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A complete Run gives 1.476.068 exp and 304.773 SP. Further rewards are Tome Fragments and Mirage Stones. After killing the "shroom", that appears after each finished stage, you get coins, pink pots and the chance to get immaculate shards. | A complete Run gives 1.476.068 exp and 304.773 SP. Further rewards are Tome Fragments and Mirage Stones. After killing the "shroom", that appears after each finished stage, you get coins, pink pots and the chance to get immaculate shards. | ||
Rumor: For a better droprate for immaculate shards, let the barb kill the first three "shrooms" without weapong, only with fists. After that the lowest member in the squad should kill the "shroom" unarmed again. | |||
==external Links== | ==external Links== | ||
Revision as of 13:24, 19 August 2009
Introduction
You can go in different squad types. Each squad has 6 members:
- Rainbow Squad: 1xBarb 1xBM 1xCleric 1xArcher 1xWizard 1xVeno (rewards you an aura from the beginning)
- Mixed Squad: 1xBarb 2xBM 1xCleric 2xWizard or Archer
The beginning
The stages
There are 9 stages in total. Each stage has waves of monsters comming at you. One wave consists of about 20 mobs.
Stage 1
- Wave 1 (Metal) - Melee - Reinforced Armorfire
- Wave 2 (Wood) - Melee - Bloodthirst Plant
- Wave 3 (Earth) - Melee - Stoney Dismalness
- Wave 4 (Water) - Melee - Advent Snowling
- Wave 5 (Fire) - Melee - Godshine Silkworm
- Boss: Element Summoner - The Cleric will tank this boss alone. The rest of the squad is digging chests for beans in Happy Valley. The cleric should have an eye on the timer and give the squad members a head-up from time to time about how much time is left and how the health of the boss is.
Stage 2
- Wave 1 (Metal)
- Wave 2 (Wood)
- Wave 3 (Earth)
- Wave 4 (Water)
- Wave 5 (Fire)
- Boss: Flashing Thunder - The barb and cleric will duo this boss. The rest of the squad is either killing the lanterns in room one or digging chests in room 2. Again keep an eye on the timer so the squad can be informed when to come back.
Stage 3
- Wave 1
- Wave 2
- Wave 3
- Wave 4
- Wave 5
- Boss: Life Defector - Everyone stays for this boss. Maybe the BM is already back or even the Veno. This boss aoe purges and uses reflect. So beware!
Stage 4
- Wave 1
- Wave 2
- Wave 3
- Wave 4
- Wave 5
- Boss: Earthquaker - This earth boss looks like Drum form TT. He uses an aoe debuff.
Stage 5
- Wave 1
- Wave 2
- Wave 3
- Wave 4
- Wave 5
- Boss: Aqua Source - Water element boss and nothing special to go with him.
Stage 6
- Wave 1
- Wave 2
- Wave 3
- Wave 4
- Wave 5
- Boss: Flame Strength - Fire element boss that comes with 3 Adds. The veno or bm should get the adds and pull them into the aoe of the Archer and Wiz. The boss should be tanked by the barb. It has an immobilize!!!
Stage 7
- Wave 1
- Wave 2
- Wave 3
- Wave 4
- Wave 5
- Boss: Shattered Soul - Has a aoe that likes to go to the archer (high dmg) but nothing to worry about. No speical debuffs or attacks.
Stage 8
- Wave 1
- Wave 2
- Wave 3
- Wave 4
- Wave 5
- Boss: Broken Mind - Has a mean stun so beware!!! Everyone can get aggro!!!
Stage 9
- Boss: Element Lord - Stuns and has a long range physical aoe!!! He one hits arcane classes not in BB!!!
Class Roles
Barb
Blademaster
Venomancer
Wizard
Archer
Cleric
Rewards
A complete Run gives 1.476.068 exp and 304.773 SP. Further rewards are Tome Fragments and Mirage Stones. After killing the "shroom", that appears after each finished stage, you get coins, pink pots and the chance to get immaculate shards.
Rumor: For a better droprate for immaculate shards, let the barb kill the first three "shrooms" without weapong, only with fists. After that the lowest member in the squad should kill the "shroom" unarmed again.