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  1. *Voice of Slayermusiq1* Hi, and welcome to my guide! The purpose of this guide is to help newer players get into bossing. I'll be covering every boss (excluding wildy bosses & raids for now), and how you can defeat them. I strongly recommend using CTRL+F and searching for a specific boss you're trying to learn. Throughout this guide, I am going to be using relatively easy and beginner friendly gear depending on the boss. So no Scythes, Tbows etc. If you have better gear, obviously use it NOTE: This isn't an "experts" guide for mid-maxing, it's simply the first stepping stones for getting into bossing. It's not going to be perfect, but please feel free to post your tips/tricks in comments! Before we dive into the bosses, there's a few things I want to cover which will apply to most, if not all bosses. First and foremost, bossing is really easy for the most part, but can be incredibly daunting when you're first learning. Don't feel discouraged if you're struggling with a certain boss, keep practicing, take breaks, and you'll have it down in no time! Combo eating is something you'll want to get comfortable with. Combo eating is when you eat multiple food in a single game tick. You can do this with any food + karambwams. For example, if you eat a shark, and immediately eat a karambwam, you'll recover 48 hp instantly: You can also include a sara brew into this: For every 3 sips of a sara brew, you'll need to take 1 sip of a super restore to replenish your stats fully. If you're playing on PC, I strongly recommend getting comfortable using your F keybinds. These allow you to swap between menu's very fast once you're comfortable: The Giant Mole Notable drops: Baby mole (Perk: 80% chance at additional mole claw and/or skins from the Giant Mole) Mole claws Mole skin These can be traded in for bird nests. Great source of nests for sara brews, also good source for seeds. Gear: Option 1: Armour to increase melee dmg/accuracy, and/or prayer. Option 2: Dharok bombing. Equip full Dharok set, use dwarven rock cake to lower hp to 1. This allows Dharoks to hit like a truck! Inventory: Guide: This boss is probably one of the easiest bosses you'll encounter. Pray melee, hit boss, super simple. At some point during the fight, it is possible the mole will burrow, and appear somewhere random in the cave. Look for an arrow indicator to know where the mole has gone. Video: https://streamable.com/0hnqnw Kraken Notable drops: Pet Kraken Tentacle Trident of the seas (charged) Gear: Minimum: (Replace brimstone ring with whatever you have available) Recommended: Inventory: Minimum: Recommended: Guide: The kraken is surrounded by 4 whirlpools. These whirlpools will need to be attacked at least once each before you'll be able to attack the kraken. Once the 4 surrounding whirlpools have been disturbed and 4 tentacles have spawned, you'll be able to attack the middle whirlpool and summon the kraken. Kraken doesn't hit consistently, so I wouldn't use overheads, simply attack kraken until it's dead. Video: https://streamable.com/lhhebr Thermonuclear Smoke Devil Notable drops: Pet Smoke Devil Smoke battlestaff Jar of smoke Occult necklace Dragon chainbody Gear: Minimum: Recommended: Inventory: Guide: Similar to kraken, this is another "afk" boss. He will attack with a rapid burst if magic, but it's very low accuracy. Our gear is mage defence + melee boost so we won't use overheads, just attack, sip prayer when needed, and eat food if you take damage. Video: https://streamable.com/wrbzzu Zulrah Notable drops: Pet Snakeling Uncut Onyx Serpentine Visage Tanzanite Fang Magic Fang Jar of Swamp Tanzanite Mutagen Magma Mutagen Gear: Minimum: Recommended: Inventory: Minimum: Recommended: Guide: When you first enter, run to the tile displayed below. Stay here for the first 2 zulrah's. Use mage on both of them, overheads aren't currently needed as Zulrah won't be attacking you. Run to the below tile after you've attacked the 2nd (red) Zulrah 4 times. This time protect from magic attacks from the third (blue) Zulrah. Run to this tile for the 5th (green) Zulrah, protect from range UNTIL he starts shooting white missiles, at this point protect from magic as snakelings will spawn. You can ignore snakelings (a ring of recoil will kill them, otherwise they hit hardest with magic, hence swithing to protect from magic). The 6th Zulrah (red) will be melee, you don't need overheads UNLESS snakelings are alive, in which case keep protecting from magic. If you stand on the tile shown below, the 6th Zulrah won't hit you. After the 6th Zulrah goes away, the 7th Zulrah (blue) will spawn, stay on the same tile, swap to range gear & prot from magic. The 8th Zulrah is green, prot from range and use magic gear. After he stops shooting missiles at you, swap to prot from magic if snakelings are alive. Stay on the same tile once it disappears for the 9th Zulrah, which will be blue. Swap to range gear. The 10th Zulrah will be the JAD phase Zulrah. This is where most people will struggle. Before it pops up, try and get prot from range on, and wait until you see the range missile, as it is flying towards you, switch to prot from magic, as you see the magic missile flying, switch to protect from range. Keep repeating this until Zulrah starts spawning venom pools. Finally, the 11th Zulrah will be Red, stand on the northern most tile, use magic. After this, Zulrah's phases simply repeat, if Zulrah is still alive, you'll simply be doing the same thing as the first screenshot, but this time on the opposite side. Video: https://streamable.com/01mxhe (minimum gear) https://streamable.com/vzz3xo (recommended gear) Cerberus Notable drops: Hellpuppy Primordial crystal Pegasian crystal Eternal crystal Smouldering stone Jar of souls Gear: Inventory: Guide: Cerberus will attack with all 3 attack styles, mage, range + melee. The melee attack isn't too common, and with melee defence gear you can make this fight super easy on yourself by just protecting from magic. His range + melee attacks don't hit too hard. This boss has 2 main mechanics: 1. "Grrrr" lava pools. Cerberus will say "Grrrrrrrrrr" and will summon 3 lava pools. One will always land where you are standing, the other 2 are random. You need to be at least 2 tiles away from a lava pool to avoid taking damage. Failing to do so will result in you getting hit constantly until the lava pool goes away. 2. Once Cerberus falls below 400 hp, Cerberus will go "Arooooooo", and 3 Ghosts will spawn north of the map behind the skull. There are 3 ghosts, Mage (Blue), Range (Green), and Melee (Red). These ghosts will spawn in a random order. They will walk towards the end of the path, and once they make it to just in front of the big skull, they will then attack you once with an attack corresponding to their colour. You will need to switch your prayers in the order they've spawned to avoid taking damage. Once they hit you, they'll drain your prayer if you've protected correctly. Otherwise they'll hit you for 30 dmg each. These can spawn multiple times during the fight. As an additional note, Spectral Spirit Shield will lower the prayer drain, and the Hellpuppy pet will negate all prayer drain from ghosts. Video: https://streamable.com/rc4rgg The Abyssal Sire Notable drops: Abyssal Orphan Unsired (Use unsired on The Font of Consumption for the following): Abyssal Bludgeon: Bludgeon claw Bludgeon spine Bludgeon axon Abyssal dagger Abyssal whip Abyssal head Abyssal orphan Jar of miasma Gear: Inventory: Guide: Before you can attack Abyssal SIre, you will need to be on a slayer task for either Abyssal Demons, or Unsired. In order to start this fight, you will need to cast Shadow Barrage twice on the unsired, you need it to say in game chat "Your Shadow spell disorientates the SIre.". Once that is done, you will then need to take out the Respiratory System's using range attacks. There are 4 in total, NE, NW, SE, SW. The Abyssal Sire will become conscious in-between killing the Respiratory Systems, so you will need to run back and cast Shadow Barrage on it again. I kill the NW & SW Respiratory Systems, then wait for Abyssal Sire to become conscious, cast Shadow Barrage until it says "Your Shadow spell disorientates the SIre.", then kill the NE & SE Systems. Failing to disorientate the sire will leave you vulnerable to be attacked by the surrounding tentacles. Once all of Respiratory System's have been killed, the Abyssal Sire will stand up and walk forward. Equip your range gear protect from melee, drop your BGS specs, and proceed to fight him with melee near the northern most highlighted tiles in the below screenshot. Sire will summon Spawns, they have low hp but if they aren't killed fast enough, they will evolve into Scions. Scions have a lot more HP and do more damage. If you want to completely ignore them and have good melee defence, protect from range instead. Otherwise kill these fast. Sire may also summon Miasma pools, you will need to stand at least 2 tiles away from these to avoid being damaged. Once Sire is below 200 hp, he will start walking south. Follow him, switch your protection prayer to range and wait until you can attack it. Sire will keep spawning a miasma pool below your feet, you will need to keep running back and fourth between 2 tiles to avoid damage. Once Sire is below 150 hp, he will teleport you and open his belly up. Run 2 tiles south, and wait a second. Failing to do this will result in you getting nuked. After waiting a second, simply run back and finish Sire off. Video: https://streamable.com/ejoqg1 Alchemical Hydra Notable drops: Gear: Inventory: Guide: Vorkath Notable drops: Gear: Inventory: Guide: Nightmare Notable drops: Gear: Inventory: Guide:
  2. Guide temporarily removed.
  3. If you're low on money, this is my go-to build for wilderness PK. Alternatively, you can replace the blessed spirit shield with a mage's book. If you're worried about switches, and also don't want to risk much, here's a tele blocking build for you. This is probably the easiest build to use in my opinion. If you don't have a firecape, use an obsidian or whatever you have. A dragon dagger can replace the granite maul, but you lose out on around 6 damage. Now this is my main deepwild build. It is quite expensive so I don't recommend using this if you are worried about money. I sometimes swap the ahrims for zuriels. This is my revenant caves build for when I'm in and out, this is a risky build so I only use this if I'm making a single pass or I've already scouted caves. I focused on dps here, and it's not good for a fight against a PK tribrid build. Here's a more affordable main build for deepwild. If you don't have firecape as always you can swap for obsidian or etc. This is a lower cost build that packs an insane punch. I like using this a lot, but it's pretty situational. You'll need the firecape & berserker ring for this one, it's not something I'd swap out.
  4. THE FROZEN PRISON Since the release of the new raid (The frozen prison) is just around the corner I thought I would share some basic info and put it all in one place for people wanting to learn. In this guide I'll run you through the bosses and the mechanics that they use also suggested gear and inventory setups. Let's get into it! Requirements • Completion of the Darkmeyer quest. (Required to start 'The Necromancer') • Completion of The Necromancer quest. (Required to join the Raid) (Detailed guide's to these Quests can be found on these forums) Location To access the Frozen Prison simply go to the teleport portal at home then click on minigames teleports and the first option will be 'The Frozen Prison'. (see below) Once teleported you will find yourself in the Lobby. (Quests not required to teleport here) The Lobby In the lobby you will find an NPC to the East that acts as a bank for you to be able to set yourself up properly before you start! To the north you have a white barrier (Entry Barrier) click on this to start the raid. Suggested Gear / Inventory setups (If you are somebody who struggles to switch your prayers and multiple pieces of gear at the same time I would suggest using void or finding a suitable Tribrid setup with minimal switches suitable to your Budget/Bank). At the moment I find this to be my optimal gear/inventory setup. Notable gear / items shown above ^ • 3 different styles of attacks (Melee, Range and Magic). • A mixture of brews and food (For tick eating). • Anti-fire potion (For the Dragon boss). • Defence lowering spec weapon.(Dwh,Bgs or Stat hammer). • Serpentine Helm or an Antidote++ (Poison Protection). Note - It is also suggested to bring at least one stamina potion. Cheaper Alternatives for Gear °(Mage)° (Weapons) - Trident of the Swamp / Kodai wand (blood spells with kodai). (Off-Hand) - Ancient Wyvern Shield / Tome of fire / Mages book. (Armours) - Ahrims Robes / Zuriels Robes / Void. °(Range)° (Weapon) - Crystal Bow / Blow Pipe / Armadyl Cross Bow (ruby and diamond enchanted bolts required with acb). (Off-Hand) - Dragon-FireWard / Twisted Buckler (only required when using a crossbow). (Armours) - Karils / Armadyl / Void. °(Melee)° (Weapons) - Grhazi Rapier / Bludgeon / Tentacle whip. (Off-Hand) - Dragon Fire Shield / Dragon Defender. (Armours) - Statius / Bandos / Void. -Spec weapon- (Defence lowering) - Bandos god sword / Dragon war hammer . (Dps) - Dragon Claws / Crystal Halberd / Dragon dagger / Dragon Halberd. Getting To Know The Map Below I have made a rough outline of The Frozen Prison. (The numbers and rooms will be explained below) After completing room [1] the red barriers connecting [1],[2]&[3] will become accessible it is up to 'player preference' if they choose to go into room [2]or[3] first. Once room's [2]&[3] have been completed, 'ALL' of the red barriers below room [4] will dissapear and open up the bottom half of the map. When you have defeated the Inadequacy in room [4] the barrier to the north will dissapear and open up the corridor (room[5]). Once all of the bosses in rooms [1],[2],[3],[4]&[5] have been slain you will be able to access room [6] where you will fight Lucien 'The Necromancer'. Rooms & Bosses Explained Once your ready enter through the white barrier in the lobby (Either solo or with a team). You will then be teleported into room [1]. ^ Speak with 'Old Man Yarlo' to begin the raid! ( The Red barriers will dissapear). ^ Room - Consists of 3 types of NPC's. • Barrelchest - This NPC has 3 attacks. -He jumps up and smashes the floor this damages everyone in the raid. -Drains and turns off prayer. -Fires a missile (damage halved with protect from missiles) •Black Titan - At 50% HP spawns two 'ghasts' that need to be killed before being able to damage the Titan again. (Protect from melee) •Killerwatt - have a magic based auto attack and also a spec that will damage and stun you. (For this room I suggest pulling the killerwatts away and killing them separately and first). -Also located in Room [1] is 'The Frozen Prison Merchant'. (Shop shown below) •Elder - (boosts attack, strength and defence to 120) •Twisted - (boosts range to 120) •Kodai - (boosts mage to 120) • Revitalisation - (same as super restore) •Prayer Enhance - (same as prayer potion) •Xeric's aid - (same as saradomin brew) Currency for the shop is obtained by defeating the Bosses and other Monsters with in the raid. Eye of Gnome(Raids currency) Note: Between rooms [1]&[2] and [1]&[3] are two small corridors in each of these corridors you will find - 1x Turoth, 1x Ghost and 1x Killerwatt. -(Remeber you can choose either room[2] or [3] next it does not matter what you do first). Room The Cursed Dragon - (To the East is The Cursed Dragon, This boss has 4 different attacks for you to watch out for). •Basic attack - dragon fire (antifire potion needed and pray mage!) •Shock wave - sends out 4 little lightning bolts that deal small amounts of damage (move away) •Prayer disable - Breathes fire similar to the basic attack (disables all active prayers) •Tsunami- As shown below the dragon shoots out a line of waves. (Find the gap and don't get hit) -This attack is a one hit KO- - (Once defeated the barrier returning to room[1] will disappear). Room Seren - (To the West of room[1] sleeps 'Seren') - Whilst fighting Seren you will need to watch underneath her as this colour will represent the 2 different attack styles you must use to damage her.) (As shown below). •Light Pink - Only magic attacks / Spells will damage Seren. •Dark Pink - Only Melee attacks will damage Seren. Now let's look at Seren's attacks - •Basic attack - Seren uses both Mage and Range basic attacks. (Below is a list of Serens Special attacks) • White portal - Spawns underneath you and deals massive damage. (Move away!) • Flower Split - Seren will split the field into ( ¼ ) and ( ¾ ) if you are not within the safe area you will have damage dealt! (Run into the safe area boxed off with flowers) • Storm - At 50% HP Seren will spawn a small blue orb that will fire 4 small electric attacks in the directions shown above the electric will then follow you around for a few seconds, if it touches you it will stun you. (Run away) - (Once defeated the barrier returning to room[1] will disappear). East & West Wings Above Room's [2] & [3] are the east and west wings both area's consist of the same NPCs as room[1]. (Barrelchest, Black Titan and a Killerwatt). (Both sides are the same) (You are able to progress to Room[4] without going through these wings as you can go north through Room[1]). Room The Inadequacy (The inadequacy attacks with a magic based attack it is suggested to prayer mage) Besides the final fight this boss is by far the most challenging as The inadequacy has very high Range and Mage Defence, A decent amount of HitPoints and multiple different attack mechanics to watch out for! (As shown below). •Poison Splatter - Shot at the player is a ball of toxic saliva that will heal the inadequacy for the damage dealt. (Move at least one tile away) • Prayer Shuffle - Every so often the inadequacy will change your protection prayer (make sure to switch back!) • A Doubt - The Inadequacy will summon an NPC that has very high Ranged base attacks and after 10seconds 'A Doubt' will explode causing alot of damage to everyone in the raid! (Kill as soon as it spawns and before the the green bar turns blue! (10-seconds!). • Melee - This boss has a Melee attack that will damage all players within a certain distance from him. Room 3rd Age (Mage & Range) Twins After defeating the inadequacy you will be able to progress north through the red barrier and onto the 'Ice Bridge' where you will find caged on either side the '3rd Age Twins'. (Thought to be locked apart because together they are powerful!) (Defeat them both to proceed to the final Room!) (Kill them individually - Melee will not work!) Mage Twin - Connected to the west side of the bridge you will have the mage twin. Suggested that you use your best Ranged gear. (Boss attacks explained below). -Basic Attack- Magic based attack (Pray Mage) -Spawn- The Mage Twin will spawn a small purple NPC that will explode shortly after spawning. (Move away from the spawn) Range Twin - Connected to the East side of the bridge you will have the Range Twin. Suggested that you use your best Mage gear (Boss Attacks explained below). -Basic Attack- Ranged base attack (Pray Ranged). -Range Spec- (Similar in look to a darkbow special attack) This attack will hit through prayer and drains your combat stats! (Once defeated prepare for the final Room!). (Remembering that the Frozen Prison Merchant is accessible in Room[1]). Room With this being the final Room it poses the greatest challenge! (Lucien standing by his Throne!). Lucien (The Necromancer) - Is the 'Ruler' of 'The Frozen Prison', His one job is to keep you there!. (This boss attacks with a magic based auto attack that has a chance to drain your prayer 'or' defence! (Pray Mage!). ('Lucien' also has multiple special attacks that will test your skills). (Special attacks shown below) •Imp Spawn - Once the imp is spawned Lucien will freeze the targeted player, the 'imp' will then walk towards the frozen player and if not killed in time the imp will explode and deal 50+ damage! (Crumble undead spell destroys the spawn with one cast). •Mutant Abomination - At 50% HP Lucien will summon his 'Greatest Creation' you must defeat this NPC before being able to deal more damage to Lucien. The Mutant Abomination has a slow but very hard hitting Melee based auto attack that you will have to 'Dodge / Kite'. (Hit and run). If the mutant manages to land a hit on a player he has a high chance of draining that players defence.(check your stats!) - Once defeated continue attacking Lucien. Note: Lucien will still be attacking you while the mutant is alive!. • Falling Boulders - At 75% and 25% Lucien will start to destroy his own prison! Large boulders will start to fall around the player in a 8x8 tile radius. (Watch out as this will deal 75% of your current HP as damage!) • Killerwatts - Every 60-90 seconds Lucien will summon a Killerwatt that will stun you! (Kill these) (When Lucien dies a portal will open up to the North, pick up your loot and exit the raid) - (You will be taken back to the lobby). Rewards Congratulations! You have destroyed The Frozen Prison and have set free it's Prisoners! (Once you have defeated Lucien your loot will spawn on the tile where he dies). (The player that deals the most amount of damage throughout the raid will receive a 5% chance to roll a unique item! [1/20chance!] All other players will have a 1% chance to roll a unique item. [1/100chance!] ). Unique Drops - Armadyl staff - Dark Tome - Necromancer Robes - Trailblazer Graceful Pet - Little Champ (Stats of items to be added once they have been released!) ((Let me know if there is anything missing pm me on discord or in game for any advice on the raid or any changes I should make to this guide )) Note- since this raid has not been around very long and is new to me too, things may not be 100% accurate but is to the best of my knowledge.
  5. Lullaby

    Hydra Guide

    Hello, this is my Hydra guide. To everyone that wants to kill Hydra for variety of good drops to create the following items: Brimstone ring, Ferocious gloves & the Dragonhunter lance. First you need to understand how Hydra is attacked and killed. The easiest way to deal damage to Hydra is by using ranged, blowpipe, dragonhunter crossbow, tbow and armadyl crossbow are good options. During the fight Hydra changes colors based on how much health he has left. Each color besides the last color (black) should be attacked while Hydra being on the vents on the floor(Marked by colors in pictures) Attacks that Hydra does: Green: 3 times ranged,(Mechanic) 3 times magic repeat Blue: 3 times ranged, 3 times magic (Mechanic) repeat Red: 3 times ranged, 3 times magic (Mechanic) repeat Black: *The opposite attack red Hydra dealt*. Switching attack style after every hit ( Ranged-magic-ranged-magic (Mechanic) repeat) You can lure Hydra on the vents by following the steps below: I have created easy to follow colored steps for you to learn Hydra Green form Start off at tile 1 and shoot Hydra so that it moves onto the vent. Once hydra has used 3 auto attacks it will spit a toxic mechanic to the tile you're standing at. Simply move to tile 2 when it happens and switch your prayer. If your dps is low and Hydra does the mechanic again, walk 3 tiles north again. While Hydra switches colors hit 1 more time and move to tile 3 Blue form hit Hydra once from tile 3 and move to tile 4 to drag him onto the vent. Depending on how fast you killed green hydra he will do a mechanic after 3 consecutive attacks (ranged or magic) The blue hydra has an electro mechanic, 4 *electrodes* spawn in the middle and come towards you, when hitting you you get stunned and dealt damage. You can avoid this by waiting for the *electrodes* to spawn. and then running to tile 5 if you do this too fast and the electrodes are about to hit you, move to tile 6* Red form Lure red hydra to the vent by running to tile 5. When red hydra is on the vent, move to tile 6 to have red hydra mechanic go easier, Again, after landing 3 consecutive attacks (ranged or magic) Red hydra will start the mechanic. Red hydra mechanic Red hydra will box you in with flames seen in picture below. Once hydra put down the flame walls a small fire will start coming towards you, hitting your rapidly if you stand inside of it. To avoid taking damage from this mechanic wait on tile 6* for the flame to come near you, run to tile 7* so that it has to move all the way there. Again, when the flame gets close to you on tile 7* move to tile 8*. This way you will avoid the damage of the flame but also lure red hydra back onto the vent. When having dealt enough damage hydra will turn black as it's doing in picture below. Black form: Hydra will hit you with the opposite attack style Red form used last. Thus; if red form last used a ranged attack black form will most likely start off with magic (this is a little buggy) Black form will hit 1 ranged 1 magic 1 ranged 1 magic attack constantly. Doing the Green form mechanic after a few hits. Simply move 4 to 5 tiles away from where you're standing to avoid taking damage. You can easily pray against these attacks, once you see the magic attack flying towards you, protect from ranged, when you see the ranged attack coming towards you, click protect from magic. Congratulations! You are tick praying protection prayers against a boss! Black form hydra doesn't need to stand on any vent, it doesn't matter where you finish him off. Good luck and have fun! Thank you for reading my first guide, let me know what u think. If I've forgot to cover something feel free to tell me below! ~ Lullaby
  6. Hello, this is my attempt at making people run Chambers of Xeric. To everyone that wants to learn Cox or run it in the future, here is my guide at Olm. I will not (yet) cover the other rooms in Cox, because they are quite easy. If demand is there I can make a full Cox guide in the future. To start you have to understand how Olm is attacked and killed. There's the Left hand (mage hand) The head (Range it) & the right hand (melee hand). Olm has 3 phases if you are in groups of 7 or less and 4 if you are in groups of 8 and more. (I will have to check with Luna if this applies on LunaPS, if not stick with 3 phases. Each phase you will have to kill the Left hand (mage hand) and the right hand (melee hand) . You kill these by using the right Combat Skill against them. At the 3rd (Last phase) you want to kill the Left hand(mage hand) & the right hand (melee hand) almost simultaneously, because if you don't they will respawn with full health. After killing both Left hand(mage hand) & the right hand (melee hand) on the 3rd (Last Phase) you will be able to deal damage to The head (Range it). After killing the head Olm is dead and you will be able to get your loot from the chest near the exit, don't forget to grab your items in the stash unit. Phases During each phase, Olm will be able to do auto attacks (ranged and magic) and also special abilities. These are the following possible phases: Acid, Flame & Crystal. You're going to want to pray either ranged or magic, and changing prayer to the right one as Olm is using auto attacks, this is not like Jad, but quite random. Olm special abilities Crystal Burst: Olm throws a crystal seedling under every player in the chamber. A few seconds later, the crystals burst and shove the player to a nearby tile if they are on top of them for moderate damage. The left hand will briefly show a crystal icon when using this attack. Lightning: Shoots out lightning running north and/or south of the chamber. Getting hit by a bolt of lightning electrocutes the player, disabling their overhead prayers, dealing moderate damage, and binding them. The left hand will briefly show a lightning bolt when using this attack. Swap: Olm teleports the player(s) for damage. With one person inside the chamber, Olm will instead choose a random tile in the chamber. With two or more, Olm picks those two (or a random two if more) to teleport. To avoid damage, stand on top of the targeted tile/player. The further you are from the target, the more damage is taken. The left hand briefly shows a swirl when using this attack. The following attacks are Phase-unique. Acid: Acid Spray: Olm spits out several pools of acid around the chamber. Standing on top of an acid pool deals 3-6 damage per tick and inflicts a weak poison effect on the player. Acid Drip: Olm covers a player in acid, causing them to generate acid pools under them. Standing still will deal damage and moving will generate more pools, though it is not much of a deal in small groups. The pools are identically the same as the spray attack. Flame: Deep Burn: Olm shoots out a green fireball at a player, causing them to yell "Burn with me!". The targeted player takes 5 damage every few ticks, dropping stats by 2 each time this occurs, for five hits. If it spreads to other players, it will reset the timer and newly infected players will initially yell "I will burn with you.". Fire Wall: Olm shoots out two walls of fire at a player to trap them. If the player is on a tile that would be occupied by the fire wall, they will leap out and take light damage from it. After the walls are placed, the player(s) trapped inside will take heavy damage if they are not freed. To free the trapped player(s), cast a water spell or Humidify on a segment of the wall to douse the flame. This can be done outside or inside the wall. Crystal: Falling Crystals: Olm lets out a cry, targeting one player with a red aura. Spiked crystals fall from above, dealing damage to anyone in the targeted tile. Crystal Bombs: Olm shoots out a crystal bomb (up to three at most; two for smaller groups). The bomb explodes after being deployed for several seconds, covering a radius of four tiles. The minimum amount of damage dealt is 15. The closer you are to the bomb, the more damage is incurred, up to 60 at the center. You should now have a base understanding what attacks and abilities Olm can do, you are not expected to be able to do this first try. You'll learn along the way and that is good & fine! There are various Mechanics to kill Olm I'll have an attempt at trying to explain the 3+ people method. Earlier in the guide I have colored the Left hand (mage hand) The head (Range it) & the right hand (melee hand) With the picture below I want to try and explain where every individual in a 3 man raid should stay and stand. This image was taken as if Olm is at the blue/yellow/red squares. When you are assigned mage you are killing the Left hand (mage hand) somewhere within the blue marked tiles while using magic. When you are assigned melee you are killing the right hand (melee hand) from the top, most left red marked tile, as this is the only tile in the area to melee it from. When you are assigned head runner you are moving from the left to the right yellow marked tiles doing this requires a bit more understanding of Olm as you're the one dividing Olms attack to each player. Killing the Left hand (mage hand) & the right hand (melee hand) are quite simple, since you only have to stay within your colored tiles until your hand is dead. After killing your hand turn over to the other and help there. The Left hand (mage hand) will most likely be killed first, since the person altering Olms head direction will be Maging it while turning the head. The ''tricky'' part about this method. The runner that moves from the left to the right yellow marked tiles will have to turn the head, because the mager that is killing the Left hand (mage hand) & the meleer that is killing the right hand (melee hand) will be standing in their colored area's.(this is only possible if they stick in their area) If the Olm head looks to the Left hand (mage hand) he will not be able to damage the meleer on the right hand (melee hand) and vice versa. What the runner is trying to do is to do 2 spells on Left hand (mage hand) from the left yellow marked tiles, run back to the right yellow marked tiles to cast 2 spells on the Left hand (mage hand).(repeat this until Left hand (mage hand) dies) This way Olm will turn his head from left to middle to right & from right to middle to left all the time. Making sure everyone takes 50% of the damage they would without using this method. * to all that know olm, yes, I've marked the left yellow tiles 1 more tile west, since currently in LunaPS that's where Olm turns his head left* You can continue the method above when both hands are dead in the 3rd (Last Phase) but keep in mind you are ranging from your colored tiles, like this the runner can also divide the damage taken. Your inventory for Olm will consist +/- 4 restores, 1 Overload, 1 Prayer enhance, your runes(runepouch) a melee spec weapon, your melee, magic & ranging gear & filled up with Sara brews. I do not know if I've covered everything about this 3+ man mechanic that I know of, but I guess we'll find out coming days & weeks. *Of course there's melee & magic skipping, but that is something for in the future, as it's quite hard to understand. Thank you for reading my first guide, let me know what u think. If I've forgot to cover something feel free to tell me below! ~ Lullaby
  7. GUIDE: Money Making by Frozen Loner #1 - Dragon Bones Dragon bones sell for 50-70k each. Green dragons are pretty weak and are super easy to farm. Dragons drop noted bones if you donate at least $10 for the Bronze Donor rank. With teleports to and from these green dragons you can easily bank and drink from the pool before teleporting back for more bones. All you need is some dragon hide armor, a rune cbow, anti-dragon shield, and anti fire potions to get started. Top Locations: - Instant access by using the blue Luna portal at home to teleport to either Eastern or Western dragons, but I suggest West because it's only level 15 wilderness so you can easily escape a PK'er. - The myth guild is also a great place for green dragons, you can get there if you don't like the wilderness by using the Fairy Tree at home. #2 - Revenant Caves This is a massive money making location, and it's not hard to get started. This is a very dangerous location due to being a PK hotspot, but as long as you bring a glory amulet and know your escape routes it's not too bad. Just be prepared to die and don't bring too much stuff with you. Having 89 agility will be the fastest escape possible from most pk'ers if you get tele-blocked, otherwise you'll have to run north to the cave entrance and try to escape that way. The best part about killing Revs is that all revs share the same drop table, and you can kill them at really low combat levels. The higher level revs drop loot at increased rates so it in my opinion isn't worth going here immediately, but you do have a small chance at really good loot from even the Revenant implings. #3 - Thieving This is probably the easiest way to get quick money for a new player. Thieving gives cash and items, which can then be sold either to the Sigmund NPC, or put on the Trading Post for other players to buy. Top Methods: Elves Tzhaar Rogues Den Bank Vault The bank vault is a pretty fast way to collect gems. These sell at a pretty decent rate on the trading post at home, so it's not a bad strategy. Blood Shards in Darkmeyer These are pretty rare, but sell for 80-100m each. Very great money for relatively low effort, if you have the thieving level. You will need to do a quest to get here, but it takes about 5 minutes to finish. #4 - Slayer Slayer is an insane money maker -- if you get lucky! I personally don't like doing slayer for money because it takes a ton of time and effort. High level slayer also takes high level stats, so this isn't a good pick for new players. I'm not going to go into detail with the slayer method, because it's one of the most popular guides online. #5 - Herblore Not many players can make the high level potions, but everyone wants them. Saradomin brews and super combats sell like hotcakes! Sara Brew: 81 Herblore Toadflax Crushed Birds Nest Vial of Water Super Combat: 90 Herblore Torstol Super Atk/Str/Def Potions Anti-venom +: 94 Herblore Torstol Anti-venom Divine Super Combat: 97 Herblore Crystal Dust Super Combat Potion #6 - Mining & Smithing Ores, and more so Bars, sell quite easily depending on which they are. If you're selling ores I would go with coal, otherwise you'll want to sell mithril bars and up. The best location for mining is definitely the motherload mine. #7 - Barrows This is a relatively easy minigame. You don't need to be super strong or have really good gear. It will definitely help, but isn't necessary. Barrows gear sells for 6-8m a piece, so it's not the best method, but it's a pretty decent one depending what loot you pull. #8 - Fletching I don't really suggest doing fletching specifically for money making, but if you're trying to reach level 99 or just making yourself a stockpile of bolts and arrows, this skill can net you a large stack of gold if you sell your fletched items on the trading post. #9 - Tournaments This is one method that can get you great gear super early like the fighter torso, mage book, barrows gear, dragon knives, and more. Tournaments are free, instanced minigames that give you temporary gear and skill levels in order to fight other players for a blood money prize. Blood money can be exchanged for gear at NPC shops, or sold directly to other players on the trading post. Blood money typically goes for anywhere from 100-200gp per 1 blood money. Blood Money Shops: The Nieve NPC at home offers various items and gear in exchange for your blood money, most notably the fighter torso. The Blood Merchant NPC appears as an event in the Wilderness. This NPC's shop changes every time it reappears, and usually has a mage book, barrows gear, dragon knives, and other high tier items. However, trading this NPC is risky because doing so will give you a high-risk skull and you will lose everything on your person should you die.
  8. Hey ladies and gentlemen, this guide is for new players seeking help and this will most certainly help you! First of all you can start with voting! You can earn 6 vote points every 12 hours! You can save up points to buy vote mystery boxes to sell or open yourself, 1hr double xp scrolls, 30minutes 25% pet drop rate scroll or 30 minutes double drop rate scroll and much more! You can find the portal slightly north east of home, this will take you around important areas in the game. This is optional if you want an early 99 and some skilling materials, you can go ahead and do wintertodt mini game! , you require 50 firemaking before entering and make sure you speak to ignisia so be allowed to enter! it's easily soloable at level 3 (10hp) for fast kills you can light the 2 nearest braziers but its recommended to just light 1 and get fast firemaking levels, the more points you get the more crates you get! Make sure you bring 4 - 5 cakes within your trip as he may occasionally deal damage but when you get at least 1 warm piece just bring 1 - 2 cakes. By the end of getting 99firemaking from wintertodt you will have 60 - 68 construction, 50 - 60 woodcutting and some materials! So let's start where you have no gp, the best way in my opinion as a starter is to get 55 thieving, you can get that by thieving stalls (South West of home) level 1 for bakery stalls, level 20 for silk and level 50 for silver stalls. Once level 55 you can thieve ardougne knights (ardougne City teleport) which can earn you from 2m to 3m an hour! This is great for starter cash which can help You get all the supplies you need for combat. I recommend killing sand crabs (training teleport) for afk and best xp for a low level, I recommend 55 to 70 in each combat before slayer so you can head straight to chaeldar for decent slayer xp and points, if your task is too hard or too time consuming you can always talk to turael to make your task easier and shorter so you can get the task you want. If you are looking for good prayer xp there are a few ways of getting dragon bones by getting 83 hunter to catch dragon imps which can drop from 70+ dragon bones by chance, buy from other players or kill green dragons for fast and guaranteed dragon bones of course (make sure to bring an antifire shield/dragonfire shield or antifire potion) The best altar in game is the chaos altar as it has a 50% chance to save a bone sacrificed, found in wilderness or donator zone (there's a bank right next to chaos altar in donator zone) or just go to a player owned house but for good xp from there you must light both incenses but you require 1 clean tarromin per incense. Want to get two vital untradeables early game? Head on to competing in tournaments! These occur every 30minutes with different varieties of setups stated in tournament, You can earn a fighter torso, It costs 150k blood money and then there's salve amulet (10% extra accuracy and damage on undead great at revenant) you earn 10k blood money per tournament win, 2nd place 6k and 3rd place 3k. And finally there are revenants, you can have a chance on earning vesta, statius, zuriel and morrigans pieces (you can earn these from any moster in the wilderness, the higher the level the monster is the higher chance but still very rare! Revenants can drop a lot of supplies and materials which you can use for yourself or sell to other players but this earns great money. I hope you find this helpful and Thank you very much for playing Luna RS and enjoy playing!
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