HCCO/Guide

Revision as of 10:13, 14 March 2022 by Zxv975 (talk | contribs) (Minor correction about the value of mind runes + expansion of the guide to include T90 grind after ITM)

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

This page was last updated for (v0.19).

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 guide is aimed more towards 12b players, but playing without this restriction just means you can spend less time on bank management.

Preface

Food is vital to a HCCO account, and your first food source (and one that you will be relying on for quite a while) is   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.

Chapter I: Gearing Up

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

You should get to about 10 in all melee combat skills (usually expressed as   10 /   10 /   10) by fighting   Plants. After that, it’s time to start getting your first bit of equipment.

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

  Plants have very low HP, so having a faster weapon allows you to kill them faster, as you don’t need more than 20 damage to kill a   Plant. So, your next goal after your   Bronze Battleaxe is an   Iron Dagger. You should have about   15 /   15 /   15 stats and a few hundred  potatoes. The   Iron Dagger has a 1/33 drop rate from the   Goo Monster.

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

After you have the gear from the   Zombie Hand, you should then move on to the regular   Zombie for the   Steel Platebody (1 in 5 chance). It also drops   Steel Boots (1 in 5 chance), but you shouldn’t grind for them here since it's easier to get them from the   Steel Knight next. (  20 /   20 /   20 stats recommended)

You’ll end the first part of your HCCO journey with   Steel Knights. They drop the   Steel Helmet (15 in 67 chance),   Steel Shield (10 in 67 chance),   Steel Sword (10 in 67 chance), and   Steel Scimitar (4 in 67 chance). You should be using the   Steel Sword on   Attack and   Defence and the   Scimitar on   Strength when killing most monsters, but again, daggers should be used on   Plants due to their fast attack rate. The   Mirror Shield is a useful item to get around here, but if you decide not to get it, you can avoid ever getting tasks in the   Strange Cave. It acts as a decent early Shield, before you get the   Mithril Shield. However, it's optional.

Chapter II: Mithril Armour

To start, you should have: Full   Steel Armour,   10 /   10 /   10,   Steel Scimitar
At the end, you should have:   Amulet of Looting,   Auto Eat - Tier I, Full   Mithril Armour,   40 /   40 /   40,   Ice Sword,   Adamant Dagger

The next Knight after   Steel is   Black. However, you should skip it, as the drop chances are very low, and the next tier is not much harder anyway.

But before you visit the   Mithril Knight you'll want to take a detour to fight the   Mummy for   Silver Ruby Necklace and   Gold Emerald Ring to fill out your neck and ring slots. Your next step, therefore, is   Mithril Knights. Because they only drop gear a quarter of the time when killed (on average), it can take quite a while to get a full   Mithril set. You will probably get   Boots (25 in 268) and   Helmets (15 in 268) quite often, and the eventual   Platelegs (5 in 268). The   Platebody has quite a low drop-chance (1 in 568).

Before getting the   Platebody you will probably get both a   Scimitar (1 in 67) and a   Shield (5/134), too, so equip these once dropped. You may equip the   Sword, too, but consider sticking with the   Scimitar for now, to efficiently level up your   Strength skill before equipping the   Ice Sword for a long while.

You should farm the   Amulet of Strength from   Mummies either here or a little earlier, depending on your preference. If you want to stick around and upgrade it to an   Elite Amulet of Strength, you may, but it will be a little faster to do so in a bit.

As mentioned, you will want to get the   Ice Sword after getting full   Mithril Armour, or even before getting the   Platebody, as it is a really good upgrade at this point. The drop rate is 10% at the   Ice Monster in the   Icy Hills. The   Ice Sword is better at grinding   Strength than all weapons from a lower tier.

Now, before you go away from the computer, or to sleep, it’s time to upgrade your dagger. You can get a cheap   Adamant Dagger from the   Purple Goo Monster. More damage to   Plants? Good stuff.

Chapter II-A: Amulet of Looting

The   Amulet of Looting is a special amulet which automatically loots gear acquired from Combat Areas and   Slayer Areas. You may get it from the   Spider Chest, with a 1/22 chance. Due to the nature of HCCO, you will spend a lot of   Potatoes in the early game (and beyond, too), so you might want to rush this item in order to ease the grind for food as soon as possible.

By using   Mithril Armour, and having around   40 /   40 /   40, it will take you around 5000 healing from food per run of the   Spider Forest. Before you start running the dungeon, you should have a buffer of at least a thousand   Potatoes, just because RNG might be on your bad side.

It is quite possible to beat the zone without having any form of   Auto Eat, and just make sure you time your manual eating right, since the damage of the   Spiders in the area is not too high.

Otherwise, if you really don’t want to manual the dungeon, you should know the base max damage of the zone is 142, requiring   710 HP for   AE1,   480 HP for   AE2. This requires 6,000,000 , which would require around 30 hours of active gameplay at   Master Farmer, since you still don’t have auto looting. Bad idea.

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

As soon as you have your hands on an   Amulet of Looting, you can start to make money. Money making at this stage is a compromise between risk and reward. Consider the time it takes to farm up the food you need, and the time it takes to farm the GP you want.

The safest way to make money, for now, is to kill   Cows, collect their   Leather, and upgrade it into   Green Dragonhide through the shop. The selling price for   Leather is 50 , while the selling price for   Green Dragonhide is 200 . By upgrading it, you effectively get 100  per piece of   Leather.

Assuming you’ve got the   Ice Sword, the average GP yield per   Cow is 203 .

Important: As you farm   Cows early game,   Master Farmers later in the game, or   Statues for gear upgrades, it is ALWAYS recommended to use free the easy   Slayer reroll to get your current objective, as all 3 of them are included.

Use   Adamant Dagger for idling   Plants, and   Ice Sword for tougher enemies. This chapter ends when you’re at   40 /   40 /   40.

Chapter III: Mithril to (G) Adamant

  To start, you should have:   Amulet of Looting,   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,   70 /   40 /   70

While your next target is   Adamant Knights, you should know that leveling   Attack and   Defence up to 50 will effectively reduce your healing per Knight from 1700 to 1200.

Important note: DO NOT IDLE KNIGHTS. Make sure to always have more   HP than the max hit of the enemy, and try to eat food right after your attack timer ends, so you don’t reset an attack in progress. Eat until full HP, or at least until you have enough HP to survive any attack. The 2.6s interval of the   Adamant Knight is not really a danger provided you’re PAYING ATTENTION and have enough food.

Your   Ice Sword is great for leveling   Attack, and your   dagger is fine for leveling   Defence. You may do this at   Statue, to prepare for gear upgrades, and thus your first Damage Reduction points!

Each   Adamant piece has a 1/48 chance of dropping. Good luck on that! While you don’t really care about the   Adamant Boots nor the   Obsidian Cape, you may as well equip them once you get them. It will be a while until you replace the   Cape for anything else, but there’s no point wasting   Silver/  Gold Bars on the   Boots. Upgrade the Equipment you get to   (G) Adamant as soon as you get them, since each piece gives you 4% Damage Reduction.

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

The   Master Farmer gives a total of 14 unique items. You want to prioritize your bank slots for the most rewarding items, taking the price and drop rate into account. This mainly comprises the Tree Seeds, requiring 5 slots. By reserving five slots for the   Master Farmers grind, you get a total of 84% of the GP drops. That’s around 809  per kill.

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

It is highly recommended to build up 150,000   Slayer Coins as   Auto Slayer is a great purchase to idly build up   Slayer Coins. With them, you can purchase   Standard Resupply, which nets you both a useful 150   Crab and 500   Magic Bones per purchase. This tends to be the most efficient HP per   Slayer Coin, and is worth saving up for. These can be used throughout the rest of the game for easy food.

As per usual, free rerolls may be used to acquire   Master Farmer as your   Slayer task.

Beware of   Wizards when using   Auto Slayer, and ensure they can not bypass your   Auto Eat threshold. They should be skipped either way, as they will consume a lot of food due to their high accuracy on melee armour.

Chapter IV: Upgraded Boots, Gloves, and Weapon

To start, you should have: Almost full   (G) Adamant Armour,   (G) Rune Boots,   70 /   40 /   70
At the end, you should have: Almost full   (G) Adamant Armour,   (G) Rune Boots,   Desert Wrappings,   Dragon Scimitar,   70 /   40 /   70   Auto Eat - Tier II

Now, grind up enough   Slayer Coins for the   Desert Hat, and at least   Level 50, so you can gain access to the   Arid Plains. You may as well kill   Master Farmers for GP, or hit some   Statues for some   Gold and   Silver Bars, which are both Easy Slayer Tasks, meaning they’re free to reroll.

BEWARE: Do not   Auto Eat   Potatoes in the   Arid Plains unless you have at least   Auto Eat - Tier II. You will lose all your   Potatoes instantly.

Now, why would you want to unlock   Arid Plains? Well, there’s a few reasons:

Also, you don’t even need to manual these two enemies! After getting these upgrades, you should hold on to your hat (literally!), because your next weapon upgrade comes from the   Turkul Giant in the same area. You could also sell the hat, and buy it again a bit later. The   Slayer Coin cost is not too huge. Farm up enough GP to upgrade to   Auto Eat - Tier II at   Master Farmer. With   AE2 you can idle   Turkul Giants, provided you have 23% DR and   Level 50. With this, upgrade your weapon into the   Dragon Scimitar or, even better, the   Desert Sabre.

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

To start, you should have: Almost full   (G) Adamant Armour,   (G) Rune Boots,   Desert Wrappings,   Dragon Scimitar,   70 /   40 /   70   Auto Eat - Tier II
At the end, you should have: Full   (G) Rune Armour,   Paladin Gloves,   Elite Amulet of Strength,   70 /   80 /   80,   Sunset Rapier /   Ancient Claw,   Auto Eat - Tier III

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

You can wait to get the   Paladin Gloves until after getting   Rune Armor, or you can farm it now. At this point, you will use around 65   Potatoes per   Paladin kill, and the chance to get them is 1/171. Not too hard.

The next step is to farm the feared shiny   Rune Knights, and upgrade your four armor pieces into   (G) Rune pieces, for a total of 29% Damage Reduction with the   Paladin Gloves. You will need a bunch of   Gold and   Silver Bars, farmed at   Statue.

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

Assuming you already have   Level 60 (and if you don't, then go get it;   Giant Crab tasks are your friend here), the last thing to get before moving onto the next section is a better weapon.   Deep Sea Ship is your next stop for a   Sunset Rapier, a great upgrade.

Don't bother getting any   Dragon Claw Fragments from   Griffin yet, as they will just take up space. If you're lucky enough to get an   Ancient Sword before the   Sunset Rapier, then feel free to use it until you get to   Volcanic Cave, as it will drastically reduce your food consumption and the associated food farming time. After that, you'll probably only want to use it outside dungeons due to the high monster damage reducing the benefits of the lifesteal.

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

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

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

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

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

Hopefully you find the   Volcanic Cave comfortable, as the goal is to get the   Ancient Platebody,   Ancient Platelegs,   Ancient Helmet, and   Ancient Shield. There are no Ancient Boots and   Dragon Boots are unobtainable on HCCO (as is the   Dragon Helmet,) so you'll continue rocking your   (G) Rune Boots for quite a while. Getting the   Dragon Platebody and/or   Dragon Platelegs is only useful if you plan to upgrade them to (G), as you still need the extra DR that comes from the (G) upgrade.

Once you get your full   Ancient Armour, make another visit to   Statues to finish off gathering   Gold Bars and   Silver Bars and upgrade everything to (G). Luckily the   Elite Chests you've been opening also drop plenty of   Silver Bars and   Gold Bars.

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

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

Once you have full   (G) Ancient Armour and   Dragonfire Shield for 43% DR (or 40% with   Amulet of Looting and   Sandstorm Ring, it's time to grind any remaining melee skills to ideally at least   90 /   99 /   90 while working your way towards   Level 70 for your next food upgrade -   Trout from   Raging Horned Elites or RHE; you can also take advantage of the   Gold Emerald Ring from   Mummies to speed up stat grinding.

Once you get to this point, you can expect 447.8 HP in food for every kill! Once you start killing   Raging Horned Elites, hold onto the   Ancient Arrows they drop as they're your best arrows, even though they can't be equipped until   Level 70. Additionally, the   Large Horns that they drop will likely replace   Master Farmers for GP farming, as the GP/hr is about the same (not to mention the food, arrows, and   Prayer points you're getting), with a much lower bank demand.

Chapter VI-A: Ranged

  Ranged is quite straightforward, but we’ve been putting it off for mainly two reasons: It doesn’t provide any real benefit until you start fighting 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.

Get your first two bows;   Level 5 lets you use   Oak Shortbow) from the   Ranged Golbin over at the   Golbin Village, and use the   Ice Arrows from the   Frozen Archer over at the   Icy Hills. These are almost as strong as   Rune Arrows, which you can start to use at   Level 40, but are much easier and cheaper to farm, and can be equipped from the very beginning.

Literally all your next weapon upgrades, except if you go out of your way to get the   Yew Longbow from the   Holy Archer at   Level 40, will come from the   Bandit Chest. At   Level 30, you can upgrade to the   Maple Longbow, at   Level 50 you can use the   Magic Longbow, and finally you will get to use the   Redwood Longbow and the   Ancient Longbow at   Level 60 and   Level 70.

An alternative (but less efficient) route for early   Ranged training is to kill   Thieves in the   Runic Ruins for   throwing knives, which, due to their higher attack speed and inherent 15% ammunition saving, can help with early training.

Once you get into higher levels you may consider using the   Adamant (worse than   Ice),   Rune and   Dragon Arrows you’ve collected from the   Bandit Chest. If you’re farming   Raging Horned Elite for food you may also use   Ancient Arrows in   Ranged after   Level 70.

Most of your ranged armor upgrades will come from the   Spider Forest, moving through   Green Dragonhide at   Level 40,   Blue Dragonhide at   Level 50,   Red Dragonhide at   Level 60, and finally into   Black Dragonhide at   Level 70.

Upgrading   Ranged armor is much easier than   Melee armor, as you can buy   Leather from the shop, which can then be used to buy   Green,   Blue, and   Red dragon leathers for upgrading their respective armor tiers.

Alternatively, killing dragons in the   Dragon Valley can provide all chromatic dragonhide, including   Black.   Ranger Hat and   Ranger Boots are a nice bonus for saving ammunition while training, but after   Level 70, ammunition will be plentiful thanks to   Raging Horned Elites, so they aren't necessarily worth the time to grind out.

Chapter VI-B: Magic

  Magic in this challenge will mainly consist of casting Air spells, since you can remove one colour from the rune costs. All spells cost   Air Runes, but   Water,   Earth, and   Fire spells additionally cost their respective runes.

This is a bad thing for us, since we have no real way to farm a lot of runes yet. However, we can get started by farming some catalyst runes from the   Vampire and the   Master Wizard. The   Vampire is probably best for now, since it is a   Ranged monster, meaning we can strike it with our powerful   Melee. Even considering the drop chance and drop rates are lower than from the   Master Wizard, this will be faster overall.

Catalyst Runes are the runes you use to power up your spells, while Elemental runes select which element you’re using. You can remove the cost for Elemental runes with staves, which we will abuse to completely nullify the Air cost, and thus only use air Apells.

The   Staff of Air reduces the cost by 1, allowing you to cast up to   Wind Strike for free at 20 damage. The   Battlestaff reduces it by 3, allowing you to cast up to   Wind Blast for free at 130 damage. The   Mystic Air Staff reduces it by 5, allowing you to cast up to   Wind Wave for free at 170 damage.

Keep in mind you will also need the Catalyst runes for each tier. Once you get to   Level 30, you can start wielding   battlestaves, and should therefore also cast   Wind Bolt.   Mind Runes are useful lategame as   Water Strike is the most rune-efficient spell to use for   Cloudburst Staff and   Ocean Song, so you may want to consider keeping them.

After you can cast   Death spells, you might want to go back and forth between   Chaos Runes and   Death Runes, since they both deal decent damage, and are both farmed decently at the   Master Wizard for a while. Eventually, as you get more magic evasion through leveling   Magic, you will only use   Death Runes, as the   Necromancer stops hurting too much.

Chapter VII: (G) Ancient to God Gear and Beyond (everything maxed, current end game)

Pre-Gods

It's about time to get the   Fury of the Elemental Zodiacs. It has 1% more Damage Reduction than the   Elite Amulet of Defence, in addition to offensive and defensive bonuses. Refer to the FEZ Guide for getting all the materials to make it.

Aeris

Getting   99 /   99 /   99 melee stats is not a bad plan at this point, but before moving into the   Air God Dungeon, you'll want to have at least   90 /   90 /   90 melee stats, full   (G) Ancient Armour,   (G) Rune Boots,   Paladin Gloves,   Dragonfire Shield,   Fire Cape,   FEZ or   Elite Amulet of Defence, and   Level 85. This combination of armor will allow you to reach 43% DR and idle the   Air God Dungeon with as low as   Level 97 for 1000 total health, including the 30 HP bonus from the   Dragonfire Shield. If your HP is at least   Level 95, then you can even use the   (U) Ancient D-hide Vambraces for 2% DR more than   Paladin Gloves.

Your goal is to get full   Aeris God Armour from the   Scrolls of Aeris, with the   Stormsnap being optional. The   Aeris Godsword is wholly unnecessary, as you'll want to keep using the DR of the   Dragonfire Shield a while longer, though all of the godswords can be used for non-dungeon grinding.

You'll want to hold on to the   Air Shards which can be upgraded into   Air Chests, containing various Crossbow bolts. These won't be enough to supply you for the   Water God Dungeon but will at least save you some time grinding ammunition in the future. The   Deadeye Amulet and the   Deadeye Ring are each pretty good DPS increases for   Ranged, but DR is so tight in most god dungeons that you may not be able to use it over the   FEZ.

Glacia

Hopefully you've gotten the   Finn, the Cat pet by now, because the 10 max Health bonus makes DR and max hit calculations much easier, not to mention potentially saving you 1% DR here and there. That and the   Leonardo pet will be assumed from here out for the sake of example gear, just for simplicity, alongside   Level 99.

  Water God Dungeon will be done with   Ranged. Your goal is 49% DR. While it's much easier to reach this threshold with the   Ancient Crossbow from   Dragons Den and a   Dragonfire Shield, gathering bolts from either   Air Chests or   Slayer resupplies is pretty tedious. An alternative if you have   Level 80 is to use the   Stone Skin Prayer and the   Ancient Longbow, full   Aeris Armour,   FEZ,   Silver Diamond Ring, and a   Fire Cape. Otherwise, you'll have to use a shield.

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

Regardless of your gearing, the goal is full   Glacia Armour from the   Scrolls of Glacia, with the   Warlock Ring from   Water Chests being a neat bonus and the   Warlock Amulet not being very useful. The   Glacia Godsword is not worth grinding for, nor is the   Cloudburst Staff. The staff doesn't provide any   Air Runes, which are required for all standard spells, so where you can use a staff, you'll likely want to use your   Mystic Air Staff to prevent needing to farm   Wizards for   Air Runes However, most of the late-game magic content requires a wand and shield anyway, so it's moot   Water Chests are actually the best place to farm   Ancient Runes due to the low drop rate and amount from   Magic Chests. Hold on to a   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.

Terran

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

With full   Glacia Armour, a   Mystic Air Staff, and 45% DR, you can go do the   Infernal Stronghold to get your   Infernal Cape and get 10   Infernal Cores to upgrade your   Dragon Claw and   Ancient Claw into the   Infernal Claw.

  Terran must be done with   Magic and has a very tight window for gearing and Damage Reduction. Specifically, your attack speed needs to be faster than 3 seconds and you need 47% DR. In a worst case scenario,   Terran will increase your attack interval by 33% for 2 turns then stun you for 1 turn. If he hits you while you're stunned, you'll take an additional 30% damage, drastically increasing your necessary DR to safely idle.

As with the   Water God Dungeon, there are two ways to do the   Earth God Dungeon: you can use a   Mystic Air Staff,   FEZ,   Skull Cape, and   Silver Diamond Ring and use the   Surge I Aurora to just barely make your attacks fast enough to avoid being smacked while stunned and slowed, or use a   Magic Wand (Elite),   Miolite Shield (or   Dragonfire Shield if you're lazy),   FEZ,   Skull Cape, and the   Warlock Ring, which is fast enough to not worry about needing   Surge I.

There are also two reasonable choices for spells. Gathering   Ancient Runes is a slow process, but it allows for the use of   Wind Surge, which will shred through the dungeon at around 250 casts per kill for 3.7 kills per hour with the wand or 350 casts per kill for 2.3 kills per hour with a staff. On the other hand,   Death Runes are much easier to gather in bulk from   Necromancers so you could instead use   Wind Blast at around 350 casts per kill for 2.5 kills per hour with a wand or 800 casts per kill for 1.5 kills/hr with a staff. Using Ancient Magicks is not recommended, even with a   Mystic Air Staff, as while you can get 5.5 kills per hour with this gear, it also costs almost 600   Ancient Runes per kill.

The goal is to get an   Earth Layered Shield and least 4 pieces of   Terran Armour from   Scrolls of Terran, though 5 is, of course, ideal. Make sure you finally put your   (G) Rune Boots to rest; they've earned it. Terran isn't necessary to upgrade your melee gear further to   Ragnar Armour, but you will need a few Terran pieces to reach the DR threshold for   Into the Mist. Again, the   Terran Godsword isn't worth grinding out due to the DR opportunity cost of not being able to wield a shield and not having access to   Damage Reduction Potions. You'll also want to get both a   Guardian Amulet and a   Guardian Ring from the   Earth Chests, which provide BIS DR in their respective slots (10% for a necklace when below 50% HP, 5% otherwise, and 2% for a ring.)

Ragnar

  Ragnar is completely optional for game progression, as   Ragnar God Armour actually has LESS damage reduction than   Terran God Armour, though it has much higher Strength and melee attack bonuses.

  Wasteful Ring is required to do   Fire God Dungeon as a CO, so grab some   Climbing Boots, head over to the   Perilous Peaks and kill some   Wicked Greater Dragons. While you're there, you might as well stock up on   Jadestone Bolts from   Hunting Greater Dragons, if you have the food to spare. While they're the best bolts in the game, the food necessary to grind them out in any notable amount may dissuade you from changing away from   Topaz Bolts or   Sapphire Bolts from   Slayer resupplies.

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

If you aren't after full collection log completion and just want to speed your way to   Into the Mist and T90 weapon farming, then pick up 2 pieces of   Ragnar Armour. The helm and platebody provide the best offensive bonuses, and all pieces have the same DR, so these will be the best bang for your buck.

Unfortunately, the   Ragnar Godsword isn't of any use to us without   Damage Reduction Potions to make up for the lack of a shield, nor is the   Big ol Ron. The strength of the   Sandstorm Ring means that the   Fighter Ring isn't any good for endgame monsters, and the stun effect of the   Fighter Amulet is overshadowed by any other end-game amulet due to its lack of actual stats (specifically DR). If you can afford to give up the DR of a necklace, you're better off using more   Ragnar Armour and a   FEZ or just toss on your   Amulet of Looting. This means that the   Fire Chests are more or less useless for progression.

Into the Mist

The   Dungeon Equipment Swapping upgrade is required to complete   Into the Mist. The minimum recommended gear is full   Terran,   Aeris and   Glacia God Armour, but it can be completed pre-Terran just with more active strategies (swap   Terran Gear for   Ancient Gear and swap   Earth Layered Shield for   Dragonfire Shield.) Recommended skill levels are   90,   90,   90,   90, and   90,   Level 99 and   Level 76. Each of the 3 phases of the boss can only be damaged by an attack type that matches their own. Melee vs melee, ranged vs ranged, magic vs magic. The DR numbers provided assume a max HP of 1000 from   Level 99 and   Finn, the Cat. (500 max HP after affliction).

You can either   Auto Eat your way through this dungeon, or hold down the Eating button in order to spam food when it is available.

The most important thing to understand about   Into the Mist is the Affliction debuff, which lowers your max HP by 1% for every stack and stacks up to 50 times. Every time an attack hits you while in this dungeon there is a 70% chance to gain a stack of affliction. This means that in long fights, your max HP will drop to 500, which puts your   Auto Eat threshold at 200. The only way to remove affliction is to defeat the current monster or run.

Afflicted Monsters

For Afflicted Monsters, you will want to be using your strongest   Melee,   Ranged and   Magic sets. Swap sets according to the attack style of the monster to gain Combat Triangle advantage. Due to the variability of the monsters you face, this phase can either be very easy or very hard. Keep your eye on your current   Auto Eat 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:   Terran or   Ragnar Armour,   FEZ,   Guardian Ring or   Fighter Ring,   Darksteel Dagger,   Earth Layered Shield,   Infernal Cape
Recommended Prayers:   Protect from Melee,   Chivalry
Combat Style: Stab

Attacks

  Mark of Death (50%) (Auto Eat req: 34% DR)

  • An unavoidable attack that deals 300 damage, and applies +1 stack of Mark of Death to you (Maximum 3 stacks). Mark of Death gives 50% decreased damage reduction regardless of number of stacks. One stack is removed after each of your turns.

Cursed Edge (35%) (Spam Eat)

  • An avoidable attack that slices at you 2 times, dealing 600 damage each.

Reap and Return (15%) (Auto Eat req: 56% DR)

  • An avoidable attack that hits 7 times, plus an extra time per Mark of Death stack applied to you. Deals 450 damage each and heals the enemy for 100% of damage dealt. Removes all Mark of Death stacks from you after attack.
Strategy

For this fight, it is very helpful to use a weapon with attack speed lower than 2.6. This means that you can avoid getting hit while you have a stack of the Mark of Death debuff. Mark of Death is survivable with   Auto Eat at max affliction provided you have at least 34% DR. Cursed Edge can kill you through   Auto Eat at high affliction stacks, so spam eat for this attack once its max hit is higher than your   Auto Eat threshold.

With 56% DR, you can survive Reap and Return using just   Auto Eat even at maximum affliction stacks. This fight is a race due to the healing the boss receives from Reap and Return. For this reason we use   Protect from Melee to limit the amount of healing the boss can do. It is important to not use   Sandstorm Ring, since the special attack will stop you from clearing the Mark of Death stacks before being hit.   Darksteel Dagger is very strong here due to how the bleed scales with enemy max HP.

Mysterious Figure - Phase 2

Recommended Gear:   Aeris Armour,   Deadeye Amulet or   FEZ,   Deadeye Ring or   Guardian Ring,   Ancient Throwing Knives,   Earth Layered Shield,   Infernal Cape or   Cape of Prat.
Recommended Prayers:   Eagle Eye,   Sharp Vision
Combat Style: Rapid

Attacks

  Mark of Death (50%) (Auto Eat req: 34% DR)

  • An unavoidable attack that deals 300 damage, and applies +1 stack of Mark of Death to you (Maximum 3 stacks). Mark of Death gives 50% decreased damage reduction regardless of number of stacks. One stack is removed after each of your turns.

Concealed Danger (35%) (Auto Eat req: 56% DR)

  • An avoidable attack that hits 1 time(s), plus an extra time per Mark of Death stack applied to you. Deals 450 damage each. Removes all Mark of Death stacks from you after attack.

Shadowstep (15%)

  • The enemy is surrounded with mist, gives the enemy +20% Global Evasion,+40% Damage Reduction and -20% Attack Interval for 1 of the enemy's turn. If buff is already active, perform a Normal Attack instead.

Normal Attack (Instead of repeating Shadowstep while the effect is already active) (Spam Eat)

  • 772 Ranged Damage
Strategy

For this phase, we are once again avoiding the Mark of Death debuff by using a fast attack speed weapon. In this case, our attack must be faster than 1.75 which   Ancient Throwing Knives with the rapid attack style allows us to do. Mark of Death is survivable with   Auto Eat at max affliction provided you have at least 34% DR. With 56% DR, you can survive Concealed Danger even with maximum affliction.

The attack which you must watch out for is the normal attack, which happens instead of Shadowstep if the boss already has the buff (the attack bar of the boss will be blue rather than yellow). This attack can kill you through   Auto Eat at high affliction stacks, so spam eat for this attack once its max hit is higher than your   Auto Eat threshold. This phase is not a race against time, so slow and steady will work for this phase.

Ahrenia

Recommended Gear:   Glacia Armour,   FEZ,   Warlock Ring or   Guardian Ring,   Magic Wand (Elite),   Miolite Shield or   Earth Layered Shield,   Skull Cape or   Infernal Cape
Recommended Prayers:   Mystic Might,   Augury
Spell:   Gust or   Slicing Winds

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 33,334. This allows us to stay above the 20,000 accuracy requirement for Ancient Magicks while accounting for max stacks of the Shadow Burst debuff. Once you achieve the required accuracy, you should then try to get at least 50% DR. How you achieve this combination of stats will depend or your exact   Magic level and which pets and gear you have currently collected. It isn't possible to reach the DR needed to survive Shadow Burst even at low affliction stacks, so you will need to spam eat whenever you see Shadowburst (this will be most attacks).

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.   Gust is a good choice, but   Slicing Winds will also get the job done. Fallen Light can be survived with   Auto Eat at max affliction as long as you have at least 50% DR. It is important to use   Auto Eat for Fallen Light since that will allow you to attack without being interrupted by manual eating.

Chapter VIII: T90 grind

Recommended stats

The most important skills are   99 and   99, as HP is needed to meet the DR thresholds and the slayer cape perk is very beneficial. Bare minimum stats are   80 to equip   Darksteel Dagger, around   80,   85 for Ragnar/Terran God Armour,   66 for Chivalry,   90 and   90 for God Armours,   Shockwave and   Ocean Song. It is also assumed that   Finn, the Cat and   Leonardo are owned. The reason why the offensive requirements are relatively low is that farming T90s takes a very long time on a CO account (about 3 weeks of continuous play all up), so a lot of experience will be gained during this section anyway. For example, by the time the first T90,   Shockwave, is completed the player will have earned about 4m prayer and 9.5m melee exp. Therefore it is not essential to have maxed offensive stats, as those can be effectively trained along the way. 99 slayer however is very important for the cape perk. It is still possible to do without the cape, but a lot of food will be wasted in compensation and a lot fewer kills/hr on   Rokken if the player's attack speed is 2.2 or above.

You must complete   Into the Mist to make use of the passive slot for this section. The food and dps loss from not having this slot is simply not worth it. You will complete 40 master slayer tasks while farming T90s and   Dark Waters enemies are easier than   Perilous Peaks enemies once the DR threshold from gear has been met. Perilous peak enemies are designed to consume a large amount of food (which is precious on a CO account) and so tackling them with T90 gear is optimal.

The recommended order for farming T90s is:   Rokken (ranged) →   Ku-tul (magic) →   Umbora (melee). Both   Rokken and   Ku-tul can be completed at roughly the same kills/hr without any T90 items, but   Darksteel Dagger +   Elder Crown combo will result in about 2.5x less food usage on   Rokken, as well as   Shockwave having more immediate value than   Ocean Song which requires a lot of farming to make use of.   Umbora is by far the most difficult monster due to the scarce nature of runes, so tackling this monster with doubling and % damage from   Slayer Gear Upgrade Kit (Master) will have the most benefit out of all three mobs.   Umbora first is highly discouraged as runes are very difficult to obtain on a CO account, making it vital to use   Ocean Song to maximise rune efficiency. A comparison of alternative   Umbora methods is presented below in the dedicated section and it should be clear that   Ocean Song is by far the best option.

Method

You will be manually selecting the same slayer task over and over while farming T90s. There are many reasons for this:

  • 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 wtih farming

When starting out it is recommended to remove your slayer cape, toggle auto slayer ON and manually roll tasks. This will remove   Perilous Peaks enemies from the potential pool of slayer monsters, leaving only a 1/3 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 task gives about 250k coins on average (382.5k if extending the task) and costs 75k on average (87.5k if extending) to manually select. This leads to an average profit of 175k/task or 295k/task if extending. These numbers equate to extended tasks being about 11% more efficient coins/kill. The player has the choice of earning more slayer coins by extending slayer tasks, or obtaining master slayer gear faster by leaving tasks unextended. On average, one will complete 20 tasks per T90 item or 12.5 if extending. Since it is highly recommended to have   Slayer Wizard Robes (Master) and   Slayer Wizard Hat (Master) before   Umbora to save on runes, it is recommended to not extend tasks. Alternatively, one can make up the extra tasks at   Perilous Peaks while farming out   Peri. Even with this in mind, it is always better to be running a task than not. Try to manage extensions so that a task will end shortly before the player expects to away from the game (such as overnight), as this will ensure that a fresh (possibly extended) task can be undertaken for the duration of the inattentive period. Expected kills/hr are listed in each section and this can be used as a guide to figure out when a task will be completed.

Once Shockwave is obtained the slayer cape can be left on as farming   Wicked Greater Dragon is perfectly manageable with access to a T90 weapon, and a 2/6 chance of favourable tasks is the same as a 1/3 chance with the cape removed. Additionally there is a 1/5 chance of receiving a free   Wicked Greater Dragon task immediately following a   Ku-tul task, which further saves on slayer coins. Once the player has received the   Perilous Peaks uniques,   Peri and completed 40 master slayer tasks, they can return to removing the cape + toggling auto slayer on to skip   Perilous Peaks tasks.

Rokken

Recommended gear

Item Slot DR%
  Darksteel Dagger Weapon 0%
  Dragonfire Shield Off-hand 8%
  Slayer Helmet (Elite) Head 4%
  Ragnar God Platebody Body 7%
  Terran God Platelegs Leggings 8%
  Terran God Boots Boots 8%
  Terran God Gloves Hands 8%
  Slayer Skillcape Cape 0%
  Fury of the Elemental Zodiacs Neck 3%
  Fighter Ring Ring 0%
  Elder Crown Passive 0%
  Finn, the Cat Pet 0%
  Leonardo Pet 1%
Total 47%

Alternative gear options

  Rokken requires 47% or more DR, so any 3 Terran pieces will achieve this. The   Ragnar God Platebody has the best increase in stats over its respective Terran counterpart so this layout is chosen. Additionally,   Fighter Ring + 2x Terran is better than   Guardian Ring + 2x Ragnar, but you may want to use the latter or some intermediate combination if you do not have full Terran or Ragnar. The swap priority goes: boots < gloves < helmet < legs < ring < platebody < amulet. This means that if one needs 2% more DR over their Ragnar setup, the best choice would be to swap to Terran boots and gloves.   Sandstorm Ring and   Hunter's Ring respectively are the next best options for the ring slot. Consider using   Hunter's Ring and two pieces of Elite Slayer gear if you do not have   Slayer Skillcape for full 40% slayer area negation. DO NOT use a guardian amulet unless you have   Otto, as this will put your attack speed low enough to where you risk being stunned and attacked (see below).   Earth Layered Shield with full Ragnar is better DPS, but farming Earth God is very difficult and expensive on a CO so it is best saved until after   Tidal Edge or   Ocean Song.   Earth Layered Shield requires 48% DR due to the HP lost by removing   Dragonfire Shield.

Recommended prayers

  Protect from Ranged +   Chivalry.

  Protect from Ranged is very important as this heavily mitigates the raw damage the enemy does and it also results in less frequent stuns. This makes the prayer higher dps than   Piety or   Battleheart as more time is spent doing damage. The food usage drops from 600   Crab/hr to less than 100   Crab/hr with   Protect from Ranged alone, as   Darksteel Dagger +   Elder Crown combo will take care of the majority of damage incurred.   Chivalry is better than   Battleheart and   Piety as it has the most accuracy, which will help keep the   Darksteel Dagger bleed applied more often.

Method

This method relies on having faster attack speed than   Rokken (2.2 seconds/attack) to avoid the stun → basic attack combo. If stunned, the DR threshold is increased to 57%. This setup with full slayer effect negation, crown and dagger is 2.1 seconds/attack.

Efficiency notes

  • This setup is about 36 kills/hr with 95 crabs used and 18.5k prayer points used per hour, assuming max stats. This drops slightly below max.
  • Expect 35.5k slayer coins/hr in return, 18.5k prayer exp/hr, 75.5k melee and 57k slayer exp/hr.
  • The player can expect to complete 20 master slayer tasks (12.7 if extending) by the time they finish 100 shockwave pieces, netting 3.5m (3.9m if extended) slayer coins when factoring in manual selection (and extension) fees. If spent solely on standard resupplies, the player can expect to profit about 39k (45k) crabs and spend about 820k (620k) prayer points.
  • It will take on average about 140 hours which is almost 6 days of continuous farming.

Ku-tul

Item Slot DR%
  Shockwave Weapon 0%
  Scaled Shield Off-hand 8%
  Slayer Cowl (Elite) Head 4%
  Aeris God Platebody Body 8%
  Aeris God Platelegs Leggings 8%
  Aeris God Boots Boots 8%
  Aeris God Gloves Hands 8%
  Slayer Skillcape Cape 0%
  Fury of the Elemental Zodiacs Neck 3%
  Sapphire Bolts Ammo 0%
  Deadeye Ring Ring 0%
  Elder Crown Passive 0%
  Finn, the Cat Pet 0%
  Leonardo Pet 1%
Total 48%

Gear alternatives

The DR requirement for   Ku-tul is 48%.

  Guardian Ring and   Hunter's Ring are perfectly viable options if the player does not own   Deadeye Ring. In fact,   Hunter's Ring would be the main recommendation if it were not for the fact that farming   Hunting Greater Dragon is probably best tackled after   Tidal Edge.

  Deadeye Amulet can be worn in the passive slot for 72 kills/hr (+6%) in exchange for more than doubling the food usage (300/hr).

Recommended prayers

  Protect from Magic +   Rigour. If the player has an abundance of food, they can opt for   Battleheart over   Protect from Magic. This will increase the dps by about 16% in exchange for 470% more food usage.

Efficiency notes

  • With access to the T90, this is the easiest monster of the three by far.
  • Expect to earn 221k ranged exp/hr, 129k prayer exp/hr, 111k slayer exp/hr.
  • Due to the increased kill speed,   Ku-tul profits both food and prayer but loses bolts.
  • From the 3.5m (3.9m if extending) slayer coins after completing   Ocean Song, standard resupply yields 42k (48k if extending)   Crab, 426k net prayer points profit and -19k (-11k)   Sapphire Bolts.
  • This mob takes about 73.5 hours, or about 3 days of continuous farming.

Umbora

Recommended gear

Item Slot DR%
  Ocean Song Weapon 0%
  Scaled Shield Off-hand 8%
  Slayer Wizard Hat (Master) Head 6%
  Slayer Wizard Robes (Master) Body 6%
  Glacia God Platelegs Leggings 8%
  Glacia God Boots Boots 8%
  Glacia God Gloves Hands 8%
  Skull Cape Cape 3%
  Fury of the Elemental Zodiacs Neck 3%
  Warlock Ring Ring 0%
  Elder Crown Passive 0%
  Finn, the Cat Pet 0%
  Leonardo Pet 1%
  Salem Pet 1%
  Ren Pet 0%
  Golden Golbin Pet 0%
  Bouncing Bob Pet 0%
  Rosey Pet 0%
  Jelly Jim Pet 0%
  Mac Pet 0%
  Aquarias Pet 0%
  Ren Pet 0%
Total 48%

The DR requirement for   Umbora is 47%. Note that because   Umbora takes so long to farm compared to the other monsters, any small efficiency is highly beneficial. This is why pets that increase damage, offer loot doubling or rune saving are all recommended to obtain before embarking on this final stretch of the journey.

Recommended prayers

  Protect from Melee +   Battleheart

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

Method

This setup relies on using   Water Strike and   Fury II on   Umbora for 63 kills/hr. This may seem decent, but when factoring in rune acquisition this is by far the most painful of the three.   Water Strike is the most rune efficient spell, as the dps increase by upgrading to   Water Bolt is only about 7.5%, yet requires 50% more runes that are harder to obtain. The reason for the small upgrade in DPS is due to   Ocean Song special attack and the aurora both adding flat damage. The story is similar for   Water Blast, but with even more exaggerated downsides.   Chaos Rune and   Death Rune are best saved for magic exp with a   Mystic Air Staff on   Raging Horned Elite.   Umbora also does by far the most damage and consumes around 310   Crab/hr, but again resupplies come in clutch as they generate about 910   Crab/hr so it is still net profit.

Rune farming

Overall farming   Umbora consumes roughly 1035   Air Rune, 1035   Mind Rune, 2070   Light Rune per hour. Over the 2.9 days it takes to farm   Umbora, expect to consume 67.3k   Air Rune, 67.3k   Mind Rune and 134.6k   Light Rune. The latter is abundantly obtained from standard resupplies, but the two former must be obtained manually.

The following setup is generally recommended for farming

Item Slot
  Twin Exiles Weapon
  Slayer Helmet (Master) Head
  Slayer Platebody (Master) Body
  Ragnar God Platelegs Leggings
  Sand Treaders Boots
  Ragnar God Gloves Hands
  Strength Skillcape Cape
  Fury of the Elemental Zodiacs Neck
  Fighter Ring Ring
  Elder Crown Passive
  Golden Golbin Pet
  Rosey Pet
  Aquarias Pet
  • The best option for obtaining   Air Rune is   Wizard. With the previous gear setup, one can expect to obtain about 780   Air Rune/hr. Aeris with knives is faster kills/hr but requires ammo. It should take about 86 hours to obtain all the   Air Rune necessary.
  • Combined, the total grind will be about 70 hours farming   Umbora, 86 hours for   Air Rune and 32 hours for   Mind Rune totalling 188 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.

"""Alternatives"""

  Cloudburst Staff using   Water Strike clocks in only around 45 kills/hr at 2.5x the rune usage. All up it would require 100+295 = 395 hours (2.5 weeks). This also burns 500   Crab/hr while only producing 663   Crab/hr, barely profiting. Requires   Guardian Ring for those insane enough to try in order to meet the DR requirement, as it is not as necessary to mitigate all of the area effect due to   Cloudburst Staff not heavily scaling with attack speed.

This method obtains a whopping 12 kills/hr, while consuming a total of 380k death runes. Farming these would take around 250 hours of Necromancers, and then another 415 hours to use them up.

This is actually the next best option, as you are trading dps for no resource gathering time. This requires a   Wasteful Ring and all up this clocks in around 19 kills/hr with   Protect from Melee +   Chivalry (750   Crab/hr) or 22 kills/hr with   Piety +   Chivalry instead (1500   Crab/hr). All up this would cost about 250k crabs and 1.4m prayer points, as well as around 207-241 hours depending on whether one can spare to forego   Protect from Melee.