Combat Guide
Introduction
This guide is meant to replace the great, but outdated, Gear Progression guide written by Tim Feels. Much of the content will be adapted from his work and updated to match the current state of the end game. It was written by TheAlpacalypse#8105 and Verisimilitude#0001 on Discord.
As stated there, this guide will not give you DR requirements for Dungeons (though it will give recommended gear), nor will it give you the most efficient level paths. With the current amount of content in the game, we highly recommend using the excellent Combat Simulator browser extension for measuring the optimal XP/hr rates for whichever combat style you are using.
Additionally, this guide is written for characters in STANDARD. Hardcore changes the numbers, especially for Fire God Dungeon.
The base guideline of gear progression is to have the highest possible damage whilst not dying, as dying will result in you losing a piece of gear. Losing your Tidal Edge from greed really sucks.
There are now a multitude of skills that provide useful resources to combat. To summarize:
Agility - Many of the obstacles provide combat bonuses
Herblore- Diamond Luck IV potions are among the highest DPS increases in the game
Thieving - There are a multitude of useful item drops from several NPCs, including
Chapeau Noir,
Knight's Defender, and others
Astrology - These are easy to obtain bonuses to your character. The hidden levels provide accuracy bonuses, as well as other nice easy to acquire boosts
Summoning - The tablets provide boosts to combat effectiveness and do damage. The
Dragon burn effect is great against hard to hit enemies.
Some other skills are necessary for smooth progression, or to provide the bankroll necessary for progression:
Fletching
Smithing
Crafting (Jewelry and ranged armor)
Firemaking (XP boost is no joke)
Fishing/
Farming/
Cooking (Food)
Gear Stats
All gear has certain stats linking it to certain combat styles (melee, ranged, or magic). More difficult to obtain gear is (usually) better. Once you approach the endgame, the choices become more situational rather than strictly better.
For stat breakdowns and math, use combat simulator or read the Combat wiki page.
Attack Speed
Attack Speed, or AS, is determined mainly by the attack speed of your weapon. It is given as seconds per attack, so lower is better. Things that affect your attack speed are:
Elder Crown - Helmet, drops from
Elder Vampire
Sand Treaders - Boots, drops from
Turkul Riders
Surge I /
Surge II /
Surge III - Spells
Otto - Pet from
Dark Waters
Knight's Defender -
Thieving from Knight, melee only
Ring of Barrage -
Craftable ring
Guardian Amulet and
Spiked Shell Ring - These negatively impact your attack speed
- Guardian Amulet - Drops from
Earth Chests upgraded from
Earth Shards,
Earth God Dungeon
- Spiked Shell Ring - Upgrade from 10
Guardian Rings and 500
Stinging Essence. Endgame item
- Guardian Amulet - Drops from
- Slows
Damage Reduction
Damage Reduction, or DR, is for the majority of the game the stat to optimize for. DR, HP, and Auto Eat tier all determine what is the highest damage hit you can survive, and relatedly what content you can... idle. This is not an exhaustive list, but DR can be found on:
- All gold-trimmed armor pieces
- All Ancient tier gear, trimmed to max
- All god dungeon gear
Silver Diamond Ring/
Silver Diamond Necklace
Damage Reduction Potion I/
Damage Reduction Potion II/
Damage Reduction Potion III/
Damage Reduction Potion IV
Leonardo - Defense Pet
Erran - Earth God Dungeon Pet
Agility Obstacles
Safeguard/
Stone Skin - Prayer
Absorbing Shield - Gain DR, lose evasion rating
For the end game, there are some prayers and items that drop from File:Impending Darkness.png Impending Darkness that affect your enemies DR:
Battleheart - Prayer, reduces enemy DR
Shield of Ranged Power
Shield of Magic Power
Shield of Melee Power
Ring of Power
Bone
Auto Eat
Auto Eat is the built in upgrade that makes you eat at low health. Upgrading this as quickly as possible is critical. Auto Eat Tier along with your health and damage resistance controls the vast majority of accessible content. You can do dungeons much, much earlier with
Auto Eat - Tier III.
With Auto Eat, they type of food you are eating does not matter insofar as you do not run out. Whether you eat Potatoes or
Whale (Perfect) only affects how much health you gain, and how much time you are spending
Cooking /
Farming instead of fighting monsters.
Auto Eat Threshold
Auto Eat Threshold reduces the effective HP necessary to trigger your auto eat, lowering the necessary HP/DR required. This is a somewhat new feature, so we highly recommend you test this in Combat Sim. This can be found on:
Wasteful Ring - Drops from
Wicked Greater Dragon
Auto Eat Efficiency
Auto Eat efficiency increases the amount of HP healed per piece of food eaten. This can be found on:
Cooking item mastery
Astrology constellation modifiers
Agility Obstacles
Famished Potion I/
Famished Potion II/
Famished Potion III/
Famished Potion IV
Slayer Area Effectiveness Reduction
Slayer Area Effectiveness Reduction reduces the effect of the slayer area effects on your character when fighting in one of these areas. These can range from annoying (Forest of Goo, Arid Plains) to downright progress blocking (Dark Waters, Unhallowed Wasteland). This is another stat where Combat Sim testing is highly effective. This stat can be found on:
- Pillar of Combat - Agility capstone
Hunter's Ring - Drops from
Hunting Greater Dragon
- All slayer armor from the shop (higher tier provides more)
Armor/Evasion Rating
These are included on all pieces of armor, and are highly linked to the combat triangle. The higher the number, the better.
It's important to note that this DOES NOT affect what content you can idle! This simply affects how much you are hit at all, and related how much food you eat. It doesn't help you kill more quickly either, provided the enemy can't stun, slow, or sleep you.
Melee Stats
Melee gear focuses on 4 stats:
- Strength bonus: One of the factors that determines max hit
- Stab/Slash/Block bonus: Determines the accuracy (chance to hit) of that particular attack style. Every weapon favors one of the styles, and using the correct one will boost your effective DPS.
Magic Stats
Magic armor and weapons focus on 2 stats:
- Magic Damage Bonus: A % increase in max hit
- Magic attack bonus: Determines your accuracy
Additionally, magic also benefits from Rune Preservation Chance and Rune Cost Reduction. These can be found on:
- All staves
- All imbued wands. Crafted via
Runecrafting from
Magic Wand (Elite)
Book of Eli - Drops from
Hall of Wizards dungeon
Book of Occults - Drops from
Necromancer (lv. 110)
Salem - Magic Pet
Skull Cape - Slayer Shop
Ranged Stats
Ranged armor and weapons focus on 2 stats:
- Ranged strength bonus: Determines your max hit
- Ranged attack bonus: Determines your accuracy
Additionally ranged gear also benefits from Ammo Preservation. This can be found on:
Ranger Boots - Drops from
Spider Chest,
Spider Forest (lv. 158)
Ranger Hat - Drops from
Spider Chest,
Spider Forest (lv. 158)
Ranged Skillcape - Skillcape for 99 Ranged
Cape of Ranged Preservation
Marahute - Ranged Pet
/
- All Throwing Knives and Javelins
Throwing Power Gloves - Negatively impacts ranged preservation using throwing weapons
Special Attacks and Loot Passives
Beyond stats, many pieces of equipment have Special Attacks or passive effects.
Special Attacks
Special Attacks have a percentage chance of triggering when in combat and will replace your standard attack. The gear with specials is truly too numerous to list.
Loot Passives
Loot Passive effects are bonuses that are always in play. These will increase your GP/hr as well as provide more loot to speed up many of the long grinds in the game. Item doubling is the most critical. These can be found on:
Aorpheat's Signet Ring - Made with parts A/B, collected from doing combat/non-combat skills while wearing a
Gold Topaz Ring. It is not an exaggeration to say this is likely the most critical item in the entire game. This can cut the time on some grinds by days.
Chapeau Noir - Rare
Thieving Drop
- Pillar of Generosity -
Agility capstone
Gold doubling is much more niche. This can be found on:
Gloves of Silence - Drops from
Thief (lv. 86)
Fine Coinpurse - Thieving
Woman (lv. 1)
Gold Crested Shield - Thieving
King (lv. 79)
Jeweled Necklace - Low Town
Thieving Drop (lv. 1)
Ring of Wealth - Royal Castle
Thieving Drop (lv. 79)
Sneak-Ers - Rare
Thieving Drop
Using Combat Simulator (Or Not)
Combat Simulator is a browser extension maintained by TinyCoyote that allows you to estimate quite a number of attributes of Melvor combat, namely Death Rate, XP/hr, Drops/hr, DPS, etc. It makes it trivial to test out if your setup is going to work, and uses the same webworker as the game itself so it's quite accurate. A link can be found to it here: Scripting_and_Extensions
How to use this Guide
All of the combat skills tie into each other, and it is impossible to be a Melee pure or vice versa if you wish to do all of the content in the game.
Most people start with melee as it is the easiest to gear and train. We highly recommend leveling all of the skills in tandem so you aren't like me, where you finish Volcanic Cave and then have to level your
Ranged from level 1 for 2 weeks.
Each of the different combat triangle points has a guide subsection that lists out all of the best XP/hr monsters and idleable dungeons at this gear breakpoint. It assumes that you are using exactly the gear listed with no potions or prayers, both of which will greatly accentuate your clear speeds and XP rates.
Auto Eat tiers are listed out when buying the next tier would allow you to clear a dungeon you otherwise couldn't.
I've tried to list out all of the monster levels where possible. This should roughly guide you on what item to work towards next.
Melvor's combat is not put on a leaderboard, so regardless of what I put here, I recommend setting a goal and working towards it. Things like FEZ are highly satisfying to finish. Clearing God Dungeons also greatly assists the core game skills, so maybe Master of Nature is your goal.
Slayer
I highly recommend doing Slayer for early levels and unlocking
Auto Slayer as quickly as possible. Not only will it give great XP, it will also level your skills.
One of the most common noob traps is ignoring Slayer early, then realizing later that you need
Elite Slayer /
Master Slayer gear. It takes 15 Normal Slayer tasks to buy the
Basic Slayer gear. The File:Slayer Gear Upgrade (Strong) (upgrade).svg Slayer Gear Upgrade (Strong) / File:Slayer Gear Upgrade (Elite) (upgrade).svg Slayer Gear Upgrade (Elite) / File:Slayer Gear Upgrade (Master) (upgrade).svg Slayer Gear Upgrade (Master) take 25 Hard Tasks / 30 Elite Tasks / 40 Master Tasks respectively.
Slayer Areas sometimes require items that must be purchased using slayer coins from the Shop. You should try and acquire these as soon as possible. One note, the monsters locked in these areas will not be rolled in slayer tasks until the item is purchased from the shop. You can leverage this to control the task rolls.
Early Game (Pre-Volcanic Cave)
Leveling Guides
These guides assume that your character is using an appropriate Auto Eat level, and Shrimp for your food. The gear is absolutely bare minimum (Full Armor of the selected tier, base scimitar and shield, no cape, amulet, or rings), there are no prayers, potions, astrology stars, or agility obstacles. In reality, you should be able to go much, much higher than this. All levels are set to equal the level required to gear out the set.
Using Combat Sim or CanIIdle should be your guide over anything printed here. I accept no responsibility for your untimely demise.
Gear Goals
An early goal for most players is the Amulet of Looting, found in the Spider Forest, which will make combat a fully automated activity. Beyond that, it's mainly a matter of learning how combat works and leveling up your skills. Some general goals for all classes are the following drops:
Elite Amulet of Defence - Drops from
Undead Graveyard or from combining 100
Amulet of Defence. Provides 2% DR, which will carry you through God Dungeons in the neck slot
Amulet of Looting - Drops from
Spider Forest
Sand Treaders - Drops from
Turkul Riders (lv. 56)
Desert Wrappings - Drops from
Turkul Archers (lv. 80)
PSA: The following item recommendations are up to T70, as that is where you will likely begin clearing Volcano. These are not all strictly necessary, but they do all help a significant amount.
Melee
Leveling
For melee, your goal is to wear and wield the highest level gear available to you. I have replicated the tables here, abbreviated for the point where you're going to need to start clearing the higher-level dungeons.
Level Requirement | Best XP Monster | Newly Idleable Dungeons | ||
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1 | ![]() |
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- |
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- | |
(Using Iron) | ![]() |
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- | |
5 | ![]() |
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- |
10 | ![]() |
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|
20 | ![]() |
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- |
30 | ![]() |
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|
(Using Adamant) | ![]() |
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- | |
40 | ![]() |
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|
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||
(Using Rune) | ![]() |
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- | |
50 | ![]() |
(Using Rune) | ![]() |
|
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(Using Rune) | ![]() |
- | |
60 | ![]() |
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- |
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- |
Gear Goals
Before Volcanic, you can grind the Castle of Kings area to find most of your upgrades to supplant any gear not gained from
smithing. You can also get some very good melee weapons in pre-Volcanic Cave areas. Drops to look for:
Ice Sword - Drops from
Frozen Cove (lv. 191)/
Ice Monster (lv. 75)
Elerine Spear - Drops from
Elerine Warrior (lv. 96)
Amulet of Torture - Rare drop from
Fierce Devil (lv. 100),
Deep Sea Ship (lv. 177)
Warberd - 2H, Drops from
Raging Horned Elite (lv. 125)
Desert Sabre - Drops from
Turkul Giant (lv. 125)
War Axe - 2H, Drops from
Seething Horned Elite (lv. 161)
Ancient Sword - Drops from
Deep Sea Ship (lv. 177)
Sunset Rapier - One of the best melee weapons early,
Deep Sea Ship (lv. 177). This can carry you through
Air God Dungeon /
Infernal Stronghold. It's probably the most important drop for Melee.
Miolite Sceptre - Drops from
Miolite Caves (lv. 178) dungeon
Sandstorm Ring - Drops from
Sand Beast (lv. 197)
Dragon Claw - Very long grind,
Dragon Claw Fragment drops from
Griffin (lv. 124).
Ancient Claw - Very long grind,
Ancient Claw Fragment drops from
Pegasus (lv. 182).
Ranged
Same as Melee, you should be doing the highest XP/hr monster with the highest possible gear. Due to the slower attack speed and the relative difficulty of Fletching large amounts of bolts, you shouldn't use
crossbows until you have the
Dragon Crossbow or better. For bolts, anything worse than
Emerald Bolts is sellable. Save the
Diamonds for
Diamond Luck IV Potions.
Leveling
Gear Goals
Ranger Hat/
Ranger Boots - Drops from
Spider Forest dungeon
Ancient Longbow - Drops from
Bandit Base dungeon
Elder Dragonhide gear - Drops from
Dragons Den dungeon
Ancient Crossbow - Drops from
Dragons Den dungeon
Desert Shortbow - Drops from
Turkul General
Magic
Leveling
For early magic levels (1-35) you get comparable XP/hr rates using Alt Magic.
This table is mostly incomplete until Combat Simulator is updated.
Weapon | Spell | Best XP Monster | Idleable Dungeons | |
---|---|---|---|---|
1 | ![]() |
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30 | ![]() |
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40 | ![]() |
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60 | ![]() |
Gear Goals
Miolite Gear - Drops from
Miolite Caves dungeon
Ancient Magic Gear - Drops from
Hall of Wizards dungeon
Book of Eli - Drops from
Hall of Wizards dungeon
Mystic Staves - Craftable,
Runecrafting
Magic Wand (Powerful) - Drops from
Dark Wizard
Shaman Ring - Drops from
Shaman
- Upgrades into
Nature's Blessing Ring with 10,000
Nature Rune
- Upgrades into
Nature's Call Staff - Drops from
Elerine Mage and
Druid, combine both halves
- Upgrades into
Nature's Wrath Staff with materials from
Giant Moth and
Miolite Caves dungeon
- Upgrades into
Volcanic Cave
Link to Guide: Volcanic Cave/Guide
Volcanic Cave is usually done with melee gear, as it is very easy to fill out the required DR via smithing. A full gold-trimmed set of
dragon armor provides 30% DR, as shown in the below table. Level 99
smithing is required to trim a full set.
Item | Slot | DR% |
---|---|---|
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Head | 6% |
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Body | 6% |
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Leggings | 6% |
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Boots | 6% |
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Hands | 5% |
Subtotal | 29% | |
Cape | ||
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Neck | 2% |
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Ring | 0% |
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Off-hand | 6% |
Total | 37% |
For gloves:
- You will need to either get the
Paladin Gloves (4% DR) dropped by the
Paladin in the
Holy Isles Slayer area, or one of the dhide vambraces. /).
- The variants that are equivalent to or better than the
Paladin Gloves are
(U) Red D-hide Vambraces (4% DR),
(U) Black D-hide Vambraces (5% DR), and
(U) Ancient D-hide Vambraces (6% DR). Ancient Dhide Vambraces are dropped by the
Dragons Den dungeon and upgraded using
Elder Dragonhide. The others are dropped by the
Spider Forest dungeon or crafted using the
Crafting skill.
For capes:
- You will need either the
Knight's Cape (1% DR) from thieving the
Knight or
Squire, or the
Skull Cape if you absolutely need the extra DR ((3% DR) Not recommended for Melee or Ranged, it reduces your attack bonuses by a significant amount). If you do not need the extra 1% DR provided by the Knight's Cape, you may use any
Skillcape (if you have one), or the
Obsidian Cape dropped by
Adamant Knights.
- Note: Once you clear Volcano once, swap your cape to the
Fire Cape! It provides 2% DR and has better stats than the noncombat skillcapes.
For boots:
- Pretty straightforward, the boots you will most likely use are the
(G) Dragon Boots, as these provide 6% DR and decent offensive bonuses. If you do not have the
smithing level (94) to craft these, you can use the
Rune Boots that are dropped by the
Rune Knight and upgrade those to
(G) Rune Boots for 5% DR.
For jewelry:
- You can use the
Silver Diamond Ring (1% DR) if you need the extra DR, and the
Elite Amulet of Defence that was listed above. If you do not need the 1% DR from the Silver Diamond Ring, you can use the
Gold Sapphire Ring to add reflect damage in order to clear the Volcano faster.
- If you do not have the Elite Defense Amulet, the
Gold Sapphire Necklace provides 1% DR if you are facing Ranged with Melee, and the same is true for other sides of the combat triangle using the
Gold Emerald Necklace (Ranged v Magic) and the
Gold Diamond Necklace (Magic v Melee).
Once you clear Volcanic Cave 100 times, you will unlock the basic tier of Ancient Magic - Slicing Winds,
Icicle Volley, and
Ignite. Of these, as of patch 0.23, Icicle Barrage is by far the strongest. Ancient Magic is way better than what basic magic can give you at your current level, but it is not affected by damage amplification in any way (Except for the combat triangle). No curses, no debuffs, no gear buffs.
Infernal Stronghold
Congratulations on beating Volcanic Cave. You now have the
Fire Cape, your first useful cape. It provides 2% DR, which will greatly speed things up.
Your next objective is the Infernal Stronghold. Beat at least once for the
Infernal Cape. The setup is almost identical to the
Volcanic Cave. The extra 4% DR will carry you through the end of the game until you acquire the
Max Skillcape.
Mid Game (God Dungeons)
, then God Dungeons. The four god dungeons, whilst somewhat intimidating, are all handled the exact same way once you complete Air God. Each is beaten with the gear from the previous tier.
Air God Dungeon -
Ancient Melee gear from
Volcanic Cave
Water God Dungeon -
Aeris God gear from
Air God Dungeon
Earth God Dungeon -
Glacia God gear from
Water God Dungeon
Fire God Dungeon -
Aeris God gear from
Air God Dungeon (Recommended) |
Glacia God gear is possible and is faster, but requires significantly more DR)
Some additional useful drops for the midgame are the following, found in Elite Tier slayer areas:
Elder Crown - Drops from
Elder Vampire
Magic Wand (Elite) - Drops from
Cursed Maiden, used for
Imbued Wands
Fury of the Elemental Zodiacs -
Bounty Hunter greatly accelerates this grind
Elite Slayer Gear - Purchased in shop
None of the above are needed, but definitely worth obtaining here. You should also be nearing max combat as you progress through the dungeons.
To unlock the ancient spells, you will need to run each of the God Dungeons 100 times. Each dungeon also provides extremely useful drops, some of which are BiS.
Air God Dungeon
Link to guide: Air_God_Dungeon/Guide
Item | Slot | DR% |
---|---|---|
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Head | 7% |
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Body | 7% |
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Leggings | 7% |
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Boots | 6% |
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Hands | 6% |
Subtotal | 33% | |
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Cape | 2% |
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Neck | 2% |
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Ring | 1% |
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Off-hand | 8% |
Total | 46% |
To start with, begin by collecting the full set of Ancient Melee gear from Volcanic Cave. A full set will provide 28% DR. Additionally, work on completing the
Dragonfire Shield. This provides 8% DR and 30 hitpoints, and is useful through the end of the game.
Additionally, complete Infernal Stronghold so that you can get
Infernal Cape, which increases DR to 4%.
You should have upgraded your melee weapon. Dragon Claw is probably the minimum, though
Sunset Rapier will also do. We would highly recommend grinding
Pegasus for
Ancient Claw Fragments, as
Infernal Claw (
Ancient Claw + 10
Infernal Core) is extremely good through ITM.
Slicing Winds/
Gust are highly effective.
You will need about 46% DR to complete the dungeon. Notable drops include:
Deadeye Amulet - BiS for Ranged
Stormsnap - Situationally useful, but almost mandatory for farming Ocean Song
Aeris God Gear - Ranged BiS. Save at least 10 for Unhallowed Wasteland glove upgrades (
Poison Virulence Gloves)
Deadeye Ring - Save at least 10 for Unhallowed Wasteland ring upgrades (
Poison Virulence Ring)
Water God Dungeon
Link to guide: Water God Dungeon/Guide
Item | Slot | DR% |
---|---|---|
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Head | 8% |
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Body | 8% |
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Leggings | 8% |
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Boots | 8% |
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Hands | 8% |
Subtotal | 40% | |
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Cape | 2% |
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Neck | 2% |
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Ring | 1% |
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Off-hand | 8% |
Total | 53% |
At this point, you should have a full set of Aeris God Gear. For your weapon, you should be using
Ancient Crossbow, or
Slayer's Crossbow/
Dragon Crossbow if you don't have one.
Dragonfire Shield as well makes this a breeze so you can use
Aorpheat's Signet Ring in the ring slot.
Emerald Bolts are probably your best bet.
Jadestone Bolts work too if you have those.
This dungeon is a breeze if you have the above gear. Notable drops:
Cloudburst Staff - One of the BiS weapons for magic. Situationally useful.
Glacia God Gear - Magic BiS. Save at least 10 for Unhallowed Wasteland ring upgrades (
Burning Madness Gloves)
Warlock Ring - Save at least 10 for Unhallowed Wasteland ring upgrades (
Burning Madness Ring)
Magic Wand (Elite) - Useful for imbued wand crafting
Earth God Dungeon
Link to guide: Earth God Dungeon/Guide
Item | Slot | DR% |
---|---|---|
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Head | 8% |
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Body | 8% |
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Leggings | 8% |
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Boots | 8% |
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Hands | 8% |
Subtotal | 40% | |
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Cape | 3% |
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Neck | 2% |
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Ring | 0% |
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Off-hand | 8% |
Total | 53% |
Same ordeal as the Water God Dungeon. Equip the previous set of armor, then get to work. By now, you should likely have
Skull Cape, one of the BiS capes for magic.
Air Imbued Wand is highly recommended so you can use
Gust for cheap along with the
Dragonfire Shield.
Again, this dungeon is easy. Notable Drops:
Terran God Gear - The defense-oriented melee set. Helps you splash melee pieces to hit DR thresholds. Save at least 10 for Unhallowed Wasteland glove upgrades (
Spiked Shell Gloves)
Guardian Ring - Save at least 10 for Unhallowed Wasteland ring upgrades (
Spiked Shell Ring)
Guardian Amulet - Situationally useful melee amulet
Earth Layered Shield - BiS melee shield. Provides *12%* DR
Fire God Dungeon
Link to Guide: Fire God Dungeon/Guide
Item | Slot | DR% |
---|---|---|
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Head | 8% |
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Body | 8% |
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Leggings | 8% |
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Boots | 8% |
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Hands | 8% |
Subtotal | 40% | |
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Cape | 4% |
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Neck | 2% |
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Ring | 0% |
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Off-hand | 8% |
Total | 54% |
This dungeon is a bit harder than the previous, as it mixes both melee and magic enemies. For that reason, use the Aeris god set. Gear setup is similar to the
Water God Dungeon, but focuses primarily on DR breakpoints. Consider using the
Stone Skin prayer or
Damage Reduction Potion IV's. Getting enough DR without using prayer or potions will severely hamper your clear times, as you won't be equipping the proper DPS gear.
Highly recommend using combat sim to ensure you aren't killed by Ragnar or
Ignis. This dungeon probably has the most variety in setups out of any of the dungeons, just ensure that you aren't in danger of dying.
Notable drops:
Fighter Amulet - One of the BiS amulets for melee. CC is absolutely critical at high level combat.
Fighter Ring - Save at least 10 for Unhallowed Wasteland ring upgrades (
Relentless Fury Ring)
Ragnar God Gear - Offensively oriented BiS melee gear. Save at least 10 for Unhallowed Wasteland glove upgrades (
Relentless Fury Gloves)
Preparing for Into the Mist
Into the Mist is one of the most difficult challenges in the game. The Insane difficulty is accurate. It cannot be idled.
To start, you first fight 20 Afflicted versions of randomly chosen monsters between combat level 165 and 677. Any monster, save those from Unhallowed Wasteland or
Dark Waters, including bosses, can be chosen.
Affliction is a special status effect applied by monsters that reduces your max HP. This means that the encounters are a race against the clock, forcing you to kill the enemy before your affliction stacks get too high. Due to this, it is recommended that you focus on DPS above all else when choosing your three gear sets.
This dungeon cannot be completed without the Dungeon Equipment Swapping upgrade purchased from the shop.
It is highly recommended that you have acquired *all* previously available BiS gear for each combat style before attempting ITM.
Recommended Gear from Best to Worst:
- All BiS God Dungeon Gear
Diamond Luck Potion IV - As many as possible
- Combat Agility Obstacles
Ragnar Godsword,
Terran Godsword,
Darksteel Dagger
Stormsnap,
Ancient Longbow, or
Ancient Crossbow
Jadestone Bolts,
Ancient Arrows,
Dragon Arrows
Dragonfire Shield,
Scaled Shield (Upgraded
(U) Ancient D-hide Shield with materials from
Toxic Swamps)
Miolite Shield
Skull Cape
Fury of the Elemental Zodiacs
Air Imbued Wand
- Level 84
Prayer
At this point you can probably begin to make your way towards one of the longest grinds in the game, Fury of the Elemental Zodiacs. FEZ, as it is often called, is made from the upgrading process by combining:
- 2
Elite Amulet of Defence - Made by combining 100
Amulet of Defence
- 2
Elite Amulet of Magic - Made by combining 100
Amulet of Magic
- 2
Elite Amulet of Accuracy - Made by combining 100
Amulet of Accuracy
- 2
Elite Amulet of Strength - Made by combining 100
Amulet of Strength
- 2
Elite Amulet of Ranged - Made by combining 100
Amulet of Ranged
- 2
Elite Amulet of Glory - Made by combining 100
Amulet of Glory
- 10
Amulet of Fury
- 10
Amulet of Torture
This item is by no means necessary, but it is very useful as a "catch all" type of amulet. No matter what situation you're in, FEZ is probably a good choice. See the following link for best practices while farming for the amulet.
Link to Guide: Fury of the Elemental Zodiacs/Guide
Into the Mist
Into the Mist consists of 3 set order phases, with pauses in between each phase.
Link to the guide: Into_the_Mist/Guide
There is too much information on ITM to copy to this guide, definitely worth reading the above, which is excellent.
Notable Drops:
- Access to the
Dark Waters slayer area, where the T90 weapons can be obtained
Pablo - Drops after 5 completions
T90 Farming
Following completion of Into the Mist, you now have access to
Dark Waters, the penultimate slayer area. These 3 mobs drop fragments for the T90 weapons, the most powerful weapons in the game. These are extremely long grinds, and require quite a bit of preparation. Each weapon requires 100 fragments, and the fragments have a 2% drop rate. That's 5,000 kills on average.
We recommend acquiring them in the following order, as the high evasion on Rokken makes it extremely hard to complete without
Tidal Edge:
Ocean Song - Made from
Ocean Song Fragment, dropped by
Ku-tul
Tidal Edge - Made from
Tidal Edge Fragment, dropped by
Umbora
Shockwave - Made from
Shockwave Fragment, dropped by
Rokken
Additionally, you should also acquire the pet Otto whilst doing this grind.
Item fragments are very rare drops, and you should attempt to sneak in as much item doubling into your gear as possible. Using Combat Sim to measure your Drops/hr with a 0 Death Rate is highly recommended. This can be the difference in literal days of grinding.
Unhallowed Wasteland
After completing the T90 weapon grinds, you are ready to face the final content in Melvor. Unhallowed Wasteland is the final
Slayer area. To access, you will need to purchase a
Map to the Unhallowed Wasteland. This area requires maximizing a different stat than DR. All of the monsters here will heal a % of their HP every 2 attacks, which will outpace your DPS regardless of setup. To mitigate this, you will need the following example Melee set for use versus the
Legaran Wurm:
Item | Slot | Slayer Area Effect Negation% |
---|---|---|
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Head | 20% |
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Body | 20% |
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Leggings | 0% |
![]() |
Boots | 0% |
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Hands | 0% |
Subtotal | 40% | |
![]() ![]() |
Cape | 25% |
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Neck | 0% |
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Ring | 10% |
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Weapon | 0% |
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Off-hand | 0% |
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Passive | 20% |
Pillar | 5% | |
Total | 100% |
While you are here, you should work to acquire all of the set bonus gear, dropped from each of the UW monsters:
Poison Virulence Gloves/
Poison Virulence Ring - Upgrades from
Worm Spike/
Poison Essence respectively, dropped by
Legaran Wurm
Burning Madness Gloves/
Burning Madness Ring - Upgrades from
Cursed Hands/
Burning Essence respectively, dropped by
Cursed Lich
Spiked Shell Gloves/
Spiked Shell Ring - Upgrades from
Tough Shell/
Stinging Essence respectively, dropped by
Spiked Red Claw
Relentless Fury Gloves/
Relentless Fury Ring - Upgrades from
Desecrated Bones/
Undead Essence respectively, dropped by
Greater Skeletal Dragon
Impending Darkness
A guide does not yet exist for Impending Darkness. This is highly a work in progress.
Tips
Because Bane uses the modifiers from the slayer area you fight him in, you should always fight him in the
Perilous Peaks. Your prayer will be
Protect from Magic or whichever style he is, plus your other style prayer, rendering the area effect moot.
When fighting Bane, always eat through the Suffocate special attack. The stuns will cripple you. Fragile Mind can be extremely dangerous if you have high Affliction stacks, so be on the lookout for that as well.
Bane will force you to use the same attack style as he is. If you are hitting for 0, make sure you're not using the combat triangle default.
Running from Bane will not make you leave the event, just forces you to refight that slayer area. Bane's style will also be rerolled, if you want to avoid melee.
For passives, avoid giving + Max HP, or any sort of regen. These will extend the fights, which makes them deadlier and more expensive in food and gear. + Max Hit is fine, as special damage is unaffected. Obviously, avoid Affliction if possible. These do stack.
The final fight with Bane is a special version,
Bane, Instrument of Fear
Gear
You will need to be able to switch your combat styles on the fly in Dark Waters and
Unhallowed Wasteland. These areas WILL kill you if you are using the wrong combat style versus them. There is no pausing between monsters, so we highly recommend maxing out your Slayer Area Reduction on all 3 equipment sets.
Dragon tablets are nigh required for Bane, as the burn status effect will chisel away his HP even when you are stunned. Pair with
Yak tablets.
For melee, Ring of Blade Echoes increases the number of hits you do, which pairs well with
Dragon tablets.
For magic, Incinerate also provides more hits for burns. Towards the end, switch to
Ocean Song and
Fire Surge to finish him off with specials.
Loot
Each Bane kill drops the following loot, in this set order. All of these are BiS: