HCCO/Guide/6
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
Chapter VI: Non-Melee Training
Chapter VI-A: Ranged
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
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
10,000,000 to afford
Extra Equipment Set to make gearing much less of a headache. This upgrade is a lower priority than
Auto Eat - Tier III, which is why we wait until now to train
Ranged.
Progression in 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
Water God Dungeon,
Fire God Dungeon and possibly even
Into the Mist and beyond.
Preliminary phase
Since none of the gear or weapon progression for 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 Ranged, it is recommended to complete the
Elite Amulet of Ranged portion of the
Fury of the Elemental Zodiacs grind at
Bandits. This will set you up with all the arrows needed for the entire early and midgame
Ranged grind, as well as the item itself offering substantial ranged offensive bonuses while being equipable at level 1. Obtaining 200
Amulet of Ranged will yield around 48,000
Steel Arrows, 32,000
Mithril Arrows and 16,000
Adamant Arrows, which is much more than needed. A lot of arrows will also be supplied by
Basic Resupply/
Standard Resupply as well, so ammo is not much of a worry. It is also possible to clear
Bandit Base for possible
Ranged weapon upgrades, but these are not worth the time investment due to the low drop rate and can be skipped if desired.
Bandit Base will yield a decent amount of ammo, but it is slower overall than killing
Bandits directly. At
70 one can use the abundance of
Ancient Arrows obtained while killing
Raging Horned Elite for
Trout. It is not necessary to conserve arrows either, as most late-game
Ranged combat takes place with a crossbow using
Sapphire Bolts.
Note that it is no longer recommended to kill Frozen Archer for
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:
Normal Shortbow (1-5) →
Oak Shortbow (5-30) →
Maple Shortbow (30-40) →
Yew Longbow (40-50) →
Elerine Longbow (50-85) →
Ancient Crossbow (85+)
These items will be obtained from Ranged Golbins,
Holy Archers,
Elerine Archers and
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
Bandit Base for a
Ancient Longbow, but it will take more time to obtain than what will be saved by using the item. The
Elerine Longbow is a very strong weapon for its level, as it rivals
Redwood Longbow from
Holy Archer /
Bandit Base. If you do decide to farm
Bandit Base or have done so in the past, you can replace the
Maple Shortbow with a
Maple Longbow instead.
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. This can be paired with
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:
Cape of Prat >
Cape of Ranged Preservation >
Fire Cape >
Obsidian Cape > nothing
It is not really worth grinding for any of these, just use whatever you have access to already. Paladin Gloves don't have any negative bonuses so they are worth using to save on a bit of food. An
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 Amulet of Looting and
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
Green D-hide Vambraces at
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
Master Wizards and the likes, so it may be worth it.
You will need to farm Dragons Den for the almighty
Ancient Crossbow for
80+ at some point before progressing. Again, as this dungeon doesn't rely on
Ranged, this could technically be performed before commencing training. The goals of this dungeon are to obtain the
Ancient Crossbow and the
Ancient D-hide Shield, the latter of which will be upgraded to a
Scaled Shield which is a huge DPS increase for
Ranged and even for
Magic in many situations. The shield can technically be substituted with a
Dragonfire Shield or
Earth Layered Shield for meeting raw DR requirements, but the damage sacrificed will be noticeable so obtaining a
Scaled Shield is recommended. The crossbow is an incredible weapon for the two
Ranged God dungeons, as well as in
Dark Waters, however it is worth noting that all of the other items still have uses.
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
Ancient Dragonhide Armour obtained here can be worn as an upgrade, but it is not necessary to grind for any pieces. Use any leftover
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 Ranged training are magic enemies. However, the entry level enemy (
Wizard) is too strong to be tackled at
1, so killing various easy slayer tasks such as
Cows is fine until around
40 to equip some dragonhide. After this point, farming
Wizards and
Master Wizards for runes is ideal. One can then use these runes to train their
Magic to increase their magic defence to make killing them more efficient. At higher
Ranged and
Magic levels (around 50+), the option of killing
Shamans for
Chaos Runes and
Necromancers for
Death Runes opens up to supplement further
Magic training.
Seething Horned Elites can be killed for any outstanding
Amulet of Furies that weren't obtained from
Volcanic Cave.
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 ( Mind Runes,
Chaos Runes,
Death Runes, etc.) 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 as it will crucially save more food. Killing
Wizard until one piece of either
Green Robes or
Blue Robes (at
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 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 (
Mystic Mastery,
Augury and
Battleheart) or if you are very low level and your accuracy is low (below 90%).
The Staff of Air (obtained from
Fairy) reduces the cost by 3, allowing you to cast all spells up to
Fire Bolt with the sole exception of
Wind Bolt for no
Air Rune cost.
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
Mind Rune on
Fire Strike and your
Chaos Rune on
Earth Bolt to make the most use of your varied runes gathered, until you are
30. At this point you can equip an
Air Battlestaff to save 5
Air Rune/cast, so obtain one from
Master Wizard and use that until
40. You also have enough magic defence from levelling
Magic that you can consider clearing
Hall of Wizards for some
Ranged exp and better robes. The
Red Wizard Robes can be worn at
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
40 for even higher magic defence. Lastly, now that you have some magic defence, gathering 200
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.
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 Wind Blast. 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
Surge I from
15-
40 and
Surge II afterwards. The light runes will be supplied from
Standard Resupply and will be in considerable abundance, so these should not be conserved.
After 40, you will now use a
Mystic Air Staff to conserve 7 elemental runes and primarily use
Wind Blast 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
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
Red Robes. It is debatable whether staying here all the way until full
Ancient Robes 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
Death Rune from
Master Wizard and
Necromancer than worrying about min-maxing the rune efficiency.
Once you have your gear, the best monster to kill is 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
Battleheart if you have the
Prayer level is recommended, along with
Augury. Kill either
Master Wizard or
Necromancer for
Chaos Rune and/or
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
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
85. Once you have
85 you will upgrade to
Glacia Armour, and then return to get a single level to
86.
The rest of your magic training will come after Into the Mist once you have the passive slot. You will return again to
Raging Horned Elite to get
90 to wield
Ocean Song, and then train from
90-
99 on
Umbora while grinding out
Tidal Edge.
Mind Runes are very useful lategame as
Water Strike is the most rune-efficient spell to use for
Cloudburst Staff and
Ocean Song, so you will want to keep them. You will also want to keep
Fire Rune (as well as
Ancient Rune and
Havoc Rune) for
Incinerate for
Impending Darkness Event.
Water Rune and
Earth Rune are not terribly important.
Light Rune are obtained easily from
Standard Resupply.
In summary:
1 -
30 using strike spells, gathering runes and gear from
Vampire,
Wizard &
Master Wizard
30 -
40 using bolt spells, gathering runes and gear from
Master Wizard
40 -
90 using
Wind Blast on
Raging Horned Elite, gathering runes from
Master Wizard &
Necromancer and gear from
Hall of Wizards &
Water God Dungeon
90 -
99 using
Water Strike with
Ocean Song on
Umbora, gathering runes from
Wizard &
Master Wizard
HCCO/Guide/5 | HCCO/Guide | HCCO/Guide/7 |