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{{RequiresAoD}}
{{RequiresAoD}}
{{StrategyGuide|This guide is meant for single clears and to enable idling with as low as possible requirements. Not to be the most effective method. Information on equipment, mechanics and strategies are on this page.}}
{{V|1.2.2}}
{{V|1.2.2}}
{{Otheruses|the suggested way to complete Golem Territory|the dungeon itself|Golem Territory}}
==Basic Guide==


This is a [[Barrier]] dungeon introduced with the {{AoD}}[[Atlas of Discovery Expansion]], there is a general guide to this dungeon and a more in-depth look into [[Barrier]] combat in general in [[Barrier/Guide|this guide]]. This page will go deeper into combat options, including when {{TotH}}[[Throne of the Herald Expansion]] is owned and already completed.<br>
This is a [[Barrier]] dungeon introduced with the {{AoD}}[[Atlas of Discovery Expansion]], there is a general guide to this dungeon and a more in-depth look into [[Barrier]] combat in general in [[Barrier/Guide|this guide]]. This page will go deeper into combat options, including when {{TotH}}[[Throne of the Herald Expansion]] is owned and already completed.<br>
This guide is not meant for optimal kills per hour but instead focuses on easily obtainable ways ranging from just passed God Dungeons to having beaten {{ZoneIcon|Throne of the Herald}} to clear the dungeon effectively.
This guide is not meant for optimal kills per hour but instead focuses on easily obtainable ways ranging from just passed God Dungeons to having beaten {{ZoneIcon|Throne of the Herald}} to clear the dungeon effectively.
[[Barrier]] combat adds a new "health" bar known as a Barrier to the monsters. This barrier can only be damaged by familiars (and 2 Barrier gems which do 10-15 damage per hit you do to the barrier, which are generally not worth using apart from a very niche case). {{AoD}}Atlas of Discovery added items which increase the barrier damage done by familiars by a flat amount/percentage increases. <br>
Once the barrier is taken down/depleted (the light-blue bar above the health bar) you can damage the health of the monster and kill it. <br>
Barrier combat is generally slower than normal combat due to the fact familiars have a 3.0 second attack interval. This can be reduced by 10% from 3 items ({{ItemIcon|Summoner's Defender}}, {{ItemIcon|Knight's Summoning Defender}}, {{ItemIcon|Summoner's Blessed Ring}}) and 1 consumable ({{ItemIcon|Summoner's Blessing}} which can be purchased in the shop for {{GP|100}} and 10 {{ItemIcon|Museum Token}} each), 1 is consumed per familiar attack.


'''Requirements''':
'''Requirements''':
Line 13: Line 19:
For this dungeon, we still do not require any specific (B) armour. Use familiars to take down the barrier. Make sure whatever equipment you are wearing doesn't result in death, and whatever weapon you are using should once again provide the highest hit-chance that you can find. Melee again works fine for this dungeon, as it doesn't consume runes or ammunition.
For this dungeon, we still do not require any specific (B) armour. Use familiars to take down the barrier. Make sure whatever equipment you are wearing doesn't result in death, and whatever weapon you are using should once again provide the highest hit-chance that you can find. Melee again works fine for this dungeon, as it doesn't consume runes or ammunition.


It is recommended you run this dungeon until you have obtained 11 {{ItemIcon|Draining Barrier Gem}} to upgrade your gloves into {{ItemIcon|Barrier Draining Gloves}} and have 1 spare to use in your [[Equipment]] setup. The Township Task associated with this dungeon will also provide 3 gems.
(B) Armour does boost the damage done to Barrier monsters, the time spent upgrading sub-optimal items to (B) is generally not worth the time and effort required to farm the materials. It is also not required to get decent kill speeds on the first few dungeons. If you're going for 100% Completion it is recommended you farm out the optimal gear before you start collecting items and returned for any missed items at a later stage.
 
It is recommended you run this dungeon until you have obtained 11 {{ItemIcon|Draining Barrier Gem}} to upgrade your gloves into {{ItemIcon|Barrier Draining Gloves}} and have 1 spare to use in your [[Equipment]] setup. The [[Township/Tasks#Altas of Discovery|Township Task]] associated with this dungeon will also provide 3 gems.


All other items/loot received from this dungeon can be ignored. It is strongly recommended you do not use the familiar weapons. Unless the player is using very inaccurate and/or low level weapons, these will result in significantly lower clears per hour.
All other items/loot received from this dungeon can be ignored. It is strongly recommended you do not use the familiar weapons. Unless the player is using very inaccurate and/or low level weapons, these will result in significantly lower clears per hour.


=Standard Guide=
==Entry==
===Equipment===
* Prayers: {{Icon|Battleborn|type=prayer}} and {{Icon|Battleheart|type=prayer}}
* Potion: {{ItemIcon|Penetration Potion IV}}, {{ItemIcon|Critical Strike Potion IV}}, {{ItemIcon|Diamond Luck Potion IV}}
* Point of Interest: {{POIIcon|Dark Waters}}


{{Equipment/Recommended
{{Equipment/Recommended
Line 47: Line 62:
|gem1 = Sapping Barrier Gem
|gem1 = Sapping Barrier Gem
|gem2 = Barrier Touch Gem
|gem2 = Barrier Touch Gem
|familiar11 = Spider
|familiar11 = !{{Synergy|Spider|Spectre}}
|familiar12 = Tortoise
|familiar12 = !{{Synergy|Tortoise|Dragon}}
|familiar13 = Occultist
|familiar13 = !{{Synergy|Occultist|Minotaur}}
|familiar21 = Spectre
|familiar22 = Dragon
|familiar23 = Minotaur
}}
}}


Prayers: {{Icon|Battleborn|type=prayer}} and {{Icon|Battleheart|type=prayer}}
Potion: {{ItemIcon|Penetration Potion IV}}, {{ItemIcon|Critical Strike Potion IV}}, {{ItemIcon|Diamond Luck Potion IV}}
Point of Interest: {{POIIcon|Dark Waters}}


===Agility===
Agility obstacles aren't required, this is purely an indication how you can get the most out of your Agility if you have it. Follow it untill where you have it.
Agility obstacles aren't required, this is purely an indication how you can get the most out of your Agility if you have it. Follow it untill where you have it.


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|gpCostReduction = 0
|gpCostReduction = 0
|scCostReduction = 0
|scCostReduction = 0
|showcosts = false
|showrequirements = false
|itemCostReduction = 0
|itemCostReduction = 0
}}
}}


[[Category:Dungeons]]
 
[[Category:Guides]]
==Endgame Setup==
<br/>
===Equipment===
* Potion: {{ItemIcon|Penetration Potion IV}} <br>
* Point of Interest: {{POIIcon|Dark Waters}} <br>
* Prayers: {{PrayerIcon|Battleheart}} & {{PrayerIcon|Battleborn}}
 
{{Equipment/Recommended
|style =
|helm1 = Ragnar God Helmet (B)
|body1 = Ragnar God Platebody (B)
|legs1 = Ragnar God Platelegs (B)
|boots1 = Ragnar God Boots (B)
|gloves1 = (B) Ancient D-hide Vambraces
|cape1 = Maximum Skillcape
|neck1 = Adaptive Summoning Amulet
|ring1 = Summoner's Blessed Ring
|gem1 = Devouring Barrier Gem
|weapon1 = Agile Wings Rapier
|shield1 = Summoner's Defender
|passive1 = Knight's Summoning Defender
|consumable1 = Monster Hunter Scroll
|familiar11 = !{{Synergy|Spider|Spectre}}
}}
 
===Agility===
{{AgilityCourseTable
|Cargo Net
|Monkey Bars
|Pipe Climb
|Cave Climb
|Cliff Balance
|Lake Swim
|Boulder Trap
|Spike Jump
|Ice Jump
|Ocean Rafting
|Frozen Maze
|Boulder Balance
|Balance Trap
|Freezing Climb
|Waterfall Crossing
|Pillar of Combat
|Elite Pillar of Expertise
|showtotals = false
|showcosts = false
|showrequirements = false
}}
 
=Ancient Relics Guide=
 
The major gimmick with [[Barrier]] content is using {{Skill|Summoning}} familiars. Given the nature of [[Ancient Relics]] and the random unlocking of skills, it can be quite challenging to do these [[Barrier]] Dungeons. <br>
The [[Barrier]] Guides will assume a "reasonable" level of {{Skill|Summoning}} but will also provide the lowest {{Skill|Summoning}} familiars that will achieve the job.
 
Contrary to what the guides for Standard Mode will suggest, the [[Ancient Relics]] guide is aimed at first clears for the dungeons. <br>
It is advised to do the major [[Barrier]] grinding either around {{ZoneIcon|Impending Darkness Event}} if you want {{ItemIcon|Eradicating Gloves (m)}} while also going for {{ItemIcon|Engulfing Vortex Longbow}}, otherwise it's advised to wait until you have the Necromancer set from {{ZoneIcon|Necromancers Palace}}. <br>
 
 
There is some information that can be useful in the Standard Sections of the Guides, however any suggestions of Gear or Items you should obtain from the [[Dungeons]] can be ignored unless stated otherwise in the [[Ancient Relics]] sections of the Guides.
 
On top of no [[Pets]], {{Skill|Astrology}} or [[Potions]] this guide will also assume no [[Relics]]. <br>
 
This Dungeon can be done completely [[Idle]]. Manual Eating will not be needed.
 
==Melee==
 
The provided setup will take roughly 30 minutes to clear the dungeon. <br>
And will use roughly {{ItemIcon|Lobster|qty=290}}. <br>
 
===Gear===
 
Using a lower Synergy than {{Synergy|Occultist|Minotaur}} is highly discouraged, the clear times will increase to between 3 and 12 hours if using Lower Level {{Skill|Summoning}} Familiars. <br>
Going higher is also not recommended unless {{Synergy|Cyclops|Yak}} is used, which is only marginally better.
 
* Prayers: {{PrayerIcon|Improved Reflexes}} & {{PrayerIcon|Incredible Reflexes}}
 
{{Equipment/Recommended
|style = Melee
|helm1 = (G) Adamant Helmet
|body1 = (G) Adamant Platebody
|legs1 = (G) Adamant Platelegs
|boots1 = (G) Adamant Boots
|gloves1 = Paladin Gloves
|cape1 = Knight's Cape
|neck1 = Lesser Summoning Amulet
|ring1 = Silver Diamond Ring
|gem1 = Sapping Barrier Gem
|weapon1 = Rune Claw
|shield1 = (G) Adamant Shield
|familiar11 = !{{Synergy|Occultist|Minotaur}}
}}
 
===[[Combat Simulator]] Export===
 
[https://pastebin.com/LvTQawQq Combat Simulator Export]
 
==Ranged==
 
The provided setup will take roughly 18.5 minutes to clear the dungeon. <br>
And will use roughly {{ItemIcon|Lobster|qty=150}}. <br>
 
{{Skill|Ranged}} is technically the best style for this Dungeon, it however requires you to farm {{ZoneIcon|Spider Forest}} early for the [[D-Hide_Equipment#Blue_D-Hide|Blue D-Hide Equipment]]. <br>
Using [[D-Hide_Equipment#Green_D-Hide|Green D-Hide Equipment]] lowers the Clear Speed to roughly 20 minutes and increases the {{ItemIcon|Lobster}} use to roughly 190 per clear.
 
===Gear===
 
The provided {{Skill|Summoning}} Synergy is by far the best option until very high levels. <br>
Going lower is also highly recommended against as clears will take well over an hour.
 
* Prayers: {{PrayerIcon|Hawk Eye}} & {{PrayerIcon|Eagle Eye}}
 
{{Equipment/Recommended
|style = Ranged
|helm1 = (G) Adamant Helmet
|body1 = (U) Blue D-hide Body
|legs1 = (U) Blue D-hide Chaps
|boots1 = (G) Adamant Boots
|gloves1 = (U) Blue D-hide Vambraces
|cape1 = Knight's Cape
|neck1 = Lesser Summoning Amulet
|ring1 = Silver Diamond Ring
|gem1 = Sapping Barrier Gem
|weapon1 = Rune Crossbow
|shield1 = (G) Adamant Shield
|ammo1 = Emerald Bolts
|familiar11 = !{{Synergy|Occultist|Centaur}}
}}
 
 
===[[Combat Simulator]] Export===
 
[https://pastebin.com/UncG3K6t Combat Simulator Export]
 
==Magic==
 
This setup will work with 1 Skill Cap increase in {{Skill|Runecrafting}} but can be done without any [[Armour]] at all. <br>
If you've gotten more {{Skill|Runecrafting}} Skill Cap increases feel free to use better [[Wizard#Equipment|Wizard Equipment]], be sure to match the Spell to the Element of the Wizard Equipment.
 
The provided setup will take roughly 17.5 minutes to clear the dungeon. <br>
And will use roughly {{ItemIcon|Lobster|qty=220}}. <br>
 
===Gear===
 
You can go as low as {{Synergy|Golbin Thief|Occultist}} for clearing this Dungeon, it will take roughly 30 minutes to clear then. <br>
If your {{Skill|Summoning}} Skill Caps are higher, the highest possible {{Skill|Summoning}} Familiars are advised, the higher they are, the faster this Dungeon will be cleared.
 
 
* Spell: {{Icon|Earth Wave|type=spell}}
* Curse: {{Icon|Anguish II|type=curse}}
* Aurora: {{Icon|Fury II|type=aurora}} ('''Optional''')
* Prayers: {{PrayerIcon|Mystic Will}} & {{PrayerIcon|Mystic Lore}}
 
{{Equipment/Recommended
|style = Magic
|helm1 = Earth Acolyte Wizard Hat
|body1 = Earth Acolyte Wizard Robes
|legs1 = Earth Acolyte Wizard Bottoms
|boots1 = Earth Acolyte Wizard Boots
|gloves1 = Paladin Gloves
|cape1 = !{{ItemIcon|Skull Cape}} or {{ItemIcon|Knight's Cape}}
|neck1 = Lesser Summoning Amulet
|ring1 = Silver Diamond Ring
|gem1 = Sapping Barrier Gem
|weapon1 = Magic Wand (Powerful)
|shield1 = (G) Adamant Shield
|familiar11 = !{{Synergy|Occultist|Witch}}
}}
 
 
===[[Combat Simulator]] Export===
 
[https://pastebin.com/EXERCyxz Combat Simulator Export]
 
<br> <br>
{{CombatNav|Dungeon}}
{{CombatNav|Dungeon}}
<br/>
{{Menu}}
{{Menu}}

Latest revision as of 00:45, 16 June 2024

This page was last updated for (v1.2.2).

Basic Guide

This is a Barrier dungeon introduced with the Atlas of Discovery Expansion, there is a general guide to this dungeon and a more in-depth look into Barrier combat in general in this guide. This page will go deeper into combat options, including when Throne of the Herald Expansion is owned and already completed.
This guide is not meant for optimal kills per hour but instead focuses on easily obtainable ways ranging from just passed God Dungeons to having beaten Throne of the Herald to clear the dungeon effectively.

Barrier combat adds a new "health" bar known as a Barrier to the monsters. This barrier can only be damaged by familiars (and 2 Barrier gems which do 10-15 damage per hit you do to the barrier, which are generally not worth using apart from a very niche case). Atlas of Discovery added items which increase the barrier damage done by familiars by a flat amount/percentage increases.
Once the barrier is taken down/depleted (the light-blue bar above the health bar) you can damage the health of the monster and kill it.
Barrier combat is generally slower than normal combat due to the fact familiars have a 3.0 second attack interval. This can be reduced by 10% from 3 items ( Summoner's Defender, Knight's Summoning Defender, Summoner's Blessed Ring) and 1 consumable ( Summoner's Blessing which can be purchased in the shop for 100GP and 10 Museum Token each), 1 is consumed per familiar attack.


Requirements:

For this dungeon, we still do not require any specific (B) armour. Use familiars to take down the barrier. Make sure whatever equipment you are wearing doesn't result in death, and whatever weapon you are using should once again provide the highest hit-chance that you can find. Melee again works fine for this dungeon, as it doesn't consume runes or ammunition.

(B) Armour does boost the damage done to Barrier monsters, the time spent upgrading sub-optimal items to (B) is generally not worth the time and effort required to farm the materials. It is also not required to get decent kill speeds on the first few dungeons. If you're going for 100% Completion it is recommended you farm out the optimal gear before you start collecting items and returned for any missed items at a later stage.

It is recommended you run this dungeon until you have obtained 11 Draining Barrier Gem to upgrade your gloves into Barrier Draining Gloves and have 1 spare to use in your Equipment setup. The Township Task associated with this dungeon will also provide 3 gems.

All other items/loot received from this dungeon can be ignored. It is strongly recommended you do not use the familiar weapons. Unless the player is using very inaccurate and/or low level weapons, these will result in significantly lower clears per hour.

Standard Guide

Entry

Equipment


Agility

Agility obstacles aren't required, this is purely an indication how you can get the most out of your Agility if you have it. Follow it untill where you have it.


Endgame Setup

Equipment

Agility

Ancient Relics Guide

The major gimmick with Barrier content is using Summoning familiars. Given the nature of Ancient Relics and the random unlocking of skills, it can be quite challenging to do these Barrier Dungeons.
The Barrier Guides will assume a "reasonable" level of Summoning but will also provide the lowest Summoning familiars that will achieve the job.

Contrary to what the guides for Standard Mode will suggest, the Ancient Relics guide is aimed at first clears for the dungeons.
It is advised to do the major Barrier grinding either around Impending Darkness Event if you want Eradicating Gloves (m) while also going for Engulfing Vortex Longbow, otherwise it's advised to wait until you have the Necromancer set from Necromancers Palace.


There is some information that can be useful in the Standard Sections of the Guides, however any suggestions of Gear or Items you should obtain from the Dungeons can be ignored unless stated otherwise in the Ancient Relics sections of the Guides.

On top of no Pets, Astrology or Potions this guide will also assume no Relics.

This Dungeon can be done completely Idle. Manual Eating will not be needed.

Melee

The provided setup will take roughly 30 minutes to clear the dungeon.
And will use roughly 290 Lobster.

Gear

Using a lower Synergy than Occultist SynergyIcon.png Minotaur is highly discouraged, the clear times will increase to between 3 and 12 hours if using Lower Level Summoning Familiars.
Going higher is also not recommended unless Cyclops SynergyIcon.png Yak is used, which is only marginally better.

Combat Simulator Export

Combat Simulator Export

Ranged

The provided setup will take roughly 18.5 minutes to clear the dungeon.
And will use roughly 150 Lobster.

Ranged is technically the best style for this Dungeon, it however requires you to farm Spider Forest early for the Blue D-Hide Equipment.
Using Green D-Hide Equipment lowers the Clear Speed to roughly 20 minutes and increases the Lobster use to roughly 190 per clear.

Gear

The provided Summoning Synergy is by far the best option until very high levels.
Going lower is also highly recommended against as clears will take well over an hour.


Combat Simulator Export

Combat Simulator Export

Magic

This setup will work with 1 Skill Cap increase in Runecrafting but can be done without any Armour at all.
If you've gotten more Runecrafting Skill Cap increases feel free to use better Wizard Equipment, be sure to match the Spell to the Element of the Wizard Equipment.

The provided setup will take roughly 17.5 minutes to clear the dungeon.
And will use roughly 220 Lobster.

Gear

You can go as low as Golbin Thief SynergyIcon.png Occultist for clearing this Dungeon, it will take roughly 30 minutes to clear then.
If your Summoning Skill Caps are higher, the highest possible Summoning Familiars are advised, the higher they are, the faster this Dungeon will be cleared.



Combat Simulator Export

Combat Simulator Export