Power-Farming Prince with Divine Dragon, Nobunaga, and Merman

Maze: Saint’s Tower

Purpose: Abuse Nobunaga without having to take a 120+floor dive that involves a crapload of delicate mathematics. Just kidding: I needed some Priest frags for pearl-smelting and some Prince frags because some dick at QCPlay decided he should be the “extra Gumball” for one of the new statues, so I decided to try my hand at ‘power-farming’ — as in, it’s not anything fast like 3-eye King, but it’s damn near unstoppable, which is the next best thing.

Mainball: Divine Dragon — Entirely for the Dragon title, though the extra balls will probably come in handy (I used mine for 40 DD frags on this run), and the Divine Favor stockpiles make sure you’re never really threatened.

Soul Link 1: Nobunaga — When you take +30% HP from Knight and +20% HP from Primary Dragon Bloodline, that’s 50% more freaking HP. Which means the +500 HP you get from Galadriel’s Protection becomes 750 HP, which Nobunaga single-handedly turns into +50 Attack. With just a handful of low-level titles, you can walk into F40 with a 200+ Attack like it wasn’t even a thang and back that up with 1500+ HP and 20% damage reduction from Wyvern Bloodline. That sh!t really makes you feel like a mothaf***ing DRAGON.

Soul Link 2: Merman — When you have 1500+ HP and Legendary Mage adding 3 rounds to your Water Mist, that shit heals 450+ HP no matter how low your Power is. While also crippling and damaging your enemies. For a level 1 spell. Now, your Power won’t be that low, because you have Divine Dragon main, but it means you can literally focus completely on your fighting skills because your Magic is going to be distinctly your backup skill even though you (supposedly) have Magic stats and type. Gotta love that.

Magic Title: Legendary Mage (Air) — Maximizing Merman’s unique spell Water Mist 100% requires Legendary Mage. At 3 turns, Water Mist is barely even a spell. At six turns, meaning double damage and double healing, it turns into a decent option — far, far stronger than if you chose to boost it by taking Water Master instead. Also, the 40% reduction to enemy Attack and Accuracy is static, so again, no huge need to focus on Power. Which means we can go the Air route and get bigger long-lasting Electrostatic Fields and Disrupting Rays without losing much compared to taking the Earth route.

Melee Title: Light Paladin — it’s all about those big huge HP boosts, and this one is no exception. Don’t take the Light Paladin level to regain health — the part you’re after is the HP boost. Wait until you’ve cast your +500 HP spells, taken every other source of HP you can squeeze out of all of your levels, and keep any big +HP gear even if you’re not going to use it regularly just so that you can put it on before you take Light Paladin’s main title. This isn’t going to give you the same kind of ridiculous Attack boost that Sword Sage would — not by a longshot — but you’re not aiming deep, you’re aiming for a super-easy, consistent cruise to F60-80 for Prince farming purposes. This will give you the HP to do it without a sweat, and a solid Attack boost besides. If you have the spare EP, go ahead and level up the effectiveness of your giant stockpile of Divine Favors. Because why even get near the risk of death?

Venture Title: Whatevs — Again, you’re not aiming to go deep, and beyond taking Treasure Seeker for simple tactical purposes, you shouldn’t even have time to EP out your Venture titles. If you do, I’d probably go for Holy Blacksmith with the intent of crafting Pharoah’s Helmet and Istantine. And maybe a Great Druid’s Cloak, too. Triple damage Water Mist for double the duration would be a doozy. 😀

Dragon Title: Yep — You’re going to want to at the minimum take all three stars of Wyvern Bloodline and all three stars of Young Dragon bloodline. That 20% damage reduction and 20% HP boost are forces to reckon with. I stopped there, because the +HP from killing monsters was completely unnecessary.

Artifact: Duke of Destruction’s Belt — the Artifact Stars for Legendary Mage and Light Paladin are kind of meh for this build, and besides your Neck and Armor slots will already be full with Merman’s Conch Shell and Saint’s Tower’s Crystal Dress. This gives you +HP and +Attack, which is really what you care about. Alternately, you could totally take Adventurer’s Harp. That would work just fine.

Potion: Lich’s Enhancement Liquid — Because screw the boss and his Magic Resistance. If you don’t have LEL yet, I’d choose either Vampire Hunter’s Potion or Whale Oil.

The Run Down: I took nothing until I had a stockpile of 2k EP for to buy the Pumpkin Carriage. Then I never spent below that while I went about getting one star of Novice Warrior, all three stars of Knight, one star of Wyvern Bloodline, and all three stars of Young Dragon bloodline in that order before anything else. I wanted that 50% HP boost ASAP.

Then I took all three stars of Magic Apprentice, the other two stars of Novice Warrior, the other two stars of Wyvern Bloodline, and then settled in to work my way up to Legendary Mage (Air), filling in every star along the way. Once I had three stars in +1 Round to Aid Spells, I took all three stars in Treasure Seeker so I could tap less on the way down. Then I took one star of Silver Knight, then all three stars of Heavy Armor Knight, then backfilled Silver Knight. I ended up taking Light Paladin on F69, having used a Limited Broom and nothing else in terms of backtravel.

The floor strategy was pretty straightforward: reveal a thing, punch it to death before revealing anything else, repeat. When you get down by ~30% of your total HP, reveal as many enemies as you can, pop a Water Mist, and punch the highest HP or lowest Attack critter (or just collect items) while the Water Mist cripples and whittles away the enemies. (Note that I never got down far enough to pop a single Water Mist until F58, because I kept gaining more MaxHP than I was taking damage!) That 40% counterattack reduction (Crystal Dress+Crystal Shoes+Novice Warrior) stacked on top of the 20% damage reduction from Wyvern Bloodline is basically half your game — all you have to do is keep your Attack up high enough to take everything out in 1 or 2 hits, and this build can do that no problem.

The boss strategy is almost boringly effective: Pop an everlasting Electrostatic Field, swing with Sauron’s Roar, then Icicle, then more Sauron’s Roars. If the boss’s injurious Aura threatens to kill you, swap him over to the Light Side and crack open a can or two of Divine Favor and maybe give him a good old facepunch before swapping back and blowing him up the rest of the way.

The thing I like about this build is that if you get to F60 and there’s no prince, you can be completely assured that you can push through to F70 in much less than half an hour, so you can try again — and then again on F80 within the same half-hour. I could definitely have gone farther than that if I had needed to, but the rascally royal showed his face by then, so I quit and came here to tell you all about the excitement. Hope it was worth your time! 🙂

 

 

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Honor Questing in Saint’s Tower w/ Ranger Song

Maze: Saint’s Tower — Because it’s easy to get to F100 when you have +50 Atk and Pwr and +500 HP and MP. Also, the Workshops here let you level up Elemental Suits, and you can Steal parts of the Light and Dark suits here, so it’s the place to go if you need a Dark and/or Light suit for Honor Questing.

Purpose: To get the Honor Quests ‘Take a Ranger Song team to F100,’ ‘Obtain the Dark Suit,’ ‘max out Great Swordsman,’ and ‘max out Pope.’

Main Gumball: Divine Dragon — I knew I was going Pope for the XP, and I figured that would take me through Light Master, so the free Divine Favors from the Dragon would be super useful. Also, the 20% boost to MP from Primary Dragon would add to the value of Magic Toffee.

Soul Link 1: Lionheart King — Because if you’re going to have Dragon titles tacked on to your usual set, you might as well make them cheap. Also, this makes the XP quest for Great Swordsman 30% less annoying. 🙂

Soul Link 2: Kaito — Because I’m planning on stealing the parts of the Dark Suit from the mobs in Saint’s Tower.

Magic Title: Priest –> Light Master –> Pope — For the XP! Also, this will make it much easier to nuke down the boss in his Dark phase.

Melee Title: Knight of Faith –> Armored Knight –> Light Paladin — Because I want those Divine Favors to achieve maximum value, and getting a bunch more doesn’t hurt, either.

Venture Title: Rune Master –> Weapon Master –> Great Swordsmith — 15% more Holy Bolts sounds like winning, the 15% Counterattack Prevention stacks neatly with the Crystal Shoes and Crystal Dress, and Swordsmith’s Runes read “beat one floor free of charge,” so 9 of them will get me from F91 to F100 easy-peasy. (Actually, one floor I did punch enemies in the face for so long that the dungeon nearly collapsed on me…got out on my 98th turn!)

Dragon Title: Medium Dragon Bloodline — Because I had them, and I had the EP to buy them. 🙂

Artifact: Ring of Great Enchanter — Not useful for my classes, but between the treasures of Saint’s Tower and the pieces of the Dark Suit, I was limited to choosing between Rings and Gloves, and I wanted to get plenty of Power but also recognized that a little Attack is vital for punching your way past the early game.

Potion: Mixture of Light and Dark — Because it’s the only way to eke any more utility out of those Divine Favors and also Pope.

Other Gear: I used the Crystal Shoes and Crystal Dress to reduce enemy counterattacks so that I could keep punching faces for as long as possible, for to conserve spells. I did successfully build the Dark Suit, but ended up discarding everything but the Voodoo Cloak, which I kept because it’s one of the few ways to get Power (instead of MP) out of the Cloak slot. I also wore the Magic Boy’s Glasses for the same reason.

I ended up carrying around a Dark Book as treasure, and swapping it out for a Skullcap Wand whenever I had to heal myself (15% healing magic boost FTW). I also swapped out my Voodoo Cloak for an Oracle’s Cape when it came time to kill bosses, and my artifact ring for a Ring of Faith whenever I had to heal myself.

The Run-Down: I basically facepunched everything from F1-F59 (except the boss). Even with my miserably low Attack, I forced my way through in melee, relying on massive counterattack reduction and the fact that Divine Favor basically took me from single-digit HP to near full in a single cast. Then, I cast my one PoE to go back 27 floors because I didn’t quite feel ready for the F60 boss. Looking back, I have no idea why I felt that way because the bosses were the easiest part of this run by far. Getting +100% effect Holy Bolts (+75% from Pope and +25% from Oracle’s Cape) that double-cast themselves (thanks Pope) meant that the F30, F40, and F50 bosses dropped before they could take an action, and the F60 and F70 bosses dropped before they could take two actions. 🙂

It was F49 that I realized I had gotten level 5 in all four of Saint’s Towers custom buffing spells, and I had 7 Magic Toffees, so it was time. I cast 10x “Give me 50 MP,” used a couple of Toffees, cast 10x “Give me 5 Power,” used a couple of Toffees, cast 10x “Give me 50 HP,” used a couple of Toffees, cast 10x “Give me 5 Attack,” used a single Toffee, and moved on to kill the F50 boss with a smile in my heart.

Title-wise, I drove straight to Pope, then backfilled Magic Apprentice and Light Master. Then I took 3 stars of Novice Warrior, one star of Knight, Knight of Faith, and Armored Knight, and then backfilled Knight of Faith for more Power. Then I took one star each of Fortune Finder and Explorationist, all three stars of Rune Master (for more Holy Bolts!), one star of Weapon Master, and one star in Great Swordsmith. Then I filled in ALL of the Dragon Titles, went back to obtain every point of HP that I could from everywhere before taking Light Paladin, went back to obtain every point of Power that I could, and finally just filled in everything else pretty randomly. I maxxed out my Titles completely around F92.

Once I got below F60, I started using the Roar spells to snipe off ranged attackers, and facepunched the melee attackers until F81. Burned through about half my enormous backstock of Divine Favors (yes, I refilled my 1200+ HP more than once per floor on average!) Then I used the Roar spells to kill basically everything until F91. 10 MP to cast a spell doesn’t mean sh!t when you’ve got 1500 MP. Literally made up all the MP with a single Magic Toffee on F89. 😀

F91-99, as mentioned, fell like wheat to a series of 9 straight Swordsman’s Runes. The only danger was nearly collapsing the dungeon on myself killing a pair of 1200-HP Rock Golems with attacks that were dealing 27 damage each.

The bosses dropped easily to a basic run of Electrostatic Field, Disrupting Ray, and endless Holy Bolts until F80. The F80 boss I had to futz around a little with an Aurora Barrier and a couple of Icicles. The F90 boss was a genuine pain in the ass, requiring multiple switches back and forth between nuking the Dark-side boss with Holy Bolts, then switching to the Light side for a Divine Favor (which at this point was an automatic trip to full life), another Electrostatic Field, and another Disrupting Ray, then a switch back to the Dark Side. Also several Stoneskins and a couple more Aurora Barriers.

Oh, and Timestill. I Timestilled the F80 boss once and the F90 boss twice. It’s crucial to know that Timestill prevents the boss’s “hurt you badly” aura from going off, so it’s a clutch tool for ekeing out the last three Holy Bolts when you’re about to die.

I quit when I reached the F100 boss. I’m 100% sure I could have beaten him if I had devoted 15 minutes to it, but I had accomplished all four of the Honor Quests I started out to achieve…and besides, I had a dungeon in the brand-new Elemental Event go to clear out before it reset. 🙂