Gear guide: Difference between revisions
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== Melee armor == | == Melee armor == | ||
When training melee it is advised to focus on getting as much melee strength and melee accuracy bonus as possible as this helps you get higher | When training melee it is advised to focus on getting as much melee strength and melee accuracy bonus as possible as this helps you get higher experience rates. Melee strength helps you hit higher and melee accuracy gives you a better chance of hitting the monster. Items such as the[[File:Bulwark shield.png|frameless|24x24px]] '''[[Bulwark shield]]''' can therefore drastically increase experience rates. | ||
Items such as [[File:Bulwark shield.png|frameless|24x24px]] '''[[Bulwark shield]]''' therefore | |||
''Note: [[Jewelry|Jewelry]] and Toolbelt's do '''NOT''' require a [[File:Defence.png|20px|link=Defence]] [[Defence]] level.'' | ''Note: [[Jewelry|Jewelry]] and Toolbelt's do '''NOT''' require a [[File:Defence.png|20px|link=Defence]] [[Defence]] level.'' |
Revision as of 01:38, 24 January 2024
Melee weapons
Astaroth's scimitar is the best end-game melee experience farming weapon once you hit level 75 attack. Its bonus gives you 30% extra offensive stats while fighting regular monsters that are weak to its attack style (slash).
Melee armor
When training melee it is advised to focus on getting as much melee strength and melee accuracy bonus as possible as this helps you get higher experience rates. Melee strength helps you hit higher and melee accuracy gives you a better chance of hitting the monster. Items such as the Bulwark shield can therefore drastically increase experience rates.
Note: Jewelry and Toolbelt's do NOT require a Defence level.
Magic
Wand of lifesteal with
Wizard's book or
Book of terrors is better than the
Outstanding staff.
Godlike staff is better than wand + book.
Sorcerers staff is best end-game magic XP farming weapon. It works best against monsters that are weak to
Magic.
Divine staff is only optimal against Chimera and Kronos.
Necromancer's boots or
Otherworldly boots are your endgame boots;
Necromancer's boots will be easier to obtain and provide additional magic accuracy and defense, but
Otherworldly boots will provide overall better defense against non-magic enemies.
Note: Gloves and Boots require Defence levels instead of
Magic levels.
Note: Jewelry and Toolbelt's do NOT require a Defence or
Magic level.
Archery
Note: Arrows do NOT have a level requirement. However they scale better with higher Archery level, recommended to use better ones as you level Archery.
Note: Otherworldly boots are only minimally better than
Dragonscale boots for Archery, so either are good late-game options.
Note: Gloves, Boots, and some Shields (noted below) require Defence levels instead of
Archery levels.
Note: Jewelry and Toolbelt's do NOT require a Defence or
Archery level.