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Short version: Godlike gear at 80, the Lair of Beasts for drops, the six key bosses until your clan is well past its clan boss unlocks, Sobek and Kronos with a group, raids once you meet the recommended 90s, and Otherworldly gear at 100.

What 120 really costs

The level cap is 120, and the XP table makes the last stretch brutal. Level 99 is 11,059,762 total XP. Level 120 is 88,474,739. So 99 is only 12.5% of the way to 120, and the gap between them is 77,414,977 XP. Because the cost of a level doubles every seven levels, the final seven (113 to 120) take about as much XP as everything before them. After 120 the level stops, but XP keeps counting to a cap of 500,000,000 per skill. The XP table has every level, and the time to max guide divides the cap by each skill's best published rate.

The practical takeaway: past 99, pick your 120s. Push the skills that feed their main activity (a combat style, Agility for dodge, Cooking for food) and let the rest sit.

Godlike to Otherworldly

Godlike weapons unlock at 80 in every style, along with a group of specials the wiki lists at the same level: the Eagleclaw battleaxe, Infernal club, Stygian longsword and Viperstrike scimitar for melee, the Thunderbolt bow for archery, and the Sorcerer's and Divine staffs for magic. Otherworldly weapons are level 100. The Otherworldly DS crossbow is the one exception at 110 Archery, with the Dragon slayer's crossbow at 75 as the step before it.

In the game data the Otherworldly battleaxe is the strongest melee weapon by strength (118 accuracy, 148 strength) and the Otherworldly staff tops magic (149 / 179). The wiki also notes that Otherworldly weapons beat the boss weapons against bosses when you have an active combat kill quest, which is worth remembering before you sell one for a boss drop. The full stat comparison is on the best in slot by stage guide.

Lair of Beasts

The last regular zone is a step up from the Uncharted Grounds. Every monster in it has 400 health in the game data, against 90 for the Black dragon before it:

Because combat XP is paid per point of damage, a 400 health monster is not automatically better XP than a 90 health one. What changes is the loot and the time spent between kills: fewer respawns per hour means less dead time. Check your numbers in the combat calculator before you move your training here.

Sobek, Kronos and Mesines

Beyond the six key bosses, the wiki lists three bigger fights. Sobek has 600 health and no weakness and needs an Ancient key. Kronos has 4,000 health, a weakness that changes, and needs Kronos' book. Mesines has 1,000 health, is weak to archery and needs an Otherworldly key. For Sobek and Kronos the lobby host receives the loot unless they own the "Show us the money" upgrade, so agree on how drops are shared before you start.

The game data lists Sobek's blessing (the best melee ammunition slot item) from Sobek, and the Otherworldly gloves and boots from Kronos. Kronos kills also matter to your clan: the Otherworldly golem needs 250 of them, which the clan boss guide explains.

Raids

Raids take up to six players and are where late-game parties spend their evenings. The wiki recommends combat 90+ and Agility 90+ for Reckoning of the Gods, 90+ in the related skills for Guardians of the Citadel, and combat 100+ for Bloodmoon Massacre. Reckoning also needs 25 Valley of Gods kills to enter. The raids guide walks through each one.

Agility is a combat stat now

Dodge chance comes from Agility at +0.18% per level, capped at 21.6% at level 120, per the wiki, and the dodge is rolled before the enemy's hit roll. That is why every raid recommendation includes Agility 90+. Free accounts are capped at Agility 30, so this is one of the places Premium shows up in late game planning.

Food for long fights

Boss and raid fights burn food. The best heals in the game data are Cooked Bloodmoon Eel (24 at Cooking 95), Stew (19 at 80) and Porcini Soup (17 at 70). Cooking 90+ also appears in two of the three raid recommendations, so it is rarely wasted. The best food page lists the rest.

Housing at the top end

The last player home, the House, is 25,000,000 gold and needs Carpentry 90 and Smithing 80; all five tiers come to 38,100,000 gold. On the clan side, the wiki lists the Castle at 500,000,000 gold and 250,000 clan credits for a 30% skill XP boost. Both are on the housing page.

A late game checklist

  1. Godlike weapon in your main style at 80.
  2. Farm the six key bosses; your clan needs the kills for the Skeleton warrior and Golem.
  3. Cooking and Agility toward 90 for raids.
  4. Sobek and Kronos with a regular group.
  5. Otherworldly gear at 100, then choose which skills earn a 120.

Frequently asked questions

How much XP is level 120 in Idle Clans?

Level 120 takes 88,474,739 total XP. Level 99 is 11,059,762, only 12.5% of the way there.

What level are Otherworldly weapons?

Level 100 in the weapon's style, per the official wiki. The Otherworldly DS crossbow is the exception at 110 Archery.

What do I need to enter Reckoning of the Gods?

25 Valley of Gods boss kills, and the wiki recommends combat 90+, Agility 90+ and 90+ in Fishing, Cooking or Plundering.

Sources

Numbers marked as game data come from the official game-data snapshot this site saves (build 1.6600). Rules the game data does not carry are taken from the official wiki pages below and were read on 15 Oct 2026. If a patch changes them, the wiki is the place to check first.

More guides: raids · clan bosses · best in slot by stage.