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After you can cast {{ItemIcon|Death Rune|Death}} spells, you might want to go back and forth between {{ItemIcon|Chaos Rune|Chaos Runes}} and {{ItemIcon|Death Rune|Death Runes|nolink=true}}, since they both deal decent damage, and are both farmed decently at the {{MonsterIcon|Master Wizard|nolink=true}} for a while. Eventually, as you get more magic evasion through leveling {{Skill|Magic|nolink=true}}, you will only use {{ItemIcon|Death Rune|Death Runes|nolink=true}}, as the {{MonsterIcon|Necromancer}} stops hurting too much. | After you can cast {{ItemIcon|Death Rune|Death}} spells, you might want to go back and forth between {{ItemIcon|Chaos Rune|Chaos Runes}} and {{ItemIcon|Death Rune|Death Runes|nolink=true}}, since they both deal decent damage, and are both farmed decently at the {{MonsterIcon|Master Wizard|nolink=true}} for a while. Eventually, as you get more magic evasion through leveling {{Skill|Magic|nolink=true}}, you will only use {{ItemIcon|Death Rune|Death Runes|nolink=true}}, as the {{MonsterIcon|Necromancer}} stops hurting too much. | ||
== Chapter VII: (G) Ancient to God | == Chapter VII: (G) Ancient to God Dungeons == | ||
===Pre-Gods=== | ===Pre-Gods=== | ||
It's about time to get the {{ItemIcon|Fury of the Elemental Zodiacs}}. It has 1% more Damage Reduction than the {{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. | It's about time to get the {{ItemIcon|Fury of the Elemental Zodiacs}}. It has 1% more Damage Reduction than the {{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. | ||
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Unfortunately, the {{ItemIcon|Ragnar Godsword}} isn't of any use to us without {{Icon|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 Armour|nolink=true}} and a {{ItemIcon|Fury of the Elemental Zodiacs|FEZ|nolink=true}} 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. | Unfortunately, the {{ItemIcon|Ragnar Godsword}} isn't of any use to us without {{Icon|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 Armour|nolink=true}} and a {{ItemIcon|Fury of the Elemental Zodiacs|FEZ|nolink=true}} 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. | ||
== | == Chapter VIII: Into the Mist == | ||
The {{UpgradeIcon|Dungeon Equipment Swapping}} upgrade is required to complete {{ZoneIcon|Into the Mist}}. The minimum recommended gear is full {{ItemIcon|Terran God Platebody|Terran|nolink=true}}, {{ItemIcon|Aeris God Platebody|Aeris|nolink=true}} and {{ItemIcon|Glacia God Platebody|Glacia|nolink=true}} God Armour, but it can be completed pre-Terran just with more active strategies (swap {{ItemIcon|Terran God Platebody|Terran|nolink=true}} Gear for {{ItemIcon|Ancient Platebody|Ancient|nolink=true}} Gear and swap {{ItemIcon|Earth Layered Shield}} for {{ItemIcon|Dragonfire Shield}}.) Recommended skill levels are {{Skill|Attack|90|nolink=true}}, {{Skill|Strength|90|nolink=true}}, {{Skill|Defence|90|nolink=true}}, {{Skill|Ranged|90|nolink=true}}, and {{Skill|Magic|90|nolink=true}}, {{SkillReq|Hitpoints|99}} and {{SkillReq|Prayer|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 {{SkillReq|Hitpoints|99}} and {{PetIcon|Finn, the Cat}}. (500 max HP after affliction). | The {{UpgradeIcon|Dungeon Equipment Swapping}} upgrade is required to complete {{ZoneIcon|Into the Mist}}. The minimum recommended gear is full {{ItemIcon|Terran God Platebody|Terran|nolink=true}}, {{ItemIcon|Aeris God Platebody|Aeris|nolink=true}} and {{ItemIcon|Glacia God Platebody|Glacia|nolink=true}} God Armour, but it can be completed pre-Terran just with more active strategies (swap {{ItemIcon|Terran God Platebody|Terran|nolink=true}} Gear for {{ItemIcon|Ancient Platebody|Ancient|nolink=true}} Gear and swap {{ItemIcon|Earth Layered Shield}} for {{ItemIcon|Dragonfire Shield}}.) Recommended skill levels are {{Skill|Attack|90|nolink=true}}, {{Skill|Strength|90|nolink=true}}, {{Skill|Defence|90|nolink=true}}, {{Skill|Ranged|90|nolink=true}}, and {{Skill|Magic|90|nolink=true}}, {{SkillReq|Hitpoints|99}} and {{SkillReq|Prayer|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 {{SkillReq|Hitpoints|99}} and {{PetIcon|Finn, the Cat}}. (500 max HP after affliction). | ||
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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}} is a good choice, but {{Icon|Slicing Winds|type=spell}} will also get the job done. Fallen Light can be survived with {{UpgradeIcon|Auto Eat|nolink=true}} at max affliction as long as you have at least 50% DR. It is important to use {{UpgradeIcon|Auto Eat|nolink=true}} for Fallen Light since that will allow you to attack without being interrupted by manual eating. | 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}} is a good choice, but {{Icon|Slicing Winds|type=spell}} will also get the job done. Fallen Light can be survived with {{UpgradeIcon|Auto Eat|nolink=true}} at max affliction as long as you have at least 50% DR. It is important to use {{UpgradeIcon|Auto Eat|nolink=true}} for Fallen Light since that will allow you to attack without being interrupted by manual eating. | ||
== Chapter | == Chapter IX: T90 grind == | ||
==== Recommended stats ==== | ==== Recommended stats ==== | ||
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* Slayer cape damage bonus to help with farming | * Slayer cape damage bonus to help with farming | ||
When starting out it is recommended to '''remove''' your slayer cape, toggle auto slayer '''ON''' and manually roll tasks. This will remove {{ZoneIcon|Perilous Peaks}} enemies from the potential pool of slayer monsters, leaving only a 1/ | When starting out it is recommended to '''remove''' your slayer cape, toggle auto slayer '''ON''' and manually roll tasks. This will remove {{ZoneIcon|Perilous Peaks}} enemies from the potential pool of slayer monsters, leaving only a 1/2 chance of obtaining the correct slayer task. | ||
'''WARNING: MAKE SURE TO TOGGLE AUTOSLAYER BACK OFF AFTER SELECTING A TASK, AS INCORRECT COMBAT TRIANGLE MANAGEMENT IS CERTAIN DEATH IN THE WATERS AND A LOT OF FOOD WASTED IN PEAKS, POSSIBLY LEADING TO DEATH.''' | '''WARNING: MAKE SURE TO TOGGLE AUTOSLAYER BACK OFF AFTER SELECTING A TASK, AS INCORRECT COMBAT TRIANGLE MANAGEMENT IS CERTAIN DEATH IN THE WATERS AND A LOT OF FOOD WASTED IN PEAKS, POSSIBLY LEADING TO DEATH.''' | ||
You will always profit slayer coins as each {{ZoneIcon|Dark Waters}} task gives about 250k coins on average (382.5k if extending the task) and costs | You will always profit slayer coins as each {{ZoneIcon|Dark Waters}} task gives about 250k coins on average (382.5k if extending the task) and costs about 65k on average (77.5k if extending) to manually select. This leads to an average profit of 185k/task or 305k/task if extending. These numbers equate to extended tasks being about 10% more efficient coins/kill. The player has the choice of earning more slayer coins by extending slayer tasks, or obtaining master slayer gear faster by leaving tasks unextended. On average, one will complete 20 tasks per T90 item or 12.5 if extending. Since it is highly recommended to have {{ItemIcon|Slayer Wizard Robes (Master)}} and {{ItemIcon|Slayer Wizard Hat (Master)}} before {{MonsterIcon|Umbora}} to save on runes, it is recommended to '''not''' extend tasks. Alternatively, one can make up the extra tasks at {{ZoneIcon|Perilous Peaks}} while farming out {{PetIcon|Peri}} or any of the three unqiues. Even with this in mind, it is always better to be running a task than not. Try to manage extensions so that a task will end shortly before the player expects to away from the game (such as overnight), as this will ensure that a fresh (possibly extended) task can be undertaken for the duration of the inattentive period. Expected kills/hr are listed in each section and this can be used as a guide to figure out when a task will be completed. | ||
Once Shockwave is obtained the {{ItemIcon|Slayer Skillcape}} can be left on as farming {{ZoneIcon|Perilous Peaks}} is perfectly manageable with access to a T90 weapon. Around 40k {{ItemIcon|Crab}} should be earned by the time {{ItemIcon|Shockwave}} is obtained, so this food can now be spent on these monsters. | Once Shockwave is obtained the {{ItemIcon|Slayer Skillcape}} can be left on as farming {{ZoneIcon|Perilous Peaks}} is perfectly manageable with access to a T90 weapon. Around 40k {{ItemIcon|Crab}} should be earned by the time {{ItemIcon|Shockwave}} is obtained, so this food can now be spent on these monsters. |
Revision as of 03:06, 16 April 2022
This page was last updated for (v0.19). |
The majority of this guide is written by Username, mazunki, and @ERRORMONSTER#8764 of the Discord community. If you have any questions, or if anything is wrong, please make sure to reach out to any of us. Feel free to edit the guide or add anything to it as needed.
Thanks to everyone in #hardcore-mode-chat for making this possible. :)
THE EARLY SECTIONS OF THIS GUIDE ARE OUTDATED AND SHOULD BE TAKEN WITH A GRAIN OF SALT
What is HCCO?
HCCO stands for Hardcore
Combat Only. This implies that you cannot use any non-Combat skills at any time, and must play on
Hardcore. There is a secondary challenge, 12b, which means you may not buy any Bank slots, and are limited to the 12 provided to you by default. This guide is aimed more towards 12b players, but playing without this restriction just means you can spend less time on bank management.
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 Attack vs
Strength vs
Defence: All three combat skills are very useful to level in their own ways.
Attack increases your chance to hit and unlocks new weapons to use,
Strength increases your maximum hit, and
Defence increases your chance to not get hit (which saves you food). In general, they should all be leveled equally.
Defence should be the first combat skill that you level, as it greatly reduces the amount of damage that you will take from
Plants (roughly by half).
Attack should be second,
Strength should be last. Since you have a low chance to hit, it’s more important to level
Attack rather than
Strength.
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 initially, 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. At the start, you’ll have to eat manually to ensure that you won’t die. Later on, you will unlock
Auto Eat, so eating will be less of a worry.
Chapter I: Gearing Up
To start, you should have: Nothing!
At the end, you should have: 4
Steel Armour pieces
You should get to about 10 in all melee combat skills (usually expressed as 10 /
10 /
10) by fighting
Plants. After that, it’s time to start getting your first bit of equipment.
After you have a decent stack of food from fighting Plants, 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 have the gear from 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 here since it's easier to get them from the
Steel Knight next. (
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
Attack and
Defence and the
Scimitar on
Strength when killing most monsters, but again, daggers should be used on
Plants due to their 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. It acts as a decent early Shield, before you get the
Mithril Shield. However, it's optional.
Chapter II: Mithril Armour
To start, you should have: Full Steel Armour,
10 /
10 /
10,
Steel Scimitar
At the end, you should have: Amulet of Looting,
Auto Eat - Tier I, Full
Mithril Armour,
40 /
40 /
40,
Ice Sword,
Adamant Dagger
The next Knight after Steel is
Black. However, you 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
Silver Ruby Necklace 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).
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. You may equip the
Sword, too, but consider sticking with the
Scimitar for now, to efficiently level up your
Strength skill before equipping the
Ice Sword for a long while.
You should farm the Amulet of Strength from
Mummies either here or a little earlier, depending on your preference. If you want to stick around and upgrade it to an
Elite Amulet of Strength, you may, but it will be a little faster to do so in a bit.
As mentioned, you will want to get the Ice Sword after getting full
Mithril Armour, or even before getting the
Platebody, as it is a really good upgrade at this point. The drop rate is 10% at the
Ice Monster in the
Icy Hills. The
Ice Sword is better at grinding
Strength than all weapons from a lower tier.
Now, before you go away from the computer, or to sleep, it’s time to upgrade your dagger. You can get a cheap Adamant Dagger from the
Purple Goo Monster. More damage to
Plants? Good stuff.
Chapter II-A: Amulet of Looting
The Amulet of Looting 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 Armour, and having around
40 /
40 /
40, 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.
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 6,000,000
, 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: Making Money Early Game + Auto Eat 1
As soon as you have your hands on an Amulet of Looting, you can start to make money. 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 GP you want.
The safest way to make money, for now, is to kill Cows, collect their
Leather, and upgrade it into
Green Dragonhide through the shop. The selling price for
Leather is 50
, while the selling price for
Green Dragonhide is 200
. By upgrading it, you effectively get 100
per piece of
Leather.
Assuming you’ve got the Ice Sword, the average GP yield per
Cow is 203
.
Important: As you farm Cows early game,
Master Farmers later in the game, or
Statues for gear upgrades, it is ALWAYS recommended to use free the easy
Slayer reroll to get your current objective, as all 3 of them are included.
Use Adamant Dagger for idling
Plants, and
Ice Sword for tougher enemies. This chapter ends when you’re at
40 /
40 /
40.
Chapter III: Mithril to (G) Adamant
To start, you should have:
Amulet of Looting,
Auto Eat - Tier I, Full
Mithril Armour,
40 /
40 /
40,
Ice Sword,
Adamant Dagger
At the end, you should have: Almost full
(G) Adamant Armour,
70 /
40 /
70
While your next target is Adamant Knights, you should know that leveling
Attack and
Defence up to 50 will effectively reduce your healing per Knight from 1700 to 1200.
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
Defence. You may do this at
Statue, to prepare for gear upgrades, and thus your first Damage Reduction points!
Each Adamant piece has a 1/48 chance of dropping. Good luck on that! While you don’t really care about the
Adamant 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. Upgrade the Equipment you get to
(G) Adamant as soon as you get them, since each piece gives you 4% Damage Reduction.
Chapter III-A: Making money early-mid: Master Farmer + Auto Eat II
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 Farmers grind, you get a total of 84% of the GP drops. That’s around 809
per kill.
Chapter III-B: Late to mid Game food: Slayer
It is highly recommended to build up 150,000 Slayer Coins as
Auto Slayer is a great purchase to idly build up
Slayer Coins. With them, you can purchase
Standard Resupply, which nets you both a useful 150
Crab and 500
Magic Bones per purchase. This tends to be the most efficient HP per
Slayer Coin, and is worth saving up for. These can be used throughout the rest of the game for easy food.
As per usual, free rerolls may be used to acquire Master Farmer as your
Slayer task.
Beware of Wizards when using
Auto Slayer, and ensure they can not bypass your
Auto Eat threshold. They should be skipped either way, as they will consume a lot of food due to their high accuracy on melee armour.
Chapter IV: Upgraded Boots, Gloves, and Weapon
To start, you should have: Almost full (G) Adamant Armour,
(G) Rune Boots,
70 /
40 /
70
At the end, you should have: Almost full (G) Adamant Armour,
(G) Rune Boots,
Desert Wrappings,
Dragon Scimitar,
70 /
40 /
70
Auto Eat - Tier II
Now, grind up enough Slayer Coins for the
Desert Hat, and at least
Level 50, so you can gain access to the
Arid Plains. You may as well kill
Master Farmers for GP, or hit some
Statues for some
Gold and
Silver Bars, which are both Easy Slayer Tasks, meaning they’re free to reroll.
BEWARE: Do not Auto Eat
Potatoes in the
Arid Plains unless you have at least
Auto Eat - Tier II. You will lose all your
Potatoes instantly.
Now, why would you want to unlock Arid Plains? Well, there’s a few reasons:
Sand Treaders from
Turkul Riders — -0.1s to all attacks, good for farming lower level monsters.
Rune Boots from
Turkul Riders — Excellent upgrade, easier to get than from
Rune Knights.
Desert Wrappings from
Turkul Archers — 2% Damage Reduction gloves, best until
Paladin Gloves.
Also, you don’t even need to manual these two enemies! After getting these upgrades, you should hold on to your hat (literally!), because your next weapon upgrade comes from the Turkul Giant in the same area. You could also sell the hat, and buy it again a bit later. The
Slayer Coin cost is not too huge.
Farm up enough GP to upgrade to
Auto Eat - Tier II at
Master Farmer. With
AE2 you can idle
Turkul Giants, provided you have 23% DR and
Level 50. With this, upgrade your weapon into the
Dragon Scimitar or, even better, the
Desert Sabre.
Chapter V: (G) Adamant to Full (G) Rune
To start, you should have: Almost full (G) Adamant Armour,
(G) Rune Boots,
Desert Wrappings,
Dragon Scimitar,
70 /
40 /
70
Auto Eat - Tier II
At the end, you should have: Full (G) Rune Armour,
Paladin Gloves,
Elite Amulet of Strength,
70 /
80 /
80,
Sunset Rapier /
Ancient Claw,
Auto Eat - Tier III
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 can wait to get the Paladin Gloves until after getting
Rune Armor, or you can farm it now. 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 Bars, farmed at
Statue.
You should get Auto Eat - Tier III and a second
Extra Equipment Set. You should also consider getting the third set now, too.
Assuming you already have Level 60 (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, a great upgrade.
Don't bother getting any Dragon Claw Fragments 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 VI: (G) Rune to (G) Ancient
To start, you should have: Full (G) Rune Armour,
Paladin Gloves,
Elite Amulet of Strength,
70 /
80 /
80,
Sunset Rapier,
Auto Eat - Tier III
At the end, you should have: Full (G) Ancient Armour,
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) Armour and
Paladin Gloves for 32% DR,
880 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.
At this point, you should be using Standard Resupplies for your food needs. If you prefer to fight monsters instead, then
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.
Once you have the Fire Cape, you can farm the
Sandstorm Ring from
Sand Beasts, which will be your best-in-slot
Melee DPS ring. You can even use
Safeguard if you'd like to farm it sooner, as it will speed up your
Volcanic Cave clears.
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 a while. 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 Armour, 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 6,000 Silver Bars and 10,000
Gold Bars for full
(G) Ancient Armour. 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
Fury Amulets 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 7,050
Dragon Bones. You can alternatively wait until getting some
Ranged levels, as
Green Dragons are slightly weaker to
Magic and
Ranged than to
Melee, but at this level, you shouldn't have any trouble, and the 8% DR of the
Dragonfire Shield will be very useful as a
Magic and
Ranged offhand for God dungeons.
Once you have full (G) Ancient Armour and
Dragonfire Shield for 43% DR (or 40% with
Amulet of 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
Level 70 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 Raging Horned Elites, hold onto the
Ancient Arrows they drop as they're your best arrows, even though they can't be equipped until
Level 70. 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.
Chapter VI-A: Ranged
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 weapons 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
Level 60 and
Level 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 after
Level 70.
Most of your ranged armor upgrades will come from the Spider Forest, moving through
Green Dragonhide at
Level 40,
Blue Dragonhide at
Level 50,
Red Dragonhide at
Level 60, and finally into
Black Dragonhide at
Level 70.
Upgrading Ranged armor is much easier than
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.
Chapter VI-B: Magic
Magic in this challenge 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 spells 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. However, we can get started by farming some catalyst runes from 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 our powerful
Melee. Even considering the drop chance and drop rates are lower than from the
Master Wizard, this will be faster overall.
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 Apells.
The Staff of Air reduces the cost by 1, allowing you to cast up to
Wind Strike for free at 20 damage. The
Battlestaff reduces it by 3, allowing you to cast up to
Wind Blast for free at 130 damage. The
Mystic Air Staff reduces it by 5, allowing you to cast up to
Wind Wave for free at 170 damage.
Keep in mind you will also need the Catalyst runes for each tier. Once you get to Level 30, you can start wielding
battlestaves, and should therefore also cast
Wind Bolt.
Mind Runes are useful lategame as
Water Strike is the most rune-efficient spell to use for
Cloudburst Staff and
Ocean Song, so you may want to consider keeping them.
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.
Chapter VII: (G) Ancient to God Dungeons
Pre-Gods
It's about time to get the Fury of the Elemental Zodiacs. It has 1% more Damage Reduction than the
Elite Amulet of Defence, in addition to offensive and defensive bonuses. Refer to the FEZ Guide for getting all the materials to make it.
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 Armour,
(G) Rune Boots,
Paladin Gloves,
Dragonfire Shield,
Fire Cape,
FEZ or
Elite Amulet of Defence, and
Level 85. This combination of armor will allow you to reach 43% DR and idle the
Air God Dungeon with as low as
Level 97 for 1000 total health, including the 30 HP bonus from the
Dragonfire Shield. 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 Armour 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
Dragonfire Shield a while 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.
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. An alternative if you have
Level 80 is to use the
Stone Skin Prayer and the
Ancient Longbow, full
Aeris Armour,
FEZ,
Silver Diamond Ring, and a
Fire Cape. Otherwise, you'll have to use a shield.
If you do go the Ancient Crossbow +
Dragonfire Shield route, then
Aeris Armour 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 Armour 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 staff doesn't provide any
Air Runes, which are required for all standard spells, so where you can use a staff, you'll likely want to use your
Mystic Air Staff to prevent needing to farm
Wizards for
Air Runes However, most of the late-game magic content requires a wand and shield anyway, so it's moot
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
You may choose to farm up the Dragon Claw and
Ancient Claw now, if you haven't done so already.
Dragon Claw Fragments are farmed from
Griffins in the
High Lands, while
Ancient Claw Fragments are farmed from
Pegasi in the same area. You will need 100 of each to make the claws. However, you can also leave this grind for after
Into the Mist, as it is primarily useful for Melee farming.
With full Glacia Armour, 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
Dragon Claw and
Ancient Claw into the
Infernal Claw.
Terran must be done with
Magic 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 I.
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.
The goal is to get an Earth Layered Shield and least 4 pieces of
Terran Armour 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 Armour, 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 Armour actually has LESS damage reduction than
Terran God Armour, 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 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 Armour. 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 Armour and a
FEZ or just toss on your
Amulet of Looting. This means that the
Fire Chests are more or less useless for progression.
Chapter VIII: Into the Mist
The Dungeon Equipment Swapping upgrade is required to complete
Into the Mist. The minimum recommended gear is full
Terran,
Aeris and
Glacia God Armour, 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
90,
90,
90,
90, and
90,
Level 99 and
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 and
Finn, the Cat. (500 max HP after affliction).
You can either Auto Eat your way through this dungeon, or hold down the Eating button in order to spam food when it is available.
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 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. This phase is not a race against time, unlike Phase 1 and 3 so there is no need to rush.
Mysterious Figure - Phase 1
Recommended Gear: Terran or
Ragnar Armour,
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: 34% DR)
- 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%) (Spam Eat)
- An avoidable attack that slices at you 2 times, dealing 600 damage each.
Reap and Return (15%) (Auto Eat req: 56% DR)
- 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 34% DR. Cursed Edge can kill you through
Auto Eat at high affliction stacks, so spam 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 enemy max HP.
Mysterious Figure - Phase 2
Recommended Gear: Aeris Armour,
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: 34% DR)
- 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: 56% DR)
- 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) (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 34% DR. 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 stacks, so spam 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 Armour,
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%) (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: 50% DR)
- 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 20,000 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 spam 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.
Chapter IX: T90 grind
Recommended stats
The most important skills are 99 and
99, as HP is needed to meet the DR thresholds and the slayer cape perk is very beneficial. Bare minimum stats are
80 to equip
Darksteel Dagger, around
80,
85 for Ragnar/Terran God Armour,
66 for Chivalry,
90 and
90 for God Armours,
Shockwave and
Ocean Song. It is also assumed that
Finn, the Cat and
Leonardo are owned. The reason why the offensive requirements are relatively low is that farming T90s takes a very long time on a CO account (about 3 weeks of continuous play all up), so a lot of experience will be gained during this section anyway. For example, by the time the first T90,
Shockwave, is completed the player will have earned about 4m prayer and 9.5m melee exp. Therefore it is not essential to have maxed offensive stats, as those can be effectively trained along the way. 99 slayer however is very important for the cape perk. It is still possible to do without the cape, but a lot of food will be wasted in compensation and a lot fewer kills/hr on
Rokken if the player's attack speed is 2.2 or above. A
Hunter's Ring is highly recommended in this case for full area effect negation.
You must complete Into the Mist to make use of the passive slot for this section. The food and dps loss from not having this slot is simply not worth it. You will complete 40 master slayer tasks while farming T90s and
Dark Waters enemies are easier than
Perilous Peaks enemies once the DR threshold from gear has been met.
Perilous Peaks enemies are designed to consume a large amount of food (which is precious on a CO account) and so tackling them with T90 gear is optimal.
The recommended order for farming T90s is: Rokken (ranged) →
Ku-tul (magic) →
Umbora (melee). Both
Rokken and
Ku-tul can be completed at roughly the same kills/hr without any T90 items, but
Darksteel Dagger +
Elder Crown combo will result in about 2.5x less food usage on
Rokken, as well as
Shockwave having more immediate value than
Ocean Song which requires a lot of farming to make use of.
Umbora is by far the most difficult monster due to the scarce nature of runes, so tackling this monster with doubling and % damage from
Slayer Gear Upgrade Kit (Master) will have the most benefit out of all three mobs.
Umbora first is highly discouraged as runes are very difficult to obtain on a CO account, making it vital to use
Ocean Song to maximise rune efficiency. A comparison of alternative
Umbora methods is presented below in the dedicated section and it should be clear that
Ocean Song is by far the best option.
Method
You will be manually selecting tasks to avoid unfavourable tasks while farming T90s. There are many reasons to be on a slayer task:
- You always profit slayer coins even when factoring in reroll costs
- You can passively work towards 40 master slayer tasks
- Slayer cape damage bonus to help with farming
When starting out it is recommended to remove your slayer cape, toggle auto slayer ON and manually roll tasks. This will remove Perilous Peaks enemies from the potential pool of slayer monsters, leaving only a 1/2 chance of obtaining the correct slayer task.
WARNING: MAKE SURE TO TOGGLE AUTOSLAYER BACK OFF AFTER SELECTING A TASK, AS INCORRECT COMBAT TRIANGLE MANAGEMENT IS CERTAIN DEATH IN THE WATERS AND A LOT OF FOOD WASTED IN PEAKS, POSSIBLY LEADING TO DEATH.
You will always profit slayer coins as each Dark Waters task gives about 250k coins on average (382.5k if extending the task) and costs about 65k on average (77.5k if extending) to manually select. This leads to an average profit of 185k/task or 305k/task if extending. These numbers equate to extended tasks being about 10% more efficient coins/kill. The player has the choice of earning more slayer coins by extending slayer tasks, or obtaining master slayer gear faster by leaving tasks unextended. On average, one will complete 20 tasks per T90 item or 12.5 if extending. Since it is highly recommended to have
Slayer Wizard Robes (Master) and
Slayer Wizard Hat (Master) before
Umbora to save on runes, it is recommended to not extend tasks. Alternatively, one can make up the extra tasks at
Perilous Peaks while farming out
Peri or any of the three unqiues. Even with this in mind, it is always better to be running a task than not. Try to manage extensions so that a task will end shortly before the player expects to away from the game (such as overnight), as this will ensure that a fresh (possibly extended) task can be undertaken for the duration of the inattentive period. Expected kills/hr are listed in each section and this can be used as a guide to figure out when a task will be completed.
Once Shockwave is obtained the Slayer Skillcape can be left on as farming
Perilous Peaks is perfectly manageable with access to a T90 weapon. Around 40k
Crab should be earned by the time
Shockwave is obtained, so this food can now be spent on these monsters.
Wicked Greater Dragon are very straightforward as
Shockwave destroys them. The setup is the same as the
Ku-tul setup below, but the
Slayer Cowl (Elite) is swapped for a
Aeris God Helmet and
Protect from Magic is replaced with
Battleheart, as the majority of damage comes from dragon breath.
Hunting Greater Dragon can also be killed with
Shockwave (around 105 kills/hr) or with
Infernal Claw (for around 95 kills/hr) with a typical melee build.
Darksteel Dagger is around 80 kills/hr so it is viable but a bit slower than the others. It is not necessary to wait for
Tidal Edge, as that only marginally increases the kills/hr to 115 while being substantially more difficult to obtain. Melee methods save more food, with
Tidal Edge being the least food usage,
Darksteel Dagger second,
Infernal Claw in third and
Shockwave consuming the most food. These results are summarised in the following table:
Item | Kills/hr | ![]() |
![]() |
---|---|---|---|
![]() |
81.5 | 1175 | 14.5 |
![]() |
115 | 1425 | 12.5 |
![]() |
95 | 1700 | 18 |
105 | 2325 | 22 |
One can also choose to farm Chaotic Greater Dragon to obtain a
Recoil Shield or to waste less coins on rerolls. These are a fair bit slower at 50 kills/hr with
Darksteel Dagger and 57.5 kills/hr with
Infernal Claw, so one may choose to only undertake such tasks if the quantity is low and 40 Master Slayer tasks are still needed. Due to combat triangle penalty,
Shockwave is considerably more food usage, but it is faster kills/hr at around 80-90/hr. Melee is preferable for this task, as the time spent gathering runes is not worth the increased dps of magic, even with
Ocean Song. This task is significantly faster with
Tidal Edge (around 93 kills/hr) as the unavoidable special attack is very useful, so this task can be skipped until that point if preferred.
With a 3/6 to 4/6 chance of favourable tasks, very little should be wasted on rerolling tasks. Umbora tasks should be skipped until
Ocean Song and
Rokken tasks should be skipped unless they are very short (around 150 or less). There is only a 1/5 to 2/5 chance of receiving an unfavourable task after completing a slayer task (the automatic task assigned is free, saving 25k slayer coins), which further adds to the savings.
Once the player has received the Perilous Peaks uniques,
Peri and completed 40 master slayer tasks, they can return to removing the cape + toggling auto slayer on to skip
Perilous Peaks tasks.
Rokken
Recommended gear
Item | Slot | DR% |
---|---|---|
![]() |
Weapon | 0% |
![]() |
Off-hand | 8% |
![]() |
Head | 4% |
![]() |
Body | 7% |
![]() |
Leggings | 8% |
![]() |
Boots | 8% |
![]() |
Hands | 8% |
![]() |
Cape | 0% |
![]() |
Neck | 3% |
![]() |
Ring | 0% |
![]() |
Passive | 0% |
![]() |
Pet | 0% |
Pet | 1% | |
Total | 47% |
Alternative gear options
Rokken requires 47% or more DR, so any 3 Terran pieces will achieve this. The
Ragnar God Platebody has the best increase in stats over its respective Terran counterpart so this layout is chosen. Additionally,
Fighter Ring + 2x Terran is better than
Guardian Ring + 2x Ragnar, but you may want to use the latter or some intermediate combination if you do not have full Terran or Ragnar. The swap priority goes: boots < gloves < helmet < legs < ring < platebody < amulet. This means that if one needs 2% more DR over their Ragnar setup, the best choice would be to swap to Terran boots and gloves.
Sandstorm Ring and
Hunter's Ring respectively are the next best options for the ring slot. Consider using
Hunter's Ring and two pieces of Elite Slayer gear if you do not have
Slayer Skillcape for full 40% slayer area negation. DO NOT use a guardian amulet unless you have
Otto, as this will put your attack speed low enough to where you risk being stunned and attacked (see below).
Earth Layered Shield with full Ragnar is better DPS, but farming Earth God is very difficult and expensive on a CO so it is best saved until after
Tidal Edge or
Ocean Song.
Earth Layered Shield requires 48% DR due to the HP lost by removing
Dragonfire Shield.
Recommended prayers
Protect from Ranged +
Chivalry.
Protect from Ranged is very important as this heavily mitigates the raw damage the enemy does and it also results in less frequent stuns. This makes the prayer higher dps than
Piety or
Battleheart as more time is spent doing damage. The food usage drops from 600
Crab/hr to less than 100
Crab/hr with
Protect from Ranged alone, as
Darksteel Dagger +
Elder Crown combo will take care of the majority of damage incurred.
Chivalry is better than
Battleheart and
Piety as it has the most accuracy, which will help keep the
Darksteel Dagger bleed applied more often.
Method
This method relies on having faster attack speed than Rokken (2.2 seconds/attack) to avoid the stun → basic attack combo. If stunned, the DR threshold is increased to 57%. This setup with full slayer effect negation, crown and dagger is 2.1 seconds/attack.
Efficiency notes
- This setup is about 36 kills/hr with 95 crabs used and 18.5k prayer points used per hour, assuming max stats. This drops slightly below max.
- Expect 35.5k slayer coins/hr in return, 18.5k prayer exp/hr, 75.5k melee and 57k slayer exp/hr.
- The player can expect to complete 20 master slayer tasks (12.7 if extending) by the time they finish 100 shockwave pieces, netting 3.5m (3.9m if extended) slayer coins when factoring in manual selection (and extension) fees. If spent solely on standard resupplies, the player can expect to profit about 39k (45k) crabs and spend about 820k (620k) prayer points.
- It will take on average about 140 hours which is almost 6 days of continuous farming.
Ku-tul
Item | Slot | DR% |
---|---|---|
Weapon | 0% | |
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Off-hand | 8% |
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Head | 4% |
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Body | 8% |
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Leggings | 8% |
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Boots | 8% |
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Hands | 8% |
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Cape | 0% |
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Neck | 3% |
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Ammo | 0% |
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Ring | 0% |
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Passive | 0% |
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Pet | 0% |
Pet | 1% | |
Total | 48% |
Gear alternatives
The DR requirement for Ku-tul is 48%.
Guardian Ring and
Hunter's Ring are perfectly viable options if the player does not own
Deadeye Ring.
Deadeye Amulet can be worn in the passive slot for 72 kills/hr (+6%) in exchange for more than doubling the food usage (300/hr).
Recommended prayers
Protect from Magic +
Rigour.
If the player has an abundance of food, they can opt for
Battleheart over
Protect from Magic. This will increase the dps by about 16% in exchange for 470% more food usage.
Efficiency notes
- With access to the T90, this is the easiest monster of the three by far.
- Expect about 68 kills/hr, 140
Crab/hr, 18k prayer points/hr and -1.2k
Sapphire Bolts/hr.
- Expect to earn 221k ranged exp/hr, 129k prayer exp/hr, 111k slayer exp/hr.
- Due to the increased kill speed,
Ku-tul profits both food and prayer but loses bolts.
- From the 3.5m (3.9m if extending) slayer coins after completing
Ocean Song, standard resupply yields 42k (48k if extending)
Crab, 426k net prayer points profit and -19k (-11k)
Sapphire Bolts.
- This mob takes about 73.5 hours, or about 3 days of continuous farming.
Umbora
Recommended gear
Item | Slot | DR% |
---|---|---|
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Weapon | 0% |
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Off-hand | 8% |
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Head | 6% |
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Body | 6% |
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Leggings | 8% |
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Boots | 8% |
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Hands | 8% |
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Cape | 3% |
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Neck | 0% |
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Ring | 0% |
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Passive | 0% |
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Pet | 0% |
Pet | 1% | |
Pet | 0% | |
Pet | 0% | |
Pet | 0% | |
Pet | 0% | |
Pet | 0% | |
Total | 48% |
The DR requirement for Umbora is 47%. Note that because
Umbora takes so long to farm compared to the other monsters, any small efficiency is highly beneficial. This is why Pets that offer loot doubling or rune saving are highly recommended.
Because the vast majority of the damage done is due to the special attack of Ocean Song, which is unaffected by damage increases and has 100% accuracy, we opt to sacrifice the
Warlock Ring in favour of
Hunter's Ring. The dps downgrade is minimal (less than 0.5% fewer kills/hr) but the additional slayer coins help pay for the prayer points used and can be put towards remaining master slayer purchases.
Additionally, this is one of the few situations (or perhaps the only one) where a Warlock Amulet is useful. For the same reason as above,
Fury of the Elemental Zodiacs does not contribute very much to our DPS, but
Warlock Amulet saves around 50
Crab/hr. Strictly speaking the
Crab end up being worth more than the fraction of a kill in terms of time-to-obtain efficiency, but
Fury of the Elemental Zodiacs is still fine to use if one prefers to complete the
Umbora slightly faster in exchange for about 20% more food usage.
Recommended prayers
Protect from Melee +
Battleheart
Augury does not increase dps by very much as the
Ocean Song special cannot miss, while
Protect from Melee cuts food usage by 80%.
Method
This setup relies on using Water Strike and
Fury II on
Umbora for 63 kills/hr. This may seem decent, but when factoring in rune acquisition this is by far the most painful of the three.
Water Strike is the most rune efficient spell, as the dps increase by upgrading to
Water Bolt is only about 7.5%, yet requires 50% more runes that are harder to obtain. The reason for the small upgrade in DPS is due to
Ocean Song special attack and the aurora both adding flat damage. The story is similar for
Water Blast, but with even more exaggerated downsides.
Chaos Rune and
Death Rune are best saved for magic exp with a
Mystic Air Staff on
Raging Horned Elite.
Umbora also does by far the most damage and consumes around 310
Crab/hr, but again resupplies come in clutch as they generate about 910
Crab/hr so it is still net profit.
Rune farming
Overall farming Umbora consumes roughly 1,000
Air Rune, 1,000
Mind Rune, 2,000
Light Rune per hour. Over the 3 days it takes to farm
Umbora, expect to consume 67,500
Air Rune, 67,500
Mind Rune and 135,000
Light Rune. The latter is abundantly obtained from standard resupplies, but the two former must be obtained manually.
The following two setups are recommended for farming runes. The advantage of the melee setup is there are no supply usage costs, while the ranged setup is more kills/hr if one has an abundance of knives handy.
Ranged
Item | Slot |
---|---|
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Weapon |
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Head |
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Body |
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Leggings |
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Boots |
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Hands |
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Cape |
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Neck |
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Ring |
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Passive |
Pet | |
Pet | |
Pet | |
Pet |
Melee
Item | Slot |
---|---|
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Weapon |
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Head |
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Body |
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Leggings |
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Boots |
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Hands |
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Cape |
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Neck |
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Ring |
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Passive |
Pet | |
Pet | |
Pet | |
Pet |
- The best option for obtaining
Air Rune is
Wizard. With the previous gear setup, one can expect to obtain about 800
Air Rune/hr using melee and almost 1,000
Air Rune with ranged. The ranged setup will consume about 1,000
Ancient Throwing Knife per hour, so it essentially trades
Ancient Throwing Knife for
Air Rune 1:1. Lower tier knives are perfectly viable, as even
Bronze Throwing Knife is still better than the melee setup (around 840
Air Rune/hr in the worst case scenario). A
Ranged Skillcape is also worth considering, as this drops the knife usage to around 650/hr, or down to around 400/hr if
Throwing Power Gloves are swapped for
Aeris God Gloves. This will cut the kills/hr by a noticeable amount. It should take about 70-85 hours to obtain all the
Air Rune necessary, depending on the method used.
- For collecting mind runes, the best option is
Master Wizard. Luckily this will be a lot faster, obtaining about 2,150
Mind Rune/hr with melee and about 2,675
Mind Rune/hr with ranged. Similar ammo saving considerations can be made as above when farming
Air Rune. While collecting the 67,500
Mind Rune, you will also snag 27,000
Chaos Rune, 8,000
Death Rune and over 400
Amulet of Magic for your second and third
Fury of the Elemental Zodiacs. This will be much faster than
Air Rune, clocking in around 30 hours to collect all the necessary
Mind Rune. The
Chaos Rune when used on
Raging Horned Elite should give about 2.3m magic exp and the
Death Rune around 900k. If starting the T90 grind without having
90 required to equip
Ocean Song then one should start the rune farming grind with
Master Wizard and use the higher tier catalytic runes to level their magic.
- Opting for Ragnar (or Aeris) over Master Slayer is perfectly viable (A Ragnar setup nets about 740
Air Rune/hr instead of 800). However, over the 115 hours spent farming runes, the time saved (about 9-10 hours) is quite considerable. With
Ragnar Godsword, full Ragnar,
Hunter's Ring and
Prayer Skillcape one earns around 65k slayer coins per hour doing elite slayer while spending only 6.5k prayer points. This means the 9-10 hours saved contributes around 500k slayer coins (minus points spent on resupplies to replenish prayer) towards the 2m total coin cost of the melee master slayer set. Master slayer is also required for the next stage of the game which is farming
Unhallowed Wasteland, so this is the best time to obtain it.
- Combined, the total grind will be about 70 hours farming
Umbora, 85 hours for
Air Rune and 30 hours for
Mind Rune totalling 185 hours. This is on par with the previous two items combined, which is fitting as it is the most useful for a CO-account with limited resources.
- The player will easily get from 90-99 magic while farming
Umbora. Expect around 200k magic xp/hr, which ends up around 14m after
Tidal Edge is obtained.
Alternatives
Cloudburst Staff using
Water Strike clocks in only around 45 kills/hr at 2.5x the rune usage. All up it would require 100+295 = 395 hours (2.5 weeks). This also burns 500
Crab/hr while only producing 663
Crab/hr, barely profiting. Requires
Guardian Ring for those insane enough to try in order to meet the DR requirement, as it is not as necessary to mitigate all of the area effect due to
Cloudburst Staff not heavily scaling with attack speed.
This method obtains a whopping 12 kills/hr, while consuming a total of 380k death runes. Farming these would take around 250 hours of Necromancers, and then another 415 hours to use them up.
This is actually the next best option, as you are trading dps for no resource gathering time. This requires a Wasteful Ring and all up this clocks in around 19 kills/hr with
Protect from Melee +
Chivalry (750
Crab/hr) or 22 kills/hr with
Piety +
Chivalry instead (1,500
Crab/hr). All up this would cost about 180k/310k crabs and around 1.4m prayer points, as well as around 241/207 hours depending on whether one can spare to forego
Protect from Melee.
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Chest Loot Tables, Monsters, Monster Loot Tables |