Gear guide
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).
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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.
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Magic
Wand of lifesteal withWizard'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.
+ | + | |||||
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Strength | 115 | 107 | 120 | 132 | 144 | 152 |
Accuracy | 101 | 100 | 115 | 115 | 125 | 132 |
Defense | 58 | 69 | 85 | 0 | 62 | 70 |
Stat Total | 274 | 276 | 320 | 247 | 331 | 354 |
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.
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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.
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