Perilous Moons
Combat level 329 · 500 hitpoints
Three bosses in one dungeon: Blue Moon (magic), Blood Moon (melee), Eclipse Moon (ranged), each dropping their own armour set. Designed as the mid-game gear-progression stop for accounts without Bandos/Armadyl.
Requirements
- Perilous Moons quest
- Varlamore: Neypotzli
- ~70+ combat
Pointers
- Each moon telegraphs its specials clearly. Watch the boss animation, not your health bar.
- Blue Moon: magic attacker, spawns ice/frozen tiles and a jug attack. Protect from Magic.
- Blood Moon: melee, blood-jaguar spawn phase and a leap. Protect from Melee.
- Eclipse Moon: ranged, mirror-clone phase where you must attack the right clone. Protect from Missiles.
- The armour sets have set effects that matter. Blood moon gives melee lifesteal procs, Blue moon boosts spell-and-attack combos, Eclipse gives a ranged cleave.
- You can bring one style and kill all three; they don't have style immunities.
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: Inquisitor's great helm sim
- Cape: Infernal cape sim
- Neck: Amulet of rancour sim
- Ammo: nothing sim
- Weapon: Holy scythe of vitur sim
- Body: Inquisitor's hauberk sim
- Shield: nothing sim
- Legs: Inquisitor's plateskirt 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 weapon slot holds 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: 3 of 4 rows chosen by the sim, 1 carrying no channel at all.
- Super combat potion(4) sim
- Saradomin brew(4) x16 sim
- Zamorak brew(4) x7 sim
- Max cape ruled
Spellbook: Lunar. Grants Vengeance.
Trip: about 14.04 kills in 7 minutes, limited by food.
mid tier, melee (Melee is fastest)
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Inquisitor's great helm sim
- Cape: Infernal cape sim
- Neck: Amulet of blood fury sim
- Ammo: nothing sim
- Weapon: Dual macuahuitl sim
- Body: Inquisitor's hauberk sim
- Shield: nothing sim
- Legs: Inquisitor's plateskirt sim
- Hands: Ferocious gloves sim
- Feet: Avernic treads (max) sim
- Ring: Ultor ring sim
Inventory: 3 of 4 rows chosen by the sim, 1 carrying no channel at all.
- Divine super combat potion(4) sim
- Zamorak brew(4) sim
- Saradomin brew(4) x2 sim
- Teleport to house (tablet) ruled
Spellbook: Lunar. Grants Vengeance.
Trip: about 1.6 kills in 1 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 torture sim
- Ammo: nothing sim
- Weapon: Soulreaper axe sim
- Body: Oathplate chest sim
- Shield: nothing sim
- Legs: Torva platelegs sim
- Hands: Barrows gloves sim
- Feet: Avernic treads 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: 5 of 6 rows chosen by the sim, 1 carrying no channel at all.
- Halibut x2 sim
- Super combat potion(4) x2 sim
- Saradomin brew(4) x8 sim
- Zamorak brew(4) x6 sim
- Cooked moonlight antelope x2 sim
- Ring of dueling(8) ruled
Spellbook: Lunar. Grants Vengeance.
Trip: about 6.57 kills in 5 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.
- 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.