HCCO/Guide

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Revision as of 02:59, 4 August 2022 by Zxv975 (talk | contribs) (→‎Gear: Included excerpt explaining ancient d'hide shield's importance)
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The majority of this guide is written by Username, mazunki, @ERRORMONSTER#8764 of the discord community with modernisation by @Zxv#0157 / Zxv975 / /u/Zxv975. 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. :)

Contents

What is HCCO?

HCCO stands for Hardcore.svg Hardcore Combat.svg Combat Only. This implies that you cannot use any non-Combat skills at any time, and must play on Hardcore.svg 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 Plant (monster).svg Plants. Starting out, you should fight Plant (monster).svg Plants for the Potatoes (item).svg Potatoes they drop and to increase your combat levels.

Note about Attack (skill).svg Attack vs Strength (skill).svg Strength vs Defence (skill).svg Defence: All three combat skills are very useful to level in their own ways. Attack (skill).svg Attack increases your chance to hit and unlocks new weapons to use, Strength (skill).svg Strength increases your maximum hit, and Defence (skill).svg Defence increases your chance to not get hit (which saves you food). In general, they should all be leveled equally.

Defence (skill).svg Defence should be the first combat skill that you level, as it greatly reduces the amount of damage that you will take from Plant (monster).svg Plants (roughly by half). Attack (skill).svg Attack should be second, Strength (skill).svg Strength should be last. Since you have a low chance to hit, it’s more important to level Attack (skill).svg Attack rather than Strength (skill).svg 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 (skill).svg Attack experience, Slashing gives Strength (skill).svg Strength experience, while Blocking is used to train Defence (skill).svg Defence. At the start, you’ll have to eat manually to ensure that you won’t die. Later on, you will unlock Auto Eat - Tier I (upgrade).svg Auto Eat, so eating will be less of a worry.

Chapter I: Gearing Up

Hitpoints (skill).svg To start, you should have: Nothing!
Combat.svg At the end, you should have: 4 Steel Platebody (item).svg Steel Armour pieces

You should get to about 10 in all melee combat skills (usually expressed as Attack (skill).svg 10 / Strength (skill).svg 10 / Defence (skill).svg 10) by fighting Plant (monster).svg Plants. After that, it’s time to start getting your first bit of equipment. Try to select Plant (monster).svg Plant easy slayer tasks to start the Slayer Coins.svg slayer coin stack rolling.

After you have a decent stack of food from fighting Plant (monster).svg Plants, it’s time to get your first pieces of gear from the Golbin (monster).svg Golbin. You should have some levels in all skills (Attack (skill).svg 10 / Strength (skill).svg 10 / Defence (skill).svg 10 or so) and a couple hundred Potatoes (item).svg potatoes or so. You’re looking for a Bronze Battleaxe (item).svg Bronze Battleaxe (1 in 27 chance) and a Bronze Shield (item).svg Bronze Shield (1 in 27 chance). If you get unlucky, don’t worry. Just kill Plant (monster).svg Plants for food until you’re able to get both.

Plant (monster).svg 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 (monster).svg Plant. So, your next goal after your Bronze Battleaxe (item).svg Bronze Battleaxe is an Iron Dagger (item).svg Iron Dagger. You should have about Attack (skill).svg 15 / Strength (skill).svg 15 / Defence (skill).svg 15 stats and a few hundredPotatoes (item).svg potatoes. The Iron Dagger (item).svg Iron Dagger has a 1/33 drop rate from the Goo Monster (monster).svg Goo Monster.

Your next gear upgrades will come from Zombie Hand (monster).svg Zombie Hand. You’re looking for the Iron Platebody (item).svg Iron Platebody (1 in 4 chance) and Iron Platelegs (item).svg Iron Platelegs (1 in 4 chance). Some people might go for the Steel Knight (monster).svg Steel Knight first, but since the Zombie Hand (monster).svg 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 Potatoes (item).svg taters.

After you have the gear from the Zombie Hand (monster).svg Zombie Hand, you should then move on to the regular Zombie (monster).svg Zombie for the Steel Platebody (item).svg Steel Platebody (1 in 5 chance). It also drops Steel Boots (item).svg 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 (monster).svg Steel Knight next. (Attack (skill).svg 20 / Strength (skill).svg 20 / Defence (skill).svg 20 stats recommended)

You’ll end the first part of your HCCO journey with Steel Knight (monster).svg Steel Knights. They drop the Steel Helmet (item).svg Steel Helmet (15 in 67 chance), Steel Shield (item).svg Steel Shield (10 in 67 chance), Steel Sword (item).svg Steel Sword (10 in 67 chance), and Steel Scimitar (item).svg Steel Scimitar (4 in 67 chance). You should be using the Steel Sword (item).svg Steel Sword on Attack (skill).svg Attack and Defence (skill).svg Defence and the Steel Scimitar (item).svg Scimitar on Strength (skill).svg Strength when killing most monsters, but again, daggers should be used on Plant (monster).svg Plants due to their fast attack rate. The Mirror Shield (item).svg 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 (combatArea).svg Strange Cave (note this only applies to manually rolling tasks and doesn't affect Auto Slayer (upgrade).svg Auto Slayer). It acts as a decent early Shield, before you get the Mithril Shield (item).svg Mithril Shield. However, it's optional, and the Slayer Coins.svg slayer coins can be spent on Lobster (item).svg Basic Resupplies instead.

Chapter II: Mithril Armour

To start, you should have: Full Steel Platebody (item).svg Steel Armour, Attack (skill).svg 10 / Strength (skill).svg 10 / Defence (skill).svg 10, Steel Scimitar (item).svg Steel Scimitar
At the end, you should have: Auto Eat - Tier I (upgrade).svg Auto Eat - Tier I, 4-5 pieces of Mithril Platebody (item).svg Mithril Armour, Attack (skill).svg 40 / Strength (skill).svg 40 / Defence (skill).svg 40, Ice Sword (item).svg Ice Sword, Adamant Dagger (item).svg Adamant Dagger

Chapter II-A: Making Money Early Game + Auto Eat 1

Now is a good time to earn money while training combat stats. The importance of money is to be able to afford Auto Eat - Tier I (upgrade).svg Auto Eat - Tier I, as the single most common killer of HCCOs is simply forgetting to eat in time. Getting this upgrade sooner rather than later will eliminate the most common cause of death, so it is worth prioritising. Restarting a HCCO over again is always less efficient than simply taking the extra precautions to ensure safety.

The safest way to make money, for now, is to kill Cow (monster).svg Cows, collect their Leather (item).svg Leather, and upgrade it into Green Dragonhide (item).svg Green Dragonhide through the shop. The selling price for Leather (item).svg Leather is Coins.svg 50, while the selling price for Green Dragonhide (item).svg Green Dragonhide is Coins.svg 200. By upgrading it, you effectively get Coins.svg 100 per piece of Leather (item).svg Leather. The average GP yield per Cow (monster).svg Cow is Coins.svg 203. This can later be increased by Coins.svg 150 with Gloves of Silence (item).svg Gloves of Silence, but that has a decent Slayer (skill).svg 45 requirement.

Important: As you farm Cow (monster).svg Cows early game, Master Farmer (monster).svg Master Farmers later in the game, or Statue (monster).svg Statues for Silver Bar (item).svg Silver Bar+Gold Bar (item).svg Gold Bar to use on gear upgrades, it is ALWAYS recommended to use free the easy Slayer (skill).svg Slayer reroll to get your current objective, as all 3 of them are included. The full list of Slayer (skill).svg Slayer tasks will be discussed in the next section.

Chapter II-B: Easy Slayer Tasks

As your stats and gear improve throughout this chapter, more and more easy slayer tasks become viable to do. This is an advantage as it limits the amount of manual rerolling of tasks required. Slayer Coins.svg Slayer coins are an important currency as they will be spent on Lobster (item).svg Basic Resupplies and will our next food source to replace Potatoes (item).svg Potatoes. The Lobster (item).svg Lobsters are important to obtain as they will be used towards the end of this chapter to obtain the more difficult upgrades such as Amulet of Looting (item).svg Amulet of Looting. Due to manual eating being quite slow, Potatoes (item).svg Potatoes cannot feasibly be used for more difficult combat encounters where the damage sustained from enemies is high.

The category of easy slayer tasks can be broken down into roughly 4 groups: very easy, easy, moderate and dangerous (for auto slayer).

"Very easy" Easy Tasks

The list of very easy tasks include: Plant (monster).svg Plant, Chicken (monster).svg Chicken, Cow (monster).svg Cow, Seagull (monster).svg Seagull, Golbin (monster).svg Golbin, Junior Farmer (monster).svg Junior Farmer and Ranged Golbin (monster).svg Ranged Golbin. These tasks were selected as all having an average DPS of below 1 damage/second on a player wearing full Steel Platebody (item).svg steel and Defence (skill).svg 30. These tasks are simple and reliable points, but since they have low HP they will be very quick to complete and therefore quite tedious.

"Easy" Easy Tasks

The next category are easy tasks, which include: Steel Knight (monster).svg Steel Knight, Skeleton (monster).svg Skeleton, Tentacle (monster).svg Tentacle, Goo Monster (monster).svg Goo Monster, Leech (monster).svg Leech and Zombie Hand (monster).svg Zombie Hand. These monsters have a DPS ranging from 1 to about 3. Of this list, Tentacle (monster).svg Tentacle are the best task as they have the most HP.

"Moderate" Easy Tasks

The last category of tasks that will be undertaken are the moderate ones, which are compromised of: Black Knight (monster).svg Black Knight, Giant Crab (monster).svg Giant Crab, Moist Monster (monster).svg Moist Monster, Green Goo Monster (monster).svg Green Goo Monster, Adult Farmer (monster).svg Adult Farmer, Sweaty Monster (monster).svg Sweaty Monster, Mummy (monster).svg Mummy, Zombie (monster).svg Zombie, Hill Giant (monster).svg Hill Giant and Statue (monster).svg Statue. These tasks are doable with a bit higher stats (around Attack (skill).svg 40, Strength (skill).svg 40, Defence (skill).svg 40) and some of the later gear upgrades such as Ice Sword (item).svg Ice Sword discussed below. Of particular note from this group, Sweaty Monster (monster).svg Sweaty Monster drop a somewhat decent supply of Salmon (item).svg Salmon, Lobster (item).svg Lobster and Shark (item).svg Shark, Mummy (monster).svg Mummies drop a lot of useful jewellery (discussed below), Statue (monster).svg Statues are the best source of Silver Bar (item).svg Silver Bars and Gold Bar (item).svg Gold Bars needed to upgrade metal armour, and lastly Giant Crab (monster).svg Giant Crab are the single best easy task, boasting the highest HP without having too high offensive stats.

"Dangerous" Easy Tasks

The rest of the easy slayer tasks can be quite difficult, as they either have quite high stats (such as Ghost (monster).svg Ghosts), have damaging special attacks (such as Frozen Archer (monster).svg Frozen Archer) or are magic users and therefore extremely accurate (such as Wizard (monster).svg Wizards and Fairy (monster).svg Fairies). Monsters in this category should be avoided until much later, and a lot of care must be exercised when using Auto Slayer (upgrade).svg Auto Slayer as these tasks can waste in excess of 500 Lobster (item).svg Lobster per hour without proper stats and gear.

Chapter II-C: Gear Upgrades

While training your stats on Cow (monster).svg Cows, you will eventually be strong enough to make some gear upgrades. For armour, the next Knight after Steel Knight (monster).svg Steel is Black Knight (monster).svg Black. However, you should skip it, as the drop chances are very low, and the next tier is not much harder anyway. Instead, you will skip straight to Mithril Knight (monster).svg Mithril Knight.

Jewellery

But before you visit the Mithril Knight (monster).svg Mithril Knight you'll want to take a detour to fight the Mummy (monster).svg Mummy for Silver Ruby Necklace (item).svg Silver Ruby Necklace and Gold Topaz Ring (item).svg Gold Topaz Ring to fill out your neck and ring slots. The Gold Topaz Ring (item).svg Gold Topaz Ring enables your character to obtain Signet Ring Half (b) (item).svg Signet Ring Half (b) while in combat, which can be sold for Coins.svg 850,000 and will cut out a large portion of the Auto Eat - Tier I (upgrade).svg Auto Eat grinds. Note that without Magic (skill).svg Alt. Magic (which is typically not allowed as it does not constitute combat), CO players have no means to obtain a Signet Ring Half (a) (item).svg Signet Ring Half (a) to complete the full Aorpheat's Signet Ring (item).svg Aorpheat's Signet Ring. You will also want to nab a Silver Diamond Ring (item).svg Silver Diamond Ring for the small DR it offers for future bossing. If you want to grind an Elite Amulet of Strength (item).svg Elite Amulet of Strength from Mummy (monster).svg Mummies, you may as it will help with Spider Forest (dungeon).svg Spider Forest, but it will be a little faster to do so in a bit. Note that the Silver Ruby Necklace (item).svg Silver Ruby Necklace and the Silver Topaz Necklace (item).svg Silver Topaz Necklace are both better than Amulet of Strength (item).svg Amulet of Strength in the early game.

Armour

After these upgrades, your next step is Mithril Knight (monster).svg 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 Platebody (item).svg Mithril set, so we won't aim for this. You will probably get Mithril Boots (item).svg Boots (25 in 268) and Mithril Helmet (item).svg Helmets (15 in 268) and Mithril Shield (item).svg Shields (5/134) quite often. The two lowest drop rate items (Mithril Platelegs (item).svg Platelegs (5 in 268) and Mithril Platebody (item).svg Platebody (1 in 568)) and are therefore not worth grinding for specifically. The corresponding Adamant Platebody (item).svg adamant drop from Adamant Knight (monster).svg Adamant Knights is a better use of your time to obtain later down the line.

Weapons

For weapon upgrades, you will probably get both a Mithril Scimitar (item).svg Scimitar (1 in 67) from Mithril Knight (monster).svg Mithril Knights, too, so equip these once dropped. You may equip the Mithril Sword (item).svg Sword, too, but consider sticking with the Mithril Scimitar (item).svg Scimitar for now, to efficiently level up your Strength (skill).svg Strength skill. You can upgrade to a cheap Adamant Dagger (item).svg Adamant Dagger from the Purple Goo Monster (monster).svg Purple Goo Monster after Attack (skill).svg 30, and lastly the Ice Sword (item).svg Ice Sword at Attack (skill).svg 40.

As mentioned, you will want to get the Ice Sword (item).svg Ice Sword after getting mostly full Mithril Platebody (item).svg Mithril Armour and Attack (skill).svg 40, as it is a really good upgrade at this point. The drop rate is 10% at the Ice Monster (monster).svg Ice Monster in the Icy Hills (combatArea).svg Icy Hills. The Ice Sword (item).svg Ice Sword is better at grinding Strength (skill).svg Strength than all weapons from a lower tier.

Chapter III: Mithril to (G) Adamant

Hitpoints (skill).svg To start, you should have: Auto Eat - Tier I (upgrade).svg Auto Eat - Tier I, Full Mithril Platebody (item).svg Mithril Armour, Attack (skill).svg 40 / Strength (skill).svg 40 / Defence (skill).svg 40, Ice Sword (item).svg Ice Sword, Adamant Dagger (item).svg Adamant Dagger
Combat.svg At the end, you should have: Almost full (G) Adamant Platebody (item).svg (G) Adamant Armour, Amulet of Looting (item).svg Amulet of Looting, Rune 2H Sword (item).svg Rune 2H Sword, Attack (skill).svg 70 / Strength (skill).svg 70 / Defence (skill).svg 70

While your next target is Adamant Knight (monster).svg Adamant Knights, you should know that levelling Attack (skill).svg Attack and Defence (skill).svg 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 Hitpoints (skill).svg 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 (monster).svg Adamant Knight is not really a danger provided you’re PAYING ATTENTION and have enough food.

Your Ice Sword (item).svg Ice Sword is great for leveling all of your combat stats. You may do this at Statue (monster).svg Statue, to prepare for gear upgrades, and thus your first Damage Reduction points!

Each Adamant Platebody (item).svg Adamant piece has a 1/48 chance of dropping. Good luck on that! You don’t necessarily care about the Adamant Boots (item).svg Adamant Boots as there are reliable sources in Turkul Riders (monster).svg Turkul Riders which also drop Rune Boots (item).svg Rune Boots very soon from now. If you are lucky enough to snag an Obsidian Cape (item).svg Obsidian Cape, rejoice as this item offers the biggest evasion upgrade of any item dropped by Adamant Knight (monster).svg Adamant Knights. Its very low drop rate (1/240), however, may deter you from grinding for it. It will be a while until you replace the Obsidian Cape (item).svg Cape for anything else, so you will get a lot of use out of it. There is no point wasting Silver Bar (item).svg Silver/Gold Bar (item).svg Gold Bars on the Adamant Boots (item).svg Boots. Upgrade the rest of the equipment you get to (G) Adamant Platebody (item).svg (G) Adamant as soon as you get them, since each piece gives you 4% Damage Reduction. Since you will be using 2H weapons for awhile you may skip (G) Adamant Shield (item).svg (G) Adamant Shield, but it will still be a useful shield until (G) Rune Shield (item).svg (G) Rune Shield or Dragonfire Shield (item).svg Dragonfire Shield so it is worth upgrading.

Your next goal after Adamant Platebody (item).svg full adamant is a weapon upgrade. This will come from Elerine Warrior (monster).png Elerine Warriors and are the Rune 2H Sword (item).svg Rune 2H Sword and the Elerine Spear (item).png Elerine Spear. With 3 out of 5 (G) Adamant Platebody (item).svg (G) adamant pieces and a Silver Diamond Ring (item).svg Silver Diamond Ring from Mummy (monster).svg Mummies totalling 13% DR, this monster can be safely idled with Auto Eat - Tier I (upgrade).svg Auto Eat - Tier I, 13% DR and 540 hitpoints. Of the two drops we seek, the former is a relatively common drop (1/36) and a considerable step up from the Ice Sword (item).svg Ice Sword (yielding double the clears/hr of Spider Forest (dungeon).svg Spider Forest). The Elerine Spear (item).png Elerine Spear is a slight upgrade over the Rune 2H Sword (item).svg Rune 2H Sword, but it is a much lower drop rate (1/180), so it may not really be worth grinding for. It is worth noting that while both weapons are fantastic when used on their correct style(s), they are utterly abysmal at the other style(s). The Elerine Spear (item).png Elerine Spear should only ever be used on stab to train Attack (skill).svg Attack, while the Rune 2H Sword (item).svg Rune 2H Sword can be used to train Strength (skill).svg Strength and Defence (skill).svg Defence equally.

If you have Slayer (skill).svg 45, you can consider obtaining a set of Gloves of Silence (item).svg Gloves of Silence to help with fundraising. This item alone almost doubles the gp/hr of Cow (monster).svg Cows and it turns Plant (monster).svg Plants surprisingly into one of the best early money makers.

At Slayer (skill).svg 50, save up enough Slayer Coins.svg slayer coins to purchase a Desert Hat (item).svg Desert Hat. You will also transition from Lobster (item).svg Basic Resupply to Crab (item).svg Standard Resupply for the rest of the game at this point. This item gives you access to Rune Gloves (item).svg Rune Gloves, Desert Wrappings (item).svg Desert Wrappings, (G) Rune Boots (item).svg (G) Rune Boots and Sand Treaders (item).svg Sand Treaders, as well Desert Sabre (item).svg Desert Sabre that you may want to farm at one point. You will want to farm for at least Rune Gloves (item).svg Rune Gloves and (G) Rune Boots (item).svg (G) Rune Boots from the respective creatures in Arid Plains (combatArea).svg Arid Plains, as these have relatively common drop rates and won't take long. Desert Wrappings (item).svg Desert Wrappings offer a nice 2% DR which will help with Spider Forest (dungeon).svg Spider Forest, but can be skipped as they will soon be replaced with Paladin Gloves (item).svg Paladin Gloves. It is possible to kill Turkul Giant (monster).svg Turkul Giants at this point to obtain Dragon Scimitar (item).svg Dragon Scimitar or Desert Sabre (item).svg Desert Sabre, but these upgrades are relatively minor over the Rune 2H Sword (item).svg Rune 2H Sword and will soon be replaced with items from Deep Sea Ship (dungeon).svg Deep Sea Ship anyway.

BEWARE: Do not Auto Eat - Tier II (upgrade).svg Auto Eat Potatoes (item).svg Potatoes in the Arid Plains (combatArea).svg Arid Plains unless you have at least Auto Eat - Tier II (upgrade).svg Auto Eat - Tier II. You will lose all your Potatoes (item).svg Potatoes instantly as they will round down to 0 healing.

Killing Paladin (monster).svg Paladins for Paladin Gloves (item).svg Paladin Gloves at this stage is somewhat viable, but they have a low drop rate and the Auto Eat threshold is quite high. Over a long period, the chance of making a mistake and dying is quite high, so it would be better to wait until you can rely on auto eat to do its thing. Around 20% DR and 660 HP.

Chaper III-B: Amulet of Looting

With a hefty chunk of upgrades under your belt, it is time to fight the first early game milestone in the Spider King (monster).svg Spider King. This monster drops the Amulet of Looting (item).svg Amulet of Looting which is a special amulet which automatically loots gear acquired from Combat Areas and Slayer (skill).svg Slayer Areas. You may get it from the Spider Chest (item).svg Spider Chest, with a 1/22 chance. This item marks the first paradigm shift in the HCCO game mode, as manual looting is now a thing of the past. Now is a good time to obtain the Amulet of Looting (item).svg Amulet of Looting as before this point most monsters either wouldn't drop 100 items in a reasonable time frame, or their drops were largely not important enough to prioritise picking up consistently. Our main food source up until now has been Lobster (item).svg Basic Resupply (or Crab (item).svg Standard Resupply at Slayer (skill).svg 50 and beyond) which do not need to be looted, so the benefit of the amulet was minimal.

As a point of comparison, by using Mithril Platebody (item).svg Mithril Armour, and having around Attack (skill).svg 40 / Strength (skill).svg 40 / Defence (skill).svg 40, it will take you around 5000 healing from food per run of the Spider Forest (dungeon).svg Spider Forest. With access to (G) Adamant Platebody (item).svg gilded adamant & (G) Rune Boots (item).svg (G) Rune Boots for DR and a trusty Rune 2H Sword (item).svg Rune 2H Sword or Elerine Spear (item).png Elerine Spear, this boss can be idled with 18% DR and 590 HP for around 10 kills/hr. It is quite possible to beat the zone without having any form of Auto Eat - Tier I (upgrade).svg Auto Eat, and just make sure you time your manual eating right, since the damage of the Spider (monster).svg Spiders in the area is not too high. This may be appealing to players wishing to quickly eliminate manual looting from their routine.

Without any DR, the boss can instead be tackled with 710 HP and Auto Eat - Tier I (upgrade).svg AE1. Check Can I Idle for any particular combination of requirements you happen to have. If you wanted to try obtain Auto Eat - Tier II (upgrade).svg Auto Eat - Tier II before this dungeon, know that this requires Coins.svg 5,000,000, which would require around 25 hours of active gameplay at Master Farmer (monster).svg Master Farmer, since you still don’t have auto looting, or around 40 hours of Plant (monster).svg Plant farming with Gloves of Silence (item).svg Gloves of Silence. Bad idea.

Chapter III-B: Making money early-mid: Master Farmer + Auto Eat II

The Master Farmer (monster).svg Master Farmer gives a total of 14 unique items. You want to prioritize your bank slots for the most rewarding items, taking the price and drop rate into account. This mainly comprises the Tree Seeds, requiring 5 slots. By reserving five slots for the Master Farmer (monster).svg Master Farmers grind, you get a total of 84% of the GP drops. That’s around Coins.svg 950 per kill.

Alternatively, equipping Gloves of Silence (item).svg Gloves of Silence increases the base GP/kill of every monster by Coins.svg 150. This makes low HP enemies such as Plant (monster).svg Plants and Cow (monster).svg Cows a great source of income too, albeit with lower xp/hr compared to Master Farmer (monster).svg Master Farmers.

Later on at Slayer (skill).svg 70 you have access to Raging Horned Elite (monster).svg Raging Horned Elite, which drop a reasonable amount of sellable items (worth about Coins.svg 2,000 each kill) as well as a huge supply of Trout (item).svg Trout. You will likely kill tens of thousands of this monster while gathering food, which can easily fund the more expensive upgrades remaining, so it is not important to over-focus on earning GP at this point.

Chapter III-C: Late to mid Game food: Slayer

Now is a good time to build up 150,000 Slayer Coins.svg Slayer Coins as Auto Slayer (upgrade).svg Auto Slayer is a great purchase to idly build up Slayer Coins.svg Slayer Coins. With them, you can purchase Crab (item).svg Standard Resupply, which nets you both a useful 150 Crab (item).svg Crab and 500 Magic Bones (item).svg Magic Bones per purchase. This is the most efficient HP per Slayer Coins.svg Slayer Coin (even moreso than Shark (item).svg Generous Resupply!), 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 (monster).svg Master Farmer as your Slayer (skill).svg Slayer task.

As noted before, beware of Wizard (monster).svg Wizards and Fairy (monster).svg Fairies when using Auto Slayer (upgrade).svg Auto Slayer, and ensure they can not bypass your Auto Eat - Tier III (upgrade).svg 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: (G) Adamant to Full (G) Rune

To start, you should have: Almost full (G) Adamant Platebody (item).svg (G) Adamant Armour, (G) Rune Boots (item).svg (G) Rune Boots, Desert Wrappings (item).svg Desert Wrappings, Rune 2H Sword (item).svg Rune 2H Sword, Attack (skill).svg 70 / Strength (skill).svg 70 / Defence (skill).svg 70 Auto Eat - Tier II (upgrade).svg Auto Eat - Tier II
At the end, you should have: Full (G) Rune Platebody (item).svg (G) Rune Armour, Paladin Gloves (item).svg Paladin Gloves, Elite Amulet of Strength (item).svg Elite Amulet of Strength, Attack (skill).svg 70 / Strength (skill).svg 80 / Defence (skill).svg 80, Sunset Rapier (item).svg Sunset Rapier / Ancient Claw (item).svg Ancient Claw, Auto Eat - Tier III (upgrade).svg Auto Eat - Tier III

The first thing you should do in this part of the story is to upgrade your Amulet of Strength (item).svg Amulet of Strength into an Elite Amulet of Strength (item).svg Elite one, simply by farming more Mummy (monster).svg Mummies. On average you need to kill around a thousand of them.

You can wait to get the Paladin Gloves (item).svg Paladin Gloves until after getting Rune Platebody (item).svg Rune Armor, or you can farm it now. At this point, you will use around 6 Lobster (item).svg Lobster per Paladin (monster).svg Paladin kill, and the chance to get them is 1/171. Not too hard.

The next step is to farm the feared shiny Rune Knight (monster).svg Rune Knights, and upgrade your four armor pieces into (G) Rune Platebody (item).svg (G) Rune pieces, for a total of 29% Damage Reduction with the Paladin Gloves (item).svg Paladin Gloves. You will need a bunch of Gold Bar (item).svg Gold and Silver Bar (item).svg Silver Bars, farmed at Statue (monster).svg Statue or at Purple Goo Monster (monster).svg Purple Goo Monster to make headway towards Elite Amulet of Defence (item).svg Elite Amulet of Defence. Considering the amount of bars needed to upgrade this armour, you may wish to wait until Ancient Platebody (item).svg Ancient armour instead, as (G) Adamant Platebody (item).svg (G) adamant armour is sufficient for clearing Volcanic Cave (dungeon).svg Volcanic Cave (with a higher but still manageable HP requirement).

You should get Auto Eat - Tier III (upgrade).svg Auto Eat - Tier III and a second Extra Equipment Set (upgrade).svg Extra Equipment Set. You should also consider getting the third set now, too.

The last thing to get before moving onto the next section is a better weapon. Deep Sea Ship (dungeon).svg Deep Sea Ship is your next stop for a Sunset Rapier (item).svg Sunset Rapier, a great upgrade that will be the primary weapon up until Darksteel Dagger (item).png Darksteel Dagger from Rancora Spider (monster).svg Rancora Spider. Don't bother getting any Dragon Claw Fragment (item).svg Dragon Claw Fragments from Griffin (monster).svg Griffin yet as it will be awhile before you can obtain the necessary Infernal Core (item).png Infernal Cores to make it worthwhile. If you're lucky enough to get an Ancient Sword (item).svg Ancient Sword before the Sunset Rapier (item).svg Sunset Rapier, then feel free to use it, as it will drastically reduce your food consumption and the associated food farming time. You'll probably only want to use it outside of dungeons, because the high burst damage from stronger enemies heavily reduces effectiveness of the lifesteal and makes the bonus damage impossible to reliably utilise.

Chapter V: (G) Rune to (G) Ancient

To start, you should have: Full (G) Rune Platebody (item).svg (G) Rune Armour, Paladin Gloves (item).svg Paladin Gloves, Elite Amulet of Strength (item).svg Elite Amulet of Strength, Attack (skill).svg 70 / Strength (skill).svg 80 / Defence (skill).svg 80, Sunset Rapier (item).svg Sunset Rapier, Auto Eat - Tier III (upgrade).svg Auto Eat - Tier III
At the end, you should have: Full (G) Ancient Platebody (item).svg (G) Ancient Armour, Paladin Gloves (item).svg Paladin Gloves, Elite Amulet of Defence (item).svg Elite Amulet of Defence, Attack (skill).svg 90 / Strength (skill).svg 99 / Defence (skill).svg 90, Dragonfire Shield (item).svg Dragonfire Shield, Sandstorm Ring (item).svg Sandstorm Ring

Elite Amulet of Defence (item).svg Elite Amulet of Defence from upgrading Amulet of Defence (item).svg Amulets of Defence, which are dropped by Purple Goo Monster (monster).svg Purple Goo Monsters, and Silver Diamond Ring (item).svg Silver Diamond Ring, dropped by Mummy (monster).svg 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 (G) Rune Platebody (item).svg Rune (G) Armour and Paladin Gloves (item).svg Paladin Gloves for 32% DR, Hitpoints (skill).svg 880 Hitpoints will allow you to idle Volcanic Cave (dungeon).svg Volcanic Cave for your first useful cape, the Fire Cape (item).svg Fire Cape. At this point, you can expect to eat around Hitpoints (skill).svg 30,000 HP worth of food per kill without Prayer (skill).svg Prayer.

At this point, you should be using Crab (item).svg Standard Resupplies for your food needs. If you prefer to fight monsters instead, then Sweaty Monster (monster).svg Sweaty Monsters for Salmon (item).svg Salmon and Lobster (item).svg Lobster will reduce your overall time spent farming food. Expect to get food equivalent to 10.2 HP/kill in Salmon (item).svg Salmon, 6.25 HP/kill in Lobster (item).svg Lobster, and 2.3 HP/kill in Shark (item).svg Shark.

Once you have the Fire Cape (item).svg Fire Cape, you can farm the Sandstorm Ring (item).svg Sandstorm Ring from Sand Beast (monster).svg Sand Beasts, which will be your best-in-slot Attack (skill).svg Melee DPS ring. You can even use Safeguard (prayer).svg Safeguard if you'd like to farm it sooner, as it will speed up your Volcanic Cave (dungeon).svg Volcanic Cave clears.

Hopefully you find the Volcanic Cave (dungeon).svg Volcanic Cave comfortable, as the goal is to get the Ancient Platebody (item).svg Ancient Platebody, Ancient Platelegs (item).svg Ancient Platelegs, Ancient Helmet (item).svg Ancient Helmet, and Ancient Shield (item).svg Ancient Shield. There are no Ancient Boots and Dragon Boots (item).svg Dragon Boots are unobtainable on HCCO (as is the Dragon Helmet (item).svg Dragon Helmet,) so you'll continue rocking your (G) Rune Boots (item).svg (G) Rune Boots for quite a while. Getting the Dragon Platebody (item).svg Dragon Platebody and/or Dragon Platelegs (item).svg 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 Platebody (item).svg Ancient Armour, make another visit to Statue (monster).svg Statues to finish off gathering Gold Bar (item).svg Gold Bars and Silver Bar (item).svg Silver Bars and upgrade everything to (G). Luckily the Elite Chest (item).svg Elite Chests you've been opening also drop plenty of Silver Bar (item).svg Silver Bars and Gold Bar (item).svg Gold Bars.

In total, you'll need 6,000 Silver Bar (item).svg Silver Bars and 10,000 Gold Bar (item).svg Gold Bars for full (G) Ancient Platebody (item).svg (G) Ancient Armour. If you get all the Silver Bar (item).svg Silver Bars you need, move to Purple Goo Monster (monster).svg Purple Goo Monsters for faster Gold Bar (item).svg Gold Bars. You can also hold onto the Amulet of Fury (item).svg Amulets of Fury for the Fury of the Elemental Zodiacs (item).svg Fury of the Elemental Zodiacs grind later; you'll need 10 Amulet of Fury (item).svg Fury Amulets in total.

After getting the (G) Ancient Shield (item).svg (G) Ancient Shield, there's nothing stopping you from immediately upgrading it again to the Dragonfire Shield (item).svg Dragonfire Shield, so head to the Green Dragon (monster).svg Green Dragons to get 7,050 Dragon Bones (item).svg Dragon Bones. You can alternatively wait until getting some Ranged (skill).svg Ranged levels, as Green Dragon (monster).svg Green Dragons are slightly weaker to Magic (skill).svg Magic and Ranged (skill).svg Ranged than to Attack (skill).svg Melee, but at this level, you shouldn't have any trouble, and the 8% DR of the Dragonfire Shield (item).svg Dragonfire Shield will be very useful as a Magic (skill).svg Magic and Ranged (skill).svg Ranged offhand for God dungeons.

Once you have full (G) Ancient Platebody (item).svg (G) Ancient Armour and Dragonfire Shield (item).svg Dragonfire Shield for 43% DR (or 40% with Amulet of Looting (item).svg Amulet of Looting and Sandstorm Ring (item).svg Sandstorm Ring, it's time to grind any remaining melee skills to ideally at least Attack (skill).svg 90 / Strength (skill).svg 99 / Defence (skill).svg 90 while working your way towards Slayer Level 70 for your next food upgrade - Trout (item).svg Trout from Raging Horned Elite (monster).svg Raging Horned Elites or RHE; you can also take advantage of the Gold Emerald Ring (item).svg Gold Emerald Ring from Mummy (monster).svg 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 Elite (monster).svg Raging Horned Elites, hold onto the Ancient Arrows (item).svg Ancient Arrows they drop as they're your best arrows, even though they can't be equipped until Ranged Level 70. Additionally, the Large Horn (item).svg Large Horns that they drop will likely replace Master Farmer (monster).svg Master Farmers for GP farming, as the GP/hr is about the same (not to mention the food, arrows, and Prayer (skill).svg Prayer points you're getting), with a much lower bank demand.

Chapter VI-A: Ranged

Ranged (skill).svg Ranged is quite straightforward, but we’ve been putting it off for a few main reasons. Firstly, it doesn’t provide any real benefit until you start fighting Wizard (monster).svg 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. It is recommended to wait until one has Coins.svg 10,000,000 to afford Extra Equipment Set (upgrade).svg Extra Equipment Set to make gearing much less of a headache. This upgrade is a lower priority than Auto Eat - Tier III (upgrade).svg Auto Eat - Tier III, which is why we wait until now to train Ranged (skill).svg Ranged.

Progression in Ranged (skill).svg Ranged can roughly be broken into three phases: preliminary, (1), training (1-85) and late (85-99). We only need to worry about the first two phases now, which will get us far enough to tackle Water God Dungeon (dungeon).svg Water God Dungeon, Fire God Dungeon (dungeon).svg Fire God Dungeon and possibly even Into the Mist (dungeon).svg Into the Mist and beyond.

Preliminary phase

Since none of the gear or weapon progression for Ranged (skill).svg Ranged relies on the actual skill itself, we can prepare for the entire skill ahead of time. This is the preliminary phase, and it has three main considerations being ammo, weapons and gear.

Ammo

Before starting Ranged (skill).svg Ranged, it is recommended to complete the Elite Amulet of Ranged (item).svg Elite Amulet of Ranged portion of the Fury of the Elemental Zodiacs (item).svg Fury of the Elemental Zodiacs grind at Bandit (monster).svg Bandits. This will set you up with all the arrows needed for the entire early and midgame Ranged (skill).svg Ranged grind, as well as the item itself offering substantial ranged offensive bonuses while being equipable at level 1. Obtaining 200 Amulet of Ranged (item).svg Amulet of Ranged will yield around 48,000 Steel Arrows (item).svg Steel Arrows, 32,000 Mithril Arrows (item).svg Mithril Arrows and 16,000 Adamant Arrows (item).svg Adamant Arrows, which is much more than needed. A lot of arrows will also be supplied by Lobster (item).svg Basic Resupply/Crab (item).svg Standard Resupply as well, so ammo is not much of a worry. It is also possible to clear Bandit Base (dungeon).svg Bandit Base for possible Ranged (skill).svg Ranged weapon upgrades, but these are not worth the time investment due to the low drop rate and can be skipped if desired. Bandit Base (dungeon).svg Bandit Base will yield a decent amount of ammo, but it is slower overall than killing Bandit (monster).svg Bandits directly. At Ranged (skill).svg 70 one can use the abundance of Ancient Arrows (item).svg Ancient Arrows obtained while killing Raging Horned Elite (monster).svg Raging Horned Elite for Trout (item).svg Trout. It is not necessary to conserve arrows either, as most late-game Ranged (skill).svg Ranged combat takes place with a crossbow using Sapphire Bolts (item).svg Sapphire Bolts.

Note that it is no longer recommended to kill Frozen Archer (monster).svg Frozen Archer for Ice Arrows (item).svg Ice Arrows anymore, as this monster was buffed and is considerably stronger now as well as dropping far fewer arrows.

Weapons

The overall weapon progression will be:

Normal Shortbow (item).svg Normal Shortbow (1-5) → Oak Shortbow (item).svg Oak Shortbow (5-30) → Maple Shortbow (item).svg Maple Shortbow (30-40) → Yew Longbow (item).svg Yew Longbow (40-50) → Elerine Longbow (item).png Elerine Longbow (50-85) → Ancient Crossbow (item).svg Ancient Crossbow (85+)

These items will be obtained from Ranged Golbin (monster).svg Ranged Golbins, Holy Archer (monster).svg Holy Archers, Elerine Archer (monster).png Elerine Archers and Dragons Den (dungeon).svg Dragons Den (discussed below) and can all be farmed ahead of time if bank space is not a concern. As mentioned above, it is possible to farm Bandit Base (dungeon).svg Bandit Base for a Ancient Longbow (item).svg Ancient Longbow, but it will take more time to obtain than what will be saved by using the item. The Elerine Longbow (item).png Elerine Longbow is a very strong weapon for its level, as it rivals Redwood Longbow (item).svg Redwood Longbow from Holy Archer (monster).svg Holy Archer / Bandit Base (dungeon).svg Bandit Base. If you do decide to farm Bandit Base (dungeon).svg Bandit Base or have done so in the past, you can replace the Maple Shortbow (item).svg Maple Shortbow with a Maple Longbow (item).svg Maple Longbow instead.

An alternative (but less efficient) route for early Ranged (skill).svg Ranged training is to kill Thief (monster).svg Thieves in the Runic Ruins (combatArea).svg Runic Ruins for Steel Throwing Knife (item).svg throwing knives, which, due to their higher attack speed and inherent 15% ammunition saving, can help with early training. This can be paired with Throwing Power Gloves (item).png Throwing Power Gloves to increase effectiveness as well.

Gear

From 1-40 you will mostly be naked, as there are few options for gear at this low level. The cape slot is the only slot that you will likely be able to fill, and the options for capes are:

Cape of Prat (item).svg Cape of Prat > Cape of Ranged Preservation (item).svg Cape of Ranged Preservation > Fire Cape (item).svg Fire Cape > Obsidian Cape (item).svg Obsidian Cape > nothing

It is not really worth grinding for any of these, just use whatever you have access to already. Paladin Gloves (item).svg Paladin Gloves don't have any negative bonuses so they are worth using to save on a bit of food. An Elite Amulet of Ranged (item).svg Elite Amulet of Ranged is extremely good, as it offers more bonuses than an entire set of green dragonhide.

From 40 onwards, the gear you will use will be a mismatch of dragonhide armour. Use whatever hides you obtained from the Amulet of Looting (item).svg Amulet of Looting and Volcanic Cave (dungeon).svg Volcanic Cave grind from earlier. It is not worth going out of your way to obtain any singular piece of dragonhide, as it only offers accuracy with no strength bonus, and your accuracy will quickly become saturated on the enemies you train ranged on. Using Green D-hide Vambraces (item).svg Green D-hide Vambraces at Ranged (skill).svg 70 for instance is perfectly acceptable. Green, blue and red dragonhide armour can also be easily upgraded in exchange for GP. Green d'hide costs 60k to fully upgrade, blue d'hide costs 225k and red d'hide costs 630k. These only offer a small amount of accuracy and DR, but this will come in handy for monsters such as Master Wizard (monster).svg Master Wizards and the likes, so it may be worth it.

You will need to farm Dragons Den (dungeon).svg Dragons Den for the almighty Ancient Crossbow (item).svg Ancient Crossbow for Ranged (skill).svg 80+ at some point before progressing. Again, as this dungeon doesn't rely on Ranged (skill).svg Ranged, this could technically be performed before commencing training. The goals of this dungeon are to obtain the Ancient Crossbow (item).svg Ancient Crossbow and the Ancient D-hide Shield (item).svg Ancient D-hide Shield, the latter of which will be upgraded to a Scaled Shield (item).png Scaled Shield which is a huge DPS increase for Ranged (skill).svg Ranged and even for Magic (skill).svg Magic in many situations. The shield can technically be substituted with a Dragonfire Shield (item).svg Dragonfire Shield or Earth Layered Shield (item).svg Earth Layered Shield for meeting raw DR requirements, but the damage sacrificed will be noticeable so obtaining a Scaled Shield (item).png Scaled Shield is recommended. The crossbow is an incredible weapon for the two Ranged (skill).svg Ranged God dungeons, as well as in Dark Waters (combatArea).svg Dark Waters, however it is worth noting that all of the other items still have uses.

Twin Exiles (item).svg Twin Exiles is the next most sought after item, as they are the best item in the game for farming low level mobs with low max HP. It is worth keeping for future rune grinding and completionist farming purposes. Any Ancient D-hide Body (item).svg Ancient Dragonhide Armour obtained here can be worn as an upgrade, but it is not necessary to grind for any pieces. Use any leftover Elder Dragonhide (item).svg Elder Dragonhide to upgrade elder dragonhide pieces before selling it all off to unlock some free collection log slots.

Training phase

The best options for Ranged (skill).svg Ranged training are magic enemies. However, the entry level enemy (Wizard (monster).svg Wizard) is too strong to be tackled at Ranged (skill).svg 1, so killing various easy slayer tasks such as Cow (monster).svg Cows is fine until around Ranged (skill).svg 40 to equip some dragonhide. After this point, farming Wizard (monster).svg Wizards and Master Wizard (monster).svg Master Wizards for runes is ideal. One can then use these runes to train their Magic (skill).svg Magic to increase their magic defence to make killing them more efficient. At higher Ranged (skill).svg Ranged and Magic (skill).svg Magic levels (around 50+), the option of killing Shaman (monster).svg Shamans for Chaos Rune (item).svg Chaos Runes and Necromancer (monster).svg Necromancers for Death Rune (item).svg Death Runes opens up to supplement further Magic (skill).svg Magic training. Seething Horned Elite (monster).svg Seething Horned Elites can be killed for any outstanding Amulet of Fury (item).svg Amulet of Furies that weren't obtained from Volcanic Cave (dungeon).svg Volcanic Cave.

Chapter VI-B: Magic

Magic (skill).svg 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 Rune (item).svg Air Runes, but Water Rune (item).svg Water, Earth Rune (item).svg Earth, and Fire Rune (item).svg 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 (Mind Rune (item).svg Mind Runes, Chaos Rune (item).svg Chaos Runes, Death Rune (item).svg Death Runes, etc.) from the Vampire (monster).svg Vampire and the Master Wizard (monster).svg Master Wizard. The Vampire (monster).svg Vampire is probably best for now, since it is a Ranged (skill).svg Ranged monster, meaning we can strike it with our powerful Attack (skill).svg Melee. Even considering the drop chance and drop rates are lower than from the Master Wizard (monster).svg Master Wizard, this will be faster overall as it will crucially save more food. Killing Wizard (monster).svg Wizard until one piece of either Green Wizard Hat (item).svg Green Robes or Blue Wizard Hat (item).svg Blue Robes (at Magic (skill).svg 10) for each slot is recommended.

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 Rune (item).svg Air Rune cost, and thus primarily use air spells. Remember, since prayer points are a lot easier to farm on a CO than runes, you will generally want to run the two highest offensive prayers at all times when training magic. However, it is only worthwhile if the prayers give magic damage boost (Mystic Mastery (prayer).svg Mystic Mastery, Augury (prayer).svg Augury and Battleheart (prayer).svg Battleheart) or if you are very low level and your accuracy is low (below 90%).

The Staff of Air (item).svg Staff of Air (obtained from Fairy (monster).svg Fairy) reduces the cost by 3, allowing you to cast all spells up to Fire Bolt (spell).svg Fire Bolt with the sole exception of Wind Bolt (spell).svg Wind Bolt for no Air Rune (item).svg Air Rune cost. Air Rune (item).svg Air Rune are by far the most valuable elemental rune on a CO, so you should use the other elements to level your magic early on as these runes have little use outside of very late game situations by which point you will have a huge stockpile. You should aim to use most of your Mind Rune (item).svg Mind Rune on Fire Strike (spell).svg Fire Strike and your Chaos Rune (item).svg Chaos Rune on Earth Bolt (spell).svg Earth Bolt to make the most use of your varied runes gathered, until you are Magic (skill).svg 30. At this point you can equip an Air Battlestaff (item).svg Air Battlestaff to save 5 Air Rune (item).svg Air Rune/cast, so obtain one from Master Wizard (monster).svg Master Wizard and use that until Magic (skill).svg 40. You also have enough magic defence from levelling Magic (skill).svg Magic that you can consider clearing Hall of Wizards (dungeon).svg Hall of Wizards for some Ranged (skill).svg Ranged exp and better robes. The Red Wizard Robes (item).svg Red Wizard Robes can be worn at Magic (skill).svg 30 (levelling from 1 to 30 cuts food usage against magic enemies roughly in half) and the dungeon will be important in the a following section anyway. You can alternatively wait until Magic (skill).svg 40 for even higher magic defence. Lastly, now that you have some magic defence, gathering 200 Amulet of Magic (item).svg Amulet of Magic is on the table. You will obtain a lot of catalyst runes in the process which can be put towards levelling, so it is worth making a dent in this decently long grind now. Master Wizard (monster).svg Master Wizard are the best overall source of catalyst runes, as they have the lowest HP while dropping one of three catalyst runes 85% of the time.

You can now make use of every standard spell that is worth considering on a CO, which is up until Wind Blast (spell).svg Wind Blast. Prioritise all other elemental spells until you consume your elemental runes, and then finish training on the highest level air spell that has no elemental rune cost. Make sure to use the highest level aurora that you can that has no elemental cost. This will be Surge I (aurora).svg Surge I from Magic (skill).svg 15-Magic (skill).svg 40 and Surge II (aurora).svg Surge II afterwards. The light runes will be supplied from Crab (item).svg Standard Resupply and will be in considerable abundance, so these should not be conserved.

After Magic (skill).svg 40, you will now use a Mystic Air Staff (item).svg Mystic Air Staff to conserve 7 elemental runes and primarily use Wind Blast (spell).svg Wind Blast to level up, as this is the new highest no-elemental cost spell available. The relative damage increase between spells is lower as flat damage has diminishing returns, so there isn't much dps sacrificed by sticking to this one spell. However, the only way to obtain this staff is from Hall of Wizards (dungeon).svg Hall of Wizards at a relatively low drop rate (~1/191.67). On the plus side, you will get some nice runes (albeit at a slower rate than other options) along the way and a good pet, hopefully. You will also want to obtain a full set of Red Wizard Hat (item).svg Red Robes. It is debatable whether staying here all the way until full Ancient Wizard Hat (item).svg Ancient Robes is worthwhile. The robes have a very low drop rate and will likely take awhile to complete, but you will obtain some useful runes and almost certainly obtain the pet. It is also important to maximise rune efficiency by maximising magic damage bonus, as rune gathering is a slow process. If you are completionistic in nature then it may be a good idea, although strictly speaking it would be faster to focus on simply obtaining more Death Rune (item).svg Death Rune from Master Wizard (monster).svg Master Wizard and Necromancer (monster).svg Necromancer than worrying about min-maxing the rune efficiency.

Once you have your gear, the best monster to kill is Raging Horned Elite (monster).svg Raging Horned Elite as they are melee and drop valuable food, as well as giving a decent income and ammo. They have 5% DR, so using Battleheart (prayer).svg Battleheart if you have the Prayer (skill).svg Prayer level is recommended, along with Augury (prayer).svg Augury. Kill either Master Wizard (monster).svg Master Wizard or Necromancer (monster).svg Necromancer for Chaos Rune (item).svg Chaos Rune and/or Death Rune (item).svg Death Rune whenever you need more runes. It is both more rune-efficient and time-efficient to gather runes and use them separately, rather than try to kill Necromancer (monster).svg Necromancer with magic directly to slightly replenish the consumed runes. Making use of the triangle bonus is starting to become very important. You will be here until Magic (skill).svg 85. Once you have Magic (skill).svg 85 you will upgrade to Glacia God Platebody (item).svg Glacia Armour, and then return to get a single level to Magic (skill).svg 86.

The rest of your magic training will come after Into the Mist (dungeon).svg Into the Mist once you have the passive slot. You will return again to Raging Horned Elite (monster).svg Raging Horned Elite to get Magic (skill).svg 90 to wield Ocean Song (item).svg Ocean Song, and then train from Magic (skill).svg 90-Magic (skill).svg 99 on Umbora (monster).svg Umbora while grinding out Tidal Edge (item).png Tidal Edge.

Mind Rune (item).svg Mind Runes are very useful lategame as Water Strike (spell).svg Water Strike is the most rune-efficient spell to use for Cloudburst Staff (item).svg Cloudburst Staff and Ocean Song (item).svg Ocean Song, so you will want to keep them. You will also want to keep Fire Rune (item).svg Fire Rune (as well as Ancient Rune (item).svg Ancient Rune and Havoc Rune (item).svg Havoc Rune) for Incinerate (spell).svg Incinerate for Impending Darkness Event (dungeon).svg Impending Darkness Event. Water Rune (item).svg Water Rune and Earth Rune (item).svg Earth Rune are not terribly important. Light Rune (item).svg Light Rune are obtained easily from Crab (item).svg Standard Resupply.

In summary:

Chapter VII: (G) Ancient to God Dungeons

Pre-Gods

It's about time to get the Fury of the Elemental Zodiacs (item).svg Fury of the Elemental Zodiacs. It has 1% more Damage Reduction than the Elite Amulet of Defence (item).svg Elite Amulet of Defence, in addition to offensive and defensive bonuses. Refer to the FEZ Guide for getting all the materials to make it. You will also want to have completed the Dragonfire Shield (item).svg Dragonfire Shield and Scaled Shield (item).png Scaled Shield grinds, as these items are essentially best in slot for their respective classes and give considerable offensive and defensive bonuses.

It is recommended to have Attack (skill).svg 99 / Strength (skill).svg 99 / Defence (skill).svg 99 melee stats at this point, but base 90s are fine. As CO accounts have limited sources of damage reduction and bonus HP, Hitpoints (skill).svg 99 is a requirement for most of the game beyond this point. You will need Ranged (skill).svg 85 for Aeris God Platebody (item).svg Aeris Armour Aeris armour and Magic (skill).svg 85 for Glacia God Platebody (item).svg Glacia Armour Glacia armour during this section. This section will assume both Finn, the Cat (pet).png Finn, the Cat and Leonardo (pet).svg Leonardo for +10 HP and +1% DR respectively.

Throughout this section the optimal setup will be discussed, and HP/DR thresholds revolving best case scenario will be primarily considered. Use Can I Idle to verify if any other DR/HP combination you might have will suffice.

Aeris

Recommended gear

The optimal gear recommended above gives 1030 HP and 48% DR. You only need 42% DR with 1030 HP, or 48% DR and 910 HP to survive Air god.

The optimal gear assumes the player has manually completed the Infernal Stronghold (dungeon).svg Infernal Stronghold once for the Infernal Cape (item).svg Infernal Cape. If you wish to idle that dungeon, then you will need Glacia God Platebody (item).svg Glacia Armour Glacia gear from the next dungeon in order to do so.

Your goal is to get full Aeris God Platebody (item).svg Aeris God Armour from the Scroll of Aeris (item).svg Scrolls of Aeris, with the Stormsnap (item).svg Stormsnap being optional. The Aeris Godsword (item).svg Aeris Godsword is wholly unnecessary, as you'll want to keep using the DR of the Dragonfire Shield (item).svg 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 Shard (item).svg Air Shards which can be upgraded into Air Chest (item).svg Air Chests, containing various Crossbow bolts. These won't be enough to supply you for the Water God Dungeon (dungeon).svg Water God Dungeon but will at least save you some time grinding ammunition in the future. The Deadeye Amulet (item).svg Deadeye Amulet and the Deadeye Ring (item).svg Deadeye Ring are each pretty good DPS increases for Ranged (skill).svg Ranged, but DR is so tight in most god dungeons that you may not be able to use it over the Fury of the Elemental Zodiacs (item).svg FEZ.

Glacia

Recommended gear

Water God Dungeon (dungeon).svg Water God Dungeon will be done with Ranged (skill).svg Ranged. Your goal is 49% DR. The optimal setup shown above gives 55%, well in excess. The easiest way to reach this threshold is with the Ancient Crossbow (item).svg Ancient Crossbow from Dragons Den (dungeon).svg Dragons Den and a Dragonfire Shield (item).svg Dragonfire Shield. You can gather bolts from either Air Chest (item).svg Air Chests and Slayer (skill).svg Slayer resupplies, the latter being a relatively good source. Arrows can easily be obtained from Raging Horned Elite (monster).svg Raging Horned Elite or from Slayer (skill).svg Slayer resupplies. Scaled Shield (item).png Scaled Shield is much higher DPS than Dragonfire Shield (item).svg Dragonfire Shield, so this shield is the top recommendation, but the latter is an option if one needs extra defensive stats to reach the idle threshold. An alternative if you have Prayer Level 80 is to use the Stone Skin (prayer).svg Stone Skin Prayer and a Stormsnap (item).svg Stormsnap or Ancient Longbow (item).svg Ancient Longbow. Otherwise, you'll have to use a shield.

If you do go the Ancient Crossbow (item).svg + Scaled Shield (item).png/Dragonfire Shield (item).svg route, then Aeris God Platebody (item).svg Aeris Armour provides enough damage reduction for you to wear otherwise fully offensive gear, including the Deadeye Amulet (item).svg Deadeye Amulet, Deadeye Ring (item).svg Deadeye Ring, and the Cape of Prat (item).svg Cape of Prat or Ranged Skillcape (item).svg Ranged Skillcape.

Regardless of your gearing, the goal is full Glacia God Platebody (item).svg Glacia Armour from the Scroll of Glacia (item).svg Scrolls of Glacia, with the Warlock Ring (item).svg Warlock Ring from Water Chest (item).svg Water Chests being a neat bonus and the Warlock Amulet (item).svg Warlock Amulet not being very useful. The Glacia Godsword (item).svg Glacia Godsword is not worth grinding for, nor is the Cloudburst Staff (item).svg Cloudburst Staff. The staff doesn't provide any Air Rune (item).svg 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 (item).svg Mystic Air Staff to prevent needing to farm Wizard (monster).svg Wizards for Air Rune (item).svg Air Runes, or Ocean Song (item).svg Ocean Song in the later game for rune-efficient DPS. Water Chest (item).svg Water Chests are actually the best place to farm Ancient Rune (item).svg Ancient Runes due to the low drop rate and amount from Magic Chest (item).svg Magic Chests. You will need enough runes to cast Gust (spell).svg Gust around 75-100 times, which is upwards of 500 Ancient Rune (item).svg Ancient Runes, 1,800 Air Rune (item).svg Air Rune and 500 Havoc Rune (item).svg Havoc Rune for Into the Mist (dungeon).svg Into the Mist later down the line. It may be worth stockpiling more than these amounts in case any issues arrise during the fight. If Slicing Winds (spell).svg Slicing Winds is used instead (not recommended), one should collect enough runes for at least 200 casts. Hold on to a Magic Wand (Elite) (item).svg 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.

Now is a good time to farm up Dragon Claw (item).svg Dragon Claw and Ancient Claw (item).svg Ancient Claw, if you haven't done so already. Dragon Claw Fragment (item).svg Dragon Claw Fragments are farmed from Griffin (monster).svg Griffins in the High Lands (combatArea).svg High Lands, while Ancient Claw Fragment (item).svg Ancient Claw Fragments are farmed from Pegasus (monster).svg Pegasi in the same area. You will need 100 of each to make the claws. These can then be combined into the Infernal Claw (item).svg Infernal Claw with 10 Infernal Core (item).png Infernal Core from completing the Infernal Stronghold (dungeon).svg Infernal Stronghold 10 times. As it takes quite awhile to finish Infernal Stronghold (dungeon).svg Infernal Stronghold 10 times, it is best to wait until one can safely idle the dungeon, which is only possible on a HCCO with full Glacia God Platebody (item).svg Glacia Armour. It is, however, possible to skip the long Infernal Claw (item).svg Infernal Claw grind entirely. Between Darksteel Dagger (item).png Darksteel Dagger for bosses and one of the four Godswords for idling elite Slayer (skill).svg Slayer, there aren't many uses left for Infernal Claw (item).svg Infernal Claw. It is still the highest DPS general purpose weapon behind Tidal Edge (item).png Tidal Edge, but some might argue not by enough to justify the time investment obtaining it.

Terran

The first thing to notice about this dungeon is that since Magic (skill).svg Magic is the recommended style, farming the dungeon efficiently will have to be done at a much later point. Magic (skill).svg Magic on a CO account is either awful DPS with rune-saving spells like Wind Blast (spell).svg Wind Blast+Surge II (aurora).svg Surge II (around 1.2 effective kills/hr: 1.9 kills/hr and 40 minutes farming Death Rune (item).svg Death Rune from Necromancer (monster).svg Necromancer) or incredibly rune intensive with a good dps weapon in Ocean Song (item).svg Ocean Song (around 2.7 effective kills/hr: 7.4 kills/hr and 2.6 hours farming Air Rune (item).svg Air Rune and Mind Rune (item).svg Mind Rune). Cloudburst Staff (item).svg Cloudburst Staff is unfortunately not very useful, as the effective kills/hr are lower than even that of lowly Wind Blast (spell).svg Wind Blast due to the intense rune consumption. Ancient magics is the same story: not worth the rune costs.

The second thing to note is that this dungeon is one of the first places where HC/Adv and standard characters deviate in their path. This typically only happens at points where Magic (skill).svg Magic is the primary style needed within a dungeon, and Earth God Dungeon (dungeon).svg Earth God Dungeon and Infernal Stronghold (dungeon).svg Infernal Stronghold are the first instances where this happens. Standard CO characters, with their lower combat triangle penalties, can idle this dungeon with melee and a Wasteful Ring (item).svg Wasteful Ring at 52% DR. A Tidal Edge (item).png Tidal Edge is the most efficient item, but Darksteel Dagger (item).png Darksteel Dagger is also viable. HCCO and AdvCO can never idle this dungeon with melee without almost all of the items from Earth God Dungeon (dungeon).svg Earth God Dungeon in the first place, as the DR requirement is 64% with a Wasteful Ring (item).svg Wasteful Ring.

As for the actual mechanics of the dungeon, Terran (monster).svg Terran pretty much can only be tackled with Magic (skill).svg Magic as he 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 (monster).svg 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 (dungeon).svg Water God Dungeon, there are two ways to do the Earth God Dungeon (dungeon).svg Earth God Dungeon: you can use a Mystic Air Staff (item).svg Mystic Air Staff and use the Surge II (aurora).svg Surge II Aurora to just barely make your attacks fast enough to avoid being smacked while stunned and slowed, or use a Magic Wand (Elite) (item).svg Magic Wand (Elite), Miolite Shield (item).svg Miolite Shield (or Dragonfire Shield (item).svg Dragonfire Shield if you're lazy), which is fast enough to not worry about needing Surge II (aurora).svg Surge II, but has increased rune costs and therefore less effective kills/hr.

The goal of the dungeon is to get any of the following combinations:

At least one of these combinations is needed to enable Rokken (monster).svg Rokken farming later down the line. As Terran God Boots (item).svg Terran God Boots are the most common item from this dungeon, you can finally put your (G) Rune Boots (item).svg (G) Rune Boots to rest; they've earned it. Terran God Platebody (item).svg Terran Armour isn't necessary to upgrade your melee gear further to Ragnar God Platebody (item).svg Ragnar Armour and Fire God Dungeon (dungeon).svg Fire God Dungeon is actually easier to complete in comparison to Earth God Dungeon (dungeon).svg Earth God Dungeon (as it is completed with Ranged (skill).svg Ranged), but you will need a few Terran pieces to reach the DR threshold for later activities such as Into the Mist (dungeon).svg Into the Mist and Dark Waters (combatArea).svg Dark Waters. Again, the Terran Godsword (item).svg Terran Godsword isn't worth grinding out due to the DR windows being tight, as there is no access to Damage Reduction Potion I (item).svg Damage Reduction Potions for COs. A Guardian Amulet (item).svg Guardian Amulet is not terribly useful as it has quite a high DPS penalty, but it may be useful in certain builds as a last resort to reach an idle DR threshold. A Guardian Ring (item).svg Guardian Ring from the Earth Chest (item).svg Earth Chests is a useful ring to have for the same reason, but it doesn't carry anywhere near as heavy of a DPS penalty so it is somewhat more desirable.

Ragnar

Ragnar (monster).svg Ragnar is completely optional for game progression, as Ragnar God Platebody (item).svg Ragnar God Armour actually has LESS damage reduction than Terran God Platebody (item).svg Terran God Armour, though it has much higher Strength and melee attack bonuses. In addition, Slayer Helmet (Master) (item).svg Slayer Helmet (Master) and Slayer Platebody (Master) (item).svg Slayer Platebody (Master) are arguably better for late game grinds, as well as being deterministic to obtain. Elite slayer gear is also utilised heavily before master.

It is easy to manual clear Fire God Dungeon (dungeon).svg Fire God Dungeon, as long as the player has Dungeon Equipment Swapping (upgrade).svg Dungeon Equipment Swapping unlocked. The second-to-last enemy, Ignis (monster).svg Ignis, has a 52% DR requirement when using melee and the final boss, Ragnar (monster).svg Ragnar, has a 56% DR requirement when using Ranged. However, if one wishes to idle the whole dungeon then a Wasteful Ring (item).svg Wasteful Ring and either Guardian Ring (item).svg Guardian Ring or Guardian Amulet (item).svg Guardian Amulet is required as a HCCO. It may be beneficial to delay farming these items until after unlocking the passive slot. Otherwise, grab some Climbing Boots (item).svg Climbing Boots or a Slayer Skillcape (item).svg Slayer Skillcape, head over to the Perilous Peaks (combatArea).svg Perilous Peaks and kill some Wicked Greater Dragon (monster).png Wicked Greater Dragons. While you're there, you might as well stock up on Jadestone Bolts (item).svg Jadestone Bolts from Hunting Greater Dragon (monster).png 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 (item).svg Topaz Bolts or Sapphire Bolts (item).svg Sapphire Bolts from Slayer (skill).svg Slayer resupplies. You will need a Hunter's Ring (item).svg Hunter's Ring eventually, so picking one up won't be a waste of time.

Range is your best option for the Fire God Dungeon (dungeon).svg Fire God Dungeon due to the 1300 Magic max hit of the final boss, Ragnar (monster).svg Ragnar. Even once you have your Wasteful Ring (item).svg Wasteful Ring equipped, you'll need 63% DR to idle Fire God Dungeon (dungeon).svg Fire God Dungeon, which at this point, can only be done with the Guardian Amulet (item).svg Guardian Amulet or the Erran (pet).svg Erran pet from Earth God Dungeon (dungeon).svg Earth God Dungeon plus Fury of the Elemental Zodiacs (item).svg FEZ and otherwise full tank gear. We only have access to 66% total DR from Ranged (skill).svg Ranged until after Into the Mist (dungeon).svg Into the Mist. Full Aeris God Platebody (item).svg Aeris, Earth Layered Shield (item).svg Earth Layered Shield, Infernal Cape (item).svg Infernal Cape, and Stone Skin (prayer).svg 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 (dungeon).svg Into the Mist and T90 weapon farming, pick up enough pieces of Ragnar God Platebody (item).svg Ragnar Armour to replace any remaining (G) Ancient Platebody (item).svg Ancient Armour. Between Terran God Platebody (item).svg Terran and Ragnar God Platebody (item).svg Ragnar, you should have a piece of T85 armour for each slot, with possibly the body and/or the helmet slots missing as these can be filled with Elite and Master slayer gear down the line.

The Ragnar Godsword (item).svg Ragnar Godsword is the most useful Godsword, as it is the second best weapon for farming elite Slayer (skill).svg Slayer tasks behind Tidal Edge (item).png Tidal Edge. The slow attack speed of Godswords reduces the prayer used per hour by about half, which can be further coupled with a Prayer Skillcape (item).svg Prayer Skillcape down to around 6-7k/hr. The other Godswords are viable, but only Ragnar Godsword (item).svg Ragnar Godsword is better than Infernal Claw (item).svg Infernal Claw in terms of slayer coins/hr. All four Godswords are, however, better than Darksteel Dagger (item).png Darksteel Dagger for elite Slayer (skill).svg Slayer, so if you have opted to skip the Infernal Claw (item).svg Infernal Claw grind, then any of the four will be useful to you. Big ol Ron (item).svg Big ol Ron is wholly useless. Sandstorm Ring (item).svg Sandstorm Ring is still useful as it can actually be better than Fighter Ring (item).svg Fighter Ring in a few situations, specifically against high defence enemies. However, due to the 100% accurate special attack of Tidal Edge (item).png Tidal Edge, Sandstorm Ring (item).svg Sandstorm Ring eventually becomes a DPS loss in every situation and should be completely swapped out for Fighter Ring (item).svg Fighter Ring, Hunter's Ring (item).svg Hunter's Ring or even Guardian Ring (item).svg Guardian Ring.

The stun effect of the Fighter Amulet (item).svg Fighter Amulet is one of the strongest combinations with Tidal Edge (item).png Tidal Edge as the first hit of its special attack reliably activates the stun effect while the second hit enjoys a +30% damage increase due to the enemy being stunned. The amulet is borderline required to unlock the full potential of the weapon. This can be farmed later after the passive slot and Shockwave (item).svg Shockwave, as it is a considerable grind.

Late Game Farming

As the God dungeons require fairly high stats and gear, efficiently farming will mostly be carried out after completing Into the Mist (dungeon).svg Into the Mist and Dark Waters (combatArea).svg Dark Waters grinds. The first two dungeons, Air God Dungeon (dungeon).svg Air God Dungeon and Water God Dungeon (dungeon).svg Water God Dungeon are easily farmed out with gear upgrades listed in the respective sections above (with obvious upgrades made where appropriate, such as (G) Rune Boots (item).svg (G) Rune BootsTerran God Boots (item).svg Terran God Boots). On the other hand, both Earth God Dungeon (dungeon).svg Earth God Dungeon and Fire God Dungeon (dungeon).svg Fire God Dungeon will require a Wasteful Ring (item).svg Wasteful Ring to lower the efficient idle DR thresholds to CO-achieveable levels, and so are better left until later. This is because Earth God Dungeon (dungeon).svg Earth God Dungeon is most efficiently cleared with melee over magic (as the latter is far fewer effective kills/hr due to rune gathering speed being very low) and the second to last enemy in both dungeons Fire God Dungeon (dungeon).svg Fire God Dungeon (Mistral (monster).svg Mistral and Ignis (monster).svg Ignis respectively) counters the primary style we use for each dungeon. The necessity of Wasteful Ring (item).svg Wasteful Ring stems from simply being able to deal with these monsters while at a combat triangle disadvantage.

One will note the prevalence of Master slayer gear in the recommendations. This is because the doubling effect from Master slayer gear is overall more beneficial than the slight increase in DPS from God gear. Where DR allows for it, Master slayer gear is preferred. It is not worth using offensive prayers to boost clears/hr, as the additional clears/hr save less time than the equivalent amount of elite slayer required to replenish the prayer points used.

The DR thresholds for all of the dungeons are listed here

Dungeon HP DR
Air God Dungeon (dungeon).svg Air God Dungeon 1030 42%
Water God Dungeon (dungeon).svg Water God Dungeon 1000 49%
Earth God Dungeon (dungeon).svg Earth God Dungeon (Magic) 1000 47%
Earth God Dungeon (dungeon).svg Earth God Dungeon (Melee, Wasteful Ring (item).svg Wasteful Ring) 1030 52% (SC) / 64% (HC)
Fire God Dungeon (dungeon).svg Fire God Dungeon 1000 56% (SC) / 71% (HC)
Fire God Dungeon (dungeon).svg Fire God Dungeon (HC, Wasteful Ring (item).svg Wasteful Ring) 1030 (HC) 62% (HC)

Note that there are differences for hardcore and softcore players for the two later dungeons.

Below are suggested gear setups that are optimal (or close to, as they ignore items from Unhallowed Wasteland (combatArea).svg Unhallowed Wasteland and beyond) that can meet the DR requirements listed in this table. The optimal gear set will always meet the DR requirement if the player has all three defensive pets. Any substitutions should be checked to see if it still meets the DR/HP requirements.

Air God

Remember that if you opt for a Godsword then you will need to make up for lost DR through prayer or gear switches.

Water God

This gear setup aims to maximise efficiency in the form of shards/hr and chests/hr while still maintaining good food, bolt and prayer economy. The optimal setup shown here has exactly 47% DR with the remainder being bridged by both DR pets (Leonardo (pet).svg Leonardo and Erran (pet).svg Erran). A Ranged Skillcape (item).svg Ranged Skillcape is ideal to halve bolt use, but swapping this for an Infernal Cape (item).svg Infernal Cape easily allows the player to utilise a Deadeye Amulet (item).svg Deadeye Amulet for marginally more DPS over a Fury of the Elemental Zodiacs (item).svg Fury of the Elemental Zodiacs if desired. The prayers Safeguard (prayer).svg Safeguard and Stone Skin (prayer).svg Stone Skin can be used if the player needs more DR to hit the threshold, as the prayers only consume 1,000 and 3,000 prayer points/hr respectively. These slight prayer costs reduce the efficiency by about 1.5% / 4.5% (determined by doing elite slayer to replenish lost prayer points), which is marginal but on par with most gear substitutions listed here, therefore opting for a gear setup that saves prayer is very slightly better. Downgrading the shield to a Dragonfire Shield (item).svg Dragonfire Shield is not recommended as this is around a 10% DPS loss so other gear swaps should be performed first, such as the ring slot.

Earth God

This dungeon is very easy to clear with magic, but the time spent gathering runes heavily diminishes the effective kills/hr. The strategy therefore is to work towards obtaining the necessary gear to meet the melee DR threshold for the player's game mode and then finish the dungeon using melee.

Earth God (Melee, Softcore)

The optimal setup shown here is 49% DR with the remainder bridged by the Stone Skin (prayer).svg Stone Skin, one DR pet and either Safeguard (prayer).svg Safeguard or the other DR pet. It is not worth attempting this dungeon without Tidal Edge (item).png Tidal Edge, as it is more than 3x faster than the next melee alternative. If Master slayer gear is not used then pieces of Terran can be replaced with Ragnar, with gloves having priority over boots.

Earth God (Melee, Hardcore)

One can tell that due to the complete upgrade to total tank gear that we are very much on the brink of obtainable DR for a CO. This is the only situation in the game where a Guardian Amulet (item).svg Guardian Amulet is completely necessary. It is unfortunate that it is the single rarest item from this dungeon, despite it being the sole use case for it. The optimal gear setup is 62% DR when under 50% HP, and the remainder of the needed DR given by the two DR pets or prayers. Fighter Amulet (item).svg Fighter Amulet is considerably better than Fury of the Elemental Zodiacs (item).svg Fury of the Elemental Zodiacs, as the synergy with Tidal Edge (item).png Tidal Edge increases DPS drastically and cuts food usage in half. Even without Otto (pet).svg Otto the player is still fast enough to avoid stuns from Terran (monster).svg Terran as their attack speed is 2.85s.

Fire God (Softcore)

The optimal setup here is 51% DR, so it requires Stone Skin (prayer).svg Stone Skin, one DR pet and then either Safeguard (prayer).svg Safeguard or the other DR pet. If substituting for Deadeye Amulet (item).svg Deadeye Amulet then one must also substitute Guardian Ring (item).svg Guardian Ring and include Safeguard (prayer).svg Safeguard or Aeris God Platebody (item).svg Aeris God Platebody. This latter combination is very slightly worse by about 1-2%, so Fury of the Elemental Zodiacs (item).svg Fury of the Elemental Zodiacs is overall preferred.

Fire God (Hardcore)

Note the switch to Dragonfire Shield (item).svg Dragonfire Shield. The additional +30HP reduces the DR requirement by 2%. This gear setup gives a total of 57% DR, with the remaining DR given by Stone Skin (prayer).svg Stone Skin, Leonardo (pet).svg Leonardo and one of either Safeguard (prayer).svg Safeguard or Erran (pet).svg Erran.

Chapter VIII: Into the Mist

The Dungeon Equipment Swapping (upgrade).svg Dungeon Equipment Swapping upgrade is required to complete Into the Mist (dungeon).svg Into the Mist. The minimum recommended gear is full Terran God Platebody (item).svg Terran, Aeris God Platebody (item).svg Aeris and Glacia God Platebody (item).svg Glacia God Armour, but it can be completed pre-Terran just with more active strategies (swap Terran God Platebody (item).svg Terran Gear for Ancient Platebody (item).svg Ancient Gear and swap Earth Layered Shield (item).svg Earth Layered Shield for Dragonfire Shield (item).svg Dragonfire Shield.) Recommended skill levels are Attack (skill).svg 90, Strength (skill).svg 90, Defence (skill).svg 90, Ranged (skill).svg 90, and Magic (skill).svg 86, Hitpoints Level 99 and Prayer 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 Hitpoints Level 99 and Finn, the Cat (pet).png Finn, the Cat. (500 max HP after affliction).

You can either Auto Eat (upgrade).svg 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 (dungeon).svg 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 (upgrade).svg 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 Attack (skill).svg Melee, Ranged (skill).svg Ranged and Magic (skill).svg 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 (upgrade).svg 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

Recommended Prayers

Protect from Melee (prayer).svg Protect from Melee + Chivalry (prayer).svg Chivalry if using Darksteel Dagger (item).png Darksteel Dagger, otherwise Protect from Melee (prayer).svg Protect from Melee + Battleheart (prayer).svg Battleheart or Piety (prayer).svg Piety if using Ragnar Godsword (item).svg Ragnar Godsword.

Attacks

Mysterious Figure - Phase 1 (monster).svg 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 (upgrade).svg Auto Eat at max affliction provided you have at least 34% DR. Cursed Edge can kill you through Auto Eat (upgrade).svg Auto Eat at high affliction stacks, so spam eat for this attack once its max hit is higher than your Auto Eat (upgrade).svg Auto Eat threshold.

With 56% DR, you can survive Reap and Return using just Auto Eat (upgrade).svg 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 (prayer).svg Protect from Melee to limit the amount of healing the boss can do. It is important to not use Sandstorm Ring (item).svg Sandstorm Ring, since the special attack will stop you from clearing the Mark of Death stacks before being hit. Darksteel Dagger (item).png Darksteel Dagger is very strong here due to how the bleed scales with enemy max HP and Ragnar Godsword (item).svg Ragnar Godsword's unavoidable special attack helps a lot due to the low accuracy the player has during this fight.

Even though Ragnar Godsword (item).svg Ragnar Godsword is better DPS, it is considered harder to use, increasing the chance of accidentally dying. The low attack speed makes clearing Mark of Death debuffs harder, and it also means it is easier to interrupt your attack when manual eating.

Mysterious Figure - Phase 2

Recommended Gear

Recommended Prayers

Sharp Vision (prayer).svg Sharp Vision + Eagle Eye (prayer).svg Eagle Eye or Rigour (prayer).svg Rigour depending on Prayer (skill).svg Prayer level.

Attacks

Mysterious Figure - Phase 2 (monster).svg 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 Knife (item).svg Ancient Throwing Knives with the rapid attack style allows us to do. Mark of Death is survivable with Auto Eat (upgrade).svg 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 (upgrade).svg Auto Eat at high affliction stacks, so spam eat for this attack once its max hit is higher than your Auto Eat (upgrade).svg Auto Eat threshold. This phase is not a race against time, so slow and steady will work for this phase.

Ahrenia

Recommended Gear

Spell

It is highly recommended to wait until Gust (spell).svg Gust to speed the fight up, which saves on runes and reduces the chance of dying due to affliction stacks ramping up. If the player accepts these downsides then Slicing Winds (spell).svg Slicing Winds can out dps the healing of the boss on average and can be used. Having a lower Magic (skill).svg Magic level will also necessitate an offensive magic shield in order to meet the accuracy requirement.

Prayers

Protect from Magic (prayer).svg Protect from Magic + Mystic Mastery (prayer).svg Mystic Mastery, or Mystic Mastery (prayer).svg Mystic Mastery + Mystic Might (prayer).svg Mystic Might.

Note that Augury (prayer).svg Augury has a lower accuracy bonus than Mystic Mastery (prayer).svg Mystic Mastery and gives less magic evasion than Mystic Might (prayer).svg Mystic Might, so Augury (prayer).svg Augury should never be used when using Ancient Magicks.

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 25k before accounting for prayers or pets. Since accuracy buffs/debuffs interact additively, this threshold will allow us to stay above the 20k net accuracy requirement for Ancient Magicks while accounting for max stacks of the Shadow Burst debuff. This threshold can be met outright with the recommended gear setup with Magic (skill).svg 90, or by substituting the Protect from Magic (prayer).svg Protect from Magic prayer with Mystic Might (prayer).svg Mystic Might and Magic (skill).svg 86. One can also opt to use Protect from Magic (prayer).svg Protect from Magic for the majority of the fight to reduce the rate at which affliction stacks are accumulated, then swap Protect from Magic (prayer).svg Protect from Magic to Mystic Might (prayer).svg Mystic Might only after dipping below the 20k accuracy mark. For Magic (skill).svg 86, this occurs at 37 stacks, and each Magic (skill).svg Magic level increases the stacks you can withstand by 1. The only pet that increases accuracy is Chick (pet).svg Chick, and this pet is equivalent to 1 additional Magic (skill).svg Magic level. For concreteness, with this pet, the above quoted thresholds would be changed to Magic (skill).svg 89 and 38 stacks respectively.

Besides accuracy, the next consideration—as always—is DR. You want to try to get at least 50% DR in order to be able to auto-eat through the Fallen Light special attack even at full affliction stacks. The above setup with Leonardo (pet).svg Leonardo gives 55% DR. With this DR, you can survive Shadow Burst as long as your max HP is still above 900. As soon as your max HP drops below this threshold due to affliction, you will need to hold to spam eat through Shadow Burst attacks. Hopefully you will be able to dodge enough attacks due to Protect from Magic (prayer).svg Protect from Magic to keep the affliction stacks low and maximise your DPS. Without Leonardo (pet).svg Leonardo, the threshold is 920 HP instead.

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, as the magic defence on Ahrenia (monster).svg Ahrenia is extremely high. Gust (spell).svg Gust is the best choice of spell, but if you are desperate and do not want to wait the final Magic (skill).svg Magic level or have the Air God Dungeon (dungeon).svg Air God Dungeon clears to use this spell, then the next choice is Slicing Winds (spell).svg Slicing Winds. It will get the job done, albeit with a much, much longer fight, mostly due to the fact that the boss will heal more with the lower dps.

Chapter IX: T90 grind

Recommended stats

The most important skills are Hitpoints (skill).svg 99 and Slayer (skill).svg 99, as HP is needed to meet the DR thresholds and the slayer cape perk is very beneficial. Bare minimum stats are Attack (skill).svg 80 to equip Darksteel Dagger (item).png Darksteel Dagger, around Strength (skill).svg 80, Defence (skill).svg 85 for Ragnar/Terran God Armour, Prayer (skill).svg 66 for Chivalry, Ranged (skill).svg 90 and Magic (skill).svg 90 for God Armours, Shockwave (item).svg Shockwave and Ocean Song (item).svg Ocean Song. It is also assumed that Finn, the Cat (pet).png Finn, the Cat and Leonardo (pet).svg 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 (item).svg 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 (monster).svg Rokken if the player's attack speed is 2.2 or above. A Hunter's Ring (item).svg Hunter's Ring is highly recommended in this case for full area effect negation.

You must complete Into the Mist (dungeon).svg 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 (combatArea).svg Dark Waters enemies are easier than Perilous Peaks (combatArea).svg Perilous Peaks enemies once the DR threshold from gear has been met. Perilous Peaks (combatArea).svg 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 (monster).svg Rokken (ranged) → Ku-tul (monster).svg Ku-tul (magic) → Umbora (monster).svg Umbora (melee). Both Rokken (monster).svg Rokken and Ku-tul (monster).svg Ku-tul can be completed at roughly the same kills/hr without any T90 items, but Darksteel Dagger (item).png Darksteel Dagger + Elder Crown (item).svg Elder Crown combo will result in about 2.5x less food usage on Rokken (monster).svg Rokken, as well as Shockwave (item).svg Shockwave having more immediate value than Ocean Song (item).svg Ocean Song which requires a lot of farming to make use of. Umbora (monster).svg 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) (item).svg Slayer Gear Upgrade Kit (Master) will have the most benefit out of all three mobs. Umbora (monster).svg Umbora first is highly discouraged as runes are very difficult to obtain on a CO account, making it vital to use Ocean Song (item).svg Ocean Song to maximise rune efficiency. A comparison of alternative Umbora (monster).svg Umbora methods is presented below in the dedicated section and it should be clear that Ocean Song (item).svg 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 (combatArea).svg 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 (combatArea).svg 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) (item).svg Slayer Wizard Robes (Master) and Slayer Wizard Hat (Master) (item).svg Slayer Wizard Hat (Master) before Umbora (monster).svg Umbora to save on runes, it is recommended to not extend tasks. Alternatively, one can make up the extra tasks at Perilous Peaks (combatArea).svg Perilous Peaks while farming out Peri (pet).svg 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 (item).svg Slayer Skillcape can be left on as farming Perilous Peaks (combatArea).svg Perilous Peaks is perfectly manageable with access to a T90 weapon. Around 40k Crab (item).svg Crab should be earned by the time Shockwave (item).svg Shockwave is obtained, so this food can now be spent on these monsters.

Wicked Greater Dragon (monster).png Wicked Greater Dragon are very straightforward as Shockwave (item).svg Shockwave destroys them. The setup is the same as the Ku-tul (monster).svg Ku-tul setup below, but the Slayer Cowl (Elite) (item).svg Slayer Cowl (Elite) is swapped for a Aeris God Helmet (item).svg Aeris God Helmet and Protect from Magic (prayer).svg Protect from Magic is replaced with Battleheart (prayer).svg Battleheart, as the majority of damage comes from dragon breath.

Hunting Greater Dragon (monster).png Hunting Greater Dragon can also be killed with Shockwave (item).svg Shockwave (around 105 kills/hr) or with Infernal Claw (item).svg Infernal Claw (for around 95 kills/hr) with a typical melee build. Darksteel Dagger (item).png 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 (item).png 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 (item).png Tidal Edge being the least food usage, Darksteel Dagger (item).png Darksteel Dagger second, Infernal Claw (item).svg Infernal Claw in third and Shockwave (item).svg Shockwave consuming the most food. These results are summarised in the following table:

Item Kills/hr Crab (item).svg Crab/hr Crab (item).svg Crab/kill
Darksteel Dagger (item).png Darksteel Dagger 81.5 1175 14.5
Tidal Edge (item).png Tidal Edge 115 1425 12.5
Infernal Claw (item).svg Infernal Claw 95 1700 18
Shockwave (item).svg Shockwave 105 2325 22

One can also choose to farm Chaotic Greater Dragon (monster).png Chaotic Greater Dragon to obtain a Recoil Shield (item).svg Recoil Shield or to waste less coins on rerolls. These are a fair bit slower at 50 kills/hr with Darksteel Dagger (item).png Darksteel Dagger and 57.5 kills/hr with Infernal Claw (item).svg 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 (item).svg 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 (item).svg Ocean Song. This task is significantly faster with Tidal Edge (item).png 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 (monster).svg Umbora tasks should be skipped until Ocean Song (item).svg Ocean Song and Rokken (monster).svg 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 (combatArea).svg Perilous Peaks uniques, Peri (pet).svg Peri and completed 40 master slayer tasks, they can return to removing the cape + toggling auto slayer on to skip Perilous Peaks (combatArea).svg Perilous Peaks tasks.

Rokken

Recommended gear

Take care when interpreting this table. Rokken requires a very specific setup as both the DR threshold and the full Slayer (skill).svg Slayer area effect negation thresholds must be met. The two loadouts shown will achieve both requirements (with the leftmost one being more kills/hr), but pieces are not interchangeable between each set. For example, a Ragnar God Platebody (item).svg Ragnar God Platebody cannot be swapped for Slayer Platebody (Elite) (item).svg Slayer Platebody (Elite) in the first setup, nor can a Hunter's Ring (item).svg Hunter's Ring be swapped for a Fighter Ring (item).svg Fighter Ring in the second setup. The only advantage of the second setup is that it does not require Slayer (skill).svg 99 or a God platebody, so it is easier to achieve.

Alternative gear options

Rokken (monster).svg Rokken requires 47% or more DR, so any 3 Terran pieces will achieve this. The Ragnar God Platebody (item).svg Ragnar God Platebody has the best increase in stats over its respective Terran counterpart so this layout is chosen. Additionally, Fighter Ring (item).svg Fighter Ring + 2x Terran is better than Guardian Ring (item).svg 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 (item).svg Sandstorm Ring and Hunter's Ring (item).svg Hunter's Ring respectively are the next best options for the ring slot. Consider using Hunter's Ring (item).svg Hunter's Ring and two pieces of Elite Slayer gear if you do not have Slayer Skillcape (item).svg Slayer Skillcape for full 40% slayer area negation. DO NOT use a guardian amulet unless you have Otto (pet).svg Otto, as this will put your attack speed low enough to where you risk being stunned and attacked (see below). Earth Layered Shield (item).svg 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 (item).png Tidal Edge or Ocean Song (item).svg Ocean Song. Earth Layered Shield (item).svg Earth Layered Shield requires 48% DR due to the HP lost by removing Dragonfire Shield (item).svg Dragonfire Shield.

Recommended prayers

Protect from Ranged (prayer).svg Protect from Ranged + Chivalry (prayer).svg Chivalry.

Protect from Ranged (prayer).svg 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 (prayer).svg Piety or Battleheart (prayer).svg Battleheart as more time is spent doing damage. The food usage drops from 600 Crab (item).svg Crab/hr to less than 100 Crab (item).svg Crab/hr with Protect from Ranged (prayer).svg Protect from Ranged alone, as Darksteel Dagger (item).png Darksteel Dagger + Elder Crown (item).svg Elder Crown combo will take care of the majority of damage incurred. Chivalry (prayer).svg Chivalry is better than Battleheart (prayer).svg Battleheart and Piety (prayer).svg Piety as it has the most accuracy, which will help keep the Darksteel Dagger (item).png Darksteel Dagger bleed applied more often.

Method

This method relies on having faster attack speed than Rokken (monster).svg 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%
Shockwave (item).svg Shockwave Weapon 0%
Scaled Shield (item).png Scaled Shield Off-hand 8%
Slayer Cowl (Elite) (item).svg Slayer Cowl (Elite) Head 4%
Aeris God Platebody (item).svg Aeris God Platebody Body 8%
Aeris God Platelegs (item).svg Aeris God Platelegs Leggings 8%
Aeris God Boots (item).svg Aeris God Boots Boots 8%
Aeris God Gloves (item).svg Aeris God Gloves Hands 8%
Slayer Skillcape (item).svg Slayer Skillcape Cape 0%
Fury of the Elemental Zodiacs (item).svg Fury of the Elemental Zodiacs Neck 3%
Sapphire Bolts (item).svg Sapphire Bolts Ammo 0%
Deadeye Ring (item).svg Deadeye Ring Ring 0%
Elder Crown (item).svg Elder Crown Passive 0%
Finn, the Cat (pet).png Finn, the Cat Pet 0%
Leonardo (pet).svg Leonardo Pet 1%
Total 48%

Gear alternatives

The DR requirement for Ku-tul (monster).svg Ku-tul is 48%.

Guardian Ring (item).svg Guardian Ring and Hunter's Ring (item).svg Hunter's Ring are perfectly viable options if the player does not own Deadeye Ring (item).svg Deadeye Ring.

Deadeye Amulet (item).svg 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 (prayer).svg Protect from Magic + Rigour (prayer).svg Rigour. If the player has an abundance of food, they can opt for Battleheart (prayer).svg Battleheart over Protect from Magic (prayer).svg 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 to earn 220k ranged exp/hr, 130k prayer exp/hr, 110k slayer exp/hr.
  • Due to the increased kill speed, Ku-tul (monster).svg Ku-tul profits both food and prayer but loses bolts.
  • From the 3.5m (3.9m if extending) slayer coins after completing Ocean Song (item).svg Ocean Song, standard resupply yields 42k (48k if extending) Crab (item).svg Crab, 425k net prayer points profit and -19k (-11k) Sapphire Bolts (item).svg Sapphire Bolts.
  • This mob takes about 74 hours, or about 3 days of continuous farming.

Umbora

Recommended gear

Item Slot DR%
Ocean Song (item).svg Ocean Song Weapon 0%
Scaled Shield (item).png Scaled Shield Off-hand 8%
Slayer Wizard Hat (Master) (item).svg Slayer Wizard Hat (Master) Head 6%
Slayer Wizard Robes (Master) (item).svg Slayer Wizard Robes (Master) Body 6%
Glacia God Platelegs (item).svg Glacia God Platelegs Leggings 8%
Glacia God Boots (item).svg Glacia God Boots Boots 8%
Glacia God Gloves (item).svg Glacia God Gloves Hands 8%
Skull Cape (item).svg Skull Cape Cape 3%
Warlock Amulet (item).svg Warlock Amulet Neck 0%
Hunter's Ring (item).svg Hunter's Ring Ring 0%
Elder Crown (item).svg Elder Crown Passive 0%
Finn, the Cat (pet).png Finn, the Cat Pet 0%
Leonardo (pet).svg Leonardo Pet 1%
Salem (pet).svg Salem Pet 0%
Golden Golbin (pet).svg Golden Golbin Pet 0%
Rosey (pet).svg Rosey Pet 0%
Jelly Jim (pet).svg Jelly Jim Pet 0%
Aquarias (pet).svg Aquarias Pet 0%
Total 48%

The DR requirement for Umbora (monster).svg Umbora is 47%. Note that because Umbora (monster).svg 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 (item).svg Ocean Song, which is unaffected by damage increases and has 100% accuracy, we opt to sacrifice the Warlock Ring (item).svg Warlock Ring in favour of Hunter's Ring (item).svg 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 (item).svg Warlock Amulet is useful. For the same reason as above, Fury of the Elemental Zodiacs (item).svg Fury of the Elemental Zodiacs does not contribute very much to our DPS, but Warlock Amulet (item).svg Warlock Amulet saves around 50 Crab (item).svg Crab/hr. Strictly speaking the Crab (item).svg 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 (item).svg Fury of the Elemental Zodiacs is still fine to use if one prefers to complete the Umbora (monster).svg Umbora slightly faster in exchange for about 20% more food usage.

Recommended prayers

Protect from Melee (prayer).svg Protect from Melee + Battleheart (prayer).svg Battleheart

Augury (prayer).svg Augury does not increase dps by very much as the Ocean Song (item).svg Ocean Song special cannot miss, while Protect from Melee (prayer).svg Protect from Melee cuts food usage by 80%.

Method

This setup relies on using Water Strike (spell).svg Water Strike and Fury II (aurora).svg Fury II on Umbora (monster).svg 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 (spell).svg Water Strike is the most rune efficient spell, as the dps increase by upgrading to Water Bolt (spell).svg 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 (item).svg Ocean Song special attack and the aurora both adding flat damage. The story is similar for Water Blast (spell).svg Water Blast, but with even more exaggerated downsides. Chaos Rune (item).svg Chaos Rune and Death Rune (item).svg Death Rune are best saved for magic exp with a Mystic Air Staff (item).svg Mystic Air Staff on Raging Horned Elite (monster).svg Raging Horned Elite. Umbora (monster).svg Umbora also does by far the most damage and consumes around 310 Crab (item).svg Crab/hr, but again resupplies come in clutch as they generate about 910 Crab (item).svg Crab/hr so it is still net profit.

Rune farming

Overall farming Umbora (monster).svg Umbora consumes roughly 1,000 Air Rune (item).svg Air Rune, 1,000 Mind Rune (item).svg Mind Rune, 2,000 Light Rune (item).svg Light Rune per hour. Over the 3 days it takes to farm Umbora (monster).svg Umbora, expect to consume 67,500 Air Rune (item).svg Air Rune, 67,500 Mind Rune (item).svg Mind Rune and 135,000 Light Rune (item).svg 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
Ancient Throwing Knife (item).svg Ancient Throwing Knife Weapon
Slayer Cowl (Master) (item).svg Slayer Cowl (Master) Head
Slayer Leather Body (Master) (item).svg Slayer Leather Body (Master) Body
Aeris God Platelegs (item).svg Aeris God Platelegs Leggings
Sand Treaders (item).svg Sand Treaders Boots
Throwing Power Gloves (item).png Throwing Power Gloves Hands
Ranged Skillcape (item).svg Ranged Skillcape Cape
Deadeye Amulet (item).svg Deadeye Amulet Neck
Deadeye Ring (item).svg Deadeye Ring Ring
Elder Crown (item).svg Elder Crown Passive
Golden Golbin (pet).svg Golden Golbin Pet
Rosey (pet).svg Rosey Pet
Aquarias (pet).svg Aquarias Pet
Otto (pet).svg Otto Pet
Melee
Item Slot
Twin Exiles (item).svg Twin Exiles Weapon
Slayer Helmet (Master) (item).svg Slayer Helmet (Master) Head
Slayer Platebody (Master) (item).svg Slayer Platebody (Master) Body
Ragnar God Platelegs (item).svg Ragnar God Platelegs Leggings
Sand Treaders (item).svg Sand Treaders Boots
Ragnar God Gloves (item).svg Ragnar God Gloves Hands
Strength Skillcape (item).svg Strength Skillcape Cape
Fury of the Elemental Zodiacs (item).svg Fury of the Elemental Zodiacs Neck
Fighter Ring (item).svg Fighter Ring Ring
Elder Crown (item).svg Elder Crown Passive
Golden Golbin (pet).svg Golden Golbin Pet
Rosey (pet).svg Rosey Pet
Aquarias (pet).svg Aquarias Pet
Otto (pet).svg Otto Pet
  • Opting for Ragnar (or Aeris) over Master Slayer is perfectly viable (A Ragnar setup nets about 740 Air Rune (item).svg 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 (item).svg Ragnar Godsword, full Ragnar, Hunter's Ring (item).svg Hunter's Ring and Prayer Skillcape (item).svg 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 (combatArea).svg Unhallowed Wasteland, so this is the best time to obtain it.
  • Combined, the total grind will be about 70 hours farming Umbora (monster).svg Umbora, 85 hours for Air Rune (item).svg Air Rune and 30 hours for Mind Rune (item).svg 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 (monster).svg Umbora. Expect around 200k magic xp/hr, which ends up around 14m after Tidal Edge (item).png Tidal Edge is obtained.

Alternatives

Cloudburst Staff (item).svg Cloudburst Staff using Water Strike (spell).svg 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 (item).svg Crab/hr while only producing 663 Crab (item).svg Crab/hr, barely profiting. Requires Guardian Ring (item).svg 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 (item).svg 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 (item).svg Wasteful Ring and all up this clocks in around 19 kills/hr with Protect from Melee (prayer).svg Protect from Melee + Chivalry (prayer).svg Chivalry (750 Crab (item).svg Crab/hr) or 22 kills/hr with Piety (prayer).svg Piety + Chivalry (prayer).svg Chivalry instead (1,500 Crab (item).svg 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 (prayer).svg Protect from Melee.

Chapter X: Unhallowed Wasteland

Unlike the previous chapter, the items from this section are extremely minor, niche and non-universal. There are situations where God gloves and rings are better than the sidegrades obtained here. It is a considerable grind on the order of around 750 hours (~1 month) to unlock everything required for this section. The main purpose is for completionist over anything else. All that being said, it is possible to complete this grind on a HCCO character, and this section will detail the process.

There are very few substitutions to be made in this section, as the Slayer (skill).svg Slayer area effect is so strong that half of the equipment slots are dedicated to Slayer (skill).svg Slayer effect negation, while the remainder are for DR. As a CO it is only possible to negate a maximum of 95% of the area effect, so all of the enemies will passively heal throughout the fight. This makes DPS and stunning effects two of the most important considerations. Additionally, since the grind is so long and expensive while requiring many items from Earth God Dungeon (dungeon).svg Earth God Dungeon, the pet Erran (pet).svg Erran is assumed for all of these calculations, giving a passive +1% DR.

Luckily, due to the triple Master slayer gear requirement, the +9% doubling reduces the average kills quite considerably. Again, since this is such a long grind and of completionist nature, all of the doubling pets (Golden Golbin (pet).svg Golden Golbin, Rosey (pet).svg Rosey and Aquarias (pet).svg Aquarias) are all assumed to be owned, as they are quite easy to obtain compared to this grind. Each monster here has an average completion rate of 4000, but this is reduced to 3520 due to the +12% doubling.

The overall Slayer (skill).svg Slayer task strategy is similar to the previous section, except there is no longer a preferred order for any of the monsters as the upgrades each one gives is minor. This means that if the Auto Slayer (upgrade).svg Auto Slayer task trick is employed again (detailed above in the T90 guide), there is a good chance (4/9) of rolling at least one task that you can tackle at any given time, and there is a 3/9 chance of rolling another Unhallowed Wasteland (combatArea).svg Unhallowed Wasteland monster for free after completing a task. As master slayer gear has already been obtained, one should always extend their Slayer (skill).svg Slayer tasks here. All of these effects massively reduce the slayer coins needed to spend on rerolls. Doing this section on task is highly recommended, as the average amount of Crab (item).svg Crab needed to complete this section is around 250k. Buying Crab (item).svg Standard Resupply will almost entirely replenish all of the food used. One can further macro-maximise their rerolls by farming Hunting Greater Dragon (monster).png Hunting Greater Dragon tasks as they arise while farming Jadestone Bolts (item).svg Jadestone Bolts as detailed in the Cursed Lich (monster).png Cursed Lich section. Because of the overall complexity of reroll strategies, reroll costs will not be factored into the overall calculations below. A very rough estimate for the total amount spent on rerolls for this entire section would be in the ballpark of around 750k-1m, essentially equating to 11.25-15k Crab (item).svg and 1.5-2m prayer points over the cumulative values reported in the sections below.

A link to the raw data used for the calculations in this section can be found here.

Legaran Wurm

Recommended gear

Strategy

Like before with Rokken (monster).svg Rokken, these two gear sets are not interchangeable, although the passive slot can freely be any spare master slayer item. Both sets meet the necessary DR required, but the left setup is slightly more kills/hr due to Ragnar offering slightly higher net offensive stats. The DR threshold for Legaran Wurm (monster).png Legaran Wurm is 46% with Earth Layered Shield (item).svg Earth Layered Shield and 45% with Dragonfire Shield (item).svg Dragonfire Shield. Fury of the Elemental Zodiacs (item).svg Fury of the Elemental Zodiacs is not recommended, as the stun effect from Fighter Amulet (item).svg Fighter Amulet not only reduces food usage, it speeds up the fight by limiting the healing effect of Legaran Wurm (monster).png Legaran Wurm.

The prayers used are Protect from Ranged (prayer).svg Protect from Ranged and Battleheart (prayer).svg Battleheart. As a considerable portion of our DPS comes from the special attack of Tidal Edge (item).png Tidal Edge, Battleheart (prayer).svg Battleheart is the most effective offensive prayer. Due to the consistent stuns of Fighter Amulet (item).svg Fighter Amulet, this is the least painful monster of the four.

Efficiency Notes

  • The food usage is around 670 Crab (item).svg/hr and 30k prayer
  • Expect around 63k Slayer coin income, profiting both food and prayer when spent on Crab (item).svg Standard Resupply
  • Kill speed is around 53 kills/hr
  • Total grind is around 66 hours

Cursed Lich

Recommended gear

Strategy

The main consideration for this section is which bolts to use. The comparison between the two bolts is as follows.

Sapphire Bolts (item).svg Sapphire Bolts are obtained in almost infinite supply from Crab (item).svg Standard Resupply, and so can essentially be considered "0-time" gathering. However, the lost DPS has a compounding effect, as the enemy can then heal more health the longer it is left alive. The total amount of ammo needed is around 75k Sapphire Bolts (item).svg Sapphire Bolts and yield around 53 kills/hr while Cursed Lich (monster).png Cursed Lich consumes the most food out of the four at a painful 1,350 Crab (item).svg Crab per hour. The total grind for this section will therefore be around 67 hours, resulting in -26k Crab (item).svg Crab after Crab (item).svg Standard Resupply are bought, as we do obtain about 65k slayer coins/hr.

Jadestone Bolts (item).svg Jadestone Bolts on the other-hand require killing Hunting Greater Dragon (monster).png Hunting Greater Dragon. If one farms for the Perilous Peaks (combatArea).svg Perilous Peaks pet Peri (pet).svg Peri primarily on Hunting Greater Dragon (monster).png Hunting Greater Dragon, then around 150k Jadestone Bolts (item).svg will be obtained by 7500 KC, and only 60k Jadestone Bolts (item).svg is required for completing Burning Madness Gloves (item).png Burning Madness Gloves. Even with the quickest strategy of equally farming Wicked Greater Dragon (monster).png Wicked Greater Dragon and Hunting Greater Dragon (monster).png Hunting Greater Dragon (that is, skipping Chaotic Greater Dragon (monster).png Chaotic Greater Dragon due to lack of triangle bonus), one should expect to obtain enough Jadestone Bolts (item).svg for this whole grind, with Sapphire Bolts (item).svg Sapphire Bolts perfectly acceptable to finish up with if needed. Again due to the combo of Tidal Edge (item).png Tidal Edge and Fighter Amulet (item).svg Fighter Amulet, Hunting Greater Dragon (monster).png Hunting Greater Dragon are by far the easiest of the three enemies in Perilous Peaks (combatArea).svg Perilous Peaks, consuming only 470 Crab (item).svg/hr while raking in around Slayer Coins.svg 110k/hr.

If one has to go out of their way to grind Jadestone Bolts (item).svg Jadestone Bolts, then expect around 2700 Jadestone Bolts (item).svg/hr. This will add around 22 hours to the total grind and save around 14 hours while farming Cursed Lich (monster).png Cursed Lich, as the kill speed is around 66 kills/hr for a total duration of 53 hours. This will also independently profit around 25k Crab (item).svg Crab.

In either case, not accounting for any slayer coins obtained while farming Hunting Greater Dragon (monster).png Hunting Greater Dragon, expect around -6k Crab (item).svg Crab at the end of this grind after buying Crab (item).svg Standard Resupply. The slayer coin income is around 82k/hr.

Downgrading from Deadeye Amulet (item).svg Deadeye Amulet to Fury of the Elemental Zodiacs (item).svg Fury of the Elemental Zodiacs will save a slight amount of food, but result in 3 less kills/hr, totalling a 56 hour grind all up with Jadestone Bolts (item).svg Jadestone Bolts. The DR requirement here is 45%, which is easily obtained with either amulet.

The prayers used are Protect from Magic (prayer).svg Protect from Magic and Rigour (prayer).svg Rigour. Rigour (prayer).svg tends to be the best prayer for Ranged (skill).svg Ranged.

Spiked Red Claw

Recommended Gear

Strategy

As we are in the Magic (skill).svg Magic section, expect pain.

There are no real substitutions or considerations to be made for this monster. The DR requirement is 54% with Magic (skill).svg Magic, and the above gear gives 51%. We obtain 2% from both DR pets and the remaining 1% from the prayer Stone Skin (prayer).svg Stone Skin and excess DR reducing food usage. The other prayer we use is Protect from Melee (prayer).svg Protect from Melee. Guardian Amulet (item).svg Guardian Amulet is not recommended as it is a considerable DPS loss, but it is still an item which will allow the DR threshold to be reached if one does need it.

This fight is excruciatingly slow, only yielding around 34 kills/hr. The total runes required is around 130k Air Rune (item).svg Air Rune, 130k Mind Rune (item).svg Mind Rune and 260k Light Rune (item).svg Light Rune. From the rune farming guide in the Umbora (monster).svg Umbora section, this will take around 220 hours of rune farming at 800 Air Rune (item).svg/hr and 2,150 Mind Rune (item).svg/hr. The actual fight with the monster will take a further 103 hours, totalling 323 hours. We consume around 950 Crab (item).svg/hr during the fight. Due to the low kill speed, Crab (item).svg Standard Resupply do not replenish us in this section. We spend around -30k Crab (item).svg Crab, but we do profit around 650k prayer points due to the lack of excessive multi-hit moves on Spiked Red Claw (monster).png Spiked Red Claw that drain prayer.

Greater Skeletal Dragon

Recommended Gear

Strategy

This is exact same gear and prayers as Spiked Red Claw (monster).png Spiked Red Claw being Protect from Melee (prayer).svg Protect from Melee and Stone Skin (prayer).svg Stone Skin, but there is an unavoidable complication with this monster over the others...

Due to the nature of affliction stacks, there is currently no 100% safe way to idle this monster. There will always be an extremely, extremely low chance of death (estimated around 1/750k per fight from combat simulator) if the enemy can stack enough affliction stacks on us before we kill it.

If you are comfortable with that risk and/or plan to make regular backups of your character then proceed. If you are not a HC character, you can swap Stone Skin (prayer).svg Stone Skin for Protect Item (prayer).svg Protect Item and accept a very low chance of death while farming. Unfortunately without Stone Skin (prayer).svg Stone Skin the death rate rises to around 1/30k, which is over 20 times more likely, but still a rare event so it is a trade-off. Similarly, Battleheart (prayer).svg Battleheart can be used for an additional +4 kills/hr with the same increased death rate. Protect from Melee (prayer).svg Protect from Melee is non-negotiable (compared to the other monsters where it can technically be substituted for offensive prayers), as the dodge chance drastically slows the rate of affliction stacks accumulating. Without Protect from Melee (prayer).svg Protect from Melee the death rate is around 1/25.

The alternative is to save this grind until after expansion where more sources of DR and HP will undoubtedly be added to the game.

Efficiency notes

This monster consumes less food than the other melee monster, but more prayer. Very similar kills/hr to Spiked Red Claw (monster).png Spiked Red Claw, but slightly less runes

  • 34 kills/hr, 21.5 prayer/hr, 450 Crab (item).svg/hr
  • 125k Air Rune (item).svg Air Rune, 125k Mind Rune (item).svg Mind Rune and 250k Light Rune (item).svg Light Rune
  • Total grind is 212 hours farming runes and 103 hours killing the monster, totalling 315 hours.
  • Due to the relatively low Crab (item).svg consumption, we profit around 24k Crab (item).svg. We only barely profit around 75k prayer points

Impending Darkness Event

Preface

This is the hardest event in the game, requiring the most preparation and highest stats. Impending Darkness Event (dungeon).svg Impending Darkness Event currently requires 99 in all skills in order to access, which makes it inaccessible for Combat Only accounts. It has been confirmed that these requirements will be removed with the expansion, but in the meantime any COs interested in trying the event will need to use a script to remove the level blockout. This script by Xander will modify the 99 all skills requirement that the event has to a requirement of having 99 in all combat skills and 1 in all non-combat skills, making it accessible to COs.

This is designed to be the hardest event in the game. For a normal account the expected clear time is around 2 hours of mostly active gameplay (switching gear frequently and prayers). For a combat-only account without access to Diamond Luck Potion IV (item).svg Diamond Luck Potion IV, Agility (skill).svg Agility, Summoning (skill).svg Summoning etc the event takes around 3-3.5 hours, and is heavily influenced by how effectively you can reroll modifiers.

The event is quite similar to the experience on a main account with a three main differences. As such, the Impending Darkness Event/Guide for standard accounts is a good resource to also check, and one can just ignore any recommendations regarding inaccessible items or skills. Where this guide will branch out will be with the CO-specific considerations, which are:

  1. Unhallowed Wasteland (combatArea).svg Unhallowed Wasteland is the most demanding part of the run, due to the 5% heal these enemies have without access to Agility (skill).svg Agility passive pillars. This heal has the potential to completely brick wall the run if the modifiers are not handled correctly, as the enemies can very easily outheal your DPS if they are the slightest bit stronger. The minibosses at the end of this zone dictate the whole event.
  2. Rerolls are absolutely crucial. Out of the 12 possible modifiers, over half of them (7/12) make Unhallowed Wasteland (combatArea).svg Unhallowed Wasteland enemies out-heal your DPS. The chances of not rolling any of the impossible modifiers at some point in the event is extremely unlikely, so rerolling is an essential mechanic for COs.
  3. Attack (skill).svg Melee Bane (monster).svg Bane is impossible. Reroll every time. Attack (skill).svg Melee is only viable with stuns and Bane (monster).svg Bane is stun immune.

Remember, this event is a safe death for Hardcore characters, as dying inside the event will NOT delete your account. Instead, you suffer the standard death penalties, where a random item will be deleted if the Protect Item (prayer).svg Protect Item prayer is not active when you die.

As general advice for this event it is recommended to have a handheld calculator handy (or if anyone wants to create a script for this, that would be appreciated) to calculate the HP threshold needed to auto-eat through different attacks on the fly. This can be quickly calculated by taking the monster's most threatening attacks and simply dividing by 0.4. For example, one of Bane (monster).svg Bane's attacks with a maximum hit of 324 would be able to be safely auto-eaten through as long as the player's maximum HP is above 810 (324/0.4 = 810). Once the affliction stacks accumulate and your HP drops below 810, you will have to manually eat to stay safe during these types of attacks. Multi-attacks are especially dangerous at this point, as the only safe threshold for these moves is N-times their maximum hit (i.e. double the max for a 2-hit move, triple for a 3-hit move, etc). There aren't many high-damaging multi-hit moves, but there are a few which will be detailed in the respective sections.

Gearing up

As for actual gear, the items required are relatively simple. Unhallowed Wasteland (combatArea).svg Unhallowed Wasteland requires a specific setup to get maximum negation, but the remainder of the zones and Bane (monster).svg Bane himself don't require anything special. Throughout almost all of this entire event you will utilise one protection prayer alongside Battleheart (prayer).svg Battleheart. Battleheart (prayer).svg Battleheart works equally well with all styles which makes prayer switching easier, and the DR & minimum hit contribute nicely towards your DPS. In certain situations where accuracy is low, Rigour (prayer).svg Rigour and Sharp Vision (prayer).svg Sharp Vision can prove to be higher DPS (as Shockwave (item).svg Shockwave has the most infrequent special attack, increasing its reliance on accuracy compared to the other weapons), but this shouldn't be necessary in order to complete the event.

Unhallowed Wasteland

Melee

Either of the two pre-event shields are viable for the first encounter with Bane (monster).svg Bane, and then upgrade to Shield of Melee Power (item).png Shield of Melee Power for increased stun frequency for the remainder of the event. Using Ragnar God Platebody (item).svg Ragnar over Terran God Platebody (item).svg Terran is recommended to speed up Legaran Wurm (monster).png Legaran Wurm as the main difficulty is being out-healed. DR is not as important as this event cannot be idled anyway, and it is not necessarily that difficult to eat in time for the enemy attacks. Legaran Wurm (monster).png Legaran Wurm will mostly be stun locked from Tidal Edge (item).png Tidal Edge+Fighter Amulet (item).svg Fighter Amulet combo, which is the only reason why Attack (skill).svg Melee is viable at all. The necklace slot is non-negotiable, as without heavy stuns then this monster will out-heal your DPS. If the miniboss lands on Legaran Wurm (monster).png Legaran Wurm in the 4th or 5th round (with most/all of the modifiers enabled) then you may have to reroll Unhallowed Wasteland (combatArea).svg Unhallowed Wasteland to get one of the other three minibosses instead.

The lethal move from Legaran Wurm (monster).png Legaran Wurm is its penetrating spike shot. You will need to keep an eye out for this move specifically and eat accordingly. It is a single-hit move, so as long as your HP is above about 400 (staying weary of any poison, burn or frostburn effects on your character that may drop your HP below the threshold). The other two moves have lower maximum hits and you will probably kill this boss before affliction stacks rise to the point where you cannot out-eat them. If the fight drags on this long you have probably been brick-walled and it's reroll time anyway.

Ranged

Ranged (skill).svg Ranged is quite strong and shouldn't have any troubles pulling its weight during this event. Stick to the Scaled Shield (item).png Scaled Shield and upgrade once you unlock Shield of Ranged Power (item).png Shield of Ranged Power after the second encounter with Bane (monster).svg Bane. Jadestone Bolts (item).svg Jadestone Bolts are non-negotiable as they offer a substantial DPS increase and the main threat in this event is being out-DPS'd. You won't need many for the event, only a few thousand. This can be easily accumulated in around 2 hours of Hunting Greater Dragon (monster).png Hunting Greater Dragon farming.

The lethal move from Cursed Lich (monster).png Cursed Lich to watch out for is her cursed flames. This is a single-hit ability, so eat whenever your HP drops below around 400 to stay safe. With Protect from Magic (prayer).svg Protect from Magic active, affliction stacks should not accumulate enough to make cursed frost shards or cursed tether a death threat.

Magic

Magic (skill).svg Magic is finally the heavy hitter of the three styles. Since this is a one-time event, you can let loose and use some of the insane DPS abilities that Magic (skill).svg Magic always had but were prohibitively expensive for COs. As usual, swap to Shield of Magic Power (item).png Shield of Magic Power once unlocked as it has ridiculous synergy with Incinerate (spell).svg Incinerate.

You will be using Incinerate (spell).svg Incinerate for almost all of this event. Its 100% accuracy is vital, and the frequent attacks mean that it activates the passive on Shield of Magic Power (item).png Shield of Magic Power almost every single attack, stunning enemies every other attack and burning/frostburning them consistently. You will need a bare minimum of around 300 casts of Incinerate (spell).svg Incinerate for this event, but it is recommended to have at least 500. This comes to 15,000 Fire Rune (item).svg Fire Rune, 5,000 Ancient Rune (item).svg Ancient Rune and 5,000 Havoc Rune (item).svg Havoc Rune. If you notice that you are running low on runes during this event, you can swap back to old faithful Water Strike (spell).svg Water Strike, using Fury II (aurora).svg Fury II and Confusion (curse).svg Confusion for Shrouded Badlands (combatArea).svg Shrouded Badlands, Perilous Peaks (combatArea).svg Perilous Peaks and Dark Waters (combatArea).svg Dark Waters. Unfortunately Decay (curse).svg Decay shares a crucial resource of Havoc Rune (item).svg Havoc Runes with Incinerate (spell).svg Incinerate, so this spell cannot be used to save if you are running low on this type of rune. You should only be using Ancient Magicks for Unhallowed Wasteland (combatArea).svg Unhallowed Wasteland anyway so it shouldn't be a consideration, but remember that Greater Skeletal Dragon (monster).png Greater Skeletal Dragon is curse-immune, so don't waste runes trying to confuse this enemy.

Spiked Red Claw (monster).png Spiked Red Claw is actually the easier of the two enemies here. You will just need to set them on fire and eat whenever you are bleeding. Keep an eye on the max hit of Savage Spike, and if this ever increases due to you bleeding then just eat if you are low on HP. With Shield of Magic Power (item).png Shield of Magic Power this enemy will almost be completely stun-locked, so it is a simple fight. This is the easiest monster in all of Unhallowed Wasteland (combatArea).svg Unhallowed Wasteland, so rolling this miniboss is always ideal.

Greater Skeletal Dragon (monster).png Greater Skeletal Dragon, on the other hand, is the scariest monster in the whole event, perhaps even more so than Bane (monster).svg Bane himself. It is stun, freeze and curse immune, so it cannot be stun-locked into triviality like Spiked Red Claw (monster).png Spiked Red Claw. The lethal move from this enemy is Bone Crush, which has a moderate max hit, but when paired with Spiked Tail Whip and comboed with itself it is extremely deadly. Spiked Tail Whip lowers your DR by 10%, and Bone Crush can stun you. Suffering a Tail Whip → 2x Bone Crush combo can leave you suffering over 2x500 damage, which can kill you outright from any HP if you are not spam-eating. Always try to remove stuns when possible, and as a last resort eat and pray you don't get double max hit if you're in this deadly situation. This monster also accumulates affliction stacks faster than any other monster with its final special attack, Desecration. A miniboss of this monster is beatable due to the ridiculous power of Incinerate (spell).svg Incinerate, but given how scary this monster is, you may want to reroll this miniboss to stay safe.

Badlands, Peaks & Waters

As these monsters do not heal, they intrinsically aren't any different to a standard account. You cannot be brick walled here with the event modifiers we will select, so just refer to the information in the Impending Darkness Event/Guide for more general information during this section. The general strategy is to swap gear to the corresponding style, swap to the corresponding protection prayer and DPS away. You will want to swap gear around slightly after completing Unhallowed Wasteland (combatArea).svg Unhallowed Wasteland, as you do not need a third piece of Master slayer gear or a Hunter's Ring (item).svg Hunter's Ring. In order to simplify the process of switching back and forth after each encounter with Bane (monster).svg Bane, one can wear mostly Master slayer gear and opt to solely switch the passive and ring slots, as these are the most impactful slots and easiest to organise. You only really need to switch to full God Armour for the respective style that you use to fight Bane (monster).svg Bane with.

Melee

The relentless combo (Relentless Fury Gloves (item).png Relentless Fury Gloves + Relentless Fury Ring (item).png Relentless Fury Ring) is very nice for this portion of the battle, as it contributes towards keeping enemies almost permanently stun-locked. However, only Rokken (monster).svg Rokken poses much of a threat until Bane (monster).svg Bane (which you will never fight with Attack (skill).svg Melee anyway), so your gear for this style does not matter too much. Overall it is not worth switching away from Slayer Helmet (Master) (item).svg Slayer Helmet (Master) and Slayer Platebody (Master) (item).svg Slayer Platebody (Master).

Ranged

Again, it is only necessary to switch rings and passive slot. No enemies should give you trouble outside of Ku-tul (monster).svg Ku-tul, which can be easily manual eaten.

Magic

Magic (skill).svg Magic obliterates all Attack (skill).svg Melee enemies with Incinerate (spell).svg Incinerate. As noted above, you can switch to Water Strike (spell).svg Water Strike, Fury II (aurora).svg Fury II and Confusion (curse).svg Confusion for these zones in order to save on runes.

Bane

This is the main boss of the event. You will always reroll Attack (skill).svg Melee Bane (monster).svg Bane, as his heal cannot be out-DPS'd as you cannot stun him. The strategy for the final form of Bane (monster).svg Bane, Instrument of Fear is the same, but you will have to manual eat during his Overwhelming Power attack at higher affliction stacks. It may be necessary to reroll to a Magic (skill).svg Magic version for Bane (monster).svg Bane, Instrument of Fear.

Remember, since you are fighting him in a slayer area with a slayer item requirement you must use Slayer Skillcape (item).svg Slayer Skillcape or Climbing Boots (item).svg Climbing Boots.

Ranged

It is worth switching away from Master Slayer for extra DR for Bane (monster).svg Bane, but not entirely necessary. The fight itself though is quite simple. Use Protect from Ranged (prayer).svg Protect from Ranged and Battleheart (prayer).svg Battleheart for this fight. Sharp Vision (prayer).svg Sharp Vision (and even Rigour (prayer).svg Rigour) can also be used when Bane (monster).svg Bane reduces your accuracy with Fragile Mind if you are comfortable switching prayers around quickly. Auto eat through Unknown Threat, eat if your HP is around 400 for Fragile Mind and keep your HP above 50% during Suffocate. If Bane (monster).svg Bane starts to Suffocate you, you can generally finish getting your attack off before having to auto eat. Remember that Elder Crown (item).svg Elder Crown's lifesteal will help keep your HP above 50% for Suffocate if you have a Shockwave (item).svg Shockwave special incoming.

Poison Virulence Ring (item).png Poison Virulence Ring is very strong here. The percentage maximum health and increased damage with Shockwave (item).svg Shockwave special attacks add a lot of damage, but it is entirely possible to kill Bane (monster).svg Bane with just a Deadeye Ring (item).svg Deadeye Ring.

Magic

The gear recommended here should put you above 20k accuracy with Battleheart (prayer).svg Battleheart, which means Incinerate (spell).svg Incinerate will melt Bane (monster).svg Bane. As a result, this is the easier of the two styles by a considerable margin. If your accuracy is reduced due to Fragile Mind, you will need to switch to Mystic Mastery (prayer).svg Mystic Mastery (note that this is the second highest Magic (skill).svg Magic related prayer, not the highest) in order to boost back above the 20k threshold. Tormented Ring (item).svg Tormented Ring is recommended over Warlock Ring (item).svg Warlock Ring as the latter has no benefits with Ancient Magicks and the former gives more accuracy towards the threshold needed.

During Bane (monster).svg Bane's Suffocate attack, you will generally only need to eat one or two pieces of food and then Elder Crown (item).svg Elder Crown's lifesteal should keep you above the 50% threshold.

Zone Order

This is the same as for main accounts. Unhallowed Wasteland (combatArea).svg Unhallowed WastelandDark Waters (combatArea).svg Dark WatersShrouded Badlands (combatArea).svg Shrouded BadlandsPerilous Peaks (combatArea).svg Perilous Peaks. This ordering means that you finish the first two zones at the start, and then you will fight Bane (monster).svg Bane with the least offensive slayer area effect of the four (evasion is entirely useless with 80% dodge due to protection prayers). It is also possible to fight Bane (monster).svg Bane in Shrouded Badlands (combatArea).svg Shrouded Badlands in order to remove the Slayer Skillcape (item).svg Slayer Skillcape requirement from the Bane (monster).svg Bane fight, but overall this isn't worth the loss in accuracy.

Strictly speaking, only the last zone you choose matters, but there is little benefit to changing from the order given here. You need Master slayer gear for Unhallowed Wasteland (combatArea).svg Unhallowed Wasteland and Dark Waters (combatArea).svg Dark Waters, but these items can be swapped for God armour for extra DR and damage for Shrouded Badlands (combatArea).svg Shrouded Badlands, Perilous Peaks (combatArea).svg Perilous Peaks and Bane (monster).svg Bane.

Event Modifiers

As a CO, your DPS is very limited and Unhallowed Wasteland (combatArea).svg Unhallowed Wasteland enemies can heal. Any modifier that increases enemy healing or attack speed (even by 5%) will immediately make Unhallowed Wasteland (combatArea).svg Unhallowed Wasteland impossible. This rules out 5 of the possible 12 modifiers. As a CO you cannot afford to lose the ability to stun, as this makes Legaran Wurm (monster).png Legaran Wurm impossible, adding another modifier to avoid. As you cannot get the same modifier twice, this leaves you with 6 possible modifiers that can be taken. 4 are perfectly fine, 1 is painful but recommended and the last 1 is not recommended as it may brick wall when paired with a miniboss Legaran Wurm (monster).png Legaran Wurm, but might be manageable otherwise.

The list of preferred modifiers are (you will always pick these for every Impending Darkness Event (dungeon).svg Impending Darkness Event run):

  • +20% Maximum Hit and -10% Maximum Hitpoints
  • +20% Maximum Hit and +20% Accuracy Rating
  • +2000 Maximum Hitpoints and -10% Maximum Hit
  • +50% chance to apply poison when hitting with an attack and +10% Maximum Hitpoints

Of the next two, the first is recommended over the second. Frostburn will lower your attack speed, which essentially makes the enemies heal more relative to your DPS. This is not ideal, but it is less impactful than an overall 15% DPS, as it only applies when you are actually frostburned and can be mitigated by stunning your opponent. If you have a choice between any of the four above modifiers and either of these two, always pick one from the above four first.

  1. +50% Chance to apply burn when attacking and +50% chance to apply frostburn when attacking
  2. +15% Damage Reduction and +15% Global Evasion

Lastly, taking a single one of these modifiers will end your run. They either cause the enemy to heal excessive amounts of health or make an entire style obsolete (stun immunity). There is about a 10% chance that a Unhallowed Wasteland (combatArea).svg Unhallowed Wasteland run can spawn no Legaran Wurm (monster).png Legaran Wurm, but this reliance on RNG is less ideal than simply rerolling.

  • +100% chance to ignore Stuns and Freezes and Immune to Sleep
  • +100% chance to ignore Slow effects and -5% Attack Interval
  • +10% Maximum Hit, -10% Attack Interval, and -10% Global Evasion
  • +15% chance to apply affliction when attacking and +15% Lifesteal
  • Slayer Area Effects are 5% Stronger
  • Heal 4% of current hitpoints every 2 turns and +40% of Maximum Hit added to Minimum Hit

Reroll Mechanics

As COs completing Impending Darkness Event (dungeon).svg Impending Darkness Event is already a knife's edge, you will have to become well acquainted with rerolling for the perfect combination of event modifiers listed above. Rerolling involves either keeping a second tab of the game around (which can be switched to in the event of death or impossible modifiers) or creating a cloud save at a particular point. Before every run of Unhallowed Wasteland (combatArea).svg Unhallowed Wasteland and every fight with Bane (monster).svg Bane, it is recommended to keep a backup tab around in case you die, but it is not necessary for truly hardcore players. As a last resort, it is recommended to have a third backup tab before every fight with Bane (monster).svg Bane if you ever need to reroll a potential mistake (such as choosing the +15% DR modifier).

A backup tab is fairly self-explanatory, but cloud saving is more intricate. Firstly, you must have a Melvor Cloud account. Next, you must be logged in to the account on the game homepage. This is shown on the bottom left of the main character sign in page. Lastly, you must navigate to the settings page of your CO account and disable "Auto Save to Cloud" in the Melvor Cloud Settings. This option only shows up if you are signed in to the Melvor Cloud account, so if it is not present then return to the character selection screen and log in.

With automatic cloud saving disabled, you can freely create cloud checkpoints just before the two main reroll points, being Bane (monster).svg Bane and event modifiers. These checkpoints won't be automatically overwritten as the non-cloud local save would be. The points that you need to create checkpoints for are:

The first checkpoint will allow you to reroll Bane (monster).svg Bane's attack style in case you land on Attack (skill).svg Melee (as Bane (monster).svg Bane's style is determined when the final enemy is defeated), and the second one allows you to easily reroll the event modifiers. If you create a cloud save a bit before killing Bane (monster).svg Bane when your character is at full health and can easily idle to victory (i.e. most likely not during a suffocate attack when you are in danger of being put to sleep), then whenever you load the cloud save account Bane (monster).svg Bane will be defeated and you can select from a list of 3 modifiers. If all 3 modifiers are bad, simply refresh the page and load from the cloud save once more.