HCCO/Guide: Difference between revisions
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The major part of this guide is written by | The major part of this guide is written by [[User:Username|Username]], [[User:Mazunki|mazunki]], and @ERRORMONSTER#8764 on the Discord community. If you got any questions, or anything is wrong make sure to shout out to any one of us. Feel free to edit the guide, or add stuff to it too. | ||
Thanks to everyone in #hardcore-mode-chat for making this possible. :) | Thanks to everyone in #hardcore-mode-chat for making this possible. :) | ||
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The style you choose will also give you experience towards the combat skill in question: Stabbing gives Attack experience, Slashing gives Strength experience, while Blocking is used to train Defence. | The style you choose will also give you experience towards the combat skill in question: Stabbing gives Attack experience, Slashing gives Strength experience, while Blocking is used to train Defence. | ||
During the beginning of HCCO, you’ll have to eat manually to ensure that you won’t die. Later on, you’ll be able to automatically eat food so eating will be less of a worry. | During the beginning of HCCO, you’ll have to eat manually to ensure that you won’t die. Later on, you’ll be able to automatically eat food so eating will be less of a worry. | ||
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'''The ENTER key repeats the last action you preformed in the game, so to make sure you eat as fast as possible be sure to click the potato and hold ENTER.''' | |||
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==Chapter 0—I: Starting naked== | ==Chapter 0—I: Starting naked== | ||
<div style="padding-left: 50px"> | <div style="padding-left: 50px"> | ||
After you have a decent stack of food, it’s time to get your first pieces of gear from the {{MonsterIcon|Golbin}}. You should have some levels in all skills (10/10/10 or so) and | After you have a decent stack of food, it’s time to get your first pieces of gear from the {{MonsterIcon|Golbin}}. You should have some levels in all skills (10/10/10 or so) and a couple hundred {{ItemIcon|Potatoes|potatoes}} or so. You’re looking for a {{ItemIcon|Bronze Battleaxe}} (1 in 27 chance) and a {{ItemIcon|Bronze Shield}} (1 in 27 chance). If you get unlucky, don’t worry. Just kill plants for food until you’re able to get both. | ||
{{MonsterIcon|Plant|Plants}} have very low HP, so having a faster weapon allows you to kill them faster, as you don’t need more than 20 damage to kill a plant. So, your next goal after your {{ItemIcon|Bronze Battleaxe}} is an {{ItemIcon|Iron Dagger}}. You should have about 15/15/15 stats and a few hundred potatoes. The {{ItemIcon|Iron Dagger}} has a 1/33 drop rate from the {{MonsterIcon|Goo Monster}}. | {{MonsterIcon|Plant|Plants}} have very low HP, so having a faster weapon allows you to kill them faster, as you don’t need more than 20 damage to kill a plant. So, your next goal after your {{ItemIcon|Bronze Battleaxe}} is an {{ItemIcon|Iron Dagger}}. You should have about 15/15/15 stats and a few hundred potatoes. The {{ItemIcon|Iron Dagger}} has a 1/33 drop rate from the {{MonsterIcon|Goo Monster}}. | ||
Your next gear upgrades will come from Zombie Hand. You’re looking for the {{ItemIcon|Iron Platebody}} (1 in 4 chance) and {{ItemIcon|Iron Platelegs}} (1 in 4 chance). Some people might go for the {{MonsterIcon|Steel Knight}} first, but since the {{MonsterIcon|Zombie Hand}} has a better chance for gear, it’s recommended to do it first. You should have about 20/20/20 stats for this and, once again, a large stack of {{ItemIcon|Potatoes|taters}}. | Your next gear upgrades will come from Zombie Hand. You’re looking for the {{ItemIcon|Iron Platebody}} (1 in 4 chance) and {{ItemIcon|Iron Platelegs}} (1 in 4 chance). Some people might go for the {{MonsterIcon|Steel Knight}} first, but since the {{MonsterIcon|Zombie Hand}} has a better chance for gear, it’s recommended to do it first. You should have about 20/20/20 stats for this and, once again, a large stack of {{ItemIcon|Potatoes|taters}}. | ||
After you kill the {{MonsterIcon|Zombie Hand}}, you should then move on to the regular {{MonsterIcon|Zombie}} for the {{ItemIcon|Steel Platebody}} (1 in 5 chance). It also drops {{ItemIcon|Steel Boots}} (1 in 5 chance), but you shouldn’t grind for them since {{MonsterIcon|Steel Knight|Steel Knights}} are easier to get them from the {{MonsterIcon|Steel Knight}}. (20/20/20 stats recommended) | After you kill the {{MonsterIcon|Zombie Hand}}, you should then move on to the regular {{MonsterIcon|Zombie}} for the {{ItemIcon|Steel Platebody}} (1 in 5 chance). It also drops {{ItemIcon|Steel Boots}} (1 in 5 chance), but you shouldn’t grind for them since {{MonsterIcon|Steel Knight|Steel Knights}} are easier to get them from the {{MonsterIcon|Steel Knight}}. (20/20/20 stats recommended) | ||
You’ll end the first part of your HCCO journey with {{MonsterIcon|Steel Knight|Steel Knights}}. They drop the {{ItemIcon|Steel Helmet}} (15 in 67 chance), {{ItemIcon|Steel Shield}} (10 in 67 chance), {{ItemIcon|Steel Sword}} (10 in 67 chance), and {{ItemIcon|Steel Scimitar}} (4 in 67 chance). You should be using the {{ItemIcon|Steel Sword}} on ATK and DEF and the {{ItemIcon|Steel Scimitar|Scimitar}} on STR when killing most monsters, but again, daggers should be used on plants due to the fast attack rate. | You’ll end the first part of your HCCO journey with {{MonsterIcon|Steel Knight|Steel Knights}}. They drop the {{ItemIcon|Steel Helmet}} (15 in 67 chance), {{ItemIcon|Steel Shield}} (10 in 67 chance), {{ItemIcon|Steel Sword}} (10 in 67 chance), and {{ItemIcon|Steel Scimitar}} (4 in 67 chance). You should be using the {{ItemIcon|Steel Sword}} on ATK and DEF and the {{ItemIcon|Steel Scimitar|Scimitar}} on STR when killing most monsters, but again, daggers should be used on plants due to the fast attack rate. The {{ItemIcon|Mirror Shield}} is a useful item to get around here, but if you decide not to get it, you can avoid ever getting tasks in the {{ZoneIcon|Strange Cave}} | ||
</div> | </div> | ||
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=Chapter II: Mithril armor= | =Chapter II: Mithril armor= | ||
Start: 5x Steel Armour, 10/10/10, Steel Scimitar | Start: 5x Steel Armour, 10/10/10, Steel Scimitar | ||
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The next Knight after {{MonsterIcon|Steel Knight|Steel}} is {{MonsterIcon|Black Knight|Black}}, but should skip it, as the drop chances are very low, and the next tier is not much harder anyway. | The next Knight after {{MonsterIcon|Steel Knight|Steel}} is {{MonsterIcon|Black Knight|Black}}, but should skip it, as the drop chances are very low, and the next tier is not much harder anyway. | ||
Your next step, therefore, is {{MonsterIcon|Mithril Knight|Mithril Knights}}. Because they only drop gear a quarter of the time when killed (on average), it can take quite a while to get a full {{ItemIcon|Mithril Platebody|mithril set}}. You will probably get {{ItemIcon|Mithril Boots|boots}} (25 in 268) and {{ItemIcon|Mithril Helmet|helmets}} (15 in 268) quite often, and the eventual {{ItemIcon|Mithril Platelegs|platelegs}} (5 in 268). The {{ItemIcon|Mithril Platebody|platebody} has quite a low drop-chance (1 in 568). This is quite the trend on these knights. Before getting the {{ItemIcon|Mithril Platebody|platebody}} you will probably get both a {{ItemIcon|Mithril Scimitar|scimitar}} (1 in 67) and a {{ItemIcon|Mithril Shield|shield}} (5/134), too, so equip these once dropped, for a decent upgrade. You may equip the {{ItemIcon|Mithril Sword|sword}}, too, but I’d stick with the {{ItemIcon|Mithril Scimitar|Scimitar}} for now, to efficiently level up your {{Skill|Strength}} skill before practically perma-equipping the {{ItemIcon|Ice Sword}} for a long while. | But before you visit the {{MonsterIcon|Mithril Knight}} you'll want to take a detour to fight the {{MonsterIcon|Mummy}} for {{ItemIcon|Amulet of Strength}} and {{ItemIcon|Gold Emerald Ring}} to fill out your neck and ring slots. Your next step, therefore, is {{MonsterIcon|Mithril Knight|Mithril Knights}}. Because they only drop gear a quarter of the time when killed (on average), it can take quite a while to get a full {{ItemIcon|Mithril Platebody|mithril set}}. You will probably get {{ItemIcon|Mithril Boots|boots}} (25 in 268) and {{ItemIcon|Mithril Helmet|helmets}} (15 in 268) quite often, and the eventual {{ItemIcon|Mithril Platelegs|platelegs}} (5 in 268). The {{ItemIcon|Mithril Platebody|platebody}} has quite a low drop-chance (1 in 568). This is quite the trend on these knights. Before getting the {{ItemIcon|Mithril Platebody|platebody}} you will probably get both a {{ItemIcon|Mithril Scimitar|scimitar}} (1 in 67) and a {{ItemIcon|Mithril Shield|shield}} (5/134), too, so equip these once dropped, for a decent upgrade. You may equip the {{ItemIcon|Mithril Sword|sword}}, too, but I’d stick with the {{ItemIcon|Mithril Scimitar|Scimitar}} for now, to efficiently level up your {{Skill|Strength}} skill before practically perma-equipping the {{ItemIcon|Ice Sword}} for a long while. The last thing to consider before moving on to the {{MonsterIcon|Ice Monster}} is to potentially getting an {{ItemIcon|Amulet of Calculated Promotion}} from {{MonsterIcon|Leech}} while your name is set to "witwix", however this is only a 1% chance, so you might instead want to put it off until later. | ||
As mentioned, you will want to get the {{ItemIcon|Ice Sword}} after getting full {{ItemIcon|Mithril Platebody|Mithril armor}}, or even before getting the {{ItemIcon|Mithril Platebody|platebody}}, as it is a really good upgrade at this point. It is practically a cold {{ItemIcon|Rune Sword}}, in stats, except it is slightly better defensively than offensively. The drop rate is 10% at the {{MonsterIcon|Ice Monster}} over at the {{ZoneIcon|Icy Hills}}. Huge. Because of variance, you might get it on your first kill or your 20th, but don’t be discouraged. Also, the {{ItemIcon|Ice Sword}} is better at grinding {{Skill|Strength}} than all weapons from a lower tier, meaning that the next best strength weapon after. | |||
Now, before you go away from the computer, or to sleep, it’s time to upgrade your dagger. At the {{MonsterIcon|Purple Goo Monster}} you can get a cheap {{ItemIcon|Adamant Dagger}}. More damage to plants? Good business. | |||
==Chapter II—A: Looting Amulet== | ==Chapter II—A: Looting Amulet== | ||
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The {{ItemIcon|Amulet of Looting|Looting Amulet}} is a special amulet which automatically loots gear acquired from Combat Areas and Slayer Areas. You may get it from the {{ItemIcon|Spider Chest}}, with a 1/22 chance. Due to the nature of HCCO, you will spend a lot of potatoes in the early game (and beyond, too), so you might want to rush this item in order to ease the grind for food as soon as possible. | The {{ItemIcon|Amulet of Looting|Looting Amulet}} is a special amulet which automatically loots gear acquired from Combat Areas and Slayer Areas. You may get it from the {{ItemIcon|Spider Chest}}, with a 1/22 chance. Due to the nature of HCCO, you will spend a lot of potatoes in the early game (and beyond, too), so you might want to rush this item in order to ease the grind for food as soon as possible. | ||
By using {{ItemIcon|Mithril Platebody|Mithril Armor}}, and having around 40 melee stats, it will take you around | By using {{ItemIcon|Mithril Platebody|Mithril Armor}}, and having around 40 melee stats, it will take you around 5000 healing from food per run of the {{ZoneIcon|Spider Forest}}. Before you start running the dungeon, you should have a buffer of at least a thousand potatoes, just because RNG might be on your bad side. | ||
It is quite possible to beat the zone without having any form of Auto Eat, and just make sure you time your manual eating right, since the damage of the spiders in the area is not too high. | It is quite possible to beat the zone without having any form of Auto Eat, and just make sure you time your manual eating right, since the damage of the spiders in the area is not too high. | ||
====Don’t | ====Don’t go for AE now==== | ||
Otherwise, if you ''really'' don’t want to manual the dungeon, you should know the base max damage of the zone is 142, requiring 710 hp for AE1, 480 hp for AE2. This requires 6 million gold, which would require around 30 hours of '''active''' gameplay at Master Farmer, since you still don’t have auto looting. Bad idea. | Otherwise, if you ''really'' don’t want to manual the dungeon, you should know the base max damage of the zone is 142, requiring 710 hp for AE1, 480 hp for AE2. This requires 6 million gold, which would require around 30 hours of '''active''' gameplay at Master Farmer, since you still don’t have auto looting. Bad idea. | ||
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As soon as you have your hands on an Amulet of Looting, you can start to make money. A relevant point to make here, is that [[GP | As soon as you have your hands on an Amulet of Looting, you can start to make money. A relevant point to make here, is that [[GP|money making]] at this stage is a compromise between risk and reward. Consider the time it takes to farm up the food you need, and the time it takes to farm the gold you want. | ||
====Safe path==== | ====Safe path==== | ||
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=Chapter III: Mithril to adamant (g) + rune boots (g) + rune gloves= | =Chapter III: Mithril to adamant (g) + rune boots (g) + rune gloves= | ||
Start: Amulet of Looting, AE1, 5x Mithril Armor, 40/40/40, Ice Sword, Adamant Dagger | Start: Amulet of Looting, AE1, 5x Mithril Armor, 40/40/40, Ice Sword, Adamant Dagger | ||
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How does it feel to be able to get FREE FOOD overnight? | How does it feel to be able to get FREE FOOD overnight? | ||
While your next target is necessarily {{MonsterIcon|Adamant Knight|Adamant Knights}}, you should know that leveling attack and defense up to 50 from your 40 stats will effectively reduce your (raw, without AE efficiency loss) {{ItemIcon| | While your next target is necessarily {{MonsterIcon|Adamant Knight|Adamant Knights}}, you should know that leveling attack and defense up to 50 from your 40 stats will effectively reduce your (raw, without AE efficiency loss) healing per knight from 1700 to 1200. additionally, if you decided not to get the {{ItemIcon|Amulet of Calculated Promotion}} previously, you should definitely get it now, since you'll have extremely low accuracy on the next two knights. | ||
Important note: '''DO NOT IDLE KNIGHTS'''. Make sure to always have more {{Skill|Hitpoints|HP}} than the max hit of the enemy, and try to eat food right after your attack timer ends, so you don’t reset an attack in progress. Eat until full HP, or at least until you have enough HP to survive any attack. The 2.6s interval of the {{MonsterIcon|Adamant Knight}} is not really a danger provided you’re '''PAYING ATTENTION''' and have enough food. | Important note: '''DO NOT IDLE KNIGHTS'''. Make sure to always have more {{Skill|Hitpoints|HP}} than the max hit of the enemy, and try to eat food right after your attack timer ends, so you don’t reset an attack in progress. Eat until full HP, or at least until you have enough HP to survive any attack. The 2.6s interval of the {{MonsterIcon|Adamant Knight}} is not really a danger provided you’re '''PAYING ATTENTION''' and have enough food. | ||
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=Chapter IV: Adamant to full rune (g)= | =Chapter IV: Adamant to full rune (g)= | ||
Start: 4x (G) Adamant Armour, 1x (G) Rune Boots, 1x Rune Gloves, 70/40/70 | Start: 4x (G) Adamant Armour, 1x (G) Rune Boots, 1x Rune Gloves, 70/40/70 | ||
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The next step is to farm the feared shiny {{MonsterIcon|Rune Knight|Rune Knights}}, and upgrade your four armor pieces into {{ItemIcon|(G) Rune Platebody|(G) Rune pieces}}, for a total of 29% damage reduction with the {{ItemIcon|Paladin Gloves}}. You will need a bunch of {{ItemIcon|Gold Bar|Gold}} and {{ItemIcon|Silver Bar|Silver pieces}}, farmed at {{MonsterIcon|Statue}}. | The next step is to farm the feared shiny {{MonsterIcon|Rune Knight|Rune Knights}}, and upgrade your four armor pieces into {{ItemIcon|(G) Rune Platebody|(G) Rune pieces}}, for a total of 29% damage reduction with the {{ItemIcon|Paladin Gloves}}. You will need a bunch of {{ItemIcon|Gold Bar|Gold}} and {{ItemIcon|Silver Bar|Silver pieces}}, farmed at {{MonsterIcon|Statue}}. | ||
You | You must get [[Auto Eat - Tier III|Auto Eat III]] now and should get a 2nd loadout slot, consider getting the 3rd and last loadout slot while at it too. | ||
Assuming you already have 60 {{Skill|Slayer}} (and if you don't, then go get it; {{MonsterIcon|Giant Crab}} tasks are your friend here), the last thing to get before moving onto the next section is a better weapon. {{ZoneIcon|Deep Sea Ship}} is your next stop for a {{ItemIcon|Sunset Rapier}} to speed up killing {{MonsterIcon|Pegasus}}. You'll be killing around 3300 of them to get 100 {{ItemIcon|Ancient Claw Fragment}} which can be upgraded into the {{ItemIcon|Ancient Claw}}. This will be a great weapon until you upgrade it to the {{ItemIcon|Infernal Claw}}, which is still well off. Don't bother getting any {{ItemIcon|Dragon Claw Fragment}} from {{MonsterIcon|Griffin}} yet, as they will just take up space. If you're lucky enough to get an {{ItemIcon|Ancient Sword}} before the {{ItemIcon|Sunset Rapier}}, then feel free to use it until you get to {{ZoneIcon|Volcanic Cave}}, as it will drastically reduce your food consumption and the associated food farming time. After that, you'll probably only want to use it outside dungeons due to the high monster damage reducing the benefits of the lifesteal. | |||
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=Chapter V: Rune (g) to ancient (g)= | =Chapter V: Rune (g) to ancient (g)= | ||
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==Ancient storyline== | ==Ancient storyline== | ||
Start: 5x (G) Rune Armour, 1x Paladin Gloves, Elite Amulet of Strength. 70/80/80, Sunset Rapier / Ancient Claw, AE3 | Start: 5x (G) Rune Armour, 1x Paladin Gloves, Elite Amulet of Strength. 70/80/80, Sunset Rapier / Ancient Claw, AE3 | ||
End: | End: 4x (G) Ancient Armour, 1x Paladin Gloves, Elite Amulet of Defence, 90/99/90, Dragonfire Shield, Sandstorm Ring | ||
<div style="padding-left: 50px"> | <div style="padding-left: 50px"> | ||
''' | {{ItemIcon|Elite Amulet of Defence}} from upgrading {{ItemIcon|Amulet of Defence|Amulets of Defence}}, which are dropped by {{MonsterIcon|Purple Goo Monster|Purple Goo Monsters}}, and {{ItemIcon|Silver Diamond Ring}}, dropped by {{MonsterIcon|Mummy|Mummies}}, are our best friends for now; the limiting factor for the remaining dungeons is how much DR you have access to. | ||
Now that you've got full {{ItemIcon|(G) Rune Platebody|Rune (G)}} and {{ItemIcon|Paladin Gloves}} for 32% DR, 88 hitpoints will allow you to idle {{ZoneIcon|Volcanic Cave}} for your first useful cape, the {{ItemIcon|Fire Cape}}. At this point, you can expect to eat around 30,000 hp worth of food per kill without prayer. | |||
You're probably noticing that {{ItemIcon|potatoes}} just won't cut it for food anymore, so switching to {{MonsterIcon|Sweaty Monster|Sweaty Monsters}} for {{ItemIcon|Salmon}} and {{ItemIcon|Lobster}} will reduce your overall time spent farming food. Expect to get food equivalent to 10.2 hp/kill in {{ItemIcon|Salmon}}, 6.25 hp/kill in {{ItemIcon|Lobster}}, and 2.3 hp/kill in {{ItemIcon|Shark}}. Swapping food sources often means that saving all 3 types of fish might not be worth it for some players. | |||
Hopefully you find the {{ZoneIcon|Volcanic Cave}} comfortable, as the goal is to get the {{ItemIcon|Ancient Platebody}}, {{ItemIcon|Ancient Platelegs}}, {{ItemIcon|Ancient Helmet}}, and {{ItemIcon|Ancient Shield}}. There are no Ancient Boots and {{ItemIcon|Dragon Boots}} are unobtainable on HCCO (as is the {{ItemIcon|Dragon Helmet}},) so you'll continue rocking your {{ItemIcon|(G) Rune Boots}} for quite awhile. Getting the {{ItemIcon|Dragon Platebody}} and/or {{ItemIcon|Dragon Platelegs}} is only useful if you plan to upgrade them to (G), as you still need the extra DR that comes from the (G) upgrade. Once you get your full {{ItemIcon|Ancient Platebody|Ancient Armor}}, make another visit to {{MonsterIcon|Statue|Statues}} to finish off gathering {{ItemIcon|Gold Bar|Gold Bars}} and {{ItemIcon|Silver Bar|Silver Bars}} and upgrade everything to (G). Luckily the {{ItemIcon|Elite Chest|Elite Chests}} you've been opening also drop plenty of {{ItemIcon|Silver Bar|Silver Bars}} and {{ItemIcon|Gold Bar|Gold Bars}}. In total, you'll need 6000 {{ItemIcon|Silver Bar|Silver Bars}} and 10,000 {{ItemIcon|Gold Bar|Gold Bars}} for full {{ItemIcon|(G) Ancient Platebody|(G) Ancient Armor}}. If you get all the {{ItemIcon|Silver Bar|Silver Bars}} you need, move to {{MonsterIcon|Purple Goo Monster|Purple Goo Monsters}} for faster {{ItemIcon|Gold Bar|Gold Bars}}. You can also hold onto the {{ItemIcon|Amulet of Fury|Amulets of Fury}} for the {{ItemIcon|Fury of the Elemental Zodiacs}} grind later; you'll need 10 {{ItemIcon|Amulet of Fury|furies}} in total. | |||
After getting the {{ItemIcon|(G) Ancient Shield}}, there's nothing stopping you from immediately upgrading it again to the {{ItemIcon|Dragonfire Shield}}, so head to the {{MonsterIcon|Green Dragon|Green Dragons}} to get 7050 {{ItemIcon|Dragon Bones}}. You can alternatively wait until getting some range levels, as {{MonsterIcon|Green Dragon|Green Dragons}} are slightly weaker to mage and range than to melee, but at this level, you shouldn't have any trouble, and the 8% DR of the {{ItemIcon|Dragonfire Shield|DFS}} will be very useful as a mage and range offhand for God dungeons. | |||
Another grind that can be done around this time is the {{ItemIcon|Sandstorm Ring}} from {{MonsterIcon|Sand Beast|Sand Beasts}}, which will be your best-in-slot melee dps ring. (Note that as of [[Changelog#Alpha_v0.21_-_.2813th_August_2021.29|v0.21]], the {{ItemIcon|Sandstorm Ring}} can no longer be used to cheese early range and mage training; the special attack is now melee only.) | |||
Once you have full {{ItemIcon|(G) Ancient Platebody|(G) Ancient Armor}} and {{ItemIcon|Dragonfire Shield|DFS}} for 43% DR (or 40% with {{ItemIcon|Amulet of Looting|looting}} and {{ItemIcon|Sandstorm Ring}}, it's time to grind any remaining melee skills to ideally at least 90/99/90 while working your way towards 70 slayer for your next food upgrade - {{ItemIcon|Trout}} from {{MonsterIcon|Raging Horned Elite|Raging Horned Elites}} or RHE; you can also take advantage of the {{ItemIcon|Gold Emerald Ring}} from {{MonsterIcon|Mummy|Mummies}} to speed up stat grinding. Once you get to this point, you can expect 447.8 hp in food for every kill! Once you start killing {{MonsterIcon|Raging Horned Elite|RHE}}, hold onto the {{ItemIcon|Ancient Arrows}} they drop as they're your best arrows, even though they can't be equipped until level 70 {{Skill|Ranged}}. Additionally, the {{ItemIcon|Large Horn|Large Horns}} that they drop will likely replace {{MonsterIcon|Master Farmer|Master Farmers}} for GP farming, as the GP/hr is about the same (not to mention the food, arrows, and prayer points you're getting), with a much lower bank demand. | |||
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{{Skill|Ranged}} is quite straightforward, but we’ve been | {{Skill|Ranged}} is quite straightforward, but we’ve been putting it off for mainly two reasons: It doesn’t provide any real benefit until you start fighting wizards, or other magic monsters, and getting its gear without having the space in your bank or loadouts for the gear and weapon(s) will be annoying. | ||
Get your first two bows (level 5 lets you use {{ItemIcon|Oak Shortbow}}) from the {{MonsterIcon|Ranged Golbin}} over at the {{ZoneIcon|Golbin Village}}, and use the {{ItemIcon|Ice Arrows}} from the {{MonsterIcon|Frozen Archer}} over at the {{ZoneIcon|Icy Hills}}. These are almost as strong as {{ItemIcon|Rune Arrows}}, which you can start to use at level {{Skill|Ranged|40}}, but are much easier and cheaper to farm, and can be equipped from the very beginning. | Get your first two bows (level 5 lets you use {{ItemIcon|Oak Shortbow}}) from the {{MonsterIcon|Ranged Golbin}} over at the {{ZoneIcon|Golbin Village}}, and use the {{ItemIcon|Ice Arrows}} from the {{MonsterIcon|Frozen Archer}} over at the {{ZoneIcon|Icy Hills}}. These are almost as strong as {{ItemIcon|Rune Arrows}}, which you can start to use at level {{Skill|Ranged|40}}, but are much easier and cheaper to farm, and can be equipped from the very beginning. | ||
Literally all your next upgrades, except if you go out of your way to get the {{ItemIcon|Yew Longbow}} from the Holy Archer at level {{Skill|Ranged|40}}, will come from the {{ItemIcon|Bandit Chest}}. At level {{Skill|Ranged|30}} you can upgrade to the {{ItemIcon|Maple Longbow}}, at level 50 you can use the {{ItemIcon|Magic Longbow}}, and finally you will get to use the {{ItemIcon|Redwood Longbow}} and the {{ItemIcon|Ancient Longbow}} at levels 60 and 70. | Literally all your next weapon upgrades, except if you go out of your way to get the {{ItemIcon|Yew Longbow}} from the Holy Archer at level {{Skill|Ranged|40}}, will come from the {{ItemIcon|Bandit Chest}}. At level {{Skill|Ranged|30}} you can upgrade to the {{ItemIcon|Maple Longbow}}, at level 50 you can use the {{ItemIcon|Magic Longbow}}, and finally you will get to use the {{ItemIcon|Redwood Longbow}} and the {{ItemIcon|Ancient Longbow}} at levels 60 and 70. | ||
Once you get into higher levels you may consider using the {{ItemIcon|Adamant Arrows|Adamant}} (worse than {{ItemIcon|Ice Arrows|Ice}}), {{ItemIcon|Rune Arrows|Rune}} and {{ItemIcon|Dragon Arrows}} you’ve collected from the {{ItemIcon|Bandit Chest}}. If you’re farming {{MonsterIcon|Raging Horned Elite}} for food you may also use {{ItemIcon|Ancient Arrows}} in {{Skill|Ranged|ranged combat}}. | An alternative (but less efficient) route for early ranged training is to kill {{MonsterIcon|Thief|Thieves}} in the {{ZoneIcon|Runic Ruins}} for [[Ranged#Throwing_Knives|throwing knives]], which, due to their higher attack speed and inherent 15% ammunition saving, can help with early training. | ||
Once you get into higher levels you may consider using the {{ItemIcon|Adamant Arrows|Adamant}} (worse than {{ItemIcon|Ice Arrows|Ice}}), {{ItemIcon|Rune Arrows|Rune}} and {{ItemIcon|Dragon Arrows}} you’ve collected from the {{ItemIcon|Bandit Chest}}. If you’re farming {{MonsterIcon|Raging Horned Elite}} for food you may also use {{ItemIcon|Ancient Arrows}} in {{Skill|Ranged|ranged combat}} after level 70. | |||
Most of your ranged armor upgrades will come from the {{ZoneIcon|Spider Forest}}, moving through {{ItemIcon|Green D-hide Body|Green D'hide}} at level 40, {{ItemIcon|Blue D-hide Body|Blue D'hide}} at level 50, {{ItemIcon|Red D-hide Body|Red D'hide}} at level 60, and finally into {{ItemIcon|Black D-hide Body|Black D'hide}} at level 70. Upgrading ranged armor is much easier than for melee armor, as you can buy {{ItemIcon|Leather}} from the shop, which can then be used to buy {{ItemIcon|Green Dragonhide|Green}}, {{ItemIcon|Blue Dragonhide|Blue}}, and {{ItemIcon|Red Dragonhide|Red}} dragon leathers for upgrading their respective armor tiers. Alternatively, killing dragons in the {{ZoneIcon|Dragon Valley}} can provide all chromatic dragonhide, including {{ItemIcon|Black Dragonhide|Black}}. {{ItemIcon|Ranger Hat}} and {{ItemIcon|Ranger Boots}} are a nice bonus for saving ammunition while training, but after level 70, ammunition will be plentiful thanks to {{MonsterIcon|Raging Horned Elite|Raging Horned Elites}}, so they aren't necessarily worth the time to grind out. | |||
</div> | </div> | ||
==Magic Intro== | ==Magic Intro== | ||
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=Ancient (g) to God gear and beyond (everything maxed, current end game)= | =Ancient (g) to God gear and beyond (everything maxed, current end game)= | ||
==Pre-Gods== | ==Pre-Gods== | ||
''' | |||
It's about time to get your best-statted amulet, the {{ItemIcon|Fury of the Elemental Zodiacs}} that has 1% more Damage Resistance compared to {{ItemIcon|Elite Amulet of Defence}} in addition to offensive and defensive bonuses. Refer to the [[Fury_of_the_Elemental_Zodiacs/Guide|FEZ/Guide]] for getting all the materials to make it. The {{PetIcon|Leonardo}} pet is good to have by this point as well, as it's a free 1% DR. Another useful item to get around this time if you don't already have it is the {{ItemIcon|Sandstorm Ring}}, for its unavoidable special attack. | |||
==Aeris== | ==Aeris== | ||
''' | |||
Getting 99/99/99 melee stats is not a bad plan at this point, but before moving into the {{ZoneIcon|Air God Dungeon}}, you'll want to have at least 90/90/90 melee stats, full {{ItemIcon|(G) Ancient Platebody|(G) Ancient melee armor}}, {{ItemIcon|(G) Rune Boots}}, {{ItemIcon|Paladin Gloves}}, {{ItemIcon|Dragonfire Shield}}, {{ItemIcon|Fire Cape}}, {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}} or {{ItemIcon|Elite Amulet of Defence}}, and level 85 {{Skill|Ranged}}. This combination of armor will allow you to reach 43% DR and idle the {{ZoneIcon|Air God Dungeon}} with as low as level 97 hp for 1000 total health, including the 30 hp bonus from the {{ItemIcon|Dragonfire Shield|DFS}}. If your hp is at least level 95, then you can even use the {{ItemIcon|(U) Ancient D-hide Vambraces}} for 2% DR more than {{ItemIcon|Paladin Gloves}}. | |||
Your goal is to get full {{ItemIcon|Aeris God Platebody|Aeris God Armor}} from the {{ItemIcon|Scroll of Aeris|Scrolls of Aeris}}, with the {{ItemIcon|Stormsnap}} being optional. The {{ItemIcon|Aeris Godsword}} is wholly unnecessary, as you'll want to keep using the DR of the {{ItemIcon|Dragonfire Shield|DFS}} awhile longer, though all of the godswords can be used for non-dungeon grinding. | |||
You'll want to hold on to the {{ItemIcon|Air Shard|Air Shards}} which can be upgraded into {{ItemIcon|Air Chest|Air Chests}}, containing various crossbow bolts. These won't be enough to supply you for the {{ZoneIcon|Water God Dungeon}} but will at least save you some time grinding ammunition in the future. The {{ItemIcon|Deadeye Amulet}} and the {{ItemIcon|Deadeye Ring}} are each pretty good DPS increases for Ranged, but DR is so tight in most god dungeons that you may not be able to use it over the {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}. | |||
==Glacia== | ==Glacia== | ||
''' | Hopefully you've gotten the {{PetIcon|Finn, the Cat}} pet by now, because the 10 max health bonus makes DR and max hit calculations much easier, not to mention potentially saving you 1% DR here and there. That and the {{PetIcon|Leonardo}} pet will be assumed from here out for the sake of example gear, just for simplicity, alongside level 99 {{Skill|Hitpoints}}. | ||
{{ZoneIcon|Water God Dungeon}} will be done with {{Skill|Ranged}}. Your goal is 49% DR. While it's much easier to reach this threshold with the {{ItemIcon|Ancient Crossbow}} from {{ZoneIcon|Dragons Den}} and a {{ItemIcon|Dragonfire Shield}}, gathering bolts from either {{ItemIcon|Air Chest|Air Chests}} or {{Skill|Slayer}} resupplies is pretty tedious (though autoslayer helps, and again, {{MonsterIcon|Giant Crab}} tasks are your friend. Use basic resupplies for the most ammo per SC,) so an alternative ''if you have level 88 {{Skill|Prayer}}'' is to use the [[Stone_Skin|Stone Skin]] prayer and the {{ItemIcon|Ancient Longbow}}, full {{ItemIcon|Aeris God Platebody|Aeris}}, {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}, {{ItemIcon|Silver Diamond Ring}}, and a {{ItemIcon|Fire Cape}}. Without level 88 prayer, you'll have to use a shield. | |||
If you do go the {{ItemIcon|Ancient Crossbow}} + {{ItemIcon|Dragonfire Shield|DFS}} route, then {{ItemIcon|Aeris God Platebody|Aeris}} provides enough damage reduction for you to wear otherwise fully offensive gear, including the {{ItemIcon|Deadeye Amulet}}, {{ItemIcon|Deadeye Ring}}, and the {{ItemIcon|Cape of Prat}} or {{ItemIcon|Ranged Skillcape}}. | |||
Regardless of your gearing, the goal is full {{ItemIcon|Glacia God Platebody|Glacia}} armor in 5 pieces from the {{ItemIcon|Scroll of Glacia|Scrolls of Glacia}}, with the {{ItemIcon|Warlock Ring}} from {{ItemIcon|Water Chest|Water Chests}} being a neat bonus and the {{ItemIcon|Warlock Amulet}} not being very useful. The {{ItemIcon|Glacia Godsword}} is not worth grinding for, nor is the {{ItemIcon|Cloudburst Staff}}. The cloudburst doesn't provide any air runes, which are required for all standard spells, so where you ''can'' use a 2h staff, you'll likely want to use your {{ItemIcon|Mystic Air Staff}} to prevent needing to farm {{MonsterIcon|Wizard|Wizards}} for air runes, but most of the late-game magic content requires a wand and shield anyway, so it's moot. Maybe you could use it for an ancient magicks setup with [[Icicle_Volley|Icicle Volley]], but {{ItemIcon|Ancient Rune|Ancient Runes}} are also a pain to get in bulk. {{ItemIcon|Water Chest|Water Chests}} are actually the best place to farm ancient runes due to the low drop rate and amount from {{ItemIcon|Magic Chest|Magic Chests}}. Hold on to a {{ItemIcon|Magic Wand (Elite)}} if you get one and have the bank space to spare, as it's the best one-handed wand you'll have access to for awhile. | |||
==Terran== | ==Terran== | ||
''' | With full {{ItemIcon|Glacia God Platebody|Glacia}}, a {{ItemIcon|Mystic Air Staff}}, and 45% DR, you can go do the {{ZoneIcon|Infernal Stronghold}} to get your {{ItemIcon|Infernal Cape}} and get 10 {{ItemIcon|Infernal Core|Infernal Cores}} to upgrade your {{ItemIcon|Ancient Claw}} (and {{ItemIcon|Dragon Claw}} if you don't have one yet) into the {{ItemIcon|Infernal Claw}} for melee farming. | ||
Terran must be done with mage and has a very tight window for gearing and Damage Reduction. Specifically, your attack speed needs to be faster than 3 seconds and you need 47% DR. In a worst case scenario, {{MonsterIcon|Terran}} will increase your attack interval by 33% for 2 turns then stun you for 1 turn. If he hits you while you're stunned, you'll take an additional 30% damage, drastically increasing your necessary DR to safely idle. | |||
As with the {{ZoneIcon|Water God Dungeon}}, there are two ways to do the {{ZoneIcon|Earth God Dungeon}}: you can use a {{ItemIcon|Mystic Air Staff}}, {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}, {{ItemIcon|Skull Cape}}, and {{ItemIcon|Silver Diamond Ring}} and use the [[Surge I]] [[auroras|Aurora]] to just barely make your attacks fast enough to avoid being smacked while stunned and slowed, or use a {{ItemIcon|Magic Wand (Elite)}}, {{ItemIcon|Miolite Shield}} (or {{ItemIcon|Dragonfire Shield}} if you're lazy), {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}, {{ItemIcon|Skull Cape}}, and the {{ItemIcon|Warlock Ring}}, which is fast enough to not worry about needing surge. | |||
There are also two reasonable choices for spells. Gathering {{ItemIcon|Ancient Rune|Ancient Runes}} is a slow process, but it allows for the use of [[Wind_Surge|Wind Surge]], which will shred through the dungeon at around 250 casts per kill for 3.7 kills per hour with the wand or 350 casts per kill for 2.3 kills per hour with a staff. On the other hand, {{ItemIcon|Death Rune|Death Runes}} are much easier to gather in bulk from {{MonsterIcon|Necromancer|Necromancers}} so you could instead use [[Wind_Blast|Wind Blast]] at around 350 casts per kill for 2.5 kills per hour with a wand or 800 casts per kill for 1.5 kills/hr with a staff. Using | |||
[[Ancient_Magicks|Ancient Magicks]] is not recommended, even with a {{ItemIcon|Mystic Air Staff}}, as while you can get 5.5 kills per hour with this gear, it also costs almost 600 ancient runes per kill. | |||
TL;DR - farm ancient/light runes and use wind surge for the staff setup, or farm death/air runes and use wind blast for the wand setup. | |||
The goal is to get an {{ItemIcon|Earth Layered Shield}} and least 4 pieces of {{ItemIcon|Terran God Platebody|Terran}} armor from {{ItemIcon|Scroll of Terran|Scrolls of Terran}}, though 5 is, of course, ideal. Make sure you finally put your {{ItemIcon|(G) Rune Boots}} to rest; they've earned it. Terran isn't necessary to upgrade your melee gear further to {{ItemIcon|Ragnar God Platebody|Ragnar}} armor, but you will need a few Terran pieces to reach the DR threshold for {{ZoneIcon|Into the Mist}}. Again, the {{ItemIcon|Terran Godsword}} isn't worth grinding out due to the DR opportunity cost of not being able to wield a shield and not having access to [[Damage_Reduction_Potion|Damage Reduction Potions]]. You'll also want to get both a {{ItemIcon|Guardian Amulet}} and a {{ItemIcon|Guardian Ring}} from the {{ItemIcon|Earth Chest|Earth Chests}}, which provide BIS DR in their respective slots (10% for a necklace when below 50% hp, 5% otherwise, and 2% for a ring.) | |||
==Ragnar== | ==Ragnar== | ||
''' | Ragnar is completely optional for game progression, as {{ItemIcon|Ragnar God Platebody|Ragnar God Armor}} actually has LESS damage reduction than {{ItemIcon|Terran God Platebody|Terran God Armor}}, though it has much higher strength and melee attack bonuses. | ||
{{ItemIcon|Wasteful Ring}} is required to do {{ZoneIcon|Fire God Dungeon}} as a CO, so grab some {{ItemIcon|Climbing Boots}}, head over to the {{ZoneIcon|Perilous Peaks}} and kill some {{MonsterIcon|Wicked Greater Dragon|Wicked Greater Dragons}}. While you're there, you might as well stock up on {{ItemIcon|Jadestone Bolts}} from {{MonsterIcon|Hunting Greater Dragon|Hunting Greater Dragons}}, if you have the food to spare. While they're the best bolts in the game, the food necessary to grind them out in any notable amount may dissuade you from changing away from {{ItemIcon|Topaz Bolts}} or {{ItemIcon|Sapphire Bolts}} from slayer resupplies. | |||
Range is your best option for the {{ZoneIcon|Fire God Dungeon}} due to the 1300 magic max hit of the final boss, {{MonsterIcon|Ragnar}}. Even once you have your {{ItemIcon|Wasteful Ring}} equipped, you'll need 63% DR to idle {{ZoneIcon|Fire God Dungeon}}, which at this point, can only be done with the {{ItemIcon|Guardian Amulet}} or the {{PetIcon|Erran}} pet from {{ZoneIcon|Earth God Dungeon}} plus {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}} and otherwise full tank gear. We only have access to 66% total DR from ranged (with wasteful) until after {{ZoneIcon|Into the Mist}}. Full {{ItemIcon|Aeris God Platebody|Aeris}}, {{ItemIcon|Earth Layered Shield}}, {{ItemIcon|Infernal Cape}}, and [[Stone_Skin|Stone Skin]] will only get you to 60% DR. | |||
If you aren't after full collection log completion and just want to speed your way to {{ZoneIcon|Into the Mist}} and T90 weapon farming, then pick up 2 pieces of {{ItemIcon|Ragnar God Platebody|Ragnar Armor}}. The helm and platebody provide the best offensive bonuses, and all pieces have the same DR, so these will be the best bang for your buck. | |||
Unfortunately, the {{ItemIcon|Ragnar Godsword}} isn't of any use to us without [[Damage_Reduction_Potion|Damage Reduction Potions]] to make up for the lack of a shield, nor is the {{ItemIcon|Big ol Ron}}. The strength of the {{ItemIcon|Sandstorm Ring}} means that the {{ItemIcon|Fighter Ring}} isn't any good for endgame monsters, and the stun effect of the {{ItemIcon|Fighter Amulet}} is overshadowed by any other end-game amulet due to its lack of actual stats (specifically DR.) If you can afford to give up the DR of a necklace, you're better off using more {{ItemIcon|Ragnar God Platebody|Ragnar Armor}} and a {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}} or just toss on your {{ItemIcon|Amulet of Looting}}. This means that the {{ItemIcon|Fire Chest|Fire Chests}} are more or less useless for progression. | |||
== Into the Mist == | |||
{{UpgradeIcon|Dungeon Equipment Swapping}} upgrade is required to complete {{ZoneIcon|Into the Mist}}. The minimum recommended gear is full {{ItemIcon|Terran God Platebody|Terran}}, {{ItemIcon|Aeris God Platebody|Aeris}} and {{ItemIcon|Glacia God Platebody|Glacia}} god armor but it can be completed pre-Terran just with more active strategies (swap {{ItemIcon|Terran God Platebody|Terran}} Gear for {{ItemIcon|Ancient Platebody|Ancient}} Gear and swap {{ItemIcon|Earth Layered Shield}} for {{ItemIcon|Dragonfire Shield}}.) Recommended skill levels are {{Skill|Attack}}, {{Skill|Strength}}, {{Skill|Defence}}, {{Skill|Ranged}}, and {{Skill|Magic}} at least level 90, {{Skill|Hitpoints}} at level 99 and {{Skill|Prayer}} at least level 76. Each of the 3 phases of the boss can only be damaged by an attack type that matches their own. Melee vs melee, ranged vs ranged, magic vs magic. The DR numbers provided assume a max hp of 1000 from level 99 {{Skill|Hitpoints}} and {{PetIcon|Finn, the Cat}}. (500hp max hp after affliction.)<br> | |||
The two eating strategies used in this guide are Auto Eat and Hold Enter/Spam Eat. | |||
Auto Eat is what it sounds like, letting the attack get healed by {{UpgradeIcon|Auto Eat}} which keeps our attacks uninterrupted. | |||
Hold Enter means that after you click on your food to eat manually once, which will target your equipped food. (You can see a bold grey box around your food to indicate it's selected.) Then you hold the Enter key on your keyboard, which will automatically try to eat each tick, and automatically eat when damaged. Do not let go until the attack is completed. This technique only works in browser versions of the game and is not required to complete the dungeon; it just makes it easier. Spam clicking your food can work as well.<br> | |||
The most important thing to understand about {{ZoneIcon|Into the Mist}} is the [[Affliction|Affliction]] debuff, which lowers your max hp by 1% for every stack and stacks up to 50 times. Every time an attack hits you, while in this dungeon there is a 70% chance to gain a stack of [[Affliction|affliction]]. This means that in long fights your max hp will drop to 500 which puts your auto eat threshold at 200. The only way to remove [[Affliction|affliction]] is to defeat the current monster or run.<br> | |||
===[[Into the Mist#Afflicted_Monsters|Afflicted Monsters]]=== | |||
For the afflicted monsters you will want to be using your strongest melee, ranged and magic sets. Swap sets according to the attack style of the monster to gain [[Combat Triangle|combat triangle]] advantage. Due to the variability of the monsters you face this phase can either be very easy or very hard. Keep your eye on your current {{UpgradeIcon|Auto Eat}} threshold (which will drop from 400 to 200 as the fight continues) and the max hit of the monster you are currently facing (keeping in mind status effects like [[Sleep|sleep]], [[Stun|stun]] and [[Freeze|freeze]].) You will likely need to eat manually in this section. Alternatively you could hold enter to eat either some or all of the time. This phase is not a race against time like phase 1 and phase 3 so there is no need to rush. | |||
==={{MonsterIcon|Mysterious Figure - Phase 1}}=== | |||
Recommended Gear: {{ItemIcon|Terran God Platebody|Terran}} or {{ItemIcon|Ragnar God Platebody|Ragnar}} Armor, {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}, {{ItemIcon|Guardian Ring}} or {{ItemIcon|Fighter Ring}}, {{ItemIcon|Darksteel Dagger}}, {{ItemIcon|Earth Layered Shield}}, {{ItemIcon|Infernal Cape}}<br> | |||
Recommended Prayers: {{PrayerIcon|Protect from Melee}}, {{PrayerIcon|Chivalry}}<br> | |||
Combat Style: Stab<br> | |||
====Attacks==== | |||
[[Mysterious Figure - Phase 1|Mark of Death]] (50%) (Auto Eat req 34DR)<br> | |||
-An unavoidable attack that deals 300 damage, and applies +1 stack of Mark of Death to you (Maximum 3 stacks). Mark of Death gives 50% decreased damage reduction regardless of number of stacks. One stack is removed after each of your turns.<br> | |||
[[Cursed Edge]] (35%) (Hold Enter/Spam Eat)<br> | |||
-An avoidable attack that slices at you 2 times, dealing 600 damage each.<br> | |||
[[Reap and Return]] (15%) (Auto Eat req 56DR)<br> | |||
-An avoidable attack that hits 7 times, plus an extra time per Mark of Death stack applied to you. Deals 450 damage each and heals the enemy for 100% of damage dealt. Removes all Mark of Death stacks from you after attack.<br> | |||
====Strategy==== | |||
For this fight it is very helpful to use a weapon with attack speed lower than 2.6. This means that you can avoid getting hit while you have a stack of the [[Mark of Death]] debuff. [[Mark of Death]] is survivable with {{UpgradeIcon|Auto Eat}} at max [[Affliction|affliction]] provided you have at least 34DR. [[Cursed Edge]] can kill you through {{UpgradeIcon|Auto Eat}} at high [[Affliction|affliction]] stacks so hold enter to eat for this attack once its max hit is higher than your {{UpgradeIcon|Auto Eat}} threshold. With 56 DR you can survive [[Reap and Return]] using just {{UpgradeIcon|Auto Eat}} even at maximum [[Affliction|affliction]] stacks. This fight is a race due to the healing the boss receives from [[Reap and Return]]. For this reason we use {{PrayerIcon|Protect from Melee}} to limit the amount of healing the boss can do. It is important to not use {{ItemIcon|Sandstorm Ring}} since the special attack will stop you from clearing the Mark of Death stacks before being hit. {{ItemIcon|Darksteel Dagger}} is very strong here due to how the bleed scales with monster max hp.<br> | |||
==={{MonsterIcon|Mysterious Figure - Phase 2}}=== | |||
Recommended Gear: {{ItemIcon|Aeris God Platebody|Aeris}} Armor, {{ItemIcon|Deadeye Amulet}} or {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}, {{ItemIcon|Deadeye Ring}} or {{ItemIcon|Guardian Ring}}, {{ItemIcon|Ancient Throwing Knife|Ancient Throwing Knives}}, {{ItemIcon|Earth Layered Shield}}, {{ItemIcon|Infernal Cape}} or {{ItemIcon|Cape of Prat}}.<br> | |||
Recommended Prayers: {{PrayerIcon|Eagle Eye}}, {{PrayerIcon|Sharp Vision}}<br> | |||
Combat Style: Rapid<br> | |||
====Attacks==== | |||
[[Mysterious Figure - Phase 2|Mark of Death]] (50%) (Auto Eat req 34DR)<br> | |||
-An unavoidable attack that deals 300 damage, and applies +1 stack of Mark of Death to you (Maximum 3 stacks). Mark of Death gives 50% decreased damage reduction regardless of number of stacks. One stack is removed after each of your turns.<br> | |||
[[Concealed Danger]] (35%) (Auto Eat req 56DR)<br> | |||
-An avoidable attack that hits 1 time(s), plus an extra time per Mark of Death stack applied to you. Deals 450 damage each. Removes all Mark of Death stacks from you after attack.<br> | |||
[[Shadowstep]] (15%) (-)<br> | |||
-The enemy is surrounded with mist, gives the enemy +20% Global Evasion,+40% Damage Reduction and -20% Attack Interval for 1 of the enemy's turn. If buff is already active, perform a Normal Attack instead.<br> | |||
Normal Attack (Instead of repeating Shadowstep while the effect is already active) (Hold Enter/Spam Eat)<br> | |||
-772 Ranged Damage<br> | |||
====Strategy==== | |||
For this phase we are once again avoiding the [[Mark of Death]] debuff by using a fast attack speed weapon. In this case our attack must be faster than 1.75 which {{ItemIcon|Ancient Throwing Knife|Ancient Throwing Knives}} with the rapid attack style allows us to do. [[Mark of Death]] is survivable with {{UpgradeIcon|Auto Eat}} at max [[Affliction|affliction]] provided you have at least 34DR. With 56 DR you can survive [[Concealed Danger]] even with maximum [[Affliction|affliction]]. The attack which you must watch out for is the normal attack which happens instead of [[Shadowstep]] if the boss already has the buff (the attack bar of the boss will be blue rather than yellow.) This attack can kill you through {{UpgradeIcon|Auto Eat}} at high [Affliction|affliction]] stacks so hold enter to eat for this attack once its max hit is higher than your {{UpgradeIcon|Auto Eat}} threshold. This phase is not a race against time so slow and steady will work for this phase.<br> | |||
==={{MonsterIcon|Ahrenia}}=== | |||
Recommended Gear: {{ItemIcon|Glacia God Platebody|Glacia}} Armor, {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}, {{ItemIcon|Warlock Ring}} or {{ItemIcon|Guardian Ring}}, {{ItemIcon|Magic Wand (Elite)}}, {{ItemIcon|Miolite Shield}} or {{ItemIcon|Earth Layered Shield}}, {{ItemIcon|Skull Cape}} or {{ItemIcon|Infernal Cape}}<br> | |||
Recommended Prayers: {{PrayerIcon|Mystic Might}}, {{PrayerIcon|Augury}}<br> | |||
Spell: {{Icon|Gust|type=spell|Gust}} or {{Icon|Slicing Winds|type=spell|Slicing Winds}}<br> | |||
====Attacks==== | |||
[[Shadow Burst]] (70%) (Hold Enter/Spam Eat)<br> | |||
-Fire off 3 large, avoidable, dark explosions that deal 800 damage each. Gives you -1% Global Accuracy that stacks up to 40 times.<br> | |||
[[Ahrenia|Into the Mist]] (15%) (-)<br> | |||
-The enemy disappears into the Mist. Gives the enemy +10% Damage Reduction each time they are hit for the duration of this attack (Stacks up to 10 times) and gives Regen that heals 10% of the enemy's max hitpoints over 10s.<br> | |||
[[Fallen Light]] (15%) (Auto Eat req. 50DR) | |||
-The Mist breaks away and the sky opens up to an unavoidable, falling ray of Darkness, dealing 400x15 damage over 2.8s.<br> | |||
== | ====Strategy==== | ||
'' | For this fight you will first and foremost need to achieve accuracy higher than 33,334. This allows us to stay above the 20k accuracy requirement for [[Ancient Magicks]] while accounting for max stacks of the [[Shadow Burst]] debuff. Once you achieve the required accuracy you should then try to get at least 50 DR. How you achieve this combination of stats will depend or your exact {{Skill|Magic}} level and which [[Pets|pets]] and [[Equipment|gear]] you have currently collected. It isn't possible to reach the DR needed to survive [[Shadow Burst]] even at low [[Affliction|affliction]] stacks so you will need to hold enter to eat whenever you see Shadowburst (this will be most attacks.) [[Ahrenia|Into the Mist]] healing the boss means this fight is a race against time. This is why we're going to use 100% accuracy [[Ancient Magicks]]. {{Icon|Gust|type=spell|Gust}} is a good choice but {{Icon|Slicing Winds|type=spell|Slicing Winds}} will also get the job done. [[Fallen Light]] can be survived with {{UpgradeIcon|Auto Eat}} at max [[Affliction|affliction]] as long as you have at least 50 DR. It is important to use {{UpgradeIcon|Auto Eat}} for [[Fallen Light]] since that will allow you to attack without being interrupted by manual eating.<br> | ||
==Ocean stuff== | ==Ocean stuff== |
Revision as of 04:36, 8 January 2022
This page was last updated for (v0.19). |
The major part of this guide is written by Username, mazunki, and @ERRORMONSTER#8764 on the Discord community. If you got any questions, or anything is wrong make sure to shout out to any one of us. Feel free to edit the guide, or add stuff to it too.
Thanks to everyone in #hardcore-mode-chat for making this possible. :)
Preface
Food is vital to a HCCO account and your first food source (and one that you will be relying on for quite a while) is plants. Starting out, you should fight plants for the potatoes they drop and to increase your combat levels.
Note about ATK vs
STR vs
DEF: All three combat skills are very useful to level in their own ways. ATK increases your chance to hit and unlocks new weapons to use, STR increases your maximum hit, and DEF increases your chance to not get hit (which saves you food). In general, they should all be leveled equally.
DEF should be your first combat skill that you level, as it greatly reduces the amount of damage that you will take from plants (roughly by half). ATK should be second and STR should be last (since you have a low chance to hit, it’s more important to level ATK rather than STR).
Weapons in this game have different attack speeds depending on their type. Daggers attack quickly, with an attack speed of 2.2 seconds, and Battleaxes attack slowly, with an attack speed of 3.1 seconds, for instance. Weapons that attack more slowly also deal more damage per hit and weapons that hit quickly usually do less damage per hit.
There are different styles in the game, depending on the weapon you’re wielding. Melee weapons, which will be our main focus for the first part, have Stab, Slash and Block. Each style gets a bonus to the accuracy rating depending on the specific weapon. Swords usually have a better stabbing accuracy, while scimitars are better at slashing, for instance. The style you choose will also give you experience towards the combat skill in question: Stabbing gives Attack experience, Slashing gives Strength experience, while Blocking is used to train Defence. During the beginning of HCCO, you’ll have to eat manually to ensure that you won’t die. Later on, you’ll be able to automatically eat food so eating will be less of a worry.
The ENTER key repeats the last action you preformed in the game, so to make sure you eat as fast as possible be sure to click the potato and hold ENTER.
Chapter 0: Your first gear
Start: Naked End: 4 steel pieces
You should get to about 10 in all melee combat skills (usually expressed as 10/10/10) by fighting plants and then it’s time to start getting your first gear.
Chapter 0—I: Starting naked
After you have a decent stack of food, it’s time to get your first pieces of gear from the Golbin. You should have some levels in all skills (10/10/10 or so) and a couple hundred
potatoes or so. You’re looking for a
Bronze Battleaxe (1 in 27 chance) and a
Bronze Shield (1 in 27 chance). If you get unlucky, don’t worry. Just kill plants for food until you’re able to get both.
Plants have very low HP, so having a faster weapon allows you to kill them faster, as you don’t need more than 20 damage to kill a plant. So, your next goal after your
Bronze Battleaxe is an
Iron Dagger. You should have about 15/15/15 stats and a few hundred potatoes. The
Iron Dagger has a 1/33 drop rate from the
Goo Monster.
Your next gear upgrades will come from Zombie Hand. You’re looking for the
Iron Platebody (1 in 4 chance) and
Iron Platelegs (1 in 4 chance). Some people might go for the
Steel Knight first, but since the
Zombie Hand has a better chance for gear, it’s recommended to do it first. You should have about 20/20/20 stats for this and, once again, a large stack of
taters.
After you kill the
Zombie Hand, you should then move on to the regular
Zombie for the
Steel Platebody (1 in 5 chance). It also drops
Steel Boots (1 in 5 chance), but you shouldn’t grind for them since
Steel Knights are easier to get them from the
Steel Knight. (20/20/20 stats recommended)
You’ll end the first part of your HCCO journey with
Steel Knights. They drop the
Steel Helmet (15 in 67 chance),
Steel Shield (10 in 67 chance),
Steel Sword (10 in 67 chance), and
Steel Scimitar (4 in 67 chance). You should be using the
Steel Sword on ATK and DEF and the
Scimitar on STR when killing most monsters, but again, daggers should be used on plants due to the fast attack rate. The
Mirror Shield is a useful item to get around here, but if you decide not to get it, you can avoid ever getting tasks in the
Strange Cave
Chapter II: Mithril armor
Start: 5x Steel Armour, 10/10/10, Steel Scimitar End: Amulet of Looting, AE1, 5x Mithril Armor, 40/40/40, Ice Sword, Adamant Dagger
The next Knight after Steel is
Black, but should skip it, as the drop chances are very low, and the next tier is not much harder anyway.
But before you visit the Mithril Knight you'll want to take a detour to fight the
Mummy for
Amulet of Strength and
Gold Emerald Ring to fill out your neck and ring slots. Your next step, therefore, is
Mithril Knights. Because they only drop gear a quarter of the time when killed (on average), it can take quite a while to get a full
mithril set. You will probably get
boots (25 in 268) and
helmets (15 in 268) quite often, and the eventual
platelegs (5 in 268). The
platebody has quite a low drop-chance (1 in 568). This is quite the trend on these knights. Before getting the
platebody you will probably get both a
scimitar (1 in 67) and a
shield (5/134), too, so equip these once dropped, for a decent upgrade. You may equip the
sword, too, but I’d stick with the
Scimitar for now, to efficiently level up your
Strength skill before practically perma-equipping the
Ice Sword for a long while. The last thing to consider before moving on to the
Ice Monster is to potentially getting an
Amulet of Calculated Promotion from
Leech while your name is set to "witwix", however this is only a 1% chance, so you might instead want to put it off until later.
As mentioned, you will want to get the
Ice Sword after getting full
Mithril armor, or even before getting the
platebody, as it is a really good upgrade at this point. It is practically a cold
Rune Sword, in stats, except it is slightly better defensively than offensively. The drop rate is 10% at the
Ice Monster over at the
Icy Hills. Huge. Because of variance, you might get it on your first kill or your 20th, but don’t be discouraged. Also, the
Ice Sword is better at grinding
Strength than all weapons from a lower tier, meaning that the next best strength weapon after.
Now, before you go away from the computer, or to sleep, it’s time to upgrade your dagger. At the Purple Goo Monster you can get a cheap
Adamant Dagger. More damage to plants? Good business.
Chapter II—A: Looting Amulet
The Looting Amulet is a special amulet which automatically loots gear acquired from Combat Areas and Slayer Areas. You may get it from the
Spider Chest, with a 1/22 chance. Due to the nature of HCCO, you will spend a lot of potatoes in the early game (and beyond, too), so you might want to rush this item in order to ease the grind for food as soon as possible.
By using Mithril Armor, and having around 40 melee stats, it will take you around 5000 healing from food per run of the
Spider Forest. Before you start running the dungeon, you should have a buffer of at least a thousand potatoes, just because RNG might be on your bad side.
It is quite possible to beat the zone without having any form of Auto Eat, and just make sure you time your manual eating right, since the damage of the spiders in the area is not too high.
Don’t go for AE now
Otherwise, if you really don’t want to manual the dungeon, you should know the base max damage of the zone is 142, requiring 710 hp for AE1, 480 hp for AE2. This requires 6 million gold, which would require around 30 hours of active gameplay at Master Farmer, since you still don’t have auto looting. Bad idea.
Chapter II—B: Auto Eat 1
As soon as you have your hands on an Amulet of Looting, you can start to make money. A relevant point to make here, is that money making at this stage is a compromise between risk and reward. Consider the time it takes to farm up the food you need, and the time it takes to farm the gold you want.
Safe path
The safest way to make money, for now, is to kill Cows, collecting their
leather, and upgrading it into
Green Leather through the shop. The selling price for
Leather is 50 GP, while the selling price for
Green Leather is 200 GP. By upgrading it, you effectively get 100 GP per piece of
Leather.
Assuming you’ve got the Ice Sword, the average gold yield per
cow is 203 GP.
This chapter ends when you’re 40/40/40. Use Adamant Dagger for idling
plants, and
Ice Sword for tougher enemies.
Chapter III: Mithril to adamant (g) + rune boots (g) + rune gloves
Start: Amulet of Looting, AE1, 5x Mithril Armor, 40/40/40, Ice Sword, Adamant Dagger End: 4x (G) Adamant Armor, 1x (G) Rune Boots, 1x Rune Gloves, 70/40/70
How does it feel to be able to get FREE FOOD overnight?
While your next target is necessarily Adamant Knights, you should know that leveling attack and defense up to 50 from your 40 stats will effectively reduce your (raw, without AE efficiency loss) healing per knight from 1700 to 1200. additionally, if you decided not to get the
Amulet of Calculated Promotion previously, you should definitely get it now, since you'll have extremely low accuracy on the next two knights.
Important note: DO NOT IDLE KNIGHTS. Make sure to always have more HP than the max hit of the enemy, and try to eat food right after your attack timer ends, so you don’t reset an attack in progress. Eat until full HP, or at least until you have enough HP to survive any attack. The 2.6s interval of the
Adamant Knight is not really a danger provided you’re PAYING ATTENTION and have enough food.
Your Ice Sword is great for leveling
Attack, and your
dagger is fine for leveling defense. You may do this at
Statue, in preparation to gear upgrades, and thus your first Damage Reduction points!!
Each Adamant piece has a 1/48 chance of dropping, which, mind you, is much better than the drop chances of
Rune Knight. Good luck on that! While you don’t really care about the
Green Boots nor the
Obsidian Cape, you may as well equip them once you get them. It will be a while until you replace the
Cape for anything else, but there’s no point wasting
Silver/
Gold bars on the
Boots. You will get
Rune Boots quickly anyway.
Upgrade the Equipment you get to (G) Adamant as soon as you get them, since each piece gives you 4% damage reduction.
Now, grind up enough Slayer Coins for the Desert Hat, and 50
Slayer levels, so you can gain access to the
Arid Plains. You may as well kill
Master Farmers, for Gold Coins; or hit some
Statues for some
Gold and
Silver Bars, which are both Easy Slayer Tasks, meaning they’re free to reroll.
Now, why would you want to unlock Arid Plains? Well, there’s a few reasons:
Sand Treaders at
Turkul Riders — -0.1s to all attacks? Great for plants.
Rune Boots at
Turkul Riders — Excellent upgrade, easier to get than from
Rune Knights.
Desert Wrappings at
Turkul Archers — 2% dr gloves, best until
Paladin Gloves.
Also, you don’t even need to manual these two enemies! After getting these upgrades, you should keep on to your hat (literally!), because your next weapon upgrade comes from the Turkul Giant at the same area. You could also sell the hat, and rebuy it a bit later. The Slayer Coin cost is not too huge.
Farm up enough Gold to upgrade your Auto Eat to Tier II at Master Farmer. With Auto-Eat II you can idle
Turkul Giants, provided you have 23% dr and level
50 HP. With this, upgrade your weapon into the
Dragon Scimitar or, even better, the
Desert Sabre.
Farming at Master Farmer
The Master Farmer gives a total of 14 unique items. You want to prioritize your bank slots for the most rewarding items, taking the price and drop rate into account. This mainly comprises the Tree Seeds, requiring 5 slots. By reserving five slots for the Master Farmer grind, you get a total of 84% of the gold drops. That’s around 809 gp per kill.
Oak Tree Seeds >
Willow Tree Seeds >
Maple Tree Seeds >
Yew Tree Seeds >
Magic Tree Seeds >
Compost >
Sweetcorn Seeds >
Tomato Seeds >
Strawberry Seeds.
And it was done.
Chapter IV: Adamant to full rune (g)
Start: 4x (G) Adamant Armour, 1x (G) Rune Boots, 1x Rune Gloves, 70/40/70 End: 5x (G) Rune Armour, 1x Paladin Gloves, Elite Amulet of Strength. 70/80/80, Sunset Rapier / Ancient Claw, AE3
The first thing you should do in this part of the story is to upgrade your Amulet of Strength into an
Elite one, simply by farming more
Mummies. On average you need to kill around a thousand of them.
You may wait to get the
Paladin Gloves until after getting
Rune Armor, or you may get it already. At this point you will use around 65 potatoes per
Paladin kill, and the chance to get them is 1/171. Not too hard.
The next step is to farm the feared shiny Rune Knights, and upgrade your four armor pieces into
(G) Rune pieces, for a total of 29% damage reduction with the
Paladin Gloves. You will need a bunch of
Gold and
Silver pieces, farmed at
Statue.
You must get Auto Eat III now and should get a 2nd loadout slot, consider getting the 3rd and last loadout slot while at it too.
Assuming you already have 60 Slayer (and if you don't, then go get it;
Giant Crab tasks are your friend here), the last thing to get before moving onto the next section is a better weapon.
Deep Sea Ship is your next stop for a
Sunset Rapier to speed up killing
Pegasus. You'll be killing around 3300 of them to get 100
Ancient Claw Fragment which can be upgraded into the
Ancient Claw. This will be a great weapon until you upgrade it to the
Infernal Claw, which is still well off. Don't bother getting any
Dragon Claw Fragment from
Griffin yet, as they will just take up space. If you're lucky enough to get an
Ancient Sword before the
Sunset Rapier, then feel free to use it until you get to
Volcanic Cave, as it will drastically reduce your food consumption and the associated food farming time. After that, you'll probably only want to use it outside dungeons due to the high monster damage reducing the benefits of the lifesteal.
Chapter V: Rune (g) to ancient (g)
Ancient storyline
Start: 5x (G) Rune Armour, 1x Paladin Gloves, Elite Amulet of Strength. 70/80/80, Sunset Rapier / Ancient Claw, AE3 End: 4x (G) Ancient Armour, 1x Paladin Gloves, Elite Amulet of Defence, 90/99/90, Dragonfire Shield, Sandstorm Ring
Elite Amulet of Defence from upgrading
Amulets of Defence, which are dropped by
Purple Goo Monsters, and
Silver Diamond Ring, dropped by
Mummies, are our best friends for now; the limiting factor for the remaining dungeons is how much DR you have access to.
Now that you've got full Rune (G) and
Paladin Gloves for 32% DR, 88 hitpoints will allow you to idle
Volcanic Cave for your first useful cape, the
Fire Cape. At this point, you can expect to eat around 30,000 hp worth of food per kill without prayer.
You're probably noticing that potatoes just won't cut it for food anymore, so switching to
Sweaty Monsters for
Salmon and
Lobster will reduce your overall time spent farming food. Expect to get food equivalent to 10.2 hp/kill in
Salmon, 6.25 hp/kill in
Lobster, and 2.3 hp/kill in
Shark. Swapping food sources often means that saving all 3 types of fish might not be worth it for some players.
Hopefully you find the Volcanic Cave comfortable, as the goal is to get the
Ancient Platebody,
Ancient Platelegs,
Ancient Helmet, and
Ancient Shield. There are no Ancient Boots and
Dragon Boots are unobtainable on HCCO (as is the
Dragon Helmet,) so you'll continue rocking your
(G) Rune Boots for quite awhile. Getting the
Dragon Platebody and/or
Dragon Platelegs is only useful if you plan to upgrade them to (G), as you still need the extra DR that comes from the (G) upgrade. Once you get your full
Ancient Armor, make another visit to
Statues to finish off gathering
Gold Bars and
Silver Bars and upgrade everything to (G). Luckily the
Elite Chests you've been opening also drop plenty of
Silver Bars and
Gold Bars. In total, you'll need 6000
Silver Bars and 10,000
Gold Bars for full
(G) Ancient Armor. If you get all the
Silver Bars you need, move to
Purple Goo Monsters for faster
Gold Bars. You can also hold onto the
Amulets of Fury for the
Fury of the Elemental Zodiacs grind later; you'll need 10
furies in total.
After getting the (G) Ancient Shield, there's nothing stopping you from immediately upgrading it again to the
Dragonfire Shield, so head to the
Green Dragons to get 7050
Dragon Bones. You can alternatively wait until getting some range levels, as
Green Dragons are slightly weaker to mage and range than to melee, but at this level, you shouldn't have any trouble, and the 8% DR of the
DFS will be very useful as a mage and range offhand for God dungeons.
Another grind that can be done around this time is the Sandstorm Ring from
Sand Beasts, which will be your best-in-slot melee dps ring. (Note that as of v0.21, the
Sandstorm Ring can no longer be used to cheese early range and mage training; the special attack is now melee only.)
Once you have full (G) Ancient Armor and
DFS for 43% DR (or 40% with
looting and
Sandstorm Ring, it's time to grind any remaining melee skills to ideally at least 90/99/90 while working your way towards 70 slayer for your next food upgrade -
Trout from
Raging Horned Elites or RHE; you can also take advantage of the
Gold Emerald Ring from
Mummies to speed up stat grinding. Once you get to this point, you can expect 447.8 hp in food for every kill! Once you start killing
RHE, hold onto the
Ancient Arrows they drop as they're your best arrows, even though they can't be equipped until level 70
Ranged. Additionally, the
Large Horns that they drop will likely replace
Master Farmers for GP farming, as the GP/hr is about the same (not to mention the food, arrows, and prayer points you're getting), with a much lower bank demand.
Ranged intro
Ranged is quite straightforward, but we’ve been putting it off for mainly two reasons: It doesn’t provide any real benefit until you start fighting wizards, or other magic monsters, and getting its gear without having the space in your bank or loadouts for the gear and weapon(s) will be annoying.
Get your first two bows (level 5 lets you use Oak Shortbow) from the
Ranged Golbin over at the
Golbin Village, and use the
Ice Arrows from the
Frozen Archer over at the
Icy Hills. These are almost as strong as
Rune Arrows, which you can start to use at level
40, but are much easier and cheaper to farm, and can be equipped from the very beginning.
Literally all your next weapon upgrades, except if you go out of your way to get the
Yew Longbow from the Holy Archer at level
40, will come from the
Bandit Chest. At level
30 you can upgrade to the
Maple Longbow, at level 50 you can use the
Magic Longbow, and finally you will get to use the
Redwood Longbow and the
Ancient Longbow at levels 60 and 70.
An alternative (but less efficient) route for early ranged training is to kill Thieves in the
Runic Ruins for throwing knives, which, due to their higher attack speed and inherent 15% ammunition saving, can help with early training.
Once you get into higher levels you may consider using the Adamant (worse than
Ice),
Rune and
Dragon Arrows you’ve collected from the
Bandit Chest. If you’re farming
Raging Horned Elite for food you may also use
Ancient Arrows in
ranged combat after level 70.
Most of your ranged armor upgrades will come from the Spider Forest, moving through
Green D'hide at level 40,
Blue D'hide at level 50,
Red D'hide at level 60, and finally into
Black D'hide at level 70. Upgrading ranged armor is much easier than for melee armor, as you can buy
Leather from the shop, which can then be used to buy
Green,
Blue, and
Red dragon leathers for upgrading their respective armor tiers. Alternatively, killing dragons in the
Dragon Valley can provide all chromatic dragonhide, including
Black.
Ranger Hat and
Ranger Boots are a nice bonus for saving ammunition while training, but after level 70, ammunition will be plentiful thanks to
Raging Horned Elites, so they aren't necessarily worth the time to grind out.
Magic Intro
Magic in this gamemode will mainly consist of casting air spells, since you can remove one colour from the rune costs. All spells cost air runes, but water, earth and fire runes additionally cost their respective runes.
This is a bad thing, for us, since we have no real way to farm a lot of runes yet, but we can get started by farming some catalyst runes at the Vampire and the
Master Wizard. The
Vampire is probably best for now, since it is a ranged monster, meaning we can strike it with melee, even considering the drop chance and drop rates are lower than from the master wizard.
Catalyst Runes are the runes you use to power up your spells, while Elemental runes select which element you’re using. You can remove the cost for Elemental runes with staves, which we will abuse to completely nullify the air cost, and thus only use air spells.
The Staff of Air reduces the cost by 1, allowing you to cast up to Wind Strike for free (20 dmg), the
Battlestaff reduces it by 3, allowing you to cast up to Wind Blast for free (130 dmg), while the
Mystic Air Staff reduces it by 5, allowing you to cast up to Wind Wave for free (170 dmg).
Keep in mind you will also need the Catalyst runes for each tier. Once you get to level 30 magic you can start wielding
battlestaves, and should therefore also cast Wind Bolts. No need for
Mind Runes anymore, so sell them all.
After you can cast Death spells, you might want to go back and forth between
Chaos Runes and
Death Runes, since they both deal decent damage, and are both farmed decently at the
Master Wizard for a while. Eventually, as you get more magic evasion through leveling
magic, you will only use
Death runes, as the
Necromancer stops hurting too much.
Ancient (g) to God gear and beyond (everything maxed, current end game)
Pre-Gods
It's about time to get your best-statted amulet, the Fury of the Elemental Zodiacs that has 1% more Damage Resistance compared to
Elite Amulet of Defence in addition to offensive and defensive bonuses. Refer to the FEZ/Guide for getting all the materials to make it. The
Leonardo pet is good to have by this point as well, as it's a free 1% DR. Another useful item to get around this time if you don't already have it is the
Sandstorm Ring, for its unavoidable special attack.
Aeris
Getting 99/99/99 melee stats is not a bad plan at this point, but before moving into the Air God Dungeon, you'll want to have at least 90/90/90 melee stats, full
(G) Ancient melee armor,
(G) Rune Boots,
Paladin Gloves,
Dragonfire Shield,
Fire Cape,
FEZ or
Elite Amulet of Defence, and level 85
Ranged. This combination of armor will allow you to reach 43% DR and idle the
Air God Dungeon with as low as level 97 hp for 1000 total health, including the 30 hp bonus from the
DFS. If your hp is at least level 95, then you can even use the
(U) Ancient D-hide Vambraces for 2% DR more than
Paladin Gloves.
Your goal is to get full Aeris God Armor from the
Scrolls of Aeris, with the
Stormsnap being optional. The
Aeris Godsword is wholly unnecessary, as you'll want to keep using the DR of the
DFS awhile longer, though all of the godswords can be used for non-dungeon grinding.
You'll want to hold on to the Air Shards which can be upgraded into
Air Chests, containing various crossbow bolts. These won't be enough to supply you for the
Water God Dungeon but will at least save you some time grinding ammunition in the future. The
Deadeye Amulet and the
Deadeye Ring are each pretty good DPS increases for Ranged, but DR is so tight in most god dungeons that you may not be able to use it over the
FEZ.
Glacia
Hopefully you've gotten the Finn, the Cat pet by now, because the 10 max health bonus makes DR and max hit calculations much easier, not to mention potentially saving you 1% DR here and there. That and the
Leonardo pet will be assumed from here out for the sake of example gear, just for simplicity, alongside level 99
Hitpoints.
Water God Dungeon will be done with
Ranged. Your goal is 49% DR. While it's much easier to reach this threshold with the
Ancient Crossbow from
Dragons Den and a
Dragonfire Shield, gathering bolts from either
Air Chests or
Slayer resupplies is pretty tedious (though autoslayer helps, and again,
Giant Crab tasks are your friend. Use basic resupplies for the most ammo per SC,) so an alternative if you have level 88
Prayer is to use the Stone Skin prayer and the
Ancient Longbow, full
Aeris,
FEZ,
Silver Diamond Ring, and a
Fire Cape. Without level 88 prayer, you'll have to use a shield.
If you do go the Ancient Crossbow +
DFS route, then
Aeris provides enough damage reduction for you to wear otherwise fully offensive gear, including the
Deadeye Amulet,
Deadeye Ring, and the
Cape of Prat or
Ranged Skillcape.
Regardless of your gearing, the goal is full Glacia armor in 5 pieces from the
Scrolls of Glacia, with the
Warlock Ring from
Water Chests being a neat bonus and the
Warlock Amulet not being very useful. The
Glacia Godsword is not worth grinding for, nor is the
Cloudburst Staff. The cloudburst doesn't provide any air runes, which are required for all standard spells, so where you can use a 2h staff, you'll likely want to use your
Mystic Air Staff to prevent needing to farm
Wizards for air runes, but most of the late-game magic content requires a wand and shield anyway, so it's moot. Maybe you could use it for an ancient magicks setup with Icicle Volley, but
Ancient Runes are also a pain to get in bulk.
Water Chests are actually the best place to farm ancient runes due to the low drop rate and amount from
Magic Chests. Hold on to a
Magic Wand (Elite) if you get one and have the bank space to spare, as it's the best one-handed wand you'll have access to for awhile.
Terran
With full Glacia, a
Mystic Air Staff, and 45% DR, you can go do the
Infernal Stronghold to get your
Infernal Cape and get 10
Infernal Cores to upgrade your
Ancient Claw (and
Dragon Claw if you don't have one yet) into the
Infernal Claw for melee farming.
Terran must be done with mage and has a very tight window for gearing and Damage Reduction. Specifically, your attack speed needs to be faster than 3 seconds and you need 47% DR. In a worst case scenario, Terran will increase your attack interval by 33% for 2 turns then stun you for 1 turn. If he hits you while you're stunned, you'll take an additional 30% damage, drastically increasing your necessary DR to safely idle.
As with the Water God Dungeon, there are two ways to do the
Earth God Dungeon: you can use a
Mystic Air Staff,
FEZ,
Skull Cape, and
Silver Diamond Ring and use the Surge I Aurora to just barely make your attacks fast enough to avoid being smacked while stunned and slowed, or use a
Magic Wand (Elite),
Miolite Shield (or
Dragonfire Shield if you're lazy),
FEZ,
Skull Cape, and the
Warlock Ring, which is fast enough to not worry about needing surge.
There are also two reasonable choices for spells. Gathering Ancient Runes is a slow process, but it allows for the use of Wind Surge, which will shred through the dungeon at around 250 casts per kill for 3.7 kills per hour with the wand or 350 casts per kill for 2.3 kills per hour with a staff. On the other hand,
Death Runes are much easier to gather in bulk from
Necromancers so you could instead use Wind Blast at around 350 casts per kill for 2.5 kills per hour with a wand or 800 casts per kill for 1.5 kills/hr with a staff. Using
Ancient Magicks is not recommended, even with a
Mystic Air Staff, as while you can get 5.5 kills per hour with this gear, it also costs almost 600 ancient runes per kill.
TL;DR - farm ancient/light runes and use wind surge for the staff setup, or farm death/air runes and use wind blast for the wand setup.
The goal is to get an Earth Layered Shield and least 4 pieces of
Terran armor from
Scrolls of Terran, though 5 is, of course, ideal. Make sure you finally put your
(G) Rune Boots to rest; they've earned it. Terran isn't necessary to upgrade your melee gear further to
Ragnar armor, but you will need a few Terran pieces to reach the DR threshold for
Into the Mist. Again, the
Terran Godsword isn't worth grinding out due to the DR opportunity cost of not being able to wield a shield and not having access to Damage Reduction Potions. You'll also want to get both a
Guardian Amulet and a
Guardian Ring from the
Earth Chests, which provide BIS DR in their respective slots (10% for a necklace when below 50% hp, 5% otherwise, and 2% for a ring.)
Ragnar
Ragnar is completely optional for game progression, as Ragnar God Armor actually has LESS damage reduction than
Terran God Armor, though it has much higher strength and melee attack bonuses.
Wasteful Ring is required to do
Fire God Dungeon as a CO, so grab some
Climbing Boots, head over to the
Perilous Peaks and kill some
Wicked Greater Dragons. While you're there, you might as well stock up on
Jadestone Bolts from
Hunting Greater Dragons, if you have the food to spare. While they're the best bolts in the game, the food necessary to grind them out in any notable amount may dissuade you from changing away from
Topaz Bolts or
Sapphire Bolts from slayer resupplies.
Range is your best option for the Fire God Dungeon due to the 1300 magic max hit of the final boss,
Ragnar. Even once you have your
Wasteful Ring equipped, you'll need 63% DR to idle
Fire God Dungeon, which at this point, can only be done with the
Guardian Amulet or the
Erran pet from
Earth God Dungeon plus
FEZ and otherwise full tank gear. We only have access to 66% total DR from ranged (with wasteful) until after
Into the Mist. Full
Aeris,
Earth Layered Shield,
Infernal Cape, and Stone Skin will only get you to 60% DR.
If you aren't after full collection log completion and just want to speed your way to Into the Mist and T90 weapon farming, then pick up 2 pieces of
Ragnar Armor. The helm and platebody provide the best offensive bonuses, and all pieces have the same DR, so these will be the best bang for your buck.
Unfortunately, the Ragnar Godsword isn't of any use to us without Damage Reduction Potions to make up for the lack of a shield, nor is the
Big ol Ron. The strength of the
Sandstorm Ring means that the
Fighter Ring isn't any good for endgame monsters, and the stun effect of the
Fighter Amulet is overshadowed by any other end-game amulet due to its lack of actual stats (specifically DR.) If you can afford to give up the DR of a necklace, you're better off using more
Ragnar Armor and a
FEZ or just toss on your
Amulet of Looting. This means that the
Fire Chests are more or less useless for progression.
Into the Mist
Dungeon Equipment Swapping upgrade is required to complete
Into the Mist. The minimum recommended gear is full
Terran,
Aeris and
Glacia god armor but it can be completed pre-Terran just with more active strategies (swap
Terran Gear for
Ancient Gear and swap
Earth Layered Shield for
Dragonfire Shield.) Recommended skill levels are
Attack,
Strength,
Defence,
Ranged, and
Magic at least level 90,
Hitpoints at level 99 and
Prayer at least level 76. Each of the 3 phases of the boss can only be damaged by an attack type that matches their own. Melee vs melee, ranged vs ranged, magic vs magic. The DR numbers provided assume a max hp of 1000 from level 99
Hitpoints and
Finn, the Cat. (500hp max hp after affliction.)
The two eating strategies used in this guide are Auto Eat and Hold Enter/Spam Eat.
Auto Eat is what it sounds like, letting the attack get healed by Auto Eat which keeps our attacks uninterrupted.
Hold Enter means that after you click on your food to eat manually once, which will target your equipped food. (You can see a bold grey box around your food to indicate it's selected.) Then you hold the Enter key on your keyboard, which will automatically try to eat each tick, and automatically eat when damaged. Do not let go until the attack is completed. This technique only works in browser versions of the game and is not required to complete the dungeon; it just makes it easier. Spam clicking your food can work as well.
The most important thing to understand about Into the Mist is the Affliction debuff, which lowers your max hp by 1% for every stack and stacks up to 50 times. Every time an attack hits you, while in this dungeon there is a 70% chance to gain a stack of affliction. This means that in long fights your max hp will drop to 500 which puts your auto eat threshold at 200. The only way to remove affliction is to defeat the current monster or run.
Afflicted Monsters
For the afflicted monsters you will want to be using your strongest melee, ranged and magic sets. Swap sets according to the attack style of the monster to gain combat triangle advantage. Due to the variability of the monsters you face this phase can either be very easy or very hard. Keep your eye on your current Auto Eat threshold (which will drop from 400 to 200 as the fight continues) and the max hit of the monster you are currently facing (keeping in mind status effects like sleep, stun and freeze.) You will likely need to eat manually in this section. Alternatively you could hold enter to eat either some or all of the time. This phase is not a race against time like phase 1 and phase 3 so there is no need to rush.
Mysterious Figure - Phase 1
Recommended Gear: Terran or
Ragnar Armor,
FEZ,
Guardian Ring or
Fighter Ring,
Darksteel Dagger,
Earth Layered Shield,
Infernal Cape
Recommended Prayers: Protect from Melee,
Chivalry
Combat Style: Stab
Attacks
Mark of Death (50%) (Auto Eat req 34DR)
-An unavoidable attack that deals 300 damage, and applies +1 stack of Mark of Death to you (Maximum 3 stacks). Mark of Death gives 50% decreased damage reduction regardless of number of stacks. One stack is removed after each of your turns.
Cursed Edge (35%) (Hold Enter/Spam Eat)
-An avoidable attack that slices at you 2 times, dealing 600 damage each.
Reap and Return (15%) (Auto Eat req 56DR)
-An avoidable attack that hits 7 times, plus an extra time per Mark of Death stack applied to you. Deals 450 damage each and heals the enemy for 100% of damage dealt. Removes all Mark of Death stacks from you after attack.
Strategy
For this fight it is very helpful to use a weapon with attack speed lower than 2.6. This means that you can avoid getting hit while you have a stack of the Mark of Death debuff. Mark of Death is survivable with Auto Eat at max affliction provided you have at least 34DR. Cursed Edge can kill you through
Auto Eat at high affliction stacks so hold enter to eat for this attack once its max hit is higher than your
Auto Eat threshold. With 56 DR you can survive Reap and Return using just
Auto Eat even at maximum affliction stacks. This fight is a race due to the healing the boss receives from Reap and Return. For this reason we use
Protect from Melee to limit the amount of healing the boss can do. It is important to not use
Sandstorm Ring since the special attack will stop you from clearing the Mark of Death stacks before being hit.
Darksteel Dagger is very strong here due to how the bleed scales with monster max hp.
Mysterious Figure - Phase 2
Recommended Gear: Aeris Armor,
Deadeye Amulet or
FEZ,
Deadeye Ring or
Guardian Ring,
Ancient Throwing Knives,
Earth Layered Shield,
Infernal Cape or
Cape of Prat.
Recommended Prayers: Eagle Eye,
Sharp Vision
Combat Style: Rapid
Attacks
Mark of Death (50%) (Auto Eat req 34DR)
-An unavoidable attack that deals 300 damage, and applies +1 stack of Mark of Death to you (Maximum 3 stacks). Mark of Death gives 50% decreased damage reduction regardless of number of stacks. One stack is removed after each of your turns.
Concealed Danger (35%) (Auto Eat req 56DR)
-An avoidable attack that hits 1 time(s), plus an extra time per Mark of Death stack applied to you. Deals 450 damage each. Removes all Mark of Death stacks from you after attack.
Shadowstep (15%) (-)
-The enemy is surrounded with mist, gives the enemy +20% Global Evasion,+40% Damage Reduction and -20% Attack Interval for 1 of the enemy's turn. If buff is already active, perform a Normal Attack instead.
Normal Attack (Instead of repeating Shadowstep while the effect is already active) (Hold Enter/Spam Eat)
-772 Ranged Damage
Strategy
For this phase we are once again avoiding the Mark of Death debuff by using a fast attack speed weapon. In this case our attack must be faster than 1.75 which Ancient Throwing Knives with the rapid attack style allows us to do. Mark of Death is survivable with
Auto Eat at max affliction provided you have at least 34DR. With 56 DR you can survive Concealed Danger even with maximum affliction. The attack which you must watch out for is the normal attack which happens instead of Shadowstep if the boss already has the buff (the attack bar of the boss will be blue rather than yellow.) This attack can kill you through
Auto Eat at high [Affliction|affliction]] stacks so hold enter to eat for this attack once its max hit is higher than your
Auto Eat threshold. This phase is not a race against time so slow and steady will work for this phase.
Ahrenia
Recommended Gear: Glacia Armor,
FEZ,
Warlock Ring or
Guardian Ring,
Magic Wand (Elite),
Miolite Shield or
Earth Layered Shield,
Skull Cape or
Infernal Cape
Recommended Prayers: Mystic Might,
Augury
Spell: Gust or
Slicing Winds
Attacks
Shadow Burst (70%) (Hold Enter/Spam Eat)
-Fire off 3 large, avoidable, dark explosions that deal 800 damage each. Gives you -1% Global Accuracy that stacks up to 40 times.
Into the Mist (15%) (-)
-The enemy disappears into the Mist. Gives the enemy +10% Damage Reduction each time they are hit for the duration of this attack (Stacks up to 10 times) and gives Regen that heals 10% of the enemy's max hitpoints over 10s.
Fallen Light (15%) (Auto Eat req. 50DR)
-The Mist breaks away and the sky opens up to an unavoidable, falling ray of Darkness, dealing 400x15 damage over 2.8s.
Strategy
For this fight you will first and foremost need to achieve accuracy higher than 33,334. This allows us to stay above the 20k accuracy requirement for Ancient Magicks while accounting for max stacks of the Shadow Burst debuff. Once you achieve the required accuracy you should then try to get at least 50 DR. How you achieve this combination of stats will depend or your exact Magic level and which pets and gear you have currently collected. It isn't possible to reach the DR needed to survive Shadow Burst even at low affliction stacks so you will need to hold enter to eat whenever you see Shadowburst (this will be most attacks.) Into the Mist healing the boss means this fight is a race against time. This is why we're going to use 100% accuracy Ancient Magicks.
Gust is a good choice but
Slicing Winds will also get the job done. Fallen Light can be survived with
Auto Eat at max affliction as long as you have at least 50 DR. It is important to use
Auto Eat for Fallen Light since that will allow you to attack without being interrupted by manual eating.
Ocean stuff
TBD
Melvor Idle version v1.3 (Released: 15th November 2023) | |||||||||||||||||||
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