens up and when combat gets exciting. The player has obtained reasonable gear, is able to fight the majority of monsters in Combat Areas and the first few Slayer Areas comfortably, and is starting to prepare to get more specialized gear from combat to progress. This section can take anywhere up to about a month or two, and is marked by the completion of {{ZoneIcon|Volcanic Cave|}}.<br />
* The Mid Game:<br />
** This section revolves around finishing your armor sets, maxing out your stats, and completing long term achievements like the God Dungeons. This section can take up to several months, and is usually marked by completion of {{ZoneIcon|Into the Mist}}. <br />
* The Late Game:<br />
** This is when the player is working on upgrading their weapons in the {{ZoneIcon|Dark Waters}} Area, upgrading their armor in the {{ZoneIcon|Unhallowed Wasteland}} Area, and fully preparing to defeat the {{ZoneIcon|Impending Darkness Event}}. This step contains long grinds, but if enough preparation has already been done, it should only take a few weeks at most.<br />
* The Late-Late Game:<br />
** Here the player finishes any achievements that haven't been mopped up yet, with the goal of filling the completion log with anything that hasn't been worth the time. This step's length is variable, as it depends on how much has already been completed, and how optimal/lucky the player is finishing up. Prepare to spend multiple days hunting for an item you'll never actually use!<br />
<br />
The guide will start with an overview on how combat works, the stats, and what items affect them. After that, it describes in detail the leveling up to the first challenging dungeon of the game, the {{ZoneIcon|Volcanic Cave}}. It will cover the God Dungeons and conclude with guidance for late game content. Remember that the majority of things mentioned here are ''recommendations'' and are not always required or the most optimal; if you don't want to do something, you probably don't have to.<br />
<br />
==Using Non-Combat to improve at Combat==<br />
There are several non-combat skills that improve various parts of the combat experience:<br />
<br />
* {{Skill|Agility}} - Many of the obstacles provide important combat bonuses.<br />
* {{Skill|Herblore}} - {{Icon|Diamond Luck Potion|Diamond Luck Potions}} are among the highest DPS boosts in the game.<br />
* {{Skill|Thieving}} - There are a multitude of useful item drops from several NPCs, including {{ItemIcon|Chapeau Noir}}, {{ItemIcon|Knight's Defender}}, and others.<br />
* {{Skill|Astrology}} - Many powerful and important passive benefits, including [[#Hidden Skill Levels|Hidden Skill Levels]], which provide further combat bonuses.<br />
* {{Skill|Summoning}} - Tablets provide boosts to combat effectiveness and deal damage on their own. The {{ItemIcon|Dragon}} burn effect is particularly great against high hp enemies.<br />
* {{Skill|Cooking}} - Cook food to eat so you don't die!<br />
* {{Skill|Farming}} - Farm food to eat so you don't die! Farming is particularly useful because it does not require you to actively spend time on it, you can farm food 'while doing combat' for example.<br />
<br />
Other skills helpful for smooth progression include:<br />
<br />
* {{Skill|Smithing}} - {{Skill|Attack|Melee}} armor and weapons.<br />
* {{Skill|Fletching}} - {{Skill|Ranged}} ammunition and weapons.<br />
* {{Skill|Crafting}} - Jewelry with unique effects and {{Skill|Ranged}} armor.<br />
* {{Skill|Runecrafting}} - {{Skill|Magic}} armor and weapons.<br />
* {{SkillReq|Firemaking|99}} - The {{ItemIcon|Firemaking Skillcape}} grants a boost to XP earned and {{ItemIcon|Ash}}, which can be buried for {{Skill|Prayer}} Points<br />
* {{Skill|Township}} - The Trader can be used to exchange goods for food and consumable items that make combat easier.<br />
* {{Skill|Township}} - Township also has many Tasks available that grant rewards to players for achieving certain accomplishments or having certain items, using these is a great way to find something to do if you're unsure.<br />
<br />
Melvor Idle is not competitive, so it is recommended to set goals that you personally want and work towards them. The game will take a very long time to complete, so anything you can do to make it more fun for YOU is hugely recommended; using a weapon that you personally think is cool or useful, or not using an item because the grind isn't fun is perfectly acceptable and makes the game more interesting!<br />
<br />
==Stats==<br />
All gear has certain stats that link it to one of the three combat styles: {{Skill|Attack|Melee}}, {{Skill|Ranged}}, or {{Skill|Magic}}. Gear that is more difficult to obtain is ''usually'' better. Closer to endgame, the choices become more situational. <br />
<br />
''For stat breakdowns and math, use the [[Combat Simulator]] or read the {{Icon|Combat}} page.''<br />
<br />
===Shared Stats===<br />
====Attack Interval====<br />
{{Main|Reference=Attack Interval}}<br />
{{:Attack Interval}}<br />
<br />
====Damage Reduction====<br />
{{Main|Reference=Damage Reduction}}<br />
<br />
''Damage Reduction'', or DR, is the most important stat in the game. Damage Reduction, {{Skill|Hitpoints}}, and {{UpgradeIcon|Auto Eat - Tier I|Auto Eat}} tier are all taken into account when considering how much damage the player can take before being able to [[Death|die]]. Damage Reduction can be found on:<br />
<br />
* {{ItemIcon|(G) Dragon Platebody|notext=true}}{{ItemIcon|(U) Black D-hide Body|notext=true}}{{ItemIcon|Air Expert Wizard Robes|notext=true}}- Upgraded versions of the highest level armor pieces from skilling.<br />
* {{ItemIcon|(G) Ancient Platebody|notext=true}} - All Ancient tier gear, when fully upgraded<br />
* {{ItemIcon|Ragnar God Platebody|notext=true}} - All God Dungeon gear<br />
* {{ItemIcon|Silver Diamond Ring}} - Can be obtained through {{Skill|Crafting}}, {{Icon|Combat}}, or {{Skill|Thieving}}<br />
* {{Icon|Damage Reduction Potion|Damage Reduction Potions}}<br />
* {{PetIcon|Leonardo}} - {{Skill|Defence}} Pet<br />
* {{PetIcon|Erran}} - {{ZoneIcon|Earth God Dungeon}} Pet<br />
* {{Skill|Agility}} Obstacles<br />
* {{PrayerIcon|Safeguard}}/{{PrayerIcon|Stone Skin}} - {{Skill|Prayer}}<br />
<br />
For the end game, there are some {{Skill|Prayer|Prayers}} and items that drop from {{ZoneIcon|Impending Darkness Event|Impending Darkness}} that affect enemies' DR:<br />
* {{PrayerIcon|Battleheart}} - Prayer, reduces enemy DR<br />
* {{ItemIcon|Shield of Ranged Power}}<br />
* {{ItemIcon|Shield of Magic Power}}<br />
* {{ItemIcon|Shield of Melee Power}}<br />
* {{ItemIcon|Ring of Power}}<br />
* {{PetIcon|Bone}}<br />
<br />
====Auto Eat====<br />
{{Main|Reference=Auto Eat}}<br />
''{{UpgradeIcon|Auto Eat - Tier I|Auto Eat}}'' is an upgrade that automatically eats equipped food after a certain health threshold. '''Upgrading this as quickly as possible is critical.''' Auto Eat Tier, along with {{Skill|Hitpoints}} and Damage Reduction controls what content is accessible without a chance of death. <br />
<br />
With {{UpgradeIcon|Auto Eat - Tier III|Auto Eat}}, the type of food does not matter as long as one does not run out of it. Eating either {{ItemIcon|Potatoes}} or {{ItemIcon|Whale (Perfect)}} will both keep the player alive as long as they have enough of either. The main difference between any given food sources is the time spent {{Skill|Cooking}}, {{Skill|Fishing}} or {{Skill|Farming}} instead of fighting monsters.<br />
<br />
=====Auto Eat Threshold=====<br />
''Auto Eat Threshold'' is the HP value necessary to trigger Auto Eat, lowering the necessary HP/DR required. In the base game, only one item affects the Auto Eat threshold:<br />
<br />
* {{ItemIcon|Wasteful Ring}} - Drops from {{Icon|Wicked Greater Dragon|type=monster}}<br />
<br />
=====Auto Eat Efficiency=====<br />
{{Main|Reference=Auto Eat Efficiency}}<br />
''Auto Eat Efficiency'' increases the amount of HP healed per piece of food eaten. This can be found on:<br />
* {{Skill|Cooking}} item [[mastery]].<br />
* {{Skill|Astrology}} constellation modifiers.<br />
* {{Skill|Agility}} Obstacles.<br />
* {{Icon|Famished Potion|Famished Potions}}.<br />
<br />
=====Lifesteal=====<br />
{{Main|Reference=Lifesteal}}<br />
{{:Lifesteal}}<br />
<br />
====Slayer Area Effect Negation====<br />
{{Main|Reference=Area Effect Negation}}<br />
''Slayer Area Effect Negation'' reduces the effect of Slayer Area debuffs when fighting in one of these areas. These can range from annoying ({{ZoneIcon|Forest of Goo}}, {{ZoneIcon|Arid Plains}}) to downright progress blocking ({{ZoneIcon|Dark Waters}}, {{ZoneIcon|Unhallowed Wasteland}}). This stat can be found on:<br />
* Pillar of Combat - {{Skill|Agility}} capstone.<br />
* {{ItemIcon|Hunter's Ring}} - Drops from {{Icon|Hunting Greater Dragon|type=monster}}.<br />
* {{ItemIcon|Slayer Helmet (Master)|notext=true}} - All {{Skill|Slayer}} armor from the shop (higher tier provides more).<br />
* {{ItemIcon|Slayer Skillcape}}.<br />
<br />
====Attack Bonus/Accuracy Rating====<br />
These are included on all weapons, and some pieces of armor. {{Skill|Attack|Melee}} has {{Skill|Attack|Stab}}, {{Skill|Strength|Slash}}, and {{Skill|Defence|Block}} Bonuses, while {{Skill|Ranged}} and {{Skill|Magic}} have their own attack bonuses. In combat the player's [[Accuracy Rating]] determines how often they hit an enemy, based on the enemy's Evasion Rating. {{Skill|Summoning}} Tablets use the player's accuracy rating to calculate their chance to hit.<br />
<br />
====Defence/Evasion Rating====<br />
These are included on all pieces of armor, and are heavily connected to the [[Combat Triangle]]. The higher the number, the better. Evasion only helps to kill enemies faster if they can stun, slow, or sleep, as the player will evade their disabling attacks more often.<br />
<br />
====Hidden Skill Levels====<br />
The main [[Combat]] page has details on the specifics of the max hit, accuracy, and evasion equations the game uses to calculate your stats. In summary, levels in {{Skill|Attack}}, {{Skill|Strength}}, {{Skill|Ranged}}, {{Skill|Magic}} and {{Skill|Defence}} increase your stats based on different equations, but only up to the level cap (99 for the base game, and 120 with {{TotH}}). <br />
<br />
Hidden Levels in any of these stats force these equations to use the player's base skill level (the one shown on the sidebar, equal to the amount of XP earned) AND the player's hidden levels, making the player more powerful than their stats would otherwise indicate. Additionally, hidden levels allow the formulas to calculate stats beyond the level cap.<br />
<br />
* A character that is level 15 Strength with +5 Hidden Strength Levels would calculate their Melee Max Hit based on their Effective Level of 20<br />
* A character that is level 99 with +5 Hidden Strength Levels would calculate their Melee Max Hit based on their Effective Level of 104, even when their level is capped and can't go any higher.<br />
<br />
====Reflect Damage====<br />
With this effect, whenever the player takes damage, they will also deal a portion of that damage immediately back to the enemy. Reflect does NOT reduce the amount of damage taken. Reflect damage cannot kill an enemy, does not provide XP, and has a 2 second cooldown before it can activate again.<br />
<br />
This effect can be found on:<br />
* {{ItemIcon|Gold Sapphire Ring}}<br />
* {{ItemIcon|Recoil Shield}}<br />
* {{Skill|Astrology}} constellation {{ConstellationIcon|Tellus}}.<br />
<br />
====Monster Respawn Time====<br />
{{Main|Reference=Monster Respawn Timer}}<br />
{{:Monster Respawn Timer}}<br />
<br />
This timer can be reduced with the following effects:<br />
* {{AgilityIcon|Lava Jump}}<br />
* {{AgilityIcon|Dragon Fight}}<br />
* {{AgilityIcon|Pillar of Combat}}<br />
* {{ItemIcon|Hunters Hat}}<br />
<br />
===Class-related Stats===<br />
====Melee Stats====<br />
{{Skill|Attack|Melee}} gear focuses on 4 stats:<br />
<br />
* {{Skill|Strength}} bonus: One of the factors that determines max hit.<br />
* Stab/Slash/Block bonus: Determines the accuracy (chance to hit) of that particular attack style. Each melee weapon has stats that favor one of the styles, and using the correct one will boost the player's accuracy substantially.<br />
<br />
====Magic Stats====<br />
{{Skill|Magic}} armor and weapons focus on 2 stats:<br />
<br />
* Magic Damage Bonus: Determines max hit.<br />
* Magic Attack Bonus: Determines accuracy.<br />
<br />
Additionally, {{Skill|Magic}} also benefits from Rune Preservation Chance and Rune Cost Reduction. This can be found on multiple items and buffs, including:<br />
* {{ItemIcon|Mystic Air Staff|notext=true}} - All staves<br />
* {{ItemIcon|Air Imbued Wand|notext=true}} - All imbued wands, crafted via {{Skill|Runecrafting}} from {{ItemIcon|Magic Wand (Elite)}}<br />
* {{ItemIcon|Book of Eli}} - Drops from {{ZoneIcon|Hall of Wizards}} dungeon<br />
* {{ItemIcon|Book of Occults}} - Drops from {{Icon|Necromancer|type=monster}}<br />
* {{PetIcon|Salem}} - Magic [[Pets|Pet]]<br />
* {{ItemIcon|Skull Cape}} - {{Skill|Slayer}} Shop<br />
<br />
====Ranged Stats====<br />
{{Skill|Ranged}} armor and weapons focus on 2 stats:<br />
<br />
* Ranged strength bonus: Determines your max hit.<br />
* Ranged attack bonus: Determines your accuracy.<br />
<br />
Additionally, {{Skill|Ranged}} gear also benefits from Ammo Preservation. This can be found on multiple items and buffs, including:<br />
* {{ItemIcon|Ranger Boots}} - Drops from {{ItemIcon|Spider Chest}} in {{ZoneIcon|Spider Forest}}<br />
* {{ItemIcon|Ranger Hat}} - Drops from {{ItemIcon|Spider Chest}} in {{ZoneIcon|Spider Forest}}<br />
* {{ItemIcon|Ranged Skillcape}}<br />
* {{ItemIcon|Cape of Ranged Preservation}}<br />
* {{PetIcon|Marahute}} - Ranged [[Pets|Pet]]<br />
* {{ItemIcon|Ancient Throwing Knife|notext=true}}/{{ItemIcon|Ancient Javelin|notext=true}} - All Throwing Knives and Javelins<br />
* {{ItemIcon|Throwing Power Gloves}} - Negatively impacts ranged preservation using throwing weapons<br />
<br />
===Minimum Hit and Special Attacks===<br />
Each normal attack made by the player or an enemy will deal a random amount of damage between its minimum value and its maximum value, for all monsters, and for players without any bonuses, the Minimum Hit is 1.<br />
<br />
Increasing the minimum hit is possible with buffs such as:<br />
* {{ItemIcon|Air Acolyte Wizard Hat|notext=true}}{{ItemIcon|Water Acolyte Wizard Hat|notext=true}}{{ItemIcon|Earth Acolyte Wizard Hat|notext=true}}{{ItemIcon|Fire Acolyte Wizard Hat|notext=true}} all {{Skill|Runecrafting}} armor.<br />
* {{SpellIcon|Charged I}}<br />
* {{PrayerIcon|Battleheart}}<br />
* {{AgilityIcon|Pillar of Combat}}<br />
* {{Skill|Astrology}} constellation {{ConstellationIcon|Iridan}}.<br />
<br />
Special Attacks are typically found on weapons have a percentage chance of triggering when in combat and will replace your standard attack. If the player has multiple items that grant a special attack, and the combined total adds to greater than 100%, the game will attempt to normalize the chance of using either attack. For example, if the player is wearing both an {{ItemIcon|Ancient Sword}} and a {{ItemIcon|Ring of Blade Echoes}}, the player will have a 50% chance of using Life Leach, and a 50% chance of using Blade Echoes. A list of equipment and spells with special attacks can be viewed on the [[Special Attacks]] page.<br />
<br />
===Passive Effects===<br />
Beyond just stats, many pieces of equipment have passive effects that increase stats that don't directly make the player better in combat.<br />
<br />
Passive effects are bonuses that are always in play. These can increase damage dealt, {{GP}} GP earned or simply provide more item drops. Item doubling is incredibly powerful as it increases the amount of items received independently of damage dealt or respawn time. This can be found on multiple items and buffs, including:<br />
<br />
* {{ItemIcon|Ring of Wealth}} - 7% Item doubling while in Combat, which is 2% greater than the same bonus provided by {{ItemIcon|Aorpheat's Signet Ring}}<br />
* {{ItemIcon|Aorpheat's Signet Ring}} - Made with parts A/B, collected from doing combat/non-combat skills while wearing a {{ItemIcon|Gold Topaz Ring}}<br />
* {{ItemIcon|Chapeau Noir}} - Rare {{Skill|Thieving}} Drop<br />
* {{AgilityIcon|Spike Jump}}<br />
* {{AgilityIcon|Ice Jump}}<br />
* {{AgilityIcon|Pillar of Skilling}}<br />
<br />
GP increases can be found on:<br />
* {{ItemIcon|Gold Topaz Ring}} - Made in {{Skill|Crafting}}, or common drop<br />
* {{ItemIcon|Gloves of Silence}} - Drops from {{Icon|Thief|type=monster}}<br />
* {{ItemIcon|Fine Coinpurse}} - Thieving {{Icon|Woman|type=thieving}}<br />
* {{ItemIcon|Gold Crested Shield}} - Thieving {{Icon|King|type=thieving}}<br />
* {{ItemIcon|Jeweled Necklace}} - Low Town {{Skill|Thieving}} Drop<br />
* {{ItemIcon|Ring of Wealth}} - Royal Castle {{Skill|Thieving}} Drop<br />
* {{ItemIcon|Sneak-Ers}} - Rare {{Skill|Thieving}} Drop<br />
<br />
==External Tooling==<br />
Two popular external tools are the Combat Simulator and Can I Idle.<br />
<br />
[[Combat Simulator]] is a Mod that allows you to estimate many attributes of combat, such as death rate, XP/hr, drops/hr, DPS, and so on. With Combat Simulator, it is trivial to check if your setup is going to work or not. It simulates combat at high speeds using the games own code, so it's quite accurate. <!--As of game version v1.1.1 this mod has not yet been updated to work with the new built in mod manager and is currently not available.-->><br />
<br />
[https://zxv975.github.io/CanIIdle/ Can I Idle] is a site built by zxv. You enter some of the stats found on the combat page and see which enemies you can or can't idle. It's a very useful tool throughout the game. As of v1.1 the site is no longer being updated for anything beyond the base game, however it will still be entirely accurate for players who have not purchased any expansions. It will only be inaccurate for Elite/Master {{Skill|Slayer}} tasks for players who have completed {{ZoneIcon|Impending Darkness Event}} and have purchased the [[Throne of the Herald Expansion]].<br />
<br />
=Base Game Combat=<br />
<br />
==The Early-Early Game: Levels 1-40==<br />
<br />
Early on, the game is primarily about leveling up your core combat stats, getting a feel for the combat systems, and acquiring basic combat equipment.<br />
<br />
All three combat styles are connected. It is impossible to use only one style throughout the game if you wish to complete all content. The [[Combat Triangle]] determines how much damage and damage reduction you have against enemies of each different combat style, and is very important in choosing how to approach combat.<br />
<br />
It is highly recommend to level all styles to not be in the position where you finished are almost ready to take on a dungeon that requires a specific combat style, and then have to level that skill from level 1 for 2 weeks. <br />
<br />
===Major Goals===<br />
The earliest for most players is the {{UpgradeIcon|Auto Eat}} upgrade, purchased in the shop for {{GP|1000}}k, followed by the {{ItemIcon|Amulet of Looting}}, found in the {{ZoneIcon|Spider Forest}}, which will make combat a fully automated activity. Beyond that, it's mainly a matter of learning how combat works and leveling up your skills.<br />
<br />
* {{UpgradeIcon|Auto Eat}}<br />
* {{ItemIcon|Amulet of Looting}}<br />
* {{MonsterIcon|Bandit}}, {{MonsterIcon|Master Wizard}}, {{MonsterIcon|Fierce Devil}}<br />
** These monsters drop useful items and are good targets for gaining experience with {{Skill|Attack|Melee}}, {{Skill|Ranged}}, and {{Skill|Magic}}, as long as you are following the combat triangle, and are the end-point of this section<br />
<br />
===Slayer===<br />
{{Skill|Slayer}} is a skill that mostly revolves around fighting monsters in special areas called Slayer Areas, these areas function similarly to normal Combat Areas such as the {{ZoneIcon|Farmlands}}; however, each {{Skill|Slayer}} Area also has a negative passive modifier that applies to all combat that takes place there. In the early game, there's not much that can be done about Slayer Area Effects, so they can be ignored.<br />
<br />
The other aspect of {{Skill|Slayer}} is [[Slayer#Slayer_Tasks|Slayer Tasks]]: a "bounty" rewarded for killing a number of enemies: <br />
* Selecting the "New Task" button and choosing a difficulty is required to obtain the first task.<br />
* Any other time the "New Task" button is pressed, the window will open again, and the player must pay a fee of {{SC|Slayer Coins}} to either re-roll a task of the same difficulty or select a new task of a different difficulty.<br />
** the Easy difficulty has a re-roll cost of {{SC|0}} and can be re-rolled infinitely in order to choose a specific monster, if desired.<br />
* The player will be given a quota of a random enemy available in that difficulty level.<br />
** The "Extend Task" button will charge another fee of {{SC|SC}} and add a amount of monsters to the current task. Including the fee, completing an extended task will always provide more slayer coins in total than if the task was not extended.<br />
* Any time the player kills one of these monsters, they will be awarded {{SC|SC}}. <br />
* Any task that is completed will automatically end and be replaced with a different task of the same difficulty, combat will continue with the current monster and the player will stop earning {{SC|SC}}.<br />
* {{Skill|Slayer}} XP is earned by fighting Slayer Tasks or by killing enemies in Slayer areas, these amounts stack, so a greater amount of XP is earned by doing Slayer Tasks in Slayer Areas.<br />
<br />
It is recommended to start with {{Skill|Slayer}} Tasks as early as possible, working towards unlocking {{UpgradeIcon|Auto Slayer}} as the primary goal. Be aware that this can take some time as the enemies the player is able to kill at this stage will not drop very many {{SC|SC}}. <br />
* The least amount of effort to do this would be to simply re-roll until the monster the player is currently fighting is the current slayer task, and then extending that task to make it last as long as possible.<br />
* Using Slayer Tasks as often as possible can be a great way to level multiple skills at once.<br />
* Slayer Tasks can also encourage the player to fight targets they normally wouldn't simply for the rewards. <br />
* '''In the early-early game, stick with Easy difficulty tasks due to their free re-rolls'''<br />
* The least amount of effort that can be put into Slayer is re-rolling as many times as it takes until the monster the player is fighting becomes the task. <br />
** This is especially useful against {{MonsterIcon|Plant}}, {{MonsterIcon|Cow}}, and {{MonsterIcon|Chicken}} and other very low level monsters.<br />
<br />
===Dungeons===<br />
Quick and accessible guides for the first 8 [[Dungeons]] can be found [[Guides|at this link]], for reference, they will also be linked here. These dungeons are placed in a different order than they are found in game, this is because they are sorted by the Maximum Hit of the bosses, the following is the easiest way to progess through the dungeons even if combat levels are lacking.:<br />
* {{ZoneIcon|Chicken Coop}}: [[Chicken Coop/Guide]]<br />
* {{ZoneIcon|Undead Graveyard}}: [[Undead Graveyard/Guide]]<br />
* {{ZoneIcon|Spider Forest}}: [[Spider Forest/Guide]]<br />
* {{ZoneIcon|Frozen Cove}}: [[Frozen Cove/Guide]]<br />
* {{ZoneIcon|Bandit Base}}: [[Bandit Base/Guide]]<br />
* {{ZoneIcon|Deep Sea Ship}}: [[Deep Sea Ship/Guide]]<br />
* {{ZoneIcon|Hall of Wizards}}: [[Hall of Wizards/Guide]]<br />
* {{ZoneIcon|Miolite Caves}}: [[Miolite Caves/Guide]]<br />
<br />
===Leveling Guidelines===<br />
As the player is just being introduced to combat, this section will try to be as simple as possible, while also setting some guidelines for the rest of the guide. The tables in each section in this entire guide will generally provide bare minimum recommendations. Some notes on how to use the information given:<br />
* The player must have an appropriate [[Auto Eat]] level and won't run out of food.<br />
* The player has enough [[Damage Reduction]] to survive against enemies when [[Auto Eat]] is not enough by itself. <br />
* Armor should be upgraded from the Bank screen whenever possible.<br />
** For {{Skill|Defence|Melee}} armor, any armor except for {{ItemIcon|Dragon Gloves|Gloves}} can be upgraded.<br />
** For {{Skill|Ranged}} armor, this first becomes possible with {{ItemIcon|Green D-hide Body|Green D-hide}} and up.<br />
<br />
For the first section, the player will likely not have any cape, amulet, rings, {{Skill|Prayer}}, {{Skill|Herblore|Potions}}, {{Skill|Astrology}} bonuses, or {{Skill|Agility}} obstacles. With proper bonuses, the player can attempt much more difficult content and make progress a lot faster. Some notes on the first section:<br />
* All assumed skill levels are equal to the ones required by the set of gear.<br />
* When choosing a proper monster to farm, it is recommended to follow a priority rule: <br />
# Drops something that useful.<br />
# Is the current Slayer Task.<br />
# Highest XP/hr. <br />
<br />
Hitting the same enemy for 2 weeks because they are the "best" is a really boring way to play the game.<br />
<br />
And finally, using [[Combat Simulator]] and [https://zxv975.github.io/CanIIdle/ Can I Idle] should be your guide over anything printed here. This guide accepts no responsibility for untimely deaths.<br />
<br />
===Melee===<br />
====Leveling====<br />
Most players start combat with {{Skill|Attack|Melee}} as it does not require the overhead of {{Skill|Fletching}} Ammunition for {{Skill|Ranged}} or {{Skill|Runecrafting}} Runes for {{Skill|Magic}}.<br />
<br />
For Melee, use {{Skill|Smithing}} to wear and wield the highest level gear available. <br />
<br />
Smithing armor can be upgraded ({{ItemIcon|Bronze Helmet|notext=true}}{{ItemIcon|(S) Bronze Helmet|notext=true}}{{ItemIcon|(G) Bronze Helmet|notext=true}}) twice from the Bank, once with {{ItemIcon|Silver Bar|Silver Bars}} and the second time with {{ItemIcon|Gold Bar|Gold Bars}}. Typically, upgrading armor isn't really worth the extra time spent until at least {{ItemIcon|Adamant Helmet|Adamant}}.<br />
<br />
Melee leveling is split across 3 different skills, {{Skill|Attack}}, {{Skill|Strength}}, and {{Skill|Defence}}. <br />
* {{Skill|Attack}} is trained using the {{Skill|Attack|Stab}} Attack Style<br />
* {{Skill|Strength}} is trained using the {{Skill|Strength|Slash}} Attack Style<br />
* {{Skill|Defence}} is trained using the {{Skill|Defence|Block}} Attack Style<br />
<br />
In general, all Melee weapons have Stat distributions that encourage the use of the following Attack Styles:<br />
<br />
{| class="wikitable" style="text-align: center"<br />
! Weapon<br />
! Details <br />
!colspan="2"| Style<br />
|-<br />
| {{ItemIcon|Steel Dagger|notext=true}}{{ItemIcon|Adamant Dagger|notext=true}}{{ItemIcon|Dragon Dagger|notext=true}} Dagger<br />
| Fast, weaker<br />
| {{Skill|Attack|Stab}}<br />
| {{Skill|Defence|Block}}<br />
|-<br />
| {{ItemIcon|Steel Sword|notext=true}}{{ItemIcon|Adamant Sword|notext=true}}{{ItemIcon|Dragon Sword|notext=true}} Sword<br />
| <br />
| {{Skill|Attack|Stab}}<br />
| {{Skill|Defence|Block}}<br />
|-<br />
| {{ItemIcon|Steel Scimitar|notext=true}}{{ItemIcon|Adamant Scimitar|notext=true}}{{ItemIcon|Dragon Scimitar|notext=true}} Scimitar<br />
| <br />
|colspan="2"| {{Skill|Strength|Slash}}<br />
|-<br />
| {{ItemIcon|Steel 2H Sword|notext=true}}{{ItemIcon|Adamant 2H Sword|notext=true}}{{ItemIcon|Dragon 2H Sword|notext=true}} 2H Sword<br />
| No shield, slow<br />
|colspan="2"| {{Skill|Strength|Slash}}<br />
|-<br />
| {{ItemIcon|Steel Battleaxe|notext=true}}{{ItemIcon|Adamant Battleaxe|notext=true}}{{ItemIcon|Dragon Battleaxe|notext=true}} Battleaxe<br />
| Slow-ish <br />
| {{Skill|Strength|Slash}}<br />
| {{Skill|Defence|Block}}<br />
|}<br />
<br />
{| class="wikitable" <br />
|-<br />
! {{Skill|Attack|notext=true}} Level<br />
! {{Skill|Attack}} Weapon<br />
! {{Skill|Strength}} Weapon<br />
! {{Skill|Defence}} Weapon<br />
! Armor<br />
! Recommended Monster<br />
! Idleable Dungeons<br />
|-<br />
| rowspan="2" | 1<br />
| {{ItemIcon|Bronze Dagger|Bronze}}<br />
| {{ItemIcon|Bronze Scimitar|Bronze}}<br />
| {{ItemIcon|Bronze Dagger|Bronze}}<br />
| {{ItemIcon|Bronze Helmet|Bronze}}<br />
| rowspan="2" | {{Icon|Cow|type=monster}}<br />
| -<br />
|-<br />
| {{ItemIcon|Iron Dagger|Iron}}<br />
| {{ItemIcon|Iron Scimitar|Iron}}<br />
| {{ItemIcon|Iron Dagger|Iron}}<br />
| {{ItemIcon|Iron Helmet|Iron}}<br />
| -<br />
|-<br />
| 5<br />
| {{ItemIcon|Steel Dagger|Steel}}<br />
| {{ItemIcon|Steel Scimitar|Steel}}<br />
| {{ItemIcon|Steel Dagger|Steel}}<br />
| {{ItemIcon|Steel Helmet|Steel}}<br />
| {{Icon|Skeleton|type=monster}}<br />
| -<br />
|-<br />
| 10<br />
| {{ItemIcon|Black Dagger|Black}} / {{ItemIcon|Steel Dagger|Steel}}<br />
| {{ItemIcon|Black Scimitar|Black}} / {{ItemIcon|Steel Scimitar|Steel}}<br />
| {{ItemIcon|Black Dagger|Black}} / {{ItemIcon|Steel Dagger|Steel}}<br />
| {{ItemIcon|Black Helmet|Black}} / {{ItemIcon|Steel Helmet|Steel}}<br />
| {{Icon|Tentacle|type=monster}} / {{Icon|Skeleton|type=monster}}<br />
| {{ZoneIcon|Chicken Coop}} (Requires {{UpgradeIcon|Auto Eat - Tier II}})<br />
|-<br />
| 20<br />
| {{ItemIcon|Mithril Sword|notext=true}} / {{ItemIcon|Mithril Dagger|Mithril}}<br />
| {{ItemIcon|Mithril Scimitar|Mithril}}<br />
| {{ItemIcon|Mithril Dagger|Mithril}}<br />
| {{ItemIcon|Mithril Helmet|Mithril}} <br />
| rowspan="3" | {{Icon|Frozen Archer|type=monster}}<br />
| -<br />
|-<br />
| 30<br />
| {{ItemIcon|Adamant Sword|notext=true}} / {{ItemIcon|Adamant Dagger|Adamant}}<br />
| {{ItemIcon|Adamant Battleaxe|notext=true}} / {{ItemIcon|Adamant Scimitar|Adamant}}<br />
| {{ItemIcon|Adamant Battleaxe|Adamant}}<br />
| {{ItemIcon|Adamant Helmet|Adamant}}<br />
| {{ZoneIcon|Undead Graveyard}}<br />
|-<br />
| rowspan="2" | 40<br />
| {{ItemIcon|Rune Sword|notext=true}} / {{ItemIcon|Rune Dagger|Rune}}<br />
| rowspan="2" | {{ItemIcon|Rune Battleaxe|notext=true}} / {{ItemIcon|Rune Scimitar|Rune}}<br />
| rowspan="2" | {{ItemIcon|Rune Battleaxe|Rune}}<br />
| rowspan="2" | {{ItemIcon|Rune Helmet|Rune}}<br />
| {{ZoneIcon|Spider Forest}} / {{ZoneIcon|Frozen Cove}} / {{ZoneIcon|Bandit Base}}<br />
|-<br />
| {{ItemIcon|Ice Sword|}}<br />
| {{Icon|Bandit|type=monster}}<br />
| {{ZoneIcon|Miolite Caves}} (Requires {{UpgradeIcon|Auto Eat - Tier III}})<br />
|-<br />
|}<br />
<br />
====Gear Goals====<br />
* Weapons:<br />
** {{ItemIcon|Ice Sword}} {{SkillReq|Attack|40}} - Drops from {{ZoneIcon|Frozen Cove}} /{{Icon|Ice Monster|type=monster}}.<br />
** {{ItemIcon|Elerine Spear}} {{SkillReq|Attack|40}} - Drops from {{Icon|Elerine Warrior|type=monster}}.<br />
** {{ItemIcon|Almighty Lute}} - Drops from {{MonsterIcon|Wandering Bard}}.<br />
* Equipment:<br />
** {{ItemIcon|Amulet of Strength}} - Drops from {{MonsterIcon|Mummy}}.<br />
** {{ItemIcon|Amulet of Torture}} - Rare drop from {{MonsterIcon|Fierce Devil}}, {{ZoneIcon|Deep Sea Ship}}.<br />
** {{ItemIcon|Obsidian Cape}} - Drops from {{MonsterIcon|Adamant Knight}}.<br />
** {{ItemIcon|Amulet of Looting}} - Drops from {{ZoneIcon|Spider Forest}}.<br />
<br />
===Ranged===<br />
Same as Melee, you should be doing the highest XP/hr monster with the highest possible gear. Due to the slower attack speed and the relative difficulty of {{Skill|Fletching}} large amounts of bolts, you shouldn't use {{ItemIcon|Bronze Crossbow|crossbows}} until you have the {{ItemIcon|Dragon Crossbow}} or better. For bolts, anything worse than {{ItemIcon|Emerald Bolts}} is sellable. Save the {{ItemIcon|Diamond|Diamonds}} for {{ItemIcon|Diamond Luck Potion IV|Diamond Luck IV Potions}}.<br />
<br />
====Leveling====<br />
{{Skill|Ranged}} has a lot of options to do great damage, particularly to {{Skill|Magic}} enemies that may be very difficult to beat with Melee. <br />
<br />
For Ranged, use {{Skill|Crafting}} to obtain the highest level Armor, and {{Skill|Fletching}} to obtain the highest level Weapons and Ammo. <br />
<br />
Crafting armor can be upgraded ({{ItemIcon|Green D-hide Body|notext=true}}{{ItemIcon|(U) Green D-hide Body|notext=true}}) once from the Bank, using more of the raw {{ItemIcon|Green Dragonhide|notext=true}}{{ItemIcon|Blue Dragonhide|notext=true}}{{ItemIcon|Red Dragonhide|notext=true}}{{ItemIcon|Black Dragonhide|Dragonhide}}. Upgrading Ranged armor is always recommended once it's available.<br />
<br />
Ranged has three different Attack styles, {{Skill|Ranged|Accurate}}, {{Skill|Ranged|Rapid}}, and {{Skill|Ranged|Longrange}}: <br />
* {{Skill|Ranged|Accurate}} increases your Hidden Ranged level which causes each attack to be more accurate and deal more damage.<br />
* {{Skill|Ranged|Rapid}} lowers the attack interval of the weapon by 0.4 seconds, making each attack significantly faster<br />
* {{Skill|Ranged|Longrange}} increases your Hidden Ranged Level by less than Accurate, while also giving Hidden Defence Levels and evenly splitting the amount of XP earned between {{Skill|Ranged}} and {{Skill|Defence}}.<br />
<br />
In general, {{Skill|Ranged|Accurate}} is more effective at low levels, while {{Skill|Ranged|Rapid}} is more effective at higher levels. The cutoff is approximately level 40. {{Skill|Ranged|Longrange}} should likely be used before this cutoff to also get an amount of {{Skill|Defence}} XP!<br />
<br />
Ranged has several different Weapon types to choose from, each with their own benefits and drawbacks:<br />
<br />
{| class="wikitable" style="text-align: center"<br />
! Weapon<br />
! Details <br />
! Ammo<br />
! Notes<br />
|-<br />
| {{ItemIcon|Normal Shortbow|notext=true}}{{ItemIcon|Maple Shortbow|notext=true}}{{ItemIcon|Magic Shortbow|notext=true}} Shortbow<br />
| Fast-ish, weaker<br />
| {{ItemIcon|Steel Arrows|notext=true}}{{ItemIcon|Adamant Arrows|notext=true}}{{ItemIcon|Dragon Arrows|notext=true}} Arrows<br />
| Not great.<br />
|-<br />
| {{ItemIcon|Normal Longbow|notext=true}}{{ItemIcon|Maple Longbow|notext=true}}{{ItemIcon|Magic Longbow|notext=true}} Longbow<br />
| More accurate, more damage<br />
| {{ItemIcon|Steel Arrows|notext=true}}{{ItemIcon|Adamant Arrows|notext=true}}{{ItemIcon|Dragon Arrows|notext=true}} Arrows<br />
| Arrows are cheap and easy to mass produce.<br />
|-<br />
| {{ItemIcon|Steel Crossbow|notext=true}}{{ItemIcon|Adamant Crossbow|notext=true}}{{ItemIcon|Dragon Crossbow|notext=true}} Crossbow<br />
| Slow with high damage<br />
| {{ItemIcon|Topaz Bolts|notext=true}}{{ItemIcon|Ruby Bolts|notext=true}}{{ItemIcon|Diamond Bolts|notext=true}} Bolts<br />
| Bolts are valuable and difficult to make.<br />
|-<br />
| {{ItemIcon|Steel Throwing Knife|notext=true}}{{ItemIcon|Adamant Throwing Knife|notext=true}}{{ItemIcon|Dragon Throwing Knife|notext=true}} Throwing Knives<br />
| Extremely fast with low damage and accuracy<br />
| -<br />
| Does not require {{Skill|Fletching}}.<br />
|-<br />
| {{ItemIcon|Steel Javelin|notext=true}}{{ItemIcon|Adamant Javelin|notext=true}}{{ItemIcon|Dragon Javelin|notext=true}} Javelins<br />
| Fast with high damage and low accuracy<br />
| -<br />
| Javelins are worth a lot of GP when sold<br />
|-<br />
|}<br />
<br />
For the earliest parts of the game, it is recommended to stick with Longbows, since Arrows are the most plentiful ammo source. Javelins are more powerful than bows, and can be used if you want to powerlevel a bit, but the effort it takes to make enough for each level bracket is more than the effort required to just use arrows. Additionally, {{ItemIcon|Ice Arrows}} are equivalent to {{ItemIcon|Rune Arrows}} while not having a level requirement, and so can be used from {{Skill|Ranged}} level 1. If you can comfortably fight {{MonsterIcon|Frozen Archer}} with your {{Skill|Melee}} setup, these can carry you through training ranged without even looking at {{Skill|Fletching}}<br />
<br />
{| class="wikitable" <br />
|-<br />
! {{Skill|Ranged|notext=true}} Level<br />
! Bows<br />
! Arrows<br />
! Armor<br />
! Recommended Monster<br />
! Idleable Dungeons<br />
|-<br />
| rowspan="3" | 1<br />
| rowspan="3" | {{ItemIcon|Normal Longbow}}<br />
| {{ItemIcon|Bronze Arrows}}<br />
| rowspan="4" | {{ItemIcon|Leather Cowl|Leather}}<br />
| rowspan="3" | {{Icon|Cow|type=monster}}<br />
| -<br />
|-<br />
| {{ItemIcon|Iron Arrows}}<br />
| -<br />
|-<br />
| {{ItemIcon|Ice Arrows}}<br />
| -<br />
|-<br />
| 5<br />
| rowspan="2" | {{ItemIcon|Oak Longbow}}<br />
| rowspan="2" | {{ItemIcon|Steel Arrows}}<br />
| {{Icon|Skeleton|type=monster}}<br />
| -<br />
|-<br />
| 10<br />
| rowspan="3" | {{ItemIcon|Hard Leather Cowl|Hard Leather}}<br />
| {{Icon|Tentacle|type=monster}}<br />
| {{ZoneIcon|Chicken Coop}} (Requires {{UpgradeIcon|Auto Eat - Tier II}})<br />
|-<br />
| 20<br />
| {{ItemIcon|Willow Longbow}}<br />
| {{ItemIcon|Mithril Arrows}}<br />
| {{Icon|Wizard|type=monster}}<br />
| -<br />
|-<br />
| 30<br />
| {{ItemIcon|Maple Longbow}}<br />
| {{ItemIcon|Adamant Arrows}}<br />
| rowspan="2" | {{Icon|Bandit|type=monster}}<br />
| {{ZoneIcon|Undead Graveyard}}<br />
|-<br />
| rowspan="2" | 40<br />
| {{ItemIcon|Yew Longbow}}<br />
| rowspan="2" | {{ItemIcon|Rune Arrows}}<br />
| {{ItemIcon|Green D-hide Body|Green D-hide}} / {{ItemIcon|Ranger Hat}}/{{ItemIcon|Ranger Boots}}<br />
| {{ZoneIcon | Spider Forest}}<br />
|-<br />
| {{ItemIcon|Ice Shortbow}}<br />
| {{ItemIcon|Ice Helmet|Ice}}<br />
| {{Icon|Master Wizard|type=monster}}<br />
| {{ZoneIcon|Bandit Base}} / {{ZoneIcon|Hall of Wizards}} / {{ZoneIcon|Frozen Cove}} / {{ZoneIcon|Deep Sea Ship}} / {{ZoneIcon|Miolite Caves}}(Requires {{UpgradeIcon|Auto Eat - Tier III}})<br />
|-<br />
|}<br />
<br />
====Gear Goals====<br />
* Weapons:<br />
** {{ItemIcon|Ice Shortbow}} {{SkillReq|Ranged|40}} - Drops from {{ZoneIcon|Frozen Cove}}.<br />
** {{ItemIcon|Elerine Longbow}} {{SkillReq|Ranged|50}} - Drops from {{MonsterIcon|Elerine Archer}}.<br />
* Equipment:<br />
** {{ItemIcon|Ranger Hat}}/{{ItemIcon|Ranger Boots}} {{SkillReq|Ranged|40}} - Drops from {{ZoneIcon|Spider Forest}}.<br />
** {{ItemIcon|Amulet of Ranged}} - Drops from {{MonsterIcon|Bandit}}.<br />
** {{ItemIcon|Amulet of Looting}} - Drops from {{ZoneIcon|Spider Forest}}.<br />
<br />
===Magic===<br />
<br />
====Leveling====<br />
'''See [[Magic/Training]]''' for an alternative way to level magic with non-combat Spells.<br />
<br />
Magic is a time consuming but rewarding Combat Style due to the sheer prevalence of {{Skill|Attack|Melee}} enemies. Dealing more damage and taking less damage from the most common enemies in the game is fantastic. <br />
<br />
For Magic, use {{Skill|Runecrafting}} to obtain the highest level weapons and armor, as well as to create runes to cast spells.<br />
<br />
{{Skill|Runecrafting}} armor does not need to be upgraded to provide Damage Reduction, appropriate level Robes will automatically provide this stat.<br />
<br />
Magic has two different Attack styles, {{Skill|Magic}} and {{Skill|Magic|Defensive}}: <br />
* {{Skill|Magic}} increases your Hidden Magic level which causes each attack to be more accurate and deal more damage.<br />
* {{Skill|Magic|Defensive}} increases your Hidden Magic Level less, while also giving Hidden Defence Levels and evenly splitting the amount of XP earned between {{Skill|Magic}} and {{Skill|Defence}}.<br />
<br />
In general, {{Skill|Magic|Defensive}} is always the most efficient Attack Style to use, as training {{Skill|Defence}} with {{Skill|Magic}} uses the least amount of time and damage while remaining efficient.<br />
<br />
Combat Magic has a ton of options to choose from, mainly based on the amount and type of runes required to cast each spell. Curses and Auroras can add a lot of damage, but are entirely optional as they increase the amount of runes required to <br />
<br />
It is recommended to choose a spell, staff, robes, and aurora that use as many of the same primary {{ItemIcon|Air Rune|notext=true}}{{ItemIcon|Water Rune|notext=true}}{{ItemIcon|Earth Rune|notext=true}}{{ItemIcon|Fire Rune|Elemental Runes}} as possible.<br />
<br />
{| class="wikitable" style="text-align: center"<br />
! Rune<br />
! Staff<br />
! Spell<br />
! Aurora<br />
! Robes<br />
|-<br />
| {{ItemIcon|Air Rune}}<br />
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Air Rune|notext=true}}<br />
| {{SpellIcon|Wind Surge|notext=true}}{{ItemIcon|Air Rune|notext=true}}{{ItemIcon|Air Rune|notext=true}}<br />
| {{SpellIcon|Surge I|notext=true}}{{ItemIcon|Air Rune|notext=true}}<br />
| {{ItemIcon|Air Expert Wizard Robes|notext=true}}<br />
|-<br />
| {{ItemIcon|Water Rune}}<br />
| {{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Water Rune|notext=true}}<br />
| {{SpellIcon|Water Surge|notext=true}}{{ItemIcon|Water Rune|notext=true}}{{ItemIcon|Air Rune|notext=true}}<br />
| {{SpellIcon|Fury I|notext=true}}{{ItemIcon|Water Rune|notext=true}}<br />
| {{ItemIcon|Water Expert Wizard Robes|notext=true}}<br />
|-<br />
| {{ItemIcon|Earth Rune}}<br />
| {{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Earth Rune|notext=true}}<br />
| {{SpellIcon|Earth Surge|notext=true}}{{ItemIcon|Earth Rune|notext=true}}{{ItemIcon|Air Rune|notext=true}}<br />
| {{SpellIcon|Fervor I|notext=true}}{{ItemIcon|Earth Rune|notext=true}}<br />
| {{ItemIcon|Earth Expert Wizard Robes|notext=true}}<br />
|-<br />
| {{ItemIcon|Fire Rune}}<br />
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Air Rune|notext=true}}<br />
| {{SpellIcon|Fire Surge|notext=true}}{{ItemIcon|Fire Rune|notext=true}}{{ItemIcon|Air Rune|notext=true}}<br />
| {{SpellIcon|Surge I|notext=true}}{{ItemIcon|Air Rune|notext=true}}<br />
| {{ItemIcon|Fire Expert Wizard Robes|notext=true}}<br />
|-<br />
|}<br />
<br />
Each non-Wind spell also has the option of using {{ItemIcon|Mist Rune|notext=true}}{{ItemIcon|Dust Rune|notext=true}}{{ItemIcon|Smoke Rune|Combination Runes}}. Combination Runes are a good way to level {{Skill|Runecrafting}} as they are worth significantly more XP than their individual counterparts; crafting combination runes for spells you plan to use is a great way to make more efficient use of your {{Skill|Runecrafting}} leveling.<br />
<br />
When using Combination Runes, look to synergize your staff with any Aurora also being cast, as their rune cost reduction does not apply to Combination Runes. For example, there is no benefit to using a {{ItemIcon|Fire Battlestaff}} with {{SpellIcon|Fire Wave}} if you are casting the spell with {{ItemIcon|Smoke Rune|Smoke Runes}}, but there would be a benefit of using a {{ItemIcon|Air Battlestaff}} with {{SpellIcon|Fire Wave}} if you were also casting {{SpellIcon|Surge II}}.<br />
<br />
{| class="wikitable" <br />
|-<br />
! {{Skill|Magic|notext=true}} Level<br />
! Weapon<br />
! Spell<br />
! Armor<br />
! Recommended Monster<br />
! Idleable Dungeons<br />
|-<br />
| rowspan="2" | 1<br />
| {{ItemIcon|Staff of Air}}<br />
| rowspan="2" | {{Icon|Wind Strike|type=spell}}<br />
| rowspan="2" | {{ItemIcon|Air Acolyte Wizard Hat|Air Acolyte Wizard Robes}}<br />
| rowspan="2" | {{MonsterIcon|Tentacle}}<br />
| rowspan="2" | <br />
|-<br />
| {{ItemIcon|Magic Wand (Basic)}}<br />
|-<br />
| 10<br />
| {{ItemIcon|Staff of Air|notext=true}}{{ItemIcon|Staff of Water|notext=true}}{{ItemIcon|Staff of Earth|notext=true}}{{ItemIcon|Staff of Fire|Basic Staves}}<br />
| {{Icon|Wind Strike|type=spell|notext=true}}{{Icon|Water Strike|type=spell|notext=true}}{{Icon|Earth Strike|type=spell|notext=true}}{{Icon|Fire Strike|type=spell|Strike Spells}}<br />
| {{ItemIcon|Air Acolyte Wizard Hat|notext=true}}{{ItemIcon|Water Acolyte Wizard Hat|notext=true}}{{ItemIcon|Earth Acolyte Wizard Hat|notext=true}}{{ItemIcon|Fire Acolyte Wizard Hat|Acolyte Robes}}<br />
| {{MonsterIcon|Confused Pirate}}<br />
| <br />
|-<br />
| rowspan="2" | 30<br />
| {{ItemIcon|Air Battlestaff|notext=true}}{{ItemIcon|Water Battlestaff|notext=true}}{{ItemIcon|Earth Battlestaff|notext=true}}{{ItemIcon|Fire Battlestaff|Battlestaves}}<br />
| rowspan="2" | {{Icon|Wind Bolt|type=spell|notext=true}}{{Icon|Water Bolt|type=spell|notext=true}}{{Icon|Earth Bolt|type=spell|notext=true}}{{Icon|Fire Bolt|type=spell|Bolt Spells}}<br />
| rowspan="2" | {{ItemIcon|Air Acolyte Wizard Hat|notext=true}}{{ItemIcon|Water Acolyte Wizard Hat|notext=true}}{{ItemIcon|Earth Acolyte Wizard Hat|notext=true}}{{ItemIcon|Fire Acolyte Wizard Hat|Acolyte Robes}}<br />
| rowspan="2" | {{MonsterIcon|Giant Crab}}<br />
| rowspan="2" | <br />
|-<br />
| {{ItemIcon|Magic Wand (Powerful)}}<br />
|-<br />
| 40<br />
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Mystic Fire Staff|Mystic Staves}}<br />
| {{Icon|Wind Blast|type=spell|notext=true}}{{Icon|Water Blast|type=spell|notext=true}}{{Icon|Earth Blast|type=spell|notext=true}}{{Icon|Fire Blast|type=spell|Blast Spells}}<br />
| {{ItemIcon|Air Adept Wizard Hat|notext=true}}{{ItemIcon|Water Adept Wizard Hat|notext=true}}{{ItemIcon|Earth Adept Wizard Hat|notext=true}}{{ItemIcon|Fire Adept Wizard Hat|Adept Robes}}<br />
| {{MonsterIcon|Giant Crab}}<br />
| <br />
|-<br />
|}<br />
<br />
====Gear Goals====<br />
* Weapons:<br />
** {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Mystic Fire Staff|Mystic Staves}} {{SkillReq|Magic|40}} - Craftable with {{SkillReq|Runecrafting|70}}.<br />
** {{ItemIcon|Nature's Call Staff}} {{SkillReq|Magic|40}} - Drops in two pieces from {{MonsterIcon|Elerine Mage}} and {{MonsterIcon|Druid}}<br />
* Equipment: <br />
** {{ItemIcon|Enchanted Cape}} - Drops from {{MonsterIcon|Master Wizard}}.<br />
** {{ItemIcon|Amulet of Magic}} - Drops from {{MonsterIcon|Master Wizard}}.<br />
** {{ItemIcon|Amulet of Looting}} - Drops from {{ZoneIcon|Spider Forest}}.<br />
<br />
==The Early Game: Levels 41-75==<br />
{{ZoneIcon|Volcanic Cave}} (and {{ZoneIcon|Dragons Den}} to a lesser extent) is the first real challenge the game presents to you, and preparing for it will likely take a couple of weeks of grinding for standard accounts.<br />
<br />
This is where the [[Combat Triangle]] becomes extra important, and ignoring it entirely can be deadly or progress hampering.<br />
<br />
===Major Goals===<br />
The primary goal of this section is to replace all equipment and weapons obtained from non-combat skills with upgrades obtained from combat. Do note that all {{ItemIcon|Ancient D-hide Body|notext=true}} {{ItemIcon|Ancient Wizard Robes|notext=true}}{{ItemIcon|Ancient Platebody|Ancient Armor}} is technically skippable, it will be replaced quite quickly with the armor from the God Dungeons, especially if these are done as early as possible. They are left in the guide as it is very common for players to get them anyways, and they can make progression a lot smoother.<br />
* [[Auto Slayer]]<br />
* {{MonsterIcon|Paladin}} and {{MonsterIcon|Sand Beast}} - {{ItemIcon|Paladin Gloves}} and {{ItemIcon|Sandstorm Ring}}, fantastic upgrades for {{Skill|Melee}}.<br />
* {{MonsterIcon|Thief}} - Drops the {{ItemIcon|Gloves of Silence}}, BIS gloves for {{Skill|Thieving}} and useful for turning combat into a decent amount of {{GP}}.<br />
* {{MonsterIcon|Seething Horned Elite}} - Fantastic {{Skill|Ranged}} experience farm, and {{ItemIcon|Amulet of Fury}}.<br />
* {{ItemIcon|Ancient Platebody}} from the {{ZoneIcon|Volcanic Cave}}.<br />
* {{ItemIcon|Ancient D-hide Body}} from the {{ZoneIcon|Dragons Den}}.<br />
* {{ItemIcon|Ancient Wizard Robes}} from the {{ZoneIcon|Hall of Wizards}}.<br />
<br />
* {{ItemIcon|Sunset Rapier}} - Drops from {{ZoneIcon|Deep Sea Ship}}.<br />
* {{ItemIcon|Slayer's Crossbow}} - Drops from monsters in the {{ZoneIcon|Desolate Plains}}. Ranged weapon that is exceptionally good when training {{Skill|Slayer}} and great for training {{Skill|Ranged}}.<br />
* {{ItemIcon|Ancient Crossbow}} - Drops from {{ZoneIcon|Dragons Den}}. Ranged weapon that is good for doing Dungeons.<br />
====Equipment Options====<br />
<br />
* {{ItemIcon|Sand Treaders}} - Drops from {{Icon|Turkul Riders|type=monster}}<br />
* {{ItemIcon|Elite Amulet of Defence}} - Drops from combining 100 {{ItemIcon|Amulet of Defence}} or from {{ZoneIcon|Undead Graveyard}}. <br />
* {{ItemIcon|Amulet of Torture}} or {{ItemIcon|Elite Amulet of Glory}} - Drops from {{Icon|Fierce Devil|type=monster}} or from combining 100 {{ItemIcon|Amulet of Glory}} - Offensive version of Elite Defence for Melee.<br />
* {{ItemIcon|Gloves of Silence}} - Drops from {{Icon|Thief|type=monster}} - can be decent for earning some extra GP from kills.<br />
* {{ItemIcon|Paladin Gloves}} - Drops from {{Icon|Paladin|type=monster}} - big block of DR from a relatively easy monster.<br />
* {{ItemIcon|Desert Wrappings}} - Drops from {{Icon|Turkul Archers|type=monster}} - less DR than the {{ItemIcon|Paladin Gloves}}, but more well rounded stats.<br />
* {{ItemIcon|Priest Hat}} - Drops from {{Icon|Priest|type=monster}}.<br />
<br />
===Slayer===<br />
Many of the important items for this stage of the game are found from monsters in {{Skill|Slayer}} Areas, so it is helpful to have decently high level Slayer before going too far.<br />
<br />
At this stage the player should be geared enough to be comfortably dealing with Normal difficulty tasks, and moving in to Hard difficulty tasks by the end of this step.<br />
* {{ItemIcon|Slayer Helmet (Basic)}} - unlocked in the Shop by completing 15 Normal Slayer Tasks<br />
* {{ItemIcon|Slayer Gear Upgrade Kit (Strong)}} - unlocked in the Shop by completing 25 Hard Slayer Tasks<br />
<br />
Slayer Areas sometimes require items that must be purchased using {{SC|SC}} from the [[Shop]] such as the {{ItemIcon|Mirror Shield}} and {{ItemIcon|Desert Hat}}. The monsters locked in slayer areas will not be rolled in slayer tasks until the item has been purchased from the shop. Also, if you are using {{UpgradeIcon|Auto Slayer}}, monsters locked behind an item will never appear if the item is not equipped; you can leverage this to control the task rolls.<br />
<br />
===Melee===<br />
<br />
====Leveling====<br />
<br />
{| class="wikitable" <br />
|-<br />
! {{Skill|Attack|notext=true}} Level<br />
! {{Skill|Attack}} Weapon<br />
! {{Skill|Strength}} Weapon<br />
! Armor<br />
! Recommended Monster<br />
|-<br />
| 41<br />
| {{ItemIcon|Rune Sword|notext=true}}{{ItemIcon|Rune Dagger|Rune}} / {{ItemIcon|Elerine Spear}}<br />
| {{ItemIcon|Rune Scimitar|notext=true}}{{ItemIcon|Rune Battleaxe|Rune}}<br />
| {{ItemIcon|Rune Helmet|Rune Armor}} <br />
| {{MonsterIcon|Bandit}}<br />
|-<br />
| 50<br />
| {{ItemIcon|Desert Sabre}} / {{ItemIcon|Rune Sword|Rune}}<br />
| {{ItemIcon|Desert Sabre}} / {{ItemIcon|Rune Battleaxe|Rune}}<br />
| {{ItemIcon|Rune Helmet|Rune Armor}} <br />
| {{MonsterIcon|Bandit}}<br />
|-<br />
| 60<br />
| {{ItemIcon|Dragon Claw}} / {{ItemIcon|Dragon Sword|Dragon}} <br />
| {{ItemIcon|Dragon Claw}} / {{ItemIcon|Dragon Battleaxe|Dragon}} <br />
| {{ItemIcon|Dragon Helmet|Dragon Armor}}<br />
| {{MonsterIcon|Vampire}}<br />
|-<br />
| 70<br />
| {{ItemIcon|Ancient Sword}} / {{ItemIcon|Warberd}} <br />
| {{ItemIcon|Ancient 2H Sword}} / {{ItemIcon|War Axe}} <br />
| {{ItemIcon|Ancient Helmet|Ancient Armor}} <br />
| {{MonsterIcon|Holy Archer}}<br />
|-<br />
|}<br />
<br />
====Gear Goals====<br />
* Weapons:<br />
* Equipment:<br />
** {{ItemIcon|Elite Amulet of Strength}} - Drops from combining 100 {{ItemIcon|Amulet of Strength}}<br />
** {{ItemIcon|Elite Amulet of Defence}} - Drops from combining 100 {{ItemIcon|Amulet of Defence}}<br />
** {{ItemIcon|Elite Amulet of Glory}} - Drops from combining 100 {{ItemIcon|Amulet of Glory}}<br />
** {{ItemIcon|Sandstorm Ring}} {{SkillReq|Attack|50}} - Drops from {{Icon|Sand Beast|type=monster}}.<br />
** {{ItemIcon|Desert Wrappings}} - Drops from {{Icon|Turkul Archers|type=monster}}<br />
<br />
===Ranged===<br />
<br />
====Leveling====<br />
<br />
{| class="wikitable" <br />
|-<br />
! {{Skill|Ranged|notext=true}} Level<br />
! Weapon<br />
! Ammo<br />
! Armor<br />
! Recommended Monster<br />
|-<br />
| 41<br />
| {{ItemIcon|Rune Javelin}} / {{ItemIcon|Yew Longbow}}<br />
| {{ItemIcon|Rune Arrows}}<br />
| {{ItemIcon|Green D-hide Body|Green D-hide}}<br />
| {{MonsterIcon|Master Wizard}}<br />
|-<br />
| 50<br />
| {{ItemIcon|Rune Javelin}} / {{ItemIcon|Magic Longbow}}<br />
| {{ItemIcon|Rune Arrows}}<br />
| {{ItemIcon|Blue D-hide Body|Blue D-hide}}<br />
| {{MonsterIcon|Master Wizard}}<br />
|-<br />
| 60<br />
| {{ItemIcon|Slayer's Crossbow}} / {{ItemIcon|Dragon Javelin}}<br />
| {{ItemIcon|Emerald Bolts}}<br />
| {{ItemIcon|Red D-hide Body|Red D-hide}}<br />
| {{MonsterIcon|Master Wizard}}<br />
|-<br />
| 70<br />
| {{ItemIcon|Slayer's Crossbow}} / {{ItemIcon|Dragon Javelin}}<br />
| {{ItemIcon|Emerald Bolts}}<br />
| {{ItemIcon|Black D-hide Body|Black D-hide}}<br />
| {{MonsterIcon|Superior Eyed Monster}}<br />
|-<br />
|}<br />
====Gear Goals====<br />
<br />
* Weapons:<br />
* Equipment:<br />
** {{ItemIcon|Elite Amulet of Ranged}} - Upgraded by combining 100 {{ItemIcon|Amulet of Ranged}}<br />
** {{ItemIcon|Throwing Power Gloves}} - Drops from {{MonsterIcon|Turkul Throwers}}<br />
** {{ItemIcon|Cape of Ranged Preservation}} - Drops from {{MonsterIcon|Holy Archer}}<br />
** {{ItemIcon|Scaled Shield}} - Upgraded from the {{ItemIcon|Ancient D-hide Shield}} which drops from the {{ZoneIcon|Dragons Den}}<br />
<br />
===Magic===<br />
<br />
====Leveling====<br />
{| class="wikitable" <br />
|-<br />
! {{Skill|Magic|notext=true}} Level<br />
! Weapon<br />
! Spell<br />
! Armor<br />
! Recommended Monster<br />
|-<br />
| 41<br />
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Mystic Fire Staff|Mystic Staves}}<br />
| {{Icon|Wind Blast|type=spell|notext=true}}{{Icon|Water Blast|type=spell|notext=true}}{{Icon|Earth Blast|type=spell|notext=true}}{{Icon|Fire Blast|type=spell|Blast Spells}}<br />
| {{ItemIcon|Air Adept Wizard Hat|notext=true}}{{ItemIcon|Water Adept Wizard Hat|notext=true}}{{ItemIcon|Earth Adept Wizard Hat|notext=true}}{{ItemIcon|Fire Adept Wizard Hat|Adept Robes}}<br />
| {{MonsterIcon|Giant Crab}}<br />
|-<br />
| 50<br />
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Mystic Fire Staff|Mystic Staves}}<br />
| {{Icon|Wind Wave|type=spell|notext=true}}{{Icon|Water Wave|type=spell|notext=true}}{{Icon|Earth Wave|type=spell|notext=true}}{{Icon|Fire Wave|type=spell|Wave Spells}}<br />
| {{ItemIcon|Air Adept Wizard Hat|notext=true}}{{ItemIcon|Water Adept Wizard Hat|notext=true}}{{ItemIcon|Earth Adept Wizard Hat|notext=true}}{{ItemIcon|Fire Adept Wizard Hat|Adept Robes}}<br />
| {{MonsterIcon|Turkul Giant}}<br />
|-<br />
| 60<br />
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Mystic Fire Staff|Mystic Staves}}<br />
| {{Icon|Wind Surge|type=spell|notext=true}}{{Icon|Water Surge|type=spell|notext=true}}{{Icon|Earth Surge|type=spell|notext=true}}{{Icon|Fire Surge|type=spell|Surge Spells}}<br />
| {{ItemIcon|Air Adept Wizard Hat|notext=true}}{{ItemIcon|Water Adept Wizard Hat|notext=true}}{{ItemIcon|Earth Adept Wizard Hat|notext=true}}{{ItemIcon|Fire Adept Wizard Hat|Adept Robes}}<br />
| {{MonsterIcon|Griffin}}<br />
|-<br />
| rowspan=2 | 70<br />
| {{ItemIcon|Mystic Air Staff|notext=true}}{{ItemIcon|Mystic Water Staff|notext=true}}{{ItemIcon|Mystic Earth Staff|notext=true}}{{ItemIcon|Mystic Fire Staff|Mystic Staves}}<br />
| rowspan=2 | {{Icon|Wind Surge|type=spell|notext=true}}{{Icon|Water Surge|type=spell|notext=true}}{{Icon|Earth Surge|type=spell|notext=true}}{{Icon|Fire Surge|type=spell|Surge Spells}} / {{Icon|Slicing Winds|type=spell}}<br />
| rowspan=2 | {{ItemIcon|Air Expert Wizard Hat|notext=true}}{{ItemIcon|Water Expert Wizard Hat|notext=true}}{{ItemIcon|Earth Expert Wizard Hat|notext=true}}{{ItemIcon|Fire Expert Wizard Hat|Expert Robes}} / {{ItemIcon|Ancient Wizard Hat|Ancient Wizard Robes}}<br />
| rowspan=2 | {{MonsterIcon|Venomous Snake}}<br />
|-<br />
| {{ItemIcon|Magic Wand (Elite)}} / {{ItemIcon|Air Imbued Wand|notext=true}}{{ItemIcon|Water Imbued Wand|notext=true}}{{ItemIcon|Earth Imbued Wand|notext=true}}{{ItemIcon|Fire Imbued Wand|Imbued Wands}}<br />
|}<br />
<br />
====Gear Goals====<br />
<br />
* Weapons:<br />
* Equipment:<br />
** {{ItemIcon|Elite Amulet of Magic}} - Drops from combining 100 {{ItemIcon|Amulet of Magic}}<br />
** {{ItemIcon|Book of Eli}} - Drops from {{ZoneIcon|Hall of Wizards}}.<br />
** {{ItemIcon|Shaman Ring}} - Drops from {{MonsterIcon|Shaman}}.<br />
*** Upgrades into {{ItemIcon|Nature's Blessing Ring}} with 10,000 {{ItemIcon|Nature Rune}}<br />
<br />
===Volcanic Cave and Ancient Armor===<br />
The major goal of this section is to find and equip {{ItemIcon|(G) Ancient Platebody|notext=true}}{{ItemIcon|(U) Ancient D-hide Body|notext=true}}{{ItemIcon|Ancient Wizard Robes|Ancient Armor}}<br />
<br />
{{ItemIcon|Ancient Wizard Hat|notext=true}}{{ItemIcon|Ancient Wizard Robes|notext=true}}{{ItemIcon|Ancient Wizard Bottoms|notext=true}}{{ItemIcon|Ancient Wizard Boots|Ancient Wizard Robes}} come from the {{ZoneIcon|Hall of Wizards}}.<br />
* This dungeon isn't really difficult enough to warrant a guide, it is recommended to use the best available Ranged equipment to benefit the most from the [[Combat Triangle]].<br />
* As with most Magic equipment, these robes do not need to be upgraded to get the full benefit.<br />
<br />
{{ItemIcon|Ancient D-hide Body|notext=true}}{{ItemIcon|Ancient D-hide Chaps|notext=true}}{{ItemIcon|Ancient D-hide Vambraces|notext=true}}{{ItemIcon|Ancient D-hide Shield|Ancient D-hide Armor}} comes from the {{ZoneIcon|Dragons Den}}.<br />
- '''This dungeon has a guide at [[Dragons Den/Guide]]'''<br />
* This armor needs to be upgraded, getting the raw D-hide necessary to fully upgrade this armor will likely take longer than getting each piece of armor<br />
* {{ItemIcon|Ancient D-hide Shield}} has a second upgrade, the {{ItemIcon|Scaled Shield}}, which is best in slot for Ranged for a long time.<br />
<br />
{{ItemIcon|Ancient Helmet|notext=true}}{{ItemIcon|Ancient Platebody|notext=true}}{{ItemIcon|Ancient Platelegs|notext=true}}{{ItemIcon|Ancient Shield|Ancient Plate Armor}} comes from the {{ZoneIcon|Volcanic Cave}}.<br />
- '''This dungeon has a guide at [[Volcanic Cave/Guide]]'''<br />
* This armor, like {{Skill|Smithing}} armor needs to be upgraded twice.<br />
* {{ItemIcon|Ancient Shield}} has a fourth upgrade, the {{ItemIcon|Dragonfire Shield}}, which is best in slot for Melee for a long time. Upgrading this shield requires 7050 {{ItemIcon|Dragon Bones}}.<br />
<br />
Due to the nature of the game, it is entirely possible to skip Ancient armor completely, and go straight to the next section. This does however require a bit more knowledge of how the game works, and is not necessarily recommended. The {{ItemIcon|Dragonfire Shield}} and the {{ItemIcon|Scaled Shield}} are two important items that should not be skipped.<br />
<br />
<br />
<br />
==The Mid Game: Levels 76-95==<br />
<br />
After acquiring and equipping all of the Ancient sets of armor and obtaining decent weapons, the player should now be well prepared to step up to the plate of the next challenge the game has to offer, Infernal Stronghold and the God Dungeons. But first, it is hugely recommended to assess the progress of all non-combat skills; each of these dungeons is difficult enough that NOT having access to {{Skill|Prayer|Prayers}}, {{Skill|Herblore}} Potions, {{Skill|Summoning}} Tablets, or {{Skill|Agility}} / {{Skill|Astrology}} bonuses can make progress significantly slower than it needs to be.<br />
<br />
This section will first outline any particularly useful buffs and some crucial pieces of equipment to grab before moving on.<br />
<br />
At this point, ownership of the {{TotH}} Throne of the Herald Expansion can really benefit the player with new items and passives. See the [[Combat Guide#How Throne of the Herald affects Base Game Combat|Throne of the Herald]] section to see which items and upgrades change progression. All {{TotH}} items will require skill levels higher than 100 and may take a very long time to obtain. Combat equipment such as {{ItemIcon|Divine Helmet}}, {{ItemIcon|Carrion Body}}, or {{ItemIcon|Poison Legendary Wizard Hat}} ''CANNOT'' be equipped until the completion of base game combat with the defeat of {{MonsterIcon|Bane, Instrument of Fear}}.<br />
<br />
===Major Goals===<br />
* {{ItemIcon|Infernal Cape}}<br />
* {{ItemIcon|Infernal Claw}}<br />
* {{ItemIcon|Fury of the Elemental Zodiacs}}<br />
* {{ItemIcon|Stormsnap}}<br />
* {{ItemIcon|Cloudburst Staff}}<br />
* {{ItemIcon|Earth Layered Shield}}<br />
* {{ItemIcon|Big ol Ron}}<br />
* {{ItemIcon|Aeris God Platebody|notext=true}}{{ItemIcon|Glacia God Platebody|notext=true}}{{ItemIcon|Terran God Platebody|notext=true}}{{ItemIcon|Ragnar God Platebody|God Armor}}<br />
<br />
===External Buffs===<br />
====Prayer====<br />
{{Skill|Prayer}}, while always useful, can be difficult to level up in the early game, and many players ignore it due to the upkeep required. Now is a great time to remedy that!<br />
<br />
Obtaining {{Skill|Prayer}} Points is the main ingredient here, this can take time and effort, but is rewarding. Prayer Points come from the following sources:<br />
* Burying {{ItemIcon|Bones|notext=true}}{{ItemIcon|Big Bones|notext=true}}{{ItemIcon|Dragon Bones|notext=true}}{{ItemIcon|Magic Bones|all Bones}} and {{ItemIcon|Holy Dust}}, this is generally not recommended unless you have a consistent, non-combat source of these as bones are relatively slow to gather and often used for non-combat skills.<br />
** {{ItemIcon|Bones}} and {{ItemIcon|Holy Dust}} can be made with {{Skill|Magic|Alt-Magic}} Spells.<br />
** {{ItemIcon|Magic Bones}} can be purchased from the Shop for {{SC|SC}}<br />
* {{ItemIcon|Ash}} is obtained from {{Skill|Firemaking}} which can be buried by itself or turned into {{ItemIcon|Small Urn}} or {{ItemIcon|Medium Urn}} in {{Skill|Crafting}} and then turned into {{ItemIcon|Small Urn (Enchanted)}} and {{ItemIcon|Medium Urn (Enchanted)}} in {{Skill|Magic|Alt-Magic}}.<br />
* {{ItemIcon|Raw Skeleton Fish}} can be caught in {{Skill|Fishing}} if the player has found the {{ItemIcon|Message in a Bottle}}<br />
<br />
As for which Prayers to use, preferably {{PrayerIcon|Battleheart}} and the best combat style prayer available, {{PrayerIcon|Piety}}, {{PrayerIcon|Rigour}}, or {{PrayerIcon|Augury}}.<br />
<br />
====Agility====<br />
<br />
Agility grants many powerful bonuses the most important of which being increased {{Skill|Hitpoints}}. This can make achieving idle-breakpoints much easier when your effective HP is 9 levels higher than it should be.<br />
<br />
Which bonuses you pick and whether or not you want to swap courses often are '''up to you''' as which obstacles are "best" varies based on what you're doing and what your goals are, but the following table will list any obstacles with helpful combat bonuses:<br />
<br />
{| class="wikitable" <br />
!colspan="1"| #<br />
!colspan="1"| Obstacle<br />
!colspan="4"| Reason<br />
|-<br />
! colspan="1"| 1<br />
| {{AgilityIcon|Cargo Net}}<br />
| +3% Global GP, woohoo!<br />
|-<br />
! 2<br />
| colspan="2"| X<br />
|-<br />
! 3<br />
| {{AgilityIcon|Pipe Climb}}<br />
| The only obstacle on this tier with any benefit to combat.<br />
|-<br />
! rowspan="2"| 4<br />
| {{AgilityIcon|Coal Stones}}<br />
| The only obstacle on this tier with a net-positive benefit to combat.<br />
|-<br />
| {{AgilityIcon|Mud Dive}} / {{AgilityIcon|Cave Climb}}<br />
| These obstacles are decent in the Early Game for squeezing out a little bit of extra power when your HP and Damage Reduction don't really matter. <br />
|- <br />
! rowspan="2"| 5<br />
| {{AgilityIcon|Cliff Climb}}<br />
| Use this typically any time when doing slayer, but be aware of the negative modifier and pick and choose when to run this.<br />
|-<br />
| {{AgilityIcon|Cliff Balance}}<br />
| Can be used as the default combat obstacle, the {{Skill|Prayer}} point increase is really not as bad as it sounds.<br />
|- <br />
! rowspan="2"| 6<br />
| {{AgilityIcon|Rocky Waters}}<br />
| This obstacle is '''extremely powerful''' in the early game, and is always viable for Combat. This obstacle can single-handedly let you do Dungeons much earlier than normal.<br />
|-<br />
| {{AgilityIcon|Lake Swim}}<br />
| Damage reduction is great, so is doing more damage and preserving {{Skill|Prayer}} points! In the later stages of the game, this obstacle is typically more useful than Rocky Waters, but will rarely, if ever, provide more survivability.<br />
|-<br />
! 7<br />
| colspan="2"| '''Pick the trap that hinders what you're doing the least, this varies based on where you are in the game and what goals you have.'''<br />
|-<br />
! rowspan=3 | 8<br />
| {{AgilityIcon|Pipe Crawl}}<br />
| Used for {{Skill|Slayer}}.<br />
|-<br />
| {{AgilityIcon|Raft Building}}<br />
| More well rounded, and can help making damage reduction breakpoints. This obstacle can safely be the default.<br />
|-<br />
| {{AgilityIcon|Spike Jump}}<br />
| Used for completing Dungeons.<br />
|-<br />
! rowspan=5 | 9<br />
| {{AgilityIcon|Lava Jump}}<br />
| Primarily used for killing weak enemies as quickly as possible, particularly when the enemy dies in one or two hits. The negative modifiers make this unappealing for any other use<br />
|-<br />
| {{AgilityIcon|Water Jump}}<br />
| Great if you do not need the bonuses from {{AgilityIcon|Ice Jump}} or {{AgilityIcon|Frozen Lake Crossing}} and can afford to swap to something else when you do want those bonuses.<br />
|-<br />
| {{AgilityIcon|Ice Jump}}<br />
| The most well rounded for all Skills including, and can be used as the default.<br />
|-<br />
| {{AgilityIcon|Cave Maze}}<br />
| Competes with a bunch of heavy hitters, there should be no reason to use this instead of the other options.<br />
|-<br />
| {{AgilityIcon|Frozen Lake Crossing}}<br />
| The most well rounded for combat, not as useful for non-combat and can be used as the default.<br />
|-<br />
! rowspan=3 | 10<br />
| {{AgilityIcon|Lava Waterfall Dodge}}<br />
| Well rounded and often best for non-combat skills, this can be used as the default.<br />
|-<br />
| {{AgilityIcon|Dragon Fight}}<br />
| Primarily used for killing weak enemies as quickly as possible, particularly when the enemy dies in one or two hits.<br />
|-<br />
| {{AgilityIcon|Ocean Rafting}}<br />
| Always useful for combat, not as useful for non-combat and should generally only be used if you really need extra Damage or {{Skill|Slayer|Slayer Coins}}.<br />
|-<br />
! rowspan="1"| P<br />
| {{AgilityIcon|Pillar of Combat}}<br />
| Does everything you want it to.<br />
|}<br />
<br />
====Herblore====<br />
Preferably {{ItemIcon|Diamond Luck Potion IV}} or {{ItemIcon|Damage Reduction Potion IV}}. Alternatively:<br />
* {{ItemIcon|Melee Strength Potion IV}}, {{ItemIcon|Ranged Strength Potion IV}}, or {{ItemIcon|Magic Damage Potion IV}}<br />
* {{ItemIcon|Hinder Potion IV}}<br />
* {{ItemIcon|Lethal Toxins Potion IV}}<br />
<br />
====Summoning====<br />
For dungeons, preferably {{ItemIcon|Dragon}} and the best combat style Tablet available, {{ItemIcon|Minotaur}}, {{ItemIcon|Centaur}}, or {{ItemIcon|Witch}}. For Slayer {{ItemIcon|Cyclops}} paired with the same combat style tablets a safe bet. The best two alternatives are:<br />
* {{ItemIcon|Yak}}<br />
* {{ItemIcon|Occultist}}<br />
<br />
===Slayer===<br />
{{Skill|Slayer}} is crucial to continuing to upgrade your equipment at this point; if it has been neglected, now is nearly the last time to catch up without falling behind. Elite and Master difficulty Tasks can be quite difficult, especially if using {{UpgradeIcon|Auto Slayer}}, it may be more efficient to only do tasks when possible, and fight each enemy normally when the player can't be around.<br />
* {{ItemIcon|Skull Cape}} - Obtained from the Shop for {{SC|400}}k.<br />
* {{ItemIcon|Ancient Claw}} - Drops from {{MonsterIcon|Pegasus}}.<br />
* {{ItemIcon|Hunter's Ring}} - Drops from {{MonsterIcon|Hunting Greater Dragon}}.<br />
* {{ItemIcon|Wasteful Ring}} - Drops from {{MonsterIcon|Wicked Greater Dragon}}.<br />
* {{ItemIcon|Elder Crown}} - Drops from the {{MonsterIcon|Elder Vampire}}.<br />
* {{ItemIcon|Magic Wand (Elite)}} - Drops from {{MonsterIcon|Cursed Maiden}}, used for creating {{ItemIcon|Air Imbued Wand|notext=true}}{{ItemIcon|Water Imbued Wand|notext=true}}{{ItemIcon|Earth Imbued Wand|notext=true}}{{ItemIcon|Fire Imbued Wand|Imbued Wands}}.<br />
* {{ItemIcon|Slayer Helmet (Elite)|Elite Slayer Armor}} - Can be purchased in the Shop after completing 30 Elite difficulty Slayer Tasks.<br />
<br />
===Fury of the Elemental Zodiacs (FEZ)===<br />
Final upgrade of all of the Elite Amulets. FEZ has a table that details a number of important stats on each Amulet at [[FEZ/Guide]]. If the guide has been followed thoroughly until this point, here is a quick summary of where each amulet should be obtained from the quickest: <br />
** {{MonsterIcon|Mummy}} for {{ItemIcon|Amulet of Strength}}<br />
** {{MonsterIcon|Bandit}} for {{ItemIcon|Amulet of Ranged}}<br />
** {{MonsterIcon|Master Wizard}} for {{ItemIcon|Amulet of Magic}}<br />
** {{MonsterIcon|Bounty Hunter}} for {{ItemIcon|Amulet of Glory}}, {{ItemIcon|Amulet of Accuracy}}, and {{ItemIcon|Amulet of Defence}}<br />
** {{MonsterIcon|Fierce Devil}} for {{ItemIcon|Amulet of Torture}}<br />
** {{MonsterIcon|Seething Horned Elite}} for {{ItemIcon|Amulet of Fury}}<br />
*** Note that {{ZoneIcon|Deep Sea Ship}} drops {{ItemIcon|Amulet of Torture}} and {{ZoneIcon|Volcanic Cave}} drops {{ItemIcon|Amulet of Fury}}, so it is recommended to finish obtaining any items from these dungeons first to help ease the grind.<br />
<br />
===Dungeon Guides===<br />
===={{ZoneIcon|Infernal Stronghold|nolink=true|size=30}}====<br />
- '''This dungeon has a guide at [[Infernal Stronghold/Guide]]'''<br />
<br />
The primary reason to do this dungeon is the {{ItemIcon|Infernal Cape}} which grants 4% Damage Reduction and works well for each combat style. The {{ItemIcon|Infernal Core|Infernal Cores}} dropped here can be used to upgrade and {{ItemIcon|Ancient Claw}} into an {{ItemIcon|Infernal Claw}}, a critical and powerful one-handed Melee weapon.<br />
<br />
===={{ZoneIcon|Air God Dungeon|nolink=true|size=30}}====<br />
- '''This dungeon has a guide at [[Air God Dungeon/Guide]].'''<br />
<br />
The {{ZoneIcon|Air God Dungeon|noicon=true}} drops {{Skill|Ranged}} armor and equipment, and is usually completed with {{Skill|Attack|Melee}} equipment <br />
from the {{ZoneIcon|Volcanic Cave}}.<br />
<br />
===={{ZoneIcon|Water God Dungeon|nolink=true|size=30}}====<br />
- '''This dungeon has a guide at [[Water God Dungeon/Guide]].'''<br />
<br />
The {{ZoneIcon|Water God Dungeon|noicon=true}} drops {{Skill|Magic}} armor and equipment, and is usually completed with {{Skill|Ranged}} equipment from the {{ZoneIcon|Air God Dungeon}}.<br />
<br />
===={{ZoneIcon|Earth God Dungeon|nolink=true|size=30}}====<br />
- '''This dungeon has a guide at [[Earth God Dungeon/Guide]].'''<br />
<br />
The {{ZoneIcon|Earth God Dungeon|noicon=true}} drops {{Skill|Attack|Melee}} tank oriented armor and equipment, and is usually completed with {{Skill|Magic}} equipment from the {{ZoneIcon|Water God Dungeon}}..<br />
<br />
===={{ZoneIcon|Fire God Dungeon|nolink=true|size=30}}====<br />
- '''This dungeon has a guide at [[Fire God Dungeon/Guide]].'''<br />
<br />
The {{ZoneIcon|Fire God Dungeon|noicon=true}} drops {{Skill|Attack|Melee}} dps oriented armor and equipment, and is usually completed with {{Skill|Ranged}} equipment from the {{ZoneIcon|Air God Dungeon}}.<br />
<br />
=={{ZoneIcon|Into the Mist|nolink=true|size=30}}==<br />
- '''This dungeon has a guide at [[Into the Mist/Guide]].'''<br />
<br />
{{ZoneIcon|Into the Mist|noicon=true}} is one of the most difficult challenges in the game. It cannot be idled.<br />
<br />
To start, the player must first fight 20 Afflicted versions of randomly chosen monsters between combat level 165 and 677. Any monster, including bosses, save those from {{ZoneIcon|Unhallowed Wasteland}} or {{ZoneIcon|Dark Waters}}, can be chosen.<br />
<br />
[[Affliction]] is a special status effect applied by monsters that reduces your max HP. This means that the encounters are a race against the clock, forcing you to kill the enemy before your affliction stacks get too high. Due to this, it is recommended that you focus on DPS above all else when choosing your three gear sets.<br />
<br />
'''This dungeon cannot be completed without the Dungeon Equipment Swapping upgrade purchased from the shop.'''<br />
<br />
Note that it may be beneficial to complete the [[Slayer#Master|Master]] tier {{Skill|Slayer}} tasks required to unlock {{ItemIcon|Slayer Gear Upgrade Kit (Master)}} before completing Into the Mist for the first time. This is because of {{ZoneIcon|Dark Waters}} monsters being added to the pool of available enemies. It will no longer be trivial to use {{UpgradeIcon|Auto Slayer}} for Master tier Tasks, as the new enemies are fairly strong, and are more lethal to the average player than the Greater Dragons available in the {{ZoneIcon|Perilous Peaks}} version of Master Tasks. If you do not feel comfortable learning how to do manual slayer, feel free to Auto-slay Perilous Peaks. See below for a more in depth explanation.<br />
<br />
{{ZoneIcon|Into the Mist}} consists of 3 boss phases in a set order, with pauses in between each phase. Refer to [[Into the Mist/Guide]] for a comprehensive guide on completing this dungeon.<br />
<br />
Notable Rewards:<br />
* Access to the {{ZoneIcon|Dark Waters}} slayer area, where the T90 weapons can be obtained<br />
* {{PetIcon|Pablo}} - Drops after 5 completions<br />
<br />
===Combat Passive Slot===<br />
<br />
Main Article: [[Combat Passive Slot]]<br />
<br />
Congratulations on completing {{ZoneIcon|Into the Mist}}! The reward is one of the best upgrades in the game, the Passive Slot. This allows any item with a "Passive: ____" effect to be equipped in said slot.<br />
<br />
While the original article is more than exhaustive, some of the best choices are highlighted here:<br />
* {{ItemIcon|Chapeau Noir}} - More item doubling is always good<br />
* {{ItemIcon|Ring of Wealth}} - More item doubling is always good<br />
* {{ItemIcon|Slayer Helmet (Master)|Master Slayer Armor}} - Lets you splash more Flat Slayer Area Reduction, along with a pittance of item doubling<br />
* {{ItemIcon|Elder Crown}} - Slightly more dps from attack interval reduction, a big pile of free lifesteal helps preserve food stocks<br />
* {{ItemIcon|Fighter Amulet}} - Melee only, good dps, less attacks taken from enemies<br />
* {{ItemIcon|Deadeye Amulet}} - Ranged only, fantastic dps<br />
<br />
===When to complete Master Slayer Tasks: Before or after ITM===<br />
<br />
{{ItemIcon|Slayer Gear Upgrade Kit (Master)}} and therefore {{ItemIcon|Slayer Helmet (Master)|Master Slayer Armor}} are unlocked by completing 40 [[Slayer#Master|Master]] tier {{Skill|Slayer}} tasks. In the base game, Master Tier Slayer consists of 3 Slayer areas based on the following unlock conditions:<br />
<br />
* {{ZoneIcon|Perilous Peaks}} - {{SkillReq|Slayer|85}}. By default, only enemies in this area will appear in Master Tasks<br />
* {{ZoneIcon|Dark Waters}} - {{ZoneIcon|Into the Mist}} completed at least once.<br />
* {{ZoneIcon|Unhallowed Wasteland}} - [[Map to the Unhallowed Wasteland]] purchased from the [[Shop]].<br />
<br />
The {{TotH|Throne of the Herald Expansion}} contains new Master Slayer areas, but these are all locked behind completion of the {{ZoneIcon|Impending Darkness Event}}<br />
<br />
Completing 40 Master tasks can take anywhere from 20-80+ hours (with a probable average of about 40hours), depending on your setup, luck with task length, or efficiency/luck in re-rolling for short tasks on the fastest to kill monster. These tasks can be completed either before or after {{ZoneIcon|Into the Mist}}, and which method you do is up to you. <br />
<br />
Due to the difficulty of enemies in {{ZoneIcon|Dark Waters}}, using {{UpgradeIcon|Auto Slayer}} to complete Master tasks is no longer feasible following the completion of {{ZoneIcon|Into the Mist}}. Therefore, it is 'simpler' to complete all 40 tasks while having only {{ZoneIcon|Perilous Peaks}} unlocked, as the only necessity is to meet the DR checkpoints of each monster. You will also need a fairly healthy supply of food, as these Greater Dragons all have the Greater Dragonbreath ability, which deals a large amount of unavoidable damage. <br />
<br />
The {{ZoneIcon|Dark Waters}} drop valuable materials to make powerful weapons, generally consume equal or less food than greater dragons, and an average of about 40 hours each to complete with optimal setups. Therefore, even though they cannot be done on Auto-slayer, completing your Master tasks while working on your t90 weapons will most likely consume less food, and generally take less overall time on on task by killing two birds with one stone. The major downside here is that you will want to check back in every 2-3 hours to swap your equipment and manually change to the next task. This is not mandatory, but it is recommended as you will be earning Slayer XP and Slayer Coins all the while, and you will be able to purchase [[Prayer|Prayer Points]] and [[Generous Resupply|Food]] at a profit.<br />
<br />
Consider the addition of the [[Combat Passive Slot|Passive Slot]] - By equipping powerful passive effects in this slot, you can greatly increase your DPS, item drop rate, or greatly reduce your food consumption. This is most noticeable on Greater Dragons; with the {{ItemIcon|Elder Crown}} equipped, food use against these enemies drops ''dramatically''. {{ItemIcon|Fighter Amulet}} works similarly for enemies primarily fought with Melee; {{Icon|Rokken|type=monster}} and {{Icon|Hunting Greater Dragon|type=monster}}.<br />
<br />
==The Late Game: Levels 96-99==<br />
<br />
Following completion of {{ZoneIcon|Into the Mist}}, you now have access to {{ZoneIcon|Dark Waters}}, the penultimate slayer area and will soon be able to unlock {{ZoneIcon|Unhallowed Wasteland}}<br />
<br />
These are long grinds, and may require quite a bit of preparation.<br />
<br />
We recommend acquiring them while fighting each monster as a slayer task, this will require you to turn OFF auto-slayer, and will encourage semi-frequent check-ins. Doing these on task will increase your damage dealt to them from various buffs, namely {{ItemIcon|Slayer Skillcape}}. <br />
<br />
All items dropped in these two areas come as fragments of the final pieces, needing hundreds of individual items to make one final version, therefore it is recommended to attempt to sneak in as much item doubling into your gear as possible. Using the [[Combat Simulator]] to measure your Drops per hour with no deaths is highly recommended. It can make the difference in literal days of grinding.<br />
<br />
===Major Goals===<br />
* {{ItemIcon|Maximum Skillcape}}<br />
* {{ItemIcon|Tidal Edge}}<br />
* {{ItemIcon|Ocean Song}}<br />
* {{ItemIcon|Shockwave}}<br />
* {{ItemIcon|Shield of Melee Power|notext=true}}{{ItemIcon|Shield of Ranged Power|notext=true}}{{ItemIcon|Shield of Magic Power|Power Shields}}<br />
* {{ItemIcon|Poison Virulence Gloves|notext=true}}{{ItemIcon|Burning Madness Gloves|notext=true}}{{ItemIcon|Spiked Shell Gloves|notext=true}}{{ItemIcon|Relentless Fury Gloves|Upgraded God Gloves}}<br />
* {{ItemIcon|Poison Virulence Ring|notext=true}}{{ItemIcon|Burning Madness Ring|notext=true}}{{ItemIcon|Spiked Shell Ring|notext=true}}{{ItemIcon|Relentless Fury Ring|Upgraded God Rings}}<br />
<br />
==={{ZoneIcon|Dark Waters|nolink=true|size=30}}===<br />
- '''This Slayer area has a guide at [[Dark Waters/Guide]]'''<br />
<br />
These 3 monsters drop fragments for the T90 (tier, or level requirement) weapons, high level and powerful weapons that are extremely helpful in completing the following Slayer Area, as well as the Impending Darkness Event. Each weapon is upgraded by combining 100 fragments, and the fragments have a 2% drop rate. That's 5,000 kills on average with 0% chance to double items.<br />
<br />
Using the above "manual" Slayer method will make the order you obtain the weapons in effectively random, but if you want to do them in a specific order, we recommend the following:<br />
<br />
* {{ItemIcon|Shockwave}} - Made from {{ItemIcon|Shockwave Fragment}}, dropped by {{Icon|Rokken|type=monster}}<br />
* {{ItemIcon|Ocean Song}} - Made from {{ItemIcon|Ocean Song Fragment}}, dropped by {{Icon|Ku-tul|type=monster}}<br />
* {{ItemIcon|Tidal Edge}} - Made from {{ItemIcon|Tidal Edge Fragment}}, dropped by {{Icon|Umbora|type=monster}}<br />
<br />
Additionally, you should also acquire the pet {{PetIcon|Otto}} whilst doing this grind, if you do not, continue farming whichever mob you kill the fastest on or off task until you get it.<br />
<br />
==={{ZoneIcon|Unhallowed Wasteland|nolink=true|size=30}}===<br />
- '''This Slayer area has a guide at [[Unhallowed Wasteland/Guide]]'''<br />
<br />
After completing the T90 weapon grinds, you are ready to face the another difficult challenge, the {{ZoneIcon|Unhallowed Wasteland}} (UW) - the final {{Skill|Slayer}} area in the base game<br />
<br />
To access it, you need to purchase a {{UpgradeIcon|Map to the Unhallowed Wasteland}}.<br />
<br />
The area requires maximizing a different stat than DR. All of the monsters here will heal a % of their current HP every 2 attacks, which will massively hinder your DPS regardless of the setup. To mitigate this, you need a cumulative 100% Flat Slayer Area Effect Negation. <br />
<br />
With 0% chance to double items, these monsters all require an average of 4000 kills to obtain all items required.<br />
<br />
Here's an example of the gear required for melee:<br />
<br />
{| class="wikitable" <br />
|-<br />
! Item<br />
! Slot<br />
! Slayer Area<br>Effect Negation %<br />
|-<br />
| {{ItemIcon|Slayer Helmet (Master)}}<br />
| Head<br />
| 20%<br />
|-<br />
| {{ItemIcon|Slayer Platebody (Master)}}<br />
| Body<br />
| 20%<br />
|-<br />
| {{ItemIcon|Slayer Cowl (Master)}}<br />
| Passive<br />
| 20%<br />
|-<br />
| {{ItemIcon|Max Skillcape}}/{{ItemIcon|Slayer Skillcape}}<br />
| Cape<br />
| 25%<br />
|-<br />
| {{ItemIcon|Hunter's Ring}}<br />
| Ring<br />
| 10%<br />
|-<br />
| {{AgilityIcon|Pillar of Combat}}<br />
| Agility<br />
| 5%<br />
|-<br />
! scope="row" colspan="2" | Total<br />
| 100%<br />
|}<br />
<br />
For the other combat styles, you'll be wearing the equivalent Master Slayer armor. Note that you cannot ever wear two of the same item, so whichever item you choose to put in the passive slot must be one of the armor pieces not currently equipped in your chest/head slots. <br />
<br />
It should be noted that while UW is listed first, '''completing the {{ZoneIcon|Impending Darkness Event}} first will make this grind faster!''' You can complete ID without any of the UW gear sets, the sets don't help the event very much, and the shields speed up the slayer area signifcantly.<br />
<br />
While you are here, you will be working to acquire all of the set bonus gear, dropped from each of the UW monsters:<br />
<br />
* {{ItemIcon|Poison Virulence Gloves}}/{{ItemIcon|Poison Virulence Ring}} - Upgrades from {{ItemIcon|Worm Spike}}/{{ItemIcon|Poison Essence}} respectively, dropped by {{Icon|Legaran Wurm|type=monster}}<br />
* {{ItemIcon|Burning Madness Gloves}}/{{ItemIcon|Burning Madness Ring}} - Upgrades from {{ItemIcon|Cursed Hands}}/{{ItemIcon|Burning Essence}} respectively, dropped by {{Icon|Cursed Lich|type=monster}}<br />
* {{ItemIcon|Spiked Shell Gloves}}/{{ItemIcon|Spiked Shell Ring}} - Upgrades from {{ItemIcon|Tough Shell}}/{{ItemIcon|Stinging Essence}} respectively, dropped by {{Icon|Spiked Red Claw|type=monster}}<br />
* {{ItemIcon|Relentless Fury Gloves}}/{{ItemIcon|Relentless Fury Ring}} - Upgrades from {{ItemIcon|Desecrated Bones}}/{{ItemIcon|Undead Essence}} respectively, dropped by {{Icon|Greater Skeletal Dragon|type=monster}}<br />
<br />
=={{ZoneIcon|Impending Darkness Event|nolink=true}}==<br />
<br />
- '''This dungeon has a guide at [[Impending Darkness Event/Guide]].'''<br />
<br />
The final dungeon of the base game of Melvor Idle also has a bunch of unique mechanics:<br />
* Combat takes place in {{Skill|Slayer}} Areas, with their respective Slayer Area Effects active<br />
** '''This also includes the entry requirements for each Area!'''<br />
* Negative modifiers, each phase of the event will require the player to choose a modifier that applies to all enemies.<br />
* Running from Combat will not make you leave the event, but will reset any progress made on '''unfinished''' Slayer Areas. <br />
** Bane's combat style will also be re-rolled, if you want to choose a different combat style.<br />
** All non-combat skills are able to be trained while the Event is paused, which can be helpful if the player wants to complete the Event over multiple sessions without losing time doing nothing.<br />
<br />
And some returning mechanics:<br />
* [[Affliction]] - everybody's favorite debuff!<br />
** Each phase of the Event gives the normal Slayer enemies more Max HP, more Max Hit, and a higher chance to apply affliction.<br />
* Manual Eating - It is very difficult to impossible to guarantee your safety in this event without careful manual eating and knowledge of each enemy's attacks.<br />
<br />
Similar to {{MonsterIcon|Ahrenia}}, {{MonsterIcon|Bane}} requires you to fight him with the same combat style he is using.<br />
<br />
Each phase of the event is the same, with the added dangers of extra negative modifiers and increased base passives. The player will be given the choice of a negative modifier, then must complete a series of gauntlets through 4 difficult Slayer Areas, these gauntlets are up to 8 monsters randomly chosen from the pool of available monsters in each area. Once each area is completed, the event pauses until the player selects the next area. Immediately upon completion of the final slayer area, {{MonsterIcon|Bane}} will spawn with a random combat style. While the main article has more information, it is recommended to complete the slayer areas in the following order:<br />
* {{ZoneIcon|Unhallowed Wasteland}}<br />
* {{ZoneIcon|Dark Waters}}<br />
* {{ZoneIcon|Shrouded Badlands}}<br />
* {{ZoneIcon|Perilous Peaks}}<br />
<br />
Because {{MonsterIcon|Bane}} uses the modifiers from the Slayer Area you fight him in, you should always fight him in the {{ZoneIcon|Perilous Peaks}}. Your prayers will be {{PrayerIcon|Battleheart}} and {{PrayerIcon|Protect from Melee|notext=true}}{{PrayerIcon|Protect from Ranged|notext=true}}{{PrayerIcon|Protect from Magic|Protect from Style}}, which makes the area effect (-% Evasion) not actually have an effect on {{MonsterIcon|Bane|Bane's}} chance to hit the player.<br />
<br />
The final fight with {{MonsterIcon|Bane}} is a special version, {{MonsterIcon|Bane, Instrument of Fear}} with an extra ability.<br />
<br />
Each time {{MonsterIcon|Bane}} is defeated the following rewards are given directly to the player, in this set order. All of these are BiS for the base game, and are still useful and viable in any expansion content:<br />
<br />
* {{ItemIcon|Shield of Melee Power}}<br />
* {{ItemIcon|Shield of Ranged Power}}<br />
* {{ItemIcon|Shield of Magic Power}}<br />
* {{ItemIcon|Ring of Power}}<br />
* {{PetIcon|Bone}} - Pet<br />
<br />
===Impending Darkness Event FAQ===<br />
Q: No Monsters are spawning!<br />
:A: Make sure you select a Slayer area! Monsters do not spawn on their own here.<br />
<br />
Q: I'm not dealing any damage with any of my attacks, and attacks that can't miss are missing!<br />
:A: As combat takes place '''in''' {{Skill|Slayer}} Areas, the player needs to have access to the area to be able to deal damage.<br />
* {{ItemIcon|Slayer Skillcape}} or {{ItemIcon|Maximum Skillcape}}.<br />
* {{ItemIcon|Blazing Lantern}} in the Passive Slot.<br />
* {{ItemIcon|Climbing Boots}} in the Passive Slot.<br />
<br />
Q: How long does this dungeon take?<br />
:A: Approximately 2 hours, depending on your gear and preparation. Each phase of the dungeon (there are 5) should take up to 20 minutes of combat and 5-10 minutes for equipment swapping, ability reading, and hard breathing<br />
<br />
Q: How many times do I need to complete this Event?<br />
:A: {{MonsterIcon|Bane, Instrument of Fear}} only needs to be killed once. Note that {{MonsterIcon|Bane}} must be killed four times before reaching the final boss.<br />
<br />
Q: What Skills can I train while the Event is Paused?<br />
:A: All non-combat skills including {{Skill|Magic|Alt-Magic}}. No other combat can be trained until the event is completed or the "Stop Event" button is pressed.<br />
<br />
Q: How do I beat this event?<br />
:A: Keep your {{Skill|Hitpoints|HP}} above 0 while lowering your enemy's {{Skill|Hitpoints|HP}} to 0. Works every time!<br />
<br />
={{TotH}} Throne of the Herald Expansion=<br />
Information for progression through the {{TotH}} Throne of the Herald Expansion can be found at [[Combat_Guide/Throne_of_the_Herald]]<br />
<br />
={{AoD}} Atlas of Discovery Expansion=<br />
Information for progression through the {{AoD}} Atlas of Discovery Expansion can be found at [[Combat_Guide/Atlas of Discovery]]<br />
<br />
{{Menu}}[[Category:Guides]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Superior_Cape_of_Completion&diff=65745Superior Cape of Completion2024-01-02T07:34:44Z<p>BasChana: added info about AoD skillcape inheritance</p>
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<div>{{V}}{{ItemBox}}<br />
<br />
The '''{{PAGENAME}}''' is a Superior Skillcape combining the effects of all other Superior Skillcapes (including the {{TotH}} {{ItemIcon|Superior Max Skillcape}}). It can only be purchased once the player has 100% true game completion (100% Base Game and 100% Throne of the Herald completion)<br />
<br />
When a new version releases that adds new [[Skills]], [[Mastery|Masteries]], [[Items]], [[Monsters]], or [[Pets]], the {{PAGENAME}} will automatically be unequipped from all loadouts and the player will be unable to re-equip it until they reach 100% true game completion again.<br />
<br />
With the {{AoD|Atlas of Discovery}} Expansion, the '''{{PAGENAME}}''' will inherit the effects of {{ItemIcon|Cartography Skillcape}}, {{ItemIcon|Archaeology Skillcape}}, {{ItemIcon|Superior Cartography Skillcape}}, {{ItemIcon|Superior Archaeology Skillcape}} once the requirements to purchase each are met. The capes do not need to be purchased for their effects to apply. <br />
<br />
==Stats==<br />
{{AutoArmourStats}}<br />
<br />
==Item Sources==<br />
{{ItemSources}}<br />
{{ItemUses}}<br />
{{TownshipItemTasks}}<br />
{{SkillcapeNav}}<br />
{{Menu}}[[Category:Items]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Superior_Max_Skillcape&diff=65744Superior Max Skillcape2024-01-02T07:34:32Z<p>BasChana: added info about AoD skillcape inheritance</p>
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<div>{{V}}{{ItemBox}}<br />
<br />
The '''{{PAGENAME}}''' is a Superior Skillcape combining the effects of all other [https://wiki.melvoridle.com/w/Shop#Skillcapes Superior Skillcapes] (besides the {{TotH}} {{ItemIcon|Superior Cape of Completion}}). It can only be purchased once the player has achieved level 120 in all currently released skills.<br />
<br />
When a new version releases that adds another skill, the {{PAGENAME}} will automatically be unequipped from all loadouts and the player will be unable to re-equip it until they reach max level in the new skill.<br />
<br />
With the {{AoD|Atlas of Discovery}} Expansion, the '''{{PAGENAME}}''' will inherit the effects of {{ItemIcon|Cartography Skillcape}}, {{ItemIcon|Archaeology Skillcape}}, {{ItemIcon|Superior Cartography Skillcape}}, {{ItemIcon|Superior Archaeology Skillcape}} once the requirements to purchase each are met. The capes do not need to be purchased for their effects to apply. <br />
<br />
==Stats==<br />
{{AutoArmourStats}}<br />
<br />
==Item Sources==<br />
{{ItemSources}}<br />
{{ItemUses}}<br />
{{TownshipItemTasks}}<br />
{{SkillcapeNav}}<br />
{{Menu}}[[Category:Items]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Maximum_Skillcape&diff=65743Maximum Skillcape2024-01-02T07:34:18Z<p>BasChana: added info about AoD skillcape inheritance</p>
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<div>{{V}}{{ItemBox}}<br />
<br />
The '''{{PAGENAME}}''' is a Skillcape combining the effects of all other [[Skillcapes]] besides the {{ItemIcon|Cape of Completion}}. It can only be purchased once the player has achieved level 99 in all currently released skills.<br />
<br />
When a new version releases that adds another skill, the {{PAGENAME}} will automatically be unequipped from all loadouts and the player will be unable to re-equip it until they reach max level in the new skill.<br />
<br />
With the {{AoD|Atlas of Discovery}} Expansion, the '''{{PAGENAME}}''' will inherit the effects of {{ItemIcon|Cartography Skillcape}}, {{ItemIcon|Archaeology Skillcape}}, {{ItemIcon|Superior Cartography Skillcape}}, {{ItemIcon|Superior Archaeology Skillcape}} once the requirements to purchase each are met. The capes do not need to be purchased for their effects to apply. <br />
<br />
==Stats==<br />
{{AutoArmourStats}}<br />
<br />
==Item Sources==<br />
{{ItemSources}}<br />
{{ItemUses}}<br />
{{TownshipItemTasks}}[[Category:Items]][[Category:Released in v0.15]]<br />
{{SkillcapeNav}}<br />
{{Menu}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Cape_of_Completion&diff=65742Cape of Completion2024-01-02T07:33:58Z<p>BasChana: added info about AoD skillcape inheritance</p>
<hr />
<div>{{V}}{{ItemBox}}<br />
<br />
The '''{{PAGENAME}}''' is a Skillcape combining the effects of all other Skillcapes (including the {{ItemIcon|Maximum Skillcape}}). It can only be purchased once the player has 100% completion.<br />
<br />
When a new version releases that adds new [[Skills]], [[Mastery|Masteries]], [[Items]], [[Monsters]], or [[Pets]], the Cape of Completion will automatically be unequipped from all loadouts and the player will be unable to re-equip it until they reach 100% completion again.<br />
<br />
With the {{AoD|Atlas of Discovery}} Expansion, the '''{{PAGENAME}}''' will inherit the effects of {{ItemIcon|Cartography Skillcape}}, {{ItemIcon|Archaeology Skillcape}}, {{ItemIcon|Superior Cartography Skillcape}}, {{ItemIcon|Superior Archaeology Skillcape}} once the requirements to purchase each are met. The capes do not need to be purchased for their effects to apply. <br />
<br />
==Stats==<br />
{{AutoArmourStats}}<br />
<br />
==Item Sources==<br />
{{ItemSources}}<br />
{{TownshipItemTasks}}[[Category:Items]]<br />
{{SkillcapeNav}}<br />
{{Menu}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Wooden_Hut&diff=65741Wooden Hut2024-01-02T07:21:27Z<p>BasChana: removed manual version number as this page is automatically generated</p>
<hr />
<div>{{V}}<br />
{{BuildingBox}}<br />
<br />
The '''{{PAGENAME}}''' is a [[Township]] building that provides {{Icon|Population|type=township}}.<br />
<br />
{{TownshipBuildingUpgrades}}<br />
{{TownshipBuildingNav}}<br />
{{Menu}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Woodcutting&diff=65740Woodcutting2024-01-02T07:21:20Z<p>BasChana: removed manual version number as this page is not subject to change</p>
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<div>{{V}}<br />
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}}<br />
<br />
[[File:Woodcutting (skill).svg|thumb|right|Woodcutting]]<br />
<br />
'''{{PAGENAME}}''' is used to gather [[Woodcutting#Logs|logs]], which are used primarily in {{Skill|Firemaking}} and {{Skill|Fletching}}.<br />
<br />
__TOC__<br />
<br />
== Mechanics ==<br />
Click on a tree to begin cutting it down. Each time the listed interval for that tree elapses, one [[#Logs|log]] for that tree will be added to the player's [[Bank]]. Additional items such as {{ItemIcon|Bird Nest|Bird Nests}} may be acquired as well. Unlike {{Skill|Mining}} nodes, trees do not have a "node HP" value and can be cut indefinitely.<br />
<br />
A tree that is actively being cut will be highlighted in green. With the {{UpgradeIcon|Multi-Tree}} upgrade, up to two different trees can be cut at once. See the [[Multi-Tree]] page for more detailed information.<br />
<br />
== Items ==<br />
=== Logs ===<br />
{{WoodcuttingLogTable}}<br />
<br />
=== Additional Items ===<br />
In addition to [[#Logs|logs]], each Woodcutting action also has a chance to produce other items. Each of these items is rolled separately, so it is possible to get multiple different items from the same action.<br />
<br />
The chances listed below are before any modifiers. Drop rates for certain items, such as {{ItemIcon|Bird Nest|Bird Nests}}, can be dramatically increased by upgrades and other buffs. Items that can be doubled are affected by all global and Woodcutting-specific doubling bonuses.<br />
<br />
{| class="wikitable"<br />
! style="min-width: 120px;" | Item<br />
!Tree(s)<br />
!Base Chance<br />
!Can Be Doubled<br />
!Prerequisites<br />
!Notes<br />
|-<br />
| {{ItemIcon|Bird Nest}}<br />
| Any<br />
| 0.5%<br />
| No<br />
| None<br />
| Chance and quantity increases are listed on the {{ItemIcon|Bird Nest}} page<br />
|-<br />
| {{ItemIcon|Raven Nest}}<br />
| Any requiring {{Skill|Woodcutting|nolink=true|notext=true}} 100+<br />
| 3%<br />
| No<br />
| {{TotH}} {{UpgradeIcon|Corundum Axe}} or better<br />
|<br />
* Drop chance only affected by {{ItemIcon|Clue Chasers Insignia}}<br />
* Quantity received affected by {{ItemIcon|Bird Nest}} buffs<br />
|-<br />
| {{ItemIcon|Ash}}<br />
| Any<br />
| 0-6%<br />
| No<br />
| {{TotH}} See notes<br />
|<br />
* +2% chance from the {{UpgradeIcon|Meteorite Axe}} upgrade<br />
* +2% chance with {{ItemIcon|Meteorite Woodcutting Amulet}} equipped<br />
* +2% chance with {{ItemIcon|Meteorite Woodcutting Ring}} equipped<br />
|-<br />
| {{ItemIcon|Mushrooms}}<br />
| Any<br />
| 5%<br />
| No<br />
| {{TotH}} {{ItemIcon|Crown of Madremonte}} equipped<br />
| Wearing the {{ItemIcon|Crown of Madremonte}} also doubles the number of logs received per action<br />
|-<br />
| Random normal [[Gem]]<br />
| Any<br />
| 5%<br />
| No<br />
| {{ItemIcon|Ent}} + {{ItemIcon|Mole}} [[Synergy]] equipped<br />
|<br />
|-<br />
| {{ItemIcon|Arrow Shafts}}<br />
| Any<br />
| 30%<br />
| No<br />
| {{ItemIcon|Ent}} + {{ItemIcon|Beaver}} [[Synergy]] equipped<br />
| Quantity equal to the base quantity of the relevant {{ItemIcon|Arrow Shafts}} recipe within {{Skill|Fletching}}<br />
|-<br />
| {{ItemIcon|Stardust}}<br />
| {{Icon|Magic Tree|type=tree|notext=true}} Magic Tree<br />
| 0-5%<br />
| N/A<br />
| {{MasteryReq|Deedree|type=constellation|99}}<br />
| +1% chance per rank in {{MasteryReq|Deedree|type=constellation|99}}; quantity equal to number of logs received<br />
|}[[Category:Manual Tables]]<br />
<br />
== Unlocks ==<br />
=== Skill Level Unlocks ===<br />
Increasing the {{PAGENAME}} skill provides access to new trees and more potent [[Shop#Axes|axe upgrades]].<br />
{{SkillUnlocks|{{PAGENAME}}}}<br />
<br />
=== Item Mastery Unlocks ===<br />
Each tree in {{PAGENAME}} has its own {{Icon|Mastery}} level that increases as you cut that tree.<br />
{{MasteryUnlocks}}<br />
<br />
=== Mastery Pool Checkpoints ===<br />
These skill-wide {{Icon|Mastery}} bonuses are unlocked as you gain Mastery XP across different {{PAGENAME}} items. Mastery Pool XP can be spent to increase an item's Mastery level, which can cause checkpoint bonuses to be lost until the Mastery Pool XP is regained.<br />
{{MasteryCheckpoints}}<br />
<br />
=== Skillcapes ===<br />
The standard and superior [[Skillcapes|skillcapes]] for this skill can be purchased from the store for {{GP|1000000}} and {{GP|10000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}} and {{SkillReq|{{PAGENAME}}|120}}, respectively. Reaching {{SkillReq|{{PAGENAME}}|120}} requires the {{Icon|Throne of the Herald Expansion|img=TotH|ext=svg}}.<br />
{{SkillcapeInfo}}<br />
<br />
=== Pet ===<br />
This skill's [[Pets|pet]] can be unlocked by performing any {{PAGENAME}} action.<br />
{{PetSkillInfo}}<br />
<br />
== Skill Boosts ==<br />
=== Shop Upgrades ===<br />
Woodcutting upgrades can be purchased from the [[shop]]. There are several axe upgrades, which provide an increase to Woodcutting speed, and a {{UpgradeIcon|Multi-Tree}} upgrade, which grants the ability to chop down two different trees at the same time. The bonuses provided by these upgrades are permanently active once purchased, and do not need to be equipped or otherwise enabled.<br />
{{AxeUpgradeTable}}<br />
<br />
{| class="wikitable sortable"<br />
!Upgrade<br />
!Name<br />
!{{Skill|Woodcutting|notext=true}} Level<br />
!Description<br />
!Cost<br />
|-<br />
| style ="text-align: center;" |{{Icon|Multi-Tree|type=upgrade|notext=true|size=50}}<br />
| style ="text-align: left;" |[[Multi-Tree]]<br />
| style ="text-align: right;" |1<br />
| style ="text-align: right;" |Cut 2 different trees simultaneously<br />
| style ="text-align: right;" |{{GP|1000000}}<br />
|}[[Category:Manual Tables]]<br />
<br />
=== Potion ===<br />
The [[Bird Nest Potion]] can be used to increase the chance of receiving a {{ItemIcon|Bird Nest}} with any Woodcutting action.<br />
{{PotionTable|Bird Nest Potion}}<br />
<br />
=== Summoning ===<br />
This table shows all the {{Skill|Summoning}} Familiars and Synergies that provide a bonus to {{PAGENAME}}.<br />
{{SkillSummoningBonusTable|{{PAGENAME}}}}<br />
<br />
=== All Skill Bonuses ===<br />
This table lists most sources of {{PAGENAME}}-specific modifier boosts. For a list of boosts that apply to all skills, see the [[Skill Boosts]] page. This list does not contain boosts provided from {{Icon|Mastery}} rewards.<br />
{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,increasedBirdNestDropRate,increasedChanceForArrowShaftsWoodcutting,increasedChanceForAshInWoodcutting,increasedChanceStardustCuttingMagicLogs,increasedChanceToFindMushroomWoodcutting,doubleLogProduction,increasedMinBirdNestQuantity,increasedMinimumBirdNestsWhenPotionActive,summoningSynergy_Ent_Leprechaun,increasedWoodcuttingGemChance,increasedWoodcuttingJewelryChance,increasedWoodcuttingXPAddedAsFiremakingXP,decreasedGlobalSkillIntervalPercent,increasedNonCombatSkillXP,decreasedGlobalSkillIntervalPercent,increasedMasteryPoolCap|{{PAGENAME}} Boosts|false|skill={{PAGENAME}}}}<br />
<br />
[[Category:Skills]]<br />
{{Menu}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Woodcutters_Camp&diff=65739Woodcutters Camp2024-01-02T07:20:52Z<p>BasChana: removed manual version number as this page is automatically generated</p>
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{{BuildingBox}}<br />
<br />
The '''{{PAGENAME}}''' is a [[Township]] building that produces {{Icon|Wood|type=resource}}. This building has the highest production bonus when built in the {{Icon|Jungle|type=biome}} biome.<br />
<br />
{{TownshipBuildingUpgrades}}<br />
{{TownshipBuildingNav}}<br />
{{Menu}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Warehouse&diff=65738Warehouse2024-01-02T07:20:42Z<p>BasChana: removed manual version number as this page is automatically generated</p>
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{{BuildingBox}}<br />
<br />
The '''{{PAGENAME}}''' is a {{Skill|Township}} building that increases [[Township#Storage|Storage]] space for [[Township#Resources|Resources]].<br />
<br />
{{TownshipBuildingUpgrades}}<br />
{{TownshipBuildingNav}}<br />
{{Menu}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Twin_Exiles&diff=65737Twin Exiles2024-01-02T07:20:37Z<p>BasChana: removed manual version number as this page is automatically generated</p>
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<div>{{V}}{{ItemBox}}<br />
<br />
'''{{PAGENAME}}''' is a two-handed melee weapon that is received as a reward from the {{ItemIcon|Elder Chest}}. It is the joint rarest item from the chest alongside the {{ItemIcon|Ancient Crossbow}}, with a drop rate of <math>\frac{1}{319}</math> or 0.31%.<br />
<br />
==Stats==<br />
{{AutoWeaponStats}}<br />
<br />
==Item Sources==<br />
{{ItemSources}}<br />
{{ItemUses}}<br />
{{TownshipItemTasks}}[[Category:Items]][[Category:Released in v0.15]]<br />
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<div>{{V}}{{SpellBox}}<br />
<br />
'''{{PAGENAME}}''' is an {{Icon|Archaic|type=spellType}} spell that is unlocked by killing {{MonsterIcon|qty=100|Twin Sea Dragon Serpent|Twin Sea Dragon Serpents}}. This spell requires a {{Skill|Magic}} level of 108 to cast and inflicts damage equal to 100% of your max hit 3 times. There is a 0.3 second delay between each of the 3 attacks for a total duration of 0.6 seconds. Each hit increases the enemy's [[Attack Interval|attack interval]] by 20% for 3 of the enemy's turns. This attack is avoidable.<br />
<br />
As with all Archaic Magicks, damage modifiers from [[equipment]], [[prayer]], and [[potions]] will apply. Curses and damage-modifying Auroras can also be used, though [[Special Attacks|special attacks]] will not work.<br />
<br />
{{SpellNav}}<br />
{{Menu}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Trading_Post&diff=65735Trading Post2024-01-02T07:20:28Z<p>BasChana: removed manual version number as this page is not subject to change</p>
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<div>{{V}}<br />
{{BuildingBox}}<br />
{{Main|Reference=Township#Trading Post|Name=Trading Post}}<br />
<onlyinclude>The '''{{PAGENAME}}''' is a {{Skill|Township}} building. When built, it enables access to the trader within the Township skill, from which players can trade their Township resources for [[Consumables]] that can be used within other [[:Category:Skills|Skills]]. Each {{PAGENAME}} built reduces the cost of trades by 0.33% of the base cost.</onlyinclude><br />
<br />
{{TownshipBuildingUpgrades}}<br />
<br />
== Tradeable Items ==<br />
{{TownshipTrader}}<br />
<br />
{{TownshipBuildingNav}}<br />
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<div>{{V}}<br />
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}}<br />
[[File:Township (skill).svg|thumb|right|Township]]<br />
<br />
'''{{PAGENAME}}''' is a skill which tasks the player with running a town inside the land of Melvor. Similar to {{Skill|Farming}}, it can be trained passively. However, unlike {{Skill|Farming|nolink=true}}, {{Skill|Township|nolink=true}} has no {{Icon|Mastery}} levels, and uses a unique ''tick'' system of progression. Each hour, the town will advance by one tick, during each tick [[#Resources|Resources]] and {{GP}} will be gained, which may then be reinvested into the town or converted into a number of [[Consumables]] and other resources for use in other skills.<br />
<br />
Over time, both the [[#Health|Health]] of the town's [[#Population|Population]] and efficiency of [[#Buildings|Buildings]] will deteriorate, with buildings requiring [[#Repairing Buildings|Repair]] in order to remain fully productive.<br />
<br />
__TOC__<br />
<br />
== Town ==<br />
A {{TownshipIcon|Town}} contains [[#Buildings|Buildings]] that are used to produce [[#Resources|Resources]] and {{GP}} [[GP]] for the player. The buildings are built within [[#Biomes|Biomes]], where each biome can accommodate different types of buildings and is subject to different production bonuses provided by the selected [[#Worship|Worship]].<br />
<br />
=== Building and Upgrading ===<br />
To construct buildings, first select a biome - a list of available buildings for that biome will then be revealed. Clicking on the build button for a building where the skill level, population, and the cost requirements have been met will then construct the selected quantity of that building. Once constructed, buildings cannot be destroyed or downgraded (with the exception of [[#Worship|Worship]] related buildings, which are destroyed when the current worship changes).<br />
<br />
Once the maximum amount of a particular building has been constructed, an option to upgrade that building to the next tier will become available, provided an upgrade exists and the skill level and population requirements have been met. Upgraded buildings will provide a greater benefit than the previous tiers of the same type of building.<br />
<br />
The cost of building can be reduced with some [[#Worship|Worship]] bonuses and in the following ways:<br />
{{ModifierTable|TownshipBuildingCost|Repair Cost|true|}}<br />
<br />
=== Repairing Buildings ===<br />
<!--<br />
See: Township.reduceAllBuildingEfficiency, Township.reduceBuildingEfficiency<br />
-->Buildings which have been built will initially start with 100% efficiency and then degrade randomly over time - for every town update there is a 25% chance that each building will degrade by a flat 1%, down to a minimum efficiency of 20%. The exceptions to this are all storage buildings ({{TownshipIcon|Storehouse}}, {{TownshipIcon|Warehouse}}, {{TownshipIcon|Repository}}, {{TownshipIcon|Large Repository}})<!-- and {{TownshipIcon|Lemvor Lemon Stall}}-->, which do not degrade over time. The current efficiency of a building can be seen as a percentage in the top-left corner of that building's tile. While degraded, buildings which provide [[#Resources|Resources]] or [[#Stats|Stats]] will provide less of that resource or stat.<br />
<br />
There are two ways to return a building to 100% efficiency:<br />
* Repair the building, at the cost of the resources stated at the bottom of that building's tile<br />
* If the maximum number of a building has yet to be built, constructing another one of that building will also fully repair that building. This has the benefit of avoiding the repair cost that would otherwise have to be paid<br />
<br />
<!--<br />
See: Township.getSingleResourceRepairCostForBuilding, <br />
-->The repair cost of a building depends on the cost of constructing the building (after any building cost reducing bonuses), the building's efficiency, and any increased or decreased repair cost bonuses, where each {{TownshipIcon|Market}} built decreases the repair cost by 0.25%. The minimum repair cost is 1 resource. The repair cost of a building can be calculated as follows:<br />
<br />
<math>\text{Repair Cost} = \frac{\text{Base Building Cost}}{3} \times \text{Buildings Built} \times \left ( 1 - \frac{\text{Building Cost Reduction %}}{100} \right ) \times \left ( 1 + \frac{\text{Repair Cost %}}{100} \right ) \times \left ( 1 - \frac{\text{Building Efficiency %}}{100} \right )</math><br />
<br />
Where:<br />
* '''Buildings Built''' is the number of buildings currently built within the biome in which the repair is taking place<br />
* '''Building Cost Reduction %''' is capped at 80%<br />
* '''Repair Cost %''' is the result of <math>\text{Increased Repair Cost - Decreased Repair Cost}</math><br />
* '''Building Efficiency''' is the current building efficiency percentage which can be found in the top left corner of the building<br />
<br />
=== Biomes ===<br />
There are ten biomes in total, where a different assortment of buildings may be built within each. Some of these biomes have level and population requirements that must be met before they may be accessed. Depending on the selected {{TownshipIcon|Worship}} buildings within some biomes can produce more or fewer resources than the same buildings within other biomes.<br />
{{TownshipBuildingBiomeTable}}<br />
<br />
== Stats ==<br />
{{TownshipIcon|Statistics}} are various properties in the Town that do not take up {{TownshipIcon|Storage}} space. These can be seen as cards immediately above the various [[#Resources|Resources]] for a town.<br />
<br />
=== Population ===<br />
{{TownshipIcon|Population}} is a core feature of Township. The population of a town affects how much skill XP is gained per tick (1 XP is provided per citizen, before any XP bonuses), and is a requirement for many [[#Biomes|Biomes]] and [[#Buildings|Buildings]].<br />
<br />
The population of a town can be increased by constructing more {{TownshipIcon|Basic Shelter|Basic Shelters}} or upgrades to that building which provide population. The population is also affected by [[#Happiness|Happiness]], as the town's population is increased by the current happiness percentage, and [[#Health|Health]], where for each 1% reduction in health the town's population is also decreased by 1%.<br />
<br />
If any buildings providing population or happiness degrade or if the health of the town decreases, then the town's population will decrease also - this can be alleviated by ensuring these buildings are regularly [[#Repairing Buildings|Repaired]] and the health of the town is maintained at or near 100%.<br />
<br />
=== Storage ===<br />
{{TownshipIcon|Storage}} allows [[#Resources|Resources]] to be stockpiled in the Town. A Town starts with a base {{TownshipIcon|Storage}} of 50,000, where additional capacity can be gained by constructing more {{TownshipIcon|Storehouse|Storehouses}}. No resources can be gained beyond the maximum storage capacity.<br />
<br />
The maximum amount of each resource that can accumulate can be configured by visiting the "Maximum Storage" section of the Township page. Here the resource cap for each resource can be configured, and if needed excess resources can be discarded by using the "Yeet Resources" section.<br />
<br />
=== Happiness ===<br />
{{TownshipIcon|Happiness}} is a modifier affecting the amount of [[#Population|Population]] a town has, and therefore also affects the amount of skill experience earned per tick. {{TownshipIcon|Happiness}} provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. Happiness has no limit, and can exceed 100%.<br />
<br />
[[#Seasons|Seasons]] can also influence the happiness of your town, for example {{TownshipIcon|Winter|nolink=true}} and {{TownshipIcon|Nightfall|nolink=true}} reduces happiness, while {{TownshipIcon|Summer|nolink=true}} and {{TownshipIcon|Solar Eclipse|nolink=true}} increases happiness.<br />
<br />
Happiness can be increased by building additional {{TownshipIcon|Gardens}} and {{TownshipIcon|Tavern|Taverns}}, and with the following bonuses:<br />
{{ModifierTable|TownshipHappiness|Happiness|true|}}<br />
<br />
=== Education ===<br />
{{TownshipIcon|Education}} is a modifier to the amount of resources each building produces. {{TownshipIcon|Education}} provides a flat increase to the resource production, where 1% education increases the amount of resources produced by 1%. Education has no limit, and can exceed 100%.<br />
<br />
Education can be increased by building additional {{TownshipIcon|School|Schools}} and {{TownshipIcon|Library|Libraries}}, and with the following bonuses:<br />
{{ModifierTable|TownshipEducation|Education|true|}}<br />
<br />
=== Health ===<br />
{{TownshipIcon|Health}} is a modifier which affects the [[#Population|Population]] of a town. Once {{SkillReq|Township|15}} has been reached there is a 25% chance that the health of the town will decrease by 1% during each town update, falling to a minimum of 20% health.<br />
<br />
The health of a town can be improved by converting either {{TownshipIcon|Herbs}} or {{TownshipIcon|Potions}} into {{TownshipIcon|Health}}, the cost of which is 10% of the current amount generated per update for the resource being converted.<br />
<br />
=== Worship ===<br />
{{TownshipIcon|Worship}} is a stat that provides multiple powerful bonuses based on the chosen deity. It is gained by building {{TownshipIcon|Chapel|Chapels}} or {{TownshipIcon|Statue of Worship|Statues of Worship}} and has a set cap of 2,000. Note that although each Deity is associated with a different {{TownshipIcon|Statue of Worship}}, all statues provide an identical amount of worship.<br />
<br />
Some worship bonuses are always active, while others are active when certain worship checkpoints have been reached, being 5%, 25%, 50%, 85%, and 95% of the worship cap of 2,000. In addition, some worships have the magnitude of their positive modifiers doubled during their bonus [[#Season|Season]]. For example, while {{TownshipIcon|Spring|nolink=true}} is the current season, the 5% bonus from {{MonsterIcon|Aeris}} would provide a +50% production bonus to buildings within {{TownshipIcon|Mountains|nolink=true}} rather than the usual +25%.<br />
<br />
A deity to worship is initially selected when the town is first created, and can then be changed later at a cost of {{GP|50000000}}. Upon changing, the town will enter a period of unrest during which time all {{TownshipIcon|Chapel|Chapels}} and {{TownshipIcon|Statue of Nothing|Statues}} will be destroyed, and the efficiency of all buildings above 50% will be reduced to 50%. The consequences of changing worship are therefore significant, and the player should ensure they are fully prepared with adequate resources to repair buildings prior to changing.<br />
<br />
All bonuses are '''additive''' with one another.<br />
{{TownshipWorshipTable}}<br />
<br />
== Resources ==<br />
There are a total of 13 resources. The production of all resources can be increased through {{TownshipIcon|Education}}, stacking additively with any regular modifiers.<br />
<br />
{{TownshipIcon|GP}} is a special type of resource that is deposited directly into the player's [[Bank]], while the other 12 resources are kept within {{TownshipIcon|Storage}}. This is the only resource that is not affected by resource production bonuses. GP is earned by taxing the town's [[#Population|Population]], where the tax rate starts at 0% and increases by 10% for each {{TownshipIcon|Town Hall}} that is built, up to a maximum of 80%. Citizens are taxed every town update, and the amount of GP earned in tax from each citizen is {{GP|1.5}} for every 10% of tax rate. The amount of GP earned can be affected by Township specific GP production modifiers, such as those present within some [[#Seasons|Seasons]], although is not affected by global GP modifiers such as from {{ItemIcon|Aorpheat's Signet Ring}}.<br />
<br />
The other 12 resources may be used within the [[#Town|Town]], or traded via the {{TownshipIcon|Trading Post}} to obtain items for the player. The amount of resources produced by a building can be calculated as follows:<br />
<math>\textrm{Production} = \textrm{Base Amount} \times \left ( 1 + \frac{\textrm{Biome & Building Production Bonus}}{100} \right ) \times \left ( 1 + \frac{\textrm{Education} + \textrm{Resource Production Bonus}}{100} \right ) \times \frac{\textrm{Building Efficiency}}{100}</math><br />
<br />
=== Trading Post ===<br />
The {{TownshipIcon|Trading Post}} enables players to exchange their Township resources for various [[Consumables]] and other resources for use within other [[:Category:Skills|Skills]]. Trading becomes available once the player has built at least one {{TownshipIcon|Trading Post|nolink=true}}, with the resource cost of trades decreasing by 0.33% for each trading post that is built.<br />
{{TownshipTrader}}<br />
<br />
== Seasons ==<br />
Seasons are periods of time during which modifiers affecting the quantity of various [[#Resources|Resources]] and [[#Stats|Stats]] relevant to that season are active. Seasons last for three days each, with the first season when a town is created being {{TownshipIcon|Spring|nolink=true}}. Once a season has ended the next season will begin, with the regular seasons progressing in the following order: {{TownshipIcon|Spring|nolink=true}}, {{TownshipIcon|Summer|nolink=true}}, {{TownshipIcon|Fall|nolink=true}}, and {{TownshipIcon|Winter|nolink=true}}.<br />
<br />
In addition to these four seasons, there are two rare seasons which may only occur while the town is using the relevant [[#Worship|Worship]]:<br />
* {{TownshipIcon|Nightfall|nolink=true}}, which may only occur while {{TownshipIcon|Statue of Bane}} is the current worship<br />
* {{TownshipIcon|Solar Eclipse|nolink=true}}, which may only occur while {{TownshipIcon|Statue of The Herald}} is the current worship<br />
<br />
While worships with rare seasons are active, these seasons have a 20% chance of appearing in place of any of the regular seasons when the current season ends. While a rare season is active it is not possible to change the current [[#Worship|Worship]]. Once a rare season ends, either another rare season may begin with a 20% chance, or the cycle of regular seasons continues where it left off.<br />
{{TownshipSeasonTable}}<br />
<br />
== Buildings ==<br />
{{TownshipBuildingTable}}<br />
<br />
=== Upgrades ===<br />
{{TownshipBuildingUpgradeTable}}<br />
<br />
== Tasks ==<br />
Tasks are a set of requests from your Township for item donations, bounties on monsters, building township buildings or, rarely, earning skill XP. In return, you will receive either {{Skill|Township}} Skill XP, Township Resources, {{TownshipIcon|GP}}, {{Icon|Slayer Coins}}, or items.<br />
<br />
Tasks can be divided into two broad categories: Main, and casual. A complete list of tasks, their requirements, and their rewards can be seen on the [[Township/Tasks|Task list]] page.<br />
<br />
=== Main Tasks ===<br />
Main tasks may be completed once, granting the task's unique rewards upon completion. Certain Township related {{Icon|Shop}} purchases and trades within the [[#Trading Post|Trading Post]] are unlocked once a certain amount of main tasks have been completed.<br />
<br />
=== Casual Tasks ===<br />
Casual tasks are randomly assigned to the player and may be completed more than once, with up to five new tasks being assigned each day. The maximum amount of casual tasks which can be held at the same time is five, and may be removed by either:<br />
* Completing the task and claiming its rewards<br />
* Skipping the task for the stated {{GP}} [[GP]] cost, where the cost is equal to the total amount of [[Experience Table|experience]] required to reach the next Township level, up to a maximum of {{GP|10000000}}<br />
<br />
The daily refresh of casual tasks does not remove incomplete tasks - they must be removed using one of the methods stated above.<br />
<br />
Casual tasks can provide a combination of {{GP}} [[GP]], {{SC}} [[Slayer Coins]], {{Skill|Township|nolink=true}} experience, and [[#Resources|Resources]] as a reward, where the amount of the currency and experience rewards is determined as follows:<br />
* The amount of {{Skill|Township|nolink=true}} experience is equal to 9% of the total [[Experience Table|experience]] between the player's current Township level and the next level<br />
* The amount of {{GP}} [[GP]] is five times the amount of Township experience awarded<br />
* The amount of {{SC}} [[Slayer Coins]] is 1,000 times the player's {{Skill|Slayer}} level<br />
<br />
== Shop Items ==<br />
One of the ways Township interacts with the rest of the game is by unlocking a variety of useful {{Icon|Shop}} purchases.<br />
{{ShopTownshipTable}}<br />
<br />
== Skillcape ==<br />
The [[Skillcapes|skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}.<br />
<br />
The [[Skillcapes|superior skillcape]] can be purchased from the store for {{GP|10000000}} after the player reaches {{SkillReq|{{PAGENAME}}|120}}.<br />
{{SkillcapeInfo}}<br />
<br />
== Pet ==<br />
{{PetIcon|B}} has a 1-in-120 chance to be unlocked each time a town update occurs. The other Township-related pets are purchased in the {{Icon|Shop}} after meeting their conditions.<br />
{{PetSkillInfo}}<br />
<br />
== Skill Boosts ==<br />
This table lists most sources of {{PAGENAME}}-specific modifier boosts. For a list of boosts that apply to all skills, see the [[Skill Boosts]] page. This list does not contain boosts provided from {{Icon|Mastery}} rewards.<br />
{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,decreasedTownshipBuildingCost,increasedTownshipGPProduction,increasedTownshipMaxStorage,increasedTownshipEducation,increasedTownshipHappiness,increasedTownshipHealth,increasedTownshipResourceProduction,increasedNonCombatSkillXP|{{PAGENAME}} Boosts|false|skill={{PAGENAME}}}}<br />
[[Category:Skills]]<br />
{{Menu}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Town_Hall&diff=65733Town Hall2024-01-02T07:20:12Z<p>BasChana: removed manual version number as this page is automatically generated</p>
<hr />
<div>{{V}}<br />
{{BuildingBox}}<br />
<br />
The '''{{PAGENAME}}''' is a {{Skill|Township}} building that produces {{Icon|GP|type=resource}} by increasing the tax rate for citizens of the player's town. Each building increases the tax rate by 10% up to a maximum rate of 80%, or in other words the amount of GP earned for each {{PAGENAME}} built is {{GP|1.5}} for each citizen within the town.<br />
<br />
{{TownshipBuildingUpgrades}}<br />
{{TownshipBuildingNav}}<br />
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<hr />
<div>{{V}}{{SpellBox}}<br />
<br />
'''{{PAGENAME}}''' is an {{Icon|Archaic|type=spellType}} spell that is unlocked by clearing {{Icon|type=dungeon|Lightning Region}} once. This spell requires a {{Skill|Magic}} level of 104 to cast and inflicts damage equal to 100% of your max hit. Each hit has a 15% chance to [[stun]] the enemy for 1 turn. This attack is avoidable.<br />
<br />
As with all Archaic Magicks, damage modifiers from [[equipment]], [[prayer]], and [[potions]] will apply. Curses and damage-modifying Auroras can also be used, though [[Special Attacks|special attacks]] will not work.<br />
<br />
{{SpellNav}}<br />
{{Menu}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Thieving&diff=65731Thieving2024-01-02T07:19:52Z<p>BasChana: removed manual version number as this page is not subject to change</p>
<hr />
<div>{{HasMMG}}<br />
{{V}}<br />
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}}<br />
<br />
[[File:Thieving (skill).svg|thumb|right|Thieving]]<br />
<br />
'''{{PAGENAME}}''' is used to pickpocket [[GP]] and items. Some items obtainable from Thieving are unique to the skill and cannot be found elsewhere. Many of these unique items are [[Equipment]] which provide bonuses to Thieving and other non-combat skills.<br />
<br />
Thieving can be done with [[Offline Progression]], although the player must do so with caution as it is possible to die if the player's [[#Success Rate|success rate]] against the [[#Thieving Targets|NPC]] is below 100%.<br />
<br />
== Mechanics ==<br />
=== Action Time ===<br />
Each Thieving attempt takes a base time of 3 seconds. Having at least {{Icon|Mastery}} level 50 with the NPC being stolen from, the 25% [[#Mastery Pool Checkpoints|Mastery Pool Checkpoint]], and {{AgilityIcon|Rooftop Run}} each reduce this by 0.2 seconds. A further 0.5 seconds reduction is achieved while the {{ItemIcon|Thieving Skillcape}} is equipped, 0.1 while the {{ItemIcon|Gloves of Silence}} are equipped, and up to 5% with {{ConstellationIcon|Ko}} ({{MasteryReq|Ko|20|type=constellation}}). All of these reductions combined result in an action time of 1.65 seconds, the lowest possible in the [[Full Version|base game]].<br />
<br />
With the [[Throne of the Herald Expansion]], the {{ItemIcon|Superior Thieving Skillcape}} can be used for a 0.8 second reduction (0.3 seconds more than the {{ItemIcon|Thieving Skillcape}}), 0.1 seconds while the {{ItemIcon|Grappling Hook}} is equipped, 3% with the {{AgilityIcon|Elite Pillar of Expertise}}, and 2% once {{PetIcon|Harold}} is unlocked. The lowest possible action time in the expansion is therefore 1.1 seconds.<br />
<br />
Note that these reductions do not reduce the duration of [[#Failure|stuns]] which occur when a pickpocket attempt fails.<br />
<br />
=== Stealth and Perception ===<br />
Simply put, stealth is a measure of how good the player is at stealing, while perception is a measure of how difficult an [[#Thieving Target|NPC]] is to steal from - The player's stealth competes against an NPC's perception. It is usually preferable to maximize stealth as this increases the success rate, chance to double items, and the chance to receive an NPC's unique item. An NPC's perception is fixed and cannot be reduced.<br />
<br />
The player's stealth, the NPC's perception, and the resulting success rate, doubling chance and unique item chance can be viewed in game by first selecting an NPC and then hovering over the {{Skill|Thieving|notext=true}} icon.<br />
<br />
Stealth can be maximized as below. Note that two sets of gloves can only be equipped simultaneously once the [[Combat Passive Slot|Passive Slot]] has been unlocked.<br />
{| class="wikitable stickyHeader"<br />
|- class="headerRow-0"<br />
!colspan="2"|Source of Stealth!!Stealth!!Alternatives<br />
|-<br />
| {{ItemIcon|Golbin Mask}} || Helmet || style="text-align:right"|20 || {{ItemIcon|Chapeau Noir|notext=true}}<br />
|-<br />
| {{ItemIcon|Thieving Gloves}} || Gloves || style="text-align:right"|75 || {{ItemIcon|Gloves of Silence|notext=true}}<br />
|-<br />
| {{ItemIcon|Sneak-Ers}} || Boots || style="text-align:right"|40 || <br />
|-<br />
| {{TotH}} {{ItemIcon|Superior Thieving Skillcape}} || Cape || style="text-align:right"|270 || {{ItemIcon|Superior Cape of Completion|notext=true}} {{ItemIcon|Superior Max Skillcape|notext=true}} {{ItemIcon|Thieving Skillcape|notext=true}} {{ItemIcon|Maximum Skillcape|notext=true}} {{ItemIcon|Cape of Completion|notext=true}} {{ItemIcon|Thiever's Cape|notext=true}} <br />
|-<br />
| {{ItemIcon|Gloves of Silence}} || [[Combat Passive Slot|Passive]] || style="text-align:right"|50 ||<br />
|-<br />
| {{TotH}} {{ItemIcon|Thieving Shorts}} || Platelegs || style="text-align:right"|50 ||<br />
|-<br />
| {{TotH}} {{ItemIcon|Grappling Hook}} || Weapon || style="text-align:right"|50 ||<br />
|-<br />
| {{TotH}} {{ItemIcon|Masquerade Mask}} || Consumable || style="text-align:right"|45 ||<br />
|-<br />
! scope="row" colspan="2"|Equipment Total || style="text-align:right"|600 ||<br />
|-<br />
| colspan="2"|10% [[#Mastery Pool Checkpoints|Mastery Pool Checkpoint]] || style="text-align:right"|30 ||<br />
|-<br />
| colspan="2"|95% [[#Mastery Pool Checkpoints|Mastery Pool Checkpoint]] || style="text-align:right"|100 ||<br />
|-<br />
| colspan="2"|[[#Thieving Targets|NPC]] Mastery Level (+1 per level) || style="text-align:right"|99 ||<br />
|-<br />
| colspan="2"|99 [[#Item Mastery Unlocks|NPC Mastery Unlock]] || style="text-align:right"|75 ||<br />
|-<br />
! scope="row" colspan="2"|Mastery Total || style="text-align:right"|304 ||<br />
|-<br />
| colspan="2"|Skill Level (+1 per level) || style="text-align:right"|120 ||<br />
|-<br />
| colspan="2"|{{ItemIcon|Gentle Hands Potion IV}} || style="text-align:right"|75 || {{ItemIcon|Gentle Hands Potion I|notext=true}} {{ItemIcon|Gentle Hands Potion II|notext=true}} {{ItemIcon|Gentle Hands Potion III|notext=true}}<br />
|-<br />
| colspan="2"|{{AgilityIcon|Rooftop Run}} || style="text-align:right"|35 ||<br />
|-<br />
| colspan="2"|{{TotH}} {{AgilityIcon|Rooftop Climb}} || style="text-align:right"|75 ||<br />
|-<br />
| colspan="2"|{{ConstellationIcon|Ko|Ko Constellation}} || style="text-align:right"|50 ||<br />
|-<br />
! scope="row" colspan="2"|Other Total || style="text-align:right"|355 ||<br />
|-<br />
! scope="row" colspan="2"| Grand Total || style="text-align:right"|898 ||<br />
|-<br />
! scope="row" colspan="2"|{{TotH}} Grand Total || style="text-align:right"|1,259 ||<br />
|}<br />
<br />
==== Success Rate ====<br />
The chance of success is <math>min\left(1, \tfrac{100 + \text{Stealth}}{100 + \text{Perception}}\right)</math>, resulting in a guaranteed success once the player's stealth is the same or greater than the NPC's perception.<br />
<br />
For example, a player who has stealth of 200 while pickpocketing the {{Icon|Bandit Thug|type=thieving}} will have a chance of success equal to <math>min\left(1, \tfrac{100 + 200}{100 + 220}\right) = 0.9375 = 93.75\%</math>.<br />
<br />
Some NPCs have a perception that is greater than the maximum possible stealth, therefore it is not always possible to guarantee each pickpocket attempt will succeed.<br />
<br />
==== Item Doubling ====<br />
The additional chance to double items due to stealth is <math>min\left(1, \tfrac{\text{Stealth}}{4 \times \text{Perception}}\right)</math>, double items can therefore be guaranteed from stealth alone if the player's stealth is at least four times the NPC's perception.<br />
<br />
For example, a player who has stealth of 330 while pickpocketing the {{Icon|Bandit Thug|type=thieving}} will have a chance to double equal to <math>min\left(1, \tfrac{330}{4 \times 220}\right) = 0.3750 = 37.50\%</math>.<br />
<br />
This is additive with the chance to double items provided by other [[#Skill Boosts|Thieving specific]] and [[Double Loot|global]] sources (up to a maximum of 100%), and multiplicative with the 35% chance of quadruple items from the {{ItemIcon|Leprechaun}} and {{ItemIcon|Devil}} [[Summoning#Synergies|synergy]], for a potential 8x multiplier to items received from Thieving.<br />
<br />
The item multiplier applies to all possible item drops, being: NPC common drops, general rare drops, [[#Thieving Targets|NPC unique drops]], and [[#Areas|area unique drops]].<br />
<br />
==== NPC Unique Item Chance ====<br />
The chance to receive an NPC's unique item upon a successful pickpocket attempt is <math>\tfrac{100 + \text{Stealth}}{10\,000 \times \text{Perception}}</math>.<br />
<br />
For example, a player who has stealth of 800 while pickpocketing the {{Icon|Merchant|type=thieving}} will have a unique item drop chance equal to <math>\tfrac{100 + 800}{10\,000 \times 300} = 0.0003 = 0.03\%</math>.<br />
<br />
=== Loot ===<br />
- ''See also [[Combat#Loot and Rewards]]''<br />
<br />
Successfully pickpocketing an NPC will always award the player with [[GP]] between the minimum and maximum of that NPC. There is also a 75% chance to receive an item at random from the NPC's common drops, provided the NPC has any possible common drops at all.<br />
<br />
In addition, each successful pickpocket attempt will also have a chance to reward the player with the [[#Thieving Targets|NPC's unique drop]] (should they have one), the [[#Areas|area's unique drop]], and all of the following general rare items:<br />
{{ThievingRareDrops}}<br />
<br />
The chance of acquiring area unique drops is <math>\frac{1}{500}</math> or 0.20% per item, while the chance of acquiring an NPC's unique drop is dependent on the player's stealth and the NPC's perception (see: [[#NPC Unique Item Chance|NPC Unique Item Chance]]).<br />
<br />
It is possible to receive common drops along with any (or even all) rare or unique drops from the same action. The chance to double items is only rolled once per action, therefore if the quantity of items received is multiplied the number of rare items received will also be increased. Even if the NPC has no common drops, any rare or unique drops can still be multiplied.<br />
<br />
The various ways in which loot can be multiplied are detailed within the [[#Item Doubling|Item Doubling]] section.<br />
<br />
GP gained can be increased by the following bonuses. In addition, the 50% [[#Mastery Pool Checkpoints|Mastery pool checkpoint]] increases GP gained by 100% and each NPC mastery level increases GP gained by 1% for that NPC only.<br />
<br />
Note that any flat bonuses (such as that provided by {{ItemIcon|Gloves of Silence}}) are increased by any percentage bonuses that are active.<br />
{{ModifierTable|GPFromThievingFlat,MinThievingGP,GPFromThieving,GPGlobal,GPFlat|GP Bonus}}<br />
<br />
Further, the loot and GP gained can be modified in various ways by {{ItemIcon|Leprechaun}} {{Skill|Summoning}} synergies, see [[Leprechaun]] for a list of each synergy.<br />
<br />
=== Failure ===<br />
Failed pickpocket attempts will stun the player for 3 seconds and deal damage to them up to the target's Max Hit; damage dealt this way can be reduced by any sources of [[Damage Reduction|damage reduction]] (DR). Damage taken while Thieving is potentially lethal, although this damage can be offset by consuming [[food]] manually, or automatically with the {{UpgradeIcon|Auto Eat}} upgrade. For {{Icon|type=thieving|Chef}} specifically, the {{ItemIcon|Pig}} and {{ItemIcon|Leprechaun}} [[Summoning#Synergies|synergy]] can be used to completely negate damage from failed attempts. As with {{Icon|Combat}}, {{PrayerIcon|Protect Item}} can be used to prevent the loss of any equipment upon death.<br />
<br />
Damage dealt by failed thieving attempts does not currently count as an Enemy Attack for the purposes of expending prayer points or potion charges, yet they still provide their respective damage reduction or item protection effects. This is not the case for {{ItemIcon|Yak}} tablets however, which are expended each time the player takes damage. While Yak does provide damage reduction while thieving and consumes a tablet during each stun, [[Synergy|synergies]] involving {{ItemIcon|Centaur}}, {{ItemIcon|Witch}}, and {{ItemIcon|Minotaur}} do not apply or expend tablets, as no ranged, melee, or magic enemy is being fought.<br />
<br />
The time spent stunned may be reduced by 25% while either {{TotH}} {{AgilityIcon|Rooftop Climb}} is active and/or {{TotH}} {{ItemIcon|Masquerade Mask|Masquerade Masks}} are equipped. Additionally, there is a chance to avoid stuns entirely while any of the {{ItemIcon|Thieving Shorts}}, {{ItemIcon|Grappling Hook}}, or {{ItemIcon|Superior Thieving Skillcape}} are equipped.<br />
<br />
== Areas ==<br />
The chance of obtaining each area unique drop following a successful pickpocket is <math>\frac{1}{500}</math> or 0.20%. Each area unique drop is rolled separately, so it is possible to receive multiple area unique drops from a single action. The chance of obtaining area unique drops is tripled when the 95% Thieving [[#Mastery Pool Checkpoints|Mastery Pool checkpoint]] is active.<br />
{{ThievingAreaTable}}<br />
<br />
== Thieving Targets ==<br />
{{ThievingTargetTable}}<br />
<br />
==Mastery Unlocks==<br />
<br />
===Item Mastery Unlocks===<br />
{{MasteryUnlocks}}<br />
<br />
<br />
===Mastery Pool Checkpoints===<br />
{{MasteryCheckpoints}}<br />
<br />
== Skillcape ==<br />
The [[Skillcapes|skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}.<br />
<br />
The [[Skillcapes|superior skillcape]] can be purchased from the store for {{GP|10000000}} after the player reaches {{SkillReq|{{PAGENAME}}|120}}.<br />
{{SkillcapeInfo}}<br />
<br />
== Pet ==<br />
The [[Pets|pet]] can be unlocked by doing any Thieving action. The chance of obtaining Snek can be maximized by pickpocketing the NPC with the highest success rate, as this minimizes the amount of time spent stunned.<br />
{{PetSkillInfo}}<br />
<br />
==Potion==<br />
The {{ItemIcon|Gentle Hands Potion}} increases stealth. It can be made with {{SkillReq|Herblore|45}} using {{ItemIcon|Lemontyle Herb|qty=1}} and {{ItemIcon|Strawberry Seeds|qty=2}}. <br />
{{PotionTable|Gentle Hands Potion}}<br />
<br />
==Summoning Boosts==<br />
This table shows all the {{Skill|Summoning}} Familiars and Synergies that provide a bonus to {{PAGENAME}}.<br />
{{SkillSummoningBonusTable|{{PAGENAME}}}}<br />
<br />
==Skill Boosts==<br />
This table lists most sources of {{PAGENAME}}-specific modifier boosts. For a list of boosts that apply to all skills, see the [[Skill Boosts]] page. This list does not contain boosts provided from {{Icon|Mastery}} rewards.<br />
{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,increasedGPFromThievingFlat,increasedMinThievingGP,increasedChanceToDoubleLootThieving,increasedGPFromThieving,increasedThievingStealth,decreasedThievingStunIntervalPercent,increasedThievingAreaUniqueChance,increasedChanceToAvoidThievingStuns,increasedHerbSackChanceThievingFarmer,increasedRandomBarChanceThievingMiner,increasedRuneEssenceThievingMiner,increasedThievingAutoSellPrice,thievingChefNoDamage,increasedGPFlat,increasedNonCombatSkillXP,decreasedGlobalSkillIntervalPercent,increasedMasteryPoolCap|{{PAGENAME}} Boosts|false|skill={{PAGENAME}}}}<br />
<br />
{{MenuThieving}}<br />
{{Menu}}<br />
<br />
[[Category:Skills]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Tailor&diff=65730Tailor2024-01-02T07:19:41Z<p>BasChana: removed manual version number as this page is automatically generated</p>
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<div>{{V}}<br />
{{BuildingBox}}<br />
<br />
The '''{{PAGENAME}}''' is a {{Skill|Township}} building that produces {{Icon|Clothing|type=resource}}.<br />
<br />
{{TownshipBuildingUpgrades}}<br />
{{TownshipBuildingNav}}<br />
{{Menu}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Superior_Max_Skillcape&diff=65729Superior Max Skillcape2024-01-02T07:18:32Z<p>BasChana: removed manual version number as this page is automatically generated</p>
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<div>{{V}}{{ItemBox}}<br />
<br />
The '''{{PAGENAME}}''' is a Superior Skillcape combining the effects of all other [https://wiki.melvoridle.com/w/Shop#Skillcapes Superior Skillcapes] (besides the {{TotH}} {{ItemIcon|Superior Cape of Completion}}). It can only be purchased once the player has achieved level 120 in all currently released skills.<br />
<br />
When a new version releases that adds another skill, the {{PAGENAME}} will automatically be unequipped from all loadouts and the player will be unable to re-equip it until they reach max level in the new skill.<br />
<br />
==Stats==<br />
{{AutoArmourStats}}<br />
<br />
==Item Sources==<br />
{{ItemSources}}<br />
{{ItemUses}}<br />
{{TownshipItemTasks}}<br />
{{SkillcapeNav}}<br />
{{Menu}}[[Category:Items]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Superior_Magic_Skillcape&diff=65728Superior Magic Skillcape2024-01-02T07:18:25Z<p>BasChana: removed manual version number as this page is not subject to change</p>
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<div>{{V}}{{ItemBox}}<br />
The '''{{PAGENAME}}''' is one of the [[Skillcapes]], and can be purchased from the {{Icon|Shop}} once the player reaches {{SkillReq|Magic|120}}.<br />
<br />
When equipped, the rune cost reduction provided by various [[Equipment#Magic_6|magic weapons]] is quadrupled and +5% magic damage bonus from equipment is granted. For example, when equipped the {{ItemIcon|Staff of Air}} reduces the {{ItemIcon|Air Rune}} cost of spells cast by 3, however with the {{PAGENAME}} equipped this is quadrupled to a cost reduction of 12 Air Runes. The effectiveness of [[Runecrafting#Runes|Runes]] themselves is ''not'' quadrupled.<br />
<br />
==Stats==<br />
{{AutoArmourStats}}<br />
<br />
==Item Sources==<br />
{{ItemSources}}<br />
{{ItemUses}}<br />
{{TownshipItemTasks}}<br />
{{SkillcapeNav}}<br />
{{Menu}}[[Category:Items]]</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Superheat&diff=65727Superheat2024-01-02T07:18:21Z<p>BasChana: removed manual version number as this page is not subject to change</p>
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<div>{{V}}<br />
'''{{PAGENAME}}''' is a family of {{Skill|Alt. Magic}} spells that allow the player to magically turn ores into bars. There are four ({{TotH}} five) versions of the spell, with each version requiring a higher {{Skill|Magic}} level and more [[Runecrafting#Runes|Rune]]s to cast but providing a stronger effect.<br />
<br />
Superheating gives {{Skill|Magic}} experience. The same amount of experience is given no matter what type of bar is created &ndash; as with any spell, XP does not depend on the items involved.<br />
<br />
In order to Superheat a specific type of bar, players need the same {{Skill|Smithing}} level that would be required to smelt the bar normally. Superheating does not grant any {{Skill|Smithing}} experience or {{Icon|Mastery}} experience, and Mastery bonuses will not apply. <br />
<br />
The {{ItemIcon|Crown of Rhaelyx}}'s chance to save materials does not work while Superheating, nor does {{PetIcon|Puff}} or the {{ItemIcon|Smithing Skillcape}}'s ability to save coal. Things providing a [[Skill Boosts|chance to double resources gained]], such as {{ItemIcon|Aorpheat's Signet Ring}}, do work with Superheat spells.<br />
<br />
==Spells==<br />
{{SpellTableFromList|Superheat I,Superheat II,Superheat III,Superheat IV,Superheat V}}<br />
[[Category:Spells]]<br />
[[Category:Alt. Magic]]<br />
{{Menu}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Summoning_Shard&diff=65726Summoning Shard2024-01-02T07:18:14Z<p>BasChana: removed manual version number as this page is not subject to change</p>
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<div>{{V}}[[File:Summoning Shard (Gold) (item).png|frame|Summoning Shard (Gold)]]<br />
'''{{PAGENAME}}s''' are materials used in {{Skill|Summoning}} for the creation of [[Summoning Tablet]]s. There are six types of shards, all of which are purchasable in the {{Icon|Shop}}.<br />
<br />
Shards are separated into three price tiers, where each tier has a shard for combat skill tablets and a shard for non-combat skill tablets. Higher level Summoning tablets will require the more expensive Summoning shards. <br />
==Sources==<br />
<!--I'm not sure if there's a way to display a list of specific shop items with prices using the current Lua modules, so I'm doing it manually--><br />
{| class="wikitable sortable stickyHeader col-5-right" <br />
! colspan="2" | Purchase<br />
! Type<br />
! Description<br />
! Cost<br />
|-<br />
| {{ItemIcon|Summoning Shard (Red)|notext=true|size=50}} || [[Summoning Shard (Red)]] || Item || Used to create Familiars in Summoning || {{GP|200}}<br />
|-<br />
| {{ItemIcon|Summoning Shard (Green)|notext=true|size=50}} || [[Summoning Shard (Green)]] || Item || Used to create Familiars in Summoning || {{GP|200}}<br />
|-<br />
| {{ItemIcon|Summoning Shard (Blue)|notext=true|size=50}} || [[Summoning Shard (Blue)]] || Item || Used to create Familiars in Summoning || {{GP|400}}<br />
|-<br />
| {{ItemIcon|Summoning Shard (Silver)|notext=true|size=50}} || [[Summoning Shard (Silver)]] || Item || Used to create Familiars in Summoning || {{GP|400}}<br />
|-<br />
| {{ItemIcon|Summoning Shard (Gold)|notext=true|size=50}} || [[Summoning Shard (Gold)]] || Item || Used to create Familiars in Summoning || {{GP|600}}<br />
|-<br />
| {{ItemIcon|Summoning Shard (Black)|notext=true|size=50}} || [[Summoning Shard (Black)]] || Item || Used to create Familiars in Summoning || {{GP|600}}<br />
|}<br />
{{Menu}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Summoning&diff=65725Summoning2024-01-02T07:18:00Z<p>BasChana: removed manual version number as this page is not subject to change</p>
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<div>{{V}}<br />
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}}<br />
[[File:Summoning (skill).svg|thumb|right|Summoning]]<br />
Summoning is a skill that allows you to create Summoning Tablets for various familiars which provide bonuses to various tasks while equipped. Two types of tablets can be equipped in a single loadout. Some combinations of familiars provide a Synergy effect in addition to their regular benefits when equipped at the same time.<br />
<br />
== Mechanics ==<br />
<br />
=== Gathering Summoning Marks ===<br />
<br />
In order to create Summoning Tablets for a given familiar, the player must have at least one of the corresponding Summoning Marks. Summoning Marks for familiars are acquired by gaining XP in skills other than summoning. The Summoning Marks screen will show the skills that marks can be discovered in for each familiar the player has the level to summon.<br />
<br />
Summoning Marks cannot be found until the player has reached the level to create the appropriate tablet (If playing in {{Icon|Adventure}} mode, the player must also have Summoning unlocked in order to begin finding Summoning Marks). At level 1, there are two Marks that can be found: The Mark of the Golbin Thief, which is discovered while training combat with a style that gains {{Skill|Attack}}, {{Skill|Strength}}, or {{Skill|Defence}} XP and the Mark of the Ent, which is discovered while {{Skill|Woodcutting}}.<br />
<br />
'''Once the first Mark for a given Familiar has been found, the player will not find any more marks of the same Familiar until they create at least one Summoning Tablet for that Familiar.'''<br />
<br />
Summoning Marks are not items and will not go to the player's bank. Once found, they instead will fill the progress bar towards levelling up the mark level for the appropriate familiar. The number of marks per level and the benefits are as follows:<br />
<br />
{| class="wikitable"<br />
!Level!!Marks Needed to Level Up!!Cumulative Marks for Level!!Benefit<br />
|-<br />
|1||1||1||Unlocks the ability to create Summoning Tablets for the familiar<br />
|-<br />
|2||5||6||Unlocks the ability to use this familiar in synergies with Tier 1 familiars<br />
|-<br />
|3||10||16||Unlocks the ability to use this familiar in synergies with Tier 2 familiars<br />
|-<br />
|4||15||31||Unlocks the ability to use this familiar in synergies with Tier 3 familiars<br />
|-<br />
|5||15||46||Unlocks the ability to use this familiar in synergies with Tier 4 familiars<br />
|-<br />
|6||15||61||Unlocks the ability to use this familiar in synergies with Tier 5 familiars<br />
|}<br />
<br />
Note that:<br />
* Marks for all {{Icon|Combat}} skills (including {{Skill|Slayer}}) have a chance of being obtained on each hit rather than on kill<br />
* {{Skill|Slayer}} marks can only be obtained from the player's current [[Slayer#Slayer Tasks|Slayer task]] monster, they cannot be found from other [[Slayer#Slayer Tier Monsters|Slayer monsters]]<br />
* {{Skill|Prayer}} marks can only be found when using a prayer that costs points per player attack<br />
* {{Skill|Magic}} marks '''can''' be found when doing {{Skill|Alt. Magic}}<br />
* {{Skill|Strength}} marks '''cannot''' be found when catching fish from the Barbarian Fishing [[Fishing#Fishing Areas|fishing area]]<br />
<br />
==== Mark Discovery Chance ====<br />
The chance of discovering a mark for each action is given by the following formula:<br />
<br />
<math>\text{Mark Chance} = \frac{\text{Action Time}}{\left ( \text{Tier} + 1 \right )^2 \times 200} \times \text{Equipped Modifier}</math><br />
<br />
Where:<br />
* '''Tier''' is the familiar's tier<br />
* '''Equipped Modifier''' is either:<br />
** 2.5 if the familiar for which marks are being discovered is equipped & discovered in a non-Combat skill<br />
** 2 if the familiar is equipped & discovered in a {{Icon|Combat}} skill<br />
** 1 otherwise<br />
* '''Action Time''' is the time the action takes in seconds, which for Combat is the player's attack speed. Note that for the following skills, the value used here is fixed to the following, regardless of the actual time the action takes to complete:<br />
{{ActionTimeOverrideTable}}<br />
'''Note:''' For {{Skill|Firemaking}} the highest chance is achieved when burning the log with the highest {{Icon|Mastery}} level, rather than simply choosing the log with the lowest burn time. See below for more information.<br />
<br />
To convert the probability into the number of required actions with a certain confidence, you can use the formula:<br />
<br />
<math>\text{Number of actions with Confidence} = \left\lceil{\frac{\log\left({1-\text{Confidence Chance}}\right)}{\log\left({1-\text{Mark Chance}}\right)}}\right\rceil</math><br />
<br />
Where:<br />
* '''Mark Chance''' is the Mark Chance from above<br />
* '''Confidence Chance''' is the chance that you will have found one mark in the resulting number of actions. For example, if you want to be 50% sure you got one mark in this many actions, use .5 here. If you want to be 90% sure, use .9, etc. <br />
<br />
Here is a table for the number of actions needed for a given confidence for marks with fixed interval lengths as an example (these intervals don't change, for the other marks, or other confidence amounts, you can use the formula):<br />
<br />
{| class="wikitable" id="number_of_actions_table"<br />
|-<br />
!Skill<br />
!Summon<br />
!Tier<br />
!50% Confidence<br />
!75% Confidence<br />
!90% Confidence<br />
!95% Confidence<br />
|-<br />
| {{Skill|Smithing}} || {{ItemIcon|Salamander}} || 3 || 1305 || 2609 || 4334 || 5638<br />
|-<br />
| {{Skill|Fletching}} || {{ItemIcon|Beaver}} || 5 || 3839 || 7678 || 12752 || 16591<br />
|-<br />
| {{Skill|Crafting}} || {{ItemIcon|Monkey}} || 3 || 1344 || 2688 || 4465 || 5809<br />
|-<br />
| {{Skill|Runecrafting}} || {{ItemIcon|Crow}} || 2 || 734 || 1468 || 2437 || 3171<br />
|-<br />
| {{Skill|Herblore}} || {{ItemIcon|Bear}} || 3 || 1305 || 2609 || 4334 || 5638<br />
|-<br />
| {{Skill|Summoning}} || {{ItemIcon|Fox}} || 5 || 1029 || 2058 || 3418 || 4446<br />
|}<br />
<br />
===== Maximising Mark Discovery Chance =====<br />
The chance of acquiring marks over time for a familiar can be increased by:<br />
* Equipping tablets of that same familiar. This multiplies the chance by 2.5x for non-combat skills (excluding {{Skill|Alt. Magic}}), and double the chance for {{Icon|Combat}} skills as well as {{Skill|Alt. Magic}}<br />
* Burning the log with the highest {{Icon|Mastery}} level for {{Skill|Firemaking}}. Due to the fixed action time above varying per log, the log with the highest mastery level is the quickest relative to the base burn interval, which in turn maximises the mark chance<br />
* Minimising the action time for the following resource-consuming skills: {{Skill|Cooking}}, {{Skill|Smithing}}, {{Skill|Fletching}}, {{Skill|Crafting}}, {{Skill|Runecrafting}}, and {{Skill|Herblore}}. This improves the rate at which marks are acquired. For any other skills, changes to the action time have no impact on the rate of mark acquisition, although longer actions are usually preferable to reduce the number of tablets consumed over time<br />
* For {{Icon|Combat}} in particular:<br />
** Maximising the player's chance to hit will improve the acquisition rate as marks are only rolled on successful hits, not misses<br />
** Using weapons with [[Special Attacks|special attacks]] that make multiple attacks does not increase the chance of discovering marks, as the action time used for hits beyond the first is the time since the last hit rather than the base attack interval<br />
<br />
=== Gaining Summoning XP ===<br />
<br />
Once the player has at least one Summoning Mark, they can begin leveling Summoning. There are two ways to gain Summoning XP: Creating Summoning Tablets, and using Summoning Tablets. Note however that only tablet creation grants {{Icon|Mastery}} XP.<br />
<br />
==== Creating Summoning Tablets ====<br />
<br />
Creating Summoning Tablets is a slow process relative to other artisan skills. Each action takes 5 seconds by default and produces 25 tablets. The interval can be reduced to 4.85 seconds if the player has the Forest Trail {{Skill|Agility}} Obstacle. <br />
<br />
Further reductions in the interval are possible through the {{ItemIcon|Necromancer Robes}} set (purchased from the {{Icon|Shop}} for [[Slayer Coins]], provides 1 second interval reduction when all pieces are equipped), 5% with the {{AgilityIcon|Rune Crawl}} [[Agility]] Obstacle, 5% from the {{ConstellationIcon|Qimican}} constellation, 10% with the {{ItemIcon|Superior Summoning Skillcape}}, 10% with the {{ItemIcon|Eagle}} and {{ItemIcon|Fox}} synergy, 3% with the {{TotH}} {{AgilityIcon|Elite Pillar of Expertise}}, and 2% with {{TotH}} {{PetIcon|Harold}}. With all bonuses active, the interval can be reduced to as little as 1.25 seconds. <br />
<br />
The number of tablets created can be increased in a number of ways, including the Runic Trail {{Skill|Agility}} Obstacle, the 95% Mastery Pool Checkpoint for Summoning, the {{ItemIcon|Summoning Skillcape}}, [[Shop#Slayer|Necromancer Robes]], and [[Necromancer Potion]]s.<br />
<br />
Regardless of the number of tablets created, the same amount of XP will be earned for each action. The base amount of XP earned is equal to<br />
<br />
<math>\text{XP Gained} = 5 + 2 \times \lfloor \text{Summoning Level Required} \times 0.2 \rfloor</math><br />
<br />
For example, creating {{ItemIcon|Pig}} summoning tablets (requiring {{SkillReq|Summoning|25}}) will grant <math>5 + 2 \times \lfloor 25 \times 0.2 \rfloor = 15</math> xp.<br />
<br />
==== Using Familiars ====<br />
<br />
Summoning XP can be gained much more quickly by using the Summoning Tablets once created. XP is gained whenever a tablet charge is used. For non-combat tablets, this occurs whenever the player does an action in the relevant skill. For combat tablets, this occurs each time the familiar attack bar fills, which has a base 3 second interval. Additionally, {{ItemIcon|Occultist}} and {{ItemIcon|Witch}} Summoning Tablets will only be consumed, and provide XP, through combat, not {{Skill|Alt. Magic}}.<br />
<br />
XP gained follows a formula that is based on the level of the summon and the amount of time the action took (in seconds):<br />
<br />
<math>\text{XP Gained} = \frac{\text{Action Time} \times \text{Summoning Level Required} \times 10}{\text{Summoning Level Required} + 10} \times\text{XP Boosts}</math><br />
<br />
Where <math>\text{XP Boosts}</math> is the total amount of Global XP, Summoning Skill XP, Non-Combat Skill XP, and any additional XP modifiers that apply to Summoning.<br />
<br />
For example, when cooking with {{ItemIcon|Pig}} Summoning Tablets equipped ({{SkillReq|Summoning|25}} required), an XP Boost of 25% and an action time of 2.55 seconds, the XP earned will be <math>\frac{2.55 \times 25 \times 10}{25 + 10} \times 1.25 = 22.7625</math> xp. When tablets are used as part of a synergy, XP will be gained for each tablet used. Both tablets will use the same action time.<br />
<br />
=== Unlocking And Using Synergies ===<br />
{{Main|Reference=Synergy}}<br />
{{:Synergy}}<br />
<br />
== Summoning Marks ==<br />
Marks can be discovered by performing any action within the skill(s) that the mark relates to, as indicated by the "Discovered In" column below. More information on how to discover marks can be seen within the [[#Gathering Summoning Marks|Gathering Summoning Marks]] section.<br />
{{SummoningMarkTable}}<br />
<br />
== Summoning Tablets ==<br />
<br />
{{SummoningTabletTable}}<br />
<br />
== Synergies ==<br />
<br />
{{SummoningSynergyTable}}<br />
<br />
== Mastery Unlocks ==<br />
<br />
=== Item Mastery Unlocks ===<br />
{{MasteryUnlocks}}<br />
<br />
=== Mastery Pool Checkpoints ===<br />
{{MasteryCheckpoints}}<br />
<br />
== Skillcape ==<br />
The [[Skillcapes|skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}.<br />
{{SkillcapeInfo}}<br />
<br />
== Pet ==<br />
{{PetIcon|Tim the Wolf}} can only be unlocked whilst creating tablets, NOT whilst using them.<br />
<br />
{{PetIcon|Mark}} is acquired differently from other skill pets, and is unlocked when the player reaches the mark level of 4 in each of the base game Summoning marks.<br />
{{PetSkillInfo}}<br />
<br />
==Potion==<br />
The [[Necromancer Potion]] can be used to increase the number of Summoning Tablets created per action.<br />
{{PotionTable|Necromancer Potion}}<br />
==Skill Boosts==<br />
This table lists most sources of {{PAGENAME}}-specific modifier boosts. For a list of boosts that apply to all skills, see the [[Skill Boosts]] page. This list does not contain boosts provided from {{Icon|Mastery}} rewards.<br />
{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,decreasedSummoningShardCost,increasedSummoningCreationCharges,increasedSummoningChargePreservation,increasedCyclopsCreationCharges,increasedLeprechaunCreationCharges,disableSalamanderItemReduction,decreasedNonShardCostForEquippedTablets,increasedSalamanderCreationCharges,increasedSummoningCreationChargesForEquippedTablets,decreasedSummoningIntervalForOctopus,decreasedSummoningIntervalPercentForEquippedTablets,increasedNonCombatSkillXP,decreasedGlobalSkillIntervalPercent,increasedMasteryPoolCap|{{PAGENAME}} Boosts|false|skill={{PAGENAME}}}}<br />
[[Category:Skills]]<br />
{{Menu}}</div>BasChanahttps://wiki.melvoridle.com/index.php?title=Strength&diff=65724Strength2024-01-02T07:17:52Z<p>BasChana: removed manual version number as this page is not subject to change</p>
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<div>{{V}}<br />
<br />
[[File:Strength (skill).svg|thumb|150px|right|Strength]]<br />
<br />
'''{{PAGENAME}}''' is a {{Icon|Combat}} skill, and is used alongside {{Skill|Attack}} for [[Melee]] combat. The Strength skill increases the player's [[Combat#Max_Hit|Max Hit]] when using any Melee attack style. Max Hit determines the maximum potential damage which can be dealt on a successful attack before accounting for [[Damage Reduction]]. <br />
<br />
Strength experience can be earned by using the Slash attack style in [[combat]]. 0.4 XP is awarded per point of damage done to enemies. {{Skill|Fishing}} in the Barbarian Fishing area grants Strength experience as well, making it the only Melee skill that can be advanced outside of combat.<br />
<br />
== Skill Level Unlocks ==<br />
Increasing the {{PAGENAME}} skill increases the player's Max Hit when using any Melee attack style. The player's [[Combat#Accuracy Rating|accuracy rating]] when using the {{Skill|Strength|Slash|nolink=true}} attack style also scales with Strength level.<br />
{{SkillUnlocks|{{PAGENAME}}}}<br />
<br />
== Skillcapes ==<br />
The standard and superior [[Skillcapes|skillcapes]] for this skill can be purchased from the store for {{GP|1000000}} and {{GP|10000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}} and {{SkillReq|{{PAGENAME}}|120}}, respectively. Reaching {{SkillReq|{{PAGENAME}}|120}} requires the {{Icon|Throne of the Herald Expansion}}.<br />
{{SkillcapeInfo}}<br />
<br />
== Pet ==<br />
This skill's [[Pets|pet]] can be unlocked by performing any combat action that provides Strength XP. This pet ''cannot'' be unlocked through [[Fishing|Barbarian Fishing]].<br />
{{PetSkillInfo}}<br />
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[[Category:Skills]]<br />
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