Hespori
Combat level 284 · 300 hitpoints
A once-per-seed farming boss under the Farming Guild. Drops the Bottomless compost bucket and all three anima seeds. Immobile, so it is entirely a DPS check with one gimmick.
Requirements
- Farming Guild access (65 Farming)
- Hespori seed
Pointers
- Bring a SLASH weapon. Its flower-vine phase must be cut down or it becomes immune and heals.
- It sets a "sleep" state. Attack the flowers to wake it.
- It has no meaningful attack range beyond its own tile ring; you can stand back between phases.
- Only one kill per planted seed, so bring proper supplies rather than dying to a 1/1 attempt.
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: Oathplate helm sim
- Cape: Infernal cape sim
- Neck: Amulet of rancour sim
- Ammo: Ancient blessing sim
- Weapon: Holy scythe of vitur 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, weapon, 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: 5 of 6 rows chosen by the sim, 1 carrying no channel at all.
- Dragon claws sim
- Super combat potion(4) x3 sim
- Super restore(4) x9 sim
- Saradomin brew(4) x7 sim
- Zamorak brew(4) x4 sim
- Max cape ruled
Spellbook: Arceuus. Grants Resurrect Greater Ghost.
Trip: about 71.55 kills in 28 minutes, limited by prayer.
mid tier, melee (Melee is fastest)
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Oathplate helm sim
- Cape: Infernal cape sim
- Neck: Amulet of torture sim
- Ammo: nothing 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, 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: 7 of 8 rows chosen by the sim, 1 carrying no channel at all.
- Dragon claws sim
- Super combat potion(4) sim
- Saradomin brew(4) x4 sim
- Super restore(4) x8 sim
- Zamorak brew(4) x3 sim
- Cooked moonlight antelope x6 sim
- Teleport to house (tablet) ruled
- Skills necklace sim
Spellbook: Arceuus. Grants Resurrect Greater Ghost.
Trip: about 37.37 kills in 19 minutes, limited by food.
budget tier, melee (Melee is fastest)
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Torva full helm sim
- Cape: Mixed hide cape 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: Avernic treads sim
- Ring: Bellator 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: 5 of 6 rows chosen by the sim, 1 carrying no channel at all.
- Super combat potion(4) sim
- Super restore(4) x8 sim
- Saradomin brew(4) x7 sim
- Zamorak brew(4) x7 sim
- Ring of dueling(8) ruled
- Skills necklace sim
Spellbook: Arceuus. Grants Resurrect Greater Ghost.
Trip: about 38.82 kills in 22 minutes, limited by food.
What each of those badges means
- 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:spec (sim): a carried special-attack weapon PROPOSED by `specPlan` (specchoice.js), which prices every SPEC_ATTACKS weapon that deals damage or drains defence on top of the bag solved without one, and KEPT by `judgeSpecArms` only where the composed bag with it beats the bag without it under `compareScores`. The row's `kpt.specWeapon` carries both arms.
- 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.