The Safest Way to Farm (And DP Quest) in Spacecraft Ruins

Maze: Spacecraft Ruins

Purpose: Basically anything other than getting the weird one-off special easter eggs like the Ultimate Answer or the hacked money-case. (See this document for deets on those things.)

Mainball: Bounty Hunter — Gets you 2x Arrest Warrants off of the sign on F1 if you play him. Also, see the Potion below.

Link: Puppeter — The linchpin of the whole setup, Puppeteer’s automatic damage shield allows you to speed-tap your way through the first ~45 non-boss floors without giving a single f**k.

Link: Commander — Who needs to dink around with complicated, thought-provoking special abilities like those of Crusader when this brainless dolt gives you exactly what you need most — quick and dirty bosskills — without having to ponder anything?

Venture Title: Great Elf King (bow) — Snag yourself a Hunter’s Suit first, then somwhere around F41, snap up GEK(b). The function here is to reduce ranged damage by offing one of those annoying double-damage-plus-fire ranged units automatically at the beginning of each floor — this’ll keep them from eating up valuable damage-shield points that you need for the other threats.

Melee Title: Warrior (Sword Master) — Punching the boss in the face demands it!

Magic Title: Wizard (ok, Lord of Elements) — The only thing you need is Meteor Showers to reset the Boss’ resistances. If you want to go past Wizard and take Fire Master and even Lord of Elements to turn your Meteor Showers into actual offensive weapons, you totally can, but it’s unnecessary unless you just don’t see Bloody Wolf’s secret door until F81+.

Artifact: Helm of Warrior — Nothing important in the maze takes up the head slot, and more face damage vs. bosses is always helpful.

Potion: Vampire Hunter’s Potion — Slightly misnamed in that Bounty Hunter also gets double bennies from taking this puppy, too — and +6 Attack/+6 Power ain’t nothing to sneeze at. Also, that -30% enemy dodge reduction actually helps a lot when the Boss’ Spell Resistance is high (meaning his Physical Resistance is down), because it brings his Dodge up with it.

Other Items: Save all your Cogs and Golden Cogs until you get either Mechanized Legs or Alloy Riot Shield. Max both before you move on to Power Hammer. Ignore the cloak and the armor.

The Rundown: Keeping a stockpile of ~600 EP in case you come across a Cog shop, start with getting three stars in Treasure Hunter, then get the other two stars in Treasure Seeker. Bop over for three stars in Novice Warrior, then one star each of Apprentice Mage, Black Mage, and Wizard. Go back to Melee and three-star every Title between Novice Warrior and Warrior. If you run out of Meteor Showers at any time, snag another star in Wizard to restock. Somewhere around F41-45, snag Great Elf King.

The floor strategy is a little complicated. First, kill all ranged bots. Reveal an enemy, and if it’s not a Crab-Bot (the ones that gain attack as you get more of them) keep revealing more enemies. If it is a Crab-Bot, kill it. If there’s an Arm-Bot around to rebuild it, kill the Crabs until they’re all dead. Once all revealable enemies are revealed, look at the enemies that are blocking you from revealing more enemies.

  • If the blocker is an Explody-Bot and it’s attack is above 1, kill the other enemies first, then reveal the blocked enemy. If it’s attack is a threatening amount (check your damage shield to compare), use a Curse to make it go away for almost no pain.
  • If the blocker is an Arm-Bot, kill some other enemy first and then kill the entire Crab-Bot chain before removing the Arm-Bot and revealing the blocked enemy.
  • If the blocker is anything else, kill it and reveal the blocked enemy.
  • If there are no blockers (i.e. all enemies are revealed), kill them following these rules:
    • Kill Explody-Bots last.
    • Kill Arm-Bots second last.
    • Kill Crab-Bots first.
    • Other than that, anything goes.

The Boss strategy is stupidly simple: Punch x2, Icicle, punchx5, Stoneskin, Punchx3, Repeat. (Yes, that means punch x3 then punch x2, then Icicle again.) Between Commander and Warrior stars, you shouldn’t have to swing that long until F80, and you shouldn’t ever have to go that deep — you should be dropping a PoE as soon as it’ll get you back to F51 for purposes of looking for Bloody Wolf.

As long as you’re careful executing the Floor Strategy and you don’t have to wait until past F50 to get the Alloy Riot Shield, this setup is the best way to maximize safety while minimizing time-consuming decision-making. Happy farming!

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Casting Immortal Source 20 Times…as a Time Lord!

Maze: Dracula’s Castle

Purpose: Cast Immortal Source 20 times (consuming 20 Ancestral Bloods, which sucks to do.)

Main Gumball: Dwarf King — Honestly, I worked backwards here and came to the main gumball last, deciding to take Dwarf King because I wanted the Quenching Essences and I wanted the base stats of a fighter-type, which weirdly, Dwarf King totally has.

Soul Link 1: Justice Herald — This build is largely based around Justice Herald. Specifically, the interaction between Immortal Source (which at max level gives you +3 Attack, +3 Power, +30 HP, and +30 MP per cast) and Justice Herald’s percentage-based healing factor. Because I’m literally only ever using 4 Ancestor’s Bloods for raising the stats on my Relics (3 on Eternal Cup and one on Confinement Cage), every other Ancestor’s Blood I find is going to give me +30 HP (and the other nifty stat boosts as well). I intend to have so much HP that Justice Herald’s healing factor keeps up into the triple digits. We’ll see if that works.

Soul Link 2: Red Hood — Weird choice, right? Well, no. Red Hood’s power, once you have obtained Mr. Wolf’s Camouflage, basically gives you occasional nuggets of “lose some HP/MP, gain some other stat” — well, with Justice Herald doing his thing, the HP gains will vanish in the wash. Add on the MP gains from Immortal Source to cancel out the MP losses from Red Hood’s foodstuffs, and she basically turns into an ongoing stat-boosting machine to add onto my existing stat-boosting machine.

Venture Title: Holy Blacksmith — I’m starting down the Venture Title first even though it’s not my main Title, because the single most important thing for making this build even vaguely effective into the late game is being able to craft Great Druid’s Cloak (followed later by Ash Ring and even later by Starmoon Pendant). I took one star of Treasure Seeker, one star of Explorationist, one star of Blacksmith, all three stars of Royal Blacksmith, one star of Holy Blacksmith, then back to fill in the rest of Blacksmith.

The idea here is to buy every treasure worth 50 EP or less out of every shop, then disenchant it all for Quintessence progress and net EP gain once we get three stars each in Royal Blacksmith and Blacksmith.

The Great Druid’s Cloak makes Dwarf King’s proc absolutely lethal, and gives all those Lightning Bolts and Fireballs the ability to clear ranged mobs with one cast until well into the depths. Also, importantly, wearing it and having a solid Power will let you kill the Boss with Holy Bolts in very little time.

Melee Title: Knight –> Fighter — After snagging the first level of Holy Blacksmith, I took all three stars of Novice Warrior and the first star of Knight. Then I went for the first three stars of Apprentice Mage, and came back for the first stars each of Silver Knight and Royal Knight. Then I paused to do the first step of the Mage stuff below, then came back to pop the first level of Fighter in time for the F60 boss.

The reasoning here is twofold: first, the HP gain from Knight boosts Justice Herald’s regeneration factor even more. Second, we have Great Druid’s Cloak-powered nukes and Thor’s Hammer for cleaing floors — we need s solid plan for clearing bosses. Fighter will give us that.

Magic Title: Time Lord — Yep! I decided not to wait for Templar. I have been griping about Time Lord for a long time now, and I realized that I hadn’t tried to play one since before I had unlocked Bloody Fortress. It was time to try again, but with a lot more experience under my belt. Between Royal Knight and Fighter, I paused to take one star each of White Mage and Priest, then maxxed out Air Master for bigger Thor’s Hammering.

After the F60 boss (and it’s attendant levels of Fighter), I maxxed out Priest for the Power boost, then took Time Lord and all three of its Power stars, because I felt in my bones that I had a Portal of Earth dropping soon, and I wanted to be ready. As it turns out, I was right — my one and only PoE dropped on F64, and I used it on F69 — 24 floors back to floor 45 I went. Oh, but I forgot a part:

Dragon Title: Evil Dragon — I was fortunate enough to stumble upon the Dragon Title wish, and I took one star each of Wyvern Bloodline and Primary Dragon Bloodline right before I took my first star of Time Lord. Why? Another 10% bonus HP, of course! 🙂

On my way re-down from F45 (post-PoE), I filled in the other two stars of Knight, the other two stars of Wyvern, the other two stars of Primary Dragon, and took one level each of Medium, Advanced, and Evil Dragon — in the name of MASSIVE HP, with a side helping of “hey, Fighter + Evil Dragon sounds like a downright great way to slaughter that damn Bone Dragon, eh?” Then I took all three Attack-granting stars of Fighter.

By the time I quit on F80, I had taken all 3 HP stars of Time Lord, all 3 HP stars from Holy Blacksmith, all three HP stars and both Artifact stars for Fighter.

Other EP Spending: I purchased every single Ancestor’s Blood and every single Shadow Stone that showed up. This meant I *always* kept a stock of 750ish EP in reserve just in case another opportunity arose.

Artifact: Helmet of Fighter — Well, we’re punching faces, we’re taking Fighter, and the HP bonus helps Justice Herald do his thing. Oh, and we don’t have a helmet coming in from Red Hood, Holy Blacksmith, or Dracula’s Castle in our plan. Kind of a nice coincidence.

Potion: Whale Oil — because you know it’s all about that base ’bout that base: base HP, that is.

Relics: Eternal Cup, Confinement Cage, Talking Puppet — And here is where this build gets meaty as f**k. By the time I used my one and only PoE, I had cast 8 Back in Times (5 on floor 39 and 3 on floor 59), and 17 Immortal Sources, for a total of +51 Attack and Power and +510 HP and MP. That’s 76 HP per floor I wouldn’t otherwise have been gaining from Justice Herald! After I had maxed out all of these at +10, I started keeping my eye out for a Mutu’s Belt, just because I had over a hundred Essence Blood just sitting around, and I figured I could spend 1 Ancestor’s Blood to activate the first-level 15% heal for 5 Essence Blood. Unfortunately, I never found one. 😦 The Talking Puppet I kept because I figured an extra 25% boost to all damage spells would play nice with Great Druid’s Cloak.

Other Gear: I obtained Red Hood’s set fairly early and used it until I quit, just because I was busy disenchanting everything else for Quintessence and I kind of like randomly casting Frog. 🙂 I crafted my Great Druid’s Cloak somewhere in the mid-50s, and Ring of Ash on F79 right before the final showdown with the F80 boss. (Reach floor 80 was the last DP quest that I was going to be able to get on this run, so I quit there. I could have gone much farther had I been patient and played well — I had a metric asstonne of resources untouched — but my goal was not depth, just DP.)

Final Notes: Yeah, I literally never once used the actual class feature of Time Lord. Literally never. Not even by accident. What I did do was cast not just 20, but a ridiculous 28 Immortal Sources. With all of the HP stars, the Immortal Sources, the +20% HP bonus from Knight, the other +20% HP bonus from Primary Dragon, and all of the normal HP gain, I ended the run with 3,391 HP. Also, 2,115 MP, 199 Attack, and 183 Power — before any buffs. Turns out gaining 508 HP just for going down a floor (and that’s just from Justice Herald; I also had HP gains from Priest, Silver Knight, and Medium Dragon pouring in) is pretty good. 😀