Imbued god capes

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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 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 symbol functions similarly to the Hot & Cold from 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 wait for it to despawn and use the enchanted symbol again.

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/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.

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.

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

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.

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:

It should be noted that blighted supplies can be used.

Equipment

Red hat
Saradomin cape
Amulet of magic
Rada's blessing 2
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. ( 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.)

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.

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

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 imbue. To acquire another 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 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 capes.

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.