Taking Abyss to F100 Farming Ancient Arena

Maze: Ancient Arena

Purpose: To finish the Honor Quests “Reach Floor 100 with Abyss Roar” and “Fill in Holy Rune Master.” Oh, also, farm the hell out of the Ancient Arena’s audience members.

Main Gumball: Shadow Assassin — We’re going to F100, so I’m pulling out all the cheese stops on this one.

Soul Link 1: Vampire — ALL the cheese stops. With Death Ripples killing most of the foes and Life Drain sucking HP back from the few we do have to attack, we’re going to waltz through the floor mobs all the way down.

Soul Link 2: Mutant no. 5 — So, we need something we can do against the boss, too. Timestill On a Stick sounds like a great idea, and it’ll let us heal up by punching floor-mob faces without counterattacks on the lower floors, too.

Melee Title: Dark Arbiter — Obviously. 40% Death Ripple from Shadow Assassin, 20% Death Ripple from Assassin’s Mask, and 40% Death Ripple from Dark Arbiter means literally every facepunch comes with a Death Ripple. Every. Single. One. That’s bork as furk.

Magic Title: Dark Priest — Because double damage and extra Death Ripple effect is what this build is all about.

Venture Title: Holy Rune Master — Because double damage and extra Implosion effect is a good way to hurt bosses, but Implosions don’t come often enough, so we’ll make our own.

Artifact: Gloves of Dark Arbiter — Because the artifact’s stars give you a second 50% chance to do double damage with Death Ripple (at 2 stars, which is all I have right now). I never actually bothered to sit down and determine whether the two chances stacked (i.e. my Ripples were always doing double damage), or they were independent (and doing quadruple damage 25% of the time and double damage 50% of the time).

Potion: Mixture of Light and Dark — I’ll never understand why Abyssal Rum gives +20% to Fire and Dark and then no other stats, where Mixture of Light and Dark gives you +20% to Light and Dark…and then also +2 Power and +30 MP. Is Light that much weaker than Fire?

Other Gear: I have to admit, I got lucky with gear on this run. By the end, I was wearing almost entirely six-star gear: Istantine, Melee Master’s Gloves, Consul’s Armor, Starmoon Pendant…but the thing that really made it shine was landing the Great Druid’s Cloak from the F60 boss. Without that, I probably would have died somewhere near F85. With it, I cleared those last 15 floors nicely.  My only two low-end bits of gear were Nether Boots — which don’t count, I disenchanted four or five higher-star boots because I wanted that +25% to Death Ripple — and a Ceremony Ring. Yeah, I literally never found a ring except that and about seven Rune Rings.

The Run Down: I ran straight up to Dark Arbiter and maxed out the +Ripple Chance star before I touched any other class. Then it was up to Dark Priest (through Conjurer to keep MP up) and all three +Death Ripple Effect stars in that and then the same from Dark Arbiter. Then I took the two Artifact Stars for Arbiter, then went and backfilled all the lower Magic titles and all the lower Melee titles in that order.

Then it was a straight shot to Holy Rune Master, and maxxed out the damn thing entirely for the XP. Next was a backfill of all the Venture Titles, then my one PoE from F79 to F55. Then I got the rest of Dark Arbiter filled in, and finished off Dark Priest by F83.

I purchased every single Shaman’s Ear I could find, and used them liberally during Arena fights to kill the audience — down to about F65; after that, it was easy to kill the audience by punching the enemy a bunch. For most battles afterward, I actually went ahead and took my Gloves of Dark Arbiter off to lower my Attack so that I could get more Death Ripples off before the enemy died. Got all of 2 gems from killing the audience, but I did manage to pull off the whole Panda-wine Oriental-shrine thing, so that more than made up for it. 🙂

The basic floor strategy was drop-dead simple: reveal as many enemies as possible, punch the one with the lowest Attack, repeat. Arena doesn’t have a lot of complex baddies, so it didn’t need to be anything but that.

The boss strategy was almost as simple: Electrostatic Field, Disrupting Ray, punch face until dead…until F60. Then it became Field, Aurora Barrier, Disrupting Ray, punch face until dead…until F80. Then it was Electrostatic Field, Aurora Barrier, Disrupting Ray, Implosion until dead (s/l once when I really needed the Dark Priest’s crit to go off and it didn’t.) The F90 boss took a Shaman’s Ear before each Implosion and three Holy Rebirths, and of course I didn’t even try to fight the F100 boss. XP accomplished, run over, done deal. 🙂





Maxing the Unused Relics of Dracula’s Castle w/ Vampire Hunter

Maze: Dracula’s Castle (or as my son insists on calling it, Dracula’s Closet.)

Purpose: Maxxing out my as-yet-unused relics — Nibelungen Spear, Mutu’s Skin, and Talking Puppet (Ring, Belt, Necklace) — while hopefully clearing all of the secondary DP quests related to them as well (i.e. ‘puppet kills stuff,’ ‘Cast Annihilation Bomb 20x”, etc.)

Main Gumball: Vampire Hunter — Normally, Hunter would be a link because he doesn’t actually do anything better as main than as a link, but I haven’t fully-fed the other two gumballs seeing as I unlocked them both yesterday, so my fully-fed VH had to be main. His purpose is twofold: one, get 3x Blood per floor using his Blood Contract, and two, get 20% counterattack-avoidance through his Cape.

Soul Link 1: Red Dragon — His skill lands 50% of the time and prevents the enemy from counterattacking for 3 turns. You’re probably starting to get the gist here. And yes, if you don’t want to spend the gems on Red Dragon, you can get an essentially identical effect by taking Predator and keeping your HP above 50%.

Soul Link 2: Mutant no. 5 — His skill gives 33 energy per floor, and consumes 50 energy to cast a 3-round Timestill. This means 3 enemies killed with no counterattack on a normal floor, or 3 more rounds of beating Boss face without getting counterattacked or attacked. Massive amounts of win here.


Venture Title: Rune Master –> Weapon Master –> Great Swordsmith I really wanted to go with Night Walker –> Elf Ranger –> Great Elf King here, to make the Puppet more viable, but ultimately the allure of even more counter-attack-reduction by going Rune Master into Great Swordsman proved irresistable. That said, I didn’t take any of this until I had first obtained 3 stars in Intern Warrior, and 3 stars in Magic Apprentice, for the counter-attack reduction and the full spell use respectively. Then I took one star each of Treasure Seeker (the new name for Fortune Finder, sadly), Explorationist, Rune Master, Weapon Master, and Great Swordsmith.

Magic Title: Wizard –> Conjurer –> Planar Prophet — I knew I would need a big PoE or two to max out multiple Relics, and I wasn’t taking Genie or Future Cat, so Planar Prophet would have to be it. I took one star each in Black Mage, Wizard, and Conjurer, maxed out Earth Master, went back for 3 stars worth of Warrior (which was a mistake, see below) b/c my Attack was too low…and then ended up needing to PoE earlier than I expected, so I took one level of Planar Prophet to get said PoE and said bye-bye to floor 59. (I never saw another PoE, either.)

Melee Title: Magic Warrior –> Dragon Warrior –> Hell God of War — Man, did I screw this up. I had totally planned to go Silver Knight –> Armored Knight –> Titan Knight to take advantage of my Earth Mastery but far more importantly to get my HP up high enough that the 35% heal from a maxxed-out Mutu’s Skin would be enormous. Instead, I unthinkingly took 2 levels of Warrior and promptly went down a floor, sealing myself into the top half of the Melee tree. 😦 If I could do this run again, I would 100% stick with my original plan.

Artifact: Boots of Titan Knight — I already had the Necklace, Ring, and Cloak slots filled up with Relics, so I figured I might as well do something relevant with the Boots slot since none of my Gumballs nor the Maze would fill it usefully. Also, more Dodge plays nicely with the basic idea of “let’s not get hit by anything ever.”

Potion: Vampire Hunter’s Potion — I figured as long as I was taking VH main, I should get an easy +6 Atk and Power out of it. Also, reducing the Dodge of those annoying-ass Bats by 30% was a pretty decent side benefit.

Relics: Nibelungen Spear, Mutu’s Skin, and Talking Puppet (with Vampire Hunter’s Cloak) — The Spear gives Power and ignores more enemy Dodge, so those damn Bats were doing down.  The Annihilation Bomb was pretty damn sweet, too, making short work of the Vampire Lords.

The Talking Puppet gives +MP and a boost to Damage Magic, which I didn’t make much use of. Mostly, it was there for the Puppet. The Puppet’s abilities grow significantly with each level of Ancestral Power. At first, it has a chance to crit for 200% damage. Then it gains the ability to Curse the enemy, which is a huge boost to its survivability. Finally, it gains a healing ability that makes it near-certain to survive to the end of the floor.

Mutu’s Skin is great for healing up, especially when you get hit as infrequently as I did. +12 HP per kill is nothing to be sneezed at, and the bonus to Recovery magic made it actually useful in the later game despite my low Power. The Cell Regeneration ability was nuts, and gave me plenty of reasons to stick with Vampire Hunter’s Blood Contract as my Accessory even into the later floors. I don’t think I’d ever take this Relic without Vampire Hunter in my group, but with VH, it’s amazing. Once you get your Relics to +10 each, the Blood Contract+Mutu’s Skin combo keeps your life ridiculously high.

Other Gear: I ended up running with Killer’s Sunglasses forever just because of the added chance to loot Essence Blood, and the Black Jacket because nothing better came up.

Floor Strategy: Kill all ranged mobs, using spells if I’d take more than 3 hits before they died. Then the path forks. If you have a Magic Dust and a maxxed-out Talking Puppet, use it. There’s no real benefit to waiting. Let your Puppet kill as much as it can before continuing.

Next, if you’re on a floor ending in 7 or less and your Timestill-on-a-stick is full, start revealing enemies. If you see a Werewolf, kill it on the spot — you don’t want it’s attack growing. Once you’ve revealed all of the other enemies, hit Timestill and kill the ones with the biggest attack while time is still.

Otherwise (making sure that at least a couple of tiles are open to receive summoned Zombies) open up one enemy at a time and kill them one at a time, pausing only to allow the summoners to summon their two Zombies. Then kill the Summoner, then the Zombie with less attack, then the other one. Everything else, punch down as soon as you see it.

To deal with Vampire Lord, hit him with Annihilation Bomb if you can, then punch him down while he’s stunned. Otherwise just punch him out.

Drop a heal if you get low on HP, starting with Cures, then using Mutu’s Skin if you’ve maxed it out, then Divine Favor, then Restoration.

Boss Strategy: Round-by-round:

  1. Electrostatic Field
  2. Disrupting Ray
  3. Holy Bolt
  4. Icicle
  5. Bless
  6. Punch
  7. Punch
  8. Timestill-on-a-stick or actual Timestill
  9. Blade of Ruin or Bless
  10. Punch
  11. Punch
  12. Stoneskin
  13. (start over from 1)

If for some reason you get hit by the Dragon’s breath, immediately use Divine Favor — that Corrosive bullshit ain’t no joke.

Final Notes:  First, Mutant no. 5 is f**king BADASS. Timestill-on-a-stick is an amazing tool to give a melee beast. It’s actually sweet enough that I’m already plotting a Time Lord build (yep!) for when I get the last 5 fragments I need for Templar. 🙂

Second, my screwup taking Warrior over Knight was real bad. Totally screwed over my intended long-range survival mechanism of ‘Mutu’s Skin with mad HP’. So the instant I managed to get my 3 Relics leveled up to max (floor 69), I quit. If I had taken my intended path to Titan Knight, I could have easily taken it another 11 floors just for the DP. Next time, Dracula! Next tiiiiiiiimmmmmmmme….!