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{{RequiresAoD}}


{{Disclaimer|In {{Icon|Ancient Relics}} mode, dungeons only require prior dungeon completion.}}
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.
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.''' Starting from the [[Trickery Temple]] dungeon, enemies also regenerate 25% every 7 attack turns.
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.
Since the combat portion is heavily focused on using familiars the following is strongly recommended:
* {{SkillReq|Summoning|90}}
* {{Synergy|Tortoise|Dragon}}
In case the {{Icon|Throne of the Herald Expansion|notext=true|img=TotH|}} [[Throne of the Herald]] expansion is owned, the following is a better alternative:
* {{SkillReq|Summoning|115}}
* {{Synergy|Spectre|Spider}}
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.
The minimal and recommended requirements for every individual section is listed within the sections below.
==Preparing for combat==
'''Required:'''
* {{SkillReq|Archaeology|6}}
* {{SkillReq|Cartography|5}}
* Find {{ItemIcon|Torn Chart}}
'''Recommended'''
* {{ItemIcon|Old Summoning Amulet}}
* {{ItemIcon|Ring of Summoning}} or {{ItemIcon|Aorpheat's Signet Ring}}
* {{ItemIcon|Necromancer Hat|notext=true}}{{ItemIcon|Necromancer Robes|notext=true}}{{ItemIcon|Necromancer Bottoms|notext=true}}{{ItemIcon|Necromancer Boots|notext=true}} Necromancer outfit
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 Gem|barrier gems]] are needed for the entire combat portion.
From this 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''':
* Discover {{POIIcon|The Eye-Conic Cave}}
* Any combat equipment.
'''Recommended'''
* {{ItemIcon|Old Summoning Amulet}}
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.
# Get the {{ItemIcon|Barrier Touch Gem}} and {{ItemIcon|Lesser Summoning Amulet}} from {{MonsterIcon|Blind Ghost}}.
## Optionally kill 100 of these for the [[Township/Tasks#Atlas_of_Discovery| Township task]].
# Make a {{ItemIcon|Ring of Barrier Touch}} and equip it.
# Get a {{ItemIcon|Sapping Barrier Gem}} and {{ItemIcon|Barrier Sapping Gloves}} from {{MonsterIcon|Vampiric Bat}}.
## Optionally kill 100 of these for the [[Township/Tasks#Atlas_of_Discovery| Township task]].
==Golem Territory==
'''Requirements''':
* All items obtained in the previous section.
* Find {{ItemIcon|Ancient Stone Tablet}}
** {{SkillReq|Cartography|35}}
** {{SkillReq|Archaeology|24}}
'''Recommended'''
* {{ItemIcon|Summoning Skillcape}} or {{ItemIcon|Maximum Skillcape}}
* {{ItemIcon|Pure Crystal 2H Axe}}
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 {{ItemIcon|Draining Barrier Gem|}} to upgrade your gloves into {{ItemIcon|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.
==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!
===Unholy Forest===
'''Requirements'''
* All items obtained in the previous section.
* Complete {{ZoneIcon|Golem Territory}}
* Find {{ItemIcon|Old Route Chart}}
** {{SkillReq|Archaeology|65}}
** {{SkillReq|Cartography|80}}
This dungeon can be completed by 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 {{ZoneIcon|Unholy Forest}}
* Find {{ItemIcon|Torn Scrolls}}
** {{SkillReq|Archaeology|90}}
** {{SkillReq|Cartography|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 [[Ranged#Javelins|javelins]] or [[Ranged#Throwing_Knives|throwing knifes]] to lower the player's max hit.
Although the Trickery Temple also drops {{ItemIcon|Barrier Exalted Shard}} and {{ItemIcon|Siphoning Barrier Gem}}, due to the reflect and max hit mechanic, the Cult Grounds dungeon is prefered, as the player can focus much more on dealing damage, rather than having to deal with the max hit mechanic instead.
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.
{{Equipment/Recommended
|style = Ranged
|helm1 = Aeris God Helmet
|body1 = Aeris God Platebody
|legs1 = Aeris God Platelegs
|gloves1 = Throwing Power Gloves
|gloves2 = Barrier Draining Gloves
|gloves3 = Aeris God Gloves
|boots1 = Aeris God Boots
|neck1 = Lesser Summoning Amulet
|ring1 = Deadeye Ring
|ring2 = Ring of Barrier Touch
|cape1 = Maximum Skillcape
|cape2 = Ranged Skillcape
|cape3 = Cape of Ranged Preservation
|weapon1 = Ancient Throwing Knife
|weapon2 = Dragon Throwing Knife
|shield1 = Shield of Ranged Power
|shield2 = Scaled Shield
|consumable1 = Ranged Hinder Scroll
|passive1 = Old Summoning Amulet
}}
==Upgrading to (B)==
This section is about clearing and effectively farming the {{ZoneIcon|Cult Grounds}} dungeon and monsters for {{ItemIcon|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 {{ZoneIcon|Trickery Temple}}
* Find {{ItemIcon|Lost Cursed Text}}
** {{SkillReq|Archaeology|82}}
** {{SkillReq|Cartography|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 {{ItemIcon|Barrier Exalted Shard}} and {{ItemIcon|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.
{| class="wikitable"
|-
! Item
! Upgrade Cost
|-
| {{ItemIcon|Aeris God Helmet|notext=true}}{{ItemIcon|Glacia God Helmet|notext=true}}{{ItemIcon|Terran God Helmet|notext=true}}{{ItemIcon|Ragnar God Helmet|notext=true}}
| 4 {{ItemIcon|Barrier Exalted Shard}}<br> 2 {{ItemIcon|Siphoning Barrier Gem}}
|-
| {{ItemIcon|Aeris God Platebody|notext=true}}{{ItemIcon|Glacia God Platebody|notext=true}}{{ItemIcon|Terran God Platebody|notext=true}}{{ItemIcon|Ragnar God Platebody|notext=true}}
| 10 {{ItemIcon|Barrier Exalted Shard}}<br> 5 {{ItemIcon|Siphoning Barrier Gem}}
|-
| {{ItemIcon|Aeris God Platelegs|notext=true}}{{ItemIcon|Glacia God Platelegs|notext=true}}{{ItemIcon|Terran God Platelegs|notext=true}}{{ItemIcon|Ragnar God Platelegs|notext=true}}
| 6 {{ItemIcon|Barrier Exalted Shard}}<br> 3 {{ItemIcon|Siphoning Barrier Gem}}
|-
| {{ItemIcon|Aeris God Boots|notext=true}}{{ItemIcon|Glacia God Boots|notext=true}}{{ItemIcon|Terran God Boots|notext=true}}{{ItemIcon|Ragnar God Boots|notext=true}}
| 5 {{ItemIcon|Barrier Exalted Shard}}<br> 5 {{ItemIcon|Siphoning Barrier Gem}}
|}
Once enough upgrade materials have been obtained, depending on the gear the player has, kill either {{MonsterIcon|Cult Imp}} or {{MonsterIcon|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 {{ItemIcon|Big ol Ron}}. Terran God armour is also required in the next sections of the guide.
Collect enough barrier dust to obtain 2,000 {{ItemIcon|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 {{ItemIcon|(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!
{{Equipment/Recommended
|style = Ranged
|helm1 = Aeris God Helmet
|body1 = Aeris God Platebody
|legs1 = Aeris God Platelegs
|gloves1 = Barrier Draining Gloves
|boots1 = Aeris God Boots
|neck1 = Lesser Summoning Amulet
|neck2 = Old Summoning Amulet
|neck3 = Deadeye Amulet
|ring1 = Summoner's Blessed Ring
|ring2 = Deadeye Ring
|ring3 = Ring of Barrier Touch
|cape1 = Maximum Skillcape
|cape2 = Ranged Skillcape
|cape3 = Cape of Ranged Preservation
|weapon1 = Shockwave
|weapon2 = Pure Crystal Crossbow
|weapon3 = Ancient Crossbow
|ammo1 = Jadestone Bolts
|ammo2 = Emerald Bolts
|shield1 = Shield of Ranged Power
|shield2 = Scaled Shield
|consumable1 = Ranged Hinder Scroll
|passive1 = Old Summoning Amulet
}}
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 over upgrading Terran. This is because the extra [[Damage Reduction]] is required for the {{ZoneIcon|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 is used in this recommended gear over Ragnar with the assumption that this will be (partially) upgraded into (B).
{{Equipment/Recommended
|style = Melee
|helm1 = Terran God Helmet
|body1 = Terran God Platebody
|legs1 = Terran God Platelegs
|gloves1 = Barrier Draining Gloves
|boots1 = Terran God Boots
|neck1 = Lesser Summoning Amulet
|ring1 = Summoner's Blessed Ring
|ring2 = Ring of Barrier Touch
|cape1 = Maximum Skillcape
|cape2 = Ancient Infernal Cape
|cape3 = Infernal Cape
|weapon1 = Big ol Ron
|consumable1 = Melee Hinder Scroll
|passive1 = Old Summoning Amulet
}}
==Melantis?==
'''Requirements'''
* All of the requirements mentioned above.
* Complete {{ZoneIcon|Cult Grounds}}
* {{SkillReq|Cartography|90}}
* {{SkillReq|Archaeology|90}}
* {{ItemIcon|Water Expert Wizard Hat|notext=true}}{{ItemIcon|Water Expert Wizard Robes|notext=true}}{{ItemIcon|Water Expert Wizard Bottoms|notext=true}}{{ItemIcon|Water Expert Wizard Boots|Water Expert Wizard Robes}}
* {{ItemIcon|Ancient Infernal Cape}}
* {{ItemIcon|Trickery Mirror}}.
Melantis is a [[Cartography#Points_of_Interest|Point of Interest]] that first needs to be discovered to unlock the {{ZoneIcon|Underwater City}} and {{ZoneIcon|Underwater Ruins}} dungeon and combat area.
The player first needs to find {{ItemIcon|Melantis Clue 1}} from the {{POIIcon|Monuments}} dig site and follow a trail of clues. Alternatively, you can look for the solution [[Melantis Clue 1| here]].
This is also a good time to go back to {{MonsterIcon|Magic Mirror}} with the gear recommended [[#Trickery Temple|here]]. 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.
==Underwater Ruins==
'''Requirements'''
* Have followed this guide up until this point, or have obtained all relevant items mentioned in this guide.
* Discover {{POIIcon|Melantis}}
'''Recommended'''
* Full (B) god armour for the chosen combat style.
* {{ItemIcon|Cloudburst Staff}} for magic (if {{ItemIcon|Water Pulse Staff}} isn't obtained prior.)
* {{ItemIcon|Ultima Godsword}} for melee.
* {{ItemIcon|Damage Reduction Potion IV}}
* {{ItemIcon|Fury of the Elemental Zodiacs}}
* {{ItemIcon|Barrier Burn Shield}} if the [[Combat Passive Slot|passive slot]] is unlocked.
* {{ItemIcon|Summoner's Blessed Ring}}
The {{ZoneIcon|Underwater Ruins}} contains 4 enemies of which 3 drop weapons that are potentially an upgrade. The monsters also all drop plenty of {{ItemIcon|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:
* {{MonsterIcon|Mermaid Archer}} for the {{ItemIcon|Engulfing Vortex Longbow}}
* {{MonsterIcon|Merman}} for the {{ItemIcon|Water Pulse Staff}}
* {{MonsterIcon|Merman Guard}} for the {{ItemIcon|Hasty Trident}}
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.
===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!
{{Equipment/Recommended
|style = Melee
|showDR = true
|helm1 = Terran God Helmet (B)
|body1 = Terran God Platebody (B)
|legs1 = Terran God Platelegs (B)
|gloves1 = (B) Ancient D-hide Vambraces
|boots1 = Terran God Boots (B)
|neck1 = Fury of the Elemental Zodiacs
|ring1 = Summoner's Blessed Ring
|cape1 = Ancient Infernal Cape
|gem1 = Devouring Barrier Gem
|weapon1 = Ultima Godsword
|consumable1 = Whetstone
|passive1 = Barrier Burn Shield
}}
===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 {{ItemIcon|Ranged Strength Potion IV}} or {{ItemIcon|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!
{{Equipment/Recommended
|style = Ranged
|showDR = true
|helm1 = Aeris God Helmet (B)
|body1 = Aeris God Platebody (B)
|legs1 = Aeris God Platelegs (B)
|gloves1 = (B) Ancient D-hide Vambraces
|boots1 = Aeris God Boots (B)
|neck1 = Fury of the Elemental Zodiacs
|ring1 = Summoner's Blessed Ring
|cape1 = Cape of Prat
|gem1 = Devouring Barrier Gem
|weapon1 = Engulfing Vortex Longbow
|consumable1 = Ranged Hinder Scroll
|passive1 = Barrier Burn Shield
|ammo1 = Ancient Arrows
}}
===Merman Guard===
Merman Guards can be killed with the {{ItemIcon|Cloudburst Staff}} or the {{ItemIcon|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 {{ItemIcon|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!
{{Equipment/Recommended
|style = Magic
|showDR = true
|helm1 = Glacia God Helmet (B)
|body1 = Glacia God Platebody (B)
|legs1 = Glacia God Platelegs (B)
|gloves1 = (B) Ancient D-hide Vambraces
|boots1 = Glacia God Boots (B)
|neck1 = Old Summoning Amulet
|ring1 = Summoner's Blessed Ring
|cape1 = Skull Cape
|gem1 = Devouring Barrier Gem
|weapon1 = Water Pulse Staff
|consumable1 = Magic Hinder Scroll
|passive1 = Barrier Burn Shield
}}
==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
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