Imbued god capes: Difference between revisions

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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.  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 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.
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==
==Walkthrough==
===Starting out===
===Starting out===
Head to the broken down house north-west of the [[Mage Arena]] in level 55 [[Wilderness]]. Use a [[knife]] or [[slash weapon]] to cut down the two webs in the house. Once the webs have been cut, pull the lever on the wall to be teleported into a small cave. The cave is a '''safe zone'''; you cannot be attacked by other players inside here.
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.
Speak to [[Kolodion]] about additional challenges. He will tell you that he has been working on a spell that will increase the powers given by your [[god cape]], but the components he requires are difficult for him to obtain. As the spell imbues the power of the three [[gods]], namely [[Saradomin]], [[Zamorak]], and [[Guthix]], he requires the components of three powerful opponents who are each aligned to a god. You will then receive the [[enchanted symbol]]. This acts similar to the [[Enchanted key (item)|enchanted key]] and [[strange device]].


===Tracking===
===Tracking===
[[File:Magearena2spawns.jpg|400px|thumb|Locations of all their spawns.]]
[[File:Magearena2spawns.jpg|400px|thumb|Locations of all their spawns.]]


Before tracking down the followers, it is '''highly recommended''' to set the Player 'Attack' option to "Always right-click" or "Hidden" in the ''Controls'' panel in the [[Options]] interface, as well as enabling "PK Skull Prevention", so you do not accidentally become [[skulled]].
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.
 
After you have received the [[enchanted symbol]], 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 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 symbol functions similarly to the [[Treasure Trails/Guide/Hot Cold|Hot & Cold]] from Master [[Treasure Trails]]; as the player gets closer to where the follower is residing, the symbol will glow hotter, and the further you are, the colder it gets.
When the symbol states that it is visibly shaking, the follower will appear and attack you. Since you may run out of food most of the time searching for the followers, try to pinpoint their exact location before returning to a bank to restock on food.
The follower's spawn locations are random, and will change occasionally (approximately 45 minutes between changes); you will be notified of this when you use the enchanted symbol after the spawn change. Spawn rotations are unique for each player.
If a follower has already spawned in the location where yours is supposed to spawn, you must either [[World switching|hop worlds]] or wait for it to despawn and use the enchanted symbol again. The currently active follower locations are saved between worlds.
{{clear}}
===The followers===
===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.
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 staff of the dead|toxic variant]]), the [[staff of light]] or the [[staff of balance]]/[[void knight mace]] 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.
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:
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.
*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.
*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.
*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">
<gallery captionalign="center" widths="180">
Fighting Porazdir.png|A player fighting Porazdir, one of Zamorak's most trusted generals.
Fighting Porazdir.png|A player fighting Porazdir, one of Zamorak's most trusted generals.
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</gallery>
</gallery>


===Locating the followers===
The safest method is to do the following for each follower:
1. '''Locate''' a follower using the [[enchanted symbol]] while consuming a cheap food source such as [[wine]] when the symbol deals damage. Bring a [[slash weapon]] to break through webs, [[energy potions]], wine, and a level 30 teleport out of the [[Wilderness]], such as an [[Amulet of Glory]], [[Royal Seed Pod]] or [[Slayer Ring]]. Make note of the location, as you will need to return to it once geared up and restocked on food.
2. '''Leave''' and use  a [[Ferox Enclave]] [[Pool of Refreshment]] to reset [[stats]], [[prayers]], and [[HP]]. Next, gear up. This is the ideal time to use stat-boosting potions, cast boost spells, consume overheals, drink a [[stamina]] dose, or use (and bank) an [[imbued heart]].
3. '''Return''' to the location and kill the follower. Take the remains, teleport away, bank your gear, and go to [[Edgeville]]. Note that the remains themselves cannot be banked.
4. '''Hand in''' the follower's remains to [[Kolodion]]. The Edgeville [[Wilderness lever]] teleports you just east of the building with the lever. A '''[[knife]] or a slash weapon is needed''' to break the two webs leading to the Arena bank.
5. '''Repeat''' for the other two.


===Killing the followers===
===Killing the followers===
As there's a risk of [[player killers]], it's a good strategy to take as few valuable items as possible.  
As there's a risk of player killers, it's a good strategy to take as few valuable items as possible.  


If the followers are not slain quick enough, they will despawn, and you will have to track it again and restart the fight. 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.
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====
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}}
}}
Your inventory should contain:
Your inventory should contain:
*[[Stamina potion]] and/or [[Energy potion]]s
*Stamina potion
*[[Saradomin brew]]s
*Saradomin brews
*[[Super restore]]s
*Super restores
*Food ([[sharks]] or better recommended).  
*Food (sharks or better recommended).  
*[[Enchanted symbol]]
*Enchanted symbol
*A [[knife]] or a [[slash weapon]] (if the target is behind a spider webbed area)
*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]])
*50+ casts of the appropriate god spell (more for Derwen)
*
*
*[[Ring of recoil]] (with one already equipped)
*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]].
*An escape teleport. This can be a [[Royal Seed Pod]] or an Amulet of Glory, as both work at level 30 [[Wilderness]].
*An [[antipoison]] may be needed for some of the locations. Although the god followers do not inflict poison, [[Poison spider|poison spiders]] may roam in the vicinity of said locations.
It should be noted that [[Blighted|blighted supplies]] can be used.


====Equipment====
====Equipment====
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| cape = Saradomin cape
| cape = Saradomin cape
| neck = Amulet of magic
| neck = Amulet of magic
| ammo = Rada's blessing 2
| ammo = Holy blessing
| weapon = Saradomin staff
| weapon = Saradomin staff
| torso = Black d'hide body
| torso = Black d'hide body
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}}
}}


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. ( ''Note - If you are doing this at 75 Magic exactly, you can drink an [[Ancient brew]] to boost to 80 and cast charge. Charge will last seven minutes. Alternatively, you can enter a practice dream at [[Nightmare Zone]] to drink a [[super magic potion]] and cast Charge before heading out to the [[Wilderness]]. It is also possible to drink a [[magic potion]] at level 76 to reach the required 80 Magic.'')
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.
If possible, use an occult necklace and tormented bracelet for their magic damage boost to increase max hits.


If players are assigned a [[black demon]] for their [[Slayer task]], wearing a [[Slayer helmet (i)]] is recommended when fighting [[Porazdir]], as the player's attacks would be more accurate.
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.


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.
 
It is recommended to turn off [[Auto Retaliate]] for all the fights.
 
====Prayer====
Use [[Protect from Magic]] and [[Protect Item]]. If [[prayer points]] can be spared (75+ [[Prayer]]), it's also an option to enable a cheap magic accuracy prayer, such as [[Mystic Lore]].
 
===Finishing up===
Upon killing [[Justiciar Zachariah]], [[Porazdir]] and [[Derwen]], they'll drop a [[Justiciar's hand]], [[demon's heart]] and [[ent's roots]], respectively. Once you obtain one, run back to [[Kolodion]] so that he can hold it for safekeeping. If your supplies are low, it's best to teleport back to a safe location and restock on food and potions before giving the component to Kolodion. If you're killed, you'll have to kill the follower again.


===Rewards===
===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 hand a [[god cape]] to Kolodion which he will then [[imbued god cape|imbue]]. To acquire another [[imbued god cape|imbued cape]], the player must either find the corresponding follower to the cape that they wish to upgrade, kill it again for another drop and take it back to Kolodion, or purchase the cape from the [[Lost Property shop]] for {{Coins|250,000}}. It's possible to kill a follower multiple times to obtain extra components (but note that if you speak to Kolodion with duplicates of either of the components in your inventory, he will take all of them and only let you imbue one cape) to obtain more [[imbued god cape]]s.
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.
 
The [[imbued god cape]], like most untradeable equipment, is automatically protected upon death in dangerous PvM scenarios outside of the [[Wilderness]]. However, should a player die to another player in the Wilderness, the player '''will''' lose the cape, and the killer will receive 60,000 [[coins]] as loot.

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.