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(Created page with "Im totaly gonna copy someone elses formatting for a guide == Gear and Enchants == Foraging is a fairly simple skill so your main equipment isnt going to be anything crazy...")
 
 
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== Gear and Enchants ==
 
== Gear and Enchants ==
[[Foraging]] is a fairly simple skill so your main equipment isnt going to be anything crazy
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[[Mining]], being the first skill you will see in the game, means it is as simple as this game can get.
*The 3 pieces of the foraging armor set, Lumberjack's hat, lumberjack's vest, and lumberjack's trousers
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*The 3 pieces of the Mining armor set, Miners's lantern helmet, Miner's smock, and Miners's trousers
*One of the baseline metal hatchets or a [[Grovekeeper]]
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*One of the baseline metal Pickaxes or a [[Dwarven Rocksmasher]]
*A piece of jewelry with [[Haste]]
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*A necklace with [[Gathering]] (idealy [[Dwarven necklace]] as it gives mining levels)
*A piece of jewelry with [[Gathering]] (Prismatic ring gives gathering stats so idealy you have one of these)
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*A ring with [[Haste]] (Prismatic ring gives gathering stats so idealy you have one of these)
 
*Boots or Gloves with [[Naturalist]](This is the most important enchant for boots/gloves)
 
*Boots or Gloves with [[Naturalist]](This is the most important enchant for boots/gloves)
 
*Boots or Gloves with any of the following enchants explained in detail below [[Enlightenment]], [[Prolonging]], [[Treasure hunter]]
 
*Boots or Gloves with any of the following enchants explained in detail below [[Enlightenment]], [[Prolonging]], [[Treasure hunter]]
 
*One of the 4 skilling capes [[Cloak of Many Pockets]], [[Flamboyant cape]], [[Camo Cloak]], or [[Cloak of the Void]] explained in detail below
 
*One of the 4 skilling capes [[Cloak of Many Pockets]], [[Flamboyant cape]], [[Camo Cloak]], or [[Cloak of the Void]] explained in detail below
 
*one of the 3 Bags of holding [[Small bag of holding]], [[bag of holding]], [[large bag of holding]], or either backpack, [[Newbie Adventurer's Backpack]], [[Dwarven Adventurer's Backpack]]
 
*one of the 3 Bags of holding [[Small bag of holding]], [[bag of holding]], [[large bag of holding]], or either backpack, [[Newbie Adventurer's Backpack]], [[Dwarven Adventurer's Backpack]]
*
 
 
 
 
 
  
 
=== Gear Priority list ===
 
=== Gear Priority list ===
 
In order of importance from most to least
 
In order of importance from most to least
*Hatchet
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*Pickaxe
*Lumberjack's set
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*Miner's set
*Black opal jewelry or up with [[Haste]]
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*Dwarven Rocksmasher
*Black opal jewelry or up with [[Gathering]]
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*Black opal ring or up with [[Haste]]
 +
*Dwarven Necklace with [[Gathering]]
 
*Boots/Gloves with [[Naturalist]]
 
*Boots/Gloves with [[Naturalist]]
 
*Bag of Holding or Backpack
 
*Bag of Holding or Backpack
 
*One of the four capes
 
*One of the four capes
 
*Boots or Gloves with one of the secondary enchants
 
*Boots or Gloves with one of the secondary enchants
*Mining or fishing tool with [[Archeology]] explained below
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*Foraging or fishing tool with [[Archeology]] explained below
  
==== Which Enchants? ====
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=== Which Enchants? ===
Foraging has quite a few enchants that can be interchanged depending on what you want, they are all fairly balanced so it mostly depends on how you want to play
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===== Hatchet and Armor Enchants =====
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==== Pickaxe and Armor Enchants ====
[[Nature]], [[Seed Harvesting]], and [[Herbalist]] are the enchants that come with crafting the armor set and all influence the type and quality of nodes you will find in the various gathering locations. Each of these enchants unlock the higher tier nodes that relate to them, if you are missing one of these on your hatchet or armor you will not see many of the related node and will not get its higher tier items. Usually its best to keep these as they are for a balanced item gain. The most important of these is the [[Nature]] enchant as logs are used for heat and crafting and are always in high demand, many people will put this on their Hatchet for a higher quantity and quality of log related nodes. If you do use one of these three on your hatchet make sure to switch out the matching armor pieces enchant for one of the next enchants.
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There arent a huge variety of enchants for mining, lots of them just arent usefull or overlap. The one enchant you dont want to touch at all is Empowered prospecting on your smock as you cant craft this one. Archeology can be left as well untill you get an extra foraging or fishing tool with the enchant. Prospecting and Dwarven engineering are you two main enchants for your pickaxe at earlier levels its suggested to use prospecting on your pick as gems and silver are very usefull early game and sell for a good amount. As you get a Dwarven rocksmasher and have less need for silver and gems you can switch your enchants to have engineering on smasher and prospecting on helmet. The enchants I havent mentioned yet are Destructive testing, supercooling, and superheating. There has been a lot of math done by the mining leaderboard to see if destructive testing in a lower zone with lots of junk is better than just mining at a higher zone and as this enchant does not stack with [[scholar]] its never mathed out to give better xp. So this enchant can be ingnored unless it gets a rework. Supercooling and heating change the gather % chance of low heat and high heat ores, while not effecting the chance of items that dont use heat(such as slates and silver). These are worth putting on your pick if you are grinding one specific ore.
[[Root digging]] and [[Embers]], Root digging is very popular with low to mid level players as gems are harder to get at those levels. [[Embers]] on the other hand is for the player who wants more heat without sacrificing nodes or just wants a well rounded foraging settup, getting an even amount of everything. The high level setups with include some combination of [[Nature]], [[Embers]], [[Herbalist]], [[Seed Harvesting]] on their hatchet and armor set. [[Archeology]] can also go on hatchet but I will explain this enchant later
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=====Secondary Boot/Glove enchant=====
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====Secondary Boot/Glove enchant====
Pretty easy to decide on these. [[Tresure hunter]] if you are foraging in the living forest, [[Proloning]] if you use a bunch of buff stacks, and [[Enlightenment]] if you want/need more nature essence, it is one of the harder essences to get passively.
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Pretty easy to decide on these. [[Tresure hunter]] if you are foraging in the Deep Pit, [[Proloning]] if you use a bunch of buff stacks, and [[Enlightenment]] if you want/need more Earth essence.
  
 
==== Which cape to use ====
 
==== Which cape to use ====
For every zone that is not Living forest you want either the [[cloak of many pockets]] or [[Cloak of the void]] depending on how rich you are, the extra levels of haste are much better than the effective levels you get from the other two.
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Deciding what cape to use for mining is a lot simpler than foraging or fishing. While an arugment can be made for more dangerous encounters in Living forest and Stormy Seas, the demons in Deep pit have a horrible drop table compared to the other two. The only notible drops for the elite demons are; gems, molten ashes, infernal flames, cursed spade head and a very very rare chance for [[Chaos Crest]]. None of these drop in high enough quantities to be worth farming here and they can be gotten much easier from [[Lava Maze]] or other zones.
For living forest it is a bit more complicated, Spriggans have the best loot out of all 3 dangerous gathering locations, Sageberry seeds, Mysterious seeds, all logs, [[Nature Amulet]], and [[Sylvan Staff] being the most notable. It is almost always worth running [[Flamboyant Cape]] as this increases encounters and even allows elite spriggans to spawn. However, if you want to min-max Elder log gain or Lotus flowers you can run [[Camo Cloak]] to minimize the encounters. The 3rd option is to run either of the haste capes to get a balance of both gathering mats and encounters.
 
  
 
====Bag or Backpack====
 
====Bag or Backpack====
 +
Because you cant buy shards with the exception of buying the odd armor piece from the market, its suggested to use backpack first. This lets you get the armor set and complete the quest for the legendary tool faster. Tho if you just want pure mats the bag is of course the better pick, especialy in some of the mining zones where you can get multiple materials in one action such as slates from slate spires.
 +
  
 
=== Priority for augmenting ===
 
=== Priority for augmenting ===
The most important augs are going to be on your Lumberjack set and your hatchet, because the set and grovekeeper use shards you are limited in how fast you can augment these, its best to prioritize the set and only aug the grovekeeper when you get the crafting mats for it from greater nests. If you dont have a grovekeeper your hatchet should be upgraded alongside the armor. The next impactful augs are going to be bag/backpack and capes, each aug on the large bag, newbie backpack, camo or flamboyant cape gives 1 effective level (pockets and void cape dont have gathering related aug bonuses so these can be ignored). The small and regular bag of holding get upgraded at +5 and +10 and these should be prioritized as the enchant and aug bonus increase. Backpacks give negative levels, especialy the dwarven, giving -20 at +0, so though expensive these can be augmented alongside the capes.  
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The most important augs are going to be on your Mining armor set and your pickaxe, because the armor set and Dwarven Smasher use shards you are limited in how fast you can augment these, its best to prioritize the set and only aug the Smasher when you get the crafting mats for it from greater geodes. If you dont have a Smasher yet your Pickaxe should be top priority as it gives the most effective levels per aug. The next impactful augs are going to be bag/backpack, capes, and Dwarven Necklace each aug on the large bag, newbie backpack, Dwarven necklace, camo or flamboyant cape gives 1 effective level (pockets and void cape dont have gathering related aug bonuses so these can be ignored). The small and regular bag of holding get upgraded at +5 and +10 and these should be prioritized as the enchant and aug bonus increase. Backpacks give negative levels, especialy the dwarven backpack, giving -20 at +0, so though expensive these can be augmented alongside the capes.  
Lastly, for the top 1% out there, prismatic ring gives 1 foraging level per aug and is worth augmenting if you are maxed out on everything else.
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Lastly, for the top 1% out there, prismatic ring gives 1 mining level per aug and is worth augmenting if you are maxed out on everything else.
  
== General Tips ==
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== General Tips ==`
  
 
== Dangerous Encounters ==
 
== Dangerous Encounters ==
  
 
== Talents ==
 
== Talents ==
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Talent points are rare and a grind to get so its smart to use these on talents that benifit multiple skills unless you want to niche into mining.
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*Gathering master and grandmaster work for all gathering so these are 100% worth it.
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*Mining prodigy is a cheap upgrade but scales less at higher levels, however its needed for Mining grandmaster and if you want to focus mining this is a must.
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*Master smelter brings back the old Superheating enchant with a 1% chance to turn ores into bars, this is a decent enchant for passive bars if you dont smith a lot. However smithing and more importantly refining is a much better place for those ores.
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*Lastly is Spiraling out of control, this is a very good talent if you have the runecrafing mastery for it. Runes are a great money maker and if your runecrafing mastery is high enough this makes Slate spires the highest xp/h zone.
  
 
== Affixes ==
 
== Affixes ==
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There are five gear slots with affixes that effect mining; necklace, ring, cape, pendant, and pickaxe.
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*Necklace has Quick gatherer.
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*Ring has Skillfull, gathering yield, greater chests, and ultamate gatherer.
 +
*Cape has dangerous gatherer and gathering shards.
 +
*Pendant has Gathering doubling, greater archeology, and ensouled.
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*Pickaxe has Miner, Minimum mining yield, maximum mining yield, trash heap, mining yield, Dwarven superheating, and dwarven quick mining.
  
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For Necklace, cape and pendant you dont need to chose as you can get all affixes.
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For ring you should prioritize Skillfull and ultamate gatherer, gathering yield if you want more overall yield, greater chests if you want more augment mats for your Dwarven rocksmasher.
 +
For pickaxe miner is good at lower levels but doesnt scale, min and max yield are affordable and good at mid levels, trash heap is good for sand, clay, slates, salt, coal, and stone but doesnt increase your profits by much, and though expensive mining yield, dwarven superheating and dwarven quick mining are best for Rocksmasher.
 
== Extra tips and advice ==
 
== Extra tips and advice ==
  
 
== Useful terminology ==
 
== Useful terminology ==

Latest revision as of 16:42, 1 June 2024

Im totaly gonna copy someone elses formatting for a guide

Gear and Enchants

Mining, being the first skill you will see in the game, means it is as simple as this game can get.

Gear Priority list

In order of importance from most to least

  • Pickaxe
  • Miner's set
  • Dwarven Rocksmasher
  • Black opal ring or up with Haste
  • Dwarven Necklace with Gathering
  • Boots/Gloves with Naturalist
  • Bag of Holding or Backpack
  • One of the four capes
  • Boots or Gloves with one of the secondary enchants
  • Foraging or fishing tool with Archeology explained below

Which Enchants?

Pickaxe and Armor Enchants

There arent a huge variety of enchants for mining, lots of them just arent usefull or overlap. The one enchant you dont want to touch at all is Empowered prospecting on your smock as you cant craft this one. Archeology can be left as well untill you get an extra foraging or fishing tool with the enchant. Prospecting and Dwarven engineering are you two main enchants for your pickaxe at earlier levels its suggested to use prospecting on your pick as gems and silver are very usefull early game and sell for a good amount. As you get a Dwarven rocksmasher and have less need for silver and gems you can switch your enchants to have engineering on smasher and prospecting on helmet. The enchants I havent mentioned yet are Destructive testing, supercooling, and superheating. There has been a lot of math done by the mining leaderboard to see if destructive testing in a lower zone with lots of junk is better than just mining at a higher zone and as this enchant does not stack with scholar its never mathed out to give better xp. So this enchant can be ingnored unless it gets a rework. Supercooling and heating change the gather % chance of low heat and high heat ores, while not effecting the chance of items that dont use heat(such as slates and silver). These are worth putting on your pick if you are grinding one specific ore.

Secondary Boot/Glove enchant

Pretty easy to decide on these. Tresure hunter if you are foraging in the Deep Pit, Proloning if you use a bunch of buff stacks, and Enlightenment if you want/need more Earth essence.

Which cape to use

Deciding what cape to use for mining is a lot simpler than foraging or fishing. While an arugment can be made for more dangerous encounters in Living forest and Stormy Seas, the demons in Deep pit have a horrible drop table compared to the other two. The only notible drops for the elite demons are; gems, molten ashes, infernal flames, cursed spade head and a very very rare chance for Chaos Crest. None of these drop in high enough quantities to be worth farming here and they can be gotten much easier from Lava Maze or other zones.

Bag or Backpack

Because you cant buy shards with the exception of buying the odd armor piece from the market, its suggested to use backpack first. This lets you get the armor set and complete the quest for the legendary tool faster. Tho if you just want pure mats the bag is of course the better pick, especialy in some of the mining zones where you can get multiple materials in one action such as slates from slate spires.


Priority for augmenting

The most important augs are going to be on your Mining armor set and your pickaxe, because the armor set and Dwarven Smasher use shards you are limited in how fast you can augment these, its best to prioritize the set and only aug the Smasher when you get the crafting mats for it from greater geodes. If you dont have a Smasher yet your Pickaxe should be top priority as it gives the most effective levels per aug. The next impactful augs are going to be bag/backpack, capes, and Dwarven Necklace each aug on the large bag, newbie backpack, Dwarven necklace, camo or flamboyant cape gives 1 effective level (pockets and void cape dont have gathering related aug bonuses so these can be ignored). The small and regular bag of holding get upgraded at +5 and +10 and these should be prioritized as the enchant and aug bonus increase. Backpacks give negative levels, especialy the dwarven backpack, giving -20 at +0, so though expensive these can be augmented alongside the capes. Lastly, for the top 1% out there, prismatic ring gives 1 mining level per aug and is worth augmenting if you are maxed out on everything else.

== General Tips ==`

Dangerous Encounters

Talents

Talent points are rare and a grind to get so its smart to use these on talents that benifit multiple skills unless you want to niche into mining.

  • Gathering master and grandmaster work for all gathering so these are 100% worth it.
  • Mining prodigy is a cheap upgrade but scales less at higher levels, however its needed for Mining grandmaster and if you want to focus mining this is a must.
  • Master smelter brings back the old Superheating enchant with a 1% chance to turn ores into bars, this is a decent enchant for passive bars if you dont smith a lot. However smithing and more importantly refining is a much better place for those ores.
  • Lastly is Spiraling out of control, this is a very good talent if you have the runecrafing mastery for it. Runes are a great money maker and if your runecrafing mastery is high enough this makes Slate spires the highest xp/h zone.

Affixes

There are five gear slots with affixes that effect mining; necklace, ring, cape, pendant, and pickaxe.

  • Necklace has Quick gatherer.
  • Ring has Skillfull, gathering yield, greater chests, and ultamate gatherer.
  • Cape has dangerous gatherer and gathering shards.
  • Pendant has Gathering doubling, greater archeology, and ensouled.
  • Pickaxe has Miner, Minimum mining yield, maximum mining yield, trash heap, mining yield, Dwarven superheating, and dwarven quick mining.

For Necklace, cape and pendant you dont need to chose as you can get all affixes. For ring you should prioritize Skillfull and ultamate gatherer, gathering yield if you want more overall yield, greater chests if you want more augment mats for your Dwarven rocksmasher. For pickaxe miner is good at lower levels but doesnt scale, min and max yield are affordable and good at mid levels, trash heap is good for sand, clay, slates, salt, coal, and stone but doesnt increase your profits by much, and though expensive mining yield, dwarven superheating and dwarven quick mining are best for Rocksmasher.

Extra tips and advice

Useful terminology