|
|
(47 intermediate revisions by the same user not shown) |
Line 1: |
Line 1: |
| {{RequiresAoD}}
| | flowchart TB A --> C A --> D B --> C B --> D |
| | |
| ''This guide is a WIP and may not be accurate nor complete!''
| |
| | |
| The following guide takes the player through the combat of the [[Atlas of Discovery Expansion]] with as little effort as possible. This guide is targeted at people who have either completed or nearly completed the base game.
| |
| | |
| Every enemy in this expansion has a [[Barrier]] health bar as well as a regular health bar. Enemies cannot be damaged in anyway until the barrier is entirely removed. '''Only familiars are able to damage the barrier.'''
| |
| | |
| Two-handed weapons are strongly recommended during the entire combat section, unless the alternative is required for [[damage reduction]] or the alternative simply does more damage. This is because the [[familiar]]'s hit-chance is based on the player's hit chance.
| |
| | |
| Since the combat portion is heavily focused on using familiars the following requirements are a prerequisite:
| |
| * {{SkillReq|Summoning|90}}
| |
| * Tortoise Dragon Synergy
| |
| | |
| The minimal and recommended requirements for every individual section is listed within the sections below.
| |
| | |
| ==Preparing for combat==
| |
| * Collecting barrier gems -> Archeology
| |
| * Making summons -> Recommend necro robes and summon setup
| |
| | |
| ==Entry barrier equipment==
| |
| (Gear doesn't matter much at this point, prefer melee because it doesn't use resources)
| |
| | |
| Get barrier touch gem from ghosts
| |
| Get Lesser Summoning Amulet from ghosts
| |
| Make ring of barrier touch
| |
| Get sapping barrier gem from vampiric bat
| |
| Get Barrier Sapping Gloves from vampiric bat
| |
| | |
| ==Golem Territory==
| |
| ===Requirements===
| |
| Ancient Stone Tablet
| |
| | |
| Required for Draining Barrier Gem to upgrade barrier sapping gloves; Get 10 gems.
| |
| Can still be done without (B) gear. Combat style doesn't matter much, assuming high stats.
| |
| | |
| '''Do not use familiar weapons, they are bad'''
| |
| | |
| ==Dungeon rush==
| |
| Clear the following dungeons once, in order, to unlock [[Cult Grounds]]. This will be the place where god armours can efficiently be upgraded into their (B) counterparts.
| |
| | |
| ===Golem Territory===
| |
| Req: Find Old Route Chart
| |
| | |
| ===Unholy Forest===
| |
| Req: Find Torn Scrolls
| |
| | |
| ===Trickery Temple===
| |
| Req: Find Lost Cursed Text
| |
| | |
| ==Upgrading to (B)==
| |
| Req: Aeris etc.
| |
| | |
| Cult ground gives gems and shards to upgrade Aeris. Upgrade one piece at a time as soon as you can to drastically speed up clear times.
| |
| | |
| Req: Melee gear.
| |
| Rec: Ragnar, big ron
| |
| Cult grounds also unlocks Cult Imps which are efficient sources of a lot of [[Barrier Dust]].
| |
| | |
| ==Melantis?==
| |
| This area is a big brick wall unless the player has already met the pre-requisites. These monsters deal very high damage and therefor require a lot of damage reduction gear and bonusses. This area also requires {{SkillReq|Archaeology|118}} and a series of items.
| |
| | |
| > List all requirements to even enter Underwater Ruins | |
| | |
| ==Underwater Ruins==
| |
| Player has a choice of killing (Mermaid Archer > Merman > Merman Guard) for very good weapon upgrades, unless the player already has better TotH gear.
| |
| | |
| UGS is recommended for Archer farm.
| |
| | |
| Alternatively, the player can do manual Underwater City for (B) armour upgrades.
| |
| | |
| ==Finishing up==
| |
| Player now has access to crystal behemoths for task + upgrade material for Arch / Carto
| |
| Underwater Ruins drops BiS gloves, Shield upgrade, task access
| |