Anonymous

HCCO/Guide: Difference between revisions

From Melvor Idle
33,610 bytes added ,  10 August 2022
m
→‎Earth God: Don't need sapphire bolts
m (→‎Chapter I: Gearing Up: moved a section up to the right spot)
m (→‎Earth God: Don't need sapphire bolts)
(27 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{V|0.19}}
{{V|1.0.5}}


<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>
<p class="noexcerpts">The majority of this guide is written by [[User:Username|Username]], [[User:Mazunki|mazunki]], @ERRORMONSTER#8764 of the discord community with modernisation by @Zxv#0157 / [[User:Zxv975|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.</p>


Thanks to everyone in #hardcore-mode-chat for making this possible. :)
Thanks to everyone in #hardcore-mode-chat for making this possible. :)
<span style="color:red;font-weight:bold;size:32px;">THE EARLY SECTIONS OF THIS GUIDE ARE OUTDATED AND SHOULD BE TAKEN WITH A GRAIN OF SALT</span>


== What is HCCO? ==
== What is HCCO? ==
Line 42: Line 39:
== Chapter II: Mithril Armour ==
== Chapter II: Mithril Armour ==
'''To start, you should have:''' Full {{ItemIcon|Steel Platebody|Steel Armour|nolink=true}}, {{Skill|Attack|10|nolink=true}} / {{Skill|Strength|10|nolink=true}} / {{Skill|Defence|10|nolink=true}},  {{ItemIcon|Steel Scimitar|nolink=true}} <br>
'''To start, you should have:''' Full {{ItemIcon|Steel Platebody|Steel Armour|nolink=true}}, {{Skill|Attack|10|nolink=true}} / {{Skill|Strength|10|nolink=true}} / {{Skill|Defence|10|nolink=true}},  {{ItemIcon|Steel Scimitar|nolink=true}} <br>
'''At the end, you should have:''' {{ItemIcon|Amulet of Looting}}, {{UpgradeIcon|Auto Eat - Tier I}}, Full {{ItemIcon|Mithril Platebody|Mithril Armour|nolink=true}}, {{Skill|Attack|40|nolink=true}} / {{Skill|Strength|40|nolink=true}} / {{Skill|Defence|40|nolink=true}}, {{ItemIcon|Ice Sword}}, {{ItemIcon|Adamant Dagger}}
'''At the end, you should have:''' {{UpgradeIcon|Auto Eat - Tier I}}, 4-5 pieces of {{ItemIcon|Mithril Platebody|Mithril Armour|nolink=true}}, {{Skill|Attack|40|nolink=true}} / {{Skill|Strength|40|nolink=true}} / {{Skill|Defence|40|nolink=true}}, {{ItemIcon|Ice Sword}}, {{ItemIcon|Adamant Dagger}}


=== Chapter II-A: Making Money Early Game + Auto Eat 1 ===
=== Chapter II-A: Making Money Early Game + Auto Eat 1 ===
Line 70: Line 67:
====Jewellery====
====Jewellery====


But before you visit the {{MonsterIcon|Mithril Knight}} you'll want to take a detour to fight the {{MonsterIcon|Mummy}} for {{ItemIcon|Silver Ruby Necklace}} and {{ItemIcon|Gold Topaz Ring}} to fill out your neck and ring slots. The {{ItemIcon|Gold Topaz Ring}} enables your character to obtain {{ItemIcon|Signet Ring Half (b)}} while in combat, which can be sold for {{GP|850000}} and will cut out a large portion of the {{UpgradeIcon|Auto Eat - Tier I|Auto Eat}} grinds. If you want to grind an {{ItemIcon|Elite Amulet of Strength}} from {{MonsterIcon|Mummy|Mummies}}, you may as it will help with {{ZoneIcon|Spider Forest}}, but it will be a little faster to do so in a bit. Note that the {{ItemIcon|Silver Ruby Necklace}} and the {{ItemIcon|Silver Topaz Necklace}} are both better than {{ItemIcon|Amulet of Strength}} in the early game.
But before you visit the {{MonsterIcon|Mithril Knight}} you'll want to take a detour to fight the {{MonsterIcon|Mummy}} for {{ItemIcon|Silver Ruby Necklace}} and {{ItemIcon|Gold Topaz Ring}} to fill out your neck and ring slots. The {{ItemIcon|Gold Topaz Ring}} enables your character to obtain {{ItemIcon|Signet Ring Half (b)}} while in combat, which can be sold for {{GP|850000}} and will cut out a large portion of the {{UpgradeIcon|Auto Eat - Tier I|Auto Eat}} grinds. Note that without {{Skill|Alt. Magic}} (which is typically not allowed as it does not constitute combat), CO players have no means to obtain a {{ItemIcon|Signet Ring Half (a)}} to complete the full {{ItemIcon|Aorpheat's Signet Ring}}. You will also want to nab a {{ItemIcon|Silver Diamond Ring}} for the small DR it offers for future bossing. If you want to grind an {{ItemIcon|Elite Amulet of Strength}} from {{MonsterIcon|Mummy|Mummies}}, you may as it will help with {{ZoneIcon|Spider Forest}}, but it will be a little faster to do so in a bit. Note that the {{ItemIcon|Silver Ruby Necklace}} and the {{ItemIcon|Silver Topaz Necklace}} are both better than {{ItemIcon|Amulet of Strength}} in the early game.


====Armour====
====Armour====
Line 135: Line 132:
You should get {{UpgradeIcon|Auto Eat - Tier III}} and a second {{UpgradeIcon|Extra Equipment Set}}. You should also consider getting the third set now, too.
You should get {{UpgradeIcon|Auto Eat - Tier III}} and a second {{UpgradeIcon|Extra Equipment Set}}. You should also consider getting the third set now, too.


Assuming you already have {{SkillReq|Slayer|60}} (and if you don't, then go get it; {{MonsterIcon|Giant Crab}} tasks are your friend here), the last thing to get before moving onto the next section is a better weapon. {{ZoneIcon|Deep Sea Ship}} is your next stop for a {{ItemIcon|Sunset Rapier}}, a great upgrade.
The last thing to get before moving onto the next section is a better weapon. {{ZoneIcon|Deep Sea Ship}} is your next stop for a {{ItemIcon|Sunset Rapier}}, a great upgrade that will be the primary weapon up until {{ItemIcon|Darksteel Dagger}} from {{MonsterIcon|Rancora Spider}}. Don't bother getting any {{ItemIcon|Dragon Claw Fragment|Dragon Claw Fragments}} from {{MonsterIcon|Griffin}} yet as it will be awhile before you can obtain the necessary {{ItemIcon|Infernal Core|Infernal Cores}} to make it worthwhile. If you're lucky enough to get an {{ItemIcon|Ancient Sword}} before the {{ItemIcon|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.
 
Don't bother getting any {{ItemIcon|Dragon Claw Fragment|Dragon Claw Fragments}} from {{MonsterIcon|Griffin}} yet, as they will just take up space. If you're lucky enough to get an {{ItemIcon|Ancient Sword}} before the {{ItemIcon|Sunset Rapier}}, then feel free to use it until you get to {{ZoneIcon|Volcanic Cave}}, as it will drastically reduce your food consumption and the associated food farming time. After that, you'll probably only want to use it outside dungeons due to the high monster damage reducing the benefits of the lifesteal.


== Chapter V: (G) Rune to (G) Ancient ==
== Chapter V: (G) Rune to (G) Ancient ==
Line 166: Line 161:
{{Skill|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 {{MonsterIcon|Wizard|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 {{GP|10000000}} to afford {{UpgradeIcon|Extra Equipment Set}} to make gearing much less of a headache. This upgrade is a lower priority than {{UpgradeIcon|Auto Eat - Tier III}}, which is why we wait until now to train {{Skill|Ranged}}.
{{Skill|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 {{MonsterIcon|Wizard|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 {{GP|10000000}} to afford {{UpgradeIcon|Extra Equipment Set}} to make gearing much less of a headache. This upgrade is a lower priority than {{UpgradeIcon|Auto Eat - Tier III}}, which is why we wait until now to train {{Skill|Ranged}}.


Progression in {{Skill|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 enough far enough to tackle {{ZoneIcon|Water God Dungeon}}, {{ZoneIcon|Fire God Dungeon}} and possibly even {{ZoneIcon|Into the Mist}} and beyond.  
Progression in {{Skill|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 {{ZoneIcon|Water God Dungeon}}, {{ZoneIcon|Fire God Dungeon}} and possibly even {{ZoneIcon|Into the Mist}} and beyond.  


===Preliminary phase===
===Preliminary phase===
Line 193: Line 188:
It is not really worth grinding for any of these, just use whatever you have access to already. {{ItemIcon|Paladin Gloves}} don't have any negative bonuses so they are worth using to save on a bit of food. An {{ItemIcon|Elite Amulet of Ranged}} is extremely good, as it offers more bonuses than an entire set of green dragonhide.
It is not really worth grinding for any of these, just use whatever you have access to already. {{ItemIcon|Paladin Gloves}} don't have any negative bonuses so they are worth using to save on a bit of food. An {{ItemIcon|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 {{ItemIcon|Amulet of Looting}} and {{ZoneIcon|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 {{ItemIcon|Green D-hide Vambraces}} at {{Skill|Ranged|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'hdie costs 630k. These only offer a small amount of accuracy and DR, but this will come in handy for monsters such as {{MonsterIcon|Master Wizard|Master Wizards}} and the likes, so it may be worth it.
From 40 onwards, the gear you will use will be a mismatch of dragonhide armour. Use whatever hides you obtained from the {{ItemIcon|Amulet of Looting}} and {{ZoneIcon|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 {{ItemIcon|Green D-hide Vambraces}} at {{Skill|Ranged|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 {{MonsterIcon|Master Wizard|Master Wizards}} and the likes, so it may be worth it.
 
You will need to farm {{ZoneIcon|Dragons Den}} for the almighty {{ItemIcon|Ancient Crossbow}} for {{Skill|Ranged|80+}} at some point before progressing. Again, as this dungeon doesn't rely on {{Skill|Ranged}}, this could technically be performed before commencing training. The goals of this dungeon are to obtain the {{ItemIcon|Ancient Crossbow}} and the {{ItemIcon|Ancient D-hide Shield}}, the latter of which will be upgraded to a {{ItemIcon|Scaled Shield}} which is a huge DPS increase for {{Skill|Ranged}} and even for {{Skill|Magic}} in many situations. The shield can technically be substituted with a {{ItemIcon|Dragonfire Shield}} or {{ItemIcon|Earth Layered Shield}} for meeting raw DR requirements, but the damage sacrificed will be noticeable so obtaining a {{ItemIcon|Scaled Shield}} is recommended. The crossbow is an incredible weapon for the two {{Skill|Ranged}} God dungeons, as well as in {{ZoneIcon|Dark Waters}}, however it is worth noting that all of the other items still have uses.  


You will need to farm {{ZoneIcon|Dragons Den}} for the almighty {{ItemIcon|Ancient Crossbow}} for {{Skill|Ranged|80+}} at some point before progressing. Again, as this dungeon doesn't rely on {{Skill|Ranged}}, this could technically be performed before commencing training. The singular goal of this dungeon is the {{ItemIcon|Ancient Crossbow}} as this is an incredible weapon for the two {{Skill|Ranged}} God dungeons, as well as in {{ZoneIcon|Dark Waters}}, however it is worth noting that all of the other items still have uses. {{ItemIcon|Twin Exiles}} are the best item in the game for farming low level mobs with low max HP so it is worth keeping for rune grinding and completionist farming purposes. Any elder dragonhide armour obtained here can be worn as an upgrade, but it is not necessary to grind for any piece. Use any leftover {{ItemIcon|Elder Dragonhide}} to upgrade elder dragonhide pieces before selling it all off to unlock some free collection log slots.
{{ItemIcon|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 {{ItemIcon|Ancient D-hide Body|nolink=true|Ancient Dragonhide Armour}} obtained here can be worn as an upgrade, but it is not necessary to grind for any pieces. Use any leftover {{ItemIcon|Elder Dragonhide}} to upgrade elder dragonhide pieces before selling it all off to unlock some free collection log slots.


===Training phase===
===Training phase===
Line 204: Line 201:
{{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}} 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.
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 ({{ItemIcon|Mind Rune|Mind Runes}}, {{ItemIcon|Chaos Rune|Chaos Runes}}, {{ItemIcon|Death Rune|Death Runes}}, etc.) 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 {{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%).
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%).
Line 229: Line 226:
== 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. 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.
Now is a good 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 significant offensive bonuses. Refer to the [[Fury of the Elemental Zodiacs/Guide|FEZ Guide]] for getting all the materials to make it, noting that as a CO killing {{MonsterIcon|Bounty Hunter}} is not recommended due to the high food consumption and lack of access to powerful magic spells that an unrestricted account would have. You will also want to have completed the {{ItemIcon|Dragonfire Shield}} and {{ItemIcon|Scaled Shield}} grinds before progressing to the God Dungeons, 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.
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.
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.
====Shrouded Badlands====
There are a lot of upgrades to be made in this area. Three out of the four enemies here give necessary upgrades for progress, with one being absolute best in slot (passive slot) for the entire game, another being the second best melee weapon and the last being a universally useful DPS ring. The downside is that the monsters in this area are quite powerful and the items have a relatively low drop rate, therefore a lot of food should be budgeted for this section and the recommended gear is hefty.
Although the last monster in the area, {{MonsterIcon|Bounty Hunter}}, would appear to be a viable source of amulets for the {{ItemIcon|Fury of the Elemental Zodiacs|FeZ}} grind, the food used at this stage of the game makes it less efficient overall than the alternative sources.
=====Darksteel Dagger=====
The {{ItemIcon|Darksteel Dagger}} is an iconic CO weapon. Not only is its raw DPS output quite high with its consistent bleed special attack, when combined with an {{ItemIcon|Elder Crown}} (which is passive slot compatible) it will alleviate a lot of food usage from the partner item's 100% bleed lifesteal. To obtain this item you need {{Skill|Slayer|80}} and either a {{ItemIcon|Blazing Lantern}} or a {{ItemIcon|Slayer Skillcape}}. The latter is much more effective, but it has a much higher requirement that probably won't be met until beyond the point where obtaining the {{ItemIcon|Darksteel Dagger}} is recommended.
You need to kill {{MonsterIcon|Rancora Spider}} to obtain the dagger. Luckily this is a {{Skill|Ranged}} enemy, so we benefit from triangle bonuses. However, the damage sustained is on par with {{ZoneIcon|Volcanic Cave}}, which is why we wait until full {{ItemIcon|(G) Ancient Platebody|nolink=true|(G) Ancient armour}} to increase DR and save food. It is perfectly feasible to farm for this item with {{ItemIcon|(G) Adamant Platebody|nolink=true|(G) Adamant armour pieces}}, albeit at a higher food usage. Since you will likely be using a {{ItemIcon|Blazing Lantern}}, you can complete this grind before obtaining {{ItemIcon|Dragonfire Shield}}. You will be using the highest offensive prayers you have available, with the priority being {{PrayerIcon|Chivalry}} > {{PrayerIcon|Piety}} > {{PrayerIcon|Incredible Reflexes}} > {{PrayerIcon|Ultimate Strength}}, as you benefit more from accuracy than strength here. {{PrayerIcon|Protect from Ranged}} is not terribly useful as almost half of the spider's attacks are unavoidable.
Having a {{ItemIcon|Fury of the Elemental Zodiacs}} is probably the biggest upgrade you can make, with a {{ItemIcon|Elite Amulet of Glory}} is a close second. Since you kill relatively few monsters per hour, you can simply check every hour or so to collect your loot instead of relying on a {{ItemIcon|Amulet of Looting}}. If you have access to it, {{ItemIcon|Slayer Platebody (Elite)|nolink=true|Elite Slayer Gear}} will increase your kills/hr considerably (to upwards of 80/hr), but it is not recommended to do elite slayer without the {{ItemIcon|Darksteel Dagger|notext=true}} + {{ItemIcon|Elder Crown|notext=true}} combo. {{ItemIcon|Slayer Platebody (Strong)|nolink=true|Strong Slayer Gear}} is about equal to {{ItemIcon|(G) Ancient Platebody|nolink=true|(G) Ancient armour}} as it has faster kills but more food consumption. However, the basic tier is a downgrade so is not recommended at all.
Expect in the ballpark of {{ItemIcon|Trout|qty=2-4k}} per hour, depending on levels and overall DR. The drop rate is 1/451 and you can typically expect about 50-70 kills/hr. Should budget about {{ItemIcon|Trout|qty=15-30k}} for this grind.
=====Elder Crown=====
You need to kill the {{MonsterIcon|Elder Vampire}} for the {{ItemIcon|Elder Crown}} to complete the sustain combo. This monster, as its name states, is a vampire and will heal off the damage it does. This makes this fight a DPS race, therefore maximising DPS and DR are pivotal. It is possible for this monster to '''out-heal the damage you do''' if you attempt it with poor gear. This monster is where having the {{ItemIcon|Fury of the Elemental Zodiacs}} makes a considerable difference, as the huge offensive bonuses and DR can increase kills/hr by 15%+ by itself. You will use the {{ItemIcon|Darksteel Dagger}} on stab as your weapon and overall gear is similar to {{MonsterIcon|Rancora Spider}}, with {{ItemIcon|Slayer Platebody (Elite)|nolink=true|Elite Slayer Gear}} > {{ItemIcon|(G) Ancient Platebody|nolink=true|(G) Ancient armour}} > {{ItemIcon|Slayer Platebody (Strong)|nolink=true|Strong Slayer Gear}}. Prayer recommendations are the exact same as the Vampire's drain ability is unavoidable and more than half of its attacks.
The drop rate is 1/401 (better than spider) but the food usage is slightly higher and the kills/hr are lower at around 40/hr. The food budget should be a bit higher at around {{ItemIcon|Trout|qty=20-35k}} for this grind.
=====Tormented Ring=====
This item is optional but very good. It is part of the recommended gear setup for {{MonsterIcon|Ahrenia}} (the magic boss of {{ZoneIcon|Into the Mist}}) and can often be a DPS upgrade over {{ItemIcon|Sandstorm Ring}}. You will need to use {{Skill|Ranged}} for killing {{MonsterIcon|Cursed Maiden}}, meaning {{ItemIcon|Ancient Crossbow}} is required (or a {{ItemIcon|Confetti Crossbow}} at the ''very'' least) if you do not have {{Skill|Slayer|99}}. It is ideal to wait until after obtaining full {{ItemIcon|Aeris God Platebody|nolink=true|Aeris God Armour}}, as the ring isn't as big of a priority to rush as the previous two items are. The DR and DPS from Aeris will make this monster less of a {{ItemIcon|Trout}} drain than the previous two monsters. The drop rate is 1/453 and can be killed at roughly a rate of 60/hr, so you should budget about {{ItemIcon|Trout|qty=10-15k}}, or the equivalent in {{ItemIcon|Crab|Crabs}} as unlocking the sustain combo ({{ItemIcon|Darksteel Dagger|notext=true}} + {{ItemIcon|Elder Crown|notext=true}}) unlocks elite slayer as a viable food source.


===Aeris===
===Aeris===
Line 241: Line 260:
{{Equipment/Recommended
{{Equipment/Recommended
|style = Melee
|style = Melee
|helm1 = (G) Ancient Helmet
|helm1 = Elder Crown
|helm2 = (G) Rune Helmet
|helm2 = (G) Ancient Helmet
|helm3 = (G) Rune Helmet
|neck1 = Fury of the Elemental Zodiacs
|neck1 = Fury of the Elemental Zodiacs
|neck2 = Elite Amulet of Defence
|neck2 = Elite Amulet of Defence
Line 253: Line 273:
|legs2 = (G) Dragon Platelegs
|legs2 = (G) Dragon Platelegs
|legs3 = (G) Rune Platelegs
|legs3 = (G) Rune Platelegs
|weapon1 = Sunset Rapier
|weapon1 = Darksteel Dagger
|weapon2 = Ancient Sword
|weapon2 = Sunset Rapier
|weapon3 = Ancient Sword
|shield1 = Dragonfire Shield
|shield1 = Dragonfire Shield
|shield2 = (G) Ancient Shield
|shield2 = (G) Ancient Shield
|shield3 = (G) Rune Shield
|shield3 = (G) Rune Shield
|gloves1 = (U) Ancient D-hide Vambraces
|gloves1 = Aeris God Gloves
|gloves2 = (U) Black D-hide Vambraces
|gloves2 = (U) Ancient D-hide Vambraces
|gloves3 = Paladin Gloves
|gloves3 = (U) Black D-hide Vambraces
|boots1 = (G) Rune Boots
|gloves4 = Paladin Gloves
|ring1 = Sandstorm Ring
|boots1 = Aeris God Boots
|boots2 = (G) Rune Boots
|ring1 = Tormented Ring
|ring2 = 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.
To survive this dungeon you only need 42% DR with 1030 HP, or 48% DR and 910 HP. This gives leniency in this God dungeon to substitute a defensive helm with the {{ItemIcon|Elder Crown}} to increase kills/hr and drastically reduce food usage. '''You will likely need to open a few scrolls to obtain Aeris pieces for extra DR before the {{ItemIcon|Elder Crown}} can be safely substituted in''', however. The {{ItemIcon|Tormented Ring}} is a DPS increase over {{ItemIcon|Sandstorm Ring}} when paired with {{ItemIcon|Darksteel Dagger}}, as that weapon has relatively low accuracy and a large part of its DPS comes from bleed damage which relies on accuracy above all.


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.
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.
Line 381: Line 405:


===Late Game Farming===
===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.
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) counter 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.


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.
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.
Line 486: Line 510:
|legs1 = Glacia God Platelegs
|legs1 = Glacia God Platelegs
|weapon1 = Ocean Song
|weapon1 = Ocean Song
|shield1 = Recoil Shield
|shield2 = Recoil Shield
|shield2 = Scaled Shield
|shield1 = Scaled Shield
|gloves1 = Glacia God Gloves
|gloves1 = Glacia God Gloves
|boots1 = Glacia God Boots
|boots1 = Glacia God Boots
|ring1 = Warlock Ring
|ring1 = Warlock Ring
|passive1 = Elder Crown
|passive1 = Elder Crown
|ammo1 = Sapphire Bolts
}}
}}


Line 524: Line 547:
{{Equipment/Recommended
{{Equipment/Recommended
|style = Melee
|style = Melee
|helm1 = Terran God Helmet
|helm1 = Slayer Helmet (Master)
|helm2 = Terran God Helmet
|neck1 = Fighter Amulet
|neck1 = Fighter Amulet
|neck2 = Fury of the Elemental Zodiacs
|neck2 = Fury of the Elemental Zodiacs
|cape1 = Infernal Cape
|cape1 = Infernal Cape
|body1 = Terran God Platebody
|body1 = Slayer Platebody (Master)
|body2 = Terran God Platebody
|legs1 = Terran God Platelegs
|legs1 = Terran God Platelegs
|weapon1 = Tidal Edge
|weapon1 = Tidal Edge
Line 537: Line 562:
|passive1 = Guardian Amulet
|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.
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 58% DR when under 50% HP, and the remainder of the needed DR given by the two DR pets and both DR prayers. Without {{PetIcon|Erran}}, one needs to swap a Master slayer piece for Terran Armour, ideally the helmet before the platebody. {{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 at worst when slowed.


====Fire God (Softcore)====
====Fire God (Softcore)====
Line 690: Line 715:
|style = Magic
|style = Magic
|helm1 = Glacia God Helmet
|helm1 = Glacia God Helmet
|helm2 = Ancient Wizard Hat
|neck1 = Fury of the Elemental Zodiacs
|neck1 = Fury of the Elemental Zodiacs
|neck2 = Elite Amulet of Magic
|cape1 = Skull Cape
|cape1 = Skull Cape
|body1 = Glacia God Platebody
|body1 = Glacia God Platebody
|body2 = Ancient Wizard Robes
|legs1 = Glacia God Platelegs
|legs1 = Glacia God Platelegs
|legs2 = Ancient Wizard Bottoms
|weapon1 = Magic Wand (Elite)
|weapon1 = Magic Wand (Elite)
|shield1 = Scaled Shield
|shield1 = Scaled Shield
|shield2 = Miolite Shield
|gloves1 = Glacia God Gloves
|gloves1 = Glacia God Gloves
|gloves2 = Elementalist Gloves
|boots1 = Glacia God Boots
|boots1 = Glacia God Boots
|boots2 = Ancient Wizard Boots
|ring1 = Tormented Ring
|ring1 = Tormented Ring
|ring2 = Warlock Ring
}}
}}


====Spell====
====Spell====
{{Icon|Gust|type=spell}} at {{Skill|Magic|86}}. It is highly recommended to wait until {{Icon|Gust|type=spell}} to speed the fight up, which saves on runes and reduces the chance of dying due to affliction stacks ramping up, but if the player accepts these downsides then {{Icon|Slicing Winds|type=spell}} can just barely out dps the healing of the boss and can be used. Having a lower {{Skill|Magic}} level will also necessitate an offensive magic shield in order to meet the accuracy requirement.
It is highly recommended to wait until {{Icon|Gust|type=spell}} 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 {{Icon|Slicing Winds|type=spell}} can out dps the healing of the boss on average and can be used. Having a lower {{Skill|Magic}} level will also necessitate an offensive magic shield in order to meet the accuracy requirement.


====Prayers====
====Prayers====
Line 722: Line 755:
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 {{Skill|Magic|90}}, or by substituting the {{PrayerIcon|Protect from Magic}} prayer with {{PrayerIcon|Mystic Might}} and {{Skill|Magic|86}}. One can also opt to use {{PrayerIcon|Protect from Magic}} for the majority of the fight to reduce the rate at which affliction stacks are accumulated, then swap {{PrayerIcon|Protect from Magic}} to {{PrayerIcon|Mystic Might}} only after dipping below the 20k accuracy mark. For {{Skill|Magic|86}}, this occurs at 37 stacks, and each {{Skill|Magic}} level increases the stacks you can withstand by 1. The only pet that increases accuracy is {{PetIcon|Chick}}, and this pet is equivalent to 1 additional {{Skill|Magic}} level. For concreteness, with this pet, the above quoted thresholds would be changed to {{Skill|Magic|89}} and 38 stacks respectively.
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 {{Skill|Magic|90}}, or by substituting the {{PrayerIcon|Protect from Magic}} prayer with {{PrayerIcon|Mystic Might}} and {{Skill|Magic|86}}. One can also opt to use {{PrayerIcon|Protect from Magic}} for the majority of the fight to reduce the rate at which affliction stacks are accumulated, then swap {{PrayerIcon|Protect from Magic}} to {{PrayerIcon|Mystic Might}} only after dipping below the 20k accuracy mark. For {{Skill|Magic|86}}, this occurs at 37 stacks, and each {{Skill|Magic}} level increases the stacks you can withstand by 1. The only pet that increases accuracy is {{PetIcon|Chick}}, and this pet is equivalent to 1 additional {{Skill|Magic}} level. For concreteness, with this pet, the above quoted thresholds would be changed to {{Skill|Magic|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 {{PetIcon|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 {{PrayerIcon|Protect from Magic}} to prolong this phase and maximise your DPS. Without {{PetIcon|Leonardo}}, the threshold is 920 HP instead.
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 {{PetIcon|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 {{PrayerIcon|Protect from Magic}} to keep the affliction stacks low and maximise your DPS. Without {{PetIcon|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 {{MonsterIcon|Ahrenia}} is extremely high. {{Icon|Gust|type=spell}} is a good choice, but {{Icon|Slicing Winds|type=spell}} will also get the job done, albeit with a much, much longer fight. 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]], as the magic defence on {{MonsterIcon|Ahrenia}} is extremely high. {{Icon|Gust|type=spell}} is the best choice of spell, but if you are desperate and do not want to wait the final {{Skill|Magic}} level or have the {{ZoneIcon|Air God Dungeon}} clears to use this spell, then the next choice is {{Icon|Slicing Winds|type=spell}}. 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 ==
== Chapter IX: T90 grind ==
Line 1,170: Line 1,203:
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.
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.
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 (4/9) of rolling at least one task that you can tackle at any given time, and there is a 3/9 chance of rolling another {{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.]
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.]
Line 1,198: Line 1,231:
|ring1 = Hunter's Ring
|ring1 = Hunter's Ring
|ring2 = Hunter's Ring
|ring2 = Hunter's Ring
|passive1 = Slayer Wizard Hat (Master)
|passive1 = !Third Master Slayer Piece
|passive2 = Slayer Wizard Hat (Master)
|passive2 = !Third Master Slayer Piece
}}
}}
====Strategy====
====Strategy====
Line 1,227: Line 1,260:
|boots1 = Aeris God Boots
|boots1 = Aeris God Boots
|ring1 = Hunter's Ring
|ring1 = Hunter's Ring
|passive1 = Slayer Helmet (Master)
|passive1 = !Third Master Slayer Piece
|ammo1 = Jadestone Bolts
|ammo1 = Jadestone Bolts
|ammo2 = Sapphire Bolts
|ammo2 = Sapphire Bolts
Line 1,262: Line 1,295:
|boots1 = Glacia God Boots
|boots1 = Glacia God Boots
|ring1 = Hunter's Ring
|ring1 = Hunter's Ring
|passive1 = Slayer Cowl (Master)
|passive1 = !Third Master Slayer Piece
}}
}}
====Strategy====
====Strategy====
Line 1,285: Line 1,318:
|boots1 = Glacia God Boots
|boots1 = Glacia God Boots
|ring1 = Hunter's Ring
|ring1 = Hunter's Ring
|passive1 = Slayer Cowl (Master)
|passive1 = !Third Master Slayer Piece
}}
}}
====Strategy====
====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...
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>
<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, 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.</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.
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 {{PrayerIcon|Stone Skin}} for {{PrayerIcon|Protect Item}} and accept a very low chance of death while farming. Unfortunately without {{PrayerIcon|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, {{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 1/25.


The alternative is to save this grind until after expansion where more sources of DR and HP will undoubtedly be added to the game.
The alternative is to save this grind until after expansion where more sources of DR and HP will undoubtedly be added to the game.
Line 1,302: Line 1,335:
* Total grind is 212 hours farming runes and 103 hours killing the monster, totalling 315 hours.
* 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
* 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
== Impending Darkness Event ==
===Preface===
This is the hardest event in the game, requiring the most preparation and highest stats. {{ZoneIcon|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 [https://greasyfork.org/en/scripts/435854-melvor-idle-impending-darkness-for-combat-only-characters/ 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 {{ItemIcon|Diamond Luck Potion IV}}, {{Skill|Agility}}, {{Skill|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:
# {{ZoneIcon|Unhallowed Wasteland}} is the most demanding part of the run, due to the 5% heal these enemies have without access to {{Skill|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.
# Rerolls are absolutely crucial. Out of the 12 possible modifiers, over half of them (7/12) make {{ZoneIcon|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.
# {{Icon|Melee}} {{MonsterIcon|Bane}} is impossible. Reroll every time. {{Icon|Melee}} is only viable with stuns and {{MonsterIcon|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 {{PrayerIcon|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 {{MonsterIcon|Bane|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. {{ZoneIcon|Unhallowed Wasteland}} requires a specific setup to get maximum negation, but the remainder of the zones and {{MonsterIcon|Bane}} himself don't require anything special. Throughout almost all of this entire event you will utilise one protection prayer alongside {{PrayerIcon|Battleheart}}. {{PrayerIcon|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, {{PrayerIcon|Rigour}} and {{PrayerIcon|Sharp Vision}} can prove to be higher DPS (as {{ItemIcon|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 =====
{{Equipment/Recommended
|style=Melee
|helm1=Slayer Helmet (Master)
|neck1=Fighter Amulet
|cape1=Slayer Skillcape
|body1=Slayer Platebody (Master)
|legs2=Terran God Platelegs
|legs1=Ragnar God Platelegs
|weapon1=Tidal Edge
|gloves1=Relentless Fury Gloves
|gloves2= Ragnar God Gloves
|gloves3=Spiked Shell Gloves
|gloves4=Terran God Gloves
|boots2=Terran God Boots
|boots1=Ragnar God Boots
|shield1=Shield of Melee Power
|shield2=Earth Layered Shield
|shield3=Dragonfire Shield
|ring1=Hunter's Ring
|passive1=!Third Master Slayer Piece
}}
Either of the two pre-event shields are viable for the first encounter with {{MonsterIcon|Bane}}, and then upgrade to {{ItemIcon|Shield of Melee Power}} for increased stun frequency for the remainder of the event. Using {{ItemIcon|Ragnar God Platebody|nolink=true|Ragnar}} over {{ItemIcon|Terran God Platebody|nolink=true|Terran}} is recommended to speed up {{MonsterIcon|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. {{MonsterIcon|Legaran Wurm}} will mostly be stun locked from {{ItemIcon|Tidal Edge}}+{{ItemIcon|Fighter Amulet}} combo, which is the only reason why {{Icon|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 {{MonsterIcon|Legaran Wurm}} in the 4th or 5th round (with most/all of the modifiers enabled) then you may have to reroll {{ZoneIcon|Unhallowed Wasteland}} to get one of the other three minibosses instead.
The lethal move from {{MonsterIcon|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=====
{{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=Shield of Ranged Power
|shield2=Scaled Shield
|ammo1=Jadestone Bolts
|gloves1=Poison Virulence Gloves
|gloves2=Aeris God Gloves
|boots1=Aeris God Boots
|ring1=Hunter's Ring
|passive1=!Third Master Slayer Piece
}}
{{Skill|Ranged}} is quite strong and shouldn't have any troubles pulling its weight during this event. Stick to the {{ItemIcon|Scaled Shield}} and upgrade once you unlock {{ItemIcon|Shield of Ranged Power}} after the second encounter with {{MonsterIcon|Bane}}. {{ItemIcon|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 {{MonsterIcon|Hunting Greater Dragon}} farming.
The lethal move from {{MonsterIcon|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 {{PrayerIcon|Protect from Magic}} active, affliction stacks should not accumulate enough to make cursed frost shards or cursed tether a death threat.
=====Magic=====
{{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=Shield of Magic Power
|shield3=Earth Layered Shield
|shield2=Scaled Shield
|gloves1=Burning Madness Gloves
|gloves2=Glacia God Gloves
|boots1=Glacia God Boots
|ring1=Hunter's Ring
|passive1=!Third Master Slayer Piece
}}
{{Skill|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 {{Skill|Magic}} always had but were prohibitively expensive for COs. As usual, swap to {{ItemIcon|Shield of Magic Power}} once unlocked as it has ridiculous synergy with {{Icon|Incinerate|type=spell}}.
You will be using {{Icon|Incinerate|type=spell}} for almost all of this event. Its 100% accuracy is vital, and the frequent attacks mean that it activates the passive on {{ItemIcon|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 {{Icon|Incinerate|type=spell}} for this event, but it is recommended to have at least 500. This comes to {{ItemIcon|Fire Rune|qty=15000}}, {{ItemIcon|Ancient Rune|qty=5000}} and {{ItemIcon|Havoc Rune|qty=5000}}. If you notice that you are running low on runes during this event, you can swap back to old faithful {{Icon|Water Strike|type=spell}}, using {{Icon|Fury II|type=aurora}} and {{Icon|Confusion|type=curse}} for {{ZoneIcon|Shrouded Badlands}}, {{ZoneIcon|Perilous Peaks}} and {{ZoneIcon|Dark Waters}}. Unfortunately {{Icon|Decay|type=curse}} shares a crucial resource of {{ItemIcon|Havoc Rune|Havoc Runes}} with {{Icon|Incinerate|type=spell}}, 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 {{ZoneIcon|Unhallowed Wasteland}} anyway so it shouldn't be a consideration, but remember that {{MonsterIcon|Greater Skeletal Dragon}} is curse-immune, so don't waste runes trying to confuse this enemy.
{{MonsterIcon|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 {{ItemIcon|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 {{ZoneIcon|Unhallowed Wasteland}}, so rolling this miniboss is always ideal.
{{MonsterIcon|Greater Skeletal Dragon}}, on the other hand, is the scariest monster in the whole event, perhaps even more so than {{MonsterIcon|Bane}} himself. It is stun, freeze and curse immune, so it cannot be stun-locked into triviality like {{MonsterIcon|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 {{Icon|Incinerate|type=spell}}, 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 {{ZoneIcon|Unhallowed Wasteland}}, as you do not need a third piece of Master slayer gear or a {{ItemIcon|Hunter's Ring}}. In order to simplify the process of switching back and forth after each encounter with {{MonsterIcon|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 {{MonsterIcon|Bane}} with.
===== Melee =====
{{Equipment/Recommended
|style=Melee
|helm1=Slayer Helmet (Master)
|neck1=Fighter Amulet
|cape1=Slayer Skillcape
|body1=Slayer Platebody (Master)
|legs1=Ragnar God Platelegs
|legs2=Terran God Platelegs
|weapon1=Tidal Edge
|gloves1=Relentless Fury Gloves
|gloves2=Ragnar God Gloves
|gloves3=Spiked Shell Gloves
|gloves4=Terran God Gloves
|boots2=Terran God Boots
|boots1=Ragnar God Boots
|shield1=Shield of Melee Power
|shield2=Earth Layered Shield
|shield3=Dragonfire Shield
|ring1=Relentless Fury Ring
|ring2=Fighter Ring
|passive1=Elder Crown
}}
The relentless combo ({{ItemIcon|Relentless Fury Gloves}} + {{ItemIcon|Relentless Fury Ring}}) is very nice for this portion of the battle, as it contributes towards keeping enemies almost permanently stun-locked. However, only {{MonsterIcon|Rokken}} poses much of a threat until {{MonsterIcon|Bane}} (which you will never fight with {{Icon|Melee}} anyway), so your gear for this style does not matter too much. Overall it is not worth switching away from {{ItemIcon|Slayer Helmet (Master)}} and {{ItemIcon|Slayer Platebody (Master)}}.
=====Ranged=====
{{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=Shield of Ranged Power
|shield2=Scaled Shield
|ammo1=Jadestone Bolts
|gloves1=Poison Virulence Gloves
|gloves2=Aeris God Gloves
|boots1=Aeris God Boots
|ring1=Poison Virulence Ring
|ring2=Deadeye Ring
|passive1=Elder Crown
}}
Again, it is only necessary to switch rings and passive slot. No enemies should give you trouble outside of {{MonsterIcon|Ku-tul}}, which can be easily manual eaten.
=====Magic=====
{{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=Shield of Magic Power
|shield3=Earth Layered Shield
|shield2=Scaled Shield
|gloves1=Burning Madness Gloves
|gloves2=Glacia God Gloves
|boots1=Glacia God Boots
|ring1=Burning Madness Ring
|ring2=Tormented Ring
|passive1=Elder Crown
}}
{{Skill|Magic}} obliterates all {{Icon|Melee}} enemies with {{Icon|Incinerate|type=spell}}. As noted above, you can switch to {{Icon|Water Strike|type=spell}}, {{Icon|Fury II|type=aurora}} and {{Icon|Confusion|type=curse}} for these zones in order to save on runes.
=== Bane ===
This is the main boss of the event. You will always reroll {{Icon|Melee}} {{MonsterIcon|Bane}}, as his heal cannot be out-DPS'd as you cannot stun him. The strategy for the final form of {{MonsterIcon|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 {{Skill|Magic}} version for {{MonsterIcon|Bane, Instrument of Fear}}.
Remember, since you are fighting him in a slayer area with a slayer item requirement you must use {{ItemIcon|Slayer Skillcape}} or {{ItemIcon|Climbing Boots}}.
=====Ranged=====
{{Equipment/Recommended
|style=Ranged
|helm1=Aeris God Helmet
|helm2=Slayer Cowl (Master)
|neck1=Deadeye Amulet
|neck2=Fury of the Elemental Zodiacs
|cape1=Slayer Skillcape
|body1=Aeris God Platebody
|body2=Slayer Leather Body (Master)
|legs1=Aeris God Platelegs
|weapon1=Shockwave
|shield1=Shield of Ranged Power
|shield2=Scaled Shield
|ammo1=Jadestone Bolts
|gloves1=Poison Virulence Gloves
|gloves2=Aeris God Gloves
|boots1=Aeris God Boots
|ring1=Poison Virulence Ring
|ring2=Deadeye Ring
|passive1=Elder Crown
}}
It is worth switching away from Master Slayer for extra DR for {{MonsterIcon|Bane}}, but not entirely necessary. The fight itself though is quite simple. Use {{PrayerIcon|Protect from Ranged}} and {{PrayerIcon|Battleheart}} for this fight. {{PrayerIcon|Sharp Vision}} (and even {{PrayerIcon|Rigour}}) can also be used when {{MonsterIcon|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 {{MonsterIcon|Bane}} starts to Suffocate you, you can generally finish getting your attack off before having to auto eat. Remember that {{ItemIcon|Elder Crown|Elder Crown's}} lifesteal will help keep your HP above 50% for Suffocate if you have a {{ItemIcon|Shockwave}} special incoming.
{{ItemIcon|Poison Virulence Ring}} is '''very''' strong here. The percentage maximum health and increased damage with {{ItemIcon|Shockwave}} special attacks add a lot of damage, but it is entirely possible to kill {{MonsterIcon|Bane}} with just a {{ItemIcon|Deadeye Ring}}.
=====Magic=====
{{Equipment/Recommended
|style=Magic
|helm1=Glacia God Helmet
|neck1=Fury of the Elemental Zodiacs
|cape1=Slayer Skillcape
|body1=Glacia God Platebody
|legs1=Glacia God Platelegs
|weapon1=Ocean Song
|shield1=Shield of Magic Power
|shield2=Scaled Shield
|gloves1=Burning Madness Gloves
|gloves2=Glacia God Gloves
|boots1=Glacia God Boots
|ring1=Burning Madness Ring
|ring2=Tormented Ring
|passive1=Elder Crown
}}
The gear recommended here should put you above 20k accuracy with {{PrayerIcon|Battleheart}}, which means {{Icon|Incinerate|type=spell}} will melt {{MonsterIcon|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 {{PrayerIcon|Mystic Mastery}} (note that this is the ''second'' highest {{Skill|Magic}} related prayer, not the highest) in order to boost back above the 20k threshold. {{ItemIcon|Tormented Ring}} is recommended over {{ItemIcon|Warlock Ring}} as the latter has no benefits with [[Ancient Magicks]] and the former gives more accuracy towards the threshold needed.
During {{MonsterIcon|Bane|Bane's}} Suffocate attack, you will generally only need to eat one or two pieces of food and then {{ItemIcon|Elder Crown|Elder Crown's}} lifesteal should keep you above the 50% threshold.
=== Zone Order ===
This is the same as for main accounts. {{ZoneIcon|Unhallowed Wasteland}} → {{ZoneIcon|Dark Waters}} → {{ZoneIcon|Shrouded Badlands}} → {{ZoneIcon|Perilous Peaks}}. This ordering means that you finish the first two zones at the start, and then you will fight {{MonsterIcon|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 {{MonsterIcon|Bane}} in {{ZoneIcon|Shrouded Badlands}} in order to remove the {{ItemIcon|Slayer Skillcape}} requirement from the {{MonsterIcon|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 {{ZoneIcon|Unhallowed Wasteland}} and {{ZoneIcon|Dark Waters}}, but these items can be swapped for God armour for extra DR and damage for {{ZoneIcon|Shrouded Badlands}}, {{ZoneIcon|Perilous Peaks}} and {{MonsterIcon|Bane}}.
=== Event Modifiers ===
As a CO, your DPS is very limited and {{ZoneIcon|Unhallowed Wasteland}} enemies can heal. Any modifier that increases enemy healing or attack speed (even by 5%) will immediately make {{ZoneIcon|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 {{MonsterIcon|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 {{MonsterIcon|Legaran Wurm}}, but might be manageable otherwise.
The list of preferred modifiers are (you will always pick these for every {{ZoneIcon|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.
# +50% Chance to apply burn when attacking and +50% chance to apply frostburn when attacking
# +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 {{ZoneIcon|Unhallowed Wasteland}} run can spawn no {{MonsterIcon|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 {{ZoneIcon|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 {{ZoneIcon|Unhallowed Wasteland}} and every fight with {{MonsterIcon|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 {{MonsterIcon|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 {{MonsterIcon|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:
* When on the final miniboss of {{ZoneIcon|Perilous Peaks}}
* ''Just'' before {{MonsterIcon|Bane}} dies
The first checkpoint will allow you to reroll {{MonsterIcon|Bane|Bane's}} attack style in case you land on {{Icon|Melee}} (as {{MonsterIcon|Bane|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 {{MonsterIcon|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 {{MonsterIcon|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.
{{Menu}}
{{Menu}}
[[Category:Guides]]
[[Category:Guides]]
236

edits