How to get bell deepwoken

How to get bell deepwoken

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Teleportation

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Contents

Description

Teleportation

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EffectAppearance
Teleports player(s) to a set location.Gold ring expands below the user.

Teleportation, also known as Fast Travel, Gate, or Flying Raijin is a Resonance or «bell» that players can obtain, and is extremely rare to roll.

Appearance

Once used, a gold ring expands on the ground around the user. Over time, particles will start to rise from the field indicating teleport.

Shortly after particles start appearing, all players inside Teleportation’s radius teleport to the set waypoint, appearing similar to teleportation used at Greathive Aratel.

Usage

Pressing «C» will activate the Teleportation Resonance.

Using the resonance first places a marker. This marker is only visible to the user, is visible throught walls and at any distance. It will remain here until used, including when changing servers.

Using the resonance while aiming at a marker starts the teleportation sequence, creating a ring around the user. After charging up (charge speed depends on distance (further = longer to charge) and Resonance Points), everyone inside the ring is transported to the location of the mark.

Resonance Point usage

When obtained, Teleportation will spend its points on the following stats:

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Resonance

Resonances, commonly referred to and known as «Bells,» are unique abilities the player can obtain in Deepwoken.

Contents

Overview

Resonances are one of the many skills that players can obtain. They are the most varied when it comes to all the abilities, and are quite powerful, having effects from perfect invisibility, map-wide teleportation, and instantaneous gripping.

Certain Resonances have a set of «points» given when they are obtained. The points are randomly spent and dictate certain parts of the Resonance, such as their variant and damage for example. Each resonances uses these points differently. Corrupted Resonances have more points to spend.

Resonances are universally represented as an item attached on your waist. This item can be a bell, a chime, jingle bells or a sleigh bell. They can also be of varying colors, ranging from yellow, green, to red, dark blue, black and purple. (If someone could post an image of all the bell variants I’d appreciate it). Do remember that rerolling your bell can change the type and color of your bell as well.

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Variants

Resonances of any category are susceptible to Variants. Resonance Variants are variations of the normal Resonance, having slight variations to the original execution, but still having the same purpose. Variants are not able to be changed or swayed in any way, so it’s up to chance what variant of what Resonance someone obtains. However, some variants are rarer than others, with the most common variant being called the ‘basic’ or ‘original’ variant. All Resonance Variants are listed in their corresponding Resonance page. Resonances use a «pointbuy» system which determines basic things such as variants and effectiveness. Such as a high-healing reaper bell is less likely to have massive AOE unless the pointbuy system is in your favor.

Normal Resonance

Normal Resonances are the basic version of each Resonance, and the most common. They do not have any buffs or debuffs compared to sub-category Resonances, but they are still susceptible to being a variant.

From data of 100 rerolls, the calculated chance of getting a normal Resonance was 92% (276/300, almost guaranteed per reroll)

Corrupted Resonances

Corrupted Resonances are a sub-category of Resonances which are obtained identically to normal Resonances, however, they are rarer and stronger.

Corrupted Resonances give substantial buffs accordingly to their purpose, such as Resonances that deal damage becoming stronger, or mobility Resonances going further. They are just a generally immense boost in power, having both broad buffs that effect all Corrupted Resonance, and also unique buffs that enrich the specific Resonance’s purpose.

From data of 100 rerolls, the calculated chance of getting a Corrupted Resonance was 4%. (12/300, 12% per reroll)

However, similarly to Cursed Enchants, Corrupted Resonance’s power comes with a cost. Every Corrupted Resonance has a debuff that happens upon usage.

Known downsides include:

These downsides do not appear to be correlated to any Resonances, meaning any Resonance can get any downside, and are very minor in effect. At most, the health one deals like 20%. Ironically, many Resonance effects can straight up mitigate or invalidate their downside, such as ones that grant invincibility or resistances.

All Corrupted Resonance effects are listed in their corresponding Resonance page.

Legendary Resonances

Legendary Resonances are another category of Resonances which are also obtained identically to normal Resonances but are massively rarer and powerful than both normal and Corrupted Resonances. The only legendary resonances in the game are Teleportation and Dimensional Travel. One thing of note is that Legendary Resonances can overlap with Corrupted Resonances, but this is one of the rarest occurrences possible.

From data of 100 rerolls, the calculated chance of getting a Legendary Resonance was 3.67%. (11/300, 11% per reroll)

From data of 100 rerolls, the calculated chance of getting a corrupted Legendary Resonance (drowned) was 0.333%. (1/300, 1% per reroll)

Tarnished Resonances

Tarnished Resonances are yet another sub/category of Resonances. Unlike the other variants, obtaining, and getting rid of a Tarnished Resonance is totally in the player’s hands. Upon rerolling a Resonance (see the ‘Rerolling a Resonance’ heading for specifics), the player’s new Resonance will be inflicted with a new flaw called Tarnished. Tarnished Resonances act like a sort of reverse Corrupted Resonance, having a general debuff, but also a specific debuff depending on what Resonance got tarnished. In general, Tarnished Resonances have longer cooldowns, longer windup, and just weaker effects.

All Tarnished Resonance effects are listed in their corresponding Resonance page.

Removing Tarnished

Yamaketzal, Chimes of Conflict giver AND Tarnished Remover.

Obtaining

Finding the Nature of your Soul & Progress

The main factor in obtaining a Resonance is known as Progress. There are many ways to obtain Progress, and the most effective ways can vary from character to character. To find out the most effective way for you to obtain Progress, you can talk to Sibex, a unique NPC. He will inspect your Soul and tell you what is the best way for you to obtain Progress. He can also tell you how close you are to obtaining you Resonance.

Luck rules apply when it comes to killing other players. You will not gain Progress from killing other people unless you also gain Luck, requiring you to be within their level range.

Luck rules apply when it comes to killing other players. You will not gain Progress from killing other people unless you also gain Luck, requiring you to be within their level range.

Another important thing to note is The Chime of Conflict, which is safer and will give more Progress, as opposed to The Overworld or The Depths.

For all three natures, an important word is «Fight». You need to FIGHT, not just KILL whatever you are after. Dealing damage is actually where a significant amount of the Progress comes from, and not just killing.

Finally, just because you have one Nature, doesn’t mean you cant do the other Nature’s methods of gaining Progress. Any method will work for any Nature, its just that Sibex will tell you what Nature works best for you.

Obtaining Your Resonance

Talk to Sibex until he tells you this lines:

Note: This does not guarantee that you are ready to get your Resonance, it’s just a very likely indicator that you’re close.

Once you get knocked in The Depths with max progress:

Once obtained, using C will activate your Resonance.

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Rerolling & Resonance Doors

Around The Depths and Overworld, Resonance Doors can be found. Resonance Doors are greyish doors with a white sphere in their center, that require a Resonance to be opened. They facilitate shortcuts to get through normally impassable areas of the map.

A very specific and unique Resonance Door is within a cave in The Depths, and within it’s room resides Yun’Shul. Talking to Yun’Shul without a Resonance WILL wipe you.Yun’Shul provides many different «wishes», one of which is rerolling your Resonance, giving you another draw of three cards, as if you have just obtained one.

This is not without a cost, however. Rerolling your Resonance inflicts you with the Tarnished Flaw, which can severely downgrade your resonance and makes it so you cannot make a wish again. As stated before, Yamaketzal is able to remove Tarnished from you for 1000 Notes. Alternatively, you can get it removed by making ANOTHER wish with Yun’Shul to reroll your flaws. (Do not do this).

Every time you use a wish, Yun’Shul goes on «cooldown», and will require you to progress 10 levels before making another wish. You can reroll an unlimited times, aslong as you have enough levels left to level up 10 times once more. It’s generally recommended to get your resonance at 40 for two rerolls, or 50 for one reroll.

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Payback

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Payback

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EffectAppearance
Reflects damage to opponents.Green circle that appears around user.

Contents

Description

Payback, also known as Full Counter, is a Resonance or «bell» that players can obtain, and is common to roll.

Appearance when Used

When used, a green circle appears around the user and shrinks until the Resonance finishes.

How to Use

Pressing C will activate the Payback Resonance.

Payback reflects all damage inflicted within the Resonance’s timeframe to the user’s opponents.

One of the best combat bells because it’s mostly used while getting combo I-frames and free damage.

Variants

Payback has two different versions and a unique Tarnished effect.

Versions

Tarnished

If the owner of this Resonance is Tarnished, Payback will be given a two second start-up. During this time, Payback can be easily interrupted.

Corrupted

If Payback is found to be Corrupted. The duration for which Payback is active will increase, as well as buffs to each of the variants.

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The Ultimate Progression Guide

Contents

The Ultimate Deepwoken Progression Guide

This article is meant to help those who wish to progress quickly on Deepwoken, but don’t have the time to watch 10 guides to learn everything in the game.

BEFORE USING THIS GUIDE, REMEMBER THAT YOUR METHOD OF PROGRESSION COULD BE BETTER FOR YOU

Character Planning

Before you begin progression, it’s recommended to plan what type of build you’re going, lest you waste skill points that could’ve gone to a better cause.

Weapons

First off is the weapon of your choice, there are various kinds of weapons in Deepwoken. In terms of light there is daggers, fists, and guns. In terms of medium you have swords, spears, and maces. Finally in heavy you have greatswords, greataxes, and greathammers. Light hits fast, but has less damage than medium and heavy, medium is a balance of swing speed and damage, and heavy prioritizes damage over swing speed. As of now any choice is at least some what viable with the except of dagger, dagger is mostly a downgrade from fist and it’s recommended you take fist or guns over dagger. Medium is the best choice for most beginners as timing heavy swings can be challenging for beginners.

Elements

Every element is good in some way or another. The current meta is ice and gale, however, fire is the best for PvE and thunder and shadow are both equally good. It’s simply up to whatever looks appealing for you to choose your element.

Stat Distribution

Second is planning how you’ll distribute your stats. All stats are useful in some way or another, but not all are useful for every build. In total, you’ll have 323 stat points, however, if you don’t go No-Attunement 10 of those points will be used for you to go into your mantra. For almost every build 100 in your weapon and element is crucial.

Strength

Strength is avoided for most builds, however, it used useful for flamecharm as 40 strength can let you obtain ash slam, and it is crucial for no-attunement because it’s used to unlock strong left, rapid punches, strong leap, and overall effectiveness of strength combat mantras. It also provides 1% penetration for every 10 strength.

Agility

Agility is widely used on all builds. It allows you to travel faster with faster roll speed, slide speed, higher climb height and speed. In addition, talents obtained are very useful and easy to incorporate in builds. The margins for this stat are 20 (Warding Radiance Talents, Risky Moves, Conditioned Runner), 25 (Observation and speed demon), 35 (ghost) and 40 (vanishing follow-up). Beyond that, its a waste of stat points. I would recommend at least 20 agility in any build to be able to travel around at a decent speed.

Fortitude

Fortitude seems like an extremely useful stat, but is in reality not that great for most builds. While yes it does provide HP, the most it can give is 50 additional HP at 100 Fortitude, which in reality isn’t all that great when you realize how much 100 stat points actually is. Fortitude is only recommended if you want to get Warrior’s Respite (15 fortitude), Lose Your Mind (30 FTD, 30 STR), (Exoskeleton (35 fortitude), or khan shield (60 fortitude).

Intelligence

Intelligence is good for builds that are based on attunements that require heavy modification such as Frostdraw or Shadowcast. Both ice and shadow mantras are commonly modified to the point that they’d cost far too much for the average joe, however, with intelligence that ether cost is lessened to a certain extent. Intelligence is also useful for making potions, and while they’ve been nerfed quite a bit they’re still viable in PvP and PvE.

Willpower

Willpower is quite possibly the most situational stat out of all. While the Depths is valuable for the loot and exp it offers, most of the time you won’t be staying down there for all that long. 40 willpower is required for Blindseer, but unless you need willpower for Azure Flames or for Exhaustion Strike it wouldn’t be very smart to allocate 40 points just for Blindseer. It also has the side benefit of increasing reservoir, but reservoir can already be easily replenished in combat with elemental ingredients. Investing into WIllpower to get its talents, however, will increase your HP the most out of any other stat.

Charisma

Charisma is by far the best support stat. It has excellent talents and great support for those going no-attunement. Charm as a status effect can greatly help you in battle and vow of mastery is great for support in ganks. It also has the benefit of extra ether, something that nearly every build can benefit from.

Leveling Up

Now that you’ve decided what type of build you want to go, how will you progress?

Trial of One

The Trial of One is by far the fastest way to progress in game, it grants you at least one legendary, and 2x exp for the rest of your slot’s life, however, it is also extremely difficult for new players. It is not recommended you attempt to do this until you know what you’re doing.

Lower Erisia

Lower Erisia is the most standard starting island, as most of the NPC’s there are quite easy to fight, even as a freshie. Mudskippers are essentially free EXP, and bandits are mostly a walk in the park except for the bandit captain who can mess you up if you’re under power 5. Sharkos are also a viable option for exp, however, if you’re not over power 15 and are new at the game, it’s best that you avoid them. It is recommended you farm Lower Erisia until power 30, or power 20 if you’re goated.

Minityrsa

Many go to Minityrsa directly after Lower Erisia, as the NPCs there are typically easy to fight and give a good amount of exp, however, it is not truly the best island for grinding exp after Lower Erisia.

Songseeker

Songseeker is one of the best islands to farm at post-Erisia. Due to it’s guaranteed spawns, it is extremely easy to hop servers after dispatching the guaranteed spawns and joining one which hasn’t been touched yet. With Adept, it’s extremely easy to make it to power 50 just by server hopping.

Depths

The Depths is another common choice after Erisia. The monsters give lots of exp, the loot is good, however, the time you can actually spend in the Depths is very limited. Your sanity slowly goes down, making you more and more vulnerable over time. You can’t really regenerate your armor without bloodiron spirit. And if you die in the Depths you’re instantly wiped.

Starswept Valley

Starswept is another good choice for grinding after you reach power 40. It can give Depths level loot, the threshers make for good exp, HOWEVER, the spawn rates of these events is extremely sparse, and without multiple people there to boost the spawn rates, you’ll most likely spend most of your time looking for events rather than actually fighting.

Bosses

Bosses are the most common way to gain good exp after power 50. The Ferryman, the Duke, and the Primadon are easily beatable with enough practice, and provide exp, luck, and great loot. Beating the Duke with the talent Adept is enough exp to give you 1-2 skill points.

Luck is one of the most important parts of progression. Luck is what decides the rarity of cards you’re getting, represented by the percentage in the bottom right corner of the screen. The percentage represents your chances of getting a rare card. Luck is quite hard to get as a solo player when you’re under power 40, however, you can also get luck by doing PvP arena matches. You can lose luck by getting gripped by other players. The following things give luck:

Bells

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Leveling Guide

Contents

Overview

*Keep in mind that these power recommendations below are based more on stats and equipment rather than skill. You don’t have to follow these level recommendations if you’re confident in your ability to fight in this game. However, even if you aren’t confident in your fighting capabilities, this guide should be very helpful. I have also provided a map at the bottom of the page to help you with directions. Have fun!

— ItzInferno22, The Leveling Guide Editor

PS: No, I don’t view this page all the time. I have a life too, you know.

PPS: If you’re good at the game (or just impatient), use this Leveling Guide instead.

Lower Erisia (Power 1-20/25)

Erisia is the starter island, and it is recommended to grind here as a freshspawn/freshie. To reach it, you must sail out a bit to the right of the Etris Dock, once you see an island with a beach, head towards it (or sail straight from Vigils Docks and turn right when you see it). It has Bandits, Bandit Captains, Bandit Assassins, Mudskippers, and potentially other enemies (such as Megalodaunts that spawn rarely). Keep in mind that Lower will stop giving reliable experience at level 30, so you’ll be forced to go to a different island due to the experience curve. Because this is the starter island, high level players like to kill freshies here, so always be cautious.

Temple Courtyard (Power 10-25)

This isn’t a very common place to farm, but if you want to practice fighting against Angels (Lesser) or avoiding Watchers, you can come to the Temple Courtyard of Upper Erisia. This is by far the easiest place to farm in Upper, as Angels only have 400 HP (remember that Bandit Captains have around 200) and aren’t very difficult to kill if you can parry well. They give decent EXP until you’re around level 25, so you can make this your farming spot at a relatively low level. Keep in mind that Bandit Camps camps can still spawn here, and might run into Bandits from a different faction called «The Knives of Eylis» (Irrelevant faction, they’re just Lower Bandits with only daggers and the power to stop time in a short radius). Coming here is also necessary for unlocking the Blindseer Oath, and you can reach the Courtyard by stacking barrels (or using any Jump Boost mantra) on top of the village in Lower Erisia and climbing your way up.

Arena (Power 15+)

At level 15 you can head to the Songseeker temple at Songseeker Wilds. Here you can you can talk to Yamaketzal to receive the Chime of Conflict. Now you can just do 1v1s until you get to level 60. This is a great way to practice PvP and get luck (3% per win. You lose 3% if you lose). You start with three skulls, and you can check how many skulls you have by using the Chime of Conflict without teleporting. You lose one skull if you lose a match, and regain one skull if you win. Furthermore, you’ll get all your skulls back at 00:00 UTC (the next day/when a new in game season starts). Keep in mind that if you lose all your skulls, you will get sent to The Depths. The arena gives good experience but training attributes can be slow. As a result, it’s best to use arena alongside other progression.

Arena also gives good Resonance (Bell) progression. 20-100 wins should be enough for a bell. How many wins you have to get for a bell is depends on the game’s RNG and the player.

The Viper’s Jaw (Power 20-30/35)

If you want to practice fighting Megalodaunts, the Viper’s Jaw (AKA Sharko Cave) is the perfect place to do that. This place is crawling with them, and even gives you a way to cheese them by using the entrance as a barrier. This is also a somewhat uncommon place to farm, as most people would be at Songseeker or Minityrsa at the recommended power (those islands are much easier and give pretty much the same loot). However, this cave is a very useful farm spot for the sake of skill, as you will most likely have to fight a Megalodaunt if you get sent to The Depths (If you’re between Power 30 and 49, you don’t have a choice since it’ll be your Trial challenge). DO NOT FARM IN THE VIPER’S JAW UNLESS YOU ARE CONFIDENT THAT YOU CAN SOLO A MEGALODAUNT WITH NO TROUBLE.

Upper Erisia (Power 25/30-40)

Farming in Upper Erisia itself will probably be harder than farming in the locations mentioned above, as you will be facing a vast amount of powerful/tanky enemies (Megalodaunt, Rock Golem, Deep Owl, and Terrapod). However, this is a very important place for quests, and it can help you get used to fighting Giant-type monsters. Most people come here to farm the Owl for its Dark Feathers, uncap their weapon stat to make it higher than 75, or to fight The Duke (The Duke is a boss that should only be fought at power 40 or higher with a high amount of skill). Just like the Viper’s Jaw, this is also a good place to prepare for The Depths since all of the monsters at Upper spawn there (except Golems).

Songseeker Wilds (Power 20/25-35)

The Songseeker Wilds are islands for players who have finished grinding at Lower Erisia and are ready for a more challenging but effective way to grind. You can reach them by sailing to the right of the Etris Docks, straight through the gate (if you’re heading here from Vigils, take the same path to Lower, make a left turn instead of a right, and go between 2 mountains to reach the Aratel Sea). The main enemies here are the monks, consisting of the Frostdrawer Monk, the Flamecharmer Monk, and the Thundercaller Monk. There are also Crismon Megalodaunts here (VERY rare). The Frostdrawer is probably the easiest cultist to kill because they just spam mantras randomly, while the Flamecharm and Thundercall Cultists are significantly harder to kill (especially Thunder, as they’re the only Songseekers that can parry) (also be careful of the flamecharm songseekers because they can destroy your health they WILL spam flame assault). If you climb the mountain, you will find many more cultists than below, but they spawn close together and can group up on you. Upon gripping a cultist, they will drop a Mantra Modifier and a chest with mid-level loot most of the time.

Minityrsa (Power 25/30-40)

Minityrsa can be easily reached by sailing to the right of the entrance to Songseeker Isles from Etris along the stone wall (If coming from Vigils, go to Songseeker, cross through its exit gate, and go left until you see Minityrsa). The main enemies you’ll find here are Frostdrawer Monk, Ministry Scouts, Brainsuckers (in groups of 3), and Cultist Necromancers. I personally suggest farming the Frostdrawer Monks or Cultist Necromancers because the Necromancers can sometimes summon 3 Mudskippers which can be easily killed for health, and the Frostdrawers don’t ever block or use M1’s, so you can just constantly attack them until they die (both of these mobs also drop chests). You can climb up Minityrsa and reach the Valley of Heroes, but I don’t recommend going there as you may get attacked by a Snow Knight, unless you are trying to get a Hero Sword (or you’re level 50).

Starswept Valley (Power 40+) [Glider Required]

This is probably the least risky place to grind all the way to max level. It is located Northwest from Greathive Aratel and Northeast from Summer Isle. There are a handful of NPC events here, but your main enemies will be Threshers, Deep Widows, Brainsuckers, and Stone Knights (AKA Sand Golem). You should only go to this island if you have experience in either Songseeker or Minityrsa (preferably both) and are skilled at parrying/dodging. However, this island gives decent to great loot, LOADS of experience, and is a great place for enhancing your skill at a high level. You’ll also need a glider to reach Starswept, as it doesn’t have any places you can climb or enter without one. You can also find NPC events here, but they don’t drop chests like the other mobs do.

Fort Merit (Any Power If Passive, 35+ If Aggressive)

Fort Merit is an area located on the island Northeast of Greathive Aratel (it is also Northwest from Summer Isle). It is occupied by the Authority, and houses several prisoners (5 Etrean, 1 Navean). There is an NPC on a boat near the fort. When talking to them, they ask you to rescue prisoners as a quest. When you bring prisoners to them, they reward you with a chest and some experience. A method for getting the prisoners out is to rush past all of the guards with a lot of Fortitude so you do not die to their attacks while sliding down all the ramps you can (you can also have high Agility and just outrun and parry the guards to get back to the boat safely). Once you spot a prisoner, you pick them up like a knocked player and carry them to the boat NPC (This is possible to do by yourself at Power 1). In case you don’t understand the heading, passive means you won’t attack the guards, and aggressive means you will. ASSASSINATING ANY GUARD WILL IMMEDIATELY CAUSE EVERY NEARBY GUARD TO AGGRO ON YOU, SO YOU SHOULD NEVER DO THAT.

The Depths (Power 50+) [HIGH RISK]

The Depths is the best place for farming EXP and rare items in the game, but it is also very dangerous. You only have one life down here, and if you die, you have to restart your character. You can reach the Depths by either dying with a stained health bar in the Overworld, dying in the Void Sea, or going into a whirlpool that can be found in the Void Sea. You can find almost every single Monster down here, with a few exceptions. Sometimes, a monster may become corrupted, making it considerably more difficult to beat, but granting much greater rewards for successfully defeating (Corrupted = Purple Aura, 3x Health, 2x Damage, Gives Luck). Your time is limited in the Depths however, as staying in the depths for prolonged periods of time will give you Insanity, slowly killing you until you either die, or leave the Depths. Overall, it is a very high risk, high reward area, but if you can overcome all the challenges, it’ll be worth your while.

Monkey’s Paw/Primadon (Power 45+)

Ah yes, the home of the fearsome Primadon. Farming Primadon can supply you with some good loot (not as often as The Depths, but it is for sure, less scary and risky than The Depths) and a 3% boost in Luck. Most players fight Primadon with friends, but if you’re feeling challenging, you can farm him alone. This is a recommended way to farm for your Resonance (A.K.A Bell), as just around 6-7 Primadon solo kills will give you Resonance progression (take this number with a grain of salt, you may need more). Keep in mind that dying against Primadon will immediately send you to The Depths, and that there are a lot of players that ambush others in The Monkey’s Paw. ALWAYS COME PREPARED.

Boatman’s Watch/The Ferryman (Power 40+)

If you want another boss to fight for Luck or skill improvement, coming to Boatman’s Watch and fighting The Ferryman is a great way to do that. Farming him will give great experience, decent loot, and will improve your reaction time/skill. Keep in mind that The Ferryman is a VERY AGILE BOSS and you MUST know how to parry/evade all of his attacks in order to defeat him. Boatman’s Watch is also located within The Void Sea, so this is a risky place to travel to. The Ferryman’s health is multiplied by how many players are present, so make sure to have good stats/DPS if you plan to fight him (because of the multiplier, fighting him solo or with other people won’t lower the difficulty, especially since 2+ players present will automatically initiate his second phase).

The Duke/Accelerator (Power 40+)

The Duke is arguably one of the easiest bosses in the game. He has the least HP (unless there are a lot of players due to the HP multiplier), a very easy spawn point to reach, and attacks you can parry or dodge with little trouble (with the proper amount of skill). He is located in Lord Erisia’s Manor, a location in Upper Erisia. His manor is also patrolled by a few Rock Golems that serve as his guards, so be prepared to fight those first. He uses the Legion Kata Fist style and Galebreathe mantras. Just like The Ferryman, he gives a large amount of luck, Resonance progression, and decent loot. Make sure to be wary of his Wind Stomp, as it must be perfect rolled and does A LOT OF DAMAGE. He also has the ability to summon 3 servants, but they’re not any more difficult than a typical Bandit. It is recommended to fight the Duke alone or with one other person because of the HP multiplier and the lack of a challenge he gives compared to other bosses (he just doesn’t let you heal like The Ferryman in Phase 1).

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