Accidentally Getting the Erathia Boss Prize w/ Catherine

Maze: Erathia

Purpose: DP questing! …which I massively failed at, so I’m going to retroactively call this Boss Prize! instead. :p

Mainball: Catherine — Gotta figure out how this gumball works. The +%damage and %defense vs. Machines is very interesting because it comes on a Magic gumball, which is unique — very few Magic gumballs will help your Melee-types beat face through an entire three mazes (City of Steam, Spacecraft Ruins, and Erathia) and most of a fourth (Avallon Fortress).

But I wanted to take her main because I wanted to find out how the Overclocking Mechanism works. Turns out it grants +90 Power and +50% Magic Resist Resistance for an entire floor. In other words, it’s “kill the Boss on F80, F90, and F100 without really breaking a sweat.” 🙂

Linkball 1: Peter — With Catherine single-handing the major obstacle Bosses, I thought I’d be wise to pair her with a Gumball that could single-hand the most annoying floor mobs from F81+. Peter is that Gumball.

Linkball 2: Great Guardian — Great Guardian was my plan for eliminating annoying-ass Reflect mobs without having to punch them in the face. He turned out to be mostly much more amazing than that, providing 100% of the “special effects” I needed to get to F79 in the first place.

Magic Title: Planar Prophet Lord of Elementals (Darkness) — So I was supposed to go through Earth Master and take Planar Prophet and do one of those 250+-floor runs to get ALL the DP…but I fat-fingered it and picked Dark Master and didn’t notice for like six floors. 😦  So, I fell back on Lord of Elementals and decided to nuke my way through whatever came.

Melee Title: Light Paladin — Really, I wanted the big Power boost from Knight of Faith and the Ranged Damage resist from Heavy Armor Knight, so Light Paladin was basically ‘better than Titan Knight’. Worked out well, though, making sure my Divine Favors were consistently big enough to be a full heal given my plentiful Power.

Venture Title: Farplane Ranger — Because I knew I could get my 30-medal DP quest in a single soul, and figured I’d probably get some other benefits along the way as well.

Artifact: Adventurer’s Harp — Given that the maze all but requires you to wear both  the Steam and Electric sets, you don’t really get a lot of options in the Artifact slot. You basically have to either choose a Title-based artifact that you really want the stars from, or you take Adventurer’s Harp because you know that there’s a bunch of other stuff to spend your EP on. (Like so much that I went Magic Bandit + Adventurer’s Harp and I still didn’t max out my Titles until F86.)

Potion: Potion of Great Mechanic — The obvious choice is Cactus Potion, but I had plenty of ways to avoid punching Reflect mobs, so I went for the extra Elements instead.

The Rundown: I one-starred up to Farplane Ranger just ’cause, then maxxed out Magic Bandit and then Explorer for EP purposes. Then I took all three levels of Magic Apprentice, then Novice Warrior, then the other two stars of Treasure Seeker.

Then I rocketed up the Magic title, filling in Black Mage, Conjurer, Dark Master (D’OH!), and taking the main title and Power stars of Lord of Elements before moving on to Melee. There I took one star of Knight, three stars of Knight of Faith, three stars of Heavy Armor Knight, and then the other two stars of Knight.

Finally, I filled in all of my missing stars except Light Paladin. I waited until I had maxed out all of my other sources of HP (both from Titles, the Steam suit, and finding the +100 HP Medical Chip) and was below 100HP on F86 before I took Light Paladin and promptly filled in all of its stars at once.

Science Management: First off, obviously, don’t use any of your Research Reports for EP, period. You’ll want them all eventually. Also, you need a crapload of Ancient Elements, so anything you can do to get more of them, do that.

That said, I leveled up my Steam suit thusly: +Elements/floor, +Defense, +avoid-counterattack%, +%HP/floor, buy one of every Science for the item-based specials, +Attack, +HP. I ended the run at F101 with one point in each of the advanced sciences and the rest of the suit maxed out.

And my Electric suit like this: +Dodge%, +Power, one of every Science, +Damage%, +Healing%, +Aid%. Same story as the Steam suit in terms of final stats, except I never bothered leveling up the +MP slots.

Aviatronics, I leveled up +healing%, bought one of every skill, +Energy, -enemy Stats, -enemy Energy, and then maxed out Law Satellite for the Doctor before the run ended.

Advanced Sciences, the only two I leveled up at all was the +Element Drop% one and the Mutant Demon Gene for the extra 5% counterattack reduction. (Getting that up to 40% total was very nice.)

Floor Tactics: Pretty simple until about F70: reveal enemies one at a time, punch them to death, pausing only to nuke or Special down the reflect mobs. I cleared most group situations (Satellites, crashed airships) with Great Guardian or a Death Ripple since I had lots and they were OP.

From about F70, I had to be more careful because the stupid high-dodge LizardBot had a high enough Attack to be quite dangerous with it’s chance for triple damage, and it doesn’t count as a ranged mob so Heavy Armor Knight doesn’t help with it at all. So those bots got added to the list of ‘things to nuke.’ Fortunately, because of Heavy Armor Knight, the ranged mobs themselves were facepunchable down to F91, so it kind of made up for it.

From F81, I had used up enough of my nukes that I had to start being careful, so I switched on Peter to take out the LizardBots and the ReflectBots, figuring there should be less than 40 of those in the last 20 floors. Turned out I had good luck with Night Walker’s Lantern and also had gotten 6 Candles by the time I hit F91, so I key-hunted through the last 10 floors and actually ended with Peter just under half full.

Boss Strategy: F30, F40, and F50 all dropped to dual Great Guardian blasts. (F50 might have taken a Bless before activation, I don’t remember.) F60 went Bless, GGBlast, Icicle, GGBlast, facepunch, facepunch. F70 I took out with Electrostatic Field, Meteor Shower, Icicle, Meteor Shower x3, GGBlast x2 (absorbing a hit in there because I could tank it with my ridiculous HP).

F80 I straight up forgot to use Catherine’s Overclock and paid a Timestill instead, but basically took him down with a few Meteor Showers and an Implosion.

F90 I hit the Overclock button and used a few Meteor Showers, a few Gravities, two Icicles, and a Timestill.

F100 I was out of big nukes and Icicles — I thought for sure I wasn’t going to make it. But I rolled out Overclock, Holy Bolt, Disrupting Ray, Timestill, my last Meteor Shower, more Holy Bolts, my last Timestill (from the Opticon), a pair of Chain Lightnings, and a final triumphant Armageddon just for the lulz.

Lessons Learned: Honestly, I’ve never really liked ‘direct effect’ Gumballs like Great Guardian or Peter; I prefer to build stats with clever gimmicks. I’ve always figured that ‘direct effect’ Gumballs were basically short-run-only ‘trick ponies.’ But this run taught me that, used cleverly, those direct effects can actually be pretty damn good.

Great Guardian would clearly be a craptonne better in an Attack-centric build; as it was, my Attack was passable, but passable doesn’t mean sh!t past F75ish, so GG fell into disuse. The last time I hit that button on F86, it didn’t even kill the single mob it was pointed at. BUT! That said, it was a great way to save Scrolls through first ~59 levels. And actually, the whole ‘only gaining Energy when the Prince shows up’ thing turned out to not suck nearly as much as I thought it would.

Peter, on the other hand, is amazing if you have a way to save his Fencing for the last, most annoying mobs you’ll face.

And Catherine…sheesh. As a Link, she’d make a great Magic gumball to arbitrarily toss onto a Melee-oriented team to take into any robot maze (though honestly I think Puppeteer would still be better.) As Main, though, that Overclock thing really is all that and a bag of chips. I never would have made it through this run without it. Like Flagellant, she’s a Boss-hunter extraordinaire when taken Main, so team her up with some great floor-clearing Gumballs and you’ve got a great Boss-Prize-Hunting team — even if that isn’t the goal you had in mind when you started your run. 😀

 

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Getting the Hell Frontier Boss Prize — the Sith Lord Way

Maze: Hell Frontier

Purpose: Gotta get that 100F Boss Prize, just to prove it can be done.

Mainball: Sculptor — We’re going to be doing a lot of Thinking.

Linkball 1: Skeleton Lord — Thinking about eeeviill.

Linkball 2: Satan’s Son — And it all comes together. Satan’s Son is the opposite of Apollo — he turns every spell you get into a Dark spell, meaning you have a very limited toolbox, but if you can make those tools work, you can focus on them to Hell and back and walk away with massive success. Satan’s Son gives a clean 50% boost to Dark, and we’re going to get another 60% from Dark Master, and then another 75% to Implosion and Death Ripple from Dark Priest for nice big bonuses.

Venture Title: Farplane Ranger (lantern) — Getting FPR(l) on the 1st floor doubles your initial stock of Elemental Crystals, which means instead of 1 level of Light of Corruption off the bat, you get 3. Light of Corruption is going to be our primary method of clearing floors all the way down, so every little bit counts. Getting the Fused Ebony and Ivory from Dante’s Corpse is a pretty good benefit as well, though in general I think FPR(l) is probably a little underpowered for this Maze.

Magic Title: Dark Priest (wizard) — Dark Priest is the heart and soul of this build, giving you titanic Implosions and Death Ripples. Going through Wizard instead of Conjurer gives you six extra Laske’s Energy Drains, and when you’re nuking with the kind of power we’re nuking with, every Laske’s is one dead enemy plus a full heal.

Melee Title: Light Paladin (Faith) — Going through Knight of Faith means more Power for our nukes, and taking all three stars of Heavy Armor Knight is clutch for getting through F80-100 — without it, any time you get 3 Angels on one floor would be the end of you.

Artifact: Codex of Dark Priest — Gotta squeeze in every last point of Power we can find, and more Death Ripples is never a bad thing.

Potion: Lich’s Enhancement Liquid — I really wanted the reduction in enemy Spell Resistance for this, as it’s imperative to kill the Boss fast, and that F100 Boss has a cubic metric sh!t-tonne of HP, so every advantage I could work into my spells was clutch.

The Rundown: Essentially, this is like playing with Legendary Hunter, but on a 3-turn timer — if you keep up with Light of Corruption, it nukes hard enough to OHK everything except Angels until about F60. By F80, you’re only using it to wear down three of five/six enemies, and you have to deal with the other three yourself, but that’s still insanely useful. Also, if you get Light of Corruption above lvl 10, it wipes one level of the Boss’ Demon Mark every hit, which means you get 12 turns to kill him instead of 9. Bonus!

There are two crucial side-task to which you must attend:

  1. Opening up Light-side shops strictly for the purpose of finding and buying an extra 10 Light crystals above your normal stores. This is so that, when you find Azazel’s Statue, you can spend those extra 10 Light Crystals into it. This will give you the special ability to keep your enemies from Reviving, which is 100% vital — those Angels are fokking nasty below F80, and even with Heavy Armor Knight, you can’t afford to have them sitting around.
  2. Opening up Dark-side shops strictly for the purpose of finding and buying ALL the extra Dark crystals you can. Every time you activate a level of Light of Corruption and you have 5 extra Dark Crystals, immediately put them into a level of Dark Crystal Core. The idea is that by the time you hit F90+, you need to have that Spell Forbidden at -50% or better, or being unable to cast will definitely kill you.

So one-star up to Farplane Ranger (lantern) on F1 before you collect the first Corpse. Then fill out Magic Bandit, then Magic Apprentice. One-star Black Mage and Wizard, then fill in Dark Master and take one level of Dark Priest. Get three stars in Novice Warrior.

Then, around F20, instead of taking Titles, dump your EP first into sculpting Thinkers. Every floor, 100 EP goes into Thinkers, and when you finish a Thinker, start another one on the same floor and put a second 100 EP into it. You will be building Thinkers until around F70. Any spare EP you build up, put into backfilling Black Mage and Wizard, then into taking one star of Knight and Knight of the Faith, then getting all three stars of Heavy Armor Knight. Either way, do those things once you’re done with your Thinkers. (If you’re not aware, every Thinker you sculpt gives you +5~10 Power and +5%~10% bonus to all damage spells. Sculpting 10 of them basically turns you into walking nuclear event.)

After that, take the +MP stars of Dark Priest so that your Implosions are extra-lethal by the time you reach the F80 boss. From about F75 on, things are going to get rough. Your Floor Strategy in the later floors is “Kill Angels with your fists if they’re alone, or Dark Ripples if they’re in pairs or more. Reveal an enemy. If it’s not a Demon of the Abyss (which are immune to Dark spells), Curse it and punch it carefully, watching your HP and the monster’s Attack and re-Cursing as necessary. If it is a Demon of the Abyss, dink around opening tiles and picking stuff up, and let the Crystal Core wear it down as much as possible before punching it out. If your HP is low, don’t let the Demon die, as it keeps you from casting for 15 turns. Instead, reveal some other enemy and hit it with Laske’s Energy Drain to heal yourself up, then let the Demon of the Abyss die.”

Even with all of this strategizing, plus a Full heal from Istantine, I still had to key-hunt my way from F91 to F99, taking advantage of a couple of Magic Lantern procs, a Lighthouse, and some dumb luck getting the key off of an Angel. I even (wounded pride) had to s/l twice (same floor) when I ended the floor facing two Demon of the Abyss in a row — the first one leaves you unable to cast, which means the second one kills your ass and you can’t heal or use any tricks to avoid it.

Contrariwise to the complexity of your Floor Strategy, your Boss Strategy is simple: Implosion once, then Laske’s until he’s about to attack, then Hex, then more Laske’s. On F90, Implosion twice. On F100, Implosion until you have no more Implosion, pausing only to Hex, then Laskes until one of you dies.

I went in to F100 with a secret treasure: a Holy Rebirth I managed to snag from a Phoenix Signet from my third level of Knight of the Faith. I was determined to not use it — and I didn’t! The fight went like this:

Implosion. Implosion. Hex. Implosion. Implosion. Laske’s. Laske’s. Activate Lightless Shield Scroll (obtained from giving zero crystals to Abaddon’s Statue) to absorb the only attack the sonofabitch was ever going to get. Laske’s. Laske’s. Laske’s. Collect prizes.

That’s the power of a maxed-out Dark Priest with six Thinkers and a Ring of Ash on his side. If I had ever found a Great Druid’s Cloak, it would have been even nastier, as my Death Ripples would have out-damaged my Laske’s at that point.

So, to all y’all out there wondering just how you’re supposed to beat the Boss of Hell Frontier, here’s one way: nuke his face so hard it comes out his ass, and laugh your way to Hell and back. 😀

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! 🙂

 

 

The Safest Way to Speedfarm Predator

Maze: Lost Temple

Purpose: Max out Predator w/cert for Fane purposes.

Mainball: Predator — I don’t want to s/l 30 a bunch whenever I lose a coinflip. Alien Helmet works whether you bring it in or find it, so this is 100% vital.

Soul Link 1: White Chess Bishop — When Vampire won’t suck, White Chess Bishop rises up to blow! …the enemies attempts at killing you out of the water.

Soul Link 2: Checkers — Predator is great at facepunching through floors, and White Bishop keeps him alive to do it, but you need a solid boss-killing tool that can get you through F80 or so in case your luck sucks. Checkers is that tool.

Melee Title: Silver Knight –> Heavy Armor Knight –> Light Paladin — You don’t care if you have to punch faces twice as often, because Bishop thrives on face punching. This makes high HP significantly better for your survival than high Attack.

Magic Title: Oracle –> Water Master –> Light Bishop — because Oracle gives more Attack, and Water Master and Light Bishop both make White Chess Bishop amazing-er.

Venture Title: Who Cares?  Never had time to get a Venture title. Probably if I did, I’d go for Great Enchanter (crucible) for the added facepunching ability.

Artifact: Armor of Light Paladin — More with the facepunching, and some Defense is clutch for taking full advantage of Bishop’s healing.

Potion: Cactus Juice — Just in case you run into a long enough string of Earth Elementals that it might suck.

The Rundown: Seriously, you just speedtap everything to death. You don’t even have to worry about Earth Elementals. Just tap tap tap tap your way to the boss, drop 3-4 Checkers Dudes, tap tap tap the boss to death, repeat. If you find it, save your PoE so that if you reach F74 or so you can jump back to F51 for more easy chances to stumble upon Predator. Keep your Alien Helmet on at all times.

Use the Altars to snag +100 EP as often as possible, and whatever else you like as you go. Fill Magic Apprentice, then fill up your Melee titles from the ground up, pausing and saving 500 EP for a free heal by taking Light Paladin when desirable. Then take one star of Oracle, max out Water Master, take Light Bishop and all three stars of +Power.

From there, you can do whatever you want, because you’re going to survive long enough to get your fragments. You can whip out this run in half an hour on average, an hour if you get mad unlucky and have to go deep despite a PoE.

Good luck!

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. 🙂