Faradox's tombs is a special combat area in which the only loots are Promethium Armour Mould. To access this, players need to use the Faradox's Crystal Ball to teleport. All monsters found here are ghost-undead monsters, which forces the player to have to cast Ghost Scan. The monsters then are susceptible to Scythe.
Area | Cost | Cooldown | Encounters |
1,000 to 68,000 | 8 hours(6 with Hard Combat Achievement Perk) | |
There is a "Dark tombs" version after finishing the Quests#Faradox's Guardian. The loot are Runite Armour Mould and Dark Mushroom
Area | Cost | Cooldown | Encounters |
2,000 to 136,000 | 8 hours(6 with Hard Combat Achievement Perk) | |
Mechanics[]
There are five tomb monsters here that can only be fought in order, with different energy cost. Each monster drops an amount of tomb keys, which can be used to open tomb chests for a very rare chance of Promethium Armour Mould parts or Change Promethium Armour Mould spell.
If players lose the fight, they are forced to use all the current keys and have to wait 8 hours of cooldown so the Crystal Ball can be recharged fully. It's still possible to take a usual fight while the orb is charging, however it's not possible to teleport when one is on combat cooldown or in rocket.
The Hard combat achievement perk reduces the cooldown from 8 to 6 hours, and 25% energy for all monsters.
Loot | Chance per key |
---|---|
1/250 |
Dark Faradox's Tombs[]
The Dark tomb is almost similar to the normal one, except for the loots. Runite Armour Mould and Change Runite Armour Mould spell.can be found here instead. There is also a small chance for Dark Mushroom to be found here. If players lose the fight, they are free to fight again without using the Dark tomb keys and not being forced to reset the Dark Faradox's Crystal Ball.
Loot | Chance per key |
---|---|
1/400 | |
1 -20 | 1/40 |
Monster analysis[]
Monsters | Damage | Accuracy | Speed | Defense | HP | XP | ||
3 | 3 | 3 | 4 | 20 | 350 | 1,000 | 1 | |
6 | 6 | 3 | 7 | 30 | 1,250 | 5,000 | 3-6 | |
18 | 18 | 3 | 10 | 50 | 3,500 | 12,000 | 6-9 | |
20 | 20 | 5 | 13 | 20 | 5,210 | 20,000 | 11-30 | |
15 | 15 | 4 | 15 | 300 | 8,000 | 30,000 | 20-60 |
Most monsters here are quite strong, espcially the Npc105, Npc106 and Npc107, thus using a scythe is highly recommended. The scythe deals double damage and ignores 50% defense against undead creatures.
Dark Faradox's Tombs[]
Monsters | Damage | Accuracy | Speed | Defense | HP | XP | ||
3 | 3 | 3 | 4 | 40 | 350 | 2,000 | 1 | |
6 | 6 | 3 | 7 | 60 | 1,250 | 10,000 | 3-6 | |
18 | 18 | 3 | 10 | 100 | 3,500 | 24,000 | 6-9 | |
20 | 20 | 5 | 13 | 40 | 5,210 | 40,000 | 11-30 | |
15 | 15 | 4 | 15 | 600 | 8,000 | 60,000 | 20-60 |
The Dark tomb monsters have same stats as the normal's, except for double HP and healing ability. The healing rate is the same as the monster's attack speed, randomly between 0 and 4 HP. The amount of tomb keys is also the same.
Strategy on Promethium Armour moulds[]
Because the next monster can be fought only after defeating the previous, and the energy cost for all monsters is usually too high to sustain, players need a strategy to balance the cost and time.
Monster | Average keys | Cumulative energy | Cum. XP | Cum. XP per energy | Cum. keys | Cum. energy per key |
1st | 1 | 1,000 | 350 | 0.35 | 1 | 1,000 |
2nd | 4.5 | 6,000 | 1,600 | 0.26 | 5.5 | 1,091 |
3rd | 7.5 | 18,000 | 5,100 | 0.28 | 13 | 1,385 |
4th | 20.5 | 38,000 | 10,310 | 0.271 | 33.5 | 1,134 |
5th | 40 | 68,000 | 18,310 | 0.269 | 73.5 | 925 |
Judging from these results, it's better either to fight all the monsters(with 100% win chance) for best energy and time balance, or just stop after the first monster. Having only one key for every 8(or 6) hours could take a very long time before getting the loot, but it's also the most cost efficiency when energy/food is scarce. Beside that, the 1st monster is easy enough without scythe.