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== What is HCCO? ==
== What is HCCO? ==
HCCO stands for {{Icon|Hardcore}} {{Icon|Combat}} Only. This implies that you cannot use any non-Combat skills at any time, and must play on {{Icon|Hardcore}}. There is a secondary challenge, 12b, which means you may not buy any [[Bank]] slots, and are limited to the 12 provided to you by default. This guide is aimed more towards 12b players, but playing without this restriction just means you can spend less time on bank management.
HCCO stands for {{Icon|Hardcore}} {{Icon|Combat}} Only. This implies that you cannot use any non-Combat skills at any time, and must play on {{Icon|Hardcore}}. There is a secondary challenge, 12b, which means you may not buy any [[Bank]] slots, and are limited to the 12 provided to you by default. This is a popular additional challenge and most of the guide is directly applicable to 12b players (albeit with a lot more bank management).
 
To create a HCCO account, one can create a typical hardcore account and abstain from all non-combat skills. Alternatively, through the official mod manager one can use the [https://mod.io/g/melvoridle/m/hcco Combat Only Account Mod] to create an account with non-combat skills completely disabled and hidden. This mod offers the option for a mediumcore version, which is identical but doesn't have permadeath (you still lose one random item on death). This is different to a Standard account (aka Softcore), which has a different combat triangle that is less punishing and has health regen. Most of this guide will assume HC and therefore will sometimes be overly conservative for a softcore account.
 
There are currently no tangible differences between either of these options for playing HCCO mode, and one can [https://mod.io/g/melvoridle/m/save-game-converter convert between gamemodes through the use of mods]. It is recommended to use the mod for MCCO or HCCO mode for the most immersive experience, as the community will add unique content specifically designed for CO in future, including a CO option in the collection log.


== Preface ==
== Preface ==
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The style you choose will also give you experience towards the combat skill in question: Stabbing gives {{Skill|Attack|nolink=true}} experience, Slashing gives {{Skill|Strength|nolink=true}} experience, while Blocking is used to train {{Skill|Defence|nolink=true}}. At the start, you’ll have to eat manually to ensure that you won’t die. Later on, you will unlock {{UpgradeIcon|Auto Eat - Tier I|Auto Eat}}, so eating will be less of a worry.
The style you choose will also give you experience towards the combat skill in question: Stabbing gives {{Skill|Attack|nolink=true}} experience, Slashing gives {{Skill|Strength|nolink=true}} experience, while Blocking is used to train {{Skill|Defence|nolink=true}}. At the start, you’ll have to eat manually to ensure that you won’t die. Later on, you will unlock {{UpgradeIcon|Auto Eat - Tier I|Auto Eat}}, so eating will be less of a worry.


== Chapter I: Gearing Up ==
== Chapters ==
{{Skill|Hitpoints|notext=true}} '''To start, you should have:''' Nothing! <br>
{{Icon|Combat|notext=true}} '''At the end, you should have:''' 4 {{ItemIcon|Steel Platebody|Steel Armour|nolink=true}} pieces
 
You should get to about 10 in all melee combat skills (usually expressed as {{Skill|Attack|10|nolink=true}} / {{Skill|Strength|10|nolink=true}} / {{Skill|Defence|10|nolink=true}}) by fighting {{MonsterIcon|Plant|Plants}}. After that, it’s time to start getting your first bit of equipment. Try to select {{MonsterIcon|Plant}} easy slayer tasks to start the {{SC|slayer coin}} stack rolling.
 
After you have a decent stack of food from fighting {{MonsterIcon|Plant|Plants|nolink=true}}, it’s time to get your first pieces of gear from the {{MonsterIcon|Golbin}}. You should have some levels in all skills ({{Skill|Attack|10|nolink=true}} / {{Skill|Strength|10|nolink=true}} / {{Skill|Defence|10|nolink=true}} or so) and a couple hundred {{ItemIcon|Potatoes|potatoes|nolink=true}} or so. You’re looking for a {{ItemIcon|Bronze Battleaxe}} (1 in 27 chance) and a {{ItemIcon|Bronze Shield}} (1 in 27 chance). If you get unlucky, don’t worry. Just kill {{MonsterIcon|Plant|Plants|nolink=true}} for food until you’re able to get both.
 
{{MonsterIcon|Plant|Plants|nolink=true}} have very low HP, so having a faster weapon allows you to kill them faster, as you don’t need more than 20 damage to kill a {{MonsterIcon|Plant|nolink=true}}. So, your next goal after your {{ItemIcon|Bronze Battleaxe|nolink=true}} is an {{ItemIcon|Iron Dagger}}. You should have about {{Skill|Attack|15|nolink=true}} / {{Skill|Strength|15|nolink=true}} / {{Skill|Defence|15|nolink=true}} stats and a few hundred{{ItemIcon|Potatoes|potatoes|nolink=true}}. The {{ItemIcon|Iron Dagger|nolink=true}} has a 1/33 drop rate from the {{MonsterIcon|Goo Monster}}.
 
Your next gear upgrades will come from {{MonsterIcon|Zombie Hand}}. You’re looking for the {{ItemIcon|Iron Platebody}} (1 in 4 chance) and {{ItemIcon|Iron Platelegs}} (1 in 4 chance). Some people might go for the {{MonsterIcon|Steel Knight}} first, but since the {{MonsterIcon|Zombie Hand}} has a better chance for gear, it’s recommended to do it first. You should have about 20/20/20 stats for this and, once again, a large stack of {{ItemIcon|Potatoes|taters}}.
 
After you have the gear from the {{MonsterIcon|Zombie Hand|nolink=true}}, you should then move on to the regular {{MonsterIcon|Zombie}} for the {{ItemIcon|Steel Platebody}} (1 in 5 chance). It also drops {{ItemIcon|Steel Boots}} (1 in 5 chance), but you shouldn’t grind for them here since it's easier to get them from the {{MonsterIcon|Steel Knight}} next. ({{Skill|Attack|20|nolink=true}} / {{Skill|Strength|20|nolink=true}} / {{Skill|Defence|20|nolink=true}} stats recommended)
 
You’ll end the first part of your HCCO journey with {{MonsterIcon|Steel Knight|Steel Knights}}. They drop the {{ItemIcon|Steel Helmet}} (15 in 67 chance), {{ItemIcon|Steel Shield}} (10 in 67 chance), {{ItemIcon|Steel Sword}} (10 in 67 chance), and {{ItemIcon|Steel Scimitar}} (4 in 67 chance). You should be using the {{ItemIcon|Steel Sword|nolink=true}} on {{Skill|Attack|nolink=true}} and {{Skill|Defence|nolink=true}} and the {{ItemIcon|Steel Scimitar|Scimitar|nolink=true}} on {{Skill|Strength|nolink=true}} when killing most monsters, but again, daggers should be used on {{MonsterIcon|Plant|Plants|nolink=true}} due to their fast attack rate. The {{ItemIcon|Mirror Shield}} is a useful item to get around here, but if you decide not to get it, you can avoid ever getting tasks in the {{ZoneIcon|Strange Cave}} (note this only applies to manually rolling tasks and doesn't affect {{UpgradeIcon|Auto Slayer}}). It acts as a decent early Shield, before you get the {{ItemIcon|Mithril Shield|nolink=true}}. However, it's optional, and the {{SC|slayer coins}} can be spent on {{UpgradeIcon|Basic Resupply|Basic Resupplies}} instead.
 
== 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>
'''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 ===
Now is a good time to earn money while training combat stats. The importance of money is to be able to afford {{UpgradeIcon|Auto Eat - Tier I}}, as the single most common killer of HCCOs is simply forgetting to eat in time. Getting this upgrade sooner rather than later will eliminate the most common cause of death, so it is worth prioritising. Restarting a HCCO over again is always less efficient than simply taking the extra precautions to ensure safety.
 
The safest way to make money, for now, is to kill {{MonsterIcon|Cow|Cows}}, collect their {{ItemIcon|Leather}}, and upgrade it into {{ItemIcon|Green Dragonhide}} through the shop. The selling price for {{ItemIcon|Leather|nolink=true}} is {{GP|50}}, while the selling price for {{ItemIcon|Green Dragonhide|nolink=true}} is {{GP|200}}. By upgrading it, you effectively get {{GP|100}} per piece of {{ItemIcon|Leather|nolink=true}}. The average GP yield per {{MonsterIcon|Cow}} is {{GP|203}}. This can later be increased by {{GP|150}} with {{ItemIcon|Gloves of Silence}}, but that has a decent {{Skill|Slayer|45}} requirement.
 
'''Important''': As you farm {{MonsterIcon|Cow|Cows}} early game, {{MonsterIcon|Master Farmer|Master Farmers}} later in the game, or {{MonsterIcon|Statue|Statues}} for {{ItemIcon|Silver Bar}}+{{ItemIcon|Gold Bar}} to use on gear upgrades, it is '''ALWAYS''' recommended to use free the easy {{Skill|Slayer}} reroll to get your current objective, as all 3 of them are included. The full list of {{Skill|Slayer}} tasks will be discussed in the next section.
 
=== Chapter II-B: Easy Slayer Tasks ===
 
As your stats and gear improve throughout this chapter, more and more easy slayer tasks become viable to do. This is an advantage as it limits the amount of manual rerolling of tasks required. {{SC|Slayer coins}} are an important currency as they will be spent on {{UpgradeIcon|Basic Resupply|Basic Resupplies}} and will our next food source to replace {{ItemIcon|Potatoes}}. The {{ItemIcon|Lobster|Lobsters}} are important to obtain as they will be used towards the end of this chapter to obtain the more difficult upgrades such as {{ItemIcon|Amulet of Looting}}. Due to manual eating being quite slow, {{ItemIcon|Potatoes}} cannot feasibly be used for more difficult combat encounters where the damage sustained from enemies is high.
 
The category of easy slayer tasks can be broken down into roughly 4 groups: very easy, easy, moderate and dangerous (for auto slayer).
===="Very easy" Easy Tasks====
The list of very easy tasks include: {{MonsterIcon|Plant}}, {{MonsterIcon|Chicken}}, {{MonsterIcon|Cow}}, {{MonsterIcon|Seagull}}, {{MonsterIcon|Golbin}}, {{MonsterIcon|Junior Farmer}} and {{MonsterIcon|Ranged Golbin}}. These tasks were selected as all having an average DPS of below 1 damage/second on a player wearing full {{ItemIcon|Steel Platebody|steel|nolink=true}} and {{Skill|Defence|30}}. These tasks are simple and reliable points, but since they have low HP they will be very quick to complete and therefore quite tedious.
===="Easy" Easy Tasks====
The next category are easy tasks, which include: {{MonsterIcon|Steel Knight}}, {{MonsterIcon|Skeleton}}, {{MonsterIcon|Tentacle}}, {{MonsterIcon|Goo Monster}}, {{MonsterIcon|Leech}} and {{MonsterIcon|Zombie Hand}}. These monsters have a DPS ranging from 1 to about 3. Of this list, {{MonsterIcon|Tentacle}} are the best task as they have the most HP.
===="Moderate" Easy Tasks====
The last category of tasks that will be undertaken are the moderate ones, which are compromised of: {{MonsterIcon|Black Knight}}, {{MonsterIcon|Giant Crab}}, {{MonsterIcon|Moist Monster}}, {{MonsterIcon|Green Goo Monster}}, {{MonsterIcon|Adult Farmer}}, {{MonsterIcon|Sweaty Monster}}, {{MonsterIcon|Mummy}}, {{MonsterIcon|Zombie}}, {{MonsterIcon|Hill Giant}} and {{MonsterIcon|Statue}}. These tasks are doable with a bit higher stats (around {{Skill|Attack|40}}, {{Skill|Strength|40}}, {{Skill|Defence|40}}) and some of the later gear upgrades such as {{ItemIcon|Ice Sword}} discussed below. Of particular note from this group, {{MonsterIcon|Sweaty Monster}} drop a somewhat decent supply of {{ItemIcon|Salmon}}, {{ItemIcon|Lobster}} and {{ItemIcon|Shark}}, {{MonsterIcon|Mummy|Mummies}} drop a lot of useful jewellery (discussed below), {{MonsterIcon|Statue|Statues}} are the best source of {{ItemIcon|Silver Bar|Silver Bars}} and {{ItemIcon|Gold Bar|Gold Bars}} needed to upgrade metal armour, and lastly {{MonsterIcon|Giant Crab}} are the single best easy task, boasting the highest HP without having too high offensive stats.
===="Dangerous" Easy Tasks====
The rest of the easy slayer tasks can be quite difficult, as they either have quite high stats (such as {{MonsterIcon|Ghost|Ghosts}}), have damaging special attacks (such as {{MonsterIcon|Frozen Archer}}) or are magic users and therefore extremely accurate (such as {{MonsterIcon|Wizard|Wizards}} and {{MonsterIcon|Fairy|Fairies}}). Monsters in this category should be avoided until much later, and a lot of care must be exercised when using {{UpgradeIcon|Auto Slayer}} as these tasks can waste in excess of {{ItemIcon|Lobster|qty=500}} per hour without proper stats and gear.
 
=== Chapter II-C: Gear Upgrades ===
 
While training your stats on {{MonsterIcon|Cow|Cows}}, you will eventually be strong enough to make some gear upgrades. For armour, the next Knight after {{MonsterIcon|Steel Knight|Steel}} is {{MonsterIcon|Black Knight|Black}}. However, you should skip it, as the drop chances are very low, and the next tier is not much harder anyway. Instead, you will skip straight to {{MonsterIcon|Mithril Knight}}.
====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. 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====
After these upgrades, your next step is {{MonsterIcon|Mithril Knight|Mithril Knights}}. Because they only drop gear a quarter of the time when killed (on average), it can take quite a while to get a full {{ItemIcon|Mithril Platebody|Mithril set}}, so we won't aim for this. You will probably get {{ItemIcon|Mithril Boots|Boots}} (25 in 268) and {{ItemIcon|Mithril Helmet|Helmets}} (15 in 268) and {{ItemIcon|Mithril Shield|Shields}} (5/134) quite often. The two lowest drop rate items ({{ItemIcon|Mithril Platelegs|Platelegs}} (5 in 268) and {{ItemIcon|Mithril Platebody|Platebody}} (1 in 568)) and are therefore not worth grinding for specifically. The corresponding {{ItemIcon|Adamant Platebody|adamant|nolink=true}} drop from {{MonsterIcon|Adamant Knight|Adamant Knights}} is a better use of your time to obtain later down the line.
====Weapons====
For weapon upgrades, you will probably get both a {{ItemIcon|Mithril Scimitar|Scimitar}} (1 in 67) from {{MonsterIcon|Mithril Knight|Mithril Knights}}, too, so equip these once dropped. You may equip the {{ItemIcon|Mithril Sword|Sword}}, too, but consider sticking with the {{ItemIcon|Mithril Scimitar|Scimitar|nolink=true}} for now, to efficiently level up your {{Skill|Strength|nolink=true}} skill. You can upgrade to a cheap {{ItemIcon|Adamant Dagger}} from the {{MonsterIcon|Purple Goo Monster}} after {{Skill|Attack|30}}, and lastly the {{ItemIcon|Ice Sword}} at {{Skill|Attack|40}}.
 
As mentioned, you will want to get the {{ItemIcon|Ice Sword|nolink=true}} after getting mostly full {{ItemIcon|Mithril Platebody|Mithril Armour|nolink=true}} and {{Skill|Attack|40}}, as it is a really good upgrade at this point. The drop rate is 10% at the {{MonsterIcon|Ice Monster}} in the {{ZoneIcon|Icy Hills}}. The {{ItemIcon|Ice Sword|nolink=true}} is better at grinding {{Skill|Strength|nolink=true}} than all weapons from a lower tier.
 
== Chapter III: Mithril to (G) Adamant ==
{{Skill|Hitpoints|notext=true}} '''To start, you should have:''' {{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}} <br>
{{Icon|Combat|notext=true}} '''At the end, you should have:''' Almost full {{ItemIcon|(G) Adamant Platebody|(G) Adamant Armour|nolink=true}}, {{ItemIcon|Amulet of Looting}}, {{ItemIcon|Rune 2H Sword}}, {{Skill|Attack|70|nolink=true}} / {{Skill|Strength|70|nolink=true}} / {{Skill|Defence|70|nolink=true}}
 
While your next target is {{MonsterIcon|Adamant Knight|Adamant Knights}}, you should know that levelling {{Skill|Attack|nolink=true}} and {{Skill|Defence|nolink=true}} up to 50 will effectively reduce your healing per Knight from 1700 to 1200.
 
Important note: '''DO NOT IDLE KNIGHTS'''. Make sure to always have more {{Skill|Hitpoints|HP}} than the max hit of the enemy, and try to eat food right after your attack timer ends, so you don’t reset an attack in progress. Eat until full HP, or at least until you have enough HP to survive any attack. The 2.6s interval of the {{MonsterIcon|Adamant Knight}} is not really a danger provided you’re '''PAYING ATTENTION''' and have enough food.
 
Your {{ItemIcon|Ice Sword|nolink=true}} is great for leveling all of your combat stats. You may do this at {{MonsterIcon|Statue}}, to prepare for gear upgrades, and thus your first [[Damage Reduction]] points!
 
Each {{ItemIcon|Adamant Platebody|Adamant|nolink=true}} piece has a 1/48 chance of dropping. Good luck on that! You don’t necessarily care about the {{ItemIcon|Adamant Boots}} as there are reliable sources in {{MonsterIcon|Turkul Riders}} which also drop {{ItemIcon|Rune Boots}} very soon from now. If you are lucky enough to snag an {{ItemIcon|Obsidian Cape}}, rejoice as this item offers the biggest evasion upgrade of any item dropped by {{MonsterIcon|Adamant Knight|Adamant Knights}}. Its very low drop rate (1/240), however, may deter you from grinding for it. It will be a while until you replace the {{ItemIcon|Obsidian Cape|Cape|nolink=true}} for anything else, so you will get a lot of use out of it. There is no point wasting {{ItemIcon|Silver Bar|Silver}}/{{ItemIcon|Gold Bar|Gold Bars}} on the {{ItemIcon|Adamant Boots|Boots|nolink=true}}. Upgrade the rest of the equipment you get to {{ItemIcon|(G) Adamant Platebody|(G) Adamant|nolink=true}} as soon as you get them, since each piece gives you 4% Damage Reduction. Since you will be using 2H weapons for awhile you may skip {{ItemIcon|(G) Adamant Shield}}, but it will still be a useful shield until {{ItemIcon|(G) Rune Shield}} or {{ItemIcon|Dragonfire Shield}} so it is worth upgrading.
 
Your next goal after {{ItemIcon|Adamant Platebody|full adamant|nolink=true}} is a weapon upgrade. This will come from {{MonsterIcon|Elerine Warrior|Elerine Warriors}} and are the {{ItemIcon|Rune 2H Sword}} and the {{ItemIcon|Elerine Spear}}. With 3 out of 5 {{ItemIcon|(G) Adamant Platebody|(G) adamant|nolink=true}} pieces and a {{ItemIcon|Silver Diamond Ring}} from {{MonsterIcon|Mummy|Mummies}} totalling 13% DR, this monster can be safely idled with {{UpgradeIcon|Auto Eat - Tier I}}, 13% DR and 540 hitpoints. Of the two drops we seek, the former is a relatively common drop (1/36) and a considerable step up from the {{ItemIcon|Ice Sword}} (yielding double the clears/hr of {{ZoneIcon|Spider Forest}}). The {{ItemIcon|Elerine Spear}} is a slight upgrade over the {{ItemIcon|Rune 2H Sword}}, but it is a much lower drop rate (1/180), so it may not really be worth grinding for. It is worth noting that while both weapons are fantastic when used on their correct style(s), they are utterly abysmal at the other style(s). The {{ItemIcon|Elerine Spear}} should only ever be used on stab to train {{Skill|Attack}}, while the {{ItemIcon|Rune 2H Sword}} can be used to train {{Skill|Strength}} and {{Skill|Defence}} equally.
 
If you have {{Skill|Slayer|45}}, you can consider obtaining a set of {{ItemIcon|Gloves of Silence}} to help with fundraising. This item alone almost doubles the gp/hr of {{MonsterIcon|Cow|Cows}} and it turns {{MonsterIcon|Plant|Plants}} surprisingly into one of the best early money makers.
 
At {{Skill|Slayer|50}}, save up enough {{SC|slayer coins}} to purchase a {{ItemIcon|Desert Hat}}. You will also transition from {{UpgradeIcon|Basic Resupply}} to {{UpgradeIcon|Standard Resupply}} for the rest of the game at this point. This item gives you access to {{ItemIcon|Rune Gloves}}, {{ItemIcon|Desert Wrappings}}, {{ItemIcon|(G) Rune Boots}} and {{ItemIcon|Sand Treaders}}, as well {{ItemIcon|Desert Sabre}} that you may want to farm at one point. You will want to farm for at least {{ItemIcon|Rune Gloves}} and {{ItemIcon|(G) Rune Boots}} from the respective creatures in {{ZoneIcon|Arid Plains}}, as these have relatively common drop rates and won't take long. {{ItemIcon|Desert Wrappings}} offer a nice 2% DR which will help with {{ZoneIcon|Spider Forest}}, but can be skipped as they will soon be replaced with {{ItemIcon|Paladin Gloves}}. It is possible to kill {{MonsterIcon|Turkul Giant|Turkul Giants}} at this point to obtain {{ItemIcon|Dragon Scimitar}} or {{ItemIcon|Desert Sabre}}, but these upgrades are relatively minor over the {{ItemIcon|Rune 2H Sword}} and will soon be replaced with items from {{ZoneIcon|Deep Sea Ship}} anyway.
 
'''BEWARE''': Do not {{UpgradeIcon|Auto Eat - Tier II|Auto Eat|nolink=true}} {{ItemIcon|Potatoes|nolink=true}} in the {{ZoneIcon|Arid Plains|nolink=true}} unless you have at least {{UpgradeIcon|Auto Eat - Tier II|nolink=true}}. You will lose all your {{ItemIcon|Potatoes|nolink=true}} instantly as they will round down to 0 healing.
 
Killing {{MonsterIcon|Paladin|Paladins}} for {{ItemIcon|Paladin Gloves}} at this stage is somewhat viable, but they have a low drop rate and the Auto Eat threshold is quite high. Over a long period, the chance of making a mistake and dying is quite high, so it would be better to wait until you can rely on auto eat to do its thing. Around 20% DR and 660 HP.
 
===Chaper III-B: Amulet of Looting ===
With a hefty chunk of upgrades under your belt, it is time to fight the first early game milestone in the {{MonsterIcon|Spider King}}. This monster drops the {{ItemIcon|Amulet of Looting}} which is a special amulet which automatically loots gear acquired from Combat Areas and {{Skill|Slayer}} Areas. You may get it from the {{ItemIcon|Spider Chest}}, with a 1/22 chance. This item marks the first paradigm shift in the HCCO game mode, as manual looting is now a thing of the past. Now is a good time to obtain the {{ItemIcon|Amulet of Looting}} as before this point most monsters either wouldn't drop 100 items in a reasonable time frame, or their drops were largely not important enough to prioritise picking up consistently. Our main food source up until now has been  {{UpgradeIcon|Basic Resupply}} (or {{UpgradeIcon|Standard Resupply}} at {{Skill|Slayer|50}} and beyond) which do not need to be looted, so the benefit of the amulet was minimal.
 
As a point of comparison, by using {{ItemIcon|Mithril Platebody|Mithril Armour|nolink=true}}, and having around {{Skill|Attack|40|nolink=true}} / {{Skill|Strength|40|nolink=true}} / {{Skill|Defence|40|nolink=true}}, it will take you around 5000 healing from food per run of the {{ZoneIcon|Spider Forest}}. With access to {{ItemIcon|(G) Adamant Platebody|gilded adamant|nolink=true}} & {{ItemIcon|(G) Rune Boots}} for DR and a trusty {{ItemIcon|Rune 2H Sword}} or {{ItemIcon|Elerine Spear}}, this boss can be idled with 18% DR and 590 HP for around 10 kills/hr. It is quite possible to beat the zone without having any form of {{UpgradeIcon|Auto Eat - Tier I|Auto Eat}}, and just make sure you time your manual eating right, since the damage of the {{MonsterIcon|Spider|Spiders}} in the area is not too high. This may be appealing to players wishing to quickly eliminate manual looting from their routine.
 
Without any DR, the boss can instead be tackled with 710 HP and {{UpgradeIcon|Auto Eat - Tier I|AE1}}. Check [https://silberdrachi.github.io/CanIIdle/ Can I Idle] for any particular combination of requirements you happen to have. If you wanted to try obtain {{UpgradeIcon|Auto Eat - Tier II}} before this dungeon, know that this requires {{GP|5000000}}, which would require around 25 hours of '''active''' gameplay at {{MonsterIcon|Master Farmer}}, since you still don’t have auto looting, or around 40 hours of {{MonsterIcon|Plant}} farming with {{ItemIcon|Gloves of Silence}}. Bad idea.
 
=== Chapter III-B: Making money early-mid: Master Farmer + Auto Eat II ===
 
The {{MonsterIcon|Master Farmer|Master Farmer}} gives a total of 14 unique items. You want to prioritize your bank slots for the most rewarding items, taking the price and drop rate into account. This mainly comprises the Tree Seeds, requiring 5 slots. By reserving five slots for the {{MonsterIcon|Master Farmer|Master Farmers}} grind, you get a total of 84% of the GP drops. That’s around {{GP|950}} per kill.
 
Alternatively, equipping {{ItemIcon|Gloves of Silence}} increases the base GP/kill of every monster by {{GP|150}}. This makes low HP enemies such as {{MonsterIcon|Plant|Plants}} and {{MonsterIcon|Cow|Cows}} a great source of income too, albeit with lower xp/hr compared to {{MonsterIcon|Master Farmer|Master Farmers}}.
 
Later on at {{Skill|Slayer|70}} you have access to {{MonsterIcon|Raging Horned Elite}}, which drop a reasonable amount of sellable items (worth about {{GP|2000}} each kill) as well as a huge supply of {{ItemIcon|Trout}}. You will likely kill tens of thousands of this monster while gathering food, which can easily fund the more expensive upgrades remaining, so it is not important to over-focus on earning GP at this point.
 
=== Chapter III-C: Late to mid Game food: Slayer ===
Now is a good time to build up {{Icon|Slayer Coins|qty=150000}} as {{UpgradeIcon|Auto Slayer}} is a great purchase to idly build up {{Icon|Slayer Coins|nolink=true}}. With them, you can purchase {{ItemIcon|Standard Resupply}}, which nets you both a useful {{ItemIcon|Crab|qty=150}} and {{ItemIcon|Magic Bones|qty=500}} per purchase. This is the most efficient HP per {{Icon|Slayer Coins|Slayer Coin|nolink=true}} (even moreso than {{UpgradeIcon|Generous Resupply}}!), and is worth saving up for. These can be used throughout the rest of the game for easy food.
 
As per usual, free rerolls may be used to acquire {{MonsterIcon|Master Farmer}} as your {{Skill|Slayer|nolink=true}} task.
 
As noted before, beware of {{MonsterIcon|Wizard|Wizards}} and {{MonsterIcon|Fairy|Fairies}} when using {{UpgradeIcon|Auto Slayer|nolink=true}}, and ensure they can not bypass your {{UpgradeIcon|Auto Eat - Tier III|Auto Eat|nolink=true}} threshold. They should be skipped either way, as they will consume a lot of food due to their high accuracy on melee armour.
 
== Chapter IV: (G) Adamant to Full (G) Rune ==
'''To start, you should have:''' Almost full {{ItemIcon|(G) Adamant Platebody|(G) Adamant Armour|nolink=true}}, {{ItemIcon|(G) Rune Boots}}, {{ItemIcon|Desert Wrappings}}, {{ItemIcon|Rune 2H Sword}}, {{Skill|Attack|70|nolink=true}} / {{Skill|Strength|70|nolink=true}} / {{Skill|Defence|70|nolink=true}} {{UpgradeIcon|Auto Eat - Tier II}} <br>
'''At the end, you should have:''' Full {{ItemIcon|(G) Rune Platebody|(G) Rune Armour|nolink=true}}, {{ItemIcon|Paladin Gloves}}, {{ItemIcon|Elite Amulet of Strength}}, {{Skill|Attack|70|nolink=true}} / {{Skill|Strength|80|nolink=true}} / {{Skill|Defence|80|nolink=true}}, {{ItemIcon|Sunset Rapier}} / {{ItemIcon|Ancient Claw}}, {{UpgradeIcon|Auto Eat - Tier III}}
 
The first thing you should do in this part of the story is to upgrade your {{ItemIcon|Amulet of Strength}} into an {{ItemIcon|Elite Amulet of Strength|Elite}} one, simply by farming more {{MonsterIcon|Mummy|Mummies}}. On average you need to kill around a thousand of them.
 
You can wait to get the {{ItemIcon|Paladin Gloves}} until after getting {{ItemIcon|Rune Platebody|Rune Armor|nolink=true}}, or you can farm it now. At this point, you will use around 6 {{ItemIcon|Lobster|nolink=true}} per {{MonsterIcon|Paladin}} kill, and the chance to get them is 1/171. Not too hard.
 
The next step is to farm the feared shiny {{MonsterIcon|Rune Knight|Rune Knights}}, and upgrade your four armor pieces into {{ItemIcon|(G) Rune Platebody|(G) Rune pieces|nolink=true}}, for a total of 29% Damage Reduction with the {{ItemIcon|Paladin Gloves|nolink=true}}. You will need a bunch of {{ItemIcon|Gold Bar|Gold|nolink=true}} and {{ItemIcon|Silver Bar|Silver Bars|nolink=true}}, farmed at {{MonsterIcon|Statue|nolink=true}} or at {{MonsterIcon|Purple Goo Monster}} to make headway towards {{ItemIcon|Elite Amulet of Defence}}. Considering the amount of bars needed to upgrade this armour, you may wish to wait until {{ItemIcon|Ancient Platebody|Ancient armour|nolink=true}} instead, as {{ItemIcon|(G) Adamant Platebody|(G) adamant armour|nolink=true}} is sufficient for clearing {{ZoneIcon|Volcanic Cave}} (with a higher but still manageable HP requirement).
 
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.
 
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.
 
== Chapter V: (G) Rune to (G) Ancient ==
'''To start, you should have:''' Full {{ItemIcon|(G) Rune Platebody|(G) Rune Armour|nolink=true}}, {{ItemIcon|Paladin Gloves}}, {{ItemIcon|Elite Amulet of Strength}}, {{Skill|Attack|70|nolink=true}} / {{Skill|Strength|80|nolink=true}} / {{Skill|Defence|80|nolink=true}}, {{ItemIcon|Sunset Rapier}}, {{UpgradeIcon|Auto Eat - Tier III}} <br>
'''At the end, you should have:''' Full {{ItemIcon|(G) Ancient Platebody|(G) Ancient Armour|nolink=true}}, {{ItemIcon|Paladin Gloves}}, {{ItemIcon|Elite Amulet of Defence}}, {{Skill|Attack|90|nolink=true}} / {{Skill|Strength|99|nolink=true}} / {{Skill|Defence|90|nolink=true}}, {{ItemIcon|Dragonfire Shield}}, {{ItemIcon|Sandstorm Ring}}
 
{{ItemIcon|Elite Amulet of Defence}} from upgrading {{ItemIcon|Amulet of Defence|Amulets of Defence}}, which are dropped by {{MonsterIcon|Purple Goo Monster|Purple Goo Monsters}}, and {{ItemIcon|Silver Diamond Ring}}, dropped by {{MonsterIcon|Mummy|Mummies}}, are our best friends for now; the limiting factor for the remaining dungeons is how much DR you have access to.
 
Now that you've got full {{ItemIcon|(G) Rune Platebody|Rune (G) Armour|nolink=true}} and {{ItemIcon|Paladin Gloves|nolink=true}} for 32% DR, {{Skill|Hitpoints|notext=true}} 880 Hitpoints will allow you to idle {{ZoneIcon|Volcanic Cave}} for your first useful cape, the {{ItemIcon|Fire Cape}}. At this point, you can expect to eat around {{Skill|Hitpoints|notext=true}} 30,000 HP worth of food per kill without {{Skill|Prayer}}.
 
At this point, you should be using {{ItemIcon|Standard Resupply|Standard Resupplies}} for your food needs. If you prefer to fight monsters instead, then {{MonsterIcon|Sweaty Monster|Sweaty Monsters}} for {{ItemIcon|Salmon}} and {{ItemIcon|Lobster}} will reduce your overall time spent farming food. Expect to get food equivalent to 10.2 HP/kill in {{ItemIcon|Salmon}}, 6.25 HP/kill in {{ItemIcon|Lobster}}, and 2.3 HP/kill in {{ItemIcon|Shark}}.
 
Once you have the {{ItemIcon|Fire Cape|nolink=true}}, you can farm the {{ItemIcon|Sandstorm Ring}} from {{MonsterIcon|Sand Beast|Sand Beasts}}, which will be your best-in-slot {{Skill|Attack|Melee}} DPS ring. You can even use {{PrayerIcon|Safeguard}} if you'd like to farm it sooner, as it will speed up your {{ZoneIcon|Volcanic Cave|nolink=true}} clears.
 
Hopefully you find the {{ZoneIcon|Volcanic Cave|nolink=true}} comfortable, as the goal is to get the {{ItemIcon|Ancient Platebody}}, {{ItemIcon|Ancient Platelegs}}, {{ItemIcon|Ancient Helmet}}, and {{ItemIcon|Ancient Shield}}. There are no Ancient Boots and {{ItemIcon|Dragon Boots}} are unobtainable on HCCO (as is the {{ItemIcon|Dragon Helmet}},) so you'll continue rocking your {{ItemIcon|(G) Rune Boots}} for quite a while. Getting the {{ItemIcon|Dragon Platebody}} and/or {{ItemIcon|Dragon Platelegs}} is only useful if you plan to upgrade them to (G), as you still need the extra DR that comes from the (G) upgrade.
 
Once you get your full {{ItemIcon|Ancient Platebody|Ancient Armour|nolink=true}}, make another visit to {{MonsterIcon|Statue|Statues|nolink=true}} to finish off gathering {{ItemIcon|Gold Bar|Gold Bars|nolink=true}} and {{ItemIcon|Silver Bar|Silver Bars|nolink=true}} and upgrade everything to (G). Luckily the {{ItemIcon|Elite Chest|Elite Chests}} you've been opening also drop plenty of {{ItemIcon|Silver Bar|Silver Bars|nolink=true}} and {{ItemIcon|Gold Bar|Gold Bars|nolink=true}}.
 
In total, you'll need {{ItemIcon|Silver Bar|Silver Bars|qty=6000|nolink=true}} and {{ItemIcon|Gold Bar|Gold Bars|qty=10000|nolink=true}} for full {{ItemIcon|(G) Ancient Platebody|(G) Ancient Armour|nolink=true}}. If you get all the {{ItemIcon|Silver Bar|Silver Bars|nolink=true}} you need, move to {{MonsterIcon|Purple Goo Monster|Purple Goo Monsters}} for faster {{ItemIcon|Gold Bar|Gold Bars|nolink=true}}. You can also hold onto the {{ItemIcon|Amulet of Fury|Amulets of Fury}} for the {{ItemIcon|Fury of the Elemental Zodiacs}} grind later; you'll need {{ItemIcon|Amulet of Fury|Fury Amulets|qty=10}} in total.
 
After getting the {{ItemIcon|(G) Ancient Shield}}, there's nothing stopping you from immediately upgrading it again to the {{ItemIcon|Dragonfire Shield}}, so head to the {{MonsterIcon|Green Dragon|Green Dragons}} to get {{ItemIcon|Dragon Bones|qty=7050}}. You can alternatively wait until getting some {{Skill|Ranged}} levels, as {{MonsterIcon|Green Dragon|Green Dragons|nolink=true}} are slightly weaker to {{Skill|Magic}} and {{Skill|Ranged|nolink=true}} than to {{Skill|Attack|Melee|nolink=true}}, but at this level, you shouldn't have any trouble, and the 8% DR of the {{ItemIcon|Dragonfire Shield|nolink=true}} will be very useful as a {{Skill|Magic|nolink=true}} and {{Skill|Ranged|nolink=true}} offhand for God dungeons.
 
Once you have full {{ItemIcon|(G) Ancient Platebody|(G) Ancient Armour|nolink=true}} and {{ItemIcon|Dragonfire Shield|nolink=true}} for 43% DR (or 40% with {{ItemIcon|Amulet of Looting}} and {{ItemIcon|Sandstorm Ring|nolik=true}}, it's time to grind any remaining melee skills to ideally at least {{Skill|Attack|90|nolink=true}} / {{Skill|Strength|99|nolink=true}} / {{Skill|Defence|90|nolink=true}} while working your way towards {{SkillReq|Slayer|70}} for your next food upgrade - {{ItemIcon|Trout|nolink=true}} from {{MonsterIcon|Raging Horned Elite|Raging Horned Elites}} or RHE; you can also take advantage of the {{ItemIcon|Gold Emerald Ring}} from {{MonsterIcon|Mummy|Mummies}} to speed up stat grinding.
 
Once you get to this point, you can expect 447.8 HP in food for every kill! Once you start killing {{MonsterIcon|Raging Horned Elite|Raging Horned Elites|nolink=true}}, hold onto the {{ItemIcon|Ancient Arrows}} they drop as they're your best arrows, even though they can't be equipped until {{SkillReq|Ranged|70}}. Additionally, the {{ItemIcon|Large Horn|Large Horns}} that they drop will likely replace {{MonsterIcon|Master Farmer|Master Farmers}} for GP farming, as the GP/hr is about the same (not to mention the food, arrows, and {{Skill|Prayer}} points you're getting), with a much lower bank demand.
 
== Chapter VI-A: 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 far enough to tackle {{ZoneIcon|Water God Dungeon}}, {{ZoneIcon|Fire God Dungeon}} and possibly even {{ZoneIcon|Into the Mist}} and beyond.
 
===Preliminary phase===
Since none of the gear or weapon progression for {{Skill|Ranged}} relies on the actual skill itself, we can prepare for the entire skill ahead of time. This is the preliminary phase, and it has three main considerations being ammo, weapons and gear.
 
====Ammo====
 
Before starting {{Skill|Ranged}}, it is recommended to complete the {{ItemIcon|Elite Amulet of Ranged}} portion of the {{ItemIcon|Fury of the Elemental Zodiacs}} grind at {{MonsterIcon|Bandit|Bandits}}. This will set you up with all the arrows needed for the entire early and midgame {{Skill|Ranged}} grind, as well as the item itself offering substantial ranged offensive bonuses while being equipable at level 1. Obtaining {{ItemIcon|Amulet of Ranged|qty=200}} will yield around {{ItemIcon|Steel Arrows|qty=48000}}, {{ItemIcon|Mithril Arrows|qty=32000}} and {{ItemIcon|Adamant Arrows|qty=16000}}, which is much more than needed. A lot of arrows will also be supplied by {{UpgradeIcon|Basic Resupply}}/{{UpgradeIcon|Standard Resupply}} as well, so ammo is not much of a worry. It is also possible to clear {{ZoneIcon|Bandit Base}} for possible {{Skill|Ranged}} weapon upgrades, but these are not worth the time investment due to the low drop rate and can be skipped if desired. {{ZoneIcon|Bandit Base}} will yield a decent amount of ammo, but it is slower overall than killing {{MonsterIcon|Bandit|Bandits}} directly. At {{Skill|Ranged|70}} one can use the abundance of {{ItemIcon|Ancient Arrows}} obtained while killing {{MonsterIcon|Raging Horned Elite}} for {{ItemIcon|Trout}}. It is not necessary to conserve arrows either, as most late-game {{Skill|Ranged}} combat takes place with a crossbow using {{ItemIcon|Sapphire Bolts}}.
 
Note that it is no longer recommended to kill {{MonsterIcon|Frozen Archer}} for {{ItemIcon|Ice Arrows}} anymore, as this monster was buffed and is considerably stronger now as well as dropping far fewer arrows.
 
====Weapons====
The overall weapon progression will be:
 
{{ItemIcon|Normal Shortbow}} (1-5) → {{ItemIcon|Oak Shortbow}} (5-30) → {{ItemIcon|Maple Shortbow}} (30-40) → {{ItemIcon|Yew Longbow}} (40-50) → {{ItemIcon|Elerine Longbow}} (50-85) → {{ItemIcon|Ancient Crossbow}} (85+)
 
These items will be obtained from {{MonsterIcon|Ranged Golbin|Ranged Golbins}}, {{MonsterIcon|Holy Archer|Holy Archers}}, {{MonsterIcon|Elerine Archer|Elerine Archers}} and {{ZoneIcon|Dragons Den}} (discussed below) and can all be farmed ahead of time if bank space is not a concern. As mentioned above, it is possible to farm {{ZoneIcon|Bandit Base}} for a {{ItemIcon|Ancient Longbow}}, but it will take more time to obtain than what will be saved by using the item. The {{ItemIcon|Elerine Longbow}} is a very strong weapon for its level, as it rivals {{ItemIcon|Redwood Longbow}} from {{MonsterIcon|Holy Archer}} / {{ZoneIcon|Bandit Base}}. If you do decide to farm {{ZoneIcon|Bandit Base}} or have done so in the past, you can replace the {{ItemIcon|Maple Shortbow}} with a {{ItemIcon|Maple Longbow}} instead.
 
An alternative (but less efficient) route for early {{Skill|Ranged}} training is to kill {{MonsterIcon|Thief|Thieves}} in the {{ZoneIcon|Runic Ruins}} for {{ItemIcon|Steel Throwing Knife|notext=true}} [[Ranged#Throwing_Knives|throwing knives]], which, due to their higher attack speed and inherent 15% ammunition saving, can help with early training. This can be paired with {{ItemIcon|Throwing Power Gloves}} to increase effectiveness as well.
 
====Gear====
From 1-40 you will mostly be naked, as there are few options for gear at this low level. The cape slot is the only slot that you will likely be able to fill, and the options for capes are:
 
{{ItemIcon|Cape of Prat}} > {{ItemIcon|Cape of Ranged Preservation}} > {{ItemIcon|Fire Cape}} > {{ItemIcon|Obsidian Cape}} > nothing
 
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'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.
 
{{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===
 
The best options for {{Skill|Ranged}} training are magic enemies. However, the entry level enemy ({{MonsterIcon|Wizard}}) is too strong to be tackled at {{Skill|Ranged|1}}, so killing various easy slayer tasks such as {{MonsterIcon|Cow|Cows}} is fine until around {{Skill|Ranged|40}} to equip some dragonhide. After this point, farming {{MonsterIcon|Wizard|Wizards}} and {{MonsterIcon|Master Wizard|Master Wizards}} for runes is ideal. One can then use these runes to train their {{Skill|Magic}} to increase their magic defence to make killing them more efficient. At higher {{Skill|Ranged}} and {{Skill|Magic}} levels (around 50+), the option of killing {{MonsterIcon|Shaman|Shamans}} for {{ItemIcon|Chaos Rune|Chaos Runes}} and {{MonsterIcon|Necromancer|Necromancers}} for {{ItemIcon|Death Rune|Death Runes}} opens up to supplement further {{Skill|Magic}} training. {{MonsterIcon|Seething Horned Elite|Seething Horned Elites}} can be killed for any outstanding {{ItemIcon|Amulet of Fury|Amulet of Furies}} that weren't obtained from {{ZoneIcon|Volcanic Cave}}.
 
== Chapter VI-B: Magic ==
{{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 ({{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%).
 
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.
 
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 {{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 ==
===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.
 
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===
 
====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 = Darksteel Dagger
|weapon2 = Sunset Rapier
|weapon3 = 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.
 
You'll want to hold on to the {{ItemIcon|Air Shard|Air Shards}} which can be upgraded into {{ItemIcon|Air Chest|Air Chests}}, containing various Crossbow bolts. These won't be enough to supply you for the {{ZoneIcon|Water God Dungeon}} but will at least save you some time grinding ammunition in the future. The {{ItemIcon|Deadeye Amulet}} and the {{ItemIcon|Deadeye Ring}} are each pretty good DPS increases for {{Skill|Ranged}}, but DR is so tight in most god dungeons that you may not be able to use it over the {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}.
 
===Glacia===
 
====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}}.
 
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.
 
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===
 
{{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.
 
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 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.
 
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 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===
{{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.
 
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.
 
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.
 
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 ==
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.
 
The most important thing to understand about {{ZoneIcon|Into the Mist}} is the [[Affliction]] debuff, which lowers your max HP by 1% for every stack and stacks up to 50 times.  Every time an attack hits you while in this dungeon there is a 70% chance to gain a stack of affliction.  This means that in long fights, your max HP will drop to 500, which puts your {{UpgradeIcon|Auto Eat|nolink=true}} threshold at 200.  The only way to remove affliction is to defeat the current monster or run.
 
=== Afflicted Monsters ===
For [[Into the Mist#Afflicted_Monsters|Afflicted Monsters]], you will want to be using your strongest {{Skill|Attack|Melee}}, {{Skill|Ranged}} and {{Skill|Magic}} sets.  Swap sets according to the attack style of the monster to gain [[Combat Triangle]] advantage.  Due to the variability of the monsters you face, this phase can either be very easy or very hard.  Keep your eye on your current {{UpgradeIcon|Auto Eat}} threshold (which will drop from 400 to 200 as the fight continues), and the max hit of the monster you are currently facing (keeping in mind status effects like sleep, stun, and freeze.)  You will likely need to eat manually in this section. This phase is not a race against time, unlike Phase 1 and 3 so there is no need to rush.
 
===Mysterious Figure - Phase 1===
====Recommended Gear ====
 
{{Equipment/Recommended
|style = Melee
|helm1 = Terran God Helmet
|helm2 = Ragnar God Helmet
|helm3 = (G) Ancient Helmet
|neck1 = Fury of the Elemental Zodiacs
|cape1 = Infernal Cape
|body1 = Terran God Platebody
|body2 = Ragnar God Platebody
|body3 = (G) Ancient Platebody
|legs1 = Terran God Platelegs
|legs2 = Ragnar God Platelegs
|legs3 = (G) Ancient Platelegs
|weapon1 = Darksteel Dagger
|weapon2 = Ragnar Godsword
|shield1 = Earth Layered Shield
|shield2 = Dragonfire Shield
|gloves1 = Terran God Gloves
|gloves2 = Ragnar God Gloves
|boots1 = Terran God Boots
|boots2 = Ragnar God Boots
|ring1 = Guardian Ring
|ring2 = Fighter Ring
}}
 
====Recommended Prayers====
{{PrayerIcon|Protect from Melee}} + {{PrayerIcon|Chivalry}} if using {{ItemIcon|Darksteel Dagger}}, otherwise {{PrayerIcon|Protect from Melee}} + {{PrayerIcon|Battleheart}} or {{PrayerIcon|Piety}} if using {{ItemIcon|Ragnar Godsword}}.
 
===== Attacks =====
{{MonsterIcon|Mysterious Figure - Phase 1|Mark of Death}} (50%) (Auto Eat req: 34% DR)
* An unavoidable attack that deals 300 damage, and applies +1 stack of Mark of Death to you (Maximum 3 stacks). Mark of Death gives 50% decreased damage reduction regardless of number of stacks. One stack is removed after each of your turns.
 
Cursed Edge (35%) (Spam Eat)
* An avoidable attack that slices at you 2 times, dealing 600 damage each.
 
Reap and Return (15%) (Auto Eat req: 56% DR)
* An avoidable attack that hits 7 times, plus an extra time per Mark of Death stack applied to you. Deals 450 damage each and heals the enemy for 100% of damage dealt. Removes all Mark of Death stacks from you after attack.
 
===== Strategy =====
For this fight, it is very helpful to use a weapon with attack speed lower than 2.6.  This means that you can avoid getting hit while you have a stack of the Mark of Death debuff. Mark of Death is survivable with {{UpgradeIcon|Auto Eat|nolink=true}} at max affliction provided you have at least 34% DR. Cursed Edge can kill you through {{UpgradeIcon|Auto Eat|nolink=true}} at high affliction stacks, so spam eat for this attack once its max hit is higher than your {{UpgradeIcon|Auto Eat|nolink=true}} threshold.
 
With 56% DR, you can survive Reap and Return using just {{UpgradeIcon|Auto Eat|nolink=true}} even at maximum affliction stacks. This fight is a race due to the healing the boss receives from Reap and Return. For this reason we use {{PrayerIcon|Protect from Melee}} to limit the amount of healing the boss can do. It is important to '''not''' use {{ItemIcon|Sandstorm Ring}}, since the special attack will stop you from clearing the Mark of Death stacks before being hit. {{ItemIcon|Darksteel Dagger}} is very strong here due to how the bleed scales with enemy max HP and {{ItemIcon|Ragnar Godsword}}'s unavoidable special attack helps a lot due to the low accuracy the player has during this fight.
 
Even though {{ItemIcon|Ragnar Godsword}} is better DPS, it is considered harder to use, increasing the chance of accidentally dying. The low attack speed makes clearing Mark of Death debuffs harder, and it also means it is easier to interrupt your attack when manual eating.
 
=== Mysterious Figure - Phase 2 ===
====Recommended Gear====
 
{{Equipment/Recommended
|style = Ranged
|helm1 = Aeris God Helmet
|neck1 = Deadeye Amulet
|neck2 = Fury of the Elemental Zodiacs
|cape1 = Infernal Cape
|cape2 = Cape of Prat
|body1 = Aeris God Platebody
|legs1 = Aeris God Platelegs
|weapon1 = Ancient Throwing Knife
|weapon2 = Ancient Crossbow
|shield1 = Scaled Shield
|shield2 = Earth Layered Shield
|shield3 = Dragonfire Shield
|gloves1 = Aeris God Gloves
|boots1 = Aeris God Boots
|ring1 = Guardian Ring
|ammo1 = Sapphire Bolts
}}
 
====Recommended Prayers====
{{PrayerIcon|Sharp Vision}} + {{PrayerIcon|Eagle Eye}} or {{PrayerIcon|Rigour}} depending on {{Skill|Prayer}} level.
 
=====Attacks=====
{{MonsterIcon|Mysterious Figure - Phase 2|Mark of Death}} (50%) (Auto Eat req: 34% DR)
* An unavoidable attack that deals 300 damage, and applies +1 stack of Mark of Death to you (Maximum 3 stacks). Mark of Death gives 50% decreased damage reduction regardless of number of stacks. One stack is removed after each of your turns.
 
Concealed Danger (35%) (Auto Eat req: 56% DR)
* An avoidable attack that hits 1 time(s), plus an extra time per Mark of Death stack applied to you. Deals 450 damage each. Removes all Mark of Death stacks from you after attack.
 
Shadowstep (15%)
* The enemy is surrounded with mist, gives the enemy +20% Global Evasion,+40% Damage Reduction and -20% Attack Interval for 1 of the enemy's turn. If buff is already active, perform a Normal Attack instead.
 
Normal Attack (Instead of repeating Shadowstep while the effect is already active) (Spam Eat)
* 772 Ranged Damage
 
===== Strategy =====
For this phase, we are once again avoiding the Mark of Death debuff by using a fast attack speed weapon. In this case, our attack must be faster than 1.75 which {{ItemIcon|Ancient Throwing Knife|Ancient Throwing Knives}} with the rapid attack style allows us to do. Mark of Death is survivable with {{UpgradeIcon|Auto Eat|nolink=true}} at max affliction provided you have at least 34% DR. With 56% DR, you can survive Concealed Danger even with maximum affliction.
 
The attack which you must watch out for is the normal attack, which happens instead of Shadowstep if the boss already has the buff (the attack bar of the boss will be blue rather than yellow). This attack can kill you through {{UpgradeIcon|Auto Eat|nolink=true}} at high affliction stacks, so spam eat for this attack once its max hit is higher than your {{UpgradeIcon|Auto Eat|nolink=true}} threshold. This phase is not a race against time, so slow and steady will work for this phase.
 
=== Ahrenia ===
====Recommended Gear====
 
{{Equipment/Recommended
|style = Magic
|helm1 = Glacia God Helmet
|helm2 = Ancient Wizard Hat
|neck1 = Fury of the Elemental Zodiacs
|neck2 = Elite Amulet of Magic
|cape1 = Skull Cape
|body1 = Glacia God Platebody
|body2 = Ancient Wizard Robes
|legs1 = Glacia God Platelegs
|legs2 = Ancient Wizard Bottoms
|weapon1 = Magic Wand (Elite)
|shield1 = Scaled Shield
|shield2 = Miolite Shield
|gloves1 = Glacia God Gloves
|gloves2 = Elementalist Gloves
|boots1 = Glacia God Boots
|boots2 = Ancient Wizard Boots
|ring1 = Tormented Ring
|ring2 = Warlock Ring
}}
 
====Spell====
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====
{{PrayerIcon|Protect from Magic}} + {{PrayerIcon|Mystic Mastery}}, or {{PrayerIcon|Mystic Mastery}} + {{PrayerIcon|Mystic Might}}.
 
Note that {{PrayerIcon|Augury}} has a '''lower''' accuracy bonus than {{PrayerIcon|Mystic Mastery}} and gives less magic evasion than {{PrayerIcon|Mystic Might}}, so {{PrayerIcon|Augury}} should never be used when using [[Ancient Magicks]].
 
===== Attacks =====
Shadow Burst (70%) (Spam Eat)
* Fire off 3 large, avoidable, dark explosions that deal 800 damage each. Gives you -1% Global Accuracy that stacks up to 40 times.
 
Into the Mist (15%)
* The enemy disappears into the Mist. Gives the enemy +10% Damage Reduction each time they are hit for the duration of this attack (Stacks up to 10 times) and gives Regen that heals 10% of the enemy's max Hitpoints over 10s.
 
Fallen Light (15%) (Auto Eat req: 50% DR)
* The Mist breaks away and the sky opens up to an unavoidable, falling ray of Darkness, dealing 400x15 damage over 2.8s.
 
===== Strategy =====
For this fight, you will first and foremost need to achieve accuracy higher than 25k '''before accounting for prayers or pets'''. Since accuracy buffs/debuffs interact additively, this threshold will allow us to stay above the 20k net accuracy requirement for [[Ancient Magicks]] while accounting for max stacks of the Shadow Burst debuff. This threshold can be met outright with the recommended gear setup with {{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 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 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 ==
 
==== Recommended stats ====
 
The most important skills are {{Skill|Hitpoints|99}} and {{Skill|Slayer|99}}, as HP is needed to meet the DR thresholds and the slayer cape perk is very beneficial. Bare minimum stats are {{Skill|Attack|80}} to equip {{ItemIcon|Darksteel Dagger}}, around {{Skill|Strength|80}}, {{Skill|Defence|85}} for Ragnar/Terran God Armour, {{Skill|Prayer|66}} for Chivalry, {{Skill|Ranged|90}} and {{Skill|Magic|90}} for God Armours, {{ItemIcon|Shockwave}} and {{ItemIcon|Ocean Song}}. It is also assumed that {{PetIcon|Finn, the Cat}} and {{PetIcon|Leonardo}} are owned. The reason why the offensive requirements are relatively low is that farming T90s takes a '''very''' long time on a CO account (about 3 weeks of continuous play all up), so a lot of experience will be gained during this section anyway. For example, by the time the first T90, {{ItemIcon|Shockwave}}, is completed the player will have earned about 4m prayer and 9.5m melee exp. Therefore it is not essential to have maxed offensive stats, as those can be effectively trained along the way. 99 slayer however is very important for the cape perk. It is still possible to do without the cape, but a lot of food will be wasted in compensation and a lot fewer kills/hr on {{MonsterIcon|Rokken}} if the player's attack speed is 2.2 or above. A {{ItemIcon|Hunter's Ring}} is highly recommended in this case for full area effect negation.
 
You must complete {{ZoneIcon|Into the Mist}} to make use of the passive slot for this section. The food and dps loss from not having this slot is simply not worth it. You will complete 40 master slayer tasks while farming T90s and {{ZoneIcon|Dark Waters}} enemies are easier than {{ZoneIcon|Perilous Peaks}} enemies once the DR threshold from gear has been met. {{ZoneIcon|Perilous Peaks}} enemies are designed to consume a large amount of food (which is precious on a CO account) and so tackling them with T90 gear is optimal.
 
The recommended order for farming T90s is: {{MonsterIcon|Rokken}} (ranged) → {{MonsterIcon|Ku-tul}} (magic) → {{MonsterIcon|Umbora}} (melee). Both {{MonsterIcon|Rokken}} and {{MonsterIcon|Ku-tul}} can be completed at roughly the same kills/hr without any T90 items, but {{ItemIcon|Darksteel Dagger}} + {{ItemIcon|Elder Crown}} combo will result in about 2.5x less food usage on {{MonsterIcon|Rokken}}, as well as {{ItemIcon|Shockwave}} having more immediate value than {{ItemIcon|Ocean Song}} which requires a lot of farming to make use of. {{MonsterIcon|Umbora}} is by far the most difficult monster due to the scarce nature of runes, so tackling this monster with doubling and % damage from {{ItemIcon|Slayer Gear Upgrade Kit (Master)}} will have the most benefit out of all three mobs. {{MonsterIcon|Umbora}} first is highly discouraged as runes are very difficult to obtain on a CO account, making it vital to use {{ItemIcon|Ocean Song}} to maximise rune efficiency. A comparison of alternative {{MonsterIcon|Umbora}} methods is presented below in the dedicated section and it should be clear that {{ItemIcon|Ocean Song}} is by far the best option.
 
==== Method ====
You will be manually selecting tasks to avoid unfavourable tasks while farming T90s. There are many reasons to be on a slayer task:
 
* You always profit slayer coins even when factoring in reroll costs
 
* You can passively work towards 40 master slayer tasks
 
* Slayer cape damage bonus to help with farming
 
When starting out it is recommended to '''remove''' your slayer cape, toggle auto slayer '''ON''' and manually roll tasks. This will remove {{ZoneIcon|Perilous Peaks}} enemies from the potential pool of slayer monsters, leaving only a 1/2 chance of obtaining the correct slayer task.
 
'''WARNING: MAKE SURE TO TOGGLE AUTOSLAYER BACK OFF AFTER SELECTING A TASK, AS INCORRECT COMBAT TRIANGLE MANAGEMENT IS CERTAIN DEATH IN THE WATERS AND A LOT OF FOOD WASTED IN PEAKS, POSSIBLY LEADING TO DEATH.'''
 
You will always profit slayer coins as each {{ZoneIcon|Dark Waters}} task gives about 250k coins on average (382.5k if extending the task) and costs about 65k on average (77.5k if extending) to manually select. This leads to an average profit of 185k/task or 305k/task if extending. These numbers equate to extended tasks being about 10% more efficient coins/kill. The player has the choice of earning more slayer coins by extending slayer tasks, or obtaining master slayer gear faster by leaving tasks unextended. On average, one will complete 20 tasks per T90 item or 12.5 if extending. Since it is highly recommended to have  {{ItemIcon|Slayer Wizard Robes (Master)}} and {{ItemIcon|Slayer Wizard Hat (Master)}} before {{MonsterIcon|Umbora}} to save on runes, it is recommended to '''not''' extend tasks. Alternatively, one can make up the extra tasks at {{ZoneIcon|Perilous Peaks}} while farming out {{PetIcon|Peri}} or any of the three unqiues. Even with this in mind, it is always better to be running a task than not. Try to manage extensions so that a task will end shortly before the player expects to away from the game (such as overnight), as this will ensure that a fresh (possibly extended) task can be undertaken for the duration of the inattentive period. Expected kills/hr are listed in each section and this can be used as a guide to figure out when a task will be completed.
 
Once Shockwave is obtained the {{ItemIcon|Slayer Skillcape}} can be left on as farming {{ZoneIcon|Perilous Peaks}} is perfectly manageable with access to a T90 weapon. Around 40k {{ItemIcon|Crab}} should be earned by the time {{ItemIcon|Shockwave}} is obtained, so this food can now be spent on these monsters.
 
{{MonsterIcon|Wicked Greater Dragon}} are very straightforward as {{ItemIcon|Shockwave}} destroys them. The setup is the same as the {{MonsterIcon|Ku-tul}} setup below, but the {{ItemIcon|Slayer Cowl (Elite)}} is swapped for a {{ItemIcon|Aeris God Helmet}} and {{PrayerIcon|Protect from Magic}} is replaced with {{PrayerIcon|Battleheart}}, as the majority of damage comes from dragon breath.
 
{{MonsterIcon|Hunting Greater Dragon}} can also be killed with {{ItemIcon|Shockwave}} (around 105 kills/hr) or with {{ItemIcon|Infernal Claw}} (for around 95 kills/hr) with a typical melee build. {{ItemIcon|Darksteel Dagger}} is around 80 kills/hr so it is viable but a bit slower than the others. It is not necessary to wait for {{ItemIcon|Tidal Edge}}, as that only marginally increases the kills/hr to 115 while being substantially more difficult to obtain. Melee methods save more food, with {{ItemIcon|Tidal Edge}} being the least food usage, {{ItemIcon|Darksteel Dagger}} second, {{ItemIcon|Infernal Claw}} in third and {{ItemIcon|Shockwave}} consuming the most food. These results are summarised in the following table:
 
{| class="wikitable"
|-
! Item
! Kills/hr
! {{ItemIcon|Crab}}/hr
! {{ItemIcon|Crab}}/kill
|-
| {{ItemIcon|Darksteel Dagger}}
| 81.5
| 1175
| 14.5
|-
| {{ItemIcon|Tidal Edge}}
| 115
| 1425
| 12.5
|-
| {{ItemIcon|Infernal Claw}}
| 95
| 1700
| 18
|-
| {{ItemIcon|Shockwave}}
| 105
| 2325
| 22
|}
 
One can also choose to farm {{MonsterIcon|Chaotic Greater Dragon}} to obtain a {{ItemIcon|Recoil Shield}} or to waste less coins on rerolls. These are a fair bit slower at 50 kills/hr with {{ItemIcon|Darksteel Dagger}} and 57.5 kills/hr with {{ItemIcon|Infernal Claw}}, so one may choose to only undertake such tasks if the quantity is low and 40 Master Slayer tasks are still needed. Due to combat triangle penalty, {{ItemIcon|Shockwave}} is considerably more food usage, but it is faster kills/hr at around 80-90/hr. Melee is preferable for this task, as the time spent gathering runes is not worth the increased dps of magic, even with {{ItemIcon|Ocean Song}}. This task is ''significantly'' faster with {{ItemIcon|Tidal Edge}} (around 93 kills/hr) as the unavoidable special attack is very useful, so this task can be skipped until that point if preferred.
 
With a 3/6 to 4/6 chance of favourable tasks, very little should be wasted on rerolling tasks. {{MonsterIcon|Umbora}} tasks should be skipped until {{ItemIcon|Ocean Song}} and {{MonsterIcon|Rokken}} tasks should be skipped unless they are very short (around 150 or less). There is only a 1/5 to 2/5 chance of receiving an unfavourable task after completing a slayer task (the automatic task assigned is free, saving 25k slayer coins), which further adds to the savings.
 
Once the player has received the {{ZoneIcon|Perilous Peaks}} uniques, {{PetIcon|Peri}} and completed 40 master slayer tasks, they can return to removing the cape + toggling auto slayer on to skip {{ZoneIcon|Perilous Peaks}} tasks.
 
===Rokken===
 
====Recommended gear====
 
 
{{Equipment/Recommended
|style = Melee
|helm1 = Slayer Helmet (Elite)
|helm2 = Slayer Helmet (Elite)
|neck1 = Fury of the Elemental Zodiacs
|neck2 = Fury of the Elemental Zodiacs
|cape1 = Slayer Skillcape
|cape2 = Infernal Cape
|body1 = Ragnar God Platebody
|body2 = Slayer Platebody (Elite)
|legs1 = Terran God Platelegs
|legs2 = Terran God Platelegs
|weapon1 = Darksteel Dagger
|weapon2 = Darksteel Dagger
|shield1 = Dragonfire Shield
|shield2 = Dragonfire Shield
|gloves1 = Terran God Gloves
|gloves2 = Terran God Gloves
|boots1 = Terran God Boots
|boots2 = Terran God Boots
|ring1 = Fighter Ring
|ring2 = Hunter's Ring
}}
 
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.
 
====Alternative gear options====
{{MonsterIcon|Rokken}} requires 47% or more DR, so any 3 Terran pieces will achieve this. The {{ItemIcon|Ragnar God Platebody}} has the best increase in stats over its respective Terran counterpart so this layout is chosen. Additionally, {{ItemIcon|Fighter Ring}} + 2x Terran is better than {{ItemIcon|Guardian Ring}} + 2x Ragnar, but you may want to use the latter or some intermediate combination if you do not have full Terran or Ragnar. The swap priority goes: boots < gloves < helmet < legs < ring < platebody < amulet. This means that if one needs 2% more DR over their Ragnar setup, the best choice would be to swap to Terran boots and gloves. {{ItemIcon|Sandstorm Ring}} and {{ItemIcon|Hunter's Ring}} respectively are the next best options for the ring slot. Consider using {{ItemIcon|Hunter's Ring}} and two pieces of Elite Slayer gear if you do not have {{ItemIcon|Slayer Skillcape}} for full 40% slayer area negation. '''DO NOT''' use a guardian amulet unless you have {{PetIcon|Otto}}, as this will put your attack speed low enough to where you risk being stunned and attacked (see below). {{ItemIcon|Earth Layered Shield}} with full Ragnar is better DPS, but farming Earth God is very difficult and expensive on a CO so it is best saved until after {{ItemIcon|Tidal Edge}} or {{ItemIcon|Ocean Song}}. {{ItemIcon|Earth Layered Shield}} requires 48% DR due to the HP lost by removing {{ItemIcon|Dragonfire Shield}}.
 
====Recommended prayers====
{{PrayerIcon|Protect from Ranged}} + {{PrayerIcon|Chivalry}}.
 
{{PrayerIcon|Protect from Ranged}} is very important as this heavily mitigates the raw damage the enemy does and it also results in less frequent stuns. This makes the prayer higher dps than {{PrayerIcon|Piety}} or {{PrayerIcon|Battleheart}} as more time is spent doing damage. The food usage drops from 600 {{ItemIcon|Crab}}/hr to less than 100 {{ItemIcon|Crab}}/hr with {{PrayerIcon|Protect from Ranged}} alone, as {{ItemIcon|Darksteel Dagger}} + {{ItemIcon|Elder Crown}} combo will take care of the majority of damage incurred. {{PrayerIcon|Chivalry}} is better than {{PrayerIcon|Battleheart}} and {{PrayerIcon|Piety}} as it has the most accuracy, which will help keep the {{ItemIcon|Darksteel Dagger}} bleed applied more often.
 
====Method====
 
This method relies on having faster attack speed than {{MonsterIcon|Rokken}} (2.2 seconds/attack) to avoid the stun → basic attack combo. If stunned, the DR threshold is increased to 57%. This setup with full slayer effect negation, crown and dagger is 2.1 seconds/attack.
 
====Efficiency notes====
 
* This setup is about 36 kills/hr with 95 crabs used and 18.5k prayer points used per hour, assuming max stats. This drops slightly below max.
 
* Expect 35.5k slayer coins/hr in return, 18.5k prayer exp/hr, 75.5k melee and 57k slayer exp/hr.
 
* The player can expect to complete 20 master slayer tasks (12.7 if extending) by the time they finish 100 shockwave pieces, netting 3.5m (3.9m if extended) slayer coins when factoring in manual selection (and extension) fees. If spent solely on standard resupplies, the player can expect to profit about 39k (45k) crabs and spend about 820k (620k) prayer points.
 
* It will take on average about 140 hours which is almost 6 days of continuous farming.
 
===Ku-tul===
 
{| class="wikitable"
|-
! Item
! Slot
! DR%
|-
| {{ItemIcon|Shockwave}}
| Weapon
| 0%
|- style="border-bottom:solid lightgrey"
| {{ItemIcon|Scaled Shield}}
| Off-hand
| 8%
|-
| {{ItemIcon|Slayer Cowl (Elite)}}
| Head
| 4%
|-
| {{ItemIcon|Aeris God Platebody}}
| Body
| 8%
|-
| {{ItemIcon|Aeris God Platelegs}}
| Leggings
| 8%
|-
| {{ItemIcon|Aeris God Boots}}
| Boots
| 8%
|- style="border-bottom:solid lightgrey"
| {{ItemIcon|Aeris God Gloves}}
| Hands
| 8%
|-
| {{ItemIcon|Slayer Skillcape}}
| Cape
| 0%
|-
| {{ItemIcon|Fury of the Elemental Zodiacs}}
| Neck
| 3%
|-
| {{ItemIcon|Sapphire Bolts}}
| Ammo
| 0%
|-
| {{ItemIcon|Deadeye 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
| 48%
|}
 
====Gear alternatives====
 
The DR requirement for {{MonsterIcon|Ku-tul}} is 48%.
 
{{ItemIcon|Guardian Ring}} and {{ItemIcon|Hunter's Ring}} are perfectly viable options if the player does not own {{ItemIcon|Deadeye Ring}}.
 
{{ItemIcon|Deadeye Amulet}} can be worn in the passive slot for 72 kills/hr (+6%) in exchange for more than doubling the food usage (300/hr).
 
====Recommended prayers====
{{PrayerIcon|Protect from Magic}} + {{PrayerIcon|Rigour}}.
If the player has an abundance of food, they can opt for {{PrayerIcon|Battleheart}} over {{PrayerIcon|Protect from Magic}}. This will increase the dps by about 16% in exchange for 470% more food usage.
 
====Efficiency notes====
* With access to the T90, this is the easiest monster of the three by far.
 
* Expect about 68 kills/hr, 140 {{ItemIcon|Crab}}/hr, 18k prayer points/hr and -1.2k {{ItemIcon|Sapphire Bolts}}/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.
 
* 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 74 hours, or about 3 days of continuous farming.
 
===Umbora===
 
====Recommended gear====
 
{| class="wikitable"
|-
! Item
! Slot
! DR%
|-
| {{ItemIcon|Ocean Song}}
| Weapon
| 0%
|- style="border-bottom:solid lightgrey"
| {{ItemIcon|Scaled Shield}}
| Off-hand
| 8%
|-
| {{ItemIcon|Slayer Wizard Hat (Master)}}
| Head
| 6%
|-
| {{ItemIcon|Slayer Wizard Robes (Master)}}
| Body
| 6%
|-
| {{ItemIcon|Glacia God Platelegs}}
| Leggings
| 8%
|-
| {{ItemIcon|Glacia God Boots}}
| Boots
| 8%
|- style="border-bottom:solid lightgrey"
| {{ItemIcon|Glacia God Gloves}}
| Hands
| 8%
|-
| {{ItemIcon|Skull Cape}}
| Cape
| 3%
|-
| {{ItemIcon|Warlock Amulet}}
| Neck
| 0%
|-
| {{ItemIcon|Hunter's Ring}}
| Ring
| 0%
|- style="border-bottom:solid lightgrey"
| {{ItemIcon|Elder Crown}}
| Passive
| 0%
|-
| {{PetIcon|Finn, the Cat}}
| Pet
| 0%
|-
| {{PetIcon|Leonardo}}
| Pet
| 1%
|-
| {{PetIcon|Salem}}
| Pet
| 0%
|-
| {{PetIcon|Golden Golbin}}
| Pet
| 0%
|-
| {{PetIcon|Rosey}}
| Pet
| 0%
|-
| {{PetIcon|Jelly Jim}}
| Pet
| 0%
|-
| {{PetIcon|Aquarias}}
| Pet
| 0%
|-
! scope="row" colspan="2" | Total
| 48%
|}
The [[Damage Reduction|DR]] requirement for {{MonsterIcon|Umbora}} is 47%. Note that because {{MonsterIcon|Umbora}} takes so long to farm compared to the other monsters, any small efficiency is highly beneficial. This is why [[Pets]] that offer loot doubling or rune saving are highly recommended.
 
Because the vast majority of the damage done is due to the special attack of {{ItemIcon|Ocean Song}}, which is unaffected by damage increases and has 100% accuracy, we opt to sacrifice the {{ItemIcon|Warlock Ring}} in favour of {{ItemIcon|Hunter's Ring}}. The dps downgrade is minimal (less than 0.5% fewer kills/hr) but the additional slayer coins help pay for the prayer points used and can be put towards remaining master slayer purchases.
 
Additionally, this is one of the few situations (or perhaps the only one) where a {{ItemIcon|Warlock Amulet}} is useful. For the same reason as above, {{ItemIcon|Fury of the Elemental Zodiacs}} does not contribute very much to our DPS, but {{ItemIcon|Warlock Amulet}} saves around {{ItemIcon|Crab|qty=50}}/hr. Strictly speaking the {{ItemIcon|Crab}} end up being worth more than the fraction of a kill in terms of time-to-obtain efficiency, but {{ItemIcon|Fury of the Elemental Zodiacs}} is still fine to use if one prefers to complete the {{MonsterIcon|Umbora}} slightly faster in exchange for about 20% more food usage.
 
====Recommended prayers====
{{PrayerIcon|Protect from Melee}} + {{PrayerIcon|Battleheart}}
 
{{PrayerIcon|Augury}} does not increase dps by very much as the {{ItemIcon|Ocean Song}} special cannot miss, while {{PrayerIcon|Protect from Melee}} cuts food usage by 80%.
 
====Method====
This setup relies on using {{Icon|Water Strike|type=spell}} and {{Icon|Fury II|type=aurora}} on {{MonsterIcon|Umbora}} for 63 kills/hr. This may seem decent, but when factoring in rune acquisition this is by far the most painful of the three. {{Icon|Water Strike|type=spell}} is the most rune efficient spell, as the dps increase by upgrading to {{Icon|Water Bolt|type=spell}} is only about 7.5%, yet requires 50% more runes that are harder to obtain. The reason for the small upgrade in DPS is due to {{ItemIcon|Ocean Song}} special attack and the aurora both adding flat damage. The story is similar for {{Icon|Water Blast|type=spell}}, but with even more exaggerated downsides. {{ItemIcon|Chaos Rune}} and {{ItemIcon|Death Rune}} are best saved for magic exp with a {{ItemIcon|Mystic Air Staff}} on {{MonsterIcon|Raging Horned Elite}}. {{MonsterIcon|Umbora}} also does by far the most damage and consumes around 310 {{ItemIcon|Crab}}/hr, but again resupplies come in clutch as they generate about 910 {{ItemIcon|Crab}}/hr so it is still net profit.
 
====Rune farming====
 
Overall farming {{MonsterIcon|Umbora}} consumes roughly {{ItemIcon|Air Rune|qty=1000}}, {{ItemIcon|Mind Rune|qty=1000}}, {{ItemIcon|Light Rune|qty=2000}} per hour. Over the 3 days it takes to farm {{MonsterIcon|Umbora}}, expect to consume {{ItemIcon|Air Rune|qty=67500}}, {{ItemIcon|Mind Rune|qty=67500}} and {{ItemIcon|Light Rune|qty=135000}}. The latter is abundantly obtained from standard resupplies, but the two former must be obtained manually.
 
The following two setups are recommended for farming runes. The advantage of the melee setup is there are no supply usage costs, while the ranged setup is more kills/hr if one has an abundance of knives handy.
 
=====Ranged=====
{| class="wikitable"
|-
! Item
! Slot
|- style="border-bottom:solid lightgrey"
| {{ItemIcon|Ancient Throwing Knife}}
| Weapon
|-
| {{ItemIcon|Slayer Cowl (Master)}}
| Head
|-
| {{ItemIcon|Slayer Leather Body (Master)}}
| Body
|-
| {{ItemIcon|Aeris God Platelegs}}
| Leggings
|-
| {{ItemIcon|Sand Treaders}}
| Boots
|- style="border-bottom:solid lightgrey"
| {{ItemIcon|Throwing Power Gloves}}
| Hands
|-
| {{ItemIcon|Ranged Skillcape}}
| Cape
|-
| {{ItemIcon|Deadeye Amulet}}
| Neck
|-
| {{ItemIcon|Deadeye Ring}}
| Ring
|- style="border-bottom:solid lightgrey"
| {{ItemIcon|Elder Crown}}
| Passive
|-
| {{PetIcon|Golden Golbin}}
| Pet
|-
| {{PetIcon|Rosey}}
| Pet
|-
| {{PetIcon|Aquarias}}
| Pet
|-
| {{PetIcon|Otto}}
| Pet
|}
 
=====Melee=====
 
{| class="wikitable"
|-
! Item
! Slot
|- style="border-bottom:solid lightgrey"
| {{ItemIcon|Twin Exiles}}
| Weapon
|-
| {{ItemIcon|Slayer Helmet (Master)}}
| Head
|-
| {{ItemIcon|Slayer Platebody (Master)}}
| Body
|-
| {{ItemIcon|Ragnar God Platelegs}}
| Leggings
|-
| {{ItemIcon|Sand Treaders}}
| Boots
|- style="border-bottom:solid lightgrey"
| {{ItemIcon|Ragnar God Gloves}}
| Hands
|-
| {{ItemIcon|Strength Skillcape}}
| Cape
|-
| {{ItemIcon|Fury of the Elemental Zodiacs}}
| Neck
|-
| {{ItemIcon|Fighter Ring}}
| Ring
|- style="border-bottom:solid lightgrey"
| {{ItemIcon|Elder Crown}}
| Passive
|-
| {{PetIcon|Golden Golbin}}
| Pet
|-
| {{PetIcon|Rosey}}
| Pet
|-
| {{PetIcon|Aquarias}}
| Pet
|-
| {{PetIcon|Otto}}
| Pet
|}
 
* 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.
 
* Opting for Ragnar (or Aeris) over Master Slayer is perfectly viable (A Ragnar setup nets about {{ItemIcon|Air Rune|qty=740}}/hr instead of 800). However, over the 115 hours spent farming runes, the time saved (about 9-10 hours) is quite considerable. With {{ItemIcon|Ragnar Godsword}}, full Ragnar, {{ItemIcon|Hunter's Ring}} and {{ItemIcon|Prayer Skillcape}} one earns around 65k slayer coins per hour doing elite slayer while spending only 6.5k prayer points. This means the 9-10 hours saved contributes around 500k slayer coins (minus points spent on resupplies to replenish prayer) towards the 2m total coin cost of the melee master slayer set. Master slayer is also required for the next stage of the game which is farming {{ZoneIcon|Unhallowed Wasteland}}, so this is the best time to obtain it.
 
* Combined, the total grind will be about 70 hours farming {{MonsterIcon|Umbora}}, 85 hours for {{ItemIcon|Air Rune}} and 30 hours for {{ItemIcon|Mind Rune}} totalling 185 hours. This is on par with the previous two items combined, which is fitting as it is the most useful for a CO-account with limited resources.
 
* The player will easily get from 90-99 magic while farming {{MonsterIcon|Umbora}}. Expect around 200k magic xp/hr, which ends up around 14m after {{ItemIcon|Tidal Edge}} is obtained.
 
====Alternatives====
 
* {{ItemIcon|Cloudburst Staff}}
{{ItemIcon|Cloudburst Staff}} using {{Icon|Water Strike|type=spell}} clocks in only around 45 kills/hr at 2.5x the rune usage. All up it would require 100+295 = 395 hours (2.5 weeks). This also burns {{ItemIcon|Crab|qty=500}}/hr while only producing {{ItemIcon|Crab|qty=663}}/hr, barely profiting. Requires {{ItemIcon|Guardian Ring}} for those insane enough to try in order to meet the DR requirement, as it is not as necessary to mitigate all of the area effect due to {{ItemIcon|Cloudburst Staff}} not heavily scaling with attack speed.
 
* {{ItemIcon|Mystic Air Staff}} with {{Icon|Wind Blast|type=spell}}
 
This method obtains a whopping 12 kills/hr, while consuming a total of 380k death runes. Farming these would take around 250 hours of Necromancers, and then another 415 hours to use them up.
 
* {{ItemIcon|Darksteel Dagger}}
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 (4/9) 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.]
 
===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 = !Third Master Slayer Piece
|passive2 = !Third Master Slayer Piece
}}
====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 = !Third Master Slayer Piece
|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 = !Third Master Slayer Piece
}}
====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 = !Third Master Slayer Piece
}}
====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, 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/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.
 
====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
 
== 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 ===
=== Chapter I: Gearing Up ===
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.
{{:HCCO/Guide/1}}


The list of preferred modifiers are (you will always pick these for every {{ZoneIcon|Impending Darkness Event}} run):
=== Chapter II: Mithril Armour ===
{{:HCCO/Guide/2}}


* +20% Maximum Hit and -10% Maximum Hitpoints
=== Chapter III: Mithril to (G) Adamant ===
* +20% Maximum Hit and +20% Accuracy Rating
{{:HCCO/Guide/3}}
* +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.
=== Chapter IV: (G) Adamant to Full (G) Rune ===
{{:HCCO/Guide/4}}


# +50% Chance to apply burn when attacking and +50% chance to apply frostburn when attacking
=== Chapter V: (G) Rune to (G) Ancient ===
# +15% Damage Reduction and +15% Global Evasion
{{:HCCO/Guide/5}}


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.
=== Chapter VI: Non-Melee Training ===
{{:HCCO/Guide/6}}


* +100% chance to ignore Stuns and Freezes and Immune to Sleep
=== Chapter VII: (G) Ancient to God Dungeons ===
* +100% chance to ignore Slow effects and -5% Attack Interval
{{:HCCO/Guide/7}}
* +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 ===
=== Chapter VIII: Into the Mist ===
{{:HCCO/Guide/8}}


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).
=== Chapter IX: T90 grind ===
{{:HCCO/Guide/9}}


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.
=== Chapter X: Unhallowed Wasteland ===
{{:HCCO/Guide/10}}


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:
=== Chaper XI: Impending Darkness Event ===
{{:HCCO/Guide/11}}


* When on the final miniboss of {{ZoneIcon|Perilous Peaks}}
=== Chaper XII: Throne of the Herald ===
* ''Just'' before {{MonsterIcon|Bane}} dies
{{:HCCO/Guide/12}}


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.


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[[Category:Guides]]
[[Category:Guides]]

Revision as of 00:44, 20 February 2023

This page was last updated for (v1.0.5).

The majority of this guide is written by Username, mazunki, @ERRORMONSTER#8764 of the discord community with modernisation by @Zxv#0157 / Zxv975 / /u/Zxv975. If you have any questions, or if anything is wrong, please make sure to reach out to any of us. Feel free to edit the guide or add anything to it as needed.

Thanks to everyone in #hardcore-mode-chat for making this possible. :)

What is HCCO?

HCCO stands for Hardcore Combat Only. This implies that you cannot use any non-Combat skills at any time, and must play on Hardcore. There is a secondary challenge, 12b, which means you may not buy any Bank slots, and are limited to the 12 provided to you by default. This is a popular additional challenge and most of the guide is directly applicable to 12b players (albeit with a lot more bank management).

To create a HCCO account, one can create a typical hardcore account and abstain from all non-combat skills. Alternatively, through the official mod manager one can use the Combat Only Account Mod to create an account with non-combat skills completely disabled and hidden. This mod offers the option for a mediumcore version, which is identical but doesn't have permadeath (you still lose one random item on death). This is different to a Standard account (aka Softcore), which has a different combat triangle that is less punishing and has health regen. Most of this guide will assume HC and therefore will sometimes be overly conservative for a softcore account.

There are currently no tangible differences between either of these options for playing HCCO mode, and one can convert between gamemodes through the use of mods. It is recommended to use the mod for MCCO or HCCO mode for the most immersive experience, as the community will add unique content specifically designed for CO in future, including a CO option in the collection log.

Preface

Food is vital to a HCCO account, and your first food source (and one that you will be relying on for quite a while) is Plants. Starting out, you should fight Plants for the Potatoes they drop and to increase your combat levels.

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

Defence should be the first combat skill that you level, as it greatly reduces the amount of damage that you will take from Plants (roughly by half). Attack should be second, Strength should be last. Since you have a low chance to hit, it’s more important to level Attack rather than Strength.

Weapons in this game have different attack speeds depending on their type. Daggers attack quickly, with an attack speed of 2.2 seconds, and Battleaxes attack slowly, with an attack speed of 3.1 seconds, for instance. Weapons that attack more slowly also deal more damage per hit and weapons that hit quickly usually do less damage per hit.

There are different styles in the game, depending on the weapon you’re wielding. Melee weapons, which will be our main focus initially, have Stab, Slash and Block. Each style gets a bonus to the accuracy rating depending on the specific weapon. Swords usually have a better stabbing accuracy, while scimitars are better at slashing, for instance.

The style you choose will also give you experience towards the combat skill in question: Stabbing gives Attack experience, Slashing gives Strength experience, while Blocking is used to train Defence. At the start, you’ll have to eat manually to ensure that you won’t die. Later on, you will unlock Auto Eat, so eating will be less of a worry.

Chapters

Chapter I: Gearing Up

To start, you should have: Nothing!
At the end, you should have: 4 Steel Armour pieces

Press here if you are ready

Chapter II: Mithril Armour

To start, you should have: Full Steel Armour, 20 / 20 / 20, Steel Scimitar
At the end, you should have: Auto Eat - Tier I, 4-5 pieces of Mithril Armour, 40 / 40 / 40, Ice Sword, Adamant Dagger

Press here if you are ready

Chapter III: Mithril to (G) Adamant

To start, you should have: Auto Eat - Tier I, Full Mithril Armour, 40 / 40 / 40, Ice Sword, Adamant Dagger
At the end, you should have: Almost full (G) Adamant Armour, Amulet of Looting, Rune 2H Sword, 70 / 70 / 70

Press here if you are ready

Chapter IV: (G) Adamant to Full (G) Rune

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

Press here if you are ready

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

To start, you should have: Full (G) Adamant Armour or Full (G) Rune Armour, Paladin Gloves, Elite Amulet of Strength, 80 / 80 / 80, Sunset Rapier, Auto Eat - Tier III
At the end, you should have: Full (G) Ancient Armour, Paladin Gloves, Elite Amulet of Defence, 88+, Dragonfire Shield, Sandstorm Ring

Press here if you are ready

Chapter VI: Non-Melee Training

To start, you should have: 1 and 1
At the end, you should have: 85 with Full (U) Ancient D-hide, Ancient Crossbow and Scaled Shield and 85 with Mystic Air Staff and Ancient Wizard Robes or Black Wizard Robes

Press here if you are ready

Chapter VII: (G) Ancient to God Dungeons

To start, you should have: Plenty of Ancient Arrows, Death Runes and Food.
At the end, you should have: Fury of the Elemental Zodiacs and full Aeris, Glacia, Terran and Ragnar God Armour.

Press here if you are ready

Chapter VIII: Into the Mist

To start, you should have: 86 and Dungeon Equipment Swapping
At the end, you should have: Passive Slot

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Chapter IX: T90 grind

To start, you should have: IDK!
At the end, you should have: IDK!

Press here if you are ready

Chapter X: Unhallowed Wasteland

To start, you should have: IDK!
At the end, you should have: IDK!

Press here if you are ready

Chaper XI: Impending Darkness Event

To start, you should have: IDK!
At the end, you should have: IDK!

Press here if you are ready

Chaper XII: Throne of the Herald

To start, you should have: IDK!
At the end, you should have: IDK!

Press here if you are ready