Bryophyta
Combat level 128 · 115 hitpoints
The Moss Giant boss under the Varrock church. She poisons, heals off her own spawns, and has a chunky 800 HP. The fight is longer than the combat level suggests.
Requirements
- Mossy key (Moss giants)
- 43+ Prayer strongly recommended
Pointers
- Bring anti-poison. Her attacks poison and there is no way around it.
- She spawns growthlings. Kill them with a slashing weapon or they heal her. A whip/scimitar is mandatory here; crush and stab do not cut them.
- Protect from Melee for the entire fight.
- Her staff drop (Bryophyta's staff) is the whole reason to be here.
What the sim brings here
Every worn slot and every inventory row below is the combat simulation's own output, at the style it ranks fastest for each account tier. Each line carries the channel that chose it: sim means the model solved it, and inherited means the value came through from the hand-authored loadout the solver starts from. Riding through a generator does not make a value derived, so those are marked rather than presented as the model's answer. A line marked unattributed carries a channel the model's own vocabulary no longer declares, so no word is put on it at all rather than one being read off the channel's spelling. Where the model has not answered a row, its own refusal is printed instead; where it has answered a row it doubts, the answer is printed with the doubt attached rather than withheld.
max tier, melee (Melee is fastest)
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Torva full helm sim
- Cape: Infernal cape sim
- Neck: Amulet of rancour sim
- Ammo: Ancient blessing sim
- Weapon: Soulreaper axe sim
- Body: Oathplate chest sim
- Shield: nothing sim
- Legs: Torva platelegs sim
- Hands: Ferocious gloves sim
- Feet: Avernic treads (max) sim
- Ring: Ultor ring sim
The model doubts this gear (tied with an identical item, so enumeration order decided): the head, ammo, body slots each hold an item the model cannot tell apart from an alternative the search could equally have taken, re-scored identical in this row's own bag. Enumeration order decided it, so the sim had NO REASON; that is not the same as the pick being wrong. SOLVED_GEAR_TIES names them.
Inventory: 7 of 8 rows chosen by the sim, 1 carrying no channel at all.
- Giantsoul amulet sim
- Super combat potion(4) sim
- Saradomin brew(4) x3 sim
- Super restore(4) x15 sim
- Zamorak brew(4) x2 sim
- Cooked moonlight antelope sim
- Mossy key sim
- Max cape ruled
Spellbook: Lunar. Grants Vengeance.
Trip: about 300.76 kills in 43 minutes, limited by prayer.
mid tier, melee (Melee is fastest)
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Torva full helm sim
- Cape: Infernal cape sim
- Neck: Amulet of torture sim
- Ammo: Ancient blessing sim
- Weapon: Soulreaper axe sim
- Body: Torva platebody sim
- Shield: nothing sim
- Legs: Torva platelegs sim
- Hands: Ferocious gloves sim
- Feet: Avernic treads (max) sim
- Ring: Ultor ring sim
The model doubts this gear (tied with an identical item, so enumeration order decided): the head, neck, ammo, body slots each hold an item the model cannot tell apart from an alternative the search could equally have taken, re-scored identical in this row's own bag. Enumeration order decided it, so the sim had NO REASON; that is not the same as the pick being wrong. SOLVED_GEAR_TIES names them.
Inventory: 6 of 7 rows chosen by the sim, 1 carrying no channel at all.
- Giantsoul amulet sim
- Super combat potion(4) sim
- Super restore(4) x13 sim
- Saradomin brew(4) x4 sim
- Zamorak brew(4) x4 sim
- Mossy key sim
- Teleport to house (tablet) ruled
Spellbook: Lunar. Grants Vengeance.
Trip: about 199.73 kills in 35 minutes, limited by prayer.
budget tier, melee (Melee is fastest)
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Torva full helm sim
- Cape: 3rd age cloak sim
- Neck: Amulet of strength sim
- Ammo: nothing sim
- Weapon: Soulreaper axe sim
- Body: Torva platebody sim
- Shield: nothing sim
- Legs: Torva platelegs sim
- Hands: Barrows gloves sim
- Feet: Guardian boots sim
- Ring: Ultor ring sim
The model doubts this gear (tied with an identical item, so enumeration order decided): the head, neck, body slots each hold an item the model cannot tell apart from an alternative the search could equally have taken, re-scored identical in this row's own bag. Enumeration order decided it, so the sim had NO REASON; that is not the same as the pick being wrong. SOLVED_GEAR_TIES names them.
Inventory: 6 of 7 rows chosen by the sim, 1 carrying no channel at all.
- Giantsoul amulet sim
- Super combat potion(4) sim
- Super restore(4) x13 sim
- Saradomin brew(4) x4 sim
- Zamorak brew(4) x4 sim
- Mossy key sim
- Ring of dueling(8) ruled
Spellbook: Lunar. Grants Vengeance.
Trip: about 197.82 kills in 37 minutes, limited by prayer.
What each of those badges means
- derived:access (sim): ACCESS_KEYS: the item the encounter page says you must bring, with the sentence attached, and dropped where the account's diary removes the requirement.
- derived:ascent (sim): an accepted coordinate-ascent move: betterThan() preferred this candidate over the incumbent under the row objective and band. The weapon+ammo+shield pairing and the crystal set arrive here too, because both are offered to the same acceptance test.
- derived:composed (sim): balanceInventory() sized this row from the derived supply menu. The menu enumerates CONSUMABLES and narrows by style, tier and price; it is not the authored bag.
- derived:empty (sim): the finished loadout leaves this slot EMPTY, and that is an ANSWER rather than a gap: a two-handed weapon forfeits the shield and a weapon that stores its own ammunition frees the ammo slot. Recorded so a null slot is never read as unprovenanced.
- derived:obtainable (sim): canonicaliseObtainable(): the finished loadout named a variant the model cannot state a route to, and this pass swapped it for the obtainable equal.
- derived:seedWeapon (sim): the weapon the ascent BEGAN from, taken off the dps-ranked weapon shortlist, or the forced weapon of a multi-start seed. Never off a start loadout.
- derived:travel (sim): travelPlan(): the way IN, ranked out of the derived transport graph against this account's own unlocks, rather than copied from whatever a human typed. The way OUT is a separate channel (`ruled:escape`) because it is a typed choice, not a ranking.
- ruled:escape (ruled): escapeLeg(): the way OUT, taken from the typed per-tier table ESCAPE_PLAN and judged against the account, with nothing substituted and no fallback ladder. The ACCOUNT CHECK is a derivation; the CHOICE of item is not, so this is not a `derived:` channel. ESCAPE_PLAN carries no attributedTo field (PROVENANCE_BACKLOG: silent-and-unattributed), so this channel does not claim one either.