Combat Guide/Throne of the Herald

From Melvor Idle
This page was last updated for (v1.2).


Introduction

Combat in the follows a similar progression to the base game, and will be divided into three parts, the Early Game, the Mid Game, and the Late Game for Throne of the Herald.

This entire part of the guide is subject to change and will be updated as time goes by, for now, following some basic guidelines will be a good way to get started: Combat in the Throne of the Herald Expansion revolves significantly around using Slayer areas to prepare to complete a dungeon. Leveling can be done in the first 2 Slayer Areas, the Jungle Labyrinth and Lava Lake - note that Deadly Poison is simply a more damaging version of Poison, it deals 25% of the player's HP over the duration instead of 10%.

A simplistic order for completing Combat:

  1. Jungle Labyrinth for the Labyrinth Solution
  2. Ancient Sanctuary - See Ancient Sanctuary/Guide
  3. Lava Lake and Forsaken Tundra
  4. Underground Lava Lake and Lightning Region Dungeons
  5. *optional*: Lair of the Spider Queen - must be cleared manually at this stage.
  6. Foggy Lake for powerful midgame tools
  7. Midnight Valley for powerful midgame weapons
  8. Cursed Forest and Necromancers Palace for powerful lategame equipment
  9. Golden Cloud Mountains only until obtaining the Golden Shard
  10. Millennium Gate for BIS endgame Armor with the highest Damage Reduction
  11. Golden Cloud Mountains for BIS endgame weapons
  12. Lair of the Spider Queen
  13. Throne of the Herald

How Throne of the Herald affects Base Game Combat

All combat skills can be leveled up to 120, providing increased stats as a reward for the time spent:

  • Hitpoints 200 extra HP can alleviate pain points in progression and allow the player to accomplish more difficult challenges without needing to make as many equipment tradeoffs.
  • Prayer is likely to end up higher than level 99 while completing base game combat, allowing the player to use the extremely powerful Battleborn and //, the highest level "Max Hit" Prayers.
  • Attack, Strength, Defence, Ranged, Magic allow the player's max hit, accuracy rating, and evasion ratings will all increase, making the player more powerful
All Combat equipment (ie. from Smithing, from Crafting, and from Runecrafting) CANNOT BE EQUIPPED until the defeat of Bane, Instrument of Fear.

Stats and Buffs

Astrology

At this point in the player's journey it can be safely assumed that they have unlocked the vast majority of bonuses from Astrology, if the player is just starting in the expansion and hasn't completed Astrology, there are some major benefits that can be obtained from Ashtar and some from Rosaniya that should be picked up as soon as possible.

Clearing the Cursed Forest for the Sign of the Stars is of course helpful, but is rather deep into Expansion Combat and is likely unnecessary. Similarly, upon the defeat of Bane, Instrument of Fear, the Township worship for Bane will be unlocked which provides the powerful ( Nightfall) Season that reduces the interval of Astrology by 50% for 3 days.

Agility

# Obstacle Reason
11 Frozen Maze A great all-rounder with the primary bonus of additional Damage Reduction.
Water Maze Global doubling is fantastic for monsters that die very quickly.
Forest Maze Fantastic for Slayer if Area Effect Negation is required or the player is specifically hunting SC
Pipe Maze Fantastic for killing enemies of all kinds, can be detrimental to how fast the player can collect items due to its high negative doubling.
12 Boulder Balance More damage and a faster Attack Interval making the player deal even more damage and possibly able to avoid dangerous Stun, Freeze or Sleep effects.
13 Rope Trap Particularly useful for the earlier stages of Expansion Combat where the player can be hampered by the dps requirement of dungeon bosses.
Balance Trap Great for general use.
14 Freezing Climb Great for Expansion dungeons, deal more damage, take damage slightly less often!
Gap Climb Great for Slayer, adding more damage and Area Effect Negation.
15 Waterfall Crossing This grants the effect of Diamond Luck Potion IV for an generally inconsequential penalty of Hitpoints.
Freezing Rafting This should be the player's absolute last line of defence for survivability, and should not be considered unless absolutely necessary.
EP Elite Pillar of Expertise The default pillar for nearly all of the Expansion - immensely powerful buffs for all skills, Global Doubling being very powerful in combat particularly.
Elite Pillar of Conflict This Pillar is only recommended if Slayer Area Effect Negation is 'required', its effects are rather lacklustre otherwise.

Herblore

With Waterfall Crossing active, Diamond Luck Potion IV are no longer a near-necessity for the amount of damage they provide, this opens up many new options for which potion the player can use.

  • Max Hit potions can be a solid and reliable source of increased damage.
  • Damage Reduction Potion IV is incredibly useful for meeting DR requirements, especially for Late Expansion monsters and dungeons.
  • Slayer Bounty Potion IV is a hugely powerful buff for farming SC.
  • Area Control Potion IV can be useful for negating harmful Slayer Area Effects like those of Lava Lake, Forsaken Tundra or Foggy Lake.
  • Penetration Potion IV are potentially the highest amount of raw dps that can be gained from a potion and, once unlocked, can be used as the default combat potion for all Expansion Combat as soon as Ectoplasm is easily farmed.
  • Critical Strike Potion IV are about equal to Penetration Potions in most situations, but require a material that is easier to obtain without doing difficult combat.
  • Adaptive Potions feature a mechanic originally found on Pegasus, these potions should generally never be used as their effect actually decreases the player's stats if they fall below 57% of their max Hitpoints, and the effect is lacklustre compared to the myriad available options.

Summoning

Some particular synergies of note are:

  • and Spectre - a lot of bonus damage, particularly against enemies with high Damage Reduction.
  • and Fox - a lot of bonus damage, particularly against enemies with less Damage Reduction.
  • and Siren - Extra damage with the added benefit of CC, most useful with multi-hit special attacks - monsters that are asleep can't deal damage!
  • Occultist and Spectre - generally add up to an insane amount of raw accuracy and chance to hit, one of the few places where simply getting more accuracy is actually a tangible benefit instead of a minor change in power.
  • Fox and Dragon - Great with multi-hit special attacks against enemies with high HP.
  • Spider and Dragon - particularly when paired with Hinder Potion IV and the Royal Toxins Spear, Poison Pods or Natures Bloom

Consumable Slot

Throne of the Herald Combat

Early Game Throne of the Herald: Levels 100-110

After defeating Bane, Instrument of Fear in the Impending Darkness Event, the player unlocks the ability to wear all level 100+ weapons and armor. The immediate goals will be gearing up with new equipment and beginning the journey into expansion combat by defeating the monsters in the Jungle Labyrinth to unlock the Clues required to unlock the Ancient Sanctuary.

Major Goals

Melee

Melee training should typically be done on Alraune or in the Ancient Sanctuary, depending on the players long term goals.

Ranged

The first few slayer areas have lots of potential Magic monsters to be killed for Ranged experience. The Spectral Ice Wolf is preferable as obtaining all of the Spectral Ice Sword Shards to create the FrostSpark 1H Sword requires an average of 10k Wolves with no item doubling.

Magic

The first few slayer areas have lots of potential Melee monsters to be killed for Magic experience. Unfortunately none hold items that are either rare or simply take a long time to obtain - so the choice comes down to whatever is most convenient or is simply the best XP rate.

Mid Game Throne of the Herald: Levels 111-120

Here the players goal is to finish collecting as many special pieces of equipment to fully kit out their character in preparation for the final stretch of combat. This will include all of the non-final boss Dungeons and all but the last two Slayer Areas.

Major Goals

Melee

Cockatrice will typically be the best source of XP, but it is always important to make sure you have all the items you need/want before exclusively chasing XP.

Ranged

Siren will typically be the best source of XP, but it is always important to make sure you have all the items you need/want before exclusively chasing XP.

Magic

Gret-Yun will typically be the best source of XP, but it is always important to make sure you have all the items you need/want before exclusively chasing XP.

Late Game Throne of the Herald: Levels 118-120

Here we beat up the final, toughest monsters the game has to offer, then we kill the The Herald and put an end to his reign.

Major Goals