https://wiki.melvoridle.com/api.php?action=feedcontributions&user=Perfi&feedformat=atomMelvor Idle - User contributions [en]2024-03-28T22:09:44ZUser contributionsMediaWiki 1.39.3https://wiki.melvoridle.com/index.php?title=Golbin_Raid&diff=52523Golbin Raid2022-09-17T09:56:24Z<p>Perfi: </p>
<hr />
<div>{{V|1.0.5}}<br />
{{Otheruses|the {{PAGENAME}} minigame|a guide to progressing through the minigame|{{PAGENAME}}/Guide}}<br />
<br />
The '''{{PAGENAME}}''' is the first permanent minigame added to Melvor Idle. It is intended to be a fun distraction for those who want to take a break from the grind, offering unique rewards exclusive to the minigame.<br />
<br />
The minigame is specifically designed to be fair for everyone, at any level of the game, as such there is no advantage to having high level stats or items.<br />
<br />
== How to Play ==<br />
* Defeat infinite waves of Golbins, progressing in difficulty and Combat Level each wave.<br />
* You start at Level 1 Combat Skill Levels ({{SkillReq|Hitpoints|10}}) which increases by 1 at the end of each wave.<br />
* Start with only a {{ItemIcon|Bronze Scimitar}} (or an {{ItemIcon|Adamant Scimitar}} if {{PetIcon|Jerry the Giraffe}} has been unlocked), {{ItemIcon|Bronze Arrows|qty=200}}, {{ItemIcon|Air Rune|qty=500}}, {{ItemIcon|Water Rune|qty=500}}, {{ItemIcon|Earth Rune|qty=500}}, {{ItemIcon|Fire Rune|qty=500}}, {{ItemIcon|Mind Rune|qty=500}}, and {{ItemIcon|Shrimp|qty=10}}.<br />
* At the end of each wave you can select the desired item you wish to equip, chosen at random.<br />
* Get as far as you can with the best build possible.<br />
* Visit the Raid Shop to purchase upgrades that will assist in the Raid.<br />
* Running or dying in the Raid will reward you with [[Currency#Raid Coins|Raid Coins]] based on what Wave you got up to. You cannot earn Raid Coins prior to Wave 4.<br />
* Everyone attacks twice as fast in the Raid.<br />
<br />
== Important Information ==<br />
* All Skills, including Combat, are placed into "Offline Mode" during a Raid. Once a Raid is finished, you will be rewarded with progress for the Skill.<br />
* Running out of [[Runes]] or Ammo during Combat or selecting a weapon that isn't compatible with your existing Ammo will replace your weapon with a {{ItemIcon|Bronze Scimitar}}.<br />
* {{UpgradeIcon|Auto Eat - Tier II}} is active throughout the Raid.<br />
* There are no {{Skill|Summoning}}, [[Herblore|Potions]], or passive [[Pets|Pet]] Bonuses.<br />
* No Combat XP is gained during the Raid.<br />
* You are limited to only 1 Equipment Set, and 1 Equipped Food. Choose wisely.<br />
* The Weapons and Gear you can select are gated behind Wave requirements. Check the selections screen for info.<br />
* All Runes acquired during the Raid are stored. Check the My Runes page in Combat to see what you have.<br />
* All {{Skill|Magic}} Spells are unlocked from the start.<br />
* [[Runecrafting#Combination Runes|Combination Runes]] cannot be obtained while raiding. Players should ensure that the "Use Combination Runes" option is disabled when using Magic, otherwise spell casts will fail and the player will be reverted back to their starter weapon.<br />
* [[Combat Triangle]] Modifiers for Standard &amp; Hardcore characters still apply here (Including no {{Skill|Hitpoints}} regeneration for Hardcore).<br />
* This is a safe minigame. {{Icon|Hardcore}} Characters are safe if you die.<br />
* All Golbins killed during the raid count towards unlocking the {{PetIcon|Golden Golbin}} pet.<br />
* Golbin Raids can be Paused and Resumed at any time.<br />
<br />
== Development Plan ==<br />
* Stage 1 Initial Release & Basic Game Mechanics Implemented<br />
* Stage 2 Raid Shop, Increased Variance of Enemies, & Tuning for Ranged and Magic<br />
* Stage 3 (current) Finalise Mechanics & Focus on Feedback<br />
* Stage 4 Finished Minigame<br />
<br />
== Difficulty ==<br />
You can select from three difficulties for the Golbin Raid.<br />
<br />
* '''Easy'''<br />
** Uses the Standard Mode [[Combat Triangle]]<br />
** Earn 0.5x Raid Coins<br />
** Golbins have 0.75x Hitpoints<br />
<br />
* '''Medium'''<br />
** Uses the Standard Mode [[Combat Triangle]]<br />
** Earn 1.0x Raid Coins<br />
** Golbins have 1.00x Hitpoints<br />
** You gain 1 positive modifier and 1 negative modifier at the start and every 10 waves.<br />
<br />
* '''Hard'''<br />
** Uses the {{Icon|Hardcore}}/{{Icon|Adventure}} Mode [[Combat Triangle]]<br />
** Earn 1.5x Raid Coins<br />
** Golbins have 1.25x Hitpoints<br />
** You gain 1 positive modifier and 2 negative modifiers at the start and every 10 waves.<br />
** Golbins have 1.1x Accuracy Rating, Maximum Hit and Evasion<br />
<br />
== Modifiers ==<br />
On Medium and Hard difficulties, you will select a set of modifiers at the start, and every 10 waves. A '''Positive''' modifier will globally boost your stats, or globally reduce the stats of all Golbins. A '''Negative''' modifier will do the opposite. Below is a list of all modifiers and their ranges. Modifiers will stack additively with one another.<br />
<br />
{{GolbinRaidModifiers}}<br />
<br />
== Gear Unlocks ==<br />
As you progress through the waves of the Golbin Raid, more powerful gear will be unlocked.<br />
* Wave 1-9: Gear that normally requires level 70 and under<br />
* Wave 10-19: Gear that normally requires level 84 and under<br />
* Wave 20+: All Gear available<br />
<br />
== Shop ==<br />
The {{PAGENAME}} minigame has its own shop, from which the player can purchase various upgrades in exchange for [[#Raid Coins|Raid Coins]]. All purchases made within this shop will only impact the minigame, and will have no effect on other areas of the game. <br />
{{ShopRaidTable}}<br />
<br />
=== Golbin Crate ===<br />
{{#vardefine:CratePurchLimit|{{PurchaseStat|Golbin Crate|buyLimit}}}}<br />
The Golbin Crate contains {{#var:CratePurchLimit}} items of equipment unique to raids, with one item unlocked each time the upgrade is purchased. The first purchase costs {{RC|1000}} with the cost increasing by {{RC|1000}} each time the crate is purchased, therefore purchasing the crate {{#var:CratePurchLimit}} times costs a total of {{RC|{{#expr:{{#var:CratePurchLimit}} / 2 * ({{#var:CratePurchLimit}} + 1) * 1000}}}}.<br />
<br />
The item unlocked with each purchase is random, and the same item cannot be unlocked more than once.<br />
{{GolbinRaidCrate}}<br />
== Wave Length ==<br />
<br />
The total number of Golbins within a wave is <math> \lfloor 2 + \frac{\text{wave}}{4} \rfloor </math>.<br />
<br />
== Raid Coins ==<br />
The number of Raid Coins earned increases with the number of cleared waves. The amount of coins earned for a raid is given by:<br />
<math>\text{Raid Coins} =<br />
\begin{cases}<br />
\text{difficulty} \times 3.6 \times \text{wave} \times \left \lfloor 2 + \frac{\text{wave}}{4} \right \rfloor \times \left \lfloor 1 + \frac{\text{wave}}{15} \right \rfloor & \text{if wave} \ge 3 \\<br />
0 & \text{if wave} \le 2<br />
\end{cases}<br />
</math><br />
<br />
Where:<br />
* <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions floor function]<br />
* <math>\text{difficulty}</math> is:<br />
** 0.5 on Easy<br />
** 1 on Normal<br />
** 1.5 on Hard<br />
* <math>\text{wave}</math> is the number of waves cleared<br />
<br />
{| class="wikitable"<br />
|-<br />
! rowspan="2" | Waves Cleared !! scope="col" colspan="3" | Difficulty<br />
|-<br />
! Easy !! Normal !! Hard<br />
|-<br />
| style="text-align:right;" | 5 || style="text-align:right;" | {{formatnum:27}} || style="text-align:right;" | {{formatnum:54}} || style="text-align:right;" | {{formatnum:81}} <br />
|-<br />
| style="text-align:right;" | 10 || style="text-align:right;" | {{formatnum:72}} || style="text-align:right;" | {{formatnum:144}} || style="text-align:right;" | {{formatnum:216}} <br />
|-<br />
| style="text-align:right;" | 15 || style="text-align:right;" | {{formatnum:270}} || style="text-align:right;" | {{formatnum:540}} || style="text-align:right;" | {{formatnum:810}} <br />
|-<br />
| style="text-align:right;" | 20 || style="text-align:right;" | {{formatnum:504}} || style="text-align:right;" | {{formatnum:1008}} || style="text-align:right;" | {{formatnum:1512}} <br />
|-<br />
| style="text-align:right;" | 30 || style="text-align:right;" | {{formatnum:1458}} || style="text-align:right;" | {{formatnum:2916}} || style="text-align:right;" | {{formatnum:4374}} <br />
|-<br />
| style="text-align:right;" | 40 || style="text-align:right;" | {{formatnum:2592}} || style="text-align:right;" | {{formatnum:5184}} || style="text-align:right;" | {{formatnum:7776}} <br />
|-<br />
| style="text-align:right;" | 50 || style="text-align:right;" | {{formatnum:5040}} || style="text-align:right;" | {{formatnum:10080}} || style="text-align:right;" | {{formatnum:15120}} <br />
|-<br />
| style="text-align:right;" | 75 || style="text-align:right;" | {{formatnum:16200}} || style="text-align:right;" | {{formatnum:32400}} || style="text-align:right;" | {{formatnum:48600}} <br />
|-<br />
| style="text-align:right;" | 100 || style="text-align:right;" | {{formatnum:34020}} || style="text-align:right;" | {{formatnum:68040}} || style="text-align:right;" | {{formatnum:102060}} <br />
|-<br />
| style="text-align:right;" | 125 || style="text-align:right;" | {{formatnum:66825}} || style="text-align:right;" | {{formatnum:133650}} || style="text-align:right;" | {{formatnum:200475}} <br />
|-<br />
| style="text-align:right;" | 150 || style="text-align:right;" | {{formatnum:115830}} || style="text-align:right;" | {{formatnum:231660}} || style="text-align:right;" | {{formatnum:347490}} <br />
|-<br />
| style="text-align:right;" | 175 || style="text-align:right;" | {{formatnum:170100}} || style="text-align:right;" | {{formatnum:340200}} || style="text-align:right;" | {{formatnum:510300}} <br />
|-<br />
| style="text-align:right;" | 200 || style="text-align:right;" | {{formatnum:262080}} || style="text-align:right;" | {{formatnum:524160}} || style="text-align:right;" | {{formatnum:786240}} <br />
|}<br />
<br />
The cost of skipping waves also increases with the number of waves, where the cost of skipping wave number <math>\text{wave}</math> is given by:<br />
<math>\text{Skip Cost} = \left \lfloor 100 \times \text{wave} \times \left ( 1 - \text{Skip Cost Reduction} \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 />
Where <math>\text{Skip Cost Reduction}</math> is 0.01 multiplied by the number of times the "Reduce Wave Skip Cost" upgrade has been purchased, up to a maximum of 0.5.<br />
<br />
== Ammo ==<br />
If Ammo is chosen during the selection phase, two random options will be offered alongside an option to increase your existing ammo. The quantity of Ammo offered increases with the number of cleared waves, can be increased by purchasing the Ammo Gatherer upgrade within the raid shop, and is a random amount between <math>1</math> and the maximum quantity:<br />
<br />
<math>\text{Ammo Max} = 25 \times \text{wave} \times \left ( 1 + \text{Raid Shop Multiplier} \right )</math><br />
<br />
Where <math>\text{Raid Shop Multiplier}</math> has an initial value of 0, increasing by 0.05 for each time the Ammo Gatherer upgrade has been purchased.<br />
<br />
== Runes ==<br />
If Runes is chosen during the selection phase, two random options will be offered, and an option to increase your existing runes. The quantity of Runes offered increases with the number of cleared waves, can be increased by purchasing the Rune Pouch upgrade within the raid shop, and is a random amount between <math>10</math> and the maximum quantity:<br />
<br />
<math>\text{Runes Max} = 25 \times \text{wave} \times \left ( 1 + \text{Raid Shop Multiplier} \right ) + 9</math><br />
<br />
Where <math>\text{Raid Shop Multiplier}</math> has an initial value of 0, increasing by 0.05 for each time the Rune Pouch upgrade has been purchased.<br />
<br />
== Food ==<br />
If Food is chosen during the selection phase, three random options will be offered. The quantity of Food offered increases with the number of cleared waves, can be increased by purchasing the Food Bonus upgrade within the raid shop, and is a random amount between <math>\text{wave} + \text{Raid Shop Bonus}</math> and the maximum quantity:<br />
<br />
<math>\text{Food Max} = 12 \times \text{wave} + \text{Raid Shop Bonus} - 1</math><br />
<br />
Where <math>\text{Raid Shop Bonus}</math> has an initial value of 0, increasing by 5 for each time the Food Bonus upgrade has been purchased.<br />
<br />
{{Menu}}</div>Perfihttps://wiki.melvoridle.com/index.php?title=Green_Dragon&diff=52504Green Dragon2022-09-13T09:43:34Z<p>Perfi: Add note on Icicle Volley</p>
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<div>{{V}}{{MonsterBox}}<br />
These are often killed for {{ItemIcon|Dragon Bones}}. Note that their HP of 750 is just barely under the total damage done by [[Icicle Volley]] (850), making the spell highly efficient against them.<br />
==Combat==<br />
{{MonsterStats}}<br />
==Drops==<br />
{{MonsterDrops}}[[Category:Monsters]]{{CombatNav}}{{Menu}}</div>Perfihttps://wiki.melvoridle.com/index.php?title=Magic_Assistance_Potion&diff=52482Magic Assistance Potion2022-09-04T10:23:42Z<p>Perfi: link to Dragons Den dungeon</p>
<hr />
<div>{{V}}<br />
The '''{{PAGENAME}}''' is a potion that can be made with {{Skill|Herblore}}. It increases the player's [[Combat#Magic Accuracy Rating|Magic Accuracy Rating]] and [[Combat#Magic Evasion Rating|Magic Evasion Rating]], while also helping the player ignore [[Burn]] and [[Frostburn]] effects. The combination makes the potion effective against Dragons in general, as well as the [[Dragons Den]] and [[Frozen Cove]] dungeons. <br />
<br />
==Creation==<br />
{{CreationTable|{{PAGENAME}} I}}<br />
<br />
==Tiers==<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 />
{{PotionTable}}<br />
{{PotionNav}}<br />
{{Menu}}<br />
[[Category:Potion]]</div>Perfihttps://wiki.melvoridle.com/index.php?title=Magic_Assistance_Potion&diff=52481Magic Assistance Potion2022-09-04T10:17:57Z<p>Perfi: Add notes on defensive effects of the potion</p>
<hr />
<div>{{V}}<br />
The '''{{PAGENAME}}''' is a potion that can be made with {{Skill|Herblore}}. It increases the player's [[Combat#Magic Accuracy Rating|Magic Accuracy Rating]] and [[Combat#Magic Evasion Rating|Magic Evasion Rating]], while also helping the player ignore [[Burn]] and [[Frostburn]] effects. The combination makes the potion effective against Dragons and in the [[Frozen Cove]] dungeon. <br />
<br />
==Creation==<br />
{{CreationTable|{{PAGENAME}} I}}<br />
<br />
==Tiers==<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 />
{{PotionTable}}<br />
{{PotionNav}}<br />
{{Menu}}<br />
[[Category:Potion]]</div>Perfihttps://wiki.melvoridle.com/index.php?title=Mastery&diff=52403Mastery2022-08-20T08:28:56Z<p>Perfi: /* Earning Mastery XP */ Listed out skills where mastery per action depends on interval time, because there's not even that many of them</p>
<hr />
<div>{{V|1.0.3}}<br />
[[File:Mastery.svg|thumb|right|Mastery]]<br />
'''Mastery''' is a secondary system of levels tied to individual items within a skill. Each item in a non-combat skill (with the exception of {{Skill|Alt. Magic}} spells) has a level associated with it.<br />
<br />
The bonuses unlocked by leveling Mastery depend on the specific skill the Mastery is associated with. To see a full list of bonuses for a given skill, check the in-game Mastery guide page for that skill or visit the wiki page for that skill.<br />
<br />
==Earning Mastery XP==<br />
<br />
Each time a player completes an action with an associated Mastery Level, they will receive Mastery XP for that item. The XP per action calculation is:<br />
<br />
<math>\Biggl \lfloor \biggl[ \Bigl( \text{Unlocked Milestones} \times \frac{\text{Player Total Mastery for Skill}}{\text{Total Mastery for Skill}} \Bigr) + \Bigl( \text{Item Mastery Level} \times \frac{\text{Total Items in Skill}}{10} \Bigr) \biggr] \times \text{Seconds Per Action} \times 0.5 \times \left ( 1 + \text{Bonus} \right ) \Biggr \rfloor</math><br />
<br />
Where:<br />
* '''Unlocked Milestones''' is the number of milestones the player has unlocked for the relevant skill. These can be seen in game with a level number highlighted in green when viewing milestones from the [[Settings#Minibar_Settings|skilling minibar]] or skills section of the completion log. This number includes "Skill Mastery" if the player is skill level 99<br />
* '''Player Total Mastery for Skill''' and '''Total Mastery for Skill''' are both numbers shown on each skill tile within the mastery section of the completion log<br />
* '''Item Mastery Level''' is the mastery level of the item/action currently being crafted/performed<br />
* '''Total Items in Skill''' is the number of items/actions within the relevant skill, and can also be expressed as <math>\tfrac{\text{Total Mastery for Skill}}{99}</math><br />
* '''Seconds per Action''' for gathering skills ({{Skill|Woodcutting}}, {{Skill|Mining}}, {{Skill|Agility}}, {{Skill|Thieving}}, {{Skill|Fishing}} and {{Skill|Astrology}}) is the number of seconds taken to complete the action. For other skills, please see below<br />
* '''Bonus''' is the percentage increase to experience gained. All available bonuses are detailed within the [[#Bonuses|Bonuses]] section below<br />
<br />
For the following skills, '''Seconds per Action''' is replaced with the following values, being near or equal to the lowest possible seconds per action after applying all available interval reduction bonuses:<br />
{{ActionTimeOverrideTable}}<br />
<br />
In other words, there are two main factors that are added together to determine the XP per action:<br />
* The first is based on how many total Mastery levels the player has in the skill. Each item in a skill adds up to +1 to this factor depending on its current Mastery level.<br />
* The second is based on the Mastery level of the specific item gaining XP multiplied by one tenth of the total number of items in the skill.<br />
<br />
After both of these factors are added together, they are multiplied by half of the time per action as measured in seconds.<br />
<br />
There are two important takeaways from this:<br />
# Mastery XP per action increases substantially as Mastery level in an item increases.<br />
# Mastery XP is gained much more quickly for skills with a lot of items (such as {{Skill|Smithing}}) than it is for skills with only a few (such as {{Skill|Woodcutting}}).<br />
<br />
===Bonuses===<br />
<br />
Aside from increasing the factors mentioned in the formula above, there are several ways to increase the Mastery XP gained:<br />
<br />
{| class="wikitable"<br />
|-<br />
! style="width:180px" | Name<br />
!Description<br />
|-<br />
| {{ItemIcon|Ancient Ring of Mastery}} || The Ancient Ring of Mastery is a rare drop that can be found while {{Skill|Fishing}}. It increases Mastery XP gained by 7%.<br />
|-<br />
| {{Skill|Firemaking}} || Each Firemaking item at level 99 Mastery grants +0.25% Mastery XP to other skills. In addition, reaching the 95% Mastery Pool Checkpoint for Firemaking increases global Mastery XP by +5%.<br />
|-<br />
| {{PetIcon|Ty}} || Once acquired, the Mastery pet provides a +3% Mastery XP bonus.<br />
|-<br />
| Mastery Pool Checkpoints || The 10% Mastery Pool checkpoint for each skill (except {{Skill|Thieving}}) is a +5% bonus to Mastery XP gained for that skill.<br />
|-<br />
| {{Skill|Agility}} Obstacles || Several Agility Obstacles provide bonuses to Mastery XP for one or more skills. However, others will reduce the amount of Mastery XP earned, so players focused on levelling Mastery should make sure their Agility course isn't slowing them down.<br />
|-<br />
| {{Skill|Astrology}} Modifiers || Astrology can give you a buff of 1-5% Mastery XP for a skill, with the potential to have 3 mastery modifiers on one skill. This makes the maximum potential +15% Mastery XP for a skill, although the chance is extremely low for a single +5%<br />
|}<br />
<br />
==The Mastery Pool==<br />
<br />
Whenever the player gains Mastery XP, 25% of the amount received is also added to the Mastery Pool for that skill. After Skill level 99, this is increased to 50% of the item Mastery XP. The maximum Mastery Pool XP for a given skill is equal to 500,000 multiplied by the total number of items in that skill.<br />
<br />
Mastery XP Pool has two uses: <br />
<br />
First, it can be spent to level up any item mastery for a skill. Mastery Pool XP spent this way is converted to item mastery XP at a 1:1 rate.<br />
<br />
Second, Checkpoints are reached when the Mastery Pool reaches 10%, 25%, 50%, and 95% filled. These bonuses vary by skill, but are often quite powerful. Checkpoints only remain active as long as the Mastery Pool has enough XP in it to meet the requirement - If enough Mastery Pool XP is spent on levelling items to dip below the threshold for a given checkpoint, the bonus will be lost until enough XP is gained to reach it again.<br />
<br />
[[Mastery tokens]] can be claimed from either the [[bank]] or the spend mastery XP interface, doing so fills the Mastery Pool for the relevant skill by 0.1% of the maximum pool XP.<br />
<br />
==Mastery Level XP==<br />
Mastery Experience follows the same XP progression as skills do.<br />
<br />
{{:Experience Table}}<br />
{{Menu}}</div>Perfihttps://wiki.melvoridle.com/index.php?title=Crafting/Training&diff=52400Crafting/Training2022-08-18T10:38:58Z<p>Perfi: /* Level 77-99 */ add formula for red d-hide breakeven with</p>
<hr />
<div>{{Otheruses|training the Crafting skill|the skill itself|Crafting}}<br />
{{V|1.0.3}}<br />
<br />
==Training==<br />
===Acquiring Materials===<br />
Although it is possible to receive {{ItemIcon|Leather}} and {{ItemIcon|Green Dragonhide|Dragonhides}} from fighting various [[Monsters]], it is much faster to buy them from the [[Shop]]. {{ItemIcon|Leather}} can be purchased directly from the shop for {{GP|100}} per piece, and {{ItemIcon|Green Dragonhide|Dragonhides}} can be purchased for an amount of GP and {{ItemIcon|Leather}} depending on the tier. This guide will assume you are purchasing all materials from the store as gathering them via combat will take substantially longer than it would to make the money through other means.<br />
<br />
===Level 1-57===<br />
From {{SkillReq|Crafting|1}} to {{SkillReq|Crafting|57}}, players should make the best {{ItemIcon|Leather}} item they can. Jewelry materials cannot be feasibly acquired in large enough quantities to offer a real alternative, although players who already have {{ItemIcon|Gold Bar|Gold Bars}} and gems on hand may choose to mix them in to speed things up slightly. Once you reach {{SkillReq|Crafting|18}}, you should craft {{ItemIcon|Leather Chaps}} all the way until {{SkillReq|Crafting|57}}. This is the most efficient craft per {{ItemIcon|Leather}}. If you have an abundance of GP or {{ItemIcon|Leather}}, then just continue making the highest level item until {{SkillReq|Crafting|57}}.<br />
<br />
===Level 57-71===<br />
From {{SkillReq|Crafting|57}} to {{SkillReq|Crafting|71}}, items made out of {{ItemIcon|Green Dragonhide}} are the most efficient XP/level. Since {{ItemIcon|Green Dragonhide}} can effectively be purchased from the shop for {{GP|200}} per piece and items made from {{ItemIcon|Green Dragonhide}} sell for an amount equal to {{GP|200}} per piece of dragonhide required, making {{ItemIcon|Green Dragonhide}} items is cost neutral as a baseline and will actually turn a small profit thanks to materials saved by the {{Icon|Mastery}} <br />
effect.<br />
<br />
===Level 71-77===<br />
After reaching {{SkillReq|Crafting|71}}, players will be able to craft {{ItemIcon|Blue D-hide Body|Blue D-hide bodies}}.<br />
<br />
While the cost of hides required for each body is greater than the sale price of the body its self, break-even may still be achieved through the use of resource preservation and item doubling bonuses. Assuming no chance to double applies, the break-even point may be reached with a preservation bonus of at least 15% - this can be achieved with a combination of [[Crafting#Item Mastery Unlocks|item mastery bonuses]] (+0.2% per level) and other global [[Skill Boosts]].<br />
<br />
Taking advantage of [[Crafting#Skill Boosts|Crafting specific]] and [[Skill Boosts|global]] doubling bonuses will lower the amount of preservation required to reach the break-even point.<br />
<br />
===Level 77-99===<br />
From {{SkillReq|Crafting|77}} onwards, the player can create {{ItemIcon|Red D-hide Body|Red D-hide Bodies}} for a higher XP rate than the previous bodies provide. These bodies require a preservation bonus of at least 28% to avoid making a loss (assuming no chance to double applies).<br />
<br />
The exact minimal preservation bonus (in percent), taking into account doubling (<math>D</math> in percent), can be expressed as <math>\frac{300 - 8D}{11}</math>.<br />
<br />
{{ItemIcon|Black Dragonhide}} cannot be bought at the store and is difficult to obtain in sufficient quantities for training Crafting, which is why {{ItemIcon|Red D-hide Body|Red D-hide Bodies}} are preferable all the way to 99.<br />
<br />
==Boosters==<br />
===XP===<br />
The following things can be used to increase the amount of Crafting XP received.<br />
{{ModifierTable|increasedGlobalSkillXP,increasedSkillXP|XP Boost|false|skill=Crafting}}<br />
<br />
===Action Time===<br />
The following things can be used to reduce the amount of time per action in Crafting.<br />
{{ModifierTable|decreasedSkillIntervalPercent,decreasedSkillInterval|Action Interval|false|skill=Crafting}}<br />
<br />
{{SkillGuideMenu}}<br />
{{Menu}}<br />
[[Category:Guides]]<br />
[[Category:Skill Training]]</div>Perfihttps://wiki.melvoridle.com/index.php?title=Crafting/Training&diff=52399Crafting/Training2022-08-18T10:31:57Z<p>Perfi: Add note on black d-hide</p>
<hr />
<div>{{Otheruses|training the Crafting skill|the skill itself|Crafting}}<br />
{{V|1.0.3}}<br />
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==Training==<br />
===Acquiring Materials===<br />
Although it is possible to receive {{ItemIcon|Leather}} and {{ItemIcon|Green Dragonhide|Dragonhides}} from fighting various [[Monsters]], it is much faster to buy them from the [[Shop]]. {{ItemIcon|Leather}} can be purchased directly from the shop for {{GP|100}} per piece, and {{ItemIcon|Green Dragonhide|Dragonhides}} can be purchased for an amount of GP and {{ItemIcon|Leather}} depending on the tier. This guide will assume you are purchasing all materials from the store as gathering them via combat will take substantially longer than it would to make the money through other means.<br />
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===Level 1-57===<br />
From {{SkillReq|Crafting|1}} to {{SkillReq|Crafting|57}}, players should make the best {{ItemIcon|Leather}} item they can. Jewelry materials cannot be feasibly acquired in large enough quantities to offer a real alternative, although players who already have {{ItemIcon|Gold Bar|Gold Bars}} and gems on hand may choose to mix them in to speed things up slightly. Once you reach {{SkillReq|Crafting|18}}, you should craft {{ItemIcon|Leather Chaps}} all the way until {{SkillReq|Crafting|57}}. This is the most efficient craft per {{ItemIcon|Leather}}. If you have an abundance of GP or {{ItemIcon|Leather}}, then just continue making the highest level item until {{SkillReq|Crafting|57}}.<br />
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===Level 57-71===<br />
From {{SkillReq|Crafting|57}} to {{SkillReq|Crafting|71}}, items made out of {{ItemIcon|Green Dragonhide}} are the most efficient XP/level. Since {{ItemIcon|Green Dragonhide}} can effectively be purchased from the shop for {{GP|200}} per piece and items made from {{ItemIcon|Green Dragonhide}} sell for an amount equal to {{GP|200}} per piece of dragonhide required, making {{ItemIcon|Green Dragonhide}} items is cost neutral as a baseline and will actually turn a small profit thanks to materials saved by the {{Icon|Mastery}} <br />
effect.<br />
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===Level 71-77===<br />
After reaching {{SkillReq|Crafting|71}}, players will be able to craft {{ItemIcon|Blue D-hide Body|Blue D-hide bodies}}.<br />
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While the cost of hides required for each body is greater than the sale price of the body its self, break-even may still be achieved through the use of resource preservation and item doubling bonuses. Assuming no chance to double applies, the break-even point may be reached with a preservation bonus of at least 15% - this can be achieved with a combination of [[Crafting#Item Mastery Unlocks|item mastery bonuses]] (+0.2% per level) and other global [[Skill Boosts]].<br />
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Taking advantage of [[Crafting#Skill Boosts|Crafting specific]] and [[Skill Boosts|global]] doubling bonuses will lower the amount of preservation required to reach the break-even point.<br />
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===Level 77-99===<br />
From {{SkillReq|Crafting|77}} onwards, the player can create {{ItemIcon|Red D-hide Body|Red D-hide Bodies}} for a higher XP rate than the previous bodies provide. These bodies require a preservation bonus of at least 28% to avoid making a loss (assuming no chance to double applies).<br />
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{{ItemIcon|Black Dragonhide}} cannot be bought at the store and is difficult to obtain in sufficient quantities for training Crafting, which is why {{ItemIcon|Red D-hide Body|Red D-hide Bodies}} are preferable all the way to 99.<br />
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==Boosters==<br />
===XP===<br />
The following things can be used to increase the amount of Crafting XP received.<br />
{{ModifierTable|increasedGlobalSkillXP,increasedSkillXP|XP Boost|false|skill=Crafting}}<br />
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===Action Time===<br />
The following things can be used to reduce the amount of time per action in Crafting.<br />
{{ModifierTable|decreasedSkillIntervalPercent,decreasedSkillInterval|Action Interval|false|skill=Crafting}}<br />
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{{SkillGuideMenu}}<br />
{{Menu}}<br />
[[Category:Guides]]<br />
[[Category:Skill Training]]</div>Perfihttps://wiki.melvoridle.com/index.php?title=Thieving/Training&diff=52395Thieving/Training2022-08-11T07:58:44Z<p>Perfi: Extended the guide a little</p>
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<div>{{V|1.0.5}}<br />
{{Otheruses|training the Thieving skill|the skill itself|Thieving}}<br />
<br />
== Training ==<br />
Leveling is largely done by swapping to the highest experience per action enemy to gain levels quickly, as long as the success chance remains fairly high. [https://docs.google.com/spreadsheets/d/1iRPDZznC5HizeWyyADt7bymFMWxN_jzFP1dGl8Xa4P4/edit#gid=0 This spreadsheet] can be used to calculate your XP per hour on individual targets, as well as GP per hour. Make a copy of the document and fill in your own details. Note that in the later stages, the {{Icon|type=thieving|Lumberjack}} and especially {{Icon|type=thieving|Acolyte}} have lower Perception than other targets in their level range, thus being good options for efficient XP gain. While the same is true for the {{Icon|type=thieving|Squire}}, the player is unlikely to have much use for their drops, and it is preferable not to split the mastery levels.<br />
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It is worth considering spending extra time pickpocketing the {{Icon|type=thieving|Golbin Chief}} for the {{ItemIcon|Golbin Mask}}, and {{Icon|type=thieving|Bandit Thug}} for the {{ItemIcon|Thiever's Cape}} to increase XP rates as well as success chance. {{Icon|type=thieving|Farmer}} is also worth pickpocketing even after higher XP targets are available. This gives the player a large base of seeds to use with {{Skill|Farming}}, especially {{ItemIcon|Strawberry Seeds}} for the {{ItemIcon|Gentle Hands Potion}}.<br />
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If the player's {{Skill|Prayer}} is high enough, {{PrayerIcon|Protect Item}} and {{PrayerIcon|Safeguard}} /{{PrayerIcon|Stone Skin}} can be used without costing any prayer points.<br />
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==Boosters==<br />
===XP===<br />
{{ModifierTable|increasedGlobalSkillXP,increasedSkillXP|XP Boost|false|skill=Thieving}}<br />
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===GP===<br />
{{ModifierTable|increasedGPGlobal,increasedGPFromThieving|GP Boost|false|skill=Thieving}}<br />
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===Action Time===<br />
{{ModifierTable|decreasedSkillIntervalPercent,decreasedSkillInterval|Action Interval|false|skill=Thieving}}<br />
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===Stealth===<br />
Because of the unique Stealth and Perception mechanics (please see [[Thieving|the main page]] for more details), it is useful to increase your Stealth as much as possible in order to maximise your success chance.<br />
{{ModifierTable|increasedThievingStealth|Stealth|false|skill=Thieving}}<br />
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===Food===<br />
Food is highly recommended for anything with a less than 100% success rate. Higher {{Skill|Hitpoints}} will allow you to go without food for longer, and damage reduction Armor will allow you to eat less food. {{ItemIcon|Thieving Gloves}} or {{ItemIcon|Gloves of Silence}} will be helpful if you can afford them, but are not necessary.<br />
{{UpgradeIcon|Auto Eat}} is useful for idling, but if the enemy's Max Hit is higher than your Auto-Eat threshold, it is still possible to die. Your current Auto-Eat threshold can be found by hovering over the Auto-Eat icon. To reduce the target's Max Hit, wear equipment that provides [[Damage Reduction]].<br />
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{{SkillGuideMenu}}<br />
{{Menu}}<br />
[[Category:Guides]]<br />
[[Category:Skill Training]]</div>Perfi