Imbued god capes: Difference between revisions

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(Created page with "Players can imbue a god cape by taking a Justiciar's hand, Ent's roots and a Demon's heart to Kolodion during Mage Arena II miniquest. After the quest, players can obtain more imbued capes by simply bringing the respective component of the god cape that they wish to imbue; it is not necessary to kill all three god followers again to make another imbued cape. Alternatively, players can purchase any one of the three capes from Kolodion for {{coins|15,000}}. The imbued cap...")
 
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Players can imbue a god cape by taking a Justiciar's hand, Ent's roots and a Demon's heart to Kolodion during Mage Arena II miniquest. After the quest, players can obtain more imbued capes by simply bringing the respective component of the god cape that they wish to imbue; it is not necessary to kill all three god followers again to make another imbued cape. Alternatively, players can purchase any one of the three capes from Kolodion for {{coins|15,000}}.
Players can imbue a god cape by taking a Justiciar's hand, Ent's roots and a Demon's heart to [[Kolodion]]. Alternatively, players can purchase any one of the three capes from Kolodion for {{coins|15,000}}.


The imbued capes are:
The imbued capes are:
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*{{plink|Imbued zamorak cape}}
*{{plink|Imbued zamorak cape}}
*{{plink|Imbued guthix cape}}
*{{plink|Imbued guthix cape}}
Each mini quest completion rewards you with an imbued god cape +5 god cape charges, you can stack up charges by finishing the mage arena mini quest a few times. A charge is lost every time you die with the cape. Once you're out of charges you can't wear the cape until you finish the mini quest again or buy it again.
You get more charges based on your [[donator]] rank:
*[[File:donatoricon.png|link=]] Donator get 6
*[[File:superdonatoricon.png|link=]] Super Donator get 8
*[[File:extremedonatoricon.png|link=]] Extreme Donator get 10
*[[File:legendarydonatoricon.png|link=]] Legendary Donator get 15
*[[File:royaldonatoricon.png|link=]] [[Royal Donator]] get 25
==Walkthrough==
===Starting out===
Speak to Kolodion about imbued capes. He will ask you if you would like to obtain the cape. Pick the option 'Kill Wilderness Demons'.
He will tell you to collect 3 hearts and return them to him.
===Tracking===
[[File:Magearena2spawns.jpg|400px|thumb|Locations of all their spawns.]]
You can use the Enchanted Symbol to help you find the demons, it costs 250 Mage Arena Points and is kept for lifetime. You can look for the three god followers located within the deep [[Wilderness]], around Lava Dragon Isle. Most areas will be in multi-combat zones, so stay cautious! Each use of the symbol can deal up to 16 damage, and can kill the player.
The three god followers can be tracked in any order, as you choose the follower to track with each use of the symbol. Once a follower is defeated, the symbol will no longer track that follower until the miniquest is complete.
===The followers===
The followers are very powerful monsters, using powerful attacks and can also cast Ice Barrage and Tele Block. All followers can hit up to 43 (26 for Zachariah) with magic, and can also use melee, dealing up to 16 damage (43 for Zachariah). Protection prayers reduce the accuracy and strength of their attacks. It is possible to dodge the Ice Barrage attack by stepping off the square you were standing on when the spell was cast. Unlike other players' Tele Block, this only lasts for a minute if Protect from Magic is used, rather than two minutes. The Tele Block effect fades immediately upon killing the monster.
In addition, the followers can only be harmed by their respective god spells, so you must use all three god staves for each of the three followers. Alternatively, using the staff of the dead (or its toxic variant), the staff of light or the staff of balance to autocast Flames of Zamorak, Saradomin Strike and Claws of Guthix, respectively, is recommended, as their magic attack bonuses are higher, in addition to making the fight slightly easier by allowing the player to autocast god spells.
Each follower also has their own unique ability, making the fight slightly more challenging:
*Porazdir can launch an energy ball at the player that can hit through protection prayers. The amount of damage it deals is dependent on your distance to him. The further you are, the less damage it deals. Near him it can hit up to 30, but if the player is at least 12 tiles away from him it will hit 0.
*Justiciar Zachariah will occasionally swing his sword, resulting in a blue wave aimed at the player's current tile when it was used. If the player does not move, it drags them to melee distance, where he will also perform melee attacks. Simply move one tile elsewhere from its target tile to avoid the attack.
*Derwen can launch energy balls on the ground. They heal him for 5 health every few seconds, and must be destroyed to stop him from healing. Each ball has 20 health. Claws of Guthix is not required to damage or destroy the orbs.
<gallery captionalign="center" widths="180">
Fighting Porazdir.png|A player fighting Porazdir, one of Zamorak's most trusted generals.
Fighting Justiciar Zachariah.png|A player fighting Zachariah, one of the last remaining justiciars of Saradomin.
Fighting Derwen.png|A player fighting Derwen, an ancient servant of Guthix.
</gallery>
===Killing the followers===
As there's a risk of player killers, it's a good strategy to take as few valuable items as possible.
It's important to kill them quickly and efficiently, and the appropriate tools and gear must be used. The example equipment here shows a viable low-cost magic gear. Although the followers have a somewhat high Magic level, this is offset with extremely poor magical defence, so it may make sense to opt for a defensive gear, such as black dragonhide armour instead of magic robes, especially if your Magic level is high.
====Inventory====
{{Inventory|align=right
|1= Stamina potion(1)
|2= Super restore(4)
|3= Saradomin brew(4)
|4= Energy potion(4)
|5= Energy potion(4)
|6= Enchanted symbol
|7= Blood rune
|8= Fire rune
|9= Air rune
|10= Ring of recoil
|11=
|12= Wilderness sword 1
|13= Shark
|14= Shark
|15= Shark
|16= Shark
|17= Shark
|18= Shark
|19= Shark
|20= Shark
|21= Shark
|22= Shark
|23= Shark
|24= Shark
|25= Shark
|26= Shark
|27= Shark
|28= Royal seed pod
}}
Your inventory should contain:
*Stamina potion
*Saradomin brews
*Super restores
*Food (sharks or better recommended).
*Enchanted symbol
*A knife or a slash weapon (if the target is behind a spider webbed area)
*50+ casts of the appropriate god spell (more for Derwen)
*
*Ring of recoil (with one already equipped)
*An escape teleport. This can be a [[Royal Seed Pod]] or an Amulet of Glory, as both work at level 30 [[Wilderness]].
====Equipment====
{{Equipment
| align = right
| head = Red hat
| cape = Saradomin cape
| neck = Amulet of magic
| ammo = Holy blessing
| weapon = Saradomin staff
| torso = Black d'hide body
| legs = Black d'hide chaps
| shield = Black d'hide shield
| gloves = Rune gloves
| boots = Mystic boots
| ring = Ring of recoil
| caption = Low-risk gear
}}
Even with Protect from Magic, they will still hit hard and accurately, up to 20+. However, their magical defence is extremely weak and not a lot of accuracy is needed to hit on them consistently. Thus, it is recommended to wear dragonhide armour, along with easily replaceable items, such as the Culinaromancer's gloves, the book of darkness or a dragonhide shield, and a god cape. If you have at least level 80 Magic, bring additional runes for Charge, as it will increase the max hit of your god spells from 20 to 30. Charge will last seven minutes.
If possible, use an occult necklace and tormented bracelet for their magic damage boost to increase max hits.
Because of the high damage dealt by them, taking at least two rings of recoil gives 80 free damage over the course of the fight, which can be very helpful.
It is recommended to turn off Auto Retaliate for all the fights.
===Rewards===
After collecting all three components, return them to Kolodion within the Mage Bank to complete the miniquest. After you have done so, you will be able to pick an imbued god cape.

Latest revision as of 10:57, 1 June 2024

Players can imbue a god cape by taking a Justiciar's hand, Ent's roots and a Demon's heart to Kolodion. Alternatively, players can purchase any one of the three capes from Kolodion for 15,000.

The imbued capes are:

  • Imbued saradomin cape Imbued saradomin cape
  • Imbued zamorak cape Imbued zamorak cape
  • Imbued guthix cape Imbued guthix cape

Each mini quest completion rewards you with an imbued god cape +5 god cape charges, you can stack up charges by finishing the mage arena mini quest a few times. A charge is lost every time you die with the cape. Once you're out of charges you can't wear the cape until you finish the mini quest again or buy it again.

You get more charges based on your donator rank:

  • Donator get 6
  • Super Donator get 8
  • Extreme Donator get 10
  • Legendary Donator get 15
  • Royal Donator get 25

Walkthrough

Starting out

Speak to Kolodion about imbued capes. He will ask you if you would like to obtain the cape. Pick the option 'Kill Wilderness Demons'. He will tell you to collect 3 hearts and return them to him.

Tracking

Locations of all their spawns.

You can use the Enchanted Symbol to help you find the demons, it costs 250 Mage Arena Points and is kept for lifetime. You can look for the three god followers located within the deep Wilderness, around Lava Dragon Isle. Most areas will be in multi-combat zones, so stay cautious! Each use of the symbol can deal up to 16 damage, and can kill the player.

The three god followers can be tracked in any order, as you choose the follower to track with each use of the symbol. Once a follower is defeated, the symbol will no longer track that follower until the miniquest is complete.

The followers

The followers are very powerful monsters, using powerful attacks and can also cast Ice Barrage and Tele Block. All followers can hit up to 43 (26 for Zachariah) with magic, and can also use melee, dealing up to 16 damage (43 for Zachariah). Protection prayers reduce the accuracy and strength of their attacks. It is possible to dodge the Ice Barrage attack by stepping off the square you were standing on when the spell was cast. Unlike other players' Tele Block, this only lasts for a minute if Protect from Magic is used, rather than two minutes. The Tele Block effect fades immediately upon killing the monster.

In addition, the followers can only be harmed by their respective god spells, so you must use all three god staves for each of the three followers. Alternatively, using the staff of the dead (or its toxic variant), the staff of light or the staff of balance to autocast Flames of Zamorak, Saradomin Strike and Claws of Guthix, respectively, is recommended, as their magic attack bonuses are higher, in addition to making the fight slightly easier by allowing the player to autocast god spells.

Each follower also has their own unique ability, making the fight slightly more challenging:

  • Porazdir can launch an energy ball at the player that can hit through protection prayers. The amount of damage it deals is dependent on your distance to him. The further you are, the less damage it deals. Near him it can hit up to 30, but if the player is at least 12 tiles away from him it will hit 0.
  • Justiciar Zachariah will occasionally swing his sword, resulting in a blue wave aimed at the player's current tile when it was used. If the player does not move, it drags them to melee distance, where he will also perform melee attacks. Simply move one tile elsewhere from its target tile to avoid the attack.
  • Derwen can launch energy balls on the ground. They heal him for 5 health every few seconds, and must be destroyed to stop him from healing. Each ball has 20 health. Claws of Guthix is not required to damage or destroy the orbs.


Killing the followers

As there's a risk of player killers, it's a good strategy to take as few valuable items as possible.

It's important to kill them quickly and efficiently, and the appropriate tools and gear must be used. The example equipment here shows a viable low-cost magic gear. Although the followers have a somewhat high Magic level, this is offset with extremely poor magical defence, so it may make sense to opt for a defensive gear, such as black dragonhide armour instead of magic robes, especially if your Magic level is high.

Inventory

Stamina potion(1)Super restore(4)Saradomin brew(4)Energy potion(4)
Energy potion(4)Enchanted symbolBlood runeFire rune
Air runeRing of recoilWilderness sword 1
SharkSharkSharkShark
SharkSharkSharkShark
SharkSharkSharkShark
SharkSharkSharkRoyal seed pod

Your inventory should contain:

  • Stamina potion
  • Saradomin brews
  • Super restores
  • Food (sharks or better recommended).
  • Enchanted symbol
  • A knife or a slash weapon (if the target is behind a spider webbed area)
  • 50+ casts of the appropriate god spell (more for Derwen)
  • Ring of recoil (with one already equipped)
  • An escape teleport. This can be a Royal Seed Pod or an Amulet of Glory, as both work at level 30 Wilderness.

Equipment

Red hat
Saradomin cape
Amulet of magic
Holy blessing
Saradomin staff
Black d'hide body
Black d'hide shield
Black d'hide chaps
Rune gloves
Mystic boots
Ring of recoil

Even with Protect from Magic, they will still hit hard and accurately, up to 20+. However, their magical defence is extremely weak and not a lot of accuracy is needed to hit on them consistently. Thus, it is recommended to wear dragonhide armour, along with easily replaceable items, such as the Culinaromancer's gloves, the book of darkness or a dragonhide shield, and a god cape. If you have at least level 80 Magic, bring additional runes for Charge, as it will increase the max hit of your god spells from 20 to 30. Charge will last seven minutes.

If possible, use an occult necklace and tormented bracelet for their magic damage boost to increase max hits.

Because of the high damage dealt by them, taking at least two rings of recoil gives 80 free damage over the course of the fight, which can be very helpful.

It is recommended to turn off Auto Retaliate for all the fights.

Rewards

After collecting all three components, return them to Kolodion within the Mage Bank to complete the miniquest. After you have done so, you will be able to pick an imbued god cape.