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Devil's Dungeon Diagnosis: A review of every dungeon!

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  1. 03-03-2014, 08:10 PM
  2. Devilman337
  3. Devil's Dungeon Diagnosis: A review of every dungeon!
  4. Hello there. Iwantdevil here, and I AM
  5. going to try my hand at providing a detailed analysis of every dungeon in Realm. From Pirate Cave to The Shatters, and everything in between! After providing a detailed review of each dungeon, I will assign a grade for it, ranging from A+ to F. I use a range of different criteria on rating each dungeon, which includes loot drops, overall difficulty, dungeon design, etc. I AM
  6. hoping to provide an insightful & enjoyable read to all of you!
  7.  
  8. Let's start off with the Pirate Cave!
  9.  
  10. The Pirate Cave is the beginner's dungeon of the game, designed for low level players just starting Realm of the Mad God. Inside are many different pirate enemies, none of which should provide a serious threat. They drop low level gear and have a small chance to drop Pirate Rum, a rare consumable that makes you drunk for 30 seconds. A fun novelty, but one that should only be used in safe areas. The boss of the dungeon, Dreadstump the Pirate King, is an easy boss that goes down quickly. Just kill off his cohorts & avoid his shots. Pretty simple battle overall. He too drops low level gear & Pirate Rum. There are no environmental hazards in this dungeon, and it is very easy to navigate. Overall, it does a good job at what it does: helping new Realmers get their feet wet (pun intended).
  11.  
  12. Grade: C. Once you gain some skill in Realm, there's no real reason to run the Pirate Cave, other than to get some Pirate Rum for kicks & giggles.
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  16. 03-03-2014, 08:20 PM
  17. Yaddl_Addl
  18. This is awesome, can't wait to read the rest!
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  22. 03-03-2014, 08:23 PM
  23. Devilman337
  24. Quote:
  25. Originally Posted by Yaddl_Addl View Post
  26. This is awesome, can't wait to read the rest!
  27. Thanks for the encouragment! :)
  28.  
  29.  
  30. ---
  31. 03-03-2014, 08:42 PM
  32. Devilman337
  33. Moving on to the Forest Maze! This low level dungeon was introduced in build 13.2, as a complement to the Pirate Cave. This drops from low level enemies that DO NOT drop the Pirate Cave (Goblin Mages, Elf Archers, etc.) This dungeon introduces players to the Confuse status, which changes how your movement controls work. The enemies in here are your traditional forest fare, such as butterflies, squirrels & elves. They drop pretty much the same gear as the Pirate Cave, as well as the Speed Sprout, which grants any player the speedy buff for 5 seconds. This little item comes in VERY handy in the Wine Cellar, as ANY player with a couple of Speed Sprouts can rush the WC & get to Oryx the Mad God 2 in record time. While there are no environmental hazards, there are plenty of false paths that can lead you to dead ends, and there are covered canopies that shroud anything underneath. The boss of this dungeon is the Megamoth, which isn't too terribly difficult if you keep your distance. Just keep firing away & it goes does pretty quickly. It has the same drops as the lesser enemies in here. Overall, this beginner's dungeon is a slight step up in difficulty, and unlike the Pirate Cave, Speed Sprouts provide a good incentive to run this dungeon!
  34.  
  35. Grade: C+. The better of the 2 intro dungeons. While not nearly as straightforward as the Pirate Cave, it provides a good reason for seasoned players to visit this place. And with lots of rooms, there are plenty of chances to get those Speed Sprouts!
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  39. 03-04-2014, 09:47 AM
  40. Devilman337
  41. Moving on to the Spider Den! This low level dungeon is home to countless spider hatchlings, which hatch from eggs if you shoot them, or even get too close to them. Apart from their sheer numbers, the spider hatchlings don't pose a serious threat. Just keep moving while you attack them & don't get cornered. Also try to hatch only 1 egg at a time if you don't have a weapon that pierces enemies. They drop healing ichors, which restore 150 HP. Always a handy item to have. The boss of this dungeon is Arachna, the Spider Queen. She starts the battle by weaving a giant web which slows your movement, but does no damage. She then slowly wanders around the boss area, shooting green bullets at you. She can deal a moderate AM
  42. ount of damage if she shotguns you at point blank range, and can be lethal for lower level players, so keep your distance & fire away. In addition to dropping healing ichors, she can drop the Poison Fang Dagger & the Spider's Eye Ring. The UT dagger is decent for new players having trouble getting higher tiered daggers, and the ring provides a boost to Wisdom & Vitality, useful for accelerated healing if you don't have a pet yet. While the loot isn't particularly impressive, the dungeon serves as a safe means to quickly gain exp if you want to avoid going to the Godlands at a low level (and you should if you're at level 9 or lower).
  43.  
  44. Grade: C+. Provides easy exp for leveling up & one of the more useful consumable items. Always a good idea to visit this place if you need to stock up on HP healing items.
  45.  
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  48. 03-04-2014, 02:35 PM
  49. Devilman337
  50. With the beginner dungeons out of the way, it's time to step up to more difficult dungeons that drop stat pots! It is recommended that you level up to 20 for the rest of these dungeons, as they will not get any easier from here on out (save for an exceedingly rare dungeon that rarely ever spawns, but we'll get to that eventually). First up is the Snake Pit, which sometimes drop from certain enemies in the high forests & deserts. (Minotaurs, Flayer Gods, Dwarf Gods, Lizard Gods & Ogre Kings). This dungeon features breakable walls that conceal round rooms filled with crawling snakes. The smaller snakes spawn indefinitely from grates in the floor, and those are just a mere annoyance. The larger snakes are found in sizable groups & WILL kill you quickly if you give them a chance. Again, circling around enemies is a skill that will prove invaluable in numerous situations. The snakes have a chance to drop Snake Oil, which acts as an HP potion that heals everybody in a 10 square radius. In a large square room lies Stheno, the Snake Queen. She summons 4 guardian snakes that serve as meat shields. Due to their high HP, you're better off ignoring them & focusing on Stheno herself. Stheno will fire shots in all 4 diagonals, so be sure to attack her from the cardinal directions (North, West, East, or South). After a couple of phases of alternating vulnerability, she will summon a group of smaller snakes to surround her & protect her from your attacks. After a short time, these snakes will disappear. She then remains stationary & shoots out shots that damage & blind, while tossing out damage bombs similar to the Medusa enemy in the Godlands. Just keep moving & shooting at her, she will go down soon enough.
  51.  
  52. She drops mid tier loot, as well as Speed Potions that permanently boost your Speed stat. The UT items she drops is a motley assortment of roughly mid-level items. The Snake Skin Shield is useful if you don't have access to a Mithril Shield or better, while the Snake Skin Armor is good for dagger classes just starting out. The Snake Eye Ring provides a small boost to both Attack & Speed. However, she has a small chance to drop the Wand of the Bulwark, a high powered wand that sets up shots that float around in an area surrounding you. Since these shots can't be aimed, you'll need to drag enemies into them. Out of all of the dungeons with a 1/5 difficulty, she is the ONLY one that drops the Wine Cellar Incantation, which is needed to open the locked Wine Cellar Door inside Oryx's Castle. Another good feature of the dungeon is the chance to find treasure rooms, which are long, rectangular rooms that are taller than they are wide. At the top of this room is a pressure plate that releases a big red snake. The walls also fire arrows that deal damage & cause bleeding, though they are slow to fire. Just avoid the red snake's shots & keep firing until it dies. It drops the same loot at Stheno herself.
  53.  
  54. Grade: B. The easiest way to acquire Speed Potions, and the ONLY way to get the Wand of the Bulwark. With the addition of treasure rooms, the Snake Pit is a very rewarding dungeon well worth running.
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  58. 03-05-2014, 06:07 AM
  59. Ant the 4th
  60. Very Nice. As a new player (somewhat) nice to have a list of dungeons.
  61.  
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  64. 03-05-2014, 08:16 AM
  65. Cubert
  66. You should merge the analyses into the first post. Add some text formatting too.
  67.  
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  70. 03-15-2014, 09:39 PM
  71. Devilman337
  72. Sorry for the lack of updates, but I was busy with college & the design a dungeon thing. Moving on to the Sprite World!
  73.  
  74. This dungeon drops from the little Sprite children that Sprite Gods produce in the Godlands, making it the most common dungeon in the realm. The dungeon is designed with conveyor-belt pathways that makes moving a bit tricky, but nothing too difficult. Don't worry, you can't fall off the edges. The enemies in this dungeon are various colored sprites, which do little damage & serve as an annoyance more than a true threat. On occasion, you'll run into a Sprite God on the way to the boss, but other than that, the dungeon is very easy overall. The boss of of this Dungeon is Limon, the Sprite Goddess. She starts the battle by chasing after you & firing bullets at you. If you keep moving, you shouldn't take too much damage. After a while, she'll freeze in place, become invulnerable & erect 2 energy barriers that shoot bullets along the edges. A staff or wand class can actually stand in between the barrier & hit Limon without having her fire back! She'll also shoot at you if you're too close. Halfway through the barrier phase, the barriers will fire diagonally too, so don't get caught in the crossfire! She'll become vulnerable for brief periods of time during the barrier phase. Once the barriers go away, the attack patterns repeat. With only 9,000 HP, she'll go down pretty quickly.
  75.  
  76. Limon drops Potions of Dexterity, which permanently increase your attacking speed. She also drops mid-tier items, and on occasion, a Potion of Defense, which reduces damage taken. As far as White Bag UTs go, she drops the Cloak of the Planewalker & the Staff of Extreme Prejudice. The UT cloak is immensely helpful for Rogues, as they can cloak AND telelport at the same time. The UT staff is notable for dealing the most damage of ANY weapon when fired, but at the cost of having to stand on your enemy. With its low range & low rate of fire, its practical uses are limited, but it excels at cracking Mysterious Crystals & killing off Pentaract towers.
  77.  
  78. Grade: B+. The fastest way to increase your DPS, and it drops 2 notable UT items to boot. An important dungeon to run if you're maxing your stats!
  79.  
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  82. 03-15-2014, 09:50 PM
  83. Devilman337
  84. Next up is the Forbidden Jungle, a low level dungeon added in the same update as the immensely popular Ocean Trench. This dungeon drops from the Great Coil Snake, which inhabits the midlands & is found in square shaped building ruins. The dungeon itself features enemies that can cause you to hallucinate, which changes the art of EVERYTHING on your screen. Trippy, for sure. The jungle savages in this dungeon congregate around campfires that can hurt you if you get too close. There are also jungle beasts that lurk in the trees, but they aren't too difficult to deal with. This place is the source of pollen powder, an item that restores 100 MP to all players in a 10-square radius. Even with pets, pollen powder can still come in handy when running more dangerous dungeons with a group. The boss of this dungeon is Mixcoatl, the Masked God. He slowly walks around his lair shooting shots, then stops to dance for a few seconds. He'll then resume shooting at you. If you damage him enough, the totem poles in his room will fire a flurry of bullets. Just stay lined up with Mixcoatl & you'll find safe spots to avoid the totem shots. He's not too tough overall, so just keep shooting & he'll go down.
  85.  
  86. This place is home to the Cracked Crystal Necromancer set, which has the ugly reputation of being the worst UT set in the game. The ring provides +3 to wis & dex, a poor man's Sphinx. The Robe provides +8 Wis & +45 Max MP, but NO Def! (I kid you not, it's the only Armor aside from Cheater Armors that has NO Defense whatsoever). The UT Skull is an underpowered item, even though it got its casting cost reduces to 120 MP a while ago. The UT staff has decent damage output, a range of 9 & a 110% rate of fire, but it becomes outclassed by the T10 staff & up.
  87.  
  88. Grade: C-. The Cracked Crystal set does no favors for the Necromancer class, and the lack of pot drops makes this dungeon largely ignored. At least pollen powder is handy in a pinch.
  89.  
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  92. 03-15-2014, 09:59 PM
  93. BLTspirit
  94. Look forward to seeing more of your opinions!
  95.  
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  98. 03-15-2014, 10:02 PM
  99. Devilman337
  100. Quote:
  101. Originally Posted by BLTspirit View Post
  102. Look forward to seeing more of your opinions!
  103. I still have a long way to go. There's more dungeons in Realm than you may think! But thanks for the positive feedback. :)
  104.  
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  107. 03-15-2014, 10:21 PM
  108. Devilman337
  109. Onward to the Undead Lair! This dungeon drops from Ghost Gods found in the Godlands & is home to all sorts of undead ghouls. This dungeon requires you to take it slow & steady, and many of the rooms have traps on the floor that activate if you get too close to them. They DO NOT show up on your radar, so keep your eyes peeled for any floor tiles with strange markings! There are a variety of monsters in here, waiting to AM
  110. bush you from behind a corner, including vampires, constructs, bats, and the most dangerous foe, the slimes. Slimes will split up into smaller slimes if you shoot them, and their shots can add up quickly, killing off any unpotted characters VERY quickly, and even posing a threat to any non-melee class with max def. The best way to deal with slimes is to NOT attack them. Dealing with a few large shots is MUCH easier than a barrage of many small ones. Many of the enemies in here provide a fair chunk of exp & drop mid tier items in purple bags. Useful if you're just starting out & need to get some decent gear early on, or if you're helping a friend level up.
  111.  
  112. The boss of this dungeon is Septavius, the Ghost God. He is also Oryx's father for all you lore fanciers out there. He starts the battle by summoning a few undead enemies to rush at you while shooting armor piercing bullets in 3 streams traveling clockwise. If you stay in between the streams, they won't hurt you. His second phase is BY FAR the deadliest, a big shotgun of powerful bullets capable of taking down an 8/8 Knight if he shotguns you! (Trust me, I lost an 8/8 Knight to his 2nd phase). Just stay back & let him shoot. After 5 shotguns, he then fires out tiny quieting stars all over while shooting confuse stars at you. After a while, he'll flash & unleash a horde of undead minions at you. Just circle around Septavius to handle the undead mob easier & get some potshots on the Ghost God himself. Just pay attention & don't let him near you. He'll go down eventually. It's worth noting that the undead minions drops LOTS of HP & MP pots, making it a viable alternative to the Tutorial for HP & MP farming.
  113.  
  114. Septavius drops Potions of Wisdom, which help you regenerate your MP faster. He also drops mid-level loot as well. However, it's his UT drop that makes this place stand out: the Doom Bow, a MASSIVELY powerful, but slow firing bow. In the hands of a max attack bow class with attack boosting equips, the Doom Bow can deal over 1,000 damage PER HIT. AND it also pierces through enemies, mowing down mobs of lesser enemies with one well placed hit. Easily the best weapon for getting SB on bosses, bar none. A must have UT weapon for both Archers & huntresses alike.
  115.  
  116. Grade: B-. Wisdom just ain't what it used to be thanks to pets, but Doom Bow is still as useful & coveted as ever. With multiple secondary uses, the Undead Lair is a staple dungeon experience for both newer players & veterans alike.
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  120. 03-15-2014, 10:45 PM
  121. Devilman337
  122. And now for a rush! A sugar rush, that is! The Candyland Hunting Grounds is a sweet treat that drops from the elusive Candy Gnome, a rare enemy that is found in the midlands (the same area with Wasp Queens & slimes). If you're lucky enough to find it, it'll run right at you, stop in front of you & taunt you by dancing in front of you. Kill it off quickly before it runs away! This dungeon has a limit of around 10 people, so call it out quickly if you want your friends to join! The Candyland is a small dungeon with many different enemies inside, such as melted ice creams, hard candies, unicorns, faeries & trolls (these trolls resemble the popular hair troll dolls). Killing off certain enemies has a chance for 1 of 5 different bosses to spawn. You'll want to kill off the following enemies to get bosses to spawn: Rototo, Beefy Fairy, Unicorn, Wishing Troll & Big Creampuff. Occasionally, you'll find a candy machine that drops candies if you destroy it. One of the rooms in this dungeon spawns the following bosses: Gigacorn (an armor piercing horse), Desire Troll (which hallucinates & stuns), MegaRototo (which has a nasty shotgun), Swoll Fairy (which causes confusion), & the Spoiled Creampuff (which has only 1,200 Hp, the lowest of ANY boss not found in the Tutorial).
  123.  
  124. They all drop various candies that can temporarily boost your stats & Rock Candy, an item that can damage enemies if they get caught in the explosions. In addition to attack potions, defense potions, wisdom potions & mid-level gear, they can drop Candy Rings, which provide +10 Spd, +10 Vit, -100 Max MP & -10 Wis. While the stat boosts are nice, the stat penalties are quite harsh, so the Candy Ring isn't much useful outside of acting as pet food. All 5 bosses also have a chance to drop the incredibly tough Candy-Coated Armor, the first ever UT Heavy Armor & the ONLY Armor (so far) that drops in a white bag. It provides a whopping +30 Def, but also imposes a -10 Dex penalty. Which leaves the question; is the tradeoff of Dexterity for Defense worth it? Depends on the class. For Paladins, most definitely. For Warriors, it's good if you DO NOT have a Jugg helmet. For Knights, it's not recommended.
  125.  
  126. What makes this dungeon unique is that killing the boss DOES NOT end the dungeon. By killing off the appropriate monsters, you can spawn bosses REPEATEDLY, until you either A) Die. B) Get DC'ed. Or C) Get bored & leave. This place is the one dungeon where having a backpack is DEFINITELY a good idea. You'll also accumulate Fame fairly quickly in here too by killing off all the monsters. A word of warning: A room that can spawn monsters needs to be clear of players for a short while in order to spawn monsters. This also applies to the boss room as well. You can also "cycle" through various enemy groups by using a Rogue in those rooms.
  127.  
  128. Grade: A-. With 3 different stat potions, a UT ring that makes for good pet food, an incredibly tough UT Heavy Armor, and the ability to stay in there for as long as you can withstand, this place is sweet on many different levels (pun intended).
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  132. 03-15-2014, 11:48 PM
  133. iVVhackU
  134. I wanna see what you do with the Shatters ;>
  135.  
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  138. 03-16-2014, 04:19 AM
  139. Chippysix
  140. Quote:
  141. Originally Posted by Devilman337 View Post
  142. Next up is the Forbidden Jungle, a low level dungeon added in the same update as the immensely popular Ocean Trench. This dungeon drops from the Great Coil Snake, which inhabits the midlands & is found in square shaped building ruins. The dungeon itself features enemies that can cause you to hallucinate, which changes the art of EVERYTHING on your screen. Trippy, for sure. The jungle savages in this dungeon congregate around campfires that can hurt you if you get too close. There are also jungle beasts that lurk in the trees, but they aren't too difficult to deal with. This place is the source of pollen powder, an item that restores 100 MP to all players in a 10-square radius. Even with pets, pollen powder can still come in handy when running more dangerous dungeons with a group. The boss of this dungeon is Mixcoatl, the Masked God. He slowly walks around his lair shooting shots, then stops to dance for a few seconds. He'll then resume shooting at you. If you damage him enough, the totem poles in his room will fire a flurry of bullets. Just stay lined up with Mixcoatl & you'll find safe spots to avoid the totem shots. He's not too tough overall, so just keep shooting & he'll go down.
  143.  
  144. This place is home to the Cracked Crystal Necromancer set, which has the ugly reputation of being the worst UT set in the game. The ring provides +3 to wis & dex, a poor man's Sphinx. The Robe provides +8 Wis & +45 Max MP, but NO Def! (I kid you not, it's the only Armor aside from Cheater Armors that has NO Defense whatsoever). The UT Skull is an underpowered item, even though it got its casting cost reduces to 120 MP a while ago. The UT staff has decent damage output, a range of 9 & a 110% rate of fire, but it becomes outclassed by the T10 staff & up.
  145.  
  146. Grade: C-. The Cracked Crystal set does no favors for the Necromancer class, and the lack of pot drops makes this dungeon largely ignored. At least pollen powder is handy in a pinch.
  147. but as a low lvl dungeon, the serpent staff deals a great AM
  148. ount of dmg (in between t9 and t10), empowering the noobs. it is also an AM
  149. azing source for xp for low lvls, and is a unique dungeon with plentiful enemies and a beautiful design.
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  153. 03-18-2014, 06:42 AM
  154. BLTspirit
  155. Quote:
  156. Originally Posted by Chippysix View Post
  157. but as a low lvl dungeon, the serpent staff deals a great AM
  158. ount of dmg (in between t9 and t10), empowering the noobs. it is also an AM
  159. azing source for xp for low lvls, and is a unique dungeon with plentiful enemies and a beautiful design.
  160. Yeah if the noobs don't die at the boss. Which I see happen quite often xD. I've never been a fan of the dungeon myself.
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  164. 03-20-2014, 09:01 PM
  165. Devilman337
  166. Quote:
  167. Originally Posted by iVVhackU View Post
  168. I wanna see what you do with the Shatters ;>
  169. I'll be saving that for last. :3
  170.  
  171.  
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  173. 03-20-2014, 09:31 PM
  174. Devilman337
  175. Up next is a trip to the home of vampires, the Manor of the Immortals! The last addition designed by the WildShadow team of old, this place drops from Kage Kamis, which hang out in the graveyards bordering the Godlands. This place will have you cursing at bats in nothing flat, for the dungeon is FILLED with bats that inflict Confuse. The duration of Confuse in this dungeons lasts a long time, so you're Confuse walking skills better be up to snuff! There are also Hellhounds which pounce at you & inflict bleeding, which saps away your HP for a short while. The Nosferatu shoots curvy weak bullets, but also have a chance to drop the Bone Dagger, a piercing UT dagger with a shortened range. Rogues absolutely LOVE this weapon, as they can get in close on anything & attack it regardless of any minions surrounding it. This place also has secret rooms hidden behind breakable bookcases (which was made more difficult by a programming bug that makes ALL bookcases breakable. >:\ ) These rooms hold coffins, which may hold Holy Water (which heals 100 HP & removes negative conditions), any parts of the UT Priest set or Bone Daggers. The boss of this dungeon is Lord Ruthven, and true to his vampiric heritage, his attacks heal him. After taking a certain AM
  176. ount of damage (or after a set AM
  177. ount of time), he'll summon 4 coffins full of enemies & transform into a BIG swarm of bats. Just keep running around in the center of the room until he turns back into his humanoid form. As his health gets lower, he'll shoot out more bullets. He has a very high AM
  178. ount of def, but not too much HP, so he doesn't take too long to kill.
  179.  
  180. Lord Ruthven drops Holy Water & potions of attack, which increase your weapon damage. He also drops the Purified Priest set, a solid set that provides lots of extra Vitality & Wisdom. If you wear all 4 pieces, your Priest will have +20 Vit & +20 Wis! On any class BUT the Priest, that would be broken. The St. Abraham's Wand has the longest range of any weapon at 10.4 squares & provides +4 Vit & +4 Wis. It also deals a decent AM
  181. ount of damage & 700 Feed. Pretty high for a relatively easy to get item. The Tome of Purification is a UT tome that heals 250 HP per use & removes negative conditions, making it a reusable Holy Water. It also provides +7 Vit & + 7 Wis, along with 900 Feed. The Chausible of Holy Light provides +10 Def, +50 Max MP, +4 Vit, +4 Wis & 650 Feed. A solid robe if you don't have Elder or GSorc. The Ring of Faith provides +5 Vit, +5 Wis & 500 Feed. Decent pet food at least. This is one of 6 dungeons that also drops Treasures.
  182.  
  183. Grade: B+. A solid dungeon made better thanks to being a source of the coveted Potion of Attack. The UT Priest set is certainly good, but the Tome is simply spectacular & makes the Priest class useful, even with functional pets.
  184.  
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  187. 03-20-2014, 09:59 PM
  188. Devilman337
  189. Yo ho ho & a bottle of rum! We be setting sail for Davy Jones' Locker, me hearties! The Locker is Kabam's first dungeon since acquiring Realm, and it sometimes drop from the Ghost Ship, a once-per Realm event. Inside, you'll have to find 4 keys to unlock the Captain's quarters: A Purple Key, a Green Key, A Red Key & a Yellow Key. The Purple Key is in the starting room behind some breakable barrels, and once you get that key, you can explore the rest of the dungeon. The dungeon is filled with undead pirates, the most dangerous being the giant skulls that shoot ghostly fireballs at you. Ghost pirates spawn continuously in here, so keep on your feet & find those keys! This place is a source of Ghost Pirate Rum, which makes any class invisible for 4 seconds & drunk for 6 seconds. Great for any class trying to go deep on a dangerous enemies & particularly useful for Rogues to stay cloaked & get more SB damage in on an event/dungeon boss. The Green Key is found in a room locked by a Purple door, the Red Key behind a Green Door & the Yellow Key behind a Red door. Once the Yellow Key is obtained, Davy Jones will appear if you are close to his room. The path to his room ALWAYS points upward on your map & ALWAYS has a fair AM
  190. ount of space surrounding the door. If you see a Yellow Door next to another door, it's not Davy's room. Davy Jones himself is found in the center of an octagonal room with 8 lanterns. Davy Jones is invulnerable while the lanterns are out, but if you manage to light up all 8 in a set AM
  191. ount of time (by attacking them), Davy Jones will become vulnerable & stop firing at you. Once he takes a set AM
  192. ount of damage, the lanters will be snuffed out & shoot paralyze bullets. Davy will also chase after you & fire a massive bleeding shotgun, which WILL kill you if he sits on top of you. DO NOT be near a lantern when it goes out! As Davy Jones loses more HP, he'll fire more bullets. He only has 9,000 HP, but the fight can be tricky is you're soloing or are part of a small group.
  193.  
  194. Davy Jones drops Ghost Pirate Rum, Potions of Wisdom & Potions of Attack. He also drops the Otherworldly Trickster set, made up of the Spirit Dagger, Ghostly Prism, Spectral Cloth Armor & Captain's Ring. The Spirit Dagger is a powerful weapon on par with the Dagger of Foul Malevolence. While it has a slightly shorter range, it has slightly higher average damage than the Foul Dagger. It also has 900 Feed. The Ghostly Prism teleports the user to target & drops a spirit bomb that explodes, rather than a decoy which distracts. When it first came out, the Ghostly Prism was a terrible item. It used to cost 90 MP (as opposed to 65 MP now), and the bomb would only explode once after 1.4 seconds (as opposed to 6 explosions after a 3 second timer). Back in build 7, the Ghostly Prism got a much needed redesign. With 1,200 Feed, the Ghostly Prism has one of the highest Feed powers of any item. The Spectral Cloth Armor provides +14 Def, +3 Att, +3 Dex & + 3 Spd. It's the only Leather Armor that provides an attack bonus & has a feed of 650. The Captain 's Ring adds +3 Att, +3 Dex, +40 HP & 400 Feed. Not particularly impressive. A powerful set overall.
  195.  
  196. Grade: B-. Drops 2 different stat pots, and has a useful UT set, but if you're with a bunch of people fighting the boss, sometimes you need to be the guy that gives up his SB & attack the lanterns to kill the boss. And that just sucks.
  197.  
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  200. 03-20-2014, 10:36 PM
  201. Kirikomori
  202. - Lanterns fire paralysing shots in all directions when they go out, dont be near them when it happens.
  203. - Shots can go throgh the lanterns when its lit. So you dont need to choose between hitting lantern and hitting davy.
  204. - Davy's attacks become more powerful and numerous as he takes more damage.
  205. - If you're paralysed and he charges for you, you WILL die if you don't nexus.
  206.  
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  209. 03-20-2014, 10:51 PM
  210. Prfct Chaos
  211. Quote:
  212. Originally Posted by Kirikomori View Post
  213. - Lanterns fire paralysing shots in all directions when they go out, dont be near them when it happens.
  214. - Shots can go throgh the lanterns when its lit. So you dont need to choose between hitting lantern and hitting davy.
  215. - Davy's attacks become more powerful and numerous as he takes more damage.
  216. - If you're paralysed and he charges for you, you WILL die if you don't nexus.
  217. RIP my 1/8 archer... I think rogue is the most powerful in Davy Jones. You have high dex, which is really helpful to deal a hit or two, and if you're paralyzed, you can jusr cloak and wait!
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  221. 03-24-2014, 08:50 PM
  222. Devilman337
  223. And now, it's time to go to hell! The Abyss of Demons is a dungeon that drops from Medusa (and oddly, NOT from White Demons) in the Godlands. It's one of the most common dungeons dropped there, so there's no shortage of opportunities to run it. The Abyss is home to all manner of hellspawn, and a good portion of the floor is lava, covered by rocky pathways. Your movement speed is slowed while on these walkways, and the rooms are small & have enemies in nearly EVERY room. The enemies WILL rush at you aggressively, so clear each room & do not be afraid to backtrack a few rooms back to heal. The brutes are the most aggressive enemy type, chasing you down an unlimited number of tiles. However, you can manipulate their attacks by circling around them & firing at them. Watch out for demons that shoot the large fireballs. They deal the most damage & will deal a HUGE chunk of damage to any non-melee class if shotgunned. Much like the Snake Pit, the Abyss sometimes has treasure rooms. These special rooms ALWAYS point upward on your map, so pay attention to what is above you. These rooms have a distinct hallway & has a circular room with some minor enemies & a golden demon statue. Hitting this statue will cause the statue to fire paralyze shots around it at short range, and it will turn much of the floor into lava. Keep your distance & keep firing while avoiding the lava if you can. It drops the same loot that the boss of this dungeon, Archdemon Malphas.
  224.  
  225. Speaking of the boss, his room is a large, octagonal room with a lava bridge surrounding him. 6 White Demons will spawn at various points on this bridge, so be sure to clear them out before attacking the boss. Once you approach the boss, he will summon 3 smaller devils that circle the room at high speed. Don't bother trying to kill them, they move way too fast for you to hit. Malphas will fire homing shots that will explode a second after you get close to them, or if they take enough damage. He also fires shots that deal 60 damage & ignore your def. After a few of the homing shots, he will shrink down in size & run VERY quickly around the room, making hitting him difficult. He also fires out weak bullets & armor piercing bullets. After he grows back to size, he will summon devil children that swarm you & shoot at you, similar to the devils found in the desert areas. Afterwards, he'll repeat his attack patterns. It's worth noting that the Abyss is unique in that the dungeon is notably harder than the boss itself. Once he dies, he drops Potions of Vitality & Potions of Defense. Originally, the Abyss only dropped Vit pots, but after the infamous Build 9 (the build that attempted to remove stat pot drops from the Godlands), Def Pots were added to the drop tables of Archdemon Malphas & the golden treasure room statues. He also drops mid-tier equips. His UT drop is the Demon Blade, a sword that fires 2 shots in a 40 degree arc. The Demon Blade has the highest DPS of all swords, but requires you to be within point blank range of your enemy. At 800 Feed, it has good Feed power for any pet from Common to Legendary. All melee classes make good use of the Demon Blade. The Abyss is 1 of 6 dungeons that drop Treasures.
  226.  
  227. Grade: A-. It's the most reliable source of the most important stat pot in Realm, though vit pots suffered the same fate as wis pots due to pets. Though it takes time to master soloing the Abyss, it is the key to increasing your in-game wealth. And it has an awesome UT to boot!
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  231. 03-24-2014, 09:37 PM
  232. Devilman337
  233. Science class is in session! Time for a field trip to the Mad Lab! This dungeon drops from a low rate from Flying Brains in the Godlands. This dungeon is home to all manner of scientific experiments, from berserk robots to abominable mutants. This place has 2 different colored pools of goo scattered about: Green & Blue. Green pools hex you, mutating you into a random animal, making you speedy, and also preventing you from attacking with your weapon. This condition doesn't fade away while your in the Mad Lab, and can be cure by walking into a pool of blue goo (or by have a Priest with the Tome of Purification heal you). There is a special room that is filled liquid evil, a dark green liquid similar to lava. The room also shoots out confuse stars from turrets in the wall, so navigate this room carefully. The lesser enemies of this dungeon are Mini Bots (which shoot confuse bullets) & Rampaging Cyborgs (which explode in a big shotgun when close to death). The giant robot enemies (Enforcer bot 3000) shoot multiple shots that do a lot of damage & split into 1-3 Mini Bots when killed. Crusher abominations get more powerful as they take more damage, so try to leave these things alone. The green escaped experiments will heal crusher abominations, so kill those off if you need to get rid them.
  234.  
  235. The boss of this dungeon is Dr. Terrible. He resides in a square room with 4 different turrets. He's notable for being on of the VERY few bosses that DOES NOT attack you directly. Instead, he lobs green potions that explode into 6 shots. These WILL kill off any non-melee class if you get shotgunned! He also activates 3 of the 4 turrets with red gas, and these gas clouds do A LOT of damage per hit, so be sure to retreat to the inactive turret (or the entrance if you can't reach it). When nearing the end of his attack phase, he also summons turrets that fire bullets at you. These can be destroyed though, so get rid of them as soon as possible. After a set AM
  236. ount of time, he treats to a glass capsule in the center of the room & summon various minions. These will continue to respawn while Dr. Terrible is in his capsule, so don't bother killing them unless you have too. Dr. Terrible will then exit his capsule & the attack pattern loops at that point. Once his health gets close to 0, the gas turrets will shut off. He drops wis pots, high tier equpis & the Mad Lab Sorcerer set, consisting of the Conducting Wand, Scepter of Fulmination, Robe of the Mad Scientist & the Experimental Ring. The Conducting Wand deals slightly more DPS than the T12 Wand & has 900 Feed. The Mad Lab Robe is a Robe of the Grand Sorcerer that trades 1 point of Wisdom for 2 points of Vitality, an extra 1% Fame bonus, and has 800 Feed. The Experimental Ring provides +4 Def, +4 Vit, +60 Max HP, +60 Max MP & 500 Feed. A great ring for any class! It's the Scepter of Fulmination, however, that makes the set really stand out. For 65 MP, it deals 180 damage to up to 7 enemies & slows them for 3 seconds. Great for spamming, offense & defense. And with 1,100 Feed, it has the highest Feed of any item that drops in a high tier bag.
  237.  
  238. But the fun doesn't stop upon Dr. Terrible's death! After killing him, you hear a horrific creation scream out from behind a locked gate. To open this gate, you must break EVERY Tesla coil in the Lab. When you destroy the last one, the Horrific Creation will beckon you forth. Be careful entering, as it'll try & land on top of you & shotgun you! The 2nd boss room is a square room with 2 green pools on the left & 2 blue pools on the right. It'll fire a few shots at you, and after a few seconds, will try & lunge at you. The Horrific Creation is completely invulnerable, but luring him into the green pools will morph him & erase his invulnerability while morphed. Use his aggression to lure him into the green pools! The Horrific Creation will eventually escape to a blue pool. Once its health gets around halfway gone, it'll freeze in the center of the room after waddling around firing shots at you. It'll fire around 15 big shots at you, then try to lunge at you if you're close enough to it. Keep luring it into the green pools to kill it off. The Horrific Creation drops def pots, high tiered equips, the Conducting Wand & the Experimental Ring.
  239.  
  240. While this dungeon is one of the most popular dungeons in Realm, it has gotten a lot of flak when it was first released, mainly due to the fact that its scientific setting clashes with the fantasy setting found in Realm. To me, a dungeon's theme isn't as important as how fun it is to run, and how rewarding the dungeon is. It was also revised on 2 occasions. When it was first released, Dr. Terrible had 90K HP & the green minions healed him for 500 HP every second. It was impossible to solo & tedious with a group. The Horrific Creation also has more HP as well. In the following build, the green minions only healed Dr. Terrible by 200 HP each second. More managable with a group, but still difficult to solo. Later on, the green minions lost their ability to heal Dr. Terrible & both bosses had their HP nerfed significantly, making the dungeon MUCH more fun overall. This dungeon is 1 of 6 dungeons that drop Treasures.
  241.  
  242. Grade: A-. Say what you will about the Mad Lab being out of place in a fantasy game. That doesn't make it any less of a fun & rewarding dungeon. With one of the best UT sets in the game, a source of 2 stat pots and 2 bosses to fight, the Mad Lab is one of the best Dungeons in Realm, hands down. (The first release would've gotten a C+, and the 2nd version would've gotten a B)
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  246. 03-24-2014, 09:50 PM
  247. Starburst Stream
  248. I'm really excited with the review to come. These review are cool and a nice way to help everyone.
  249.  
  250. I would request it to be stickied once finished. :3
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  254. 03-25-2014, 12:14 AM
  255. Kirikomori
  256. Not bad. personallly I think a dot point list would be easier and quicker to read, but this isnt bad.
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  260. 04-01-2014, 07:32 PM
  261. Devilman337
  262. Time to go in deep with the Ocean Trench! This dungeon drops from the Hermit God, a once-per-Realm event. This dungeon is unique because it is underwater, and you WILL drown if you stray away from air vents for too long. An air meter appears underneath your character sprite to show how much air you have left. Don't worry, running out of air is not instant death, but it RAPIDLY drains your HP, so be sure to seek out the bubbly air vents! The enemies in this place consist of ink squirting giant squids, mermen that attack with spears & confuse shots, sea slurp coral colonies & the infamous sea mares. The not-so-lovingly nicknamed "ponies" will rush to you & spam paralyze shots, which are fatal when caught away from an air vent. They also summon schools of sea horses that rapid fire bubble shots. Be sure to either evade the ponies quickly or kill them on sight! The boss of this dungeon is Thessal, the Mermaid Goddess. She resides in a large circular room with 4 air vents located in a + pattern, and they are guarded by deep sea beasts. Don't bother killing off the sea beasts. They will respawn as long as Thessal is alive. She fires both regular shots & armor breaking sickle shaped shots. She will also lob coral bombs at you. These are LETHAL if you get hit with an armor break shot, so be on your guard! Once she reaches half HP left, she will rush to the center of the room & fire out 3 large circular waves of shots. Afterwards, she will shoot at you with increased intensity than before. As long as you're quick on your feet & mindful of your air meter, she will go down eventually.
  263.  
  264. On rare occasions, upon death, she will ask if King Alexander is still alive. If you respond with the following sentence "He lives and reigns and conquers the world", she will spawn 3 Coral Gifts & say "Thank you kind sailor" before departing. The Coral Gifts have the same drops as Thessal herself. If you say ANYTHING else, or fail to answer for a few seconds, she will rage & say "YOU SPEAK LIES!!!", spamming shots in a furious rage. Being near her will likely result in death, so be sure to avoid this! It helps to have the phrase typed out in your chat, or copy & pasted on a Notepad. Thessal drops Potions of Mana, which increase your max MP by 5. She also drops the magnificent Coral Huntress set, made up of the Coral Bow, Coral Venom Trap, Coral Silk Armor & Coral Ring. The Coral Bow is, hands down, one of the best weapons in all of Realm. Compared to the Bow of Covert Havens, it fires arrows that are both stronger & faster, has a longer range, a faster rate of fire, and since it fires only 2 arrows, you can accurately land your shots from a further distance. It also has an incredibly high feed power of 1200, but you should NOT feed it unless you ABSOLUTELY DO NOT need it. The Coral Venom Trap deals the most damage of all traps & paralyzes enemies, making trapped enemies easy pickings. It has the same trap radius as the T0 trap, but since traps last a VERY long time, this shouldn't be an issue. It also has 500 feed, not bad for a common UT item. The Coral Silk Armor has +16 Def, +4 Dex, +3 Spd, 5% Fame & 800 Feed. One of the best Leather Armors in Realm. The Coral Ring has +5 Wis, +5 Spd, +75 Max MP, 4% Fame & 650 Feed. A decent ring for Rogues if they don't have Pyramid, though it does make for decent pet food or for suiciding! Overall, a kickass UT set. This is one of 6 dungeons that drops Treasures.
  265.  
  266. Rating: A. The original source of Mana, and an excellent UT set to go along with it. One of the most popular dungeons in Realm, and one of my personal favorites.
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  270. 04-01-2014, 07:59 PM
  271. MammaLuigi
  272. I'm enjoying reading your reviews. Clean writing and sound information make for an intelligent opinion. The fun, thematic sentences that you slip in are a nice, artistic touch.
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  276. 04-01-2014, 08:03 PM
  277. Tufus
  278. Clap. Clap. Clap, clap, clap, clap clap, clap clap clap, clap clap clap clap clap. CLAPCLAPCLAPCLAPCLAPCLAPCLAP!
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  282. 04-01-2014, 08:17 PM
  283. Devilman337
  284. Ever wanted to walk like an Egyptian? Doing that will get you killed in the Tomb of the Ancients. This dungeon drops on occasion from the Grand Sphinx, a once-per-Realm event. Upon entering the tomb, you're sent straight to the boss room! But don't worry, for the ancient Egyptian gods are asleep & will not wake up unless you destroy all of the sarcophagi located within! This place is filled with quicksand, which gradually slows your speed the longer you spend in it. It does no damage by itself, but serves to make you an easy target for the various enemies here. And trust me, the enemies in here are VERY strong & will kill you within mere moments if given the chance. The boss room has 1 or more exits which lead to the sarcophagi. Along the way, you'll encounter Jackal Lords that spawn Jackal minions. They will chase you down & they deal a lot of damage, so either evade them or get a group of Realmers to take them down! The Eagle Sentries will chase after you, then flee if they take enough damage. Damage them further & they will chase you again until they die. Lion archers fire both regular shots & black arrows that paralyze. Eliminate them from a distance. Swarms of flies will also torment your journey in the Tomb. Red swarms deal armor piercing shots, yellow swarms blind & blue swarms slow. They also spawn mini swarms, so be sure to dispose of the swarms quickly! Ancient pharaohs summon swarms of scarabs that run VERY quickly & paralyze you. One scarab is no threat, but swarms are LETHAL. Especially if a Jackal Lord is in the same room! Finally, the Jackal Priests fire at you while keeping their distance from you.
  285.  
  286. Not only do the rooms contain a fair AM
  287. ount of quicksand, but many rooms also have trap bombs that fire at set intervals, These trap bombs can be deactivated by standing on the switch in the center of the room for 3 seconds. However, almost every room also has indestructible turrets. The red ones deal Armor Break & damage, the yellow ones Paralyze & damage, and the blue ones Slow & damage. If these turrets are found in the center, they will fire constantly. If located elsewhere, they fire at any player too close to them. Just evade them as best as you can. Each Sarcophagus is protected by 8 Worshipping Priests & Priestesses. They will heal any damage dealt to the Sarcophagus, so kill them first before attacking the sarcophagus! Once they take a set AM
  288. ount of damage, the sarcophagus will fire 3 waves of stun shots. They deal no damage, so don't worry about being shotgunned. On occasions, you'll find a treasure sarcophagus that DOES NOT show up on the map. These don't have any enemies to guard them, but they have 50K HP, so killing them takes a bit. They will spawn out 8 smaller sarcophagi as they take damage, which contains HP pots, MP pots & the occasional lone scarab. The treasure Sarcophagi drop Speed, Attack & Def pots, along with mid-level gear. Once all of the normal sarcophagi are destroyed, the bosses will awaken. There are 3 Egyptian Gods within the Tomb: Bes, the large yellow one, Nut, the slender blue one, and Geb, the middle-sized green one.
  289.  
  290. If any of the 3 bosses take around 1,000 damage, they will fire waves of weak shots until they take more damage. If you are trying to run a "clean" tomb, MAKE SURE TO FOCUS ON 1 BOSS AT A TIME! Bes has the most HP & Def of the 3 bosses, fires Armor Break shots & stun shots. Nut has the least HP & Def, but will heal the other 2 bosses while she is still alive. She's also the status inflicter of the group, dishing out Quiet, Paralyze, Slow, Weak, Armor Break & Blind from various shots. Geb is the damage dealer of the group, and fires black arrows that deal 280 damage per hit! He also summons scarabs & fires slow shots. Each boss has 6 distinct phases. A Weak phase, a first awake phase, a second awake phase, a first artifact phase, a second artifact phase, and finally, a rage phase. Bes' Pyramid artifacts fire shots that stun & have a lot of def & HP. Nut's Sphinx artifacts flres shots that deal decent damage & inflict Slow. Geb's Nile artifacts are the deadliest & they deal A LOT of damage per shot. They are lethal if they shotgun you!
  291.  
  292. When Bes rages, he fires a BUNCH of stun shots, Armor Break shots & will chase you if you get too close. He's not terribly fast, but getting slowed in quicksand WILL result in death if he shotguns you! When Nut rages, RUN. She will aggresively chase you & spam just about every status inflicting shot she has in her arsenal. This too results in death. When Geb rages, he flees from you, but summons scarabs & Nile artifacts that chase you down. Like with any other rage phase, this will quickly kill you off. If you manage to kill off the Egyptian Gods, they shall reward you with treasure fit for a Pharaoh. Each boss drops a Potion of Life, which increases your Max HP. They are the most valuable & expensive stat potion in Realm. Each boss also drops a unique UT ring that appears in a White Bag. Nut drops the Ring of the Sphinx, which has +4 Dex, +4 Wis, +100 MP, 5% Fame & 500 Feed. A decent ring for any robe class, Knights & Assassins. Geb drops the Ring of the Nile, which has +4 Dex, +4 Spd, +60 Max MP, +60 Max HP, 5% Fame & 900 Feed. A decent ring for any class. However, Bes drops the mighty Ring of the Pyramid, which has +4 Att, +4 Def, +100 HP, 5% Fame & 900 Feed. The Ring of the Pyramid is one of the best rings in Realm. The Def & HP bonuses it provides will help increase the survivability of ANY class, and the att bonus helps you kill enemies faster. While it does have high feed, I wholeheartedly recommend you save EVERY Pyramid you get. It's too good of an item to feed! Bes also drops the Tome of Holy Protection, an UT tome that pretty much cheats death & laughs in his face. For 100 MP, it heals 250 HP in a radius of 6 squares & makes the Priest Armored for 4 seconds. The more Def the Priest has, the tougher he becomes! With enough Def, a Priest can even surpass a Knight in terms of Def, but with the ability to heal at will! With a feed power of 1,300, the Tome of Holy Protection has the highest feed power of any item in Realm outside of pet food. This dungeon is one of 6 dungeons that drops Treasures.
  293.  
  294. Grade: A+. It's one of the deadliest dungeons in Realm, but it has some of the best loot to be found! With the chance to earn up to 3 Life pots per Tomb, 3 unique Tomb Rings & a Tome that makes the Priest able to withstand nearly any onslaught, it's little wonder why the Tomb of the Ancients is considered by many players to be the best dungeon in Realm.
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  298. 04-01-2014, 10:22 PM
  299. Devilman337
  300. The stench of death fills the air in the Haunted Cemetery! This dungeon drops from the Headless Horseman, the rarest enemy to be found in the Godlands. Upon entering this desolate graveyard, you are greeted by the Ghost of Skuld, who wishes to test your abilities. Skuld is a gracious host & will only send enemies after you when a player says "ready". The Haunted Cemetery is a small dungeon with 4 different levels. Each level of the Cemetery has 5 waves of enemies, with a short resting period in between each wave. The 5th wave of every level is a boss fight, and defeating that boss opens a portal to the next section of the dungeon. The first level is made up of skeletons & trolls, with the Troll Matriarch being the first boss you face here. Take down the minions he summons, avoid the mushrooms & you'll do fine. The 2nd floor is called the Haunted Cemetery Gates. This place is filled with spirits & possessed children. The boss of this floor is the Ghost Bride, and she will inhabit the statues found at the top of the level. The first statue is Fate, while the second statue is Glory. Destroy the statues to force the Ghost Bride out & finish her off for good. The 3rd level is called the Haunted Cemetery Graves & is packed full of zombie fiends. The boss of this level is the Grave Caretaker. He'll walk around the place shooting blue fireballs at you. Keep moving to avoid being shotgunned by the fireballs. The 4th level is called the Haunted Cemetery Final Battle, and this place has werewolves, ghosts & zombie hulks. The hulks can inflict Armor Break, so kill them from a distance. After witnessing your abilities firsthand, the Ghost of Skuld will fight you as the final boss of this dungeon. She starts by launching a massive wave of paralyze shots in a 360 degree radius, then proceed to shoot at you while firing large, paralyzing crosses that boomerang back to her. Zombies will also rise up out of their graves to swarm you. Given enough time, a HUGE hoard of undead will swarm you, so try to finish off Skuld quickly! Skuld will also occasionally teleport around & try to telefrag you with paralyze shots. The Ghost of Skuld is ONLY vulnerable is she is dead center in the room, so don't bother firing at her if she teleports.
  301.  
  302. Each of the first 3 bosses drops Spd pots & Wis pots, while SKuld herself drops Wis pots & Vit pots. All 4 bosses have a chance to drop mid tier & high tier equips. Old tops in particular drop frequently here, making this place extremely viable for getting high level gear with little effort. The White Bag drop of this dungeon is the Cursed AM
  303. ulet of Zombification, a cruel reminder of what happened to the old AM
  304. ulet of Resurrection after it got duplicated to hell & back. Instead of saving your character when you die, you turn into a zombie that attacks players (though your zombie corpse is pretty weak). Because of its low stats & complete lack of a Fame bonus, the Cursed AM
  305. ulet is basically glorified pet food, though at 500 feed, it's not particularly high. However, the Ghost of Skuld has a chance (albeit a VERY low chance) to drop 2 highly sought after UTs: Plague Poison & Resurrected Warrior's Armor (Res Armor for short). Plague Poison is an UT poison that costs 80 MP to use, deals 500 damage, has a duration of 15 seconds & a radius of 9 squares. It boosts att & wis by +2 when equipped, has a 4% Fame bonus & 450 feed. Plague Poison is capable of poisoning an ENTIRE SCREEN worth of enemies at once, and while it doesn't have the raw punch of Baneserpent/Nightwing, it is spammable & makes fighting events EXTREMELY easy. Just lob a poison grenade anywhere close to the event quest & sit back. It is also arguably the best item you can use in a FFA Tomb. A single Plague lobbed in the center of the boss room can hit all 3 bosses at once. The Res Armor is an UT Heavy Armor that has +17 Def, +150 Max MP, +5 Wis, 4% Fame & 500 feed. This armor is a Knight's best friend. Since Knights have incredibly high Def anyways, they are the least affected by the Res Armor's lowered Def, and the MP gives them more stuns. Not recommended for Warriors or Paladins.
  306.  
  307. Grade: B+. Its a source of 3 different stat pots, and both of the UTs that Skuld drops are very powerful, though this is the only dungeon where a White Bag is NOT a welcoming sight. Unless it's an inc, of course.
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  311. 04-02-2014, 03:39 PM
  312. Ant the 4th
  313. Excellent. Very good. (Though tombs make me rage like crazy.)
  314. Minor notes (What I think about it) - Haunted Jungle - Great feed farming.
  315. Ocean Trench - Gets steamrolled constantly. And I MEAN STEAMROLLED.
  316. Davy's Locker - People don't attack lanterns at times and can take forever to kill at times.
  317. Cemetery - Gets farmed. Smaller group limit and thus still easy but with loot still an option.
  318. Sprite Worlds - Harder on robed classes due to low defense.
  319. Abyss - Good luck getting to the boss.
  320. Snake Pit - Great farming...if you can farm. I've seen one too many lv 20 graves because people don't take their time in it.
  321. Spider Den - The sheer numbers...better have high defense or great speed. (Like knight/warrior or rogue)
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  325. 04-05-2014, 03:55 PM
  326. Devilman337
  327. With the normal dungeons done, it's time to move on to the Epic dungeons, starting off with the Deadwater Docks. One of 3 Epic Dungeons released back in build 16, this dungeon is a MUCH deadlier take on the classic Pirate Cave, & is a guaranteed drop from the Crystal Prisoner. Once inside, a living wall with eyeballs named The Heroic Observer blocks your path. To get past it, you pretty much need the same firepower that took down the Mysterious Crystal. Once you eliminate The Heroic Observer, the dungeon can be explored. In here, swarms of deadly pirates will chase you down until you are dead. ALL of the enemies in here deal high AM
  328. ounts of damage & have at least 1,500+ HP PER ENEMY. Needless to say, having an 8/8 class is HIGHLY recommended. The water in the Deadwater Docks is a stronger version of lava, and combined with the aggressive pirates, it is VERY easy to die in here. The path to the boss room is hidden at first. Only after searching the docks will you come across a room that is visually different from the rest. This room has sand, treasure piles & the entrance to Jon Bilgewater's Grotto. it is also lined with orange tiles, making it easy to see if you are close to it from another room.
  329.  
  330. The boss of this dungeon is Jon Bilgewater, the Pirate King. Upon entering this room, he will lunge at you & fire his cannon. His cannon shots hurt A LOT. They deal 250 damage PER SHOT, and he fires MANY shots in a shotgun. Run & fire as best as you can. This is room is surrounded by evil water, and the edges of the room will decay into more evil water as time goes on. Once he takes enough damage, he will move to the center-top of the room & activate a parrot barrier. The parrots will block your shots while the Pirate King remains invulnerable AND stun immune. Killing off the parrots will activate the 3rd phase, where he stands stationary & fires cannonball shotguns. STAY NEAR THE PORTAL TO AVOID HIS SHOTS! His parrots will also heal Jon for ridiculous AM
  331. ounts of HP. You'll need a strong group to overcome his parrot healing & finish him off for good. Jon Bilgewater drops Dex pots, Spd pots, mid level gear & even tops (Weapons & Armors) His UT drop is the Pirate King's Cutlass, an UT sword that deals 184-231 damage per shot, has a 120% rate of fire, a range of 3.3, a 4% Fame bonus & 500 Feed. While it is the fastest shooting sword in Realm, the lowered damage makes it weaker than Acclaim on enemies with 12-15 def or more (Depending on which melee class you use).
  332.  
  333. Normally, I would give my grade here. HOWEVER, I feel the need to point out the flaws of this dungeon. The first major flaw being The Heroic Observer. This dungeon was designed so that a group of people would be able to run through it together, and The Heroic Observer was meant to stop rushers. By having it at the BEGINNING of the dungeon, it makes the Deadwater Docks impossible to solo, and once the group kills it, a seasoned Rogue or Trickster can rush past the enemies, find the portal room & enter the boss room with NO Chance for the other people to teleport to the rusher! Trust me, I have seen it happen MANY times when I tried running the Deadwater Docks. Second, the enemies that throw bottled evil water. In NO other dungeon does a COMMON enemy make damaging floor tiles. Why here? And speaking of evil water, the bridges between rooms are ONE tile wide. And with the pirates chasing you down, it is VERY easy to run into evil water & die instantly. Third, the boss room is separate from the rest of the dungeon. Why? There have been times where I entered the boss room & saw Jon Bilgewater rushing to where I was. You have VERY little reaction time to Nexus if that happens to you! The fact that the edges start to crumble away during battle only adds to the heavy reliance on damaging floor tiles. Now then, with that out of the way...
  334.  
  335. Grade: F. This dungeon has an awful risk:reward ratio, and the UT sword is pretty much a joke, but what pushes this dungeon to the bottom of the list is the overall bad design. Unless you absolutely want to have a Cutlass in your UT collection, DO NOT RUN THIS DUNGEON!
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  339. 04-05-2014, 04:18 PM
  340. Devilman337
  341. Time to take a stroll through the woods & enter the Woodland Labyrinth! This Epic dungeon is a guaranteed drop from the Lucky Ent God, which appears close to the Godlands. This dungeon is a MUCH harder take on the Forest Maze. The enemies in here are essentially the same as the ones in the Forest Maze, only on steroids. A new addition to this dungeon is the presence of indestructible shrubs that fire highly damaging shots. Each shrub, depending on its type, can inflict paralyze, quiet or weak. The cactus looking ones inflict Paralyze, the ones with berries inflict Silence & the dead looking ones inflict Weak. BE CAREFUL dragging enemies into the halls! The canopies that block the hall ceiling conceal shots, and not being able to see a Mecha Squirrel firing at you can lead to being insta-killed without seeing WHAT killed you! The enemies in here drop Speed Sprouts, much like their non-epic counterparts did in the Forest Maze. The boss of this dungeon is the epic version of the Megamoth.
  342.  
  343. In the first phase, you encounter the Megamoth Larva. The larva will fire powerful blinding shots while also creating damaging puke tiles on the floor. The puke hurts as much as lava & these tiles do not go away. By dealing enough damage to it, it'll morph into the Mammoth Megamoth. In the 2nd phase, the boss fires powerful quiet shots, while the Megamoth Sentinels fire powerful Confuse bullets. After taking enough damage, it'll morph into its 3rd & final phase, the Murderous Megamoth. Once you see the Megamoth morphing into this phase, RUN. The Murderous megamoth spawns 6 mini larva that fire stacked shots capable of killing off nearly ANY class. The Murderous Megamoth also aggresively chases you around the room. Keep running while firing at it & NEVER STOP RUNNING. Eventually, the Megamoth will go down.
  344.  
  345. The Megamoth in this dungeon drops Vit pots, T12 Weapons, T13 Armors & the UT Leaf Bow. The Leaf Bow fires 1 shot that deals 95-125 damage, has a range of 6.3, a 150% rate of fire, a 4% Fame bonus & 800 Feed. While it does have good DPS, it is an awkward weapon to use. The shots that it fires are small, slow & DO NOT pierce enemies. The Leaf Bow also has less range than most other bows, making it a poor substitute to the MUCH more desirable Doom Bow & Coral Bow. It does have decent feed, but there are easier ways to get UT items with 800+ feed.
  346.  
  347. Grade: D. Suffers from the same risk:reward ratio as the Deadwater Docks, but it IS soloable & the boss room can be escaped. Much as with the Deadwater Docks, don't run this dungeon unless you absolutely want a Leaf Bow for your collection.
  348.  
  349.  
  350. ---
  351. 04-05-2014, 04:41 PM
  352. Devilman337
  353. And now to visit the home of creepy crawlies, the Crawling Depths! This dungeon is a guaranteed drop from the Lucky Djinn, which is found near the Godlands. The Crawling Depths is a MUCH harder version of the venerable Spider Den. The spiders in here are MUCH more formidable & can easy pick you apart if you let them. The eggs in this dungeon drop small clusters of blue spiders that fire powerful Weak & Quiet shots. A major difference in this dungeon is the variety of spiders that roam the rooms. There are large red spiders that fire strong Bleeding shots, small green spiders that fire a shotgun of Bleeding shots, large gray spiders that fire powerful shotguns & large black spiders that fire powerful Armor Break shots. Thankfully, there are NO environmental hazards in this dungeon, which means there's no need to worry about damaging floor tiles or indestructible turrets. Once you clear out about 14 rooms worth of enemies, you'll come across a strong web wall. This wall has a lot of HP, but each section can be destroyed after a significant AM
  354. ount of damage is dealt to it, and it NEVER heals. The boss of this dungeon is the Son of Arachna & works much like Arachna herself did. Get too close to the boss & it wakes up, weaving a web that slows down all players caught in it. HOWEVER, the Son goes ABSOLUTELY BERSERK when you wake it up & is invulnerable!
  355.  
  356. The secret to this boss battle lies in the 4 large eggs scattered around the edges of the room. STAY AGAINST THE WALL & KILL THE EGGS FIRST! Killing off each egg removes one of the Son's attacks. The lower left corner has a large yellow egg that spawns spiders constantly. The upper left corner has a large blue eggs that spawns a cluster of blue spiders upon breaking. This egg will also considerably slow down The Son once destroyed. The upper right corner has a large red eggs that spawns 3 red spiders upon being broken. Finally, the lower right corner has a large black egg that spawns 3 black spiders upon breaking. ONLY after all 4 eggs are broken can The Son being damaged. The Son will fire a large shotgun of green shots & also fire a large round shot that deals weak & a large AM
  357. ount of damage. It also moves somewhat erratically, but will try & charge you after moving back for a few seconds. Just keep your distance & keep firing. The Son will go down eventually.
  358.  
  359. The Son of Arachna drops Mana pots, mid level equips, T12 Weapons, T13 Armors & the UT Katana, Doku No Ken. The Doku No Ken is to a Ninja what the Coral Bow is to the Archer & Huntress: a fantastic weapon that makes the class MUCH more viable. it deals 130-150 damage per shot, has a range of 5.2, a 125% rate of fire, a 4% Fame bonus & 500 Feed. Simply put, this weapon obsoletes the 12 Katana, the Masamune. Don't let the slightly lower shot damage fool you, the Doku No Ken has a significantly higher DPS than the Masamune. The shots fired are wavy & travel much like shots fired from a staff. However, the shots line up in the center of their wave at the end of their flight path, allowing you to use it at full raneg without drawback. Only small enemies can slip into the safe spots of the Doku No Ken. The eggs have a chance to drop loot too (except for mana pots), but unless you see a White Bag drop from an egg, AVOID PICKING UP THE LOOT UNTIL AFTER ALL 4 EGGS ARE DESTROYED! Going in for the loot WILL wake up The Son!
  360.  
  361. Grade: B. The only Epic Dungeon worth running. It's a viable second source for Mana, the Doku No Ken is an excellent weapon, and there are NO environmental hazards in this dungeon! The only strike against this dungeon is the fact that The Son only drops Mana for ONE player.
  362.  
  363.  
  364. ---
  365. 04-05-2014, 05:05 PM
  366. DuckIet
  367. Next:
  368. Oryx's Castle
  369. Wine Cellar
  370. The Shatters
  371. Belladonna's Garden
  372. Cave of a Thousand Treasures
  373. Lair of Shaitan
  374. Battle for the Nexus
  375. Beachzone
  376. The Arena
  377.  
  378.  
  379. ---
  380. 04-05-2014, 05:08 PM
  381. DuckIet
  382. Quote:
  383. Originally Posted by DuckIet View Post
  384. Next:
  385. Oryx's Castle
  386. Wine Cellar
  387. The Shatters
  388. Belladonna's Garden
  389. Cave of a Thousand Treasures
  390. Lair of Shaitan
  391. Battle for the Nexus
  392. Beachzone
  393. The Arena
  394. Not to mention you forgot regular Spider Den, Oryx's Kitchen, and how dare you forget the Tutorial?! ;-;
  395.  
  396.  
  397. ---
  398. 04-05-2014, 05:19 PM
  399. Devilman337
  400. Quote:
  401. Originally Posted by DuckIet View Post
  402. Not to mention you forgot regular Spider Den, Oryx's Kitchen, and how dare you forget the Tutorial?! ;-;
  403. I already covered the Spider Den. It's on the first page. :p
  404.  
  405. And I refuse to review The Arena. Don't worry, I haven't forgotten the Tutorial!
  406.  
  407.  
  408. ---
  409. 04-08-2014, 08:12 PM
  410. Devilman337
  411. Sometimes, it's good to return to your roots. To go back to where you started your Realm journey. Time to take a walk down memory lane with the Tutorial! This is literally the first thing everybody sees when they start playing Realm. The basics of this dungeon are spelled out for you as you progress. In layman's terms: Avoid dying. Kill enemies. Acquire loot. The only way you can die in here if is you're a level 1 character, have no armor or pets, and stand completely still while the enemies slowly kill you off. Along the way, you'll encounter the Evil Chicken God, a pushover if you're not actively trying to die for kicks. Afterwards, you'll find a Ring of Minor Defense, a ring that increases Defense by 1. Hey, it's better than nothing! At the end of the first portion, you'll find 2 chickens that always drop a Potion of Health. Entering the portal leads to a Nexus tutorial, explaining the various things located in the Nexus. The portal at the northern end leads to Oryx's Kitchen. This is where you encounter Bonegrind the Butcher. After vanquishing the enemies in the first room, you'll encounter a gang of lesser butchers that have a chance to drop either a Potion of Health of a Potion of Magic. Bonegrind himself is easy enough to defeat & he always drop one of each pot. The portal at the end of this area leads to one of the Realms.
  412.  
  413. This dungeon can be entered by typing /tutorial in your chat bar. By running the Tutorial, you'll get 3 HP pots & 1 MP pot per run guaranteed. You can type /nexustutorial to skip the first portion & head straight to the Nexus explanation for faster MP pot farming. This place used to drop Minor HP & Minor MP pots, but those were removed around April to May of 2012. They are now valuable collector's items.
  414.  
  415. Grade: C+. You can get HP & MP pots almost anywhere, but this is the quickest, safest & most reliable way to farm for them. Never a bad idea to restock your HP & MP supply after a close call!
  416.  
  417.  
  418. ---
  419. 04-08-2014, 08:37 PM
  420. Devilman337
  421. Storm the gates! It's time to assault the home of the Mad God himself, Oryx's Castle! Once a Realm is emptied of all events that are required to close it (Liches, Ent Ancient, Ghost Kings, Cyclops Gods, Cube Gods, Skull Shrines, Pentaracts, Rock Dragon, Ghost Ship, Hermit God, Grand Sphinx), Oryx will say this; " I HAVE CLOSED THIS REALM! I WILL SUFFER NO MORE OF YOUR INSOLENCE!". You then have 2 minutes to get whatever you need to get done done. The screen will shake violently & Oryx will transport you to his castle. This place has 4 different lanes to accomodate all of the players. Inside the castle are many different enemies, almost all of which have "of Oryx" in their name. The Brutes of Oryx are the most lethal enemy here. They are big brutes that chase you down & inflict Armor Broken shots. They WILL kill you if they catch you! There are also patches of living floor that spew out Quiet bombs. After breaching 3 rooms, you'll enter the Courtyard, where
  422. all of the player lanes meet up. More Brutes occupy this place, so kill them & make your way to the topmost wall. Break it down, defeat the enemies inside & you'll eventually face the bosses of this area, the Stone Guardians. They have a high AM
  423. ount of def & can dish out a fair AM
  424. ount of damage, so keep on your feet & keep firing! This room has 8 Haunted Armors that will constantly respawn, so focus on the Guardians. Once one of the Guardians is down, the other will run back & launch out its sword. The sword fires out paralyze shots that deal decent damage, so do not get caught by the shots! Once the second Guardian goes down, the portal to Oryx's Chamber will appear. The Guardians drop Def pots, mid level equips & the mighty Ancient Stone Sword. This UT sword deals the most powerful shots of any sword (340-390 damage per shot), but has a 60% rate of fire. It has a range of 4, a 4% Fame bonus & 900 Feed. Warriors & Paladins make GREAT use of this sword, due to their ability to boost the DPS of the A.S.S.
  425.  
  426. Oryx's Chamber is a large, circular room with 6 columns. In the center is the Mad God himself (or so you would think). With 85K HP, he is no pushover & can dish out a LOT of damage quickly. He has several attack patterns, all of which can prove fatal if you don't pay attention. (http://www.realmeye.com/wiki/oryx-the-mad-god). Once his HP gets low enough, he'll rage, grow in size, recover about 20K HP & chase after you. Once he falls, a locked portal to the Wine Cellar will appear. Oryx the Mad God drops Att pots, Def pots, mid to high level equips & T5 Rings.
  427.  
  428. Grade: B. The 2nd to last area of the game, and home to one of the best UT Swords in Realm. Sometime in the future, this place will get update to include future boss dungeons!
  429.  
  430.  
  431. ---
  432. 04-08-2014, 08:55 PM
  433. Devilman337
  434. The final frontier, the final stand for the Mad God himself. The Wine Cellar beckons you! This dungeon is only accessible by using a Wine Cellar Incantation close to the locked door that appears after defeating Oryx the Mad God. Once unlocked, the Wine Cellar is a small, but deadly place. There are 2 different lanes that lead to the middle hall, and they are packed with various enemies. The Henchmen are the most dangerous enemies, as they throw confuse boomerangs & spawn more minions. Oryx the Mad God 2 is found in the large room in the center-right of the map. He spews out a LARGE shotgun of multiple stars, all of which inflict a large AM
  435. ount of damage & various status effects. This shotgun will kill ANY class if the majority of the stars hit you! Thankfully, Oryx is in a drunken rage & fires at whoever is closest to him. He also surrounds himself with his minions. Once he falls to arouns 22K HP, his minions will disappear & he will begin to chase after you while firing his shotguns. Once he is defeated, he will drop loot. His loot includes def pots, att pots, wis pots, vit pots, and high end equips, including T12 Weapons, T6 Abilities, T13 Armors & T5 Rings. Except for the rings, the highest tiered equips are often called "Wine Cellar Tops", even though it's no longer the exclusive source of the highest tiered equips.
  436.  
  437. Grade: A. They don't call 'em "Wine Cellar Tops" for nothing! If you're lucky enough & get enough damage in on Oryx 2, you'll be rewarded with the best tiered equips in the game!
  438.  
  439.  
  440. ---
  441. 04-11-2014, 07:33 PM
  442. Devilman337
  443. And now to kick back on the beach & soak up the sun in the Beachzone! The beachzone is one of several limited time event dungeons, and was first introduced in August of 2012. It drops from the ridiculously rare Beach Bum, and is also opened with a Beachzone Key, which was only available during the Beachzone event for 400 Fame. This dungeon is very small & tame, consisting of a lone island with beach attire. In the center is the Masked Party God, the brother of Mixcoatl. All he does is literally stand still & spout party related lines. he doesn't even fight back! However, killing him is no easy feat. In order to defeat him, you must deal 30,000 damage to him in roughylythe same AM
  444. ount of time as a Mysterious Crystal. Otherwise, he'll essentially negate the damage dealt. It is required that you have a good group of melee classes in there. Otherwise, you simply won't have the DPS to take him down. He drops any of the 4 Beach Party Madness Drinks, which are soulbound items that provides various stat boosts for 20 seconds, but make you drunk for 15.
  445.  
  446. Grade: D+. On the one hand, this dungeon CAN'T kill you. On the other hand, it's unlikely you'll kill the boss! Considering the sheer difficulty of killing the boss, and with only soulbound drinks as reward, this dungeon tends to be a beach bummer.
  447.  
  448.  
  449. ---
  450. 04-11-2014, 07:42 PM
  451. Devilman337
  452. Time to go hunting for lost treasures, Indiana Jones style! In the Cave of a Thousand Treasures, your greed might get you killed! This dungeon was made as part of the Kongregate promotion back in October 2012. The Ninja class was introduced, but was only available to players that played Realm via Kongregate.com. By leveling up a Ninja to level 20 for the first time on your account, you are rewarded with a free Treasure Map (the only way to access the Cave). Inside, you'll find various loot, plundering enemies & various environmental traps, such as spiked log pathways, spiked floors & giant boulders. The boss of this dungeon is the Golden Oryx Effigy, a giant statue that summons minions to protect itself. Take down the defenders to make the Effigy vulnerable again. It'll then turn black & shoot bullets while healing for 200 HP occasionally. Given enough time, it'll spawn more defenders. Just keep firing away & you'll take it down. The Effigy drops mid tier loot, Def pots & Incs.
  453.  
  454. Grade: C. This has all the makings to be a decent dungeon, but it feels like such a waste to make this place only accessible with a Key you can LITERALLY get only once per account! It Kabam were to ever make this place drop from a regular enemy (like maybe Djinns in Godlands), then this dungeon would get a solid B.
  455.  
  456.  
  457. ---
  458. 04-11-2014, 08:09 PM
  459. Devilman337
  460. A moment of silence, for the brave Realmers who lost their lives at the hands of Swatsecone.
  461.  
  462. ...
  463.  
  464. Now that that's out of the way, it's time to Battle for the Nexus! This dungeon was cobbled together just days after the infamous incident of Friday, September 6, 2013. (I was in college when that happened, thank goodness). This dungeon is only accessible with a Battle Nexus key, which was only available in September of 2013. The Battle for the Nexus is LITERALLY a ruined Nexus as a dungeon. Various bosses will spawn in the upper left room, then the upper right room, and then the upper central room, all of which are various bosses encountered in the normal Realm, but with increased HP. In the upper left room, either Lord Ruthven Deux or the Murderous Megamoth Deux will spawn. Defeat whichever boss appears there, and in the upper right room, either Archdemon Maplhas Deux of Stheno the Snake Queen Deux will spawn. Defeat whichever boss appears there, and in the upper central room, either the Golden Oryx Effigy Deux or Limoz the Viridian Dragon Deux will spawn. (Pretty troll move, including a boss from the yanked Lair of Draconis dungeon). After beating the boss of this room, the back wall will disappear & Oryx the Mad God Deux will spawn. He's identical to the Wine Cellar version, but with more HP & NO callouts to his health. The only hint you get that he is close to defeat is when he can no longer support his minions.
  465.  
  466. Each of the bosses has a chance to drop 1 of 6 extremely rare vanity weapons, one for each weapon class. Oryx the Mod God Deux can drop any of these weapons. The weapons are:
  467. -Doctor Swordworth (UT Sword, drops from Stheno the Snake Queen Deux)
  468. -Arbiter's Wrath (UT Katana, drops from Archdemon Maplphas Deux)
  469. -Sunshine Shiv (UT Dagger, drops from Lord Ruthven Deux)
  470. -Robobow (UT Bow, drops from Golden Oryx Effigy Deux)
  471. KoalaPow (UT Staff, drops from Murderous Megamoth Deux)
  472. Spicy Wand of Spice (UT Wand, drops from Limoz, the Viridian Dragon Deux)
  473.  
  474. Each of the weapons has no Feed power, no Fame bonuses, and all drop from a White Bag. When the dungeon was first released, the weapons had a pretty high drop rate. But after a hotfix, their drop rates were lowered to pretty much the same rate as an event UT. Sadly, the bosses drop NOTHING but these weapons.
  475.  
  476. Grade: D-. The nearly non-existent drop rates make this the most unrewarding dungeon in all of Realm! You could run this dungeon HUNDREDS of times & have nothing to show for it! The only thing going for this dungeon is the fact that it's small & quick to run.
  477.  
  478.  
  479. ---
  480. 04-11-2014, 08:25 PM
  481. Devilman337
  482. They say every rose has its thorn. In Belladonna's Garden, a stray thorn is the least of your worries! This new dungeon was released on the first day of the Player Appreciation event, which happened in February of this year after Realm got hacked again. This dungeon is only accessibly from Bella's Key, which was only available during the Player Appreciation event. Once inside, you'll be transported to a single, small room, with Belladonna itself in the center. This walking, talking tulip will spew out large cherry shaped shots, various leaf shots & vine shaped shots. Belladonna is immune to Stun, Paralize & Stasis. After taking a set AM
  483. ount of damage, it'll rush towards the center & spawn flowers to serve as bullet shields. Belladonna then spawns many different flowers that shoot a cluster of shots. The Red Immaculate Flowers deals a hefty AM
  484. ount of damage, the Gorgeous Yellow Flowers inflict Slow, and the Breathtaking White Flowers inflict Quiet. It'll also fire out more shots that it fired in the first phase. Once you uproot this overgrown weed, a loot chest appears. This chest has a chance to drop a set of 6 Valentine's Day related vanity weapons, which drop in a Purple Bag. This chest also has a chance to drop 2 tradeable skins in a White Bag: The Bashing Bride Paladin skin & the Eligible Bachelor Rogue skin.
  485.  
  486. Grade: C-. The Kabam team learned their lesson from the Battle for the Nexus & made the vanity weapons in this dungeon MUCH more plentiful. And it also drops 2 awesome looking skins to boot! However, this dungeon killed off WAY more people than it should have, due to the overpowered Red Flowers AND having a Docks-style boss room. While the chances of getting telefragged by the boss were remote, spawning on top of a Red Flower was far more likely. And Red Flowers have a NASTY habit of spawning right at the edge of a wall. Any south facing walls behind you were VERY good at concealing those Red Flowers until you've practically stepped on them! Not a bad first effort for KoalaP, but there's always room for improvement.
  487.  
  488.  
  489. ---
  490. 04-25-2014, 06:39 PM
  491. Devilman337
  492. WELCOME TO DIE!!! The time has come to tackle the toughest dungeon in Realm to date. The ultimate end game experience. The lost kingdom created by LordShon. THE SHATTERS.
  493.  
  494. This dungeon has a chance to drop from the Avatar of the Forgotten King. When the Avatar first came out, its numerous flaws compelled people to avoid it at all costs, making ANY sort of competent Shatters run impossible unless you bought a key & gathered up a large group of people. Now that the Avatar has been overhauled (and MUCH better overall), it's more feasible to get a good group together to run The Shatters.
  495.  
  496. The Shatters is one of the few dungeons with a static layout. Every run of The Shatters has the same map. You start out in a small room with a switch towards the right wall. Destroying this switch will open up a ruined courtyard, with several switches to destroy. This dungeon also has the most powerful non-boss enemies in Realm. Multiple fiery & icy enemies dish out insanely powerful shotguns and can cause both Unstable & Darkness. Darkness is Blindness on steroids. ALL vision beyond just a few tiles is completely blacked out. And in The Shatters, this can lead to getting shotgunned & killed VERY easily. Unstable causes you to shoot in random directions. The stone enemies in here are tough, have lots of HP, and will basically end your life if they get too close to you. They will spawn endlessly from Paladin Obelisks (giant yellow statues). Destroy the Obelisks to stop the stone enemies from spawning. Once you destroy all the switches (and hopefully, all the enemies), the entrance to the bridge will open to the far right. Hurry, because the bridge WILL gradually close. If it closes underneath you, you will instantly disconnect. On this bridge are 4 Titaniums and 2 Paladin Obelisks. Destroy all 4 Titaniums to awaken The Forgotten Sentinel (obviously, you need to also destroy the Obelisks).
  497.  
  498. The Forgotten Sentinel will say "Who has woken me...? Leave this place" & will spew a RIDICULOUSLY large shotgun in a nearly 180 semi-circle in front of it. Stand ALL the way to the edge of the bridge to avoid its shots. DO NOT stand on top of the Sentinel, or you WILL die instantly due to a blue trap superimposed on it. It'll then say "Go.". After a few seconds, it'll say "Good. Pests must be gone" & become vulnerable to damage. After taking a set AM
  499. ount of damage, it'll say "You live still? DO NOT TEMPT FATE!". And then "Consume!". At this point, purple blobombs will spawn & hover over to you in an attempt to shotgun you (and they are strong enough to wipe out ANY class that isn't an 8/8 Knight or Warrior with a Jugg). The Sentinel will spew its shotgun again, screaming "FOOLS! YOU DO NOT UNDERSTAND!" At this point, it'll become vulnerable again. Once you defeat it, it'll say "I tried to protect you...I have failed. You release a great evil upon this Realm." & explode a few seconds later. A loot chest will spawn in the middle of the bridge. The Forgotten Sentinel drops Att & Def pots, ANY top tier item that you can get in the Wine Cellar, as well as the new Unbound Rings. The UT drop is arguably the best ring in the game, the Bracer of the Guardian. It adds +6 Att, +6 Def, +60 Max HP, +60 Max MP, has a 5% Fame bonus & 500 Feed. It's the end game analog to the Ring of the Nile, but because of its high Att & Def bonuses, it can also be compared to the Ring of the Pyramid. Compared to the Pyramid Ring, it swaps 40 Max HP for 2 extra Att, 2 extra Def & 60 Max MP.
  500.  
  501. This dungeon is VERY long & there is much to cover, so I shall cover each section individually.
  502.  
  503.  
  504. ---
  505. 04-25-2014, 08:37 PM
  506. Magiikarrp
  507. I like these :)
  508.  
  509. Good job on them :D
  510.  
  511.  
  512. ---
  513. 04-30-2014, 05:18 PM
  514. Crotals
  515. Needs Liar of Shaitan
  516.  
  517.  
  518. ---
  519. 04-30-2014, 07:35 PM
  520. Devilman337
  521. Hocus Pocus, keep your focus! Watch with your eyes, or else you will die! After making it past the Forgotten Sentinel, you will come across a big square room with more fire & ice enemies, along with a stone enemy-spewing Titanium. This room has 3 branching paths, all of which lead to guarded switches. Destroying these switches will unlock the path to the next boss. The upper left path has a square room filled with dirt & enemies lying in wait. Getting past this will bring you to a small room packed with deadly enemies. At the top of this room is the switch. The path on the upper right goes up, right & then down, and is also filled with deadly enemies. The small room in the lower right corner has a switch, but it's heavily guarded. There's also a 4th switch, out of reach to any class that can't teleport. By Teleporting down the fragmented path, you'll come across a small room with a smiley face in the floor. This path has no enemies, but practically screams "use Trickster here!". A Rogue with Planewalker would take WAY too long to traverse the path, kill the switch & get back in time. Upon defeating the switches, the bridge to the next boss will materialize.
  522.  
  523. The Twilight Archmage is in the center of the 2nd room, and is surrounded by giant oval turrets that spew highly damaging, but slow, shots. The room also has a few ice & fire enemies. Killing these off will awaken the Twilight Archmage, a master of both fire & ice attacks. He will spawn ice & fire portals, as well as shotgun any player that gets too close. Once he takes enough damage, he'll summon Articuno & Moltres...I mean, Blizzard & Inferno. These birds spew out large shotguns of fire & ice, but will stop to rest occasionally. This is your chance to get damage in on the birds before they resume their attacks. Once both of the birds are defeated, the Archmage will retreat to a corner & shoot out LARGE shotgun shots. The turrets will also become vulnerable to damage. Defeating the turrets is not required to kill the Twilight Archmage, but it helps out a lot to get rid of the turrets first. Once defeated, the Twilight Archmage claims that he will return...n......n.
  524. A loot chest will appear at the right side of the room near the exit. This chest drops mana pots, any top you could get in the Wine Cellar, Unbound rings & the UT Twilight Gemstone. This ring adds +6 Spd, +6 Def, +110 MP, 5% Fame & has 500 Feed. The end game analog to the Ring of the Sphinx, this magician's ring actually increases your survivability, a first AM
  525. ong rings that provide MP, but no HP. While viewed at the least useful of the 3 UT Shatters Accessories, it's HIGHLY useful for Knights, Assassins & Wizards, as they all have abilities that are spammable & deal high damage.
  526.  
  527. With 2 bosses down, only The Forgotten King remains...
  528.  
  529.  
  530. ---
  531. 04-30-2014, 08:03 PM
  532. Devilman337
  533. http://www.youtube.com/watch?v=eiQh571B5M0
  534.  
  535. I feel this is appropriate music should you make is this far. With both the Forgotten Sentinel & the Twilight Archmage defeated, only 1 obstacle remains. The deity of death. The master of might. The sultan of slaughter. The Forgotten King.
  536. After leaving the 2nd boss room, you'll be greeted by a few fire & ice enemies. You then soon come across a lava filled room with narrow walkways. This lava is actually HOT lava, and it burns you for 70+ damage. DO NOT wade in this stuff!
  537. You will then walk down a long corridor leading up & to the left. This corridor is filled with the usual assortment of Shatters enemies, so proceed with caution. The path will then lead straight up, with a haphazard floor made up of colored tiles leading up. Destroy every enemy along the way & you'll eventually make it to a large room. This room has a crown in the center with 2 guardians patroling it. Killing both of these guardians will cause hot lava to wash over a large part of the path leading up here, so make sure to avoid the lava!
  538.  
  539. The crown will then float backwards & spawn The Forgotten King. He will start battle by spawning 4 large crystals. The Red one spawns Fire Portals, the blue one spawns Ice Portals, the green one heals enemies & the yellow one shoots out paralyze shots. Kill off both the yellow & green crystals first, then take out the blue & red crystals. The Forgotten King will then spawn an entourage of guardians to protect him. Kill off these enemies to force the Forgotten King to back up against the top of the room. The room will shrink by a bit & lava will spawn in various locations. He will then fire out a LONG shotgun of fire bullets. The streams of bullets move slowly, but they WILL kill you if you get hit by them. After he fires his streams, he will then unleash a CRAZY shotgun of fire bullets, ice bullets & purple bullets. The purple bullets ignore def while the fire & ice bullets travel in a wavy pattern. The Forgotten King will also summon Lava Souls to help him. These souls will explode if they get too close to an enemy. On their own, they are easy to deal with, but having to deal with them AND The Forgotten King's shots makes this battle EXTREMELY dangerous. Once his health gets low enough, he will shout "DIE! DIE! DIE!!!". The shotguns have a brief window of time to allow you to approach The Forgotten King & damage him before he starts firing off another shotgun. If you are lucky enough...brave enough...clever enough...you will be able to take down The Forgotten King & claim the glory of conquering the ultimate dungeon!
  540.  
  541. The loot chest that appears after defeating The Forgotten King drops Life pots, any Wine Cellar top, Unbound rings & the UT Forgotten Crown. This accessory adds +6 Att, +6 Dex, +110 HP, 5% Fame & has 500 Feed. The ultimate DPS accessory, this beastly item will significantly increase your weapon damage while increasing your ability to tank by a good bit as well. Virtually any class can make great use of this ring.
  542.  
  543. The Shatters is a tough dungeon. Not only in running it completely, but also in grading it! I had to struggle in determining what grade The Shatters should get, but I feel that this is the most appropriate grade to give it.
  544.  
  545. Grade: B+. Saying this place is hard is like saying that a diamond is hard. As in, you have no idea HOW hard it is unless you try it for yourself. HOWEVER, this dungeon has ELEVEN new rings, drops the most sought after pots, AND drops the best tiered equips in the game. While Kabam did heavily modify The Shatters from LordShon's original concept, that isn't necessarily a bad thing. It just makes it a different kind of difficult. Personally, I LOVE The Shatters.
  546.  
  547.  
  548. ---
  549. 05-01-2014, 10:19 AM
  550. Moonbutler
  551. Quote:
  552. Originally Posted by Devilman337 View Post
  553. A moment of silence, for the brave Realmers who lost their lives at the hands of Swatsecone.
  554.  
  555. ...
  556.  
  557. Now that that's out of the way, it's time to Battle for the Nexus! This dungeon was cobbled together just days after the infamous incident of Friday, September 6, 2013. (I was in college when that happened, thank goodness). This dungeon is only accessible with a Battle Nexus key, which was only available in September of 2013. The Battle for the Nexus is LITERALLY a ruined Nexus as a dungeon. Various bosses will spawn in the upper left room, then the upper right room, and then the upper central room, all of which are various bosses encountered in the normal Realm, but with increased HP. In the upper left room, either Lord Ruthven Deux or the Murderous Megamoth Deux will spawn. Defeat whichever boss appears there, and in the upper right room, either Archdemon Maplhas Deux of Stheno the Snake Queen Deux will spawn. Defeat whichever boss appears there, and in the upper central room, either the Golden Oryx Effigy Deux or Limoz the Viridian Dragon Deux will spawn. (Pretty troll move, including a boss from the yanked Lair of Draconis dungeon). After beating the boss of this room, the back wall will disappear & Oryx the Mad God Deux will spawn. He's identical to the Wine Cellar version, but with more HP & NO callouts to his health. The only hint you get that he is close to defeat is when he can no longer support his minions.
  558.  
  559. Each of the bosses has a chance to drop 1 of 6 extremely rare vanity weapons, one for each weapon class. Oryx the Mod God Deux can drop any of these weapons. The weapons are:
  560. -Doctor Swordworth (UT Sword, drops from Stheno the Snake Queen Deux)
  561. -Arbiter's Wrath (UT Katana, drops from Archdemon Maplphas Deux)
  562. -Sunshine Shiv (UT Dagger, drops from Lord Ruthven Deux)
  563. -Robobow (UT Bow, drops from Golden Oryx Effigy Deux)
  564. KoalaPow (UT Staff, drops from Murderous Megamoth Deux)
  565. Spicy Wand of Spice (UT Wand, drops from Limoz, the Viridian Dragon Deux)
  566.  
  567. Each of the weapons has no Feed power, no Fame bonuses, and all drop from a White Bag. When the dungeon was first released, the weapons had a pretty high drop rate. But after a hotfix, their drop rates were lowered to pretty much the same rate as an event UT. Sadly, the bosses drop NOTHING but these weapons.
  568.  
  569. Grade: D-. The nearly non-existent drop rates make this the most unrewarding dungeon in all of Realm! You could run this dungeon HUNDREDS of times & have nothing to show for it! The only thing going for this dungeon is the fact that it's small & quick to run.
  570. Great reviews for newer players but on this I have to disagree, it's just fun....that's it otherwise good rundown on its loot flaws and etc.
  571.  
  572.  
  573. ---
  574. 05-01-2014, 09:06 PM
  575. Devilman337
  576. I advise you to pay attention to this review. Shaitan's Lair is next! This new boss dungeon is the first of several planned mini-dungeons where you fight a boss in a small room. Currently, the only way to access this dungeon is via a key, and that key is only available through a mystery box. The room itself has about 5 rows of floor in front of about 3 tiles of hot lava. Shaitan will then emerge from the lava & begin to attack. Take out his hands to make him vulnerable. He will start by going to the right side of the room & spweing out a large shotgun of purple bullets. Each bullet does 150 damage & bypasses armor, so DO NOT stand in front of him when that happens! He will fire twice, then go to the center. After firing 2 shotguns, he will then go to the left & fire 2 more shotguns. After taking a set AM
  577. ount of damage, he will send his hands flying towards you. They deal a slight AM
  578. ount of damage & paralyze for a short while. He also turns some of the floor tiles into lava, so watch out! Shaitain will also summon little hands & heads to swarm you. After about 4 phases, he will vanish & leave behind a loot chest.
  579.  
  580. This chest drops att & def pots, some dungeon exclusive cloths & dyes, effusions of Def, Tinctures of Dex & the UT Skull, the Skull of Endless Torment. Yes, it's THAT skull! The unreleased Skull that was removed in Nov 2012 due to the item hack incident! It costs 135 MP to use, steals 200 HP & has a radius of 2 squares. It adds +3 Def & +3 Dex on equip, has a 6% Fame bonus, but only 250 feed. When functional pets were released, the Necromancer class got hosed pretty badly. And unlike the Priest class, it had NO useful UT Skulls to boost its utility. Now that the (not so) new Skull is released, the Necromancer class should be getting a bump in popularity. The Endless Torment skull is mostly the same as it was before, but its original +4 Vit stat bonus was changed to a +3 Def stat bonus, a good move on Kabam's part.
  581.  
  582. Grade: C+. This dungeon feels a tad TOO small to maneuver effectively, and you pretty much NEED a good melee group to reliably take down Shaitan. However, the new cloths & dyes are pretty nice looking, and the UT Skull gives the Necromancer class some MUCH needed love.
  583.  
  584.  
  585. ---
  586. 01-21-2015, 10:04 PM
  587. Devilman337
  588. *Blows the dust off this thread* It's been a while since I last wrote an entry on this thread, & I think now is as good of a time as any to continue this tradition of mine!
  589. Onward to the Lair of Draconis, where angry dragons roam, & Knights are particularly tasty with a little ketchup added. This once-per-Realm dungeon sometimes drops from the Eye of the Dragon/Rock Dragon (FINALLY). Once you enter, you'll be in a small room that contains 4 colored orbs & a large pedestal. The pedestal will ask you to name out 1 of the colors of the orbs. Doing so unlocks the hallway to that dragon's lair, & the hallway WILL close up if you don't enter the room fast enough. There are 4 dragons to face in this dungeon (5 if you call out the Black dragon first). All 5 dragons are shotgun nazis on caffeinated steroids, so melee classes are pretty helpless here. (Sadly, loot chests allows those classes to leech & get loot anyways). All 5 dragons have the following loot drops in common:
  590.  
  591. -All 6 lesser stat potions
  592. -T12 Weapons
  593. -T13 Armors
  594. -Wine Cellar Incantation
  595. -The World Tarot Card
  596. -Small & Large cloth in their likeness.
  597.  
  598. Each dragon also has a White Bag drop as well...though I REALLY hesitate to classify most of them as such. You'll see what I mean soon enough.
  599.  
  600. Feargus the Demented will be the first dragon covered, since he is the key to the 5th dragon. He seems to have eaten a lot of Rogues lately, for he can turn invisible & shotgun you to death! He also sends out smaller clones of himself to serve as meat shields. The lower his health, the more minions he'll summon. His lair also has egg minions which must be destroyed, but take a lot of damage to kill off. Once Feargus is defeated, a loot chest appears in the middle of the room. In addition to the standard loot, he has a small chance to drop both Potions of Life & the Annoying Firecracker Katana. Yeah...doesn't that sound like a vanity weapon's name to you? This weapon fires 3 shots that deal 50-70 damage each (avg. 60). The shot DO NOT pierce enemies. The weapon has a range of 3.2, a 4% Fame bonus & 450 Feed. Does a Demon Blade on a Ninja sound like a good idea to you? If not, it's because the Ninja is VERY, VERY SQUISHY! This used to be the mighty Celestial Blade, but for reasons I have yet to comprehend, they decided to change it into this. This is by far, the most useless White Bag weapon in ALL of Realm. (Even the Pirate King's Cutlass & Leaf Bow can claim more legitimate utility than this). Not only does it require your Ninja to be within point-blank range of whatever it's trying to kill, but because the shots wobble, trying to aim it accurately is a lost cause. It also only outdamages Doku No Ken against enemies with 5 or less Def. Avoid using this weapon & stick with Doku.
  601.  
  602. Pyyr the Wicked resides in the room to the left, & his lair is one of fire & charred dreams. Upon entering this room, Pyyr will wake up & flood the room with lava (the regular kind). Only a small ring surrounding Pyyr will remain. Pyyr will then shoot large fireballs in a fixed pattern while summoning hatchlings to circle around you & shoot at you. Kill off the hatchlings & Pyyr will chase after you. The lava will quickly vanish once the chase phase begins. Once you reduce Pyyr's HP to about 1/3, the minons & lava will return & you'll have to repeat this process. Once Pyyr is dead, the loot chest will appear. In addition to the standard loot, it has a small chance to drop the Fire Dragon Battle Armor. It adds +15 Def, +3 Att, +3 Spd, +3 Vit, 5% Fame & 450 Feed. Supposedly made from 'one of the hardest substances the world has ever seen'. Problem is, a beaten up, worn piece of heavy armor (Resurrected Warrior's Armor) provides more defense than this. & because of pets, the Vit bonus might as well not exist. To me at least, the 9 Def you sacrifice for those small stat boosts is NOT worth the tradeoff.
  603.  
  604. Nikao the Defiler resides in the topmost room, & is notorious for spawning large hordes of minions that constantly heal him. Keep 1 of the minions alive & kill off the rest, otherwise the minions WILL continually respawn. Once Nikao's HP is low enough, he'll attack you with the full power of his onslaught that you supposedly cannot withstand. Prove him wrong! The loot chest he drops contains the standard loot drops & a small chance to get the Water Dragon Silk Robe. It adds +3 Att, +10 def, +5 Spd, 5% Fame & 450 Feed. While it's the only Robe that provides a speed bonus, it sacrifices a good deal of stats compared to either GSorc/Mad Lab Robe. & there are easier, better rushing items to obtain in Realm (Candy Rings & Speed Sprouts).
  605.  
  606. Limoz is the dragon occupying the righthand room & he is infamous for summoning a shield of orbs that constantly heal him AND block your shots. Once the shield is down, he'll chase after you. He's considered the easiest (& the cheapest) of the 4 primary dragons to kill. Once his health gets low enough, the orb shield returns & you'll have to repeat this process. Once he dies, his loot chest is your for the pillaging. Along with the standard loot, you'll have a chance of getting the Leaf Dragon Hide Armor. It adds +9 Def, +50 HP, 5% Fame & 450 Feed. Right off the bat, do you noticed something unusual about this Leather Armor? Could it be that is has LESS DEF THAN THE ROBE?! I kid you not, the UT Robe has more Def than the UT Leather Armor! The small boost to HP you get is a paltry consolation prize compared to the steep drop in Def. There is little, if ANY reason, to ever use this notoriously bad UT Armor.
  607.  
  608. Finally, if you're lucky enough to have survived the other 4 dragons, AND not have a random troll ruin your chance at the secret 5th boss, the portal to the Ivory Wyvern appears in the central room. The Ivory Wyvern's room is basically what the Lair of Shaitan would look like if it had elbow room. Up top is a small row of hot lava, & this is where the Ivory Wyvern resides. The battle begins with the Ivory Wyvern summoning clones of itself that fire at you while the real Wyvern strafes the hot lava, firing at you as well. Once he takes enough damage, the clones disappear & he'll continue attacking you. At around the halfway mark, he'll summon 4 soul orbs that fire a barrage of slow moving bullets. Each orb contains the essence of 1 of the previous dragons. From left to right, you'll face a Blue orb that fires Weak shots, a Green orb that fires Slow shots, a Red Orb that fires Bleeding shots, & a Black orb that fires Quiet shots. Destroying these orbs triggers the final attack phase, where the Ivory Wyvern will march towards the middle of the room & commence the ultimate shotgun of draconic doom. He'll also summon 4 red orbs in each corner of the room that fire out a bunch of shots each. After damaging the Ivory Wyvern a bit, he'll chase after the closest player. Fire while evading both the Ivory Wyvern & the red orbs & you'll eventually conquer the Ivory Wyvern. His loot chest has the standard loot, as well as the ONLY GOOD UT item in the whole dungeon, the Midnight Star.
  609.  
  610. This UT Shuriken costs 90 MP to use & deals 300-600 damage (avg. 450). it behaves like any other Shuriken, but its shots paralyze the target for 4 seconds. It also has a 6% Fame bonus & 850 Feed. While useless on paralyze immune enemies & loot chests, it's VERY handy for virtually everything else. It's LITERALLY the sole reason why most people even bother running the Lair of Draconis anymore.
  611.  
  612. When it 'accidentally' first came out, the Lair of Draconis was a highly challenging, but highly rewarding end game dungeon. It had the best armors in Realm at the time, as well as an AM
  613. azing UT Katana, the Celestial Blade. Sadly, the Armors & the Katana were removed from Realm following the March 2013 duping wave. When the Lair was announced to be officially released during the Month of the Mad God, people were HIGHLY excited to have the chance to earn back their beloved Dragon Armors & Celestial Blades. But then we learned the horrible truth...the UTs of old had been SEVERELY nerfed, to the point of uselessness. The dev team had stated that they put everything else on hold in order to officially release this dungeon. & that is exactly how the current Lair of Draconis feels like. A rushed, disappointing, humorless joke of a once AM
  614. azing idea.
  615.  
  616. Grade: D+. The old version would have easily gotten an A+ from me. If it weren't for the Midnight Star, I would've given this dungeon a flat out F. With most of the worst White Bag drops in Realm, a gimmick that is easily ruined by trolls, & loot drops that aren't guaranteed even when soloed, this 'highly anticipated' dungeon should've stayed unreleased.
  617.  
  618.  
  619. ---
  620. 01-21-2015, 10:35 PM
  621. iVVhackU
  622. Quote:
  623. Originally Posted by Devilman337 View Post
  624. -giant wall of text-
  625. Devilman337 is a fearless player and top RotMGer. There's never been a dungeon he wouldn't take. His new mission?
  626. Fix RotMG's most desperate dungeons! With limited time and few resources, this many be ROTMG: IMPOSSIBLE.
  627.  
  628.  
  629. ---
  630. 01-22-2015, 10:05 AM
  631. Toastrz
  632. Glad to see you took my advice and brought this back! You did leave out of the loot table that all bosses also drop life and mana pots, however low of a drop rate it may be. I think you are a bit harsh on the LoD. Sure, it isn't the most rewarding dungeon (although a fantastic get-rich-quick scheme if you bring loot pots; tops for days!), it still has well designed and interesting fights that can be a fun challenge for a guild. In fact, I must say that almost all of your reviews are based a bit too heavily on the reward. Sometimes you just have to look at how enjoyable the experience is. For example, the Cave of a Thousand Treasures doesn't drop anything more than lots of lesser pots, but it's still jolly fun to traverse!
  633.  
  634.  
  635. ---
  636. 01-22-2015, 02:26 PM
  637. Devilman337
  638. Quote:
  639. Originally Posted by Toastrz View Post
  640. Glad to see you took my advice and brought this back! You did leave out of the loot table that all bosses also drop life and mana pots, however low of a drop rate it may be. I think you are a bit harsh on the LoD. Sure, it isn't the most rewarding dungeon (although a fantastic get-rich-quick scheme if you bring loot pots; tops for days!), it still has well designed and interesting fights that can be a fun challenge for a guild. In fact, I must say that almost all of your reviews are based a bit too heavily on the reward. Sometimes you just have to look at how enjoyable the experience is. For example, the Cave of a Thousand Treasures doesn't drop anything more than lots of lesser pots, but it's still jolly fun to traverse!
  641. Well, to be honest, that's the primary reason people try to loot dungeons, regardless of whatever game you may be playing. I know that for some people, it's the thrill of conquering said dungeon that's more important. For others, it's the premise of getting unique & powerful loot. I can't base dungeon reviews on how 'fun' a particular dungeon is. Especially when my views of fun aren't certainly the same as everyone else. To do so would certainly incite a flame war, & don't you think we have enough of those already on this forum?
  642.  
  643. I try to be as constructive as I can be with every dungeon, but I won't shy away from negative criticism where I feel it's due. Some dungeons definitely have issues that keep it from being a better experience, & I try to go into detail on what the problem is, & how it can be tweaked in the future to provide a better experience for all. Even when I bring to light a dungeon's flaws, I at least try to come up with some sort of solution to address it.
  644.  
  645.  
  646. ---
  647. 01-22-2015, 06:20 PM
  648. Arraker
  649. +1 Tis is great ;)
  650.  
  651.  
  652. ---
  653. 01-22-2015, 06:47 PM
  654. Devilman337
  655. It's time to take center stage as we give the performance of our lives with The Puppet Master's Theatre! This new Godlands dungeon has a small chance to drop from Leviathans. Once you enter, you'll be inside a small circular room with at least 1 breakable wall. Within each room in this dungeon, you'll find puppet versions of the various classes within Realm. Don't let their cute appearances fool you! These dummies are out for blood. Namely yours! For wooden replicas, these enemies have pretty high HP. 1 puppet isn't much of a threat, but facing groups of 8-10 puppets per room presents a decent challenge. The puppets are described as such:
  656. -Puppet Knight: Armor Breaks you with it's puppet Shield of Ogmur. Stun immune.
  657. -Puppet Warrior: Goes Berserk (much like the actual Warrior class) with it's puppet Jugg.
  658. -Puppet Paladin: Heals occasionally.
  659. -Puppet Rogue: Cloaks & fires at you.
  660. -Puppet Trickster: Always seems to be found in pairs. Not much of a threat otherwise.
  661. -Puppet Mystic: Trolls your pet with Pet Stasis shots.
  662. -Puppet Priest: Heals itself frequently, but otherwise weak.
  663. -Puppet Sorcerer: Oddly enough, it lobs out little bombs that explode into 8 shots, rather that zap you with its puppet Scepter.
  664.  
  665. A special note on Puppet Archers. They are THE most lethal common enemy in this dungeon! Their normal shows Slow you, & they shoot quiver shots that Paralyze you! If you get paralyzed next to a Puppet Knight, you'll end up dead VERY, VERY quickly. Thankfully, after they tweaked the dungeon & added more Puppet enemies, Puppet Archers are almost always found in dead-end rooms. If you see bow shots within a room, RUN. Unless you are ABSOLUTELY sure there are no other paths you can take.
  666.  
  667. On occasion, you'll find Treasure Rooms that contain a Puppet Oryx. These rooms have a distinctive carpet T marking, & as many as 3 Treasure Rooms can be found within a Theatre. Puppet Oryx acts similarly to the real Oryx, but summons puppet minions & lobs around a bunch of Medusa bombs instead. Once he's down to roughly 1/3 of its health, Puppet Oryx goes into its artifact phase. It'll remain invulnerable the whole time, so just wait until the artifacts go away. Then it'll shoot out a pretty wide shotgun of shots at the closest player. Once it's dead, a Loot Chest will spawn. It has the same drops as the Puppet Master himself.
  668.  
  669. Speaking of the Puppet Master, the boss does not show up on your map until you actually find the boss room itself. This actually encourages you to explore the dungeon & increases your chances of finding Treasure Rooms. Once you find the boss, the Puppet Master will start off bu spewing a bunch of armor-piercing shots. He'll also chase after you a bit, but not much. He'll then spawn a Puppet Knight & a Puppet Wizard. The Puppet Wizards can fire a puppet Spellbomb center on them frequently, so DO NOT let them stand on you! The Puppet Master will also spawn Puppet Priests for healing, though a solo melee class can easily overcome the healing. Once you reduce his HP to roughly 1/2, he will spawn 5 clones of himself & hide AM
  670. ongst them. The real Puppet Master will have a small shield above his head. He spends half the time invulnerable, so pay attention to when you can attack him. If you kill a Puppet Clone, it releases a bunch of Puppet Rogues & Puppet Assassins, who are all too happy to bombard you with puppet Poisons. Go after the real one & he'll then retreat to the top of the room, spamming armor piercing shots & spawn a Puppet Knight & Puppet Wizard duo. He can spawn 4 of each puppet type this way. A REALLY easy way to solo this phase is to wait half a minute or so, then lure all the puppets into a corner & run away. Focus your fire on the Puppet Master while avoiding his armor piercing shots & he'll eventually be forced to exit stage right.
  671.  
  672. The loot chest he (and any Oryx Puppets you find in Treasure Rooms) drops contain Potions of Attack, Small & Large Argyle cloth, mid-tier gear, Wine Cellar Incantations & The Fool Tarot Card. As for White Bag drops...this boss has the most of ANY dungeon boss, with a whopping FOUR different White Bag drops! 2 of those drops are the Puppet Master Assassin skin & the Jester Trickster skin, both of which are tradable. The 3rd White Bag item is the new Harlequin Armor. It's a UT Leather Armor that adds +14 Def, +5 Wisdom, +3 Speed, +80 Max MP, 5% Fame & 250 Feed. Perfect for Assassins & Huntresses, as their abilities cost the most of any leather wearing class. The 4th & final White Bag drop is an old item once found on the old testing servers, the Prism of Dancing Swords! This UT Prism costs 95 MP to use & spawns 2 Decoys at once, but lacks teleportation. Each Decoy lasts for 5 seconds. The Decoys, however, run in random directions sometimes, regardless if you were moving or not. For a UT ability, this Prism boats an impressive stat bonus package of +4 Att, +4 Spd & +40 Max HP! It also has a 6% Fame bonus & 400 Feed. It is largely unchanged from when it was first introduced on the testing servers of old. The only change the current team made was an increase of its MP cost to 95 MP.
  673.  
  674. This dungeon has damn near everything you could think of in terms of loot: Stat potions, gear, cloth, Tarot Cards, tradable skins & 2 good UT items. While it's not easy by any stretch of the imagination, it's also a good & fair challenge.
  675.  
  676. Grade: A-. Easily the best dungeon the current dev team has made to date.
  677.  
  678.  
  679. ---
  680. 01-22-2015, 06:50 PM
  681. Toastrz
  682. Quote:
  683. Originally Posted by Devilman337 View Post
  684. Grade: A-. Easily the best dungeon the current dev team has made to date.
  685. Didn't the current team make The Shatters?
  686.  
  687.  
  688. ---
  689. 01-22-2015, 06:59 PM
  690. Devilman337
  691. Quote:
  692. Originally Posted by Toastrz View Post
  693. Didn't the current team make The Shatters?
  694. Yes & no. It was LordShon who made the Shatters. They just made a modified version of it.
  695.  
  696.  
  697. ---
  698. 01-22-2015, 07:03 PM
  699. Toastrz
  700. Quote:
  701. Originally Posted by Devilman337 View Post
  702. Yes & no. It was LordShon who made the Shatters. They just made a modified version of it.
  703. I really hate that assumption. Yes, Lordshon made the original idea and a few of the sprites for it (most are Kabam original though), but I refuse to think that he made what we see in the game. When the Shatters was first on testing, they made it exactly how LordShon said. People were in an uproar and hated it when the saw videos from testing. Turns out, what looks good on paper doesn't always look so good in person. So, they totally redid it, both the bosses and the dungeon sections. Now, the Shatters is one of the most enjoyable experiences in this game. I consider it a Kabam original, because when you get right down to it, Kabam just used the name.
  704.  
  705.  
  706. ---
  707. 01-22-2015, 07:05 PM
  708. Devilman337
  709. Quote:
  710. Originally Posted by Toastrz View Post
  711. I really hate that assumption. Yes, Lordshon made the original idea and a few of the sprites for it (most are Kabam original though), but I refuse to think that he made what we see in the game. When the Shatters was first on testing, they made it exactly how LordShon said. People were in an uproar and hated it when the saw videos from testing. Turns out, what looks good on paper doesn't always look so good in person. So, they totally redid it, both the bosses and the dungeon sections. Now, the Shatters is one of the most enjoyable experiences in this game. I consider it a Kabam original, because when you get right down to it, Kabam just used the name.
  712. Ok, I was not aware of this at all. And as for The Shatters, the only thing I dislike about it is when people mess it up right from the start. :p
  713.  
  714.  
  715. ---
  716. 01-22-2015, 07:07 PM
  717. Toastrz
  718. Quote:
  719. Originally Posted by Devilman337 View Post
  720. Ok, I was not aware of this at all. And as for The Shatters, the only thing I dislike about it is when people mess it up right from the start. :p
  721. Yes, I hate that as well. But when you think about it, it's a really smart mechanic. Since it doesn't have triggerable bosses (aside from the Forgotten King buff, which I love), it's pretty much this dungeons version of an FFA. It keeps away idiot groups that charge headfirst and try to tank it, while rewarding focused, planned out groups.
  722.  
  723.  
  724. ---
  725. 01-22-2015, 07:10 PM
  726. Devilman337
  727. Quote:
  728. Originally Posted by Toastrz View Post
  729. Yes, I hate that as well. But when you think about it, it's a really smart mechanic. Since it doesn't have triggerable bosses (aside from the Forgotten King buff, which I love), it's pretty much this dungeons version of an FFA. It keeps away idiot groups that charge headfirst and try to tank it, while rewarding focused, planned out groups.
  730. Agreed. The Shatters is one of my favorite dungeons in Realm. Despite having the ONLY common enemy that scares the bejesus out of me (Ice Adepts), losing multiple 8/8 Tricksters & the difficulty of getting loot from there in general, I find The Shatters to be a terrifying-yet-exciting thrill ride.
  731.  
  732.  
  733. ---
  734. 01-23-2015, 04:35 AM
  735. RMGnoob2
  736. -For some reason, in his first phase, Oryx Puppet can't shoot at you if you stand to his right (west of him) and hug the wall.
  737.  
  738. -The Shatters is most likely not the first dungeon to originate from a player-created concept, and most likely not the last. For example, Skoad did part of the Tomb and original LoD (if I remember right).
  739.  
  740. -In Shatters, the path blocked by dirt leading to one of the switches required to unlock the 2nd boss can be made very easy: enemies hiding in the dirt are always the same (pillars, stone mages and stone knights/paladins), and if you only break the middle tile of dirt you can shoot at them while their own projectiles can't hit you.
  741.  
  742. -Of the 2 birds the 2nd boss spawns, only the ice one is vulnerable to Stasis, meaning a Mystic can make this part of the fight much smoother.
  743.  
  744. -The Twilight Archmage will then consume each Magi Generator one by one, getting a massive heal and shooting 4 huge shotguns+1 Silence nova each time. If he's still alive when the last Magi Generator falls, he enters rage mode, moves around randomly while periodically spawning 2 big Ice Spheres on him and 2 Fire Portals on you. Best strategy is to burst him down as quickly as possible, while hitting Generators the least.
  745.  
  746. -It should also be noted that the Shotguns are not location-related, but on a timer (much like the Horrific Creation's unmorphing). If you inflict the Twilight Archmage with Slow and/or destroy the Magi Generator he's standing on with a bad timing, he can start his shotguns before reaching the next Generator.
  747.  
  748. -If there is any object on the Forgotten King's hitbox at the moment he starts his "TENTACLES OF WRATH!" phase, the game will consider that the object took all of their shots and the tentacles themselves (or shtrs_lsrs, as the game likes to call them) won't appear at all, leaving only some targeted ice and fire shots, much less threatening. (tested with ctrap, someone else managed it with his pet apparently, and I'm speculating this could work by simply dropping an item on it, kind of like the Stone Sword glitch).
  749.  
  750. -After that, it's actually possible to stand directly behind the Forgotten King.
  751.  
  752. -Known stack shots in The Shatters: Stone Mages (when stunned), Ice Mages (when paralyzed), Royal Guardians (upon spawning). And that's the only reason why I can't be as laudative as OP when talking of Shatters. Other than that, it's an extremely satisfying dungeon to master, due to all the tricks you can learn to make it smoother (much like the Tomb), but stack shots and lagspikes can ruin your experience really fast.
  753.  
  754.  
  755. ---
  756. 01-23-2015, 03:45 PM
  757. Master Sparky
  758. Quote:
  759. Originally Posted by Toastrz View Post
  760. I really hate that assumption. Yes, Lordshon made the original idea and a few of the sprites for it (most are Kabam original though), but I refuse to think that he made what we see in the game. When the Shatters was first on testing, they made it exactly how LordShon said. People were in an uproar and hated it when the saw videos from testing. Turns out, what looks good on paper doesn't always look so good in person. So, they totally redid it, both the bosses and the dungeon sections. Now, the Shatters is one of the most enjoyable experiences in this game. I consider it a Kabam original, because when you get right down to it, Kabam just used the name.
  761. I especially hated it when people said "another shit dungeon by Kabam" in response to the 100% LordShon build of it
  762.  
  763.  
  764. ---
  765. 01-24-2015, 12:41 AM
  766. Dorito Dew
  767. So next up is Ice Cave, huh?
  768. And then that Puppet Masters Encore if it gets released...
  769.  
  770.  
  771. ---
  772. 01-24-2015, 07:10 PM
  773. Devilman337
  774. Time to put on our winter suits, we're going spelunking in the Ice Cave! Originally an idea by Willem, this dungeon was released only a few weeks ago. This dungeon sometimes drops from the Lord of the Lost Lands, and once in a blue moon by White Demons in the Godlands. (Note that the White Demons inside the Abyss of Demons no longer have a chance to drop an Ice Cave, since their name has been changed.) Upon entering, you'll notice the very floor you walk on is solid ice! You'll wish you had ice skates for this place, because this cave is filled with yetis & bats! To open the way to the boss, you must eliminate all the big enemies in here, in a similar fashion to Candyland bosses. The Yetis don't actually do anything but get uncomfortably close to you & spawn baby yetis. They are the Octomoms of Realm. The baby yetis each fire an armor piercing shot that deals 60 damage. A group of baby yetis can quickly decimate even a Jugg Warrior if they are not careful enough. The bats are far safer to confront & only fire dazed & unstable shots.
  775.  
  776. Once you kill all of the big enemies in here, a voice from beyond will tell you that the doorway is open. This doorway appears in a small room lined with snow. (A popular leecher's spot). The Inner Sanctum is kept separate from the rest of the dungeon, similar to the Deadwater Docks. Good news is, Esben the Unwilling remains in the center of the room, throwing ice shots, quiet shots & unstable shots. Bad news is, a ring of 8 cursed graves surround the area, spewing Cool Ranch Doritos.(I kid, they're actually Icy Whirlwinds). DO NOT let these whirlwinds sit on top of you! They fire a bunch of armor piercing shots at once. Thankfully, they are slow moving, so you can easily outmaneuver them. Destroy all 8 cursed graves to make the spirit controlling Esben disappear. Esben will then turn disappear & fire a bunch of armor break shots. Then 8 of my favorite enemy will spawn where the cursed graves were, the Creepy Weird Dark Spirit Mirror Image Monster. (Try saying that 5 times fast!). They are basically a bunch of Necromancer skulls fused together with legs. They also shoot armor breaking shots, similar to small yetis. Kill off all 8 to make Esben appear. He will flail about rapidly in the center of the room for a few seconds before the controlling spirit repossesses his body. When this happens, STOP FIRING!!! I'll explain why in a bit. The cursed graves reappear & the cycle repeats.
  777.  
  778. A not on the boss fight: If you kill Esben while he is returning to his possessed form, the cursed graves WILL respawn when the loot chest appears. From what I saw on the wiki & from personal experience, this loot chest drops Mana, T10-T12 weapons, T12 or T13 Armors, T6 Class Specials, & 2 UT drops: Staff of Esben & Skullish Remains of Esben. The UT staff fires 2 shots that deal 60-95 damage each (avg. 77.5), has a range of 7.2, a 70% rate of fire & the shots pierce enemies. It provides +1 Att, +3 Spd on equip, has a 4% Fame bonus & 400 Feed. A piercing staff sounds like a great idea, & it would've been great, had it not been for 1 small detail. You know how a regular staff's shots seem to bounce off of each other? That is because they travel in a sine wave motion & move back & forth relative to an invisible central line 4 times. Imagine if those shots were spread out THREE times as wide & you have the Staff of Esben. The shots move so far apart that it makes hitting enemies extremely awkward. Almost any enemy can stand in the middle of the shot spread & not get harmed. You either have to hit them at point blank range, or at the weapon's max range. I would not recommend using this staff for any reason. *Sigh* I wonder when we'll get a good UT staff not named Staff of Extreme Prejudice...
  779.  
  780. The UT Skull, on the other hand, is quite good! The Skullish Remains costs 135 MP to use, steals 150 HP in a radius of 3 squares & slows enemies for 2.5 seconds. On equip, it has +4 Att, -3 Spd. A fair tradeoff, considering Necro needs all the DPS it can get to compete with Mystics & Wizards. It has a 4% Fame bonus & 250 Feed. The Skull is a MUCH needed power boost for the Necromancer class, but it also makes the Necromancer a UT reliant class. Still, it's better than being completely unplayable...
  781.  
  782. I definitely like the concept of the Ice Cave, though soloing this place is tedious to an extreme. All the enemies have high HP, and killing off Esben solo takes a while. Still, considering that it isn't rewarding while in a group, it's worth it if you can pull it off. Doom Bow Archers & Huntresses are highly recommended for soloing this place. Also take note that if you run this place with a group, some people highly frown on leechers/other people trying to steal their loot. Due to how the big yetis constantly chase you, it's VERY easy to drag a wall of baby yetis onto other players, resulting in a VERY swift death. ALWAYS, ALWAYS be on alert for any draggers!
  783.  
  784. Grade: B-. Another source of Mana is always welcome, & it has a great UT. But it also has a lousy UT, & it's not particularly rewarding unless you solo it.
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