User:Toadmilk/Combat Guide/Atlas of Discovery

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Revision as of 14:40, 28 July 2024 by Toadmilk (talk | contribs) (Added in the barrier guide and updated/added icons still need to do the dungeon one tho)

Introduction

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. Completion of at least the Air God Dungeon is recommended to follow the largest portion of this guide.

This Guide is NOT designed with the Ancient Relics Game Mode in mind. Players looking for more information about that Game Mode should visit the Ancient Relics Guide.

A simplistic order for completing   Combat:

  1. Find   Torn Chart
  2. Excavate   Ancient Market to get some starting gear
  3.   Blind Ghost
  4.   Vampiric Bat
  5. Find   Ancient Stone Tablet
  6.   Golem Territory
  7. Find   Old Route Chart
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    Unholy Forest
  9. Find   Torn Scrolls
  10.   Trickery Temple
  11. Find   Lost Cursed Text
  12.   Cult Grounds
  13. Upgrade god gear to (B)
  14. Discover   Melantis
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    Mermaid Archer
    ,
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    Merman
    ,
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    Merman Guard
  16.   Underwater City

Barrier Combat

The primary mechanic added to the game in   is   Barrier, a powerful shield that is entirely immune to player attacks while active. In order to break barriers, the player must utilize

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Summoning

Familiars that deal damage such as the

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Golbin Thief

or

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Unicorn

.

Since the combat portion is heavily focused on using familiars the following is strongly recommended:

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    Level 90
  •   Tortoise  
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    Dragon

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. Two-handed weapons generally have a higher hit chance and because the familiar's hit-chance is based on the player's hit chance, the higher the hit chance, the better.

Because the combat mechanics in this expansion are rather complex, and minor changes in enemy, equipment and player stats can make specific items better or worse it is always recommended to use the Combat Simulator to verify how to get the most kills per hour or drops per hour.

Throne of the Herald Expansion

Skip this section if you plan to progress   content before  .

Having progressed through most of   Throne of the Herald's combat will make   combat significantly easier. This is due to the huge damage increase in the   Spectre     Spider compared to

  Tortoise  
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Dragon

, the summon set from

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Necromancers Palace

and the endgame weapons from

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Golden Cloud Mountains

.

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Familiars

The highest damage familiar synergy for   and   is:

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Gear

Ensure you have the following from

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Necromancers Palace

, this will be BIS save for a few items near the end of  :

Collect the three weapons from

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Golden Cloud Mountains

as these are the BIS for most   encounters:

Acquiring the   Superior Max Skillcape will also be helpful.

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Prayers

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Battleborn

is goated. For your second prayer you will be using

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Valor

/

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Avidity

/

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Divination

for clear speed or

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Holy Aegis

for damage reduction.

  Potions

Use   Damage Reduction Potion IV if you need damage reduction and   Penetration Potion IV if you don't (assuming

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Waterfall Crossing

is built).

  Consumables

Make sure to run in Combat Simulator to find out what to use! These are just recommendations.

Atlas of Discovery Combat

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Preparing for combat

Required:

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    Level 6
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    Level 5
  • Find   Torn Chart

Recommended

Unlock the Ancient Market digsite and upgrade the map to perfect. It's heavily encouraged to also refine the map and get the +1 artifact bonus. Although it is possible to reduce the Tiny Artefact weight by 10, this generally isn't required as not that many barrier gems are needed for the entire combat portion.

From the Ancient Market, collect a whole bunch of barrier gems. These are needed to make Tortoise familiars. These are a must have for all the combat in this expansion. Depending on how many tablets you can make at once, and the preservation chance, more barrier gems should be obtained. 1,000 - 5,000 gems is a good number to aim for, depending on the previous factors.

Make Tortoise tablets and an equal amount of Dragon tablets. If possible use the Necromancer outfit, Old Summoning Amulet and the Signet Ring for more tablet output. Equip both the Tortoise and Dragon tablets. These will be used throughout the expansion!

   Entry barrier equipment

Requirements:

Recommended

This portion of the guide aims at getting the very entry barrier equipment items, outside of the familiars of course. Gear doesn't matter much at this point, so prefer melee because it doesn't use resources. Use the melee weapon that provides the highest hit-chance.

  1. Get the   Barrier Touch Gem and   Lesser Summoning Amulet from   Blind Ghost.
    1. Optionally kill 100 of these for the Township task.
  2. Make a   Ring of Barrier Touch and equip it.
  3. Get a   Sapping Barrier Gem and   Barrier Sapping Gloves from   Vampiric Bat.
    1. Optionally kill 100   Slime Shooter for the Township task.

  Golem Territory

Requirements:

  • All items obtained in the previous section.
  • Find   Ancient Stone Tablet
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      Level 35
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      Level 24

Recommended

For this dungeon, we still do not require any specific (B) armour. Use the familiars made earlier and let them do most of the work. Make sure whatever equipment you are wearing doesn't result in death, and whatever weapon you are using should once again provide the highest hit-chance that you can find. Melee again works fine for this dungeon, as it doesn't consume runes or ammunition.

Optionally, a Summoning or Maximum Skillcape can be worn to save some familiar tablets, but is by no means required.

Run this dungeon until you have obtained 10   Draining Barrier Gem to upgrade your gloves into   Barrier Draining Gloves. The Township Task associated with this dungeon will also provide 3 gems.

All other items/loot received from this dungeon can be ignored. Do not use the familiar weapons. Unless the player is using very inaccurate and/or low level weapons, these will result in significantly lower clears per hour.

File:Dungeons.png Dungeons Dungeon Rush

The goal of this section is to unlock the Cult Grounds dungeon as fast as possible. The following two dungeons have to be completed once in order to unlock Cult Grounds. Starting from Trickery Temple the combat difficulty starts ramping up quite a bit!

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Unholy Forest

Requirements

  • All items obtained in the previous section.
  • Complete   Golem Territory
  • Find   Old Route Chart
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      Level 65
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      Level 80

This dungeon can be completed with ease, by using the same equipment as the previous dungeon. For instance, Ancient Armour will be more than enough to clear this dungeon. Just make sure you have enough damage reduction (combined with hitpoints) to survive the dungeon once. Melee is recommended to benefit from the combat triangle.

  Trickery Temple

Requirements

  • All items obtained in the previous section.
  • Complete
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    Unholy Forest
  • Find   Torn Scrolls
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      Level 90
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      Level 80

The monsters in the trickery temple deal a lot more damage than previous dungeons. On top of that, the enemies there have a reflect mechanic (where part of the damage the player deals is inflicted back upon the player), and a mechanic where the enemies' max hit is based on the player's max hit. All enemies in this dungeon are also magic-based. It is therefore highly recommended to use the ranged combat style, preferably with javelins or throwing knifes to lower the player's max hit, but at the expense of clear time.

Although the Trickery Temple also drops   Barrier Exalted Shard and   Siphoning Barrier Gem, due to the reflect and max hit mechanic, the Cult Grounds dungeon is preferred, as the player can focus much more on dealing damage, rather than having to deal with the max hit mechanic.

Even with throwing knifes the reflect and enemy max hit still become very high. Always make sure to use the combat simulator beforehand to ensure you are not going to die! Alternatively, you can also do one clear by manual eating.

  Upgrading to (B)

This section is about clearing and effectively farming the   Cult Grounds dungeon and monsters for   Barrier Dust. The player can progressively upgrade their Aeris God armour pieces to increase the kills per hour with every item upgraded.

Requirements

  • All of the requirements mentioned above.
  • Complete   Trickery Temple
  • Find   Lost Cursed Text
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      Level 82
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      Level 80

Continue using your Aeris God armour setup for this dungeon. These monsters do not have the mechanic where they base their max hit off of the player's max hit, a crossbow with bolts can be used. As soon as enough   Barrier Exalted Shard and   Siphoning Barrier Gem have been obtained to upgrade the first item, it is advised to go collect barrier dust. All of the individual armour pieces have the same passive effect, so the order in which they are upgraded doesn't matter. Start with the armour piece that costs the fewest Barrier Shards and Siphoning Gems.

Item Upgrade Cost
     4   Barrier Exalted Shard
2   Siphoning Barrier Gem
     10   Barrier Exalted Shard
5   Siphoning Barrier Gem
     6   Barrier Exalted Shard
3   Siphoning Barrier Gem
     5   Barrier Exalted Shard
5   Siphoning Barrier Gem

Once enough upgrade materials have been obtained, depending on the gear the player has, kill either

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Cult Imp

or

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Cult Member

. The benefit from killing Cult Members for barrier dust, is that only the Aeris set needs to be upgraded for maximum effect. However, the Cult Imp can potentially drop more barrier dust in a given hour. Especially if the player is using   Big ol Ron. Terran God armour is also required in the next sections of the guide.

Collect enough barrier dust to obtain 2,000   Imbued Dragonite Bar. Upgrade your armour piece and move back to the Cult Grounds dungeon until enough materials have been obtained for the next upgrade. Repeat this cycle until the full Aeris armour has been obtained. Finally, also upgrade a pair of   (U) Ancient D-hide Vambraces as they are slightly better than the previously used Barrier Draining Gloves.

Recommended starting gear is similar to that of the previous dungeon. Be sure to double check the amulets and rings that offer damage and familiar damage bonus after every (B) Aeris upgrade, as what results in more kph can change!

The following gear is starter gear to farm cult imps for barrier. If you do not have Big ol Ron, simulate how many barrier dust you are receiving with your alternative, and potentially use ranged on cult members instead. It is recommended to upgrade the melee armour used, with a preference for upgrading Terran. This is because the extra Damage Reduction is required for the   Underwater Ruins. The equipment below will result in roughly 2,400 barrier dust an hour. More or less can be obtained depending on the actual gear and other bonusses used. The amount of barrier dust an hour rises to around 3,100 with Terran fully upgraded to (B). Depending on your choice in the next section, you do not need to fully upgrade Terran.

Again, Terran gear is recommended over Ragnar with the assumption that this will be (partially) upgraded into (B).

It is advised that the player stays at Cult Grounds until the   Summoner's Blessed Ring is obtained. This is also a good time to go back to

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Magic Mirror

with the gear recommended here since the   Trickery Mirror is required for the next section. With fully upgraded Aeris (B) and the other barrier damage items, it shouldn't be a problem at all taking these down much faster than before. Lastly, if the player has finished

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Into the Mist

at least once, and thus has obtained the passive slot, it's a good idea to go for another item. The   Barrier Burn Shield from the Trickery Temple can be used in the passive slot for a lot of extra barrier damage, which will be useful because enemies from now on have a lot more barrier health.

  Melantis?

This section is about unlocking the final combat zone and dungeon from Atlas of Discovery.

Requirements

Melantis is a Point of Interest that first needs to be discovered to unlock the   Underwater City and   Underwater Ruins dungeon and combat area.

The player first needs to find   Melantis Clue 1 from the   Monuments dig site and follow a trail of clues. Alternatively, you can look for the solution here.

  Underwater Ruins

Requirements

  • Have followed this guide up until this point, or have obtained all relevant items mentioned in this guide.
  • Discover   Melantis

Recommended

The   Underwater Ruins contains 4 enemies of which 3 drop weapons that are potentially an upgrade. The monsters also all drop plenty of   Barrier Dust, which allows for easy upgrading of the remaining god armours that haven't been upgraded yet.

The player has a choice of killing the following monsters:

These monsters and their drops can be obtained in order, since they are all one part of the combat triangle. For example, the Mermaid Archer can be killed for the longbow, which can then be used on the Merman for the staff which then can be used to obtain the trident from the Merman Guard.

It is strongly recommended to start this section with the Ultima Godsword and killing Mermaid Archers. This is because the Ultima Godsword is a very strong weapon, and the Engulfing Vortex Longbow resulting from this is also a very strong weapon.

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Mermaid Archer

The following gear is recommended for the Mermaid Archer, since she has a very high max hit. Getting the Ultima Godsword is highly recommended to start killing Mermaid Archers. Alternatively, Merman Guards can be killed first to obtain the Hasty Trident.

The gear below assumes an optimal situation for the gear that is available at this point. When diverting from this gear, be sure you have auto-eat threshold and damage reduction to idle this enemy!

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Merman

The best weapon, by far, for killing Mermans is the Engulfing Vortex Longbow. Therefor it is suggested to get this bow from Mermaid Archers before killing Mermans. Mermans have a significantly lower maximum hit. As a result, the player needs a much lower auto-eat threshold and damage reduction. It is suggested to use a   Ranged Strength Potion IV or   Diamond Luck Potion IV, whichever results in more kills per hour.

The gear below assumes an optimal situation for the gear that is available at this point. When diverting from this gear, be sure you have auto-eat threshold and damage reduction to idle this enemy!

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Merman Guard

Merman Guards can be killed with the   Cloudburst Staff or the   Water Pulse Staff effectively. However, because the Water Pulse Staff provides 8% extra damage reduction over the Cloudburst Staff, a player would need more hitpoints and more damage reduction to idle this enemy effectively.

Additionally, since the Water Pulse Staff cannot miss, a   Magic Damage Potion IV can result in more kills per hour over the Cloudburst Staff.

The gear below assumes an optimal situation for the gear that is available at this point. When diverting from this gear, be sure you have auto-eat threshold and damage reduction to idle this enemy!

  Underwater City

Requirements

Recommended

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    Level 99
    for the   Relic Shield
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    Piety
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    Battleheart
  • Agility obstacles that provide damage reduction

The enemies, and especially the

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Nagaia

hit very hard in this dungeon. A lot of damage reduction is required in order to idle this dungeon without dying. Alternatively, the player can return after having progressed through the   Throne of the Herald expansion. Having more hitpoints or other damage reducing and damage inflicting bonusses can greatly speed up the clear times of this dungeon. The Relic Shield is preferred over the   Earth Layered Shield, because it offers 4% more damage reduction at

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Level 90

and above. Alternatively the   Devouring Barrier Shield can be used, once the upgrade item has been obtained from this dungeon. However, the player should check if the 4% reduction in DR doesn't result in death. The   Eradicating Gloves (m) should be equipped immediately when obtained from this dungeon. Clearing the Underwater City dungeon provides 1   Barrier God Shard every time it is cleared. These can be used to upgrade (B) god armours into their respective (C) armours. These can then be used to very effectively clear

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Crystal Depths

for   Crystal Binding Dust if the player hasn't already done this.

The gear below assumes an optimal situation for the gear that is available at this point. When diverting from this gear, be sure you have auto-eat threshold and damage reduction to idle this enemy!