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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

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  • Verfluchte Pyramide
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  • Die Verfluchte Pyramide ist ein Dungeon auf der Insel Saharach. Zugang [09,72] Einzustufen als Hardcore. Bossmonster: Tal Kasha Einige Tips dazu von Tezar aus Imps Village: {| class="spoiler" border="0" cellpadding="0" cellspacing="0" Style="background:transparent;" |style="vertical-align:top;white-space:nowrap;"|Spoiler (zum Anschauen markieren): |style="border:1px solid #ccc;color:#f9f9f9;background:#f9f9f9;"| Even though I don't pvm, I've managed to acquire some information which i saw in a dream last night, Which Izmar has blessed upon me, I'm pretty much the modern day Jesus. First of all
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  • Die Verfluchte Pyramide ist ein Dungeon auf der Insel Saharach. Zugang [09,72] Einzustufen als Hardcore. Bossmonster: Tal Kasha Einige Tips dazu von Tezar aus Imps Village: {| class="spoiler" border="0" cellpadding="0" cellspacing="0" Style="background:transparent;" |style="vertical-align:top;white-space:nowrap;"|Spoiler (zum Anschauen markieren): |style="border:1px solid #ccc;color:#f9f9f9;background:#f9f9f9;"| Even though I don't pvm, I've managed to acquire some information which i saw in a dream last night, Which Izmar has blessed upon me, I'm pretty much the modern day Jesus. First of all When hitting any monster. Say it's monster X, the closest monster to X will become invulnerable for a turn, The invuln state can't be unbewitched and doesn't disappear if the monster X is killed, A whole turn, so if your Iop hits x, monster Y will become vulnerable only on Iop's turn, Except for Tal Kasha, the boss, that isn't effected by this in any way. The monsters don't get completely invulnerable, however They can be hit in close combat, Which isn't highly advised since the mobs hit a ton in close combat Say if you hit monster X and monster Y gains the invulnerability state, Monster Y will receive a -2mp penalty, Just once a turn. Hitting twice won't make it a -4 Bandjid If you push Bandjid, you get a very very powerful Neutral Damage mp poison Bandjid hits in close combat, is nearly harmless from range Jackalnubis Has base 0 MP but gains 10 MP if you hit him with anything * has infinite range, hits in Air * Also rapes up to 4 ap and 3 mp * Hits three times a turn * Hits more in close combat than he does from range. Range doesn't hit anything all too powerful, preferably blitzed Mumystic Hits mid-range, linear Hits quite a lot, can apply - resistance Sneerena Mainly hits in close combat but has a large range jumping spell Looks something like up to 10 range or something along those lines Enutrof works very nicely for keeping Sneerena and Mumystic away since they are strongest in close combat and very easy to keep back If you want to keep 2 monsters back, it's best to place them together to abuse the -2mp effect Accessibility You need four characters, each character must have 1k+ in one of the four builds have each character stand on their corresponding tiles + pull both levels, When enetering the pyramid, Earth and Water go to the left side, Fire and Air to the right, After pulling both levers, doors will open to advance to the next rooms. To open the 2nd door, you must kill a mob with [Thrashtaba] in it, It can be found on the 'same floor' as the 2nd door you must open. As for the boss room All monsters have their base hp boosted by 3300 for an infinite amount of time, which then puts all monsters (except boss) to 9900 hp. When killing any of the monsters, a glyph will be placed under them, after passing, the monster will be revived on the same cell he was killed on with full hp (erosion lowers the hp after revive). If you stand on the cell, the monster will be revive to the closest cell possible, clockwise rotation. Causing MP reduction to Tal Kasha will make you swap her once a whole turn, That counts any spells like Duel or Pull Out. To vuln Tal Kasha, you must swap Tal Kasha onto the glyphs placed by its dead allies; You need to do that three times, onto three different glyphs set by 3 different dead monsters, Tal Kasha has to start its turn on the glyph, when a monster is revived, it will skip a turn. please note Tal Kasha attracts in linear, does about 600-700 damage, but will hit a ton more in close combat Has mid-range, about 6-7 cells, can't remember the exact value from my dream. Tal Kasha can not only attract to itself, but also work with its allies, If you're linear to a Bandkid, for example, Tal Kasha can and most likely will make Bandjid attract you to itself and do high close combat damage, despite the fact Bandjid's turn may as well been cancelled since it's not Bandjid's doing, but is Tal Kasha's. By linear, we're only talking about the short to mid-range linearity, Not infinite range Stratergy 1. Slowly, but surely. Applying erosion to each monster and getting each monster to 1 hp; It may sound like a hassle but it actually takes a few turns if you have a good erosion character like Eca or preferbably Iop (Sworf of Fate helps a lot, obviously) That way you can effectively, without problem apply vuln to Tal Kasha. 2. Playing A Rogue Team; Definitely something I'd recommend. Since the monsters get revived right after you finish your turn, bomb lines are ridiculously effective, not to mention rogues huge AoE erosion capabilities. If you manage to place all 4 monsters in the bomb line and erosion them, they would just keep dying every turn without you having to worry about them, Or however many monsters you're fighting. Send cute pics of animals & nudes for such hard work and dedication. If any of the information above is wrong, please notify me and i'll update it, senks. Edited December 7, 2016 by Tezar |}
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