Waterworks Guide

Most of us have done this dungeon, whether you were farming for mastery amulets, mega snacks, or your level 60 Legendary gear, Waterworks is your friend for all of that. In this article, I will explain how to beat Waterworks, what you’ll encounter, and what to expect. Without further ado, let’s get started.

Entrance

When you first enter the dungeon, you’ll be underwater. No enemies are present here. Pull the lever and go on to the first room. Stop at the entrance to plan out your strategy for the fights that follow.

Room 1

In this room, you will encounter four enemies. Two Fintooth Warlocks (Death, 2,560 health) and two Slithering Eels (Storm, 2025 health). They do not cheat, but they do have considerable resist toward their same school. The best strategy for this first fight is to have your team prepare blades for a hard-hitting hit all spell. They’re easy mobs that you can kill in 2 to 3 turns, max.

The next fight is a little harder, but it’s doable. Here, you will face two Hydromatic Drones (Ice, 2,735 health) and two Rivershell Guards (Storm, 2,095 health each). The Hydromatic Drones love to spam Frost Giant and Tower Shield to make your life a little more difficult. The best thing to do is to blade up as usual and use hit all spells. After you’re done with this battle, this concludes the first area. Pull the lever and you’ll be ready to move on to the next area.

Room 2

Puzzle: Here, you’ll be met with a puzzle. It’s fairly easy, but you must move fast. You will need to open all the blue clams to advance to the next floor. Avoid the yellow clams at all costs or you’ll summon four enemies, and while they aren’t hard, you will waste valuable health and time. After solving the puzzle, you will be granted health wisps, which are very handy for the boss ahead.

Boss Fight: After the blue clams have been opened, you’ll encounter the first boss in Waterworks, Luska CharmBeak. He is a balance squid with 21,150 health, but he has some pretty massive fire and death cheats. He drops the Waterworks Hat and occasionally, mastery amulets. How this boss works is pretty simple.

You can’t put any traps Luska or he will remove them and follow up with a massive Power Link or Skeletal Dragon that does 1100 per turn for 3 turns. AOE Traps such as Windstorm are fine, and pet traps will not trigger this cheat either. Multi traps like Fuel are not allowed by Luska. Only the first trap gets removed but it will still trigger the Skeletal Dragon.

You can only attack Luska if you have been “inked.” The wizard who is inked can hit Luska with any type of spell, but if you’re not inked, you can only attack with hit all spells. The wizard occupying the first spot will immediately be inked and as Luska’s health drops lower, he will ink the second wizard and soon enough, the third wizard. The fourth wizard will never get inked, so your best idea will be to put a support wizard last since they don’t need to hit. He can be an easy, straightforward boss if you have a hitter in the first spot and avoid traps. After defeating Luska, pull the lever and move on to the third area.

Room 3

Fight 1: Here, you will face two Fintooth Marauders (Death, 2,715 health) and two Wingfin Slicers (Fire, 2,190 health). They do not cheat. Blade up, use a hit all spell, and the mobs should be dead. After they’re dead, you’ll proceed to the next battle.

Fight 2: Here, you will face two Stormtide Elementals (Ice, 2,705 health) and two Rivershell Shamans (Balance, 2,430 health). Just as before, they are an easy mob battle. Blade up and use a hit all spell to eliminate them, then pull the lever and head into area four.

Room 4

Puzzle: In this room, before you battle anything, you’ll be met with a puzzle. It’s a simple puzzle to solve. When you read the instructions they will tell you “Start here to play follow the leader.” An eel will appear and will start touching various levers. Follow the eel and pull the levers in the same order. If you fail at the puzzle, you will face 4 Slithering Eel enemies, they are storm with 2,025 health each. After this puzzle is done, proceed to the next phase of Waterworks.

Fight 1: Here, you’ll face your last set of mobs. You will face two Riverclaws (Ice, 2,690 health) and two Celestian Constructs (Moon, 2,670 health). There’s nothing special to it, blade yourselves and use a hit all spell, but do remember that the Ice Riverclaws can use Frost Giant and Tower Shield. After defeating this set of mobs, pull the lever and head back to the main room to drain the valve.

Main Room

Final Fight: Pull the lever and you’ll be greeted by three bosses. Sylster Glowstorm (Star, 24,980 health), Water-Wing (Fire, 8,190 health) and the Spellhammer Sorcerer (Death, 6,560 health). The enemies might look easy enough at first, but they have some nasty cheats that you must consider.

Sylster Glowstorm: Sylster drops the Waterworks Robe and Boots, as well as mastery amulets. When the battle begins, Sylster will put up a Doom and Gloom bubble and say, “Traps go undetected in the Light”. This means you can’t hit Sylster (or any of his allies) unless there’s a trap on them. It’s important to note that the trap doesn’t have to match the school of attack you’re using. For example, I won’t trigger Sylster’s Ra cheat if there’s a Myth Trap on him, but I choose to hit him with Leviathan instead. Any trap will prevent the cheat.

After four turns pass, Sylster will change the bubble and say, “The blade goes unseen in the dark.” Just like the trap cheat in the previous cycle, you can’t hit Sylster (or any of his allies) unless you have a blade on. If you fail to abide by Sylster’s rules and use a trap or blade in the correct cycle, he will hit you with a powerful Ra at 2,000 plus damage. The Water-Wing uses a weak Rebirth that doesn’t give absorb, and the Spellhammer Sorcerer uses a weak Scarecrow, so their cheats are less of a threat. I recommend counting the rounds so you know when to use Blades or Traps. Hit all spells will not trigger Sylster or any of his allies’ cheats during either cycle, so if you lose track you can safely cast that.

Spellhammer Sorcerer: He will take over Sylster’s Doom and Gloom cheat cycle if you kill Sylster first. He uses a weak Scarecrow if you fail to hit him with a Trap or a Blade.

Water-Wing: He will take over Sylster’s Doom and Gloom cheat cycle should both his allies be defeated. His cheat is a weak Rebirth if you fail to hit with a Trap or a Blade.

Bonus Glitch

Are you tired of running Waterworks, again and again, hoping to get your gear?

In Waterworks there is a glitch to make Sylster re-spawn without running the entire dungeon again. In order to do this, the entire team must remain in the dungeon together. All you have to do is have three of your teammates wait in the room where the battle just completed while the fourth goes into another room inside Waterworks. When the fourth Wizard returns to the team, Sylster will return for another battle. If done correctly, you can have infinite attempts at Sylster’s drops without having to run the dungeon each time.

Final Thoughts: Overall, Waterworks is a fairly simple dungeon with a decent drop rate. Most get their Waterworks gear within a day of farming, which is good because Waterworks gear is crucial to have. That said, I wish everyone the best of luck in farming Waterworks and getting their Legendary gear!

 Written by Ross Shadparvar

Catacombs Farming Guide

Welcome!

Hello everyone! Discord community member Hannah here, or Emmaline GhostSong as you may know me in-game. Chances are, you’ve heard that Dragoon Gear is the over-all best for any max-level Wizard. But what is it, and how do you get it? If you have these questions, this is the guide for you.

To craft your Dragoon gear you’ll need to be a Visionary Crafter first. Then, you can gather the reagents and recipe. The reagents you’ll need come from two bosses. Today I have two different strategies for Prince Viggor and King Detritus. These bosses drop the Alchemical Extracts, Salts, and Crystals you will need.

 

These bosses are essential for farming level 130-140 gear for most offensive builds. Each piece of the Dragoon set requires 300 Alchemical Extract, 50 Alchemical Salts, 5 Alchemical Crystals, and a piece of Vanguard gear. Any school’s Vanguard gear will work to create your preferred Dragoon set.

You can also craft the Vanguard gear if you’re not getting them as drops. Each requires 180 Alchemical Extracts, 30 Alchemical Salts, and 3 Alchemical Crystals. That number can sound intimidating for the new Visionary Wizard.

 
Gathering all those reagents can seem like an impossible task. But don’t stress – it’s easier than it sounds! This guide is here to teach you some of the best strategies to farm these materials. Let’s get started!

Abandoned House Strategies

King Detritus is the first boss of the Wizard City Drains after completing Empyrea Part One. He is the Abandoned House dungeon’s final boss, which is an excellent spot for Alchemical reagents. Each run drops ten Alchemical Extracts – one from the first mob fight and nine from the boss. King Detritus also drops other Alchemical reagents, Vanguard Hats, and much more. During the Double Reagents member event, you can get up to seventeen extracts per run!
 
Suppose you do not have this dungeon unlocked. No worries! The Abandoned House is a free-to-play dungeon that any Wizard can teleport inside. I have seen many Wizards start farming King Detritus for extracts as early as level 120. So, the Abandoned House is a very frequented area for high-level free-to-play Wizards.

Mob Battles

There are two mob fights before the boss. The first fight will drop one Alchemical Extract, and the second doesn’t drop anything of note. The mobs range in health, depending on which type spawn. Have one or two Wizards pack a first-round AOE hit, plus a blade or Mass Feint depending on your teammates. This setup should defeat all enemies in one round.

Fighting the Trash King

The most common strategies for farming the Abandoned House are the two round and four round strategies. The two-round approach is usually best when you have a consistent four-person team. Meanwhile, the four-round is better when using the Team Up Kiosk. If you are new to farming King Detritus, you may want to try both to see which one works best for your play style.

2-Round Strategy

This strategy requires a hitter, a Storm Wizard with around 160+ damage. You’ll also need three support Wizards. Your hitter must be in the last position (4th), and everyone needs to join in the first round. Your team should coordinate three different types of Feints; some examples are Mass Feint, regular Feint, regular Potent Feint, TC Feint, pet-card Feint, etc. For the second round, you need any three types of blades that stack. Again, these can be any blades depending on your team, but they must be stackable.
 
Remember, never put more than seven cards in your deck for this strategy to work. You must get all three Feints down on the first round. Casting Feints after the first round will result in the minions removing all of the Feints that have been cast. Without the three Feints, it is challenging to defeat the boss in the second round. One of your support Wizards should pack a Cleanse Charm, as sometimes the minions cast Virulent Plague. If needed, this can go in place of their second-turn blade but never in place of their first-turn Feint.

First Round

1st: Feint

2nd: Feint

3rd: Feint

4th: Blade or Frenzy

Second Round

1st: Blade

2nd: Blade

3rd: Blade

4th: Epic Storm Lord (or Epic Glowbug Squall, if they have a shadow pip)

I personally find this strategy to be the most reliable and easiest way to farm for Alchemical Extracts. Your team will fall into a rhythm after a few runs. Each run will take about ten minutes and yield ten Alchemical Extracts.

4-Round Strategy

If you only want to do a few runs, can’t find a team, or prefer more laid-back farming, you may want to try the four-round strategy. This strategy is best when using the Team-Up sigil for Abandoned House. It is adjustable for up to five rounds if necessary and works with various school attackers.
 
The way this strategy works is by sending in only one player for the first round. This Wizard will cast a Potent Feint. Once the first round has started, the remaining Wizards will join. This ensures that only one minion spawns.
 
On the second and third rounds, blade the hitter. On the third round, the one and only minion will sacrifice itself. So when the 4th round starts, the only enemy left is King Detritus. Because there is no minion, your team can cast their Feints now. The hitter will traditionally cast their school’s King Artorius spell in the fourth round. But any good seven to eight pip attack spell will do the job.
 
While the 4-round King Detritus strategy is a bit longer, it can be less stressful when using Team-Up.

Prince Viggor Strategies

Prince Viggor, located in Viggor’s Tomb, is part of the Catacombs questline. Many Wizards farm Prince Viggor, as he always drops three Alchemical Salts per fight. He also has a chance to drop other Alchemical reagents, Daybreaker and Nightbringer Spellements, and Vanguard boots. There are two main strategies for Prince Viggor; this guide outlines both strategies.

The first strategy takes two rounds but is challenging to pull off and requires two or three Fire Wizards. The second strategy takes three or four rounds but is much more flexible. If you do not have this dungeon unlocked, any Wizard can teleport to their friend inside. But you must have a membership or purchase the Catacombs with Crowns for access.

Mob Battle

This dungeon has one mob fight before the boss. Rydall’s Plague is a group of four Death mobs with 3,590 Health each. Have two players pack an all-one-enemy spell that they can use on the first round, such as Meteor Strike or Tempest. One of your support Wizards should carry TC Cleanse Charm; if Rydall’s Plague goes first, they always cast Virulent Plague. Your other support Wizard should pack a blade or Mass Feint if they have it.

2-Round Strategy

Your Team

For this strategy, you’re going to need the following:

  • One Wizard of any school. They can be a support Wizard with high resistance. This slot is the only flexible part of your team for this strategy.
  • One Fire support. This Wizard will cast Backdraft.
  • One Fire attacker. Their damage should be 160 or higher. They need to have 100% Power Pip and Accuracy.
  • A Wizard with a Dalia’s Smoldering Hairdo hat from the Professor’s Hoard Pack. This must be a level 40+ version that gives the Incindiate card. A Pyromancer or another Wizard with a Fire Mastery Amulet will do the job. They should also have a 100% Power Pip chance & good Accuracy.

Fighting Prince Viggor

All players need to go into the battle in the first round, in the correct order, without being late. That is quite tricky but do-able. Your hitter must be in the third position, and your player with the Dalia hat must be in the fourth position. The players in the first and second positions are interchangeable.

Each player should have no more than seven cards in their deck, and everyone will need a different stackable blade. Your support Wizard should have a Feint as well as Indemnity enchantment on hand. The Indemnity prevents Prince Viggor from removing the Feint with a cheat.

Viggor and his Ice Minion also like to cast a -55 Tower Shield. So one support Wizard should have TC Shatters or Pierce on hand. They will cast Shatter or Pierce in the second round rather than blading. You’ll still kill without the extra blade, but you won’t have a chance without removing the Tower Shields.

First round:

1st: Indemnity Feint

2nd: Blade

3rd: Blade or Frenzy

4th: Blade

Second round:

1st: Blade or Shatter/Pierce

2nd: Indemnity Backdraft

3rd: Epic Scald

4th: Incindiate

When this strategy works according to plan, you can expect to do around 80,000 damage to Prince Viggor. One of your Wizards may sometimes need to do a backup Meteor Strike on the third round, but most often, you can 2-round!

Traditional Strategy

Speed is the most significant advantage of using the two-round strategy. Yet, it requires excellent coordination and is easy to mess up. If your team can’t execute the two-round strategy, you might try the traditional method. You will find this strategy is more flexible and has room for error. I usually do four rounds with my team. You may find three to five rounds will work for you. This strategy is adjustable.

Your Team

You’ll need the following for this strategy:

  • One tank or support Wizard. They will ideally have high resistance to tank some extra hits. They need to be able to cast Indemnity enchanted Feint.
  • Two other support Wizards. One of them may want to have their hitting gear on for the mobs or a potential backup hit.
  • One attacker. This can be any school, except for Myth or Death as Prince Viggor has a high resistance to those schools and may remove prisms. Storm and Fire are ideal schools to hit in this battle.

Your Decks

Your tank Wizard must pack Feint plus an Indemnity enchant.
 
All three of your support Wizards should coordinate to pack several stackable blades for your hitter. You could use elemental blades, dark pacts, school blades, pet blades, an so on. At least one support player should also pack TC Shatters and cleanse charm. You may pack traps. Yet, all traps must have an Indemnity on them. Do not cast them if Prince Viggor summons a Storm or Myth minion – so this should be a last resort only.
 
Your hitter needs a good attack all spell. When I hit on my storm, I use Storm Lord – as well as Frenzy or another aura, and usually one or two blades for themselves.

Fighting Prince Viggor

For the first round, have only your tank Wizard go in and cast Indemnity Feint. This tactic minimizes the amount of minion hits your team gets. Once the first round has started, the rest of your team can go in with your hitter in the fourth position.
 
Next, spend one to two rounds blading up your hitter. It may take a couple of tries for your team to see exactly how many rounds you need. I hit on the fourth round, but I find it is possible to kill on the third for some Wizards.
 
On the round you hit, use Shatter on Prince Viggor. The only time I don’t do this is if our team goes first and he doesn’t already have a shield on. If he doesn’t have a shield, but the opposing team goes first, cast Shatter anyway.
 
With the Feint, a couple of rounds’ worth of blades, and the Shatter, your hit should take Viggor and his minions out in one go. If, by some chance, you have a straggler, have your backup hitter cast a quick AOE. This strategy is a reliable way to farm Alchemical Salts – and if you’re lucky, Vanguard boots!

After Farming

Now that you know the strategies, you’re well on your way to crafting Dragoon gear. Pick up the recipes from Zasha Emberforge and get crafting! I recommend spending most of your time at King Detritus for Alchemical Extracts. Once you get most of your extracts, pop over to Viggor for a few runs to catch up on salts.
 
The meta PVE set for level 130-140 in most cases asks for the Dragoon Hat, Boots, and Amulet. Dragoon gear gives a lot of Health, and the robe and athame are staples in high HP builds for Ice Wizards. The stats of all Dragoon pieces are below but don’t forget about the set bonus! With three pieces, you get extra damage, which is a big part of what makes this gear so powerful. 
 
Also, some pieces come with great spells. The hats come with a zero-pip mass trap, the boots with an item card Sharpened Blade and Potent Trap, and the amulet with an overpowered four-pip AOE spell. Take a look!

The Stitch and the Recipe

The Gear Stats

Fire

Storm

Ice

Death

Myth

Life

Balance

Thanks for Reading!

Thank you for reading my guide on Dragoon Gear farming. I hope you’ve enjoyed this guide and that you have a better understanding of how to get this popular level 130+ gear. If you have any questions, leave them in the comments, or find me around the Spiral or Discord. I wish you the best of luck on your Catacombs adventures!
~Hannah/Emmaline Ghostsong

Skeleton Key Spiral Tour

Do you have plenty of Wooden, Stone or Gold Skeleton keys?

Have you collected so many Skeleton Keys that you don’t know what to do with them? Or, maybe you just earned your first key and can’t wait to use it!?

This guide will take you on a tour of every Key Room in the Spiral. You will discover chances at rare and special drops and collect many cool badges on the way! So, let’s get going!

Wizard City – Olde Town – Roberto’s Sanctum

Roberto’s Sanctum is found in Roberto’s Lair in Olde Town, Wizard City. It requires a Wooden Skeleton Key to enter, and contains Roberto. Wizards first come here during the quest Unlocking the Truth to retrieve a family heirloom for Diego the Duelmaster.

Roberto brings you the first place to farm for 7 Day mounts like Enchanted Broom, Horned Sweeper, Purple Glider or a cool wands like Roberto’s Rapier. You may also receive an Adept’s, or Novice’s Socket Wrench, or a Wooden Skeleton Key which will enable you to return again.

Wizard City – Crab Alley – Crab Alley Wooden Key Room

The Crab Alley Wooden Key Room is found immediately upon entering Crab Alley from Triton Avenue in Wizard City. It requires a Wooden Skeleton Key to enter, and contains the boss, Spirit of Ignorance.

This is a good spot to farm for cool stitching gear like Rhapsodist’s Cap, and the Purple Fairy Wings mount. There is a good chance of getting Wooden or Stone Skeleton Keys.

Strategy: If a Wizard is late to join the duel, Feckless Soul will cheat-cast a spell that steals one pip. Use blades and traps to defeat this Boss.

Wizard City – Sunken City – Simon’s Workshop Stone Skeleton Room

Simon’s Workshop is in the Sunken City, near the entrance from Nightside. Defeating this cheating boss will earn the Simon’s Bane badge.

 Farm Simon’s Workshop for Hairstyles like The Dreamweaver, The Manticore, The Restless Titan, The Raven Eye, and more.Daniel’s Answer of Life, a wand with five percent pierce can be found here. Housing Items like White King Chesspiece, Pets like Fierce Hound, Snacks, Couch Potato Seeds and many 7 Day Mounts like Ancient Koy, Bat Wings, Hippogriff, and Purple Glider. There is also a chance of getting Stone Skeleton Keys.

Strategy: If a Wizard joins the duel after the second round the Boss will cast Mana Burn. Place the hitter in the last position, use first and second round to blade, trap and feint. Don’t blade yourself or he will remove them, blade the hitter. Hit on the third round to finish the battle.

Wizard City – Castle Darkmoor – Castle Darkmoor Gold Key Room

The Castle Darkmoor Gold Key Room is found in the stairway leading up to the observatory inside Castle Darkmoor, and requires a Gold Skeleton Key to enter. It can be accessed after the duel with Sir Blackwater and contains a Locked Chest.

Castle Darkmoor is an excellent place to farm for level 100 Mastery Amulets like the Death Mastery, Howling Werewolf’s Collar. The Mastery Amulets that drop here provide accuracy, damage, and a handy Shadow Shield. A few other notable drops include Gold Skeleton Keys and the Soulful Knight pet.

Wizard City – Castle Darkmoor – Upper Halls Gold Key Room

The Upper Halls Gold Key room is found on the spiral staicase following the first fight. It requires a Gold Skeleton Key, and contains the boss, Bunferatu. Defeating Bunferatu grants the Bunferatu’s Downfall badge.

This Room is a good place to farm for level 100 Rings with 10% Damage like the Spirit of Darkmoor’s Band or the Band of the Cold Grave. Pets, Snacks, there is also a chance of getting Gold Skeleton Keys.

Strategy: Place the hitter last. Blade the first two rounds, no traps. Trap and Feint on the third round, then hit on the fourth. You can use any blades or traps you have on the hit round.

Wizard City – Castle Darkmoor – Graveyard Gold Key Room

The Graveyard Gold Key Room is inside the Graveyard instance, in the first area with Yevgeny NightCreeper. It requires a Gold Skeleton Key to enter and contains the Boss, Aphrodite II. Defeating Aphrodite grants the Flower Power badge.

Aphrodite II drops the best level 100 damage ringsIt is also a good spot for Energy Gear and the Life spell Sacred Charge. There is a chance to get your key back, and you will need to farm with a full team of Wizards in order to defeat this Boss.

Strategy: Check out Ravenwood Academy’s guide including deck set-up tips and strategies for every position here.

Wizard City – The Catacombs – Fathomless Tomb

The Fathomless Tomb Gold Key Room is inside the Catacombs, in the left corridor opposite to Viggor’s Tomb. It requires a Gold Skeleton Key to enter and contains the Boss, Fellspawn. Fellspawn grants different badges depending on the number of times you defeat him!

This is the place to farm if you are looking for the Vanguard’s Gear like Vanguard’s Shocking Boots, it also drops Dragoon’s Sets and Gold Skeleton Keys.

Strategy: Do not use blades. Use Feint, Mass Feint or traps instead. Fellspawn has two phases; Storm and Moon. While he is in either phase, your Wizard cannot blade. When he is in his Moon phase your Wizard cannot place traps on him, but previously placed traps will not be removed. The ideal team uses two hitters. One to focus on the boss, and other to focus on minions. Bad Juju and other weaknesses can be helpful here to reduce this Boss’s outgoing damage.

Wizard City – Ravenwood – Krampusgarten (Wooden, Stone, Gold Lock)

The Yuletide Feasting Hall connects to the following three instances, where Krampus can be fought:

  • Krampusgarten (Wooden Lock)
  • Krampusgarten (Stone Lock)
  • Krampusgarten (Gold Lock)

Krampus can be found during the Christmas event in:

Ravenwood, Colossus Boulevard, Celestia Base Camp, and Walruskberg Harbor.

This Room is a good place to farm for the Krampus’ Tolltaker wand, Christmas Items like the Yuletide Wood Paneling, Pets like Maple Moose or SnowballChristmas Seeds, and Mounts like Blue, Green and Red Candy-Canes

Strategy: The hitter should enter last. The team should blade the hitter to finish with a single attack on the third round. Krampus will remove any blades you cast on yourself, but not blades cast on someone else. To avoid Beguile, use a single attack. The hitter may blade himself using Aegis. Do not use Feint of any kind.

Drop list

Krokotopia – The Oasis – Sapoti’s Landing Wooden Skeleton Room

Sapoti’s Treasure Chamber is accessed from the Skeleton Key Room known as Sapoti’s Landing. The chamber contains a master-thief named Sapoti and his minion, who managed to lock themselves inside. Defeating them earns the Sapoti’s Savior badge.

Farm Sapoti’s Landing for level 15 Wands like the Fenix Ashen Staff , which gives two percent damage. Other drops include the Foxy Dragon Pet, Krokotopian Housing Items and the Adept’s or Expert’s Socket Wrench. Wooden Skeleton Keys also return here.

Krokotopia – The Oasis – Ra’s Reading Room Wooden Skeleton Room

Ra’s Reading Room is accessed from Ra’s Landing inside the Library in the Oasis, Krokotopia. It requires a Wooden Skeleton Key to enter and contains the boss, Ra. Defeating Ra grants the Reading Room Roustabout badge.

This Room is a popular place to farm mounts like the Camel, Crokagator, Mander Palanquin, and the Moonlight, StarlightStarshine and Sunshine Ponies. Wizards also farm here for level twenty Crowns gear, and Crowns wands. Other drops include Krokotopian housing itemsAmber, pets such as Mummy Cat, and seeds including Key Lime or Sunion. Adept’s or Expert’s Socket Wrench and Wooden Skeleton Keys finish out the offerings found here.

Krokotopia – Kembaalung Village – Pagoda of Harmony Wooden Key Room

The Pagoda of Harmony Wooden Key Room is accessed from inside the Pagoda of Harmony instance, following the duel with Tsutsui. It requires a Wooden Skeleton Key to enter and contains a Locked Chest.

This room is a good place to farm for popular level 20 amulets like the Kembaalung Blizzard Charm. Rings like the Monk’s Ring of Dedication, Three percent damage wands, and Crowns pets like Red Panda or Lavender Foo Dog. There is also a good chance of getting Wooden Skeleton Keys.

Krokotopia – Kembaalung Village – Hollow Mountain Wooden Key Room

The Hollow Mountain Wooden Key Room is inside the Hollow Mountain instance. You will find it following the first fight with the Hoof Ninjas in Hamakala’s Mausoleum. It requires a Wooden Skeleton Key to enter and contains the Boss, Temple Phantom. Defeating the Temple Phantom grants the Phantom’s Menace badge.

Kembaalung is a good place to farm for the Gold, Blue or Silver Kirin Mount and the Band of Harmony Ring. The only ring that gives 2% universal resistance to Balance! There is also a chance of getting Wooden Skeleton Keys.

Krokotopia – Lower Zigazag – Lower Zigazag Stone Key Room

The Lower Zigazag Stone Key Room is in the Lower Zigazag, following the first fight with the Ravenous Teeth. It requires a Stone Skeleton Key to enter and contains the Boss, In’Zhizor. Defeating In’Zhizor grants the In’Zhizor’s Undoing Badge.

Farm here for 38% block and 2% pierce Wands like the Eternal Verses of Anubis. Damage Athameslike the 8% Ammit’s Claw of Revolution can also be found. Wooden Skeleton Keys sometimes return here, so bring your friends.

Krokotopia – Lower Zigazag – Lower Zigazag Wooden Key Room

The Lower Zigazag Wooden Key Room is located inside the Lower Zigazag instance, behind the second set of caged Manders. It can be accessed with a Wooden Skeleton Key, after defeating the Ravenous Teeth (Death), and contains a Locked Chest.

This Room is a good place to farm for some of the best level 60 Amulets like the Charm of the Soul Devourer. School specific Amulets that will give you health, 2% damage, and blade item cards. Pets like the Mummy Cat or Royal Ibis drop here, there is also a chance of getting Wooden or Stone Skeleton Keys.

Krokotopia – Upper Zigazag – House of Scales Stone Key Room

The House of Scales Stone Key Room is inside the House of Scales instance, following the second fight with the Condemned Soldiers. It requires a Stone Skeleton Key to enter and contains the Boss, Bellosh. Defeating Bellosh grants the Caged the Elephant badge.

The House of Scales is a good place to farm for the only level 60 Deck that gives 1% Accuracy with a Triangle Socket. You can also get the Mander Palanquin Mount, and there is a good chance of getting Stone Skeleton Keys.

Strategy: One Wizard should hit Bellosh every single round to prevent him from casting Ra. Then, kill him as fast as possible using any traps or blades you like.

Marleybone – Barkingham Palace – Main Hall Wooden Key Room

The Main Hall Wooden Key Room is found on the second level of the Main Hall instance and requires a Wooden Skeleton Key to enter. It can be accessed after the duel with Chief Whip and contains a Locked Chest.

This Room is a good place to farm for level fourty rings like the Marleybone Fog, athames like the Royal Athame of Duality, pets like the Wolf Hound or Dapper Corgi, and Wooden Skeleton Keys.

Marleybone – Barkingham Palace – State Wing Wooden Key Room

The State Wing Wooden Key Room is inside the State Wing, following the second fight with the Enfield Tricksters. It requires a Wooden Skeleton Key to enter and contains the Boss, Billy the Cutter. Defeating Billy the Cutter grants the Cutter’s Bane badge.

This is a good place to farm for level 40 rings like the Jackall’s Ring of Duality, which gives 5% Storm damage, or pets like the Dapper Corgi. There is also a good chance of getting Wooden Skeleton Keys.

Strategy: Don’t cast any shields or he will steal them, just blade and trap to finish in one round.

MooShu – Cave of Solitude – Cave of Solitude Wooden Key Room

The Cave of Solitude Wooden Key Room is in the Cave of Solitude Skeleton Key Room. It requires a Wooden Skeleton Key to enter and contains the Boss, Takanobu the Masterless. Defeating Takanobu grants the Master of the Masterless badge.

Farm here for the Catch of the Day Storm spell and the Katana of Takanobu’s Wrath wand, the only one percent universal resistance wand in the Spiral. There is a good chance of getting Wooden Skeleton Keys. Because of this, I suggest farming in groups of 3 or 4 Wizards to increase your chances of getting a key back.

Strategy: Have the hitter enter the battle last, and use FeintMass Feint or any traps you can stack as a team to defeat the boss and minions all at once. 

Zafaria – Waterfront – Waterfront Stone Key Room

The Waterfront Stone Key room is accessed from the Waterfront Skeleton Key room. This is the home of the Witch Doctor to whom Captain Hockins has come to have his curse removed. Defeating them earns the Hockins’ Hex badge.

The Waterfront is a good place to farm for the Pirate Rowboat mount and Burlap Boy pet, the Adept’s, Novice, or Expert’s Socket Wrench and Wooden, Stone or Gold Skeleton Keys.

Strategy: This Boss is nearly immune to every attack. I suggest that you use Shadow Shrike if you can. When a Wizard attacks directly, the Boss will give you a 10% Piercing Blade. If the next Wizard attacks he will then give you a 20% Piercing Blade. So, eliminate the minions first. Then attack the Boss until you start getting enough Piercing Blades to end the battle.

Avalon – Crystal Caves – Crystal Caves Stone Key Room

The Crystal Caves Stone Key Room is accessed from the Crystal Caves Skeleton Key Room. It requires a Stone Skeleton Key to enter and contains the Boss, Lambent Fire. Defeating Lambent Fire grants the Lambent’s Damper badge.

This room is a good place to farm for Burning Rampage, a Fire spell that is popular in PvP. This Boss has a good chance of dropping Stone Keys, so farm in groups to get the most chances.

Strategy: Check out Ravenwood Academy’s amazing Two-Turn Farming Strategy right here!

Azteca – Three Points – Eternal Sanctum Stone Key Room

The Eternal Sanctum is inside the Black Sun Pyramid Master Chamber, following the fight with Belloq. It requires a Stone Skeleton Key to enter and contains the Boss, Ixcax CursedWing. Defeating Ixcax grants the Ixnay on the Ixcax badge.

Not surprisingly, the Azteca Key Room is a good place to farm for Dinosaur Mounts. Mounts that drop here include: Ankylosaurus, Arcus Cloud, Crokagator, Feathered Raptor, Gold-Wrought Eagle, Jeweled Scarab, Triceratops, and the Tyrannosaurus Rex. There is a good chance of getting Wooden Keys or Golden Keys. You can also get housing items such as the Azteca Fire Pit or Aztecosaur Stela. Snacks, Amber, Cool Pets like Royal Ibis or Therizinosaurus and rare Treasure Cards like Monsoon Hound round out the selection of possible drops. 

Strategy: Use all blades and traps except regular Feints. You can use Potent Feint, just avoid un-enchanted Feint. Minions cast Beguile sometimes, so try to eliminate them first, then focus on the Boss.

Polaris – River of Frozen Tears – Icefall Cavern

Icefall Cavern is near the Sunless Shrine, in the River of Frozen Tears. This Gold Key room is accessed from the “Skeleton Key Room” sigil and connects to Omen’s Hideout, which contains the Boss, Omen Stribog. Defeating Omen grants the Omen’s Adversary badge.

Omen Stribog is a good Boss to farm for many things including the Luphilim’s Eternal Deck. Mastery Amulets like the Luphilim’s Grim Chain will give you health, 6% school specific resistance and a school blade.

Other notable drops include:

Crowns Gear like Seal Team Assault Helmet, Housing Items like the Polarian Well and Lydia’s Cold Table. AmberPets including the Floe Siren and Snowball. Mounts including Frostfang Tiger, Himoolayan Yak, Luphilim Wings, Owl, Snow Ram, White Stag, Winter Treant, WinterGlide Skates. There is a good chance of getting Gold Skeleton Keys, Artisan’s, and Master Socket Wrench.

Strategy: Eliminate the Sentinel first by stacking school-specific traps and Indemnity Feint. Do not use blades. It’s recommended to have a Fire school hitter, who casts Backdraft. Remember to use Shatter before hitting to remove all of the Sentinels shields. After defeating the Sentinel you can use blades. Stack blades and traps to finish the battle with an All-In-One attack. 

Mirage – Aggrobah – Vault of the Verboten Gold Skeleton Room

This room is accessed via the “Skeleton Key Room” sigil in the River District of Aggrobah. It connects to the Vault of the Verboten, which requires a Gold Skeleton Key and contains Verboten Mimic. Defeating this cheating Boss earns Wizards the Mimic Muter badge.

If you are looking for the best level 120 Critical Ring then this is your place to farm. Rings like Drake Ancestral Signet with 10% Damage and 84% Critical will help your Wizard to achieve maximum Critical.

Strategy: This Boss has five different forms that change at random. Every Boss form has different cheats, based on the cheats they had the first time we faced them. You can use Feint on almost all of them except Cyrus Drake and Luska. Just blade, trap and Feint to kill the boss and minions. Minions only materialize when the Ghost Dog or Mithraya forms appear. Bring Shatter in case Gobblestone shows up and casts his cheat; a stacked Tower Shield, Legion Shield, and Brace aura.

Empyrea – Zanadu Sewers – Corporal Tenni’syn Gold Key Room

Corporal Tenni’syn is a boss located in the Zanadu Sewers.

The Sewers are a good place to farm for 125 level Robe and Stitch Robes. Wizards looking for some extra Critical and Damage will farm here for robes like the Radiant Light Brigade Armor witch gives 23% Damage and 110% Critical. This robe is a good choice for every school except for Storm. You can also get Crowns Gear like the Comfort Zone Hat, or wands like the Mirrorsphere Relic. Jewels like the Shiny PIP Hematite, or the Sparkling Critical Citrine, Amber, Pets, Couch Potatoes, and rental Mounts like the Gobbler, Light Blades, Junk-Copter, and Royal Lioness. There is a chance of getting Artisan’s or Master’s Socket Wrench and Gold Skeleton Keys.

Strategy: Feints are allowed once per round. Death can spam Bad Juju to decrease damage. The Wizard with the most resistance should join first. Stack every Feint you can including Potent and Treasure Card Feint. Scion should kill after stacking blades and traps in the fourth round.

Empyrea – Northeast Aeroplains –  Aethyr Elemental Gold Key Room

Aethyr Elemental is a boss located in Northeast Aero Plains near the bridge. Defeating an Aethyr Elemental grants the Aethyr Eater badge.

Farm here for Robes, Mastery Amulets like the Immutable Zanadu Pendant, or Wands like Sycorax’s Crook of Tempests with 85% Storm Critical. Empyrean Housing Items, Snacks, Jewels, and Pets like the Dark Hound. The Aethyr Cloud Mount drops here. There is also a chance of getting a Grandmaster Socket Wrench, or a Wooden, Stone or Gold Skeleton Key.

Strategy: Use Indemnity Feint on the Boss. Stun Block the main hitter. Stack traps on the Boss, then blade the main hitter and the secondary hitter to finish the fight fast. 

Well, what a trip! That is every Key room in the Spiral from Wizard City to Empyrea. We hope you had fun and found something new. Let us know what your best drop on the tour was in the comments below, or over at Ravenwood Community.

Sailing with Sinbad

Join me as we set sail in Wizard101’s newest gauntlet, Sinbad and the Iron Sultan.  And guess what…..It’s Craftable!  

Visit Lloyd Fallingwater in the shopping district to purchase the recipe under the furniture tab. He also has 2 new recipes for the reagents needed to craft this magnificent Gauntlet.

Recipe price for Gauntlet: 10,000 gold

Recipe price for Transmute Magnificent Clay: 2,000 gold

Recipe price for Transmute Marvelous Clay: 2,000 gold

Crafting the gauntlet requires Red Magical Clay, another new reagent that I have yet to locate as a drop within the Spiral.  

You will find the Marvelous and Magical Clay reagents that are required for crafting, in the new Sinbad Hoard Pack!

The new gauntlet is also available for purchase on the Wizard 101 website.  A $39.00 bundle with the Gauntlet and 7500 Crowns!

Sinbad Hoard Pack

The gear that’s available in the new Hoard pack is the “Fleet Kapudan’s Attire”, the “Sky Captains Attire”, and the “Grand Admirals Attire”  The wand is the “Boarding Hook”. The new mount is a very cool and unusual looking 2-headed bird. Last, but definitely not least, is the Gryphon pet, which is a simply adorable puppy like creature.

Credit for the screenshot of the Kapudans Boarding Hook goes to Destiny Thunderstaff

In addition to the new gear, you will find a lot of great new housing items in the packs. These items are also dropped in the gauntlet.

There is also a new summon treasure card that comes in this pack. It’s Sinbad himself!  I cannot wait to use this and see what kind of spells he has available.

The Gauntlet

Together, we’ll travel to the Isle of Metallos upon the ship Chimera. Sinbad and his 1st mate Lemmi accompany us as we forge our way through through the depths of the dungeon.

Upon entering you find yourself at the Port of Ferros, speaking with Sinbad and his 1st mate, Lemmi.  They ask your assistance in finding and getting rid of an Evil Magician who goes by the name Hari Houssen. He has possession of a magical jewel that grants amazing transmutation powers, called the Iommi stone.  The Sultan has offered a handsome reward to anyone who can free the citizens of the Isle of Metallos from him and his minions.

The Isle of Metallos is a lava filled cave full of destruction. Craggy ledges, broken bridges, and many tunnels lend an overwhelming sense of doom throughout the entire dungeon.  Keep your eyes open, as there is a secret hidden boss within the gauntlet.

Your first mob battle will  be against a metal version of the Minotaur, a Metaltaur! They are Ice School mobs, with 4,835 health. Watch out, they are truly a “beast” to beat!

The second battle finds you up against a mob of metallic versions of Cyclops, named Chromeclops. They are Myth School with 5,565 health, and you battle 3 of them. They hit hard at over 4,500 damage, so be well protected. Made of chrome, they have a single focus, so attack on their blind side!

After defeating the cyclops, you travel on to a room where you find a metallic version of the Skeletal Pirate, aptly named Steeleton. They are Death School and have a health of 4,780.  Personally, I found them easier than the Chromeclops. I really “rattled their bones”.

After that battle, following the path that the Steeletons sent you on, you finally reach the summit. It’s there that you come face to face with Hari. When you enter, you will find him in the middle of a transmutation spell to turn his dragon into gold. As he changes into the Iron Sultan, you must stop him and retrieve the Ione Stone! *Note to KI, LOVE the guitar shred!”

For the final battle of this gauntlet you will be up against the Iron Sultan, his Golden Dragon and a Skeeleton. The Iron Sultan is Storm School, with 13,875 health. The Golden Dragon is Sun School with a health of 5,875.  The Steeleton is Death, as before with the same health of 4,780.

Make sure you have a good strong team here, the Sulton is strong with attack spells hitting well over 6,000!

Now that you have defeated the Iron Sultan and retrieved the Iommi Stone, you will be rewarded with this awesome statue to commemorate your grand adventure. Make sure you pick it up.  Well done!  As an added surprise this statue will give you a daily reward, so check it every day.

I hope this article helps you on your way to crafting the new Gauntlet, and will also help you get through it. If you find items that I have not listed, comment below and I’ll add it in and give you credit for your discovery!

Thanks for  reading!

Aphrodite Strategy Guide

Now that we have mastered Darkmoor in my previous guide, the Ravenwood guide to Aphrodite is here. This boss is a key boss found inside The Graveyard. Once inside the gates go left around the battle with Yevgeny. You will find yourself at another gate which opens with a gold key.

If you are a Life wizard you will want to farm Aphrodite for “Sacred Charge” a spell that only she drops. If you are a Storm wizard you will want “Aphrodite’s Storm of Thorns.” This is the best damage athame for Storm at level 100 and beyond.

Wizards of any school may be here to enhance critical rating or improve their energy gear. With the staff for 10, ring for 8, and athame for 6 energy, you can increase your Wizards current energy by 24 points. A significant boost for any gardener or fisher in the Spiral.

Now let’s talk about how to conquer this overgrown flower and her Spirit School Tentacles.

There are four important roles in this battle. Each wizard must understand and fulfill their duty in order for the team to succeed. The positions we need to fill are

                                

Hitter
Healer
Spammer
Trapper

Hitter

The hitter will need to stack traps, then aura, Shrike, and hit. Do not use blades, this includes global rings such as Darkwind that act as a blade. Any school can hit, but over-time attacks such as Dragon are not recommended. Failing to kill on the first strike with an over-time attack, will trigger an overtime cheat from the Life School Tentacles.

A Storm attacker will want to stack different forms of the Windstorm spell. Use regular and Potent Windstorm along with any other Storm traps you can get your hands on. Four stacked Windstorms is a thing of beauty against this rampant vine. You can achieve this, by stacking Treasure Card, regular, Potent, and pet or jewel forms of the card.

If you are a Storm, and your damage is lower than you would like, keep a Supercharge in your side deck. Any blade will trigger an all one enemy cheat from the tentacle diagonally across from you. As long as that tentacle isn’t Myth this is the one blade you want to risk. With a full pip Supercharge and stacked Windstorms, you should be able to one-shot this boss. Your Treasure Card deck will hold zero-pip shields which you should use defensively while building up the Supercharge.

If you are the hitter, do not run in with the team for the first round of battle. Once the spammer lands a hit, it is safe to join the battle.

Healer

I have a specific strategy I like to use for healers with this boss. Like Storm’s strategy, it will serve you well in Darkmoor.

Round One: Cast Empowerment or Adapt

Round Two: Cast Sanctuary

After these two moves, you will have all the pips and all the power you need to keep your team alive. No matter if you don’t yet have the best gear. Even two strong Rebirths in a row can be possible if you make these two moves first. Do your best to replenish your Empowerment or Adapt when it runs out to keep the extra pips flowing in. The rest is up to you and your healing style.

An important note for Life School healers in this boss, you may get hit with Life Dispels. You should carry shields to take them off when necessary. If you have one, equip a may-cast healing pet. This pet might clear those Dispels allowing you to heal the team rounds sooner.

Regular Cards on the left and Treasure Cards on the right

Spammer

In Wizard101, when we ask for “spam” we mean: To hit each round with small attacks. As a spammer in this battle, the most important stat for you to focus on is accuracy. I like to equip a Sidhe Wand for this reason. Whatever equipment you choose, the important thing is to increase your accuracy in every possible way.

Missing or fizzling your spam hit will cause the flower to drop its spores. This means Black Mantle, Plague, and Infection along with an overtime attack on every member of your team. This can trigger a self-feeding loop where one fizzle causes another until the team just can’t win. As spammer, you need enough accuracy to overcome the Black Mantle every time.

You must hit every single round, like clockwork. I like to keep my Treasure Card deck full of one or two pip spells when I am relied on as the spammer, so that there is never any reason to not have an attack.

As I mentioned above, over-time spells are not OK here. If your spammer is Life or Death school, they could end up Dispelled a round. The healer or trapper should have a few small hits in to back-up the spammer, just in case.

It does not matter which Tentacle you choose to spam as long as you spam the same one each time. This will allow the trapper to do their job.

Trapper

The trappers’ job is to stack Feints and traps on the tentacles while the hitter builds the attack. Feints and Potent Feints should be cast on all the tentacles that aren’t being hit by your spammer. Hex, Curse, and Elemental or Spirit traps are all also ok to use. Ideally, the trapper should be next in line after the spammer in battle order. This way, on the hit round a final Feint can be cast.

If the team works together and everyone plays their part, this battle can be fun and smooth. Good luck getting those drops, and I can’t wait to see you in the Spiral!
~ Amber Ravynsong

Corporal Tenni’syn Strategy!

Corporal Tenni’syn is a Gold Skeleton Key boss found inside the Zanadu Sewers, Empyrea. He drops the best offensive robes for every school, except Storm. Storm wizards will still want to use the Malistaire robe even at level 130.

Initially, this boss seems difficult, but with enough knowledge and game sense, he is actually incredibly easy! So, here is how I killed Corporal Tenni’syn in 4 rounds!

The Cheats

Tenni’syn uses a couple of important cheats to note. They can be annoying, but there’s no way to avoid them.

Only Feint once per round

If you feint Tenni’syn more than once, you’ll activate a cheat that removes every single trap that the team has placed on him.

Natural attacks lead to random Wild Bolt spam

Whenever he uses his natural attack he will shout about how it is “time to finish this!” Now, this sounds rather silly, but what follows isn’t.

He will spam up to 7 wild bolts on a random member of the team each time this attack occurs. Be careful because he’s packing a lot of damage and pierce!

Gains 3 Pips after every turn

After every round, no matter what, Tenni’syn will gain 3 power pips. This gives him the power to spam spells such as Glow Bug Squall, Sirens and Storm Lord.

Don’t Dispel

Other sources may claim that using dispel is ok if it is only used once per round. In my experience this will trigger a cheat that clears all negative charms. A better defensive strategy is to use Juju or storm shields.


The Strategy

Now that you know the cheats, lets find out how to deal 80,000 damage in 4 turns every time. Even when blades are cleared by Glow Bug Squall, Sirens and Catch of the Day, it’s still guaranteed to work. Here are the key points.

Jade gear and Storm resist

Having a wizard that can tank all the storm hits is important. Send someone in first who has high storm resist. The battle order is decided by the order in which your team enters the key room.

Scion 

When you hit use Scion of Storm with a prism, or Scion of Myth with 2 stun blocks up. Scion will allow you to one shot Tenni’syn on the 4th round.

Feint

Have the team member with storm resist feint using Potent, regular, and a Treasure Card to make the Scion kill guaranteed, even if he clears all blades.

Critical block 

In my experience, he must not have much critical block. He has never blocked a single one of my critical hits!

The only additional note is that he may use blades, so your team will want to carry enfeeble in order to get that Scion damage doubled.

 That’s it! It’s honestly that simple. I wish you the best of luck while farming!

Krampus Guide

It’s Christmas in the Spiral! You know what that means? You now have access to the skeleton key boss, Krampus. You can find the dungeon entrance in Wizard City Ravenwood behind the Ice Tree, Kelvin.

 

When you enter, everything will be decorated and pretty for Christmas.

Until you are caught running in the Halls. Everything turns dark. Now you’ve made Krampus angry and have 3 options to choose from.

  1. Wooden Key Krampus
  2. Stone Key Krampus
  3. Gold Key Krampus
Or, runaway and beg for forgiveness. But we all know that won’t work! So you’re better off confronting him. You might be scared, but no worries! I’ll teach you how to conquer him!

Wooden Key

Behind the Wooden Key option, you will find a Krampus, Rank 6, with health maxing at 4,900.

He Resists to:

  • Fire – 15%
  • Balance – 10%
  • Death – 10%
  • Storm – 10%
  • Myth – 10%

He Boosts to:

  • Ice – 15%
  • Life – 15%

You will not be able to Stun or Beguile him.

Stone Key

Behind the Stone Key option, you will find a Krampus, Rank 11, with health maxing at 15,072.

He Resists to:

  • All schools – 20%

He Boosts to:

  • Ice – 30%
  • Life – 30%

You will not be able to Stun or Beguile him.

Gold Key

Behind the Stone Key option, you will find a Krampus, Rank 15, with health maxing at 30,144.

He Resists to:

  • Fire – 50%
  • Death – 50%
  • Balance – 30%
  • Myth – 30%
  • Storm – 30%

He Boosts to:

  • Ice – 30%
  • Life – 30%

You will not be able to Stun or Beguile him.

Cheats

  1. Maycast shadow Steal Charm on any blades casted on yourself
    – You can use Aegis the first time to get around this cheat. Any other time could get your unprotected blades stolen.
    – You can also cast Blades on other Wizards. Be warned that he could take your blades if you have any.
  2. Removes Feints
    – Indemnity will not work. Cheat is triggered twice.
  3. At the beginning of every 3rd round, he will dimension shift any traps
  4. Every 5th round minions will be summoned.
  5. Late Rules:
    Wooden: Will cast an enhanced power link
    Stone: Will cast Scald and a -75% accuracy Smoke Mantle
    Gold: Will cast DoT for 1,596 Fire damage over 3 Rounds and a -75% version of Smoke Mantle on the Wizard.

Strategy

Hitter: Buff up using non-blades. For example, traps and Windstorm or Star school aura spells.

Supporters: Blade up the hitter and get them set up to hit before the 5th round to prevent having to deal with the minions. Supporters should also heal and shield to prevent defeat.

Make sure the person Hitting goes last

Round One: Supporters should begin to set up by casting Elemental or Spirit Blades/Traps and any other Blades/Traps that the hitter can use. The hitter should use any of their school traps.

Round Two: Enchant Blades and Traps using potent/sharpen to increase the damage.

Round Three: One support team member can use the hitters’ school global spell, ex. Time of Legend, or Darkwind, and the rest can continue blading up the hitter. The hitter can use their preferred Star School damage spell, e.g. Frenzy, Berserk etc.

Round Four: This is the round you will want to use any last buffs you have while the hitter attacks with their strongest spell. Preferably a shadow hit if they can and no DoT spells. If you do not have Shadow magic yet and you are the hitter, use your highest damage spell to hit.

Now you know how to beat Krampus, go save Christmas before It’s too late!

 

Storm Titan’s Trident Strategy!

Basics

The final dungeon of Part two, Storm Titan Maelstrom, is one of the hardest fights in the game.  And sadly it is also the only fight in-game that drops the new Paradox gear, the majority best offensive gear in-game!  But what if you could kill it in a few rounds without ever losing more than a few hundred hit points?  Would be nice to save yourself an hour or more wouldn’t it?

The premise of this strategy is to kill the titan by using overtime and before he kills you.  But never fear, he won’t even be able to kill you with the Bad Jujus you placed on him!  Just make sure you understand everything fully, it isn’t a super strict strategy either with a decent margin of error.

Character Roles

Hitter: Your hitter is going to need a very strong DOT spell.  You’re looking at Heckhound, Stormhound etc.  Perhaps even Spinysaur!

Balance: Sadly, it is very hard to pull this off without a balance.  Although it may be possible without, a Balance simply provides an unrivaled advantage.  They can set up the hitter more effectively than any other school can.

Jade Death: Again something you can’t do without.  Only a Death can cast the required Indemnity Bad Jujus required to pull it off, as Storm Titan will cleanse himself. Death is also useful for Dark Pact.

Jade (any):  This can be any school that can tank and go first.  They’ll be elemental/spiritual setting up your hitter as well as a couple other bits and bobs of support that make your life a lot easier.


The Strategy

I won’t go into the round by round specifics as you actually have a lot of flexibility with this strategy.  However, there are a couple of important points that cannot be missed.

Bubble Change:  It’s important to note that this is no longer possible.  You can’t balance dispel, meaning the bubble stays up, capping your damage before a million.

Cleanses:  Packing a minimum of 2 cleanses is a good idea.  The boss likes to use virulent plague as well as mass infection.

Juju Spam:  This is vital.  Your Death has to Indemnity Juju spam.  If you get unlucky with shadows, he will pull up his trident on 5 shadow pips.  If this is the case and he does not have 2 Jujus on him you will lose everyone but your jades, so you got to get those Jujus on!  They also stop the tempests, cheats and other hits from hurting a lot!

The DOT:  The damage over time has to do over 40K damage on every tick.  Alternatively, impact + DOT hits like Rain Of Fire can work well too.  Each hit will trigger a new phase.

Minions:  There will be one batch of minions summoned after the initial hit or first tick of the DOT.  It’s vital that they’re killed immediately, by bugs; bull etc, as they could prevent the tick from doing enough by their shield spam.

General Blading:  This isn’t too hard to understand.  You gotta blade blade blade!  All balance and hitter do is blade.  The Death should Dark Pact whenever they are able too, but prioritize the Jujus.  Your Jade is in charge of the Elemental Blades.

The Hitting Round:  The round you hit there are a couple things you HAVE to do.  It’s important that firstly your hitter actually hits.  Your balance should shatter, as it’s possible he will have either a storm or myth shield (Note:  With a fire, this isn’t necessary).  We recommend being in shrike if you’re a hitting storm, but a few well-timed prisms work well too.  Your Death is free to do whatever, but ideally uses their last or remaining Dark Pact.


Conclusions

This sounds too good to believe.  A strategy that works easily, is super fast and has a little room for error.  But we’ve got the proof.  I’ve done it over a dozen times and my friend Julie has pulled it off over 20 times already!  Big thanks to Dark Merit and James Storyshield on Discord for brainstorming and testing this strat!

So best of luck guys!  Get farming for your new Paradox Gear!

Editors Note:  The wizards over at Team ELITE also came up with this strategy. Check out their video guide to it here  https://goo.gl/kFnGU4

Lambent Fire: 2 Turn Farming Strategy

Lambent Fire

Lambent Fire is a Stone Skeleton Key Boss that is found in Crystal Caves – Avalon. He drops the Burning Rampage spell, which is highly sought-after by many fire wizards. Unfortunately, his cheats work conveniently well to make the battle harder specifically for fire.

Main Cheats & Common Strategies

He cheat-casts steal charm on all fireblades, elemental blades, and universal blades. Aegis can be used to prevent this cheat, but many people don’t have that spell yet. If Bladestorm is used, only the caster will have their blade stolen. A common strategy is to have someone spam quench (fire dispel) on the boss so that someone else can blade. Hitters of other schools often don’t worry about this cheat (other than balance), but it’s mainly fire wizards that are farming this boss.

He also cheat-casts Immolate on any universal traps. That’s right – no feints, even if protected with Indemnity. You would need someone to spam quench for that, too. The only exceptions to this cheat are Mass Feint and Malediction (mass universal traps). Regular traps (like Fire Trap, Elemental Trap, Fuel, and Backdraft) all work fine. Fire Prism and Mass Fire Prism are both allowed.

A minion will also cheat-cast Bad Juju at the end of the 3rd turn to whoever has the most pips, which is usually the hitter. That always has to be cleared using a wand spell or Cleanse Charm before hitting. This cheat is part of a cheat-cycle and repeats every 3rd turn.

So if you’re fire, it’s hard to blade and hard to trap. Farming is all about efficiency; regardless of the drop rate, you have a higher chance of getting what you want if you get more runs in. But with all of the cheats against buffs, how could 4 average fire wizards ever hope to beat Lambent Fire in 2 turns?
 

Here’s The Strategy

 
Person 1: Minion Killer
 
You need one person to kill the minions. If you’re a fire wizard with a +1 pip deck, use Mass Fire Prism followed by an enchanted Scald.
 
Yeah, I said Scald. Trust me on this.
 
How high your damage is won’t matter, the minions will die regardless. If you don’t get a power pip on the 1st and 2nd turn, no worries; it will just take 3 turns to kill.
 
If the minion killer ends up not being a fire wizard, just find someone that can kill the minions by the 2nd turn. Having a spell that is both AoE and DoT (like Deer Knight or Reindeer Knight) would be ideal, but anyone else that can one-shot minions by the 2nd round is fine.
(Ex: Stormblade + Tempest/Storm Lord)
 
Person 2: Main Hitter

Here’s another surprise for you fire wizards: if you’re the hitter, use Fire Prism (single) on the boss, followed by an enchanted Heckhound. Even if you have a shadow hit ready.
 
Another “useless” spell, I know. Just go with it.
 
If your main hitter is not fire, then just have someone blade and hit with any DoT spell. Frostbite, Poison, or Thunderstorm (Rain Core pet spell) are all great options. Even if you have a stronger spell, please stick to DoT.
 
                                                                       Person 3: Secret Weapon
 
This is where the strategy comes together. Most of the people farming this boss are fire, right? Someone probably has Dalia’s Smoldering Hairdo, the fire hat from the Professor’s Hoard Pack. Congratulations, you have been selected to use Incindiate.
Does it make sense yet?
 
This will detonate all of the previously used DoT spells AND double their damage. To put this in perspective: Assuming a fire wizard was the main hitter and used what I said above, it would end up being a 5-7 pip Heckhound with a prism. If you include a Colossal enchantment and the double damage from Incindiate, you’re looking at a 1900-2440 base damage attack. That’s more base damage than any spell in the game. And that’s still without the 30% ice boost (from prism), stat damage, or even a possible critical.
 
The Scald works similarly; with Colossal and Incindiate, it would have 1540 base damage, which is still more damage than Raging Bull. That alone with the 30% ice boost is guaranteed to kill minions (and land a solid hit on the boss as well), not to mention your stat damage.
 

If you’re a non-fire wizard but you have the hat, you can still make it work. If you have a fire mastery amulet, great. If you have a +1 pip deck, using empower on the 1st turn will give you enough pips to cast Incindiate on the 2nd turn

f you are balance, you could go first and use bladestorms (cheat will only steal blade from you) to boost the other 2 hitters, or use Donate Power to boost the Heckhound, or both.
 
If you have Dworgyn’s Havoc Hood (the death hat from the Professor’s Hoard Pack), Mass Feint would also help.
 
If you are not fire but you are still a strong hitter, then you can blade and hit with whatever you got; just keep in mind DoT will do double damage.
 
If you have none of these, you could always buy Donate Power tc from the bazaar and use that on the main hitter before they use Heckhound, or buy Fire Trap/Elemental Trap/Fuel tc. Just find some way to be helpful.
 
 
 
Person 4: Backup

There is no specific role for this person, just help somehow. If you are fire/ice/death, I recommend doing the same thing as the main hitter. I’m specifically including ice and death because they both have solid, low-pip DoT spells they can use, and they each have a 30% damage boost against Lambent Fire.

If you’re fire but have really low accuracy/damage, use traps for the hitters. (Traps have to be after prisms, so enter battle after the hitters.)

If you are balance, you could go first and use bladestorms (cheat will only steal blade from you) to boost the other 2 hitters, or use Donate Power to boost the Heckhound or both.
 
If you have Dworgyn’s Havoc Hood (the death hat from the Professor’s Hoard Pack), Mass Feint would also help.
 
If you are not fire but you are still a strong hitter, then you can blade and hit with whatever you got; just keep in mind DoT will do double damage.
 
If you have none of these, you could always buy Donate Power TC from the bazaar and use that on the main hitter before they use Heckhound, or buy Fire Trap/Elemental Trap/Fuel tc. Just find some way to be helpful.
 
 
 
(If you’re a high level and wanna get fancy, a death wizard could use Empower then Wrath of Hades, or a myth wizard could use Empower tc then King Artorius (which both have a big 1000+ damage DoT). If you’re hitting minions, an ice wizard use Empower TC/Snow Angel, or a myth wizard could use Mythblade/Noble Humongofrog. Feel free to get creative!
 
Putting It All Together
 
If your backup person is not hitting or trapping, have them go first, followed by the 2 hitters (in any order). If the backup person is hitting, then all 3 hitters go in any order. Most importantly, have the person using Incindiate go last.
 
If anyone on the team doesn’t have enough pips to do their part by the 2nd turn (due to lack of power pips, entering late, etc.), everyone needs to wait until the 3rd turn to hit.
 
If your hitters aren’t very strong, or you don’t have a backup person, hitting on the 3rd turn can also give everyone an extra turn to trap, and increases Heckhound’s base damage (by gaining an extra pip). This would ensure a kill, although most full teams can manage it in 2 turns.
 
Preventing Fails
 
 
One of the unpredictable things in this battle that can cause a fail is Lambent Fire using Efreet. But with this strategy since the person using Incindiate is going last, the Efreet will always target them (since they will always be across from him) as long as you have a full team.
 
 
 
The Bad Juju cheat is another thing people worry about,
but hitting by the 3rd turn avoids this completely.
 
 
The minions CAN use Immolate, which can clear some of their prisms. If the minion killer is fire and has low damage, the Scald might not kill. Have a backup AoE hit in to clean up. Lambent Fire will not use Immolate.
 
Aside from that, watch your accuracy and power pips. Incindiate needs 15% accuracy to ensure no fizzles. Raise your power pip stat too, especially if you don’t have a +1 pip deck. Other than that, make sure your hitters all have 100% accuracy for their school. If your accuracy isn’t high enough, taking an extra turn to use Infallible is well worth your time. Accuracy and power pips are much more important than critical for this strategy.
 
 

Deck Setup

Minion Killer

If you are fire, this is the setup you wanna have. Keeping a maximum of 7 cards ensures that you will draw exactly what you need. the plan is to use Mass Fire Prism, then an enchanted Scald. If you get a pip fail can’t use Scald on the 2nd turn, use a trap while waiting for a pip. If your fire accuracy isn’t perfect, use Infallible tc regardless of pips.
 
If some minions clear their prism and end up surviving, then you have a backup enchanted Meteor Strike. In the rare case that it goes past the 3rd round, you may need a wand to for the Bad Juju cheat.
 
If you’re not fire, just replace the trap/prism with blades, and the attacks with your AoE spells.
 
 

Main Hitter/Backup Hitter
 
Same simple setup: Fire Prism then Enchanted Heckhound. Pip fails don’t really matter with Heckhound, but use a trap if someone else on your team needs to wait for pips. Just like before, you have an enchanted Meteor Strike and a wand hit for emergencies, but probably won’t end up using them.
 
If you aren’t fire, just replace the trap/prism with blades, and the Heckhound with your DoT spell. Backup hit is optional.
 
***All hitters NEED perfect accuracy, more than anything else. If you fizzle, you miss out on the Incindiate. If someone on your team needs to use Infallible tc, just hit on the 3rd turn.
 
Secret Weapon
 
It’s pretty simple for this person: enter the battle last and be ready to use Incindiate by the 2nd turn. if you have a +1 pip deck and at least 90% power pips, you’re solid. You can use a Fire Trap or anything else that would be helpful while you wait. If you don’t have a deck pip, increase your power pips as much as possible and use Empower tc on the 1st turn. Regardless, 15% fire accuracy is a must. Backup hit is optional.

Other Backup 
If the Backup is a fire wizard with low damage/accuracy and doesn’t want to hit, this is also a possible setup. Pack whatever traps you have, and go after the hitters so that your traps go after their prisms.
 
If the backup isn’t fire, then go first and support in any way possible. An easy way is by using Donate Power tc to boost Heckhound on the 2nd turn.
 
 
While I do agree that this strategy is a bit particular by requiring a spell like Incindiate, also consider that you’re more likely to run into fire wizards with this boss than anywhere else. The chance that someone on your team has it is pretty decent. All the current guides and strategies advise against having too many fire wizards (which is terrible since fire wizards farm it the most), but this one encourages it. This is also the only current strategy that can be done in 2-3 turns with a team of average Archmage fire wizards.
 
Good luck on your drops!
 

By: NinjaDudeB12 #4545

Mount Olympus Strategy Guide

When you reach level 30, Cyrus Drake will invite you to the Quest for Glory, your ticket to Mount Olympus. The quest will send you to Cyclops Lane, where you will discover something unique. Hiding in the back of the park is a golden chariot to Aquila. There, you will meet Silenus, who will send you to Mount Olympus to meet Zeus. This is a side quest you will definitely want to do, as the gear Zeus drops here will keep your stats where they need to be until you reach level 56 or 60.

When you step inside the sigil to Mount Olympus, you first meet Athena. She will be your guide and sends you to your first challenge, Apollo. Apollo is a Life boss with Myth minions, but he mainly deals Fire damage. This boss doesn’t cheat, but he uses a natural attack that leaves behind a smokescreen nearly every round. Stacking a Feint or two on the boss with a few blades on your attacker will work. After defeating Apollo, you will be awarded your first Legion Token, an Ophidian Archer.

After you turn in the first Legion Token, Athena will send you to the next challenge. The Moon Chamber. Inside you will find Moon school and Death school mobs. There isn’t a boss here, and there are no cheats. It’s worth noting that many at-level Wizards prefer to use a particular strategy to minimize the number of mobs in this fight.

For the mob-reducing strategy, only one Wizard enters the room to start the battle before the rest of the team joins. This trick works in all of Aquila, wherever rooms contain battles with minions. Your usual mob-killing strategy boosted by an extra blade or two should do the trick, and in no time, you will have your second legion token, a Minotaur Warrior.

Next, Athena will send you to the Sky Balcony to face the Praetorian Guards. This is another mob like the last one. Even though one of them is in a different school like a boss would be, the health is about the same for all of them. The “boss” is a Storm, and the mobs are Myth. The same strategy you used in the last fight will also work here; be sure to convert the boss if your attacker is Storm. Grab the free statue of Zeus, which you will find on the Sky Balcony, then swipe the third Legion Token, a Carthenian Elephant.

After turning in the final Legion Token, Athena will send you off to face a new kind of challenge. Down in the Arena, Eris Golden Apple has a puzzle you must solve. She will show you two teams, and you will have to figure out which of your warriors can take down the ones she selects. Lucky for us, she makes the same moves every time. First, move your Carthenian Elephant. Second, move the Minotaur Warrior. Then end the game with the Ophidian Archer.

 

If you complete the puzzle correctly, you won’t have to fight anything here, turn in the quest and move ahead to the next challenge.
 
Next, The Hall of the Watchful Eye contains an easily conquered Myth mob, the Elite Cyclops Guard. After you defeat them, you will gain access to Hephaestus.

Before moving ahead, you must gather Hephaestus’s statues that are hidden all around Mount Olympus. Start by heading straight out the door and down the hall. When you get to the end of the hall, head out the door and hang a left toward the Chamber of the Sun. Enter the Chamber of the Sun, but stop side the door and turn to your right. You will see the first statue in the corner (1).

Head back out the door and toward Athena; you will find the next statue in the corner by the entrance (2). Now, go toward the Moon Chamber, but when you get to the top of the stairs leading to the Moon Chamber door, turn to the left. The third statue is hidden in a corner (3). Finally, head down the nearest set of stairs to the Arena. When you get to the bottom of the stairs, stop and turn to your right. You will see the fourth eagle statue standing near the bench in the alcove there (4). Now that you have gathered all the eagles, you can bring them to Hephaestus and brace yourself for the next challenge.

Inside the Hall of Battle, you will meet Ares Savage Spear. Ares is a fire boss with Death minions and has a damage aura that is permanently renewed. If you hit him directly, he says, “You dare strike me directly!?” and smacks you with the business end of his spear for just under 500 damage, leaving behind a 40% trap.

The best strategy here is to stack up a few Feints on the boss, a few blades on your attacker and hit with an All One Enemy attack such as Tempest or Meteor. If Ares doesn’t die in the AOE attack, make sure the follow-up hit finishes him off or face his wrath.


Next is the big boss, Zeus. The same mob-reducing strategy is often employed here that I introduced you to in the Moon Chamber. It’s a good idea in this fight, especially because Zeus is a Myth boss with Ice minions that are not easy for an at-level team; they tend to cast a lot of shields that complicate things.

If you use any spell over six pips in this battle, Zeus will hit you out of turn with a free Minotaur and scold you that “You hesitate too much!” The best strategy here is to stack 2-3 feints on Zeus plus 3-4 blades on your attacker and go for a one-shot kill. Having a supporter carry Shatter is a good idea, just in case those Ice mobs stack up too many shields before your attacker is ready to kill.

When you complete this battle for the first time, you will be awarded the title Honorable Bronze Archon, and you will have conquered Mount Olympus!