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The majority of this guide is written by [[User:Username|Username]], [[User:Mazunki|mazunki]], @ERRORMONSTER#8764 and @Zxv#0157 of the Discord community. If you have any questions, or if anything is wrong, please make sure to reach out to any of us. Feel free to edit the guide or add anything to it as needed.
<p class="noexcerpts">The majority of this guide is written by [[User:Username|Username]], [[User:Mazunki|mazunki]], @ERRORMONSTER#8764 and @Zxv#0157 of the Discord community. If you have any questions, or if anything is wrong, please make sure to reach out to any of us. Feel free to edit the guide or add anything to it as needed.</p>


Thanks to everyone in #hardcore-mode-chat for making this possible. :)
Thanks to everyone in #hardcore-mode-chat for making this possible. :)
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{{Skill|Magic}} in this challenge will mainly consist of casting Air spells, since you can remove one colour from the rune costs. All spells cost {{ItemIcon|Air Rune|Air Runes}}, but {{ItemIcon|Water Rune|Water}}, {{ItemIcon|Earth Rune|Earth}}, and {{ItemIcon|Fire Rune|Fire}} spells additionally cost their respective runes.
{{Skill|Magic}} in this challenge will mainly consist of casting Air spells, since you can remove one colour from the rune costs. All spells cost {{ItemIcon|Air Rune|Air Runes}}, but {{ItemIcon|Water Rune|Water}}, {{ItemIcon|Earth Rune|Earth}}, and {{ItemIcon|Fire Rune|Fire}} spells additionally cost their respective runes.


This is a bad thing for us, since we have no real way to farm a lot of runes yet. However, we can get started by farming some catalyst runes from the {{MonsterIcon|Vampire}} and the {{MonsterIcon|Master Wizard}}. The {{MonsterIcon|Vampire|nolink=true}} is probably best for now, since it is a {{Skill|Ranged|nolink=true}} monster, meaning we can strike it with our powerful {{Skill|Attack|Melee}}. Even considering the drop chance and drop rates are lower than from the {{MonsterIcon|Master Wizard|nolink=true}}, this will be faster overall.
This is a bad thing for us, since we have no real way to farm a lot of runes yet. However, we can get started by farming some catalyst runes from the {{MonsterIcon|Vampire}} and the {{MonsterIcon|Master Wizard}}. The {{MonsterIcon|Vampire}} is probably best for now, since it is a {{Skill|Ranged}} monster, meaning we can strike it with our powerful {{Skill|Attack|Melee}}. Even considering the drop chance and drop rates are lower than from the {{MonsterIcon|Master Wizard}}, this will be faster overall as it will crucially save more food. Killing {{MonsterIcon|Wizard}} until one piece of either {{ItemIcon|Green Wizard Hat|Green Robes|nolink=true}} or {{ItemIcon|Blue Wizard Hat|Blue Robes|nolink=true}} (at {{Skill|Magic|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 cost, and thus only use air Apells.
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 {{ItemIcon|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 ({{PrayerIcon|Mystic Mastery}}, {{PrayerIcon|Augury}} and {{PrayerIcon|Battleheart}}) or if you are very low level and your accuracy is low (below 90%).


The {{ItemIcon|Staff of Air}} reduces the cost by 1, allowing you to cast up to {{Icon|Wind Strike|type=spell}} for free at 20 damage. The {{ItemIcon|Air Battlestaff|Battlestaff}} reduces it by 3, allowing you to cast up to {{Icon|Wind Blast|type=spell}} for free at 130 damage. The {{ItemIcon|Mystic Air Staff}} reduces it by 5, allowing you to cast up to {{Icon|Wind Wave|type=spell}} for free at 170 damage.
The {{ItemIcon|Staff of Air}} (obtained from {{MonsterIcon|Fairy}}) reduces the cost by 3, allowing you to cast all spells up to {{Icon|Fire Bolt|type=spell}} with the sole exception of {{Icon|Wind Bolt|type=spell}} for no {{ItemIcon|Air Rune}} cost. {{ItemIcon|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 {{ItemIcon|Mind Rune}} on {{Icon|Fire Strike|type=spell}} and your {{ItemIcon|Chaos Rune}} on {{Icon|Earth Bolt|type=spell}} to make the most use of your varied runes gathered, until you are {{Skill|Magic|30}}. At this point you can equip an {{ItemIcon|Air Battlestaff}} to save {{ItemIcon|Air Rune|qty=5}}/cast, so obtain one from {{MonsterIcon|Master Wizard}} and use that until {{Skill|Magic|40}}. You also have enough magic defence from levelling {{Skill|Magic}} that you can consider clearing {{ZoneIcon|Hall of Wizards}} for some {{Skill|Ranged}} exp and better robes. The {{ItemIcon|Red Wizard Robes}} can be worn at {{Skill|Magic|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 {{Skill|Magic|40}} for even higher magic defence. Lastly, now that you have some magic defence, gathering 200 {{ItemIcon|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. {{MonsterIcon|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.


Keep in mind you will also need the Catalyst runes for each tier. Once you get to {{SkillReq|Magic|30}}, you can start wielding {{ItemIcon|Air Battlestaff|battlestaves}}, and should therefore also cast {{Icon|Wind Bolt|type=spell}}. {{ItemIcon|Mind Rune|Mind Runes}} are useful lategame as {{Icon|Water Strike|type=spell}} is the most rune-efficient spell to use for {{ItemIcon|Cloudburst Staff}} and {{ItemIcon|Ocean Song}}, so you may want to consider keeping them.
You can now make use of every standard spell that is worth considering on a CO, which is up until {{Icon|Wind Blast|type=spell}}. 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 {{Icon|Surge I|type=aurora}} from {{Skill|Magic|15}}-{{Skill|Magic|40}} and {{Icon|Surge II|type=aurora}} afterwards. The light runes will be supplied from {{UpgradeIcon|Standard Resupply}} and will be in considerable abundance, so these should not be conserved.


After you can cast {{ItemIcon|Death Rune|Death}} spells, you might want to go back and forth between {{ItemIcon|Chaos Rune|Chaos Runes}} and {{ItemIcon|Death Rune|Death Runes|nolink=true}}, since they both deal decent damage, and are both farmed decently at the {{MonsterIcon|Master Wizard|nolink=true}} for a while. Eventually, as you get more magic evasion through leveling {{Skill|Magic|nolink=true}}, you will only use {{ItemIcon|Death Rune|Death Runes|nolink=true}}, as the {{MonsterIcon|Necromancer}} stops hurting too much.
After {{Skill|Magic|40}}, you will now use a {{ItemIcon|Mystic Air Staff}} to conserve 7 elemental runes and primarily use {{Icon|Wind Blast|type=spell}} 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 {{ZoneIcon|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 {{ItemIcon|Red Wizard Hat|Red Robes|nolink=true}}. It is debatable whether staying here all the way until full {{ItemIcon|Ancient Wizard Hat|Ancient Robes|nolink=true}} 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 {{ItemIcon|Death Rune}} from {{MonsterIcon|Master Wizard}} and {{MonsterIcon|Necromancer}} than worrying about min-maxing the rune efficiency.
 
Once you have your gear, the best monster to kill is {{MonsterIcon|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 {{PrayerIcon|Battleheart}} if you have the {{Skill|Prayer}} level is recommended, along with {{PrayerIcon|Augury}}. Kill either {{MonsterIcon|Master Wizard}} or {{MonsterIcon|Necromancer}} for {{ItemIcon|Chaos Rune}} and/or {{ItemIcon|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 {{MonsterIcon|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 {{Skill|Magic|85}}. Once you have {{Skill|Magic|85}} you will upgrade to {{ItemIcon|Glacia God Platebody|Glacia Armour|nolink=true}}, and then return to get a single level to {{Skill|Magic|86}}.
 
The rest of your magic training will come after {{ZoneIcon|Into the Mist}} once you have the passive slot. You will return again to {{MonsterIcon|Raging Horned Elite}} to get {{Skill|Magic|90}} to wield {{ItemIcon|Ocean Song}}, and then train from {{Skill|Magic|90}}-{{Skill|Magic|99}} on {{MonsterIcon|Umbora}} while grinding out {{ItemIcon|Tidal Edge}}.
 
{{ItemIcon|Mind Rune|Mind Runes}} are very useful lategame as {{Icon|Water Strike|type=spell}} is the most rune-efficient spell to use for {{ItemIcon|Cloudburst Staff}} and {{ItemIcon|Ocean Song}}, so you will want to keep them. You will also want to keep {{ItemIcon|Fire Rune}} (as well as {{ItemIcon|Ancient Rune}} and {{ItemIcon|Havoc Rune}}) for {{Icon|Incinerate|type=spell}} for {{ZoneIcon|Impending Darkness Event}}. {{ItemIcon|Water Rune}} and {{ItemIcon|Earth Rune}} are not terribly important. {{ItemIcon|Light Rune}} are obtained easily from {{UpgradeIcon|Standard Resupply}}.
 
In summary:
 
* {{Skill|Magic|1}} - {{Skill|Magic|30}} using strike spells, gathering runes and gear from {{MonsterIcon|Vampire}}, {{MonsterIcon|Wizard}} &{{MonsterIcon|Master Wizard}}
* {{Skill|Magic|30}} - {{Skill|Magic|40}} using bolt spells, gathering runes and gear from {{MonsterIcon|Master Wizard}}
* {{Skill|Magic|40}} - {{Skill|Magic|90}} using {{Icon|Wind Blast|type=spell}} on {{MonsterIcon|Raging Horned Elite}}, gathering runes from {{MonsterIcon|Master Wizard}} & {{MonsterIcon|Necromancer}} and gear from {{ZoneIcon|Hall of Wizards}} & {{ZoneIcon|Water God Dungeon}}
* {{Skill|Magic|90}} - {{Skill|Magic|99}} using {{Icon|Water Strike|type=spell}} with {{ItemIcon|Ocean Song}} on {{MonsterIcon|Umbora}}, gathering runes from {{MonsterIcon|Wizard}} & {{MonsterIcon|Master Wizard}}


== Chapter VII: (G) Ancient to God Dungeons ==
== Chapter VII: (G) Ancient to God Dungeons ==
===Pre-Gods===
===Pre-Gods===
It's about time to get the {{ItemIcon|Fury of the Elemental Zodiacs}}. It has 1% more Damage Reduction than the {{ItemIcon|Elite Amulet of Defence}}, in addition to offensive and defensive bonuses. Refer to the [[Fury of the Elemental Zodiacs/Guide|FEZ Guide]] for getting all the materials to make it.
It's about time to get the {{ItemIcon|Fury of the Elemental Zodiacs}}. It has 1% more Damage Reduction than the {{ItemIcon|Elite Amulet of Defence}}, in addition to offensive and defensive bonuses. Refer to the [[Fury of the Elemental Zodiacs/Guide|FEZ Guide]] for getting all the materials to make it. You will also want to have completed the {{ItemIcon|Dragonfire Shield}} and {{ItemIcon|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 {{Skill|Attack|99|nolink=true}} / {{Skill|Strength|99|nolink=true}} / {{Skill|Defence|99|nolink=true}} melee stats at this point, but base 90s are fine. As CO accounts have limited sources of damage reduction and bonus HP, {{Skill|Hitpoints|99|nolink=true}} is a requirement for most of the game beyond this point. You will need {{Skill|Ranged|85}} for {{ItemIcon|Aeris God Platebody|Aeris Armour|nolink=true}} Aeris armour and {{Skill|Magic|85}} for {{ItemIcon|Glacia God Platebody|Glacia Armour|nolink=true}} Glacia armour during this section. This section will assume both {{PetIcon|Finn, the Cat}} and {{PetIcon|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 [https://silberdrachi.github.io/CanIIdle/ Can I Idle] to verify if any other DR/HP combination you might have will suffice.


===Aeris===
===Aeris===


Getting {{Skill|Attack|99|nolink=true}} / {{Skill|Strength|99|nolink=true}} / {{Skill|Defence|99|nolink=true}} melee stats is not a bad plan at this point, but before moving into the {{ZoneIcon|Air God Dungeon}}, you'll want to have at least {{Skill|Attack|90|nolink=true}} / {{Skill|Strength|90|nolink=true}} / {{Skill|Defence|90|nolink=true}} melee stats, full {{ItemIcon|(G) Ancient Platebody|(G) Ancient Armour|nolink=true}}, {{ItemIcon|(G) Rune Boots}}, {{ItemIcon|Paladin Gloves}}, {{ItemIcon|Dragonfire Shield}}, {{ItemIcon|Fire Cape}}, {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}} or {{ItemIcon|Elite Amulet of Defence}}, and {{SkillReq|Ranged|85}}. This combination of armor will allow you to reach 43% DR and idle the {{ZoneIcon|Air God Dungeon}} with as low as {{SkillReq|Hitpoints|97}} for 1000 total health, including the 30 HP bonus from the {{ItemIcon|Dragonfire Shield}}. If your HP is at least {{SkillReq|Hitpoints|95}}, then you can even use the {{ItemIcon|(U) Ancient D-hide Vambraces}} for 2% DR more than {{ItemIcon|Paladin Gloves}}.
====Recommended gear====
 
{{Equipment/Recommended
|style = Melee
|helm1 = (G) Ancient Helmet
|helm2 = (G) Rune Helmet
|neck1 = Fury of the Elemental Zodiacs
|neck2 = Elite Amulet of Defence
|cape1 = Infernal Cape
|cape2 = Fire Cape
|body1 = (G) Ancient Platebody
|body2 = (G) Dragon Platebody
|body3 = (G) Rune Platebody
|legs1 = (G) Ancient Platelegs
|legs2 = (G) Dragon Platelegs
|legs3 = (G) Rune Platelegs
|weapon1 = Sunset Rapier
|weapon2 = Ancient Sword
|shield1 = Dragonfire Shield
|shield2 = (G) Ancient Shield
|shield3 = (G) Rune Shield
|gloves1 = (U) Ancient D-hide Vambraces
|gloves2 = (U) Black D-hide Vambraces
|gloves3 = Paladin Gloves
|boots1 = (G) Rune Boots
|ring1 = Sandstorm Ring
}}
 
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 {{ZoneIcon|Infernal Stronghold}} once for the {{ItemIcon|Infernal Cape}}. If you wish to idle that dungeon, then you will need {{ItemIcon|Glacia God Platebody|Glacia Armour|nolink=true}} Glacia gear from the next dungeon in order to do so.


Your goal is to get full {{ItemIcon|Aeris God Platebody|Aeris God Armour|nolink=true}} from the {{ItemIcon|Scroll of Aeris|Scrolls of Aeris}}, with the {{ItemIcon|Stormsnap}} being optional. The {{ItemIcon|Aeris Godsword}} is wholly unnecessary, as you'll want to keep using the DR of the {{ItemIcon|Dragonfire Shield}} a while longer, though all of the godswords can be used for non-dungeon grinding.
Your goal is to get full {{ItemIcon|Aeris God Platebody|Aeris God Armour|nolink=true}} from the {{ItemIcon|Scroll of Aeris|Scrolls of Aeris}}, with the {{ItemIcon|Stormsnap}} being optional. The {{ItemIcon|Aeris Godsword}} is wholly unnecessary, as you'll want to keep using the DR of the {{ItemIcon|Dragonfire Shield}} a while longer, though all of the godswords can be used for non-dungeon grinding.
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===Glacia===
===Glacia===
Hopefully you've gotten the {{PetIcon|Finn, the Cat}} pet by now, because the 10 max Health bonus makes DR and max hit calculations much easier, not to mention potentially saving you 1% DR here and there. That and the {{PetIcon|Leonardo}} pet will be assumed from here out for the sake of example gear, just for simplicity, alongside {{SkillReq|Hitpoints|99}}.


{{ZoneIcon|Water God Dungeon}} will be done with {{Skill|Ranged}}. Your goal is 49% DR. While it's much easier to reach this threshold with the {{ItemIcon|Ancient Crossbow}} from {{ZoneIcon|Dragons Den}} and a {{ItemIcon|Dragonfire Shield}}, gathering bolts from either {{ItemIcon|Air Chest|Air Chests}} or {{Skill|Slayer}} resupplies is pretty tedious. An alternative if you have {{SkillReq|Prayer|80}} is to use the {{PrayerIcon|Stone Skin}} Prayer and the {{ItemIcon|Ancient Longbow}}, full {{ItemIcon|Aeris God Platebody|Aeris Armour|nolink=true}}, {{ItemIcon|Fury of the Elemental Zodiacs|FEZ|nolink=true}}, {{ItemIcon|Silver Diamond Ring}}, and a {{ItemIcon|Fire Cape}}. Otherwise, you'll have to use a shield.
====Recommended gear====
 
{{Equipment/Recommended
|style = Ranged
|helm1 = Aeris God Helmet
|neck1 = Fury of the Elemental Zodiacs
|neck2 = Deadeye Amulet
|neck3 = Elite Amulet of Defence
|cape1 = Infernal Cape
|cape2 = Cape of Prat
|cape3 = Fire Cape
|body1 = Aeris God Platebody
|body2 = (U) Ancient D-hide Body
|legs1 = Aeris God Platelegs
|legs2 = (U) Ancient D-hide Chaps
|weapon1 = Ancient Crossbow
|weapon2 = Stormsnap
|weapon3 = Ancient Longbow
|weapon4 = Confetti Crossbow
|shield1 = Scaled Shield
|shield2 = Dragonfire Shield
|gloves1 = Aeris God Gloves
|gloves2 = (U) Ancient D-hide Vambraces
|boots1 = Aeris God Boots
|ring1 = Deadeye Ring
|ring2 = Silver Diamond Ring
|ammo1 = Sapphire Bolts
|ammo2 = Ancient Arrows
|ammo3 = Adamant Arrows
}}
 
{{ZoneIcon|Water God Dungeon}} will be done with {{Skill|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 {{ItemIcon|Ancient Crossbow}} from {{ZoneIcon|Dragons Den}} and a {{ItemIcon|Dragonfire Shield}}. You can gather bolts from either {{ItemIcon|Air Chest|Air Chests}} and {{Skill|Slayer}} resupplies, the latter being a relatively good source. Arrows can easily be obtained from {{MonsterIcon|Raging Horned Elite}} or from {{Skill|Slayer}} resupplies. {{ItemIcon|Scaled Shield}} is much higher DPS than {{ItemIcon|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 {{SkillReq|Prayer|80}} is to use the {{PrayerIcon|Stone Skin}} Prayer and a {{ItemIcon|Stormsnap}} or {{ItemIcon|Ancient Longbow}}. Otherwise, you'll have to use a shield.
 
If you do go the {{ItemIcon|Ancient Crossbow|notext=true}} + {{ItemIcon|Scaled Shield|notext=true}}/{{ItemIcon|Dragonfire Shield|notext=true}} route, then {{ItemIcon|Aeris God Platebody|Aeris Armour|nolink=true}} provides enough damage reduction for you to wear otherwise fully offensive gear, including the {{ItemIcon|Deadeye Amulet}}, {{ItemIcon|Deadeye Ring}}, and the {{ItemIcon|Cape of Prat}} or {{ItemIcon|Ranged Skillcape}}.


If you do go the {{ItemIcon|Ancient Crossbow}} + {{ItemIcon|Dragonfire Shield}} route, then {{ItemIcon|Aeris God Platebody|Aeris Armour|nolink=true}} provides enough damage reduction for you to wear otherwise fully offensive gear, including the {{ItemIcon|Deadeye Amulet}}, {{ItemIcon|Deadeye Ring}}, and the {{ItemIcon|Cape of Prat}} or {{ItemIcon|Ranged Skillcape}}.
Regardless of your gearing, the goal is full {{ItemIcon|Glacia God Platebody|Glacia Armour|nolink=true}} from the {{ItemIcon|Scroll of Glacia|Scrolls of Glacia}}, with the {{ItemIcon|Warlock Ring}} from {{ItemIcon|Water Chest|Water Chests}} being a neat bonus and the {{ItemIcon|Warlock Amulet}} not being very useful. The {{ItemIcon|Glacia Godsword}} is not worth grinding for, nor is the {{ItemIcon|Cloudburst Staff}}. The staff doesn't provide any {{ItemIcon|Air Rune|Air Runes}}, which are required for all standard spells, so where you can use a staff, you'll likely want to use your {{ItemIcon|Mystic Air Staff}} to prevent needing to farm {{MonsterIcon|Wizard|Wizards}} for {{ItemIcon|Air Rune|Air Runes|nolink=true}}, or {{ItemIcon|Ocean Song}} in the later game for rune-efficient DPS. {{ItemIcon|Water Chest|Water Chests}} are actually the best place to farm {{ItemIcon|Ancient Rune|Ancient Runes}} due to the low drop rate and amount from {{ItemIcon|Magic Chest|Magic Chests}}. You will need enough runes to cast {{Icon|type=spell|Gust}} around 75-100 times, which is upwards of {{ItemIcon|Ancient Rune|Ancient Runes|qty=500}}, {{ItemIcon|Air Rune|qty=1800}} and {{ItemIcon|Havoc Rune|qty=500}} for {{ZoneIcon|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 {{Icon|type=spell|Slicing Winds}} is used instead (not recommended), one should collect enough runes for at least 200 casts. Hold on to a {{ItemIcon|Magic Wand (Elite)}} if you get one and have the bank space to spare, as it's the best one-handed wand you'll have access to for awhile.


Regardless of your gearing, the goal is full {{ItemIcon|Glacia God Platebody|Glacia Armour|nolink=true}} from the {{ItemIcon|Scroll of Glacia|Scrolls of Glacia}}, with the {{ItemIcon|Warlock Ring}} from {{ItemIcon|Water Chest|Water Chests}} being a neat bonus and the {{ItemIcon|Warlock Amulet}} not being very useful. The {{ItemIcon|Glacia Godsword}} is not worth grinding for, nor is the {{ItemIcon|Cloudburst Staff}}. The staff doesn't provide any {{ItemIcon|Air Rune|Air Runes}}, which are required for all standard spells, so where you can use a staff, you'll likely want to use your {{ItemIcon|Mystic Air Staff}} to prevent needing to farm {{MonsterIcon|Wizard|Wizards}} for {{ItemIcon|Air Rune|Air Runes|nolink=true}} However, most of the late-game magic content requires a wand and shield anyway, so it's moot {{ItemIcon|Water Chest|Water Chests}} are actually the best place to farm {{ItemIcon|Ancient Rune|Ancient Runes}} due to the low drop rate and amount from {{ItemIcon|Magic Chest|Magic Chests}}. Hold on to a {{ItemIcon|Magic Wand (Elite)}} if you get one and have the bank space to spare, as it's the best one-handed wand you'll have access to for awhile.
Now is a good time to farm up {{ItemIcon|Dragon Claw}} and {{ItemIcon|Ancient Claw}}, if you haven't done so already. {{ItemIcon|Dragon Claw Fragment|Dragon Claw Fragments}} are farmed from {{MonsterIcon|Griffin|Griffins}} in the {{ZoneIcon|High Lands}}, while {{ItemIcon|Ancient Claw Fragment|Ancient Claw Fragments}} are farmed from {{MonsterIcon|Pegasus|Pegasi}} in the same area. You will need 100 of each to make the claws. These can then be combined into the {{ItemIcon|Infernal Claw}} with 10 {{ItemIcon|Infernal Core}} from completing the {{ZoneIcon|Infernal Stronghold}} 10 times. As it takes quite awhile to finish {{ZoneIcon|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 {{ItemIcon|Glacia God Platebody|Glacia Armour|nolink=true}}. It is, however, possible to skip the long {{ItemIcon|Infernal Claw}} grind entirely. Between {{ItemIcon|Darksteel Dagger}} for bosses and one of the four Godswords for idling elite {{Skill|Slayer}}, there aren't many uses left for {{ItemIcon|Infernal Claw}}. It is still the highest DPS general purpose weapon behind {{ItemIcon|Tidal Edge}}, but some might argue not by enough to justify the time investment obtaining it.


===Terran===
===Terran===
You may choose to farm up the {{ItemIcon|Dragon Claw}} and {{ItemIcon|Ancient Claw}} now, if you haven't done so already. {{ItemIcon|Dragon Claw Fragment|Dragon Claw Fragments}} are farmed from {{MonsterIcon|Griffin|Griffins}} in the {{ZoneIcon|High Lands}}, while {{ItemIcon|Ancient Claw Fragment|Ancient Claw Fragments}} are farmed from {{MonsterIcon|Pegasus|Pegasi}} in the same area. You will need 100 of each to make the claws. However, you can also leave this grind for after {{ZoneIcon|Into the Mist}}, as it is primarily useful for Melee farming.


With full {{ItemIcon|Glacia God Platebody|Glacia Armour|nolink=true}}, a {{ItemIcon|Mystic Air Staff}}, and 45% DR, you can go do the {{ZoneIcon|Infernal Stronghold}} to get your {{ItemIcon|Infernal Cape}} and get {{ItemIcon|Infernal Core|Infernal Cores|qty=10}} to upgrade your {{ItemIcon|Dragon Claw}} and {{ItemIcon|Ancient Claw}} into the {{ItemIcon|Infernal Claw}}.
{{Equipment/Recommended
|style = Magic
|helm1 = Glacia God Helmet
|neck1 = Fury of the Elemental Zodiacs
|cape1 = Skull Cape
|body1 = Glacia God Platebody
|legs1 = Glacia God Platelegs
|weapon1 = Mystic Air Staff
|weapon2 = Magic Wand (Elite)
|shield1 = Scaled Shield
|shield2 = Dragonfire Shield
|gloves1 = Glacia God Gloves
|boots1 = Glacia God Boots
|ring1 = Warlock Ring
|ring2 = Tormented Ring
}}
The first thing to notice about this dungeon is that since {{Skill|Magic}} is the recommended style, farming the dungeon efficiently will have to be done at a much later point. {{Skill|Magic}} on a CO account is either awful DPS with rune-saving spells like {{Icon|type=spell|Wind Blast}}+{{Icon|type=aurora|Surge II}} (around 1.2 effective kills/hr: 1.9 kills/hr and 40 minutes farming {{ItemIcon|Death Rune}} from {{MonsterIcon|Necromancer}}) or incredibly rune intensive
with a good dps weapon in {{ItemIcon|Ocean Song}} (around 2.7 effective kills/hr: 7.4 kills/hr and 2.6 hours farming {{ItemIcon|Air Rune}} and {{ItemIcon|Mind Rune}}). {{ItemIcon|Cloudburst Staff}} is unfortunately not very useful, as the effective kills/hr are lower than even that of lowly {{Icon|type=spell|Wind Blast}} due to the intense rune consumption. Ancient magics is the same story: not worth the rune costs.


{{MonsterIcon|Terran}} must be done with {{Skill|Magic}} and has a very tight window for gearing and Damage Reduction. Specifically, your attack speed needs to be faster than 3 seconds and you need 47% DR. In a worst case scenario, {{MonsterIcon|Terran|nolink=true}} 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.
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 {{Skill|Magic}} is the primary style needed within a dungeon, and {{ZoneIcon|Earth God Dungeon}} and {{ZoneIcon|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 {{ItemIcon|Wasteful Ring}} at 52% DR. A {{ItemIcon|Tidal Edge}} is the most efficient item, but {{ItemIcon|Darksteel Dagger}} is also viable. HCCO and AdvCO can never idle this dungeon with melee without almost all of the items from {{ZoneIcon|Earth God Dungeon}} in the first place, as the DR requirement is 64% with a {{ItemIcon|Wasteful Ring}}.


As with the {{ZoneIcon|Water God Dungeon|nolink=true}}, there are two ways to do the {{ZoneIcon|Earth God Dungeon}}: you can use a {{ItemIcon|Mystic Air Staff}}, {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}, {{ItemIcon|Skull Cape}}, and {{ItemIcon|Silver Diamond Ring}} and use the {{Icon|Surge I|type=aurora}} Aurora to just barely make your attacks fast enough to avoid being smacked while stunned and slowed, or use a {{ItemIcon|Magic Wand (Elite)}}, {{ItemIcon|Miolite Shield}} (or {{ItemIcon|Dragonfire Shield}} if you're lazy), {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}, {{ItemIcon|Skull Cape}}, and the {{ItemIcon|Warlock Ring}}, which is fast enough to not worry about needing {{Icon|Surge I|type=aurora}}.
As for the actual mechanics of the dungeon, {{MonsterIcon|Terran}} pretty much can only be tackled with {{Skill|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, {{MonsterIcon|Terran|nolink=true}} 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.


There are also two reasonable choices for spells. Gathering {{ItemIcon|Ancient Rune|Ancient Runes}} is a slow process, but it allows for the use of {{Icon|Wind Surge|type=spell}}, which will shred through the dungeon at around 250 casts per kill for 3.7 kills per hour with the wand or 350 casts per kill for 2.3 kills per hour with a staff. On the other hand, {{ItemIcon|Death Rune|Death Runes}} are much easier to gather in bulk from {{MonsterIcon|Necromancer|Necromancers}} so you could instead use {{Icon|Wind Blast|type=spell}} at around 350 casts per kill for 2.5 kills per hour with a wand or 800 casts per kill for 1.5 kills/hr with a staff. Using [[Ancient Magicks]] is not recommended, even with a {{ItemIcon|Mystic Air Staff}}, as while you can get 5.5 kills per hour with this gear, it also costs almost {{ItemIcon|Ancient Rune|Ancient Runes|qty=600}} per kill.
As with the {{ZoneIcon|Water God Dungeon|nolink=true}}, there are two ways to do the {{ZoneIcon|Earth God Dungeon}}: you can use a {{ItemIcon|Mystic Air Staff}} and use the {{Icon|Surge II|type=aurora}} Aurora to just barely make your attacks fast enough to avoid being smacked while stunned and slowed, or use a {{ItemIcon|Magic Wand (Elite)}}, {{ItemIcon|Miolite Shield}} (or {{ItemIcon|Dragonfire Shield}} if you're lazy), which is fast enough to not worry about needing {{Icon|Surge II|type=aurora}}, but has increased rune costs and therefore less effective kills/hr.


The goal is to get an {{ItemIcon|Earth Layered Shield}} and least 4 pieces of {{ItemIcon|Terran God Platebody|Terran Armour|nolink=true}} from {{ItemIcon|Scroll of Terran|Scrolls of Terran}}, though 5 is, of course, ideal. Make sure you finally put your {{ItemIcon|(G) Rune Boots}} to rest; they've earned it. Terran isn't necessary to upgrade your melee gear further to {{ItemIcon|Ragnar God Platebody|Ragnar Armour|nolink=true}}, but you will need a few Terran pieces to reach the DR threshold for {{ZoneIcon|Into the Mist}}. Again, the {{ItemIcon|Terran Godsword}} isn't worth grinding out due to the DR opportunity cost of not being able to wield a shield and not having access to {{Icon|Damage Reduction Potion|Damage Reduction Potions}}. You'll also want to get both a {{ItemIcon|Guardian Amulet}} and a {{ItemIcon|Guardian Ring}} from the {{ItemIcon|Earth Chest|Earth Chests}}, which provide BIS DR in their respective slots (10% for a necklace when below 50% HP, 5% otherwise, and 2% for a ring.)
The goal of the dungeon is to get any of the following combinations:
 
* 3 pieces of {{ItemIcon|Terran God Platebody|Terran Armour|nolink=true}} (including the boots)
* 2 pieces of {{ItemIcon|Terran God Platebody|Terran Armour|nolink=true}} and the pet, {{PetIcon|Erran}} (1/150) (including the boots)
* {{ItemIcon|Terran God Boots}} and a {{ItemIcon|Guardian Ring}}
* An {{ItemIcon|Earth Layered Shield}} and {{ItemIcon|Terran God Boots}}
* Solely {{ItemIcon|Terran God Boots}} and later obtain {{ItemIcon|Hunter's Ring}}
 
At least one of these combinations is needed to enable {{MonsterIcon|Rokken}} farming later down the line. As {{ItemIcon|Terran God Boots}} are the most common item from this dungeon, you can finally put your {{ItemIcon|(G) Rune Boots}} to rest; they've earned it. {{ItemIcon|Terran God Platebody|Terran Armour|nolink=true}} isn't necessary to upgrade your melee gear further to {{ItemIcon|Ragnar God Platebody|Ragnar Armour|nolink=true}} and {{ZoneIcon|Fire God Dungeon}} is actually ''easier'' to complete in comparison to {{ZoneIcon|Earth God Dungeon}} (as it is completed with {{Skill|Ranged}}), but you will need a few Terran pieces to reach the DR threshold for later activities such as {{ZoneIcon|Into the Mist}} and {{ZoneIcon|Dark Waters}}. Again, the {{ItemIcon|Terran Godsword}} isn't worth grinding out due to the DR windows being tight, as there is no access to {{Icon|Damage Reduction Potion|Damage Reduction Potions}} for COs. A {{ItemIcon|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 {{ItemIcon|Guardian Ring}} from the {{ItemIcon|Earth Chest|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===
{{MonsterIcon|Ragnar}} is completely optional for game progression, as {{ItemIcon|Ragnar God Platebody|Ragnar God Armour|nolink=true}} actually has LESS damage reduction than {{ItemIcon|Terran God Platebody|Terran God Armour|nolink=true}}, though it has much higher Strength and melee attack bonuses.
{{Equipment/Recommended
|style = Ranged
|helm1 = Aeris God Helmet
|neck1 = Fury of the Elemental Zodiacs
|cape1 = Infernal Cape
|body1 = Aeris God Platebody
|legs1 = Aeris God Platelegs
|weapon1 = Shockwave
|weapon2 = Ancient Crossbow
|shield1 = Scaled Shield
|gloves1 = Aeris God Gloves
|boots1 = Aeris God Boots
|ring1 = Wasteful Ring
|passive1 = Guardian Amulet
|ammo1 = Sapphire Bolts
}}
{{MonsterIcon|Ragnar}} is completely optional for game progression, as {{ItemIcon|Ragnar God Platebody|Ragnar God Armour|nolink=true}} actually has LESS damage reduction than {{ItemIcon|Terran God Platebody|Terran God Armour|nolink=true}}, though it has much higher Strength and melee attack bonuses. In addition, {{ItemIcon|Slayer Helmet (Master)}} and {{ItemIcon|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.


{{ItemIcon|Wasteful Ring}} is required to do {{ZoneIcon|Fire God Dungeon}} as a CO, so grab some {{ItemIcon|Climbing Boots}}, head over to the {{ZoneIcon|Perilous Peaks}} and kill some {{MonsterIcon|Wicked Greater Dragon|Wicked Greater Dragons}}. While you're there, you might as well stock up on {{ItemIcon|Jadestone Bolts}} from {{MonsterIcon|Hunting Greater Dragon|Hunting Greater Dragons}}, if you have the food to spare. While they're the best bolts in the game, the food necessary to grind them out in any notable amount may dissuade you from changing away from {{ItemIcon|Topaz Bolts}} or {{ItemIcon|Sapphire Bolts}} from {{Skill|Slayer}} resupplies.
It is easy to manual clear {{ZoneIcon|Fire God Dungeon}}, as long as the player has {{UpgradeIcon|Dungeon Equipment Swapping}} unlocked. The second-to-last enemy, {{MonsterIcon|Ignis}}, has a 52% DR requirement when using melee and the final boss, {{MonsterIcon|Ragnar}}, has a 56% DR requirement when using Ranged. However, if one wishes to idle the whole dungeon then a {{ItemIcon|Wasteful Ring}} and either {{ItemIcon|Guardian Ring}} or {{ItemIcon|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 {{ItemIcon|Climbing Boots}} or a {{ItemIcon|Slayer Skillcape}}, head over to the {{ZoneIcon|Perilous Peaks}} and kill some {{MonsterIcon|Wicked Greater Dragon|Wicked Greater Dragons}}. While you're there, you might as well stock up on {{ItemIcon|Jadestone Bolts}} from {{MonsterIcon|Hunting Greater Dragon|Hunting Greater Dragons}}, if you have the food to spare. While they're the best bolts in the game, the food necessary to grind them out in any notable amount may dissuade you from changing away from {{ItemIcon|Topaz Bolts}} or {{ItemIcon|Sapphire Bolts}} from {{Skill|Slayer}} resupplies. You will need a {{ItemIcon|Hunter's Ring}} eventually, so picking one up won't be a waste of time.


Range is your best option for the {{ZoneIcon|Fire God Dungeon}} due to the 1300 Magic max hit of the final boss, {{MonsterIcon|Ragnar}}. Even once you have your {{ItemIcon|Wasteful Ring|nolink=true}} equipped, you'll need 63% DR to idle {{ZoneIcon|Fire God Dungeon|nolink=true}}, which at this point, can only be done with the {{ItemIcon|Guardian Amulet}} or the {{PetIcon|Erran}} pet from {{ZoneIcon|Earth God Dungeon}} plus {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}} and otherwise full tank gear. We only have access to 66% total DR from {{Skill|Ranged}} until after {{ZoneIcon|Into the Mist}}. Full {{ItemIcon|Aeris God Platebody|Aeris|nolink=true}}, {{ItemIcon|Earth Layered Shield}}, {{ItemIcon|Infernal Cape}}, and {{PrayerIcon|Stone Skin}} will only get you to 60% DR.
Range is your best option for the {{ZoneIcon|Fire God Dungeon}} due to the 1300 Magic max hit of the final boss, {{MonsterIcon|Ragnar}}. Even once you have your {{ItemIcon|Wasteful Ring|nolink=true}} equipped, you'll need 63% DR to idle {{ZoneIcon|Fire God Dungeon|nolink=true}}, which at this point, can only be done with the {{ItemIcon|Guardian Amulet}} or the {{PetIcon|Erran}} pet from {{ZoneIcon|Earth God Dungeon}} plus {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}} and otherwise full tank gear. We only have access to 66% total DR from {{Skill|Ranged}} until after {{ZoneIcon|Into the Mist}}. Full {{ItemIcon|Aeris God Platebody|Aeris|nolink=true}}, {{ItemIcon|Earth Layered Shield}}, {{ItemIcon|Infernal Cape}}, and {{PrayerIcon|Stone Skin}} will only get you to 60% DR.


If you aren't after full collection log completion and just want to speed your way to {{ZoneIcon|Into the Mist}} and T90 weapon farming, then pick up 2 pieces of {{ItemIcon|Ragnar God Platebody|Ragnar Armour|nolink=true}}. The helm and platebody provide the best offensive bonuses, and all pieces have the same DR, so these will be the best bang for your buck.
If you aren't after full collection log completion and just want to speed your way to {{ZoneIcon|Into the Mist}} and T90 weapon farming, pick up enough pieces of {{ItemIcon|Ragnar God Platebody|Ragnar Armour|nolink=true}} to replace any remaining {{ItemIcon|(G) Ancient Platebody|Ancient Armour|nolink=true}}. Between {{ItemIcon|Terran God Platebody|Terran}} and {{ItemIcon|Ragnar God Platebody|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 {{ItemIcon|Ragnar Godsword}} is the most useful Godsword, as it is the second best weapon for farming elite {{Skill|Slayer}} tasks behind {{ItemIcon|Tidal Edge}}. The slow attack speed of Godswords reduces the prayer used per hour by about half, which can be further coupled with a {{ItemIcon|Prayer Skillcape}} down to around 6-7k/hr. The other Godswords are viable, but only {{ItemIcon|Ragnar Godsword}} is better than {{ItemIcon|Infernal Claw}} in terms of slayer coins/hr. All four Godswords are, however, better than {{ItemIcon|Darksteel Dagger}} for elite {{Skill|Slayer}}, so if you have opted to skip the {{ItemIcon|Infernal Claw}} grind, then any of the four will be useful to you. {{ItemIcon|Big ol Ron}} is wholly useless. {{ItemIcon|Sandstorm Ring}} is still useful as it can actually be better than {{ItemIcon|Fighter Ring}} in a few situations, specifically against high defence enemies. However, due to the 100% accurate special attack of {{ItemIcon|Tidal Edge}}, {{ItemIcon|Sandstorm Ring}} eventually becomes a DPS loss in every situation and should be completely swapped out for {{ItemIcon|Fighter Ring}}, {{ItemIcon|Hunter's Ring}} or even {{ItemIcon|Guardian Ring}}.
 
The stun effect of the {{ItemIcon|Fighter Amulet}} is one of the strongest combinations with {{ItemIcon|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 {{ItemIcon|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 {{ZoneIcon|Into the Mist}} and {{ZoneIcon|Dark Waters}} grinds. The first two dungeons, {{ZoneIcon|Air God Dungeon}} and {{ZoneIcon|Water God Dungeon}} are easily farmed out with gear upgrades listed in the respective sections above (with obvious upgrades made where appropriate, such as {{ItemIcon|(G) Rune Boots}} → {{ItemIcon|Terran God Boots}}). On the other hand, both {{ZoneIcon|Earth God Dungeon}} and {{ZoneIcon|Fire God Dungeon}} will require a {{ItemIcon|Wasteful Ring}} to lower the efficient idle DR thresholds to CO-achieveable levels, and so are better left until later. This is because {{ZoneIcon|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 {{ZoneIcon|Fire God Dungeon}} ({{MonsterIcon|Mistral}} and {{MonsterIcon|Ignis}} respectively) counters the primary style we use for each dungeon. The necessity of {{ItemIcon|Wasteful Ring}} stems from simply being able to deal with these monsters while at a combat triangle disadvantage.


Unfortunately, the {{ItemIcon|Ragnar Godsword}} isn't of any use to us without {{Icon|Damage Reduction Potion|Damage Reduction Potions}} to make up for the lack of a shield, nor is the {{ItemIcon|Big ol Ron}}. The strength of the {{ItemIcon|Sandstorm Ring}} means that the {{ItemIcon|Fighter Ring}} isn't any good for endgame monsters, and the stun effect of the {{ItemIcon|Fighter Amulet}} is overshadowed by any other end-game amulet due to its lack of actual stats (specifically DR). If you can afford to give up the DR of a necklace, you're better off using more {{ItemIcon|Ragnar God Platebody|Ragnar Armour|nolink=true}} and a {{ItemIcon|Fury of the Elemental Zodiacs|FEZ|nolink=true}} or just toss on your {{ItemIcon|Amulet of Looting}}. This means that the {{ItemIcon|Fire Chest|Fire Chests}} are more or less useless for progression.
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
{| class="wikitable"
|-
! Dungeon
! HP
! DR
|-
| {{ZoneIcon|Air God Dungeon}}
| 1030
| 42%
|-
| {{ZoneIcon|Water God Dungeon}}
| 1000
| 49%
|-
| {{ZoneIcon|Earth God Dungeon}} (Magic)
| 1000
| 47%
|-
| {{ZoneIcon|Earth God Dungeon}} (Melee, {{ItemIcon|Wasteful Ring}})
| 1030
| 52% (SC) / 64% (HC)
|-
| {{ZoneIcon|Fire God Dungeon}}
| 1000
| 56% (SC) / 71% (HC)
|-
| {{ZoneIcon|Fire God Dungeon}} (HC, {{ItemIcon|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 {{ZoneIcon|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====
{{Equipment/Recommended
|style = Melee
|helm1 = Slayer Helmet (Master)
|helm2 = Ragnar God Helmet
|helm3 = Terran God Helmet
|neck1 = Fighter Amulet
|neck2 = Fury of the Elemental Zodiacs
|cape1 = Infernal Cape
|body1 = Slayer Platebody (Master)
|body2 = Ragnar God Platebody
|body3 = Terran God Platebody
|legs1 = Ragnar God Platelegs
|legs2 = Terran God Platelegs
|weapon1 = Tidal Edge
|weapon2 = Infernal Claw
|weapon3 = Ragnar Godsword
|weapon4 = Darksteel Dagger
|shield1 = Dragonfire Shield
|gloves1 = Ragnar God Gloves
|gloves2 = Terran God Gloves
|boots1 = Ragnar God Boots
|boots2 = Terran God Boots
|ring1 = Fighter Ring
|passive1 = Elder Crown
}}
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====
{{Equipment/Recommended
|style = Ranged
|helm1 = Slayer Cowl (Master)
|helm2 = Aeris God Helmet
|neck1 = Fury of the Elemental Zodiacs
|neck2 = Deadeye Amulet
|cape3 = Cape of Prat
|cape1 = Ranged Skillcape
|cape2 = Infernal Cape
|body1 = Slayer Leather Body (Master)
|body2 = Aeris God Platebody
|legs1 = Aeris God Platelegs
|weapon1 = Shockwave
|weapon2 = Ancient Crossbow
|shield1 = Scaled Shield
|gloves1 = Aeris God Gloves
|boots1 = Aeris God Boots
|ring1 = Deadeye Ring
|ring2 = Guardian Ring
|ring3 = Wasteful Ring
|passive1 = Elder Crown
|ammo1 = Sapphire Bolts
}}
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 ({{PetIcon|Leonardo}} and {{PetIcon|Erran}}). A {{ItemIcon|Ranged Skillcape}} is ideal to halve bolt use, but swapping this for an {{ItemIcon|Infernal Cape}} easily allows the player to utilise a {{ItemIcon|Deadeye Amulet}} for marginally more DPS over a {{ItemIcon|Fury of the Elemental Zodiacs}} if desired. The prayers {{PrayerIcon|Safeguard}} and {{PrayerIcon|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 {{ItemIcon|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====
{{Equipment/Recommended
|style = Magic
|helm1 = Slayer Wizard Hat (Master)
|helm2 = Glacia God Helmet
|neck1 = Fury of the Elemental Zodiacs
|cape1 = Skull Cape
|body1 = Slayer Wizard Robes (Master)
|body2 = Glacia God Platebody
|legs1 = Glacia God Platelegs
|weapon1 = Ocean Song
|shield1 = Recoil Shield
|shield2 = Scaled Shield
|gloves1 = Glacia God Gloves
|boots1 = Glacia God Boots
|ring1 = Warlock Ring
|passive1 = Elder Crown
|ammo1 = Sapphire Bolts
}}
 
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)====
{{Equipment/Recommended
|style = Melee
|helm1 = Slayer Helmet (Master)
|helm2 = Ragnar God Helmet
|helm3 = Terran God Helmet
|neck1 = Fighter Amulet
|neck2 = Fury of the Elemental Zodiacs
|cape1 = Infernal Cape
|body1 = Slayer Platebody (Master)
|body2 = Ragnar God Platebody
|body3 = Terran God Platebody
|legs1 = Ragnar God Platelegs
|legs2 = Terran God Platelegs
|weapon1 = Tidal Edge
|shield1 = Dragonfire Shield
|gloves1 = Terran God Gloves
|boots1 = Terran God Boots
|ring1 = Wasteful Ring
|passive1 = Elder Crown
}}
 
The optimal setup shown here is 49% DR with the remainder bridged by the {{PrayerIcon|Stone Skin}}, one DR pet and either {{PrayerIcon|Safeguard}} or the other DR pet. It is not worth attempting this dungeon without {{ItemIcon|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)====
{{Equipment/Recommended
|style = Melee
|helm1 = Terran God Helmet
|neck1 = Fighter Amulet
|neck2 = Fury of the Elemental Zodiacs
|cape1 = Infernal Cape
|body1 = Terran God Platebody
|legs1 = Terran God Platelegs
|weapon1 = Tidal Edge
|shield1 = Dragonfire Shield
|gloves1 = Terran God Gloves
|boots1 = Terran God Boots
|ring1 = Wasteful Ring
|passive1 = Guardian Amulet
}}
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 {{ItemIcon|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. {{ItemIcon|Fighter Amulet}} is considerably better than {{ItemIcon|Fury of the Elemental Zodiacs}}, as the synergy with {{ItemIcon|Tidal Edge}} increases DPS drastically and cuts food usage in half. Even without {{PetIcon|Otto}} the player is still fast enough to avoid stuns from {{MonsterIcon|Terran}} as their attack speed is 2.85s.
 
====Fire God (Softcore)====
{{Equipment/Recommended
|style = Ranged
|helm1 = Slayer Cowl (Master)
|helm2 = Aeris God Helmet
|neck1 = Fury of the Elemental Zodiacs
|neck2 = Deadeye Amulet
|cape1 = Infernal Cape
|body1 = Slayer Leather Body (Master)
|body2 = Aeris God Platebody
|legs1 = Aeris God Platelegs
|weapon1 = Shockwave
|weapon2 = Ancient Crossbow
|shield1 = Scaled Shield
|gloves1 = Aeris God Gloves
|boots1 = Aeris God Boots
|ring1 = Deadeye Ring
|ring2 = Guardian Ring
|passive1 = Elder Crown
|ammo1 = Sapphire Bolts
}}
The optimal setup here is 51% DR, so it requires {{PrayerIcon|Stone Skin}}, one DR pet and then either {{PrayerIcon|Safeguard}} or the other DR pet. If substituting for {{ItemIcon|Deadeye Amulet}} then one must also substitute {{ItemIcon|Guardian Ring}} and include {{PrayerIcon|Safeguard}} or {{ItemIcon|Aeris God Platebody}}. This latter combination is very slightly worse by about 1-2%, so {{ItemIcon|Fury of the Elemental Zodiacs}} is overall preferred.
 
====Fire God (Hardcore)====
{{Equipment/Recommended
|style = Ranged
|helm1 = Aeris God Helmet
|neck1 = Fury of the Elemental Zodiacs
|cape1 = Infernal Cape
|body1 = Aeris God Platebody
|legs1 = Aeris God Platelegs
|weapon1 = Shockwave
|weapon2 = Ancient Crossbow
|shield1 = Dragonfire Shield
|gloves1 = Aeris God Gloves
|boots1 = Aeris God Boots
|ring1 = Guardian Ring
|passive1 = Wasteful Ring
|ammo1 = Sapphire Bolts
}}
Note the switch to {{ItemIcon|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 {{PrayerIcon|Stone Skin}}, {{PetIcon|Leonardo}} and one of either
{{PrayerIcon|Safeguard}} or {{PetIcon|Erran}}.


== Chapter VIII: Into the Mist ==
== Chapter VIII: Into the Mist ==
The {{UpgradeIcon|Dungeon Equipment Swapping}} upgrade is required to complete {{ZoneIcon|Into the Mist}}.  The minimum recommended gear is full {{ItemIcon|Terran God Platebody|Terran|nolink=true}}, {{ItemIcon|Aeris God Platebody|Aeris|nolink=true}} and {{ItemIcon|Glacia God Platebody|Glacia|nolink=true}} God Armour, but it can be completed pre-Terran just with more active strategies (swap {{ItemIcon|Terran God Platebody|Terran|nolink=true}} Gear for {{ItemIcon|Ancient Platebody|Ancient|nolink=true}} Gear and swap {{ItemIcon|Earth Layered Shield}} for {{ItemIcon|Dragonfire Shield}}.)  Recommended skill levels are {{Skill|Attack|90|nolink=true}}, {{Skill|Strength|90|nolink=true}}, {{Skill|Defence|90|nolink=true}}, {{Skill|Ranged|90|nolink=true}}, and {{Skill|Magic|90|nolink=true}}, {{SkillReq|Hitpoints|99}} and {{SkillReq|Prayer|76}}.  Each of the 3 phases of the boss can only be damaged by an attack type that matches their own.  Melee vs melee, ranged vs ranged, magic vs magic.  The DR numbers provided assume a max HP of 1000 from {{SkillReq|Hitpoints|99}} and {{PetIcon|Finn, the Cat}}. (500 max HP after affliction).
The {{UpgradeIcon|Dungeon Equipment Swapping}} upgrade is required to complete {{ZoneIcon|Into the Mist}}.  The minimum recommended gear is full {{ItemIcon|Terran God Platebody|Terran|nolink=true}}, {{ItemIcon|Aeris God Platebody|Aeris|nolink=true}} and {{ItemIcon|Glacia God Platebody|Glacia|nolink=true}} God Armour, but it can be completed pre-Terran just with more active strategies (swap {{ItemIcon|Terran God Platebody|Terran|nolink=true}} Gear for {{ItemIcon|Ancient Platebody|Ancient|nolink=true}} Gear and swap {{ItemIcon|Earth Layered Shield}} for {{ItemIcon|Dragonfire Shield}}.)  Recommended skill levels are {{Skill|Attack|90|nolink=true}}, {{Skill|Strength|90|nolink=true}}, {{Skill|Defence|90|nolink=true}}, {{Skill|Ranged|90|nolink=true}}, and {{Skill|Magic|86|nolink=true}}, {{SkillReq|Hitpoints|99}} and {{SkillReq|Prayer|76}}.  Each of the 3 phases of the boss can only be damaged by an attack type that matches their own.  Melee vs melee, ranged vs ranged, magic vs magic.  The DR numbers provided assume a max HP of 1000 from {{SkillReq|Hitpoints|99}} and {{PetIcon|Finn, the Cat}}. (500 max HP after affliction).


You can either {{UpgradeIcon|Auto Eat}} your way through this dungeon, or hold down the Eating button in order to spam food when it is available.
You can either {{UpgradeIcon|Auto Eat}} your way through this dungeon, or hold down the Eating button in order to spam food when it is available.
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Into the Mist healing the boss means this fight is a race against time. This is why we're going to use 100% accuracy [[Ancient Magicks]]. {{Icon|Gust|type=spell}} is a good choice, but {{Icon|Slicing Winds|type=spell}} will also get the job done. Fallen Light can be survived with {{UpgradeIcon|Auto Eat|nolink=true}} at max affliction as long as you have at least 50% DR. It is important to use {{UpgradeIcon|Auto Eat|nolink=true}} for Fallen Light since that will allow you to attack without being interrupted by manual eating.
Into the Mist healing the boss means this fight is a race against time. This is why we're going to use 100% accuracy [[Ancient Magicks]]. {{Icon|Gust|type=spell}} is a good choice, but {{Icon|Slicing Winds|type=spell}} will also get the job done. Fallen Light can be survived with {{UpgradeIcon|Auto Eat|nolink=true}} at max affliction as long as you have at least 50% DR. It is important to use {{UpgradeIcon|Auto Eat|nolink=true}} for Fallen Light since that will allow you to attack without being interrupted by manual eating.
== Chapter IX: T90 grind ==
== Chapter IX: T90 grind ==


Line 372: Line 696:
====Recommended gear====
====Recommended gear====


{| class="wikitable"
 
|-
{{Equipment/Recommended
! Item
|style = Melee
! Slot
|helm1 = Slayer Helmet (Elite)
! DR%
|helm2 = Slayer Helmet (Elite)
|-
|neck1 = Fury of the Elemental Zodiacs
| {{ItemIcon|Darksteel Dagger}}
|neck2 = Fury of the Elemental Zodiacs
| Weapon
|cape1 = Slayer Skillcape
| 0%
|cape2 = Infernal Cape
|- style="border-bottom:solid lightgrey"
|body1 = Ragnar God Platebody
| {{ItemIcon|Dragonfire Shield}}
|body2 = Slayer Platebody (Elite)
| Off-hand
|legs1 = Terran God Platelegs
| 8%
|legs2 = Terran God Platelegs
|-
|weapon1 = Darksteel Dagger
| {{ItemIcon|Slayer Helmet (Elite)}}
|weapon2 = Darksteel Dagger
| Head
|shield1 = Dragonfire Shield
| 4%
|shield2 = Dragonfire Shield
|-
|gloves1 = Terran God Gloves
| {{ItemIcon|Ragnar God Platebody}}
|gloves2 = Terran God Gloves
| Body
|boots1 = Terran God Boots
| 7%
|boots2 = Terran God Boots
|-
|ring1 = Fighter Ring
| {{ItemIcon|Terran God Platelegs}}
|ring2 = Hunter's Ring
| Leggings
}}
| 8%
 
|-
Take care when interpreting this table. Rokken requires a very specific setup as both the DR threshold ''and'' the full {{Skill|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 {{ItemIcon|Ragnar God Platebody}} cannot be swapped for {{ItemIcon|Slayer Platebody (Elite)}} in the first setup, nor can a {{ItemIcon|Hunter's Ring}} be swapped for a {{ItemIcon|Fighter Ring}} in the second setup. The only advantage of the second setup is that it does not require {{Skill|Slayer|99}} or a God platebody, so it is easier to achieve.
| {{ItemIcon|Terran God Boots}}
| Boots
| 8%
|- style="border-bottom:solid lightgrey"
| {{ItemIcon|Terran God Gloves}}
| Hands
| 8%
|-
| {{ItemIcon|Slayer Skillcape}}
| Cape
| 0%
|-
| {{ItemIcon|Fury of the Elemental Zodiacs}}
| Neck
| 3%
|-
| {{ItemIcon|Fighter Ring}}
| Ring
| 0%
|- style="border-bottom:solid lightgrey"
| {{ItemIcon|Elder Crown}}
| Passive
| 0%
|-
| {{PetIcon|Finn, the Cat}}
| Pet
| 0%
|-
| {{PetIcon|Leonardo}}
| Pet
| 1%
|-
! scope="row" colspan="2" | Total
| 47%
|}


====Alternative gear options====
====Alternative gear options====
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* Expect about 68 kills/hr, 140 {{ItemIcon|Crab}}/hr, 18k prayer points/hr and -1.2k {{ItemIcon|Sapphire Bolts}}/hr.  
* Expect about 68 kills/hr, 140 {{ItemIcon|Crab}}/hr, 18k prayer points/hr and -1.2k {{ItemIcon|Sapphire Bolts}}/hr.  


* Expect to earn 221k ranged exp/hr, 129k prayer exp/hr, 111k slayer exp/hr.
* Expect to earn 220k ranged exp/hr, 130k prayer exp/hr, 110k slayer exp/hr.


* Due to the increased kill speed, {{MonsterIcon|Ku-tul}} profits both food and prayer but loses bolts.  
* Due to the increased kill speed, {{MonsterIcon|Ku-tul}} profits both food and prayer but loses bolts.  


* From the 3.5m (3.9m if extending) slayer coins after completing {{ItemIcon|Ocean Song}}, standard resupply yields 42k (48k if extending) {{ItemIcon|Crab}}, 426k net prayer points ''profit'' and -19k (-11k) {{ItemIcon|Sapphire Bolts}}.  
* From the 3.5m (3.9m if extending) slayer coins after completing {{ItemIcon|Ocean Song}}, standard resupply yields 42k (48k if extending) {{ItemIcon|Crab}}, 425k net prayer points ''profit'' and -19k (-11k) {{ItemIcon|Sapphire Bolts}}.  


* This mob takes about 73.5 hours, or about 3 days of continuous farming.
* This mob takes about 74 hours, or about 3 days of continuous farming.


===Umbora===
===Umbora===
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| Hands
| Hands
|-
|-
| {{ItemIcon|Cape of Prat}}
| {{ItemIcon|Ranged Skillcape}}
| Cape
| Cape
|-
|-
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|}
|}


* The best option for obtaining {{ItemIcon|Air Rune}} is {{MonsterIcon|Wizard}}. With the previous gear setup, one can expect to obtain about {{ItemIcon|Air Rune|qty=800}}/hr using melee and almost {{ItemIcon|Air Rune|qty=1000}} with ranged. The ranged setup will consume about {{ItemIcon|Ancient Throwing Knife|qty=1000}} per hour, so it essentially trades {{ItemIcon|Ancient Throwing Knife}} for {{ItemIcon|Air Rune}} 1:1. Lower tier knives are perfectly viable, as even {{ItemIcon|Bronze Throwing Knife}} is still better than the melee setup (around 840 {{ItemIcon|Air Rune}}/hr in the worst case scenario). A {{ItemIcon|Ranged Skillcape}} is also worth considering, as this drops the knife usage to around 650/hr, or down to around 400/hr if {{ItemIcon|Throwing Power Gloves}} are swapped for {{ItemIcon|Aeris God Gloves}}. This will cut the kills/hr by a noticeable amount. It should take about 70-85 hours to obtain all the {{ItemIcon|Air Rune}} necessary, depending on the method used.
* The best option for obtaining {{ItemIcon|Air Rune}} is {{MonsterIcon|Wizard}}. With the previous gear setup, one can expect to obtain about {{ItemIcon|Air Rune|qty=800}}/hr using melee and around {{ItemIcon|Air Rune|qty=970}} with ranged. The ranged setup will consume about {{ItemIcon|Ancient Throwing Knife|qty=600}} per hour, so it essentially trades {{ItemIcon|Ancient Throwing Knife}} for {{ItemIcon|Air Rune}} at basically a 1:2 ratio. Lower tier knives are perfectly viable, as even {{ItemIcon|Bronze Throwing Knife}} is still better than the melee setup (around 840 {{ItemIcon|Air Rune}}/hr in the worst case scenario). Javelins are also viable, as {{ItemIcon|Ancient Javelin}} will result in around {{ItemIcon|Air Rune|qty=950}}/hr and consume slightly fewer javelins (around 500/hr). A {{ItemIcon|Cape of Prat}} is also an option, but this almost doubles the ammo usage to around {{ItemIcon|Ancient Throwing Knife|qty=1100}}/hr while only increasing the runes gained to around {{ItemIcon|Air Rune|qty=990}}/hr. It should take about 70-85 hours to obtain all the {{ItemIcon|Air Rune}} necessary, depending on the method used.


* For collecting mind runes, the best option is {{MonsterIcon|Master Wizard}}. Luckily this will be a lot faster, obtaining about {{ItemIcon|Mind Rune|qty=2150}}/hr with melee and about {{ItemIcon|Mind Rune|qty=2675}}/hr with ranged. Similar ammo saving considerations can be made as above when farming {{ItemIcon|Air Rune}}. While collecting the {{ItemIcon|Mind Rune|qty=67500}}, you will also snag {{ItemIcon|Chaos Rune|qty=27000}}, {{ItemIcon|Death Rune|qty=8000}} and over {{ItemIcon|Amulet of Magic|qty=400}} for your second and third {{ItemIcon|Fury of the Elemental Zodiacs}}. This will be much faster than {{ItemIcon|Air Rune}}, clocking in around 30 hours to collect all the necessary {{ItemIcon|Mind Rune}}. The {{ItemIcon|Chaos Rune}} when used on {{MonsterIcon|Raging Horned Elite}} should give about 2.3m magic exp and the {{ItemIcon|Death Rune}} around 900k. If starting the T90 grind without having {{Skill|Magic|90}} required to equip {{ItemIcon|Ocean Song}} then one should start the rune farming grind with {{MonsterIcon|Master Wizard}} and use the higher tier catalytic runes to level their magic.
* For collecting mind runes, the best option is {{MonsterIcon|Master Wizard}}. Luckily this will be a lot faster, obtaining about {{ItemIcon|Mind Rune|qty=2150}}/hr with melee and about {{ItemIcon|Mind Rune|qty=2675}}/hr with ranged. Similar ammo saving considerations can be made as above when farming {{ItemIcon|Air Rune}}. While collecting the {{ItemIcon|Mind Rune|qty=67500}}, you will also snag {{ItemIcon|Chaos Rune|qty=27000}}, {{ItemIcon|Death Rune|qty=8000}} and over {{ItemIcon|Amulet of Magic|qty=400}} for your second and third {{ItemIcon|Fury of the Elemental Zodiacs}}. This will be much faster than {{ItemIcon|Air Rune}}, clocking in around 30 hours to collect all the necessary {{ItemIcon|Mind Rune}}. The {{ItemIcon|Chaos Rune}} when used on {{MonsterIcon|Raging Horned Elite}} should give about 2.3m magic exp and the {{ItemIcon|Death Rune}} around 900k. If starting the T90 grind without having {{Skill|Magic|90}} required to equip {{ItemIcon|Ocean Song}} then one should start the rune farming grind with {{MonsterIcon|Master Wizard}} and use the higher tier catalytic runes to level their magic.
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This is actually the next best option, as you are trading dps for no resource gathering time. This requires a {{ItemIcon|Wasteful Ring}} and all up this clocks in around 19 kills/hr with {{PrayerIcon|Protect from Melee}} + {{PrayerIcon|Chivalry}} ({{ItemIcon|Crab|qty=750}}/hr) or 22 kills/hr with {{PrayerIcon|Piety}} + {{PrayerIcon|Chivalry}} instead ({{ItemIcon|Crab|qty=1500}}/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 {{PrayerIcon|Protect from Melee}}.
This is actually the next best option, as you are trading dps for no resource gathering time. This requires a {{ItemIcon|Wasteful Ring}} and all up this clocks in around 19 kills/hr with {{PrayerIcon|Protect from Melee}} + {{PrayerIcon|Chivalry}} ({{ItemIcon|Crab|qty=750}}/hr) or 22 kills/hr with {{PrayerIcon|Piety}} + {{PrayerIcon|Chivalry}} instead ({{ItemIcon|Crab|qty=1500}}/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 {{PrayerIcon|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 {{Skill|Slayer}} area effect is so strong that half of the equipment slots are dedicated to {{Skill|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 {{ZoneIcon|Earth God Dungeon}}, the pet {{PetIcon|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 ({{PetIcon|Golden Golbin}}, {{PetIcon|Rosey}} and {{PetIcon|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 {{Skill|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 {{UpgradeIcon|Auto Slayer}} task trick is employed again (detailed above in the T90 guide), there is a good chance (4/6) of rolling at least one task that you can tackle at any given time, and there is a 3/9 chance of rolling another {{ZoneIcon|Unhallowed Wasteland}} monster for free after completing a task. As master slayer gear has already been obtained, one should always extend their {{Skill|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 {{ItemIcon|Crab}} needed to complete this section is around 250k. Buying {{UpgradeIcon|Standard Resupply}} will almost entirely replenish all of the food used. One can further macro-maximise their rerolls by farming {{MonsterIcon|Hunting Greater Dragon}} tasks as they arise while farming {{ItemIcon|Jadestone Bolts}} as detailed in the {{MonsterIcon|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 {{ItemIcon|Crab|notext=true}} 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 [https://docs.google.com/spreadsheets/d/1eHo-lxfwWk57RIM-xR4TSxEbmr6J0KGyUERzHMw54iM/edit#gid=1870081381 here.]
===Legaran Wurm===
====Recommended gear====
{{Equipment/Recommended
|style = Melee
|helm1 = Slayer Helmet (Master)
|helm2 = Slayer Helmet (Master)
|neck1 = Fighter Amulet
|neck2 = Fighter Amulet
|cape1 = Slayer Skillcape
|cape2 = Slayer Skillcape
|body1 = Slayer Platebody (Master)
|body2 = Slayer Platebody (Master)
|legs1 = Ragnar God Platelegs
|legs2 = Ragnar God Platelegs
|weapon1 = Tidal Edge
|weapon2 = Tidal Edge
|shield1 = Earth Layered Shield
|shield2 = Dragonfire Shield
|gloves1 = Ragnar God Gloves
|gloves2 = Terran God Gloves
|boots1 = Ragnar God Boots
|boots2 = Terran God Boots
|ring1 = Hunter's Ring
|ring2 = Hunter's Ring
|passive1 = Slayer Wizard Hat (Master)
|passive2 = Slayer Wizard Hat (Master)
}}
====Strategy====
Like before with {{MonsterIcon|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 {{MonsterIcon|Legaran Wurm}} is 46% with {{ItemIcon|Earth Layered Shield}} and 45% with {{ItemIcon|Dragonfire Shield}}. {{ItemIcon|Fury of the Elemental Zodiacs}} is not recommended, as the stun effect from {{ItemIcon|Fighter Amulet}} not only reduces food usage, it speeds up the fight by limiting the healing effect of {{MonsterIcon|Legaran Wurm}}.
The prayers used are {{PrayerIcon|Protect from Ranged}} and {{PrayerIcon|Battleheart}}. As a considerable portion of our DPS comes from the special attack of {{ItemIcon|Tidal Edge}}, {{PrayerIcon|Battleheart}} is the most effective offensive prayer. Due to the consistent stuns of {{ItemIcon|Fighter Amulet}}, this is the least painful monster of the four.
====Efficiency Notes====
* The food usage is around 670 {{ItemIcon|Crab|notext=true}}/hr and 30k prayer
* Expect around 63k Slayer coin income, profiting both food and prayer when spent on {{UpgradeIcon|Standard Resupply}}
* Kill speed is around 53 kills/hr
* Total grind is around 66 hours
===Cursed Lich===
====Recommended gear====
{{Equipment/Recommended
|style = Ranged
|helm1 = Slayer Cowl (Master)
|neck1 = Deadeye Amulet
|neck2 = Fury of the Elemental Zodiacs
|cape1 = Slayer Skillcape
|body1 = Slayer Leather Body (Master)
|legs1 = Aeris God Platelegs
|weapon1 = Shockwave
|shield1 = Scaled Shield
|gloves1 = Aeris God Gloves
|boots1 = Aeris God Boots
|ring1 = Hunter's Ring
|passive1 = Slayer Helmet (Master)
|ammo1 = Jadestone Bolts
|ammo2 = Sapphire Bolts
}}
====Strategy====
The main consideration for this section is which bolts to use. The comparison between the two bolts is as follows.
{{ItemIcon|Sapphire Bolts}}
are obtained in almost infinite supply from {{UpgradeIcon|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 {{ItemIcon|Sapphire Bolts|qty=75k}} and yield around 53 kills/hr while {{MonsterIcon|Cursed Lich}} consumes the most food out of the four at a painful {{ItemIcon|Crab|qty=1350}} per hour. The total grind for this section will therefore be around 67 hours, resulting in -26k {{ItemIcon|Crab}} after {{UpgradeIcon|Standard Resupply}} are bought, as we do obtain about 65k slayer coins/hr.
{{ItemIcon|Jadestone Bolts}} on the other-hand require killing {{MonsterIcon|Hunting Greater Dragon}}. If one farms for the {{ZoneIcon|Perilous Peaks}} pet {{PetIcon|Peri}} primarily on {{MonsterIcon|Hunting Greater Dragon}}, then around {{ItemIcon|Jadestone Bolts|qty=150k|notext=true}} will be obtained by 7500 KC, and only {{ItemIcon|Jadestone Bolts|qty=60k|notext=true}} is required for completing {{ItemIcon|Burning Madness Gloves}}. Even with the quickest strategy of equally farming {{MonsterIcon|Wicked Greater Dragon}} and {{MonsterIcon|Hunting Greater Dragon}} (that is, skipping {{MonsterIcon|Chaotic Greater Dragon}} due to lack of triangle bonus), one should expect to obtain enough {{ItemIcon|Jadestone Bolts|notext=true}} for this whole grind, with {{ItemIcon|Sapphire Bolts}} perfectly acceptable to finish up with if needed. Again due to the combo of {{ItemIcon|Tidal Edge}} and {{ItemIcon|Fighter Amulet}}, {{MonsterIcon|Hunting Greater Dragon}} are by far the easiest of the three enemies in {{ZoneIcon|Perilous Peaks}}, consuming only 470 {{ItemIcon|Crab|notext=true}}/hr while raking in around {{SC|110k}}/hr.
If one has to go out of their way to grind {{ItemIcon|Jadestone Bolts}}, then expect around 2700 {{ItemIcon|Jadestone Bolts|notext=true}}/hr. This will add around 22 hours to the total grind and save around 14 hours while farming {{MonsterIcon|Cursed Lich}}, as the kill speed is around 66 kills/hr for a total duration of 53 hours. This will also independently profit around {{ItemIcon|Crab|nolink=true|qty=25k}}.
In either case, not accounting for any slayer coins obtained while farming {{MonsterIcon|Hunting Greater Dragon}}, expect around -6k {{ItemIcon|Crab|nolink=true}} at the end of this grind after buying {{UpgradeIcon|Standard Resupply}}. The slayer coin income is around 82k/hr.
Downgrading from {{ItemIcon|Deadeye Amulet}} to {{ItemIcon|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 {{ItemIcon|Jadestone Bolts}}. The DR requirement here is 45%, which is easily obtained with either amulet.
The prayers used are {{PrayerIcon|Protect from Magic}} and {{PrayerIcon|Rigour}}. {{PrayerIcon|Rigour|notext=true}} tends to be the best prayer for {{Skill|Ranged}}.


===Spiked Red Claw===
====Recommended Gear====
{{Equipment/Recommended
|style = Magic
|helm1 = Slayer Wizard Hat (Master)
|neck1 = Fury of the Elemental Zodiacs
|neck2 = Guardian Amulet
|cape1 = Slayer Skillcape
|body1 = Slayer Wizard Robes (Master)
|legs1 = Glacia God Platelegs
|weapon1 = Ocean Song
|shield1 = Earth Layered Shield
|gloves1 = Glacia God Gloves
|boots1 = Glacia God Boots
|ring1 = Hunter's Ring
|passive1 = Slayer Cowl (Master)
}}
====Strategy====
As we are in the {{Skill|Magic}} section, expect pain.
There are no real substitutions or considerations to be made for this monster. The DR requirement is 54% with {{Skill|Magic}}, and the above gear gives 51%. We obtain 2% from both DR pets and the remaining 1% from the prayer {{PrayerIcon|Stone Skin}} and excess DR reducing food usage. The other prayer we use is {{PrayerIcon|Protect from Melee}}. {{ItemIcon|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 {{ItemIcon|Air Rune|qty=130k}}, {{ItemIcon|Mind Rune|qty=130k}} and {{ItemIcon|Light Rune|qty=260k}}. From the rune farming guide in the {{MonsterIcon|Umbora}} section, this will take around 220 hours of rune farming at {{ItemIcon|Air Rune|qty=800|notext=true}}/hr and {{ItemIcon|Mind Rune|qty=2150|notext=true}}/hr. The actual fight with the monster will take a further 103 hours, totalling 323 hours. We consume around 950 {{ItemIcon|Crab|notext=true}}/hr during the fight. Due to the low kill speed, {{UpgradeIcon|Standard Resupply}} do not replenish us in this section. We spend around -30k {{ItemIcon|Crab}}, but we do profit around 650k prayer points due to the lack of excessive multi-hit moves on {{MonsterIcon|Spiked Red Claw}} that drain prayer.
===Greater Skeletal Dragon===
====Recommended Gear====
{{Equipment/Recommended
|style = Magic
|helm1 = Slayer Wizard Hat (Master)
|neck1 = Fury of the Elemental Zodiacs
|cape1 = Slayer Skillcape
|body1 = Slayer Wizard Robes (Master)
|legs1 = Glacia God Platelegs
|weapon1 = Ocean Song
|shield1 = Earth Layered Shield
|gloves1 = Glacia God Gloves
|boots1 = Glacia God Boots
|ring1 = Hunter's Ring
|passive1 = Slayer Cowl (Master)
}}
====Strategy====
This is exact same gear and prayers as {{MonsterIcon|Spiked Red Claw}} being {{PrayerIcon|Protect from Melee}} and {{PrayerIcon|Stone Skin}}, but there is an unavoidable complication with this monster over the others...
<span style="color:red;font-weight:bold;size:32px;">Due to the nature of affliction stacks, there is currently no 100% safe way to idle this monster. There will always be an extremely low chance of death (estimated around 1/16.7k per fight from combat simulator) if the enemy can stack enough affliction stacks on us before we kill it.</span>
If you are comfortable with that risk and plan to make regular backups of your character, then proceed. If you are not a HC character, you can swap {{PrayerIcon|Stone Skin}} for {{PrayerIcon|Protect Item}} and accept the occasional death while farming. Unfortunately without {{PrayerIcon|Stone Skin}} the death rate rises considerably to around 1/300, so it is a trade-off. Similarly, {{PrayerIcon|Battleheart}} can be used for an additional +4 kills/hr with the same increased death rate. {{PrayerIcon|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 {{PrayerIcon|Protect from Melee}} the death rate is around 1/6.
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 {{MonsterIcon|Spiked Red Claw}}, but slightly less runes
* 34 kills/hr, 21.5 prayer/hr, 450 {{ItemIcon|Crab|notext=true}}/hr
* {{ItemIcon|Air Rune|qty=125k}}, {{ItemIcon|Mind Rune|qty=125k}} and {{ItemIcon|Light Rune|qty=250k}}
* Total grind is 212 hours farming runes and 103 hours killing the monster, totalling 315 hours.
* Due to the relatively low {{ItemIcon|Crab|notext=true}} consumption, we profit around 24k {{ItemIcon|Crab|notext=true}}. We only barely profit around 75k prayer points
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[[Category:Guides]]
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