Into the Mist/Guide: Difference between revisions

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Revision as of 07:51, 24 September 2022

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

Dungeon Mechanics

Afflicted Monsters

The first twenty monsters in the dungeon are Afflicted versions of randomly chosen monsters between Combat Level 165 and 677. Aside from monsters from Dark Waters, Legaran Wurm, and Cursed Lich, any monster in that range can be chosen including boss monsters from other dungeons.

These monsters have all their normal stats and special attacks, but are stronger in two ways: They gain +20% Damage Reduction, and they become Afflicted, causing their attacks to apply a special status effect on the player.

If the monster is originally from a Slayer Area with an Area Effect, that effect will not apply as combat is not happening in that area.

The Final Boss

After defeating 20 Afflicted Monsters, the player must defeat all three phases of the boss. Each phase uses a specific combat style and can only be damaged if the player is using the same style. This means that purchasing the Dungeon Equipment Swapping upgrade from the Shop is mandatory for completing this dungeon.

Before each phase, combat will be paused to allow the player a chance to read over the boss's special abilities and change their equipment set. This means, for example, that you do not need to own three separate copies of Fury of the Elemental Zodiacs, as you will have time to swap it between each equipment set. Once players are ready, they start the phase by clicking a button.

Affliction

Afflicted Monsters and all three final boss phases can apply a special status effect called Affliction when they complete an attack. Each attack or special attack that the enemy uses, regardless of whether the attack hits or misses the player, has a 70% chance of applying a stack of Affliction, up to a maximum of 50 stacks. Special attacks that hit more than once will only apply a single stack.

For each stack of affliction, the player's max HP is reduced by 1% until the player is at 50% of their original maximum HP. Critically, this will also impact the player's Auto Eat threshold, making each attack successively more dangerous.

Affliction stacks are only cleared after each monster is defeated or when the player leaves combat whether due to death or fleeing.

Manual Eating

This is the first dungeon in the game that typically requires manual eating, while there are ways to avoid having to do this, they take much longer to set up for very little practical gain. Completing ITM should generally be done as soon as possible, as the Combat Passive Slot is extremely powerful.

For all phases of the dungeon, as long as you do not get instantly killed by a single attack (one shot), you are able to complete the dungeon with an appropriate weapon.

There are 4 different ways to eat food to keep yourself safe. It's important to note that this dungeon only needs to be completed once, so the strategy is not about completing the dungeon as fast as possible, but rather not dying, so you can complete it at least once. It is far more important to ensure you have enough HP to survive an attack than not resetting your attack timer through manual eating.

  1. Autoeat - Let autoeat heal you and do not interrupt your attack. No player input!
  2. Eat After Attacks - Click once to eat food immediately after you finish an attack. Usually every attack.
  3. Eat to full HP - Eat food until you are at full HP. Then let autoeat heal you.
  4. Hold Eat - Click and hold the food button to continuously eat food.

Rewards

Completing ITM will permanently add Dark Waters monsters to the Master tier of Slayer Tasks. These monsters all have specific weaknesses and heavily punish the player for using the "wrong" combat style or equipment against them, making it far more difficult to use Auto Slayer to fulfill the 40 task requirement for unlocking Slayer Gear Upgrade Kit (Master). If desired, Perilous Peaks Master Tasks can be completed before ITM is finished, although this is not required.

Completing Into the Mist also allows the player to use the Passive equipment slot. Pablo is obtained by completing the dungeon 5 separate times.

Stats and Buffs

Minimum Recommended Levels

The only hard requirement to complete this dungeon is Slayer Level 90 and enough HP and Damage Reduction to not be killed instantly.

The recommended levels to complete this dungeon are roughly Attack Level 85, Strength Level 85, Defence Level 85, 950 HP, Ranged Level 85, Magic Level 85, Prayer Level 95, it is possible for a player to complete the dungeon roughly 10 levels lower in each skill, so if any of your stats are lagging behind, its not the end of the world.

Consumables

  • Food:
    • Whale or similar, you want a food item that heals for a large amount all at once, so that one click heals you for the vast majority of your hp no matter what.
  • Potions:
  • Summoning Tablets:
  • Prayers:
    • These will be outlined on a case-by-case basis for each Boss phase below.
    • Protect Item will not be recommended so as to not plan for failure. There are many ways to ensure you do not die, and losing the power of one of your prayers can actually increase your chance of death.
  • Ammo:
  • Diamond Luck Potions and Dragon Tablets are the most important buffs for this dungeon, the potion will drastically increase the amount of times you actually hit the enemy, and the tablets add a lot of extra damage with their own attacks, buff your damage and accuracy, and the burn effect of Dragons can help getting the bosses HP down quickly so you spend less time at high stacks of affliction.

Agility

While agility helps provide useful combat bonuses, it mostly helps lower the floor of the HP level you need to attempt ITM. Typically, switching agility just for ITM is not super important.

Tier Obstacle Reasoning
1 Any No obstacles provide combat bonuses.
2 Any No obstacles provide combat bonuses.
3 Pipe Climb Only obstacle that provides a combat bonus.
4 Coal Stones No negative bonuses
5 Cliff Balance Be sure to remember the HP increase in your HP/DR damage calculations.
6 Rocky Waters Lake Swim is typically more useful if you are higher level, where the HP increase is proportionally less effective.
7 Boulder Trap or Water Trap No negative damage modifiers.
8 Raft Building Extra damage and HP.
9 Ice Jump or Frozen Lake Crossing Ice Jump is typically the only obstacle used on this tier, there's really no reason to stop using it now.
10 Lava Waterfall Dodge or Ocean Rafting Changing this obstacle from Lava Waterfall Dodge is expensive, and usually not really worth it.
Pillar Pillar of Combat Pillar of Combat is the only DPS-boosting pillar, but it is not necessary to use if you already have a different Pillar.

Fight Details

Afflicted Monsters

In general, waves 1-20 are best completed with your best Magic gear and Ancient Magicks or by actively switching to take advantage of Combat Triangle bonuses. Typically, these monsters are not very dangerous, swap to the correct combat style, and the monster falls over.

It's highly recommended that once you reach the final boss, you take the time to calculate the DR values and maximum hits per attack of each phase.

Notes for all Boss Phases

It is recommended to make a notecard with your effective auto-eat threshhold at various stages of Affliction build-up, typically every 10 stacks or so. This means write down what 40% of your HP is at 90%, 80%, 70%, 60%, 50% Maximum HP, then write down or pay attention to the maximum damage values of each of the bosses attacks so you can make more informed decisions than the general advice given below.

If in doubt at any time, try to eat immediately after one of your attacks finishes, don't rely too heavily on this, as resetting your attack also removes any chance of using special attacks on the next attack.

Mysterious Figure - Phase 1

Slot Better to Worse
Head Ragnar God Helmet (G) Ancient Helmet (G) Dragon Helmet
Body Ragnar God Platebody (G) Ancient Platebody (G) Dragon Platebody
Leggings Ragnar God Platelegs (G) Ancient Platelegs (G) Dragon Platelegs
Boots Ragnar God Boots Terran God Boots (G) Dragon Boots
Hands Ragnar God Gloves Terran God Gloves Paladin Gloves
Cape Infernal Cape Fire Cape Maximum Skillcape
Neck Fury of the Elemental Zodiacs Elite Amulet of Defence Elite Amulet of Glory
Ring Ring of Blade Echoes Fighter Ring Gold Sapphire Ring
Weapon Infernal Claw Darksteel Dagger Sunset Rapier
Offhand Dragonfire Shield Earth Layered Shield (G) Dragon Shield

Protect from Melee and Battleheart or the highest level melee prayer you have available. Protect from Melee is important here, as it sets the boss's chance to hit to 20%, reducing the chance of healing when using Reap and Return significantly. If possible, swapping Protect from Melee to Piety when the boss is using any other attack can help you squeeze in a little extra damage.

The choice to use 1h weapons here is important, as their attack interval is low enough to drop stacks of Mark of Death easily. 2h weapons like the Ragnar Godsword are very good and may be able to kill the boss faster depending on your specific stats, but they are slow and will generally require you to pay more attention to when you eat.

Phase 1: Abilities and Eating Methods

  • Mark of Death: Typically not dangerous, you want to complete an attack as soon as possible after this attack hits you. Failing to remove the stack of Mark of Death before the next attack hits you massively complicates things.
  • Cursed Edge: Dangerous at medium stacks of affliction, heal to full if this attack deals more than your auto-eat threshold. NOT dangerous if the attack deals at least 60% of your total HP because each hit will cause your auto-eat to set you to at least 80% HP.
  • Reap and Return: Dangerous at high stacks of affliction, if in doubt, hold eat to avoid death. NOT dangerous if the attack deals at least 60% of your total HP

This phase is by far the most difficult, it may be prudent to run if you feel you are in danger.

Mysterious Figure - Phase 2

Slot Better to Worse
Head Aeris God Helmet Terran God Helmet Slayer Cowl (Elite)
Body Aeris God Platebody (U) Ancient D-hide Body (U) Black D-hide Body
Leggings Aeris God Platelegs (U) Ancient D-hide Chaps (U) Black D-hide Chaps
Boots Aeris God Boots Terran God Boots (G) Dragon Boots
Hands Aeris God Gloves (U) Ancient D-hide Vambraces (U) Black D-hide Vambraces
Cape Cape of Prat Infernal Cape Maximum Skillcape
Neck Deadeye Amulet Fury of the Elemental Zodiacs Elite Amulet of Ranged
Ring Deadeye Ring Silver Emerald Ring Ring of Barrage
Offhand Scaled Shield (U) Ancient D-hide Shield (U) Black D-hide Shield
Throwing Weapons Ancient Javelin Ancient Knives Dragon Javelin
Crossbows Ancient Crossbow Slayer's Crossbow Dragon Crossbow
Bolts Jadestone Bolts Diamond Bolts Emerald Bolts

Battleheart and Rigour or the highest level Ranged prayers you have available.

2h weapons like the Stormsnap are generally fine, but they will require you to pay more attention to when you eat as they have less Damage Reduction due to not being able to wear a shield, and being slow and unwieldy for dropping stacks of Mark of Death.

Phase 2: Abilities and Eating Methods

  • Mark of Death: Typically not dangerous, you want to complete an attack as soon as possible after this attack hits you. Failing to remove the stack of Mark of Death before the next attack hits you massively complicates things.
  • Concealed Danger: Typically not dangerous unless you fail to remove mark of death.
  • Shadowstep: Does no damage, however, if the boss tries to use it twice in a row she will use a Normal Attack instead, her Normal Attack Max hit is quite high, and becomes much more dangerous if you have failed to remove Mark of Death

This phase is by far the easiest, so it is not critically important to optimize it perfectly, nearly any setup should have no real problem clearing this phase. Eating during this phase should be almost entirely unnecessary.

NOTE: At exceptionally high stacks of affliction, and while under the effect of Mark of Death, it is possible for the boss's Normal Attack to deal more damage than your total HP. This is only possible if you manually eat and fail to remove the Mark of Death before the attack connects. If this scenario occurs, you must run to guarantee your survival.

Phase 2: Idle

Ahrenia

Slot Better to Worse
Head Glacia God Helmet Ancient Wizard Hat Air Expert Wizard Hat
Body Glacia God Platebody Ancient Wizard Robes Air Expert Wizard Robes
Leggings Glacia God Platelegs Ancient Wizard Bottoms Air Expert Wizard Bottoms
Boots Glacia God Boots Ancient Wizard Boots Air Expert Wizard Boots
Hands Glacia God Gloves Terran God Gloves (U) Ancient D-hide Vambraces
Cape Skull Cape Infernal Cape Maximum Skillcape
Neck Fury of the Elemental Zodiacs Elite Amulet of Magic Elite Amulet of Defence
Ring Warlock Ring Ring of Spirit Power Shaman Ring
Weapon Air Imbued Wand Magic Wand (Powerful) Cloudburst Staff
Offhand Scaled Shield Earth Layered Shield

With Imbued Wands:

With Cloudburst Staff:

As this phase is relatively weak, Cloudburst Staff under most circumstances should be deal enough damage to kill Ahrenia before she becomes a real threat, however, as the phase is relatively simple, it is recommended to use the Ancient Magicks as they will allow you to use Damage Reduction Potions instead of Diamond Luck as your hits are already guaranteed at 20k+ Accuracy Rating.

Phase 3: Abilities and Eating Methods

  • Shadow Burst: Can be dangerous at low stacks of Affliction. Gives the player -1% Accuracy rating when it hits, up to a maximum of 50%. To guarantee 20k+ Accuracy at maximum stacks of this effect, the player must have 33,333 Accuracy Rating.
  • Into the Mist: Does no damage. Gives the enemy +10% Damage Reduction each time they are hit, so if using Ancient Magicks, it may be prudent to swap to Ignite or Quake to get more effective damage for the duration.
  • Fallen Light: Not dangerous.