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		<updated>2026-04-11T02:34:39Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=NPC:_Tyjakk&amp;diff=6927</id>
		<title>NPC: Tyjakk</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=NPC:_Tyjakk&amp;diff=6927"/>
				<updated>2026-03-24T09:30:34Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tyjakk.png|alt=|]]&lt;br /&gt;
&lt;br /&gt;
Tyjakk is an NPC in Blackwood Depths - Crystalline Forest, inside a hidden cave at the bottom-left of the map.&lt;br /&gt;
&lt;br /&gt;
== Shops ==&lt;br /&gt;
&lt;br /&gt;
== Quests Involved In ==&lt;br /&gt;
&lt;br /&gt;
* Blackwood Legacies&lt;br /&gt;
* Lost in Research II&lt;br /&gt;
* Blackwood Gardening&lt;br /&gt;
* Lost in Research III&lt;br /&gt;
* A Bug's Life&lt;br /&gt;
* An Unwelcome Guest&lt;br /&gt;
* Forsaken I&lt;br /&gt;
* Forsaken II&lt;br /&gt;
* Forsaken III&lt;br /&gt;
* Forsaken IV&lt;br /&gt;
* Weed Control&lt;br /&gt;
* Gems in the Rough&lt;br /&gt;
* Bad Apples&lt;br /&gt;
* Lost in Research&lt;br /&gt;
* En-Spore&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* During Clara's long journey through the Blackwood Depths, she met and became friends with Tyjakk.&lt;br /&gt;
* Tyjakk is at odds with Daphne.&lt;br /&gt;
* You can sell herbs not native to Blackwood to Tyjakk for a higher price, such as [https://www.pawdgame.com/database/items#item=41 Spiritual Herbs] and [https://www.pawdgame.com/database/items#item=11 Greater Spiritual Herbs].&lt;br /&gt;
&lt;br /&gt;
[[Category: NPCs]]&lt;br /&gt;
[[Category: Blackwood NPCs]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=File:Tyjakk.png&amp;diff=6926</id>
		<title>File:Tyjakk.png</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=File:Tyjakk.png&amp;diff=6926"/>
				<updated>2026-03-24T09:29:20Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: Localguest uploaded a new version of File:Tyjakk.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Only old image of Tyjakk I can obtain so far. Will re-upload once I have a better image.&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Map_Editing_Tutorial&amp;diff=6925</id>
		<title>Map Editing Tutorial</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Map_Editing_Tutorial&amp;diff=6925"/>
				<updated>2026-03-15T00:24:30Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: /* Adding Objects in Background Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''If you've read the forum thread(s) and page on [[Map Editing]], it might seem vague and confusing. This tutorial (with images) will help first-time players get used to the map editor. In addition, an example will be demonstrated on a step-by-step basis.''&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
The map editor can be used to create custom maps in Paw'D. Custom maps are private by default, and can only be seen by others if you share your map code with them. You must file a ticket through '/support' before you can gain access to the map editor.&lt;br /&gt;
&lt;br /&gt;
Once you've gained access to the map editor, the [http://www.pawdgame.com/create/ dashboard] and the [http://elyssia.pawdgame.com:4901/leveleditor/ map editor] itself become available. Please note that some of the links and features on the dashboard are broken, so use the alternative map editor link at 'elyssia.pawdgame.com:4901/leveleditor/', not 'pawdgame.com/create/pawd/editor/'.&lt;br /&gt;
&lt;br /&gt;
== Navigating through the Dashboard ==&lt;br /&gt;
&lt;br /&gt;
The dashboard stores your custom maps in a convenient list, showing basic information and statistic data about how many times it was viewed and when the map was last accessed. Under Custom Graphic, you can add your own graphics using Add, and manage them under List. You can also add a new custom map using Add New, however this link is broken.&lt;br /&gt;
&lt;br /&gt;
Under Manage, it offers the same basic information as well as additional settings. These settings include:&lt;br /&gt;
&lt;br /&gt;
* Option to enable PvP (player vs player) and/or GvG (guild vs guild) for the map&lt;br /&gt;
* The custom map's code under Code (Link and Download Game Client are broken)&lt;br /&gt;
* Enabling/disabling guest access to the custom map (can get the permanent version of the map code here)&lt;br /&gt;
* Delete the custom map (it won't be deleted immediately, have to wait several hours), and edit the custom map (this link is also broken)&lt;br /&gt;
&lt;br /&gt;
=== Uploading and Adding Custom Graphics (workaround included) ===&lt;br /&gt;
&lt;br /&gt;
'''Avoid using the dashboard to upload custom graphics, as it corrupts the image. Upload the graphic through the backend instead. Please note that custom graphics are currently unstable as they may fail to load correctly, or cause the mini-map for your custom map to break.'''&lt;br /&gt;
&lt;br /&gt;
Log into the [http://elyssia.pawdgame.com:4901/login/ backend] site first using your Paw'D credentials. You should be redirected to a site called Chawrs Backend. Click on ''Add Graphics'' (located on the top-right of the page). Select ''Custom'' from the dropdown list for Class, choose the name you want to give the graphic, and select the actual graphic that you want to upload. Then click on ''Save Changes'' to commence the upload. This should appear as a list on the same page. You can select the image, and see that it has been properly uploaded.&lt;br /&gt;
&lt;br /&gt;
To add a custom graphic into your custom map, load the custom map in the map editor and go to the graphic library. It should be in a new category called Custom (or a name close to that). Then, normally add the graphic into your map and save your map. You should now see it appear in your custom map.&lt;br /&gt;
&lt;br /&gt;
Currently, the only allowed custom graphic file types are gifs/png/jpeg/jpg/etc. Custom music isn't allowed.&lt;br /&gt;
&lt;br /&gt;
== Navigating through the Map Editor ==&lt;br /&gt;
&lt;br /&gt;
=== Creating your First Map ===&lt;br /&gt;
&lt;br /&gt;
When you first start up the map editor, you'll be taken to this screen below. Log in using your Paw'D credentials.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor1.png]]&lt;br /&gt;
&lt;br /&gt;
On the bottom-left of the screen, select the map size you want (length [left to right] and width [top to bottom] in pixels). By default, the size is set to 800 x 800. Change the map's size from 800 x 800 to 1000 x 1000. Then press New. Then press the button called Bg (to show that the map has been created with the default background). You have created your first map. If you make any mistakes, you can click New again to reset the whole map without refreshing (it won't be uploaded to the server until you save it). &lt;br /&gt;
&lt;br /&gt;
Don't forget that since the chatbox takes up 200 pixels of space, you want to build your graphics so that your platforms are 200 pixels higher.&lt;br /&gt;
&lt;br /&gt;
If you've created several custom maps and want to return to this map later, the dashboard only redirects you to a broken link of the map editor. Instead, erase the file's text box so that it is blank, then use Load to bring up a list of custom maps. This way, you can access your other custom maps.&lt;br /&gt;
&lt;br /&gt;
''If you saved your map already, and want to know how to change the size of the custom map, see the section called [https://www.pawdgame.com/wiki/Map_Editing_Tutorial#Expanding.2FShrinking_your_Map_Size Expanding/Shrinking your Map Size] below.&lt;br /&gt;
&lt;br /&gt;
=== Background Layers and Scrolling ===&lt;br /&gt;
&lt;br /&gt;
The game automatically adds a background for you once you have created a new custom map. This background is a sky that changes depending on in-game time. To show/hide the background, tick the checkbox beside Background (doesn't affect the custom map in-game). For this tutorial, all checkboxes have been ticked.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor2-v2.png]]&lt;br /&gt;
&lt;br /&gt;
Notice that the button for Bg (background) is highlighted in green. This means that the menu is in background mode. To exit the background mode, simply click on the Bg button to turn it blue. You can switch to monster mode by clicking on the Mobs button, and exit from it by simply clicking the button again. When both buttons are blue, that means you are in Normal mode.&lt;br /&gt;
&lt;br /&gt;
If you want to change the brightness of the background, you can go to Options beside the Save button, tick the box beside Dim Background, and set the % to whatever we want it to be. This will apply globally.&lt;br /&gt;
&lt;br /&gt;
==== Setting a Different Background ====&lt;br /&gt;
&lt;br /&gt;
If you want a different background other than the sky, switch to background mode, and click Browse. Use the dropdown list to select a type of terrain, and the other dropdown list as Background. Click on the background you want, then press Ok. The background is now added to your Quick List. &lt;br /&gt;
&lt;br /&gt;
To set the different background, click on Set. This way, the game will automatically set the background to the screen, so you don't have to worry about where it is positioned. If it is not showing, exit out of background mode to see the reflected changes.&lt;br /&gt;
&lt;br /&gt;
''The editor also allows you to flood fill a background onto a certain area of the map, although it doesn't seem to work as intended. Only one background can be used for each layer. If you want to combine backgrounds (to a max of 3), the game doesn't have many default backgrounds that can be combined together (you'll only see Layer 2 or 3 depending on the number of backgrounds you want to set). Select Layer 1 (this is the back-most layer), choose the background, then set it. Then, select Layer 2, choose the background, then set it, and vice versa.''&lt;br /&gt;
&lt;br /&gt;
==== Scrolling Around ====&lt;br /&gt;
&lt;br /&gt;
To scroll around, use the arrows on the edges of the map, or click and hold to drag the red box on the mini-map (located at the bottom-left of the map editor). You'll notice that the background appears to be small or cut off by a small portion at the bottom. This is fine, as the map will automatically resize the background when you actually go to it. In background mode, the background looks smaller, while in Normal mode, the background looks bigger.&lt;br /&gt;
&lt;br /&gt;
The top-right of the map editor shows your current position with your cursor. The position (0, 0) starts from the top-left and increases the further down and right you go. &lt;br /&gt;
&lt;br /&gt;
If you accidentally went outside the map to the left by clicking and holding the red box on the mini-map, you can reset the map view by clicking on the left/top arrows on the edges of the map.&lt;br /&gt;
&lt;br /&gt;
=== List of Controls ===&lt;br /&gt;
&lt;br /&gt;
The map editor is known to have some inconveniences for the user. If you are trying to type something into a box or move something around, it might not work. Click on a text box somewhere on your browser (such as the search bar), then click somewhere inside the map editor to bring it to focus. Then it should work (if not, click somewhere else on your browser and onto the map editor again).&lt;br /&gt;
&lt;br /&gt;
These controls only work when you're about to set the graphics down, not when they have been already placed. When you change the size, it'll stay that way for every graphic you put down, whereas you have to manually mirror for each object. Click the ''Select'' button on the menu or ''Escape'' key to unselect a graphic. Note that when you enlargen objects, it'll become pixelated and lose quality (can even be done for some monsters).&lt;br /&gt;
&lt;br /&gt;
* ''M'' to mirror the graphic horizontally (you can mirror monsters before/after they have been set)&lt;br /&gt;
* ''+'' to increase the size of the graphic (use the 'Q' key if the plus key doesn't work)&lt;br /&gt;
* ''-'' to decrease the size of the graphic (the minus key doesn't work on some keyboards, instead use the 'A' key.)&lt;br /&gt;
* ''*'' to reset the graphic back to it's original size.&lt;br /&gt;
&lt;br /&gt;
These controls are focused on repositioning the graphic object (while they are selected/highlighted) after already setting them down. You can move the object by a pixel in the direction you want using the arrow keys. You cannot mirror or change their size after they have been set.&lt;br /&gt;
&lt;br /&gt;
* ''Page Up'' to bring the object one layer forward (towards the front)&lt;br /&gt;
* ''Page Down'' to bring the object one layer backward (towards the back)&lt;br /&gt;
* ''Home'' to bring the object all the way to the front (front-most layer)&lt;br /&gt;
* ''End'' to bring the object all the way to the back (back-most layer)&lt;br /&gt;
* ''Delete'' to delete the object.&lt;br /&gt;
&lt;br /&gt;
When a platform (shown as a blue line with circles) is selected, you can move around the circle (referred to as nodes) using the arrow keys. When selecting the platform again, you are selecting the last node by default. You can only create platforms that go from left to right, not right to left (the server will give you an error when you try to save the map).&lt;br /&gt;
&lt;br /&gt;
* ''Page Up'' to move to the next node (towards the right)&lt;br /&gt;
* ''Page Down'' to move to the previous node (towards the left)&lt;br /&gt;
* ''Backspace'' to delete the selected node.&lt;br /&gt;
* ''Delete'' to delete the platform.&lt;br /&gt;
&lt;br /&gt;
For functional objects such as jump hints, portals, and respawn points (you can only set one respawn point), you can only move them around by pixel-precise movement using the arrow keys. Monsters can be moved using the arrow keys and mirrored using the ''M'' key after they have been set.&lt;br /&gt;
&lt;br /&gt;
In addition, there are three properties that you can access: Portal Properties (portals), Monster Properties (monsters), and Sound Properties (sound object). To access them (using your mouse), you would right-click the monster/portal/sound object (while in focus). For monster properties, make sure that the monster is unselected before right-clicking on them. Alternatively, you can also manually select them, then use the ''Enter'' key to access their properties.&lt;br /&gt;
&lt;br /&gt;
=== Adding Graphics from the Graphic Library ===&lt;br /&gt;
&lt;br /&gt;
Next, we want to add graphics into our map. Parts of the landscape, such as dirt, grass and trees are needed. Remember that your graphics should be placed in a way so that when platforms are placed, the platforms are 200 pixels above (in order to get the platform directly above the chat box, which takes up roughly 200 pixels itself). For instance, if your map was 1000 x 1000, you want to make sure that your grass is placed between 750 and 800 (for rocky/snow maps with slopes leading upwards, you can place them way higher). I used an object to show where the 750 pixel mark was on the map.&lt;br /&gt;
&lt;br /&gt;
To add a graphic, switch to Normal mode by exiting out of either Background or Monster mode (Background mode also works, but it is easier to work in Normal mode). Click on Browse, then use the dropdown list to select the terrain you want, and go for platforms (sometimes scenery). Choose the graphic you want, then paste it onto the area you want the graphic to be on. &lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorGraphics.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor3.png]]&lt;br /&gt;
&lt;br /&gt;
The graphic will also be added to the Quick List on the top-left of the editor, allowing you to re-select it again. You can remove graphics from the Quick List by clicking the x associated with the graphic. The Quick List will be wiped once you leave the map editor or refresh the page.&lt;br /&gt;
&lt;br /&gt;
There are 19 different Categories that you can select from, such as: Grass, Beach, Cafe, Cave, Cave2, Class, Earth, Factory, Garden, Jungle, LargeTree, Monastery, OneTimeAssets, Ruins, Snow, Spaceship, Temple and Treehouse.&lt;br /&gt;
&lt;br /&gt;
There are four kinds of graphic objects, such as: Background, Platform, Scenery and Sounds. Not every Area has all four of these types.&lt;br /&gt;
&lt;br /&gt;
==== Correcting the Positions and Layers ====&lt;br /&gt;
&lt;br /&gt;
To correct the position of the graphic object after setting it down, select it, then tap the arrow keys to move the graphic pixel by pixel in the direction you want. You can hold the arrow key to speed up the pixel-precise movement, but it is still rather slow (so be patient!). You cannot mirror the object or change it's size after you place it on the map, so remember to do it beforehand.&lt;br /&gt;
&lt;br /&gt;
You will notice that the graphics don't work well with each other, and may look cut off. In order to deal with that, reposition the layers by using the Page Down and Page Up keys. In the example image provided, I used 2 Fill A (Earth) and 3 Platform D's from the graphic library under Grass - Platform, 1 Cafe from the category Grass - Scenery, and 1 Wooden Blank - Separator from the category Beach - Scenery to show the 750 pixel mark.&lt;br /&gt;
&lt;br /&gt;
''You can partially overlap two of the same graphics together so that they can fit, and reposition the layer that the graphic is on using the Page Down and Page Up keys. However, some graphics won't allow you to do that by the nature of their design (may still look cut off). If the graphics are too big, shrink the size of the graphic before setting it down. If you cannot shrink it, you can put graphics that sit between the borders of your custom map, to fit your needs. The server will automatically cut off parts of the graphic that sit on the outside of the borders once in-game.''&lt;br /&gt;
&lt;br /&gt;
==== The Three Layers ====&lt;br /&gt;
&lt;br /&gt;
On the bottom-right, you can select between three layers: Background, Platform and Foreground.&lt;br /&gt;
&lt;br /&gt;
The Background layer is where you'll work on most of the time when adding just about anything in the map editor. It is selected by default.&lt;br /&gt;
&lt;br /&gt;
The Platform layer is located between the background and the foreground, focusing on the platforms themselves. If you have too many graphics and platforms in your custom map, you are bound to run into situations where your character cuts through the foreground graphic on the wrong platform. This layer is used to fix that issue, and is later explained in the section [https://www.pawdgame.com/wiki/Map_Editing_Tutorial#Finding_the_Middle_Ground_in_Platform_Layers Finding the Middle Ground in Platform Layers].&lt;br /&gt;
&lt;br /&gt;
The Foreground is the layer in the front. If you want to bring a graphic object directly to the front without having to use the Pg Down and Pg Up keys all the time, you would switch to the foreground layer, select the graphic and paste it to wherever you want. This will dim all objects that are in the back.&lt;br /&gt;
&lt;br /&gt;
''You can move graphic objects between these three layers. The map editor has this weird rule where you need a nearby graphic object that is in another layer in order for you to make the switch. For example, if I wanted to move my existing stick object from the Background layer to the Platform layer, I need to temporarily place a rock nearby in the Platform layer. Then I'd select my stick again and press Page Up several times in order to make the switch. You can confirm this by seeing how the object is no longer grayed out when you're viewing the Platform layer (show has to be ticked on)''.&lt;br /&gt;
&lt;br /&gt;
==== Changing the Color of Graphics ====&lt;br /&gt;
&lt;br /&gt;
The game uses a color code style called Hue, Brightness and Desaturation. This is similar to HSV (Hue, Saturation and Value) for colors, not the RGB model. To change the color of a graphic object, select it, then click on the values beside Hue, Bri and Des. You may need to click on a browser's text field first for the values to be registered. You also may want to look at basic color theory, and the color wheel to help you out.&lt;br /&gt;
&lt;br /&gt;
* Hue represents the type of color (e.g. red, green, blue...)&lt;br /&gt;
** The max range for hue is between -360 to 360. &lt;br /&gt;
** A hue of 0 (includes 360 and -360), and a desaturation of 0 causes the graphic to resort to the default colors.&lt;br /&gt;
* Brightness represents how light or dark the color is. &lt;br /&gt;
** A value of 0 is for default, while 100 is for bleached. -100 is for shadowing.&lt;br /&gt;
** 101 to 1000 causes the graphic's color to change from somewhere between intense brightness to pure white.&lt;br /&gt;
** -101 to 1000 causes the graphic color to change from somewhere between intense shadowing to pure black.&lt;br /&gt;
* Desaturation represents how faded or pure the color is.&lt;br /&gt;
** A value between -100 to 100 uses the grayscale of the original color. &lt;br /&gt;
** 101 to 1000 is for when the graphic's color is more stubborn to change.&lt;br /&gt;
** -100 to -1000 does the same thing, but uses the complementary (on the opposite side of the color wheel) of the other color. This may not necessarily be a direct opposite, but a close opposite of the color. Examples include green and purple, blue and orange, etc.&lt;br /&gt;
** Going into the extremes such as 10000, or 100000 will cause the graphic to literally become pure of that chosen color.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the Advanced button. This is for questing/scripting purposes only. The Default button is used to reset the graphic object's colors back to normal.&lt;br /&gt;
&lt;br /&gt;
Note that the color of some graphics cannot change due to the way they have been designed. Some graphics may change their colors differently from what you expected it to be (even if you found the HSV values for the color turquoise and put them into the editor).&lt;br /&gt;
&lt;br /&gt;
==== Adding Sounds &amp;amp; Sound Properties ====&lt;br /&gt;
&lt;br /&gt;
Without sounds, a custom map does not have any feel to it. To add sounds, select Normal mode or Background mode &amp;gt; Browse, and choose one of the categories with Sounds in it. Then choose whatever you feel best suits your custom map.&lt;br /&gt;
&lt;br /&gt;
Once you select a sound, it will appear as a speaker. The speaker is an invisible object that projects the music into the map. More specifically, the range you can hear the sound seems to be a vertical rectangle (covers a vast distance from up to down, but not so much from left to right).The closer your character is to the speaker, the louder the sounds are. You can mix and match different sounds in a custom map, however it may become distorted and choppy depending on whatever you choose.&lt;br /&gt;
&lt;br /&gt;
For best results, spread out your speakers so that they cover the entire custom map. Do not add too many speakers, and do not add too few speakers (you'll have dead spots in your custom map where there is no music playing).&lt;br /&gt;
&lt;br /&gt;
However, what if you want to choose how loud your sound is to begin with? If you want your sound to reach the entire map instead of being a speaker, you want to access the options of that sound. Right-click the speaker object, then click Sound Properties to get into a window like this.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorSoundProperties.png]]&lt;br /&gt;
&lt;br /&gt;
The Range text box indicates how far your speaker can reach. By default, the range is set to -1, but it is recommended that you don't mess with the range any further than what is given. If you want your sound to reach the entire map, just set it to 0.&lt;br /&gt;
&lt;br /&gt;
The Volume text box indicates how loud your music is. By default, the volume is set to 100 out of 100 (at the max), and it makes sense when we already have full volume on our own volume settings in-game, and the system volume on our computer/laptop. If you want to mash sounds together, you can tinker this setting to make louder music softer and softer music louder.&lt;br /&gt;
&lt;br /&gt;
The Flags text box is blank by default and have three options, being 1 (bgm), 2 (no pos, pan), and 4 (disabled). If you have no clue what it means, you probably shouldn't mess with it.&lt;br /&gt;
&lt;br /&gt;
The Data text box is only used for controlling [[Sound Data Strings | when specific sound effects play in-game]], such as Birds 1, Birds 2 and Westminster Quarters. It plays based on the in-game time, and has no effect on other sounds. The text box accepts an hour range (based on the 24 hour time format [22:00]) in the shortened form (e.g. 3-7, 9, 13-15, 18). This is translated in order to: 3 AM to 7:59 AM, 9 AM to 9:59 AM, 1 PM to 3:59 PM, 6 PM to 6:59 PM.&lt;br /&gt;
* Whenever you're declaring a range like 4-6, always add :59 to the end of the range so it becomes 4 to 6:59. Whenever you declare a single number like 5, think of it like a range from 00 to 59 so it becomes 5 to 5:59. Since both use the 24 hour format instead of 12, they are in the AM.&lt;br /&gt;
&lt;br /&gt;
=== Platforms, Jump Hints, Portals and Respawn Points ===&lt;br /&gt;
&lt;br /&gt;
You may now have graphics in your custom map, but if there are no platforms, then you can't actually explore it in-game (you'll just fall to your doom). &lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor4.png]]&lt;br /&gt;
&lt;br /&gt;
In Normal mode, select the Platform button (this will be highlighted in green). Then, click somewhere around the 800 mark indicator, on the left side of the map. This will create a node. Then click on the right side of the map, while following along the 800 mark indicator. This will create a second node, and a blue line is drawn from the first to the second. These blue lines are where your character stands on (adding more than 2 nodes makes the platform complex). In other words, these are platforms (also called vectors).&lt;br /&gt;
&lt;br /&gt;
You cannot place your nodes on the right, and work your way left. Instead, you have to start from the left, and work your way right when placing platforms. Click on the select button to cut off the platform instead of adding more nodes to it.&lt;br /&gt;
&lt;br /&gt;
Use the arrow keys to move the node (will start from the most-recent node first) after they have been set if you need to adjust them. Use the Page Down and Page Up keys to switch between nodes. &lt;br /&gt;
&lt;br /&gt;
==== The Properties of Platforms ====&lt;br /&gt;
&lt;br /&gt;
Once you got the hang of placing down platforms, you might be wondering what the buttons NJF, NJT and NJ do. They are all shortcuts for creating platforms with different jump conditions. In all three cases, you can fall as long as there is a platform underneath (if there isn't, the fall won't work). &lt;br /&gt;
&lt;br /&gt;
* '''No Jump From''': You can't jump to any other platform. For example, if you were on Platform A (set to NJF), you can't jump to Platform B (normal), but you can still jump on Platform A itself.&lt;br /&gt;
* '''No Jump To''': You can't jump to this platform. For example, if you were on Platform B (normal), you can't jump to Platform A (set to NJT), but you can still fall if there was a platform underneath it (if there is no platform underneath, the jump won't work).&lt;br /&gt;
* '''No Jump''': You can't jump on this platform at all. This is a combination of both No Jump From and No Jump To.&lt;br /&gt;
&lt;br /&gt;
You might be wondering, is that all there is to platforms? No! In fact, if you go ahead and select a platform you've placed down, you'll find the Advanced button. There is also a checkbox for in BG, which means In Background, but we don't worry about that when creating maps, until we want to make platforms that tell whether they are behind or in front of graphics. But this is not important now.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor4-2.png]]&lt;br /&gt;
&lt;br /&gt;
When we go ahead and click the Advanced button, you'll get a screen similar to this one. Don't worry about the Effect ID text boxes, as well as the May Jump To Condition, On Enter Call and On Leave Call. These are used for scripting/questing. &lt;br /&gt;
&lt;br /&gt;
Instead, you want to pay attention to the Segment Flags, and the big list with small text on the right. Each of these in the list are called ''segment flags'', however I'll call them ''conditions'' to make it clearer. Each number is associated with a condition; something that happens on the platform. You can click on one of the conditions in the list to add it to your platform. You can combine conditions; these will be added as a sum under Segment Flags (1 [no jump from] + 2 [no jump to] = 3 [no jump]). You can test these conditions yourself to see what happens. After selecting the ones you want, pressing All will save that condition to the entire platform. &lt;br /&gt;
&lt;br /&gt;
''If you want only part of your platform to have a specific condition, you would first select the node you want it's condition changed. Choose the conditions you want, then press Ok to save that condition to the node. This covers only the selected node and the previous line (up to the previous node). The map editor will represent this condition on the platform visually as well with a different color, or thicker/thinner line.''&lt;br /&gt;
&lt;br /&gt;
''For example, if I wanted to stop someone from jumping from the right side of platform A onto platform B, I would make a platform called Platform A with three nodes in it. Then I would set the one node on the right to have the condition '''No Jump From'''. That way, they can't jump from the right side of Platform A. Remember that you start from the most recent node when selecting platforms.''&lt;br /&gt;
&lt;br /&gt;
''o-----o--o (set condition on third o by pressing Ok this time, not All. This way, --o covers part of the platform / o-----o is still treated as a normal platform)''&lt;br /&gt;
&lt;br /&gt;
==== Jumping Down? So Does the AI ====&lt;br /&gt;
&lt;br /&gt;
You can now create platforms, but what if you want your character to jump down? Your character is not smart enough to realize this. What if you want to hop to another platform when it might be slightly out of reach? How about telling the monster AI to know where they can jump? In all of these cases, you need jump hints.&lt;br /&gt;
&lt;br /&gt;
To create jump hints, you need at least 2 or more platforms. Go to Normal mode and select the Connect button. Select a platform that you want to jump from (we'll call this Platform A, and assume that it's at the top). This will turn the Connect button pink. Then, select a platform that you want to jump to (we'll call this Platform B, and assume that it's at the bottom). This will draw a yellow arrow to connect the two platforms. This will enable you to jump down from Platform A to Platform B. &lt;br /&gt;
&lt;br /&gt;
Normally, your character already knows how to jump up from Platform B (bottom) to Platform A (top), so we don't need a second jump hint. But if the platform is too high for your character to jump onto, we'll need the extra jump hint for them to do so. The AI is not smart enough to know how to jump upwards and downwards too, so we'll need both jump hints (A-&amp;gt;B and A&amp;lt;-B). At most, you should only have 2 jump hints between 2 platforms (usually, any more is excessive except in certain cases).&lt;br /&gt;
&lt;br /&gt;
When selecting a jump hint, you'll see two different checkboxes. When ''No AJ'' is ticked, this means that only monsters know how to use the jump hint. ''Teleport'' means that the character will immediately warp to the other platform instead of jumping to it.&lt;br /&gt;
&lt;br /&gt;
Note that once you save the custom map, sometimes the jump hints are not saved by the server, or marked as red (jump hint does not work/has errors). One reason this might happen is because you accidentally moved the platform, causing the jump hint to fail. To solve this issue, delete any red jump hints and re-add them to the platforms again.&lt;br /&gt;
&lt;br /&gt;
==== Portals and Properties ====&lt;br /&gt;
&lt;br /&gt;
If you want to connect your custom maps together, you need to create and configure portals. Portals cannot be placed outside of the map (the server will give you an error when trying to save it).  &lt;br /&gt;
&lt;br /&gt;
To create a portal, go to Normal mode and select the Portal button. Place it somewhere along your platform (a few pixels above the platform, or else you will fall off). &lt;br /&gt;
&lt;br /&gt;
To configure the portal, select it, right-click it and select Portal Properties. You'll be directed to this screen.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorPortals.png]]&lt;br /&gt;
&lt;br /&gt;
We don't care about the NPC Script Call and Display Variable, and it is not necessary to edit the portal's width (unless you wanted to make the portal bigger or smaller) and flags (this just changes the color/look of the portal). Instead, we want to look at the Target Map ID and the three checkboxes below. &lt;br /&gt;
&lt;br /&gt;
When you click on the button next to the Target Map ID, it brings up a list of custom maps you've created. Let's assume that we've created a custom map called Test2, and had a platform placed at the [0, 500] to [500, 500] mark. We want to select Test2 from this list to automatically get the ID, and manually set the position to [250, 500] (so that the portal is in the middle of the map). This way, the portal goes to Test2, under those coordinates. If we leave it this way, it's called a ''one-way portal''.&lt;br /&gt;
&lt;br /&gt;
When selecting the custom map from the list, the mini-map for that custom map appears. You can click on a specific part of the mini-map to automatically set the coordinates, though this is not recommended (the mini-map is too small, so it's hard to see where the platforms will be). You might accidentally set the position to somewhere where you'll fall off.&lt;br /&gt;
&lt;br /&gt;
If we want to make a ''two-way portal'', we have to first save this custom map called Test, then load the other custom map called Test2. Then, create a portal and get to the configuration screen. We have to remember the coordinates of where we set the platform on Test (let's say it was from [0, 300] to [240, 300]). Let's set it to [120, 300]. This way, the two maps are connected. We do not have to be exact with the coordinates; it is still safe to put the coordinates a couple of pixels above the platform.&lt;br /&gt;
&lt;br /&gt;
When the Mini-Map checkbox is ticked, you'll see the portal as a yellow square on the mini-map, otherwise it won't be seen on the mini-map. If you want the portal to be animated, tick the checkbox next to Animation. If you want the portal to immediately take you to the next area, tick the checkbox next to Auto-Warp (if left unchecked, the player has to manually press the jump key themselves to go in the portal).&lt;br /&gt;
&lt;br /&gt;
==== Respawn Points ====&lt;br /&gt;
&lt;br /&gt;
The respawn point tells you where your character should be revived at once they are knocked out, and where they will directly spawn to once they enter the custom map (through a code).&lt;br /&gt;
&lt;br /&gt;
To set a respawn point, go to Normal mode and click on the Res button. Then set it anywhere you want it to be (preferably somewhere on a platform). You cannot have more than one respawn point (once you try setting down a second respawn point, the first one disappears).&lt;br /&gt;
&lt;br /&gt;
=== Adding Monsters from the Monster Library ===&lt;br /&gt;
&lt;br /&gt;
What good is a custom map if there isn't any monsters in it? We'll begin by clicking on Monster mode, and then clicking the Browse button. You'll come to a screen like this. Note that you can't see jump hints while you are in Monster mode.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorMonster.png]]&lt;br /&gt;
&lt;br /&gt;
Notice that as you scroll down the list, each monster is assigned an ID, and a maximum number of spawns. This means that you are limited to having a certain amount for each monster in your custom map. Not every monster from the game is included in this list. The ID represents their number in the [[Monster Compendium]]. &lt;br /&gt;
&lt;br /&gt;
Let's choose a Fliffy, and spawn it somewhere on the platform. Before setting it down, it will show the monster's range and set line.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor5.png]]&lt;br /&gt;
&lt;br /&gt;
We have placed our very first monster onto our custom map, but it won't move on it's own unless we attack it. In order to make the monster move, we need to set a Patrol.&lt;br /&gt;
&lt;br /&gt;
Click on the Patrol button, and then select the monster. When you move your cursor, you'll see a blue line extending from the left and right sides of the monster. Extend the blue line as much as you want, then left-click to set it. This line will tell the monster how far they can move on their own.&lt;br /&gt;
&lt;br /&gt;
==== Tinkering with the Monster's Properties ====&lt;br /&gt;
&lt;br /&gt;
Right-click the monster to see it's properties (if you cannot get to the properties, move your monster into an area with fewer graphics and try again). You'll come to a screen like this.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorMonsterProperties.png]]&lt;br /&gt;
&lt;br /&gt;
The 4 represents the monster's ID (for Fliffy). The Map Editor doesn't allow you to set a monster that is not permitted within it's limits (e.g. If you tried to summon Zafyre, the server will not let you save the custom map because it doesn't allow it).&lt;br /&gt;
&lt;br /&gt;
You can change the monster's respawn time (by default, it is 1 hour or 3600 seconds). The reason why it is given in a range is so that monsters spawn randomly within those times (they don't spawn all at once). You can also tick the No Respawn checkbox so that the monster can't respawn.&lt;br /&gt;
&lt;br /&gt;
In the On Respawn text box, you can modify a monster to become Friendly, Neutral or Hostile by typing in ''monster:patrol'' (hostile), ''monster:nonhostile'' (neutral) or ''monster:friendly'' (friendly). An alternative to the No Respawn checkbox is to type in ''monster:noreset''. Some monsters are already hostile, neutral or friendly by default. The Map Editor usually decides this on it's own.&lt;br /&gt;
&lt;br /&gt;
You can tick the Assist Any checkbox so that when a fellow monster is attacked within it's assist range, the monster will always come to it's aid.&lt;br /&gt;
&lt;br /&gt;
==== Aggro and Assist Ranges ====&lt;br /&gt;
&lt;br /&gt;
The aggro range (indicated by a yellow circle around the monster) tells you how far away the monster will be triggered if you step into their circle. By default, monsters have a medium radius set around them. To change the radius or reduce it to almost nothing, click on the Aggro button and then click on the monster. Move your cursor to expand or shrink the circle around the monster, then left-click to set it. &lt;br /&gt;
&lt;br /&gt;
To check the monster's aggro range (indicated by a red circle around the monster), click on the Select button and click on the monster. This only matters for hostile monsters, not neutral monsters.&lt;br /&gt;
&lt;br /&gt;
The assist range (indicated by a green circle around the monster) tells you how far away the enemy will care about a fellow monster being attacked. By default, monsters have a medium radius set around them. To change the radius or reduce it to almost nothing, click on the Assist button and then click on the monster. Move your cursor to expand or shrink the circle around the monster, then left-click to set it.&lt;br /&gt;
&lt;br /&gt;
The assist range only matters for monsters whose ''Assist Any'' checkboxes have been ticked in their properties, or those who have been linked together. If the assist range is too small, the links may not work properly.&lt;br /&gt;
&lt;br /&gt;
''Note that if you cannot get the monster to change their aggro range, they are likely in a crowded spot. Temporarily space them out, and try again. You know when the change is successful when the red circle is not the same size it was before. Otherwise, when you finish setting the circle on the monster, don't click on the Select button. Instead, click on another object to select it.''&lt;br /&gt;
&lt;br /&gt;
==== Both and One-Way Links ====&lt;br /&gt;
&lt;br /&gt;
Both and One-Way links are used to create enemy groups. By creating a set of links between monsters, you can literally pull the entire map of enemies (not recommended) towards the player.&lt;br /&gt;
&lt;br /&gt;
* Let's assume that there are two monsters, called Monster A and Monster B. Monster A and Monster B are linked together (two-way &amp;lt;---&amp;gt;). If you attack either one or either one attacks you, the other will come to help them. &lt;br /&gt;
** To set a two-way link, click on the Both button, then select two monsters that you want linked together.&lt;br /&gt;
* Now let's say that Monster A is linked (one-way -&amp;gt;) to Monster B instead. If you attack Monster A or Monster A attacks you, Monster B won't help out. However, if you attack Monster B or Monster B attacks you, Monster A will help out.&lt;br /&gt;
** To set a one-way link, click on the One-Way button, select the monster that you want it to link from, then select the monster that you want it to be linked to.&lt;br /&gt;
&lt;br /&gt;
=== Final Revisions and Other Techniques ===&lt;br /&gt;
&lt;br /&gt;
Finally, we want to take care of a few things, such as giving the map a name and a realm to exist in. &lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorOptions.png]]&lt;br /&gt;
&lt;br /&gt;
Under Options, you have a couple of other features. These include dimming the background, locking the map (when turned on, prevents players from accessing the map) and making the custom map read-only (when turned on, prevents from changing and saving to the map by accident). If you want to check your login information again and change it, click on the button with a key on it. Hit OK once you are done.&lt;br /&gt;
&lt;br /&gt;
The Location Name is where you actually give your map a title. For instance, if you made a village with lots of grass in it, you can call it Grassy Village. Two or more maps can have the same location name, but not the file name. &lt;br /&gt;
&lt;br /&gt;
The name of the Map Realm is not important, as you can give it anything you wish. The name of the Map Realm is only shown during the first few seconds you enter into a map (but by default I like to leave it as Ashaya). The realm is like a zone or region name, to distinguish between Saliko and the Kingdom of Elyssia's (nicknamed as Ashaya for the village in KoE; also the name of the server) maps for instance.&lt;br /&gt;
&lt;br /&gt;
Once you are done with your custom map and you still haven't saved it at this point (recommended that you constantly save your work, as there is no auto-save), you want to enter a name for it before saving it in the text box beside File. This is the actual name of the file that gets uploaded to the servers, not the name of the map that you see in-game.&lt;br /&gt;
&lt;br /&gt;
==== Expanding/Shrinking your Map Size ====&lt;br /&gt;
&lt;br /&gt;
'''Oh no! I accidentally made my map too small! Can I change the size of my map? Will the graphics be affected?''' &lt;br /&gt;
&lt;br /&gt;
To change the size of your custom map, you have to first load up the custom map you want it's size to be changed. Then in the width and height boxes, change the number to the one you want. Then hit Save, and then Load the map again. &lt;br /&gt;
&lt;br /&gt;
For best practices, you probably want to start out with a medium sized custom map (1000x1000), and expand somewhere from 200 to 500 each time as you see fit (change either the width or the height one at a time, not both).&lt;br /&gt;
* If you wanted to increase the size of the map, you should see your extra space expand out towards the bottom of the map, or towards the right. &lt;br /&gt;
* If you shrank the size of the map, then your extra space should shrink from the right side and the bottom first. Some of your graphics may be still outside of the map (to access outside the map, click and hold the red box on the mini-map), and it may not work if a portal is in the way. Move the portal first (to where you know it will be still inside the map), then try again.&lt;br /&gt;
&lt;br /&gt;
When changing the size of the map, the custom map makes sure that all of the graphics stay in the same place as they were. They might look like they are in a slightly different area, but they are not (e.g. A wooden plank placed at 1000x500 will stay at 1000x500). You could leave the same graphics outside of the map, and it would still be there (but it wouldn't show up in-game, since the game cuts everything off that is outside the map.&lt;br /&gt;
&lt;br /&gt;
==== Offsetting Graphics with Map Move ====&lt;br /&gt;
&lt;br /&gt;
'''I expanded my custom map so it would be bigger, but now all of my graphics in the custom map are too much to the top-left. Is there an easier way to move everything so I don't have to manually move them one by one?''' &lt;br /&gt;
&lt;br /&gt;
There is only one method available. However, it moves EVERYTHING (with the exception of the background), not a group of graphics.&lt;br /&gt;
&lt;br /&gt;
Since your graphics don't move, sometimes you want a custom map where your graphics actually adjust to a certain spot of the map (let's say, the center), rather then being all stuck at the top-left. Manually moving everything one at a time takes forever, and you don't want to have to readjust everything. This problem isn't only limited to expanding/shrinking maps, but when you already know the perfect size for your map, but simply had everything in the wrong spot.&lt;br /&gt;
&lt;br /&gt;
To move every graphic (everything, including platforms, monsters, jump hints, monster links, etc.), click on the Map Move button under Options. This will give you two boxes, an X and a Y. X means width (horizontal), while Y means height (vertical). Type in a positive number, such as 100 to move all of your graphics down/right. Type in a negative number, such as -100 to move all your graphics up/left. Then press OK to actually see everything move.&lt;br /&gt;
&lt;br /&gt;
After moving around the graphics, you want to make sure that everything is okay and working fine. Some jump hints or monster links may not work after you move, so double-check to see if there are any red ones. You also want to check the portal properties, and make sure that the portal (if it links to another portal within the same map) sends you to the right coordinates on the map.&lt;br /&gt;
&lt;br /&gt;
You may also want to save the map before offsetting, and record in a notepad somewhere about how much you moved the graphics in a particular direction. This way, you can undo any changes (by simply typing -100 to undo a 100 change, or 100 to undo a -100 change) that you've done by accident (the x and y boxes won't keep your current offset value stored).&lt;br /&gt;
&lt;br /&gt;
==== Copying an Existing Custom Map into a New Map ====&lt;br /&gt;
&lt;br /&gt;
'''I want to make another custom map like the one I just did, but I don't want to start from scratch. Can I copy my old custom map to my new one somehow?'''&lt;br /&gt;
&lt;br /&gt;
Yes, you can copy your old custom map to a new one. But don't create the new map just yet.&lt;br /&gt;
&lt;br /&gt;
In order to copy your existing map over to your new map, you have to load your old custom map (the one you want to copy) first. Then, change the name of your custom map in the File text box to the name of new map you want to make. Then hit Save. This will create a duplicate of your custom map, under a different name, if you go back to your list (to go back to your list of custom maps, leave the File text box blank, then hit Load).&lt;br /&gt;
&lt;br /&gt;
Note that you can't copy a friend's custom map to use as your template custom map. Since all custom maps are private and personal (the map designs of a person belong exclusively to them, and it is up to them if they want to share their idea to others), the closest thing you could do is have your friend share information about how they made their custom map instead.&lt;br /&gt;
&lt;br /&gt;
==== Finding the Middle Ground in Platform Layers ====&lt;br /&gt;
&lt;br /&gt;
''My custom map has two platforms; one at the top and one at the bottom. The platforms are pretty close to each other. I placed a bunch of trees in the foreground at the top platform, but whenever my character walks in the bottom platform, they end up sticking their head behind the stems of the trees (from the top platform). I don't want this to happen. Can it be fixed? '''(Problem 1)'''''&lt;br /&gt;
&lt;br /&gt;
It can be fixed. However, you need a rough idea of the platform conditions and layers to better understand what's happening here.&lt;br /&gt;
&lt;br /&gt;
Because the background always would stay in the back like it should, and a foreground to stay in the front, we were never introduced to a concept where we needed to know when those layers have to be which at a certain point. Say if you had a desk placed in the foreground, and you want your character to go behind it. The character knows how to go behind the desk, but now it doesn't know how to go in front of the desk '''(Problem 2)'''. The first problem described above is also one of many examples.&lt;br /&gt;
&lt;br /&gt;
How do we solve Problem 1? This can be solved in two simple steps.&lt;br /&gt;
* 1. Delete the trees, and instead of placing them on the Foreground layer, you place them on the Platform layer (make sure Platform layer is selected).&lt;br /&gt;
* 2. Turn on the top platform's condition ''4: On Background Layer''. To turn it on, select your platform, and click Advanced. Then, click on that condition until it is highlighted in white text instead of being grayed out, then click All. That will set your entire platform to be on the background layer. The checkbox called ''in BG'' only affects part of the platform, so don't use that.&lt;br /&gt;
&lt;br /&gt;
How do we solve Problem 2? This can be solved similarly to the first problem.&lt;br /&gt;
* 1. Delete the desk, and this time place it on the Platform layer.&lt;br /&gt;
* 2. Create a second platform, one that will make the character go behind the desk. This should be placed a little bit higher than your first platform (so that you can use jump to go behind or go in front; may need a jump hint if you want to jump directly down instead of from the side).&lt;br /&gt;
* 3. Set the second platform's condition to be On Background Layer (don't forget to do it the ''Advanced &amp;gt; click on condition &amp;gt; All'' way). &lt;br /&gt;
&lt;br /&gt;
You might be thinking, if we're putting everything that was on the Foreground onto the Platform layer now, then when do we use the Foreground layer? We can still use it for creating effects on the custom map closest to the audience (shadowy bookcase to indicate that there is a bookcase on the other side of the room). With complex platforms (platforms with more than 2 nodes), you might want to create a grassy place where the grass only comes in thick at the last section of a single platform. You can then use Foreground to create thin grass (lead-in) on the middle section, so that when your character moves into the last section, your character is covered up completely by thicker grass (last section of the platform in the background layer, while the grass graphics are in the platform layer).&lt;br /&gt;
&lt;br /&gt;
==== Adding Distant Objects in Background Mode ====&lt;br /&gt;
&lt;br /&gt;
''I'm tired of being confined to the same layers for backgrounds for my custom maps. Is there any way to make the background more appealing, without having to upload custom backgrounds?&lt;br /&gt;
&lt;br /&gt;
According to the map editor, there are a total of 7 known in-game layers (ordered from back [1] to front [6]): three distant backgrounds (DBG) known as Layer 1, Layer 2 and Layer 3, before eventually moving onto background (L4), platform (L5) and foreground (L6). These DBG layers are stretched out to the entire map and are rendered in parallax, creating the illusion of depth. Normally, these layers are reserved for background images and the sky by default, but we can actually insert distant objects on them!&lt;br /&gt;
&lt;br /&gt;
To create a distant object, stay in Background mode and select Layer 2 or 3, then place your objects on the map as usual. However, we can't actually see how the object will mesh with the background, so keep the object selected and temporarily toggle Background mode off in order to return to Normal mode (do not click anywhere on the field or you'll unselect the object). Use the mini-map and on-screen scroll keys to see how the object moves in parallax, then adjust it's position with your keyboard's arrow keys.&lt;br /&gt;
&lt;br /&gt;
You can recolor distant objects by selecting them while in Background mode on that specific layer, then exiting Background mode to return to Normal mode. While the object is still selected, change the values on the Hue/Bri/Des boxes. You can also resize distant objects before setting it down on the layer.&lt;br /&gt;
&lt;br /&gt;
Keep in mind a few things while operating in and out of Background mode:&lt;br /&gt;
* In Background mode, the only layer shown to us is the layer that we selected (e.g. Layer 1). All other layers, including the bg/platform/fg are hidden.&lt;br /&gt;
* Background images in Background mode are shown in their original size, prior to being stretched to fill the entire map. As soon as we leave the mode, the editor re-stretches the image again.&lt;br /&gt;
* You can't interact with the default sky image, but you can replace it by setting a new background in Layer 1. Certain background images can overlap with other ones in Layer 1, but need to be placed in Layer 2, leaving your distant objects in Layer 3.&lt;br /&gt;
* Setting a new background image will wipe out existing distant objects placed on that layer. It is recommended that you keep your distant objects on a separate layer from your background images.&lt;br /&gt;
* You can only interact with distant objects if you are in Background mode and in the specific layer you chose to place them in. Otherwise you won't be able to select them.&lt;br /&gt;
&lt;br /&gt;
== Visiting the Custom Map ==&lt;br /&gt;
&lt;br /&gt;
After doing a thorough inspection of your custom map, you still want to visit the custom map you've created for any bugs in your map that are still around. If any graphic objects are slightly out of place, or was layered incorrectly, you can go back to the map editor and correct it. Same goes for platforms, jump hints, portals, monster placements, etc.&lt;br /&gt;
&lt;br /&gt;
To visit the custom map, go to one of the village mayors (Alyshia in Saliko Village or Benjamin in Ashaya Village), or Roc in Argan Village. Click on ''I was told a secret code ..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you've created any custom maps, you should see a list of the custom maps you've created under their file name (not their map name!). Underneath this list is a text box you can use to access another player's custom map, if you have the code. Click on one of of your custom maps to be redirected to the code screen, with a code automatically filled in. This is a temporary code that always changes, only giving access for a short while (the code will still be valid until after every player has left the map). Accept it to go into your custom map.&lt;br /&gt;
&lt;br /&gt;
To get the permanent version of the code, you must go to the Dashboard and click on a custom map. Then, click on ''Enable guest access'' to open a few more options. Click on Code, and it should open a pop-up displaying the permanent code. You should write it down somewhere, such as a notepad for easier access. Note that if you disable guest access, the permanent code becomes invalid. Re-enabling it will give you a new permanent code.&lt;br /&gt;
&lt;br /&gt;
To leave the custom map, use the command /return. If the custom map's creator did not set a respawn point, then it will take you back outside upon being knocked out.&lt;br /&gt;
&lt;br /&gt;
== Limitations, Delays and Best Practices ==&lt;br /&gt;
&lt;br /&gt;
* Uncheck ''Use Cache'', then exit, wait a couple of minutes, then re-enter if the custom map is not properly updating after waiting for some time.&lt;br /&gt;
* The server can only upload so much of your file at once. You'll have to wait somewhere between several minutes (the page on [[Map Editing]] suggests at least five minutes) to several hours for the custom map to properly implement platforms (that had their conditions changed), jump hints, portals, respawn points and monsters.&lt;br /&gt;
** Graphics and map sizes usually change immediately once you leave and re-enter, along with normal platforms. Stuff that requires logic/coordinate-based computation, such as advanced platforms, jump hints, portals, respawn points, monster spawns/properties take longer.&lt;br /&gt;
* Only add jump hints after you are sure about your position placements for your platforms. If you happen to move the platforms connected to jump hints, the jump hints will successfully be loaded to the server, but once in-game, they won't work.&lt;br /&gt;
* There is a maximum of 50 platforms and jump hints that you can place onto a map. Portals have a limit of 8, while respawn points have a limit of 1.&lt;br /&gt;
* You cannot set a monster's respawn time to be near-instant (e.g. 1 second). There is a minimum respawn time of 20 seconds.&lt;br /&gt;
* The furthest that you can push a map horizontally is somewhere between 2,888 to 2,890 pixels before any graphic objects placed will be cut off by the server. The version of the custom map that you see in the map editor is not accurately reflected in-game when it comes to map boundaries, and is offset by a certain number of pixels. Platforms will still continue to work beyond this range.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
* First, choose a size and file name for your custom map.&lt;br /&gt;
* Set a background to your custom map (if you are not happy with the default).&lt;br /&gt;
* Add graphic objects (part of the background, platforms, scenery and sounds).&lt;br /&gt;
* Fix the layers of the graphic objects.&lt;br /&gt;
* Create platforms, jump hints and a respawn point (so you can walk in the custom map).&lt;br /&gt;
* Revise jump hints and platforms so that they work.&lt;br /&gt;
* Add and configure portals to connect your custom maps together.&lt;br /&gt;
* Bring monsters into your custom map.&lt;br /&gt;
* Configure the monster's settings.&lt;br /&gt;
* Finally, choose a proper name for your custom map (and don't forget to save).&lt;br /&gt;
&lt;br /&gt;
Thank you for reading this tutorial. Most of the information gathered has been to my experience of using the map editor, asking questions and using the wiki pages as a reference.&lt;br /&gt;
&lt;br /&gt;
Written by localguest.&lt;br /&gt;
&lt;br /&gt;
[[Category: Map Design]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Map_Editing_Tutorial&amp;diff=6924</id>
		<title>Map Editing Tutorial</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Map_Editing_Tutorial&amp;diff=6924"/>
				<updated>2026-03-15T00:10:35Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: /* Adding Objects in Background Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''If you've read the forum thread(s) and page on [[Map Editing]], it might seem vague and confusing. This tutorial (with images) will help first-time players get used to the map editor. In addition, an example will be demonstrated on a step-by-step basis.''&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
The map editor can be used to create custom maps in Paw'D. Custom maps are private by default, and can only be seen by others if you share your map code with them. You must file a ticket through '/support' before you can gain access to the map editor.&lt;br /&gt;
&lt;br /&gt;
Once you've gained access to the map editor, the [http://www.pawdgame.com/create/ dashboard] and the [http://elyssia.pawdgame.com:4901/leveleditor/ map editor] itself become available. Please note that some of the links and features on the dashboard are broken, so use the alternative map editor link at 'elyssia.pawdgame.com:4901/leveleditor/', not 'pawdgame.com/create/pawd/editor/'.&lt;br /&gt;
&lt;br /&gt;
== Navigating through the Dashboard ==&lt;br /&gt;
&lt;br /&gt;
The dashboard stores your custom maps in a convenient list, showing basic information and statistic data about how many times it was viewed and when the map was last accessed. Under Custom Graphic, you can add your own graphics using Add, and manage them under List. You can also add a new custom map using Add New, however this link is broken.&lt;br /&gt;
&lt;br /&gt;
Under Manage, it offers the same basic information as well as additional settings. These settings include:&lt;br /&gt;
&lt;br /&gt;
* Option to enable PvP (player vs player) and/or GvG (guild vs guild) for the map&lt;br /&gt;
* The custom map's code under Code (Link and Download Game Client are broken)&lt;br /&gt;
* Enabling/disabling guest access to the custom map (can get the permanent version of the map code here)&lt;br /&gt;
* Delete the custom map (it won't be deleted immediately, have to wait several hours), and edit the custom map (this link is also broken)&lt;br /&gt;
&lt;br /&gt;
=== Uploading and Adding Custom Graphics (workaround included) ===&lt;br /&gt;
&lt;br /&gt;
'''Avoid using the dashboard to upload custom graphics, as it corrupts the image. Upload the graphic through the backend instead. Please note that custom graphics are currently unstable as they may fail to load correctly, or cause the mini-map for your custom map to break.'''&lt;br /&gt;
&lt;br /&gt;
Log into the [http://elyssia.pawdgame.com:4901/login/ backend] site first using your Paw'D credentials. You should be redirected to a site called Chawrs Backend. Click on ''Add Graphics'' (located on the top-right of the page). Select ''Custom'' from the dropdown list for Class, choose the name you want to give the graphic, and select the actual graphic that you want to upload. Then click on ''Save Changes'' to commence the upload. This should appear as a list on the same page. You can select the image, and see that it has been properly uploaded.&lt;br /&gt;
&lt;br /&gt;
To add a custom graphic into your custom map, load the custom map in the map editor and go to the graphic library. It should be in a new category called Custom (or a name close to that). Then, normally add the graphic into your map and save your map. You should now see it appear in your custom map.&lt;br /&gt;
&lt;br /&gt;
Currently, the only allowed custom graphic file types are gifs/png/jpeg/jpg/etc. Custom music isn't allowed.&lt;br /&gt;
&lt;br /&gt;
== Navigating through the Map Editor ==&lt;br /&gt;
&lt;br /&gt;
=== Creating your First Map ===&lt;br /&gt;
&lt;br /&gt;
When you first start up the map editor, you'll be taken to this screen below. Log in using your Paw'D credentials.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor1.png]]&lt;br /&gt;
&lt;br /&gt;
On the bottom-left of the screen, select the map size you want (length [left to right] and width [top to bottom] in pixels). By default, the size is set to 800 x 800. Change the map's size from 800 x 800 to 1000 x 1000. Then press New. Then press the button called Bg (to show that the map has been created with the default background). You have created your first map. If you make any mistakes, you can click New again to reset the whole map without refreshing (it won't be uploaded to the server until you save it). &lt;br /&gt;
&lt;br /&gt;
Don't forget that since the chatbox takes up 200 pixels of space, you want to build your graphics so that your platforms are 200 pixels higher.&lt;br /&gt;
&lt;br /&gt;
If you've created several custom maps and want to return to this map later, the dashboard only redirects you to a broken link of the map editor. Instead, erase the file's text box so that it is blank, then use Load to bring up a list of custom maps. This way, you can access your other custom maps.&lt;br /&gt;
&lt;br /&gt;
''If you saved your map already, and want to know how to change the size of the custom map, see the section called [https://www.pawdgame.com/wiki/Map_Editing_Tutorial#Expanding.2FShrinking_your_Map_Size Expanding/Shrinking your Map Size] below.&lt;br /&gt;
&lt;br /&gt;
=== Background Layers and Scrolling ===&lt;br /&gt;
&lt;br /&gt;
The game automatically adds a background for you once you have created a new custom map. This background is a sky that changes depending on in-game time. To show/hide the background, tick the checkbox beside Background (doesn't affect the custom map in-game). For this tutorial, all checkboxes have been ticked.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor2-v2.png]]&lt;br /&gt;
&lt;br /&gt;
Notice that the button for Bg (background) is highlighted in green. This means that the menu is in background mode. To exit the background mode, simply click on the Bg button to turn it blue. You can switch to monster mode by clicking on the Mobs button, and exit from it by simply clicking the button again. When both buttons are blue, that means you are in Normal mode.&lt;br /&gt;
&lt;br /&gt;
If you want to change the brightness of the background, you can go to Options beside the Save button, tick the box beside Dim Background, and set the % to whatever we want it to be. This will apply globally.&lt;br /&gt;
&lt;br /&gt;
==== Setting a Different Background ====&lt;br /&gt;
&lt;br /&gt;
If you want a different background other than the sky, switch to background mode, and click Browse. Use the dropdown list to select a type of terrain, and the other dropdown list as Background. Click on the background you want, then press Ok. The background is now added to your Quick List. &lt;br /&gt;
&lt;br /&gt;
To set the different background, click on Set. This way, the game will automatically set the background to the screen, so you don't have to worry about where it is positioned. If it is not showing, exit out of background mode to see the reflected changes.&lt;br /&gt;
&lt;br /&gt;
''The editor also allows you to flood fill a background onto a certain area of the map, although it doesn't seem to work as intended. Only one background can be used for each layer. If you want to combine backgrounds (to a max of 3), the game doesn't have many default backgrounds that can be combined together (you'll only see Layer 2 or 3 depending on the number of backgrounds you want to set). Select Layer 1 (this is the back-most layer), choose the background, then set it. Then, select Layer 2, choose the background, then set it, and vice versa.''&lt;br /&gt;
&lt;br /&gt;
==== Scrolling Around ====&lt;br /&gt;
&lt;br /&gt;
To scroll around, use the arrows on the edges of the map, or click and hold to drag the red box on the mini-map (located at the bottom-left of the map editor). You'll notice that the background appears to be small or cut off by a small portion at the bottom. This is fine, as the map will automatically resize the background when you actually go to it. In background mode, the background looks smaller, while in Normal mode, the background looks bigger.&lt;br /&gt;
&lt;br /&gt;
The top-right of the map editor shows your current position with your cursor. The position (0, 0) starts from the top-left and increases the further down and right you go. &lt;br /&gt;
&lt;br /&gt;
If you accidentally went outside the map to the left by clicking and holding the red box on the mini-map, you can reset the map view by clicking on the left/top arrows on the edges of the map.&lt;br /&gt;
&lt;br /&gt;
=== List of Controls ===&lt;br /&gt;
&lt;br /&gt;
The map editor is known to have some inconveniences for the user. If you are trying to type something into a box or move something around, it might not work. Click on a text box somewhere on your browser (such as the search bar), then click somewhere inside the map editor to bring it to focus. Then it should work (if not, click somewhere else on your browser and onto the map editor again).&lt;br /&gt;
&lt;br /&gt;
These controls only work when you're about to set the graphics down, not when they have been already placed. When you change the size, it'll stay that way for every graphic you put down, whereas you have to manually mirror for each object. Click the ''Select'' button on the menu or ''Escape'' key to unselect a graphic. Note that when you enlargen objects, it'll become pixelated and lose quality (can even be done for some monsters).&lt;br /&gt;
&lt;br /&gt;
* ''M'' to mirror the graphic horizontally (you can mirror monsters before/after they have been set)&lt;br /&gt;
* ''+'' to increase the size of the graphic (use the 'Q' key if the plus key doesn't work)&lt;br /&gt;
* ''-'' to decrease the size of the graphic (the minus key doesn't work on some keyboards, instead use the 'A' key.)&lt;br /&gt;
* ''*'' to reset the graphic back to it's original size.&lt;br /&gt;
&lt;br /&gt;
These controls are focused on repositioning the graphic object (while they are selected/highlighted) after already setting them down. You can move the object by a pixel in the direction you want using the arrow keys. You cannot mirror or change their size after they have been set.&lt;br /&gt;
&lt;br /&gt;
* ''Page Up'' to bring the object one layer forward (towards the front)&lt;br /&gt;
* ''Page Down'' to bring the object one layer backward (towards the back)&lt;br /&gt;
* ''Home'' to bring the object all the way to the front (front-most layer)&lt;br /&gt;
* ''End'' to bring the object all the way to the back (back-most layer)&lt;br /&gt;
* ''Delete'' to delete the object.&lt;br /&gt;
&lt;br /&gt;
When a platform (shown as a blue line with circles) is selected, you can move around the circle (referred to as nodes) using the arrow keys. When selecting the platform again, you are selecting the last node by default. You can only create platforms that go from left to right, not right to left (the server will give you an error when you try to save the map).&lt;br /&gt;
&lt;br /&gt;
* ''Page Up'' to move to the next node (towards the right)&lt;br /&gt;
* ''Page Down'' to move to the previous node (towards the left)&lt;br /&gt;
* ''Backspace'' to delete the selected node.&lt;br /&gt;
* ''Delete'' to delete the platform.&lt;br /&gt;
&lt;br /&gt;
For functional objects such as jump hints, portals, and respawn points (you can only set one respawn point), you can only move them around by pixel-precise movement using the arrow keys. Monsters can be moved using the arrow keys and mirrored using the ''M'' key after they have been set.&lt;br /&gt;
&lt;br /&gt;
In addition, there are three properties that you can access: Portal Properties (portals), Monster Properties (monsters), and Sound Properties (sound object). To access them (using your mouse), you would right-click the monster/portal/sound object (while in focus). For monster properties, make sure that the monster is unselected before right-clicking on them. Alternatively, you can also manually select them, then use the ''Enter'' key to access their properties.&lt;br /&gt;
&lt;br /&gt;
=== Adding Graphics from the Graphic Library ===&lt;br /&gt;
&lt;br /&gt;
Next, we want to add graphics into our map. Parts of the landscape, such as dirt, grass and trees are needed. Remember that your graphics should be placed in a way so that when platforms are placed, the platforms are 200 pixels above (in order to get the platform directly above the chat box, which takes up roughly 200 pixels itself). For instance, if your map was 1000 x 1000, you want to make sure that your grass is placed between 750 and 800 (for rocky/snow maps with slopes leading upwards, you can place them way higher). I used an object to show where the 750 pixel mark was on the map.&lt;br /&gt;
&lt;br /&gt;
To add a graphic, switch to Normal mode by exiting out of either Background or Monster mode (Background mode also works, but it is easier to work in Normal mode). Click on Browse, then use the dropdown list to select the terrain you want, and go for platforms (sometimes scenery). Choose the graphic you want, then paste it onto the area you want the graphic to be on. &lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorGraphics.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor3.png]]&lt;br /&gt;
&lt;br /&gt;
The graphic will also be added to the Quick List on the top-left of the editor, allowing you to re-select it again. You can remove graphics from the Quick List by clicking the x associated with the graphic. The Quick List will be wiped once you leave the map editor or refresh the page.&lt;br /&gt;
&lt;br /&gt;
There are 19 different Categories that you can select from, such as: Grass, Beach, Cafe, Cave, Cave2, Class, Earth, Factory, Garden, Jungle, LargeTree, Monastery, OneTimeAssets, Ruins, Snow, Spaceship, Temple and Treehouse.&lt;br /&gt;
&lt;br /&gt;
There are four kinds of graphic objects, such as: Background, Platform, Scenery and Sounds. Not every Area has all four of these types.&lt;br /&gt;
&lt;br /&gt;
==== Correcting the Positions and Layers ====&lt;br /&gt;
&lt;br /&gt;
To correct the position of the graphic object after setting it down, select it, then tap the arrow keys to move the graphic pixel by pixel in the direction you want. You can hold the arrow key to speed up the pixel-precise movement, but it is still rather slow (so be patient!). You cannot mirror the object or change it's size after you place it on the map, so remember to do it beforehand.&lt;br /&gt;
&lt;br /&gt;
You will notice that the graphics don't work well with each other, and may look cut off. In order to deal with that, reposition the layers by using the Page Down and Page Up keys. In the example image provided, I used 2 Fill A (Earth) and 3 Platform D's from the graphic library under Grass - Platform, 1 Cafe from the category Grass - Scenery, and 1 Wooden Blank - Separator from the category Beach - Scenery to show the 750 pixel mark.&lt;br /&gt;
&lt;br /&gt;
''You can partially overlap two of the same graphics together so that they can fit, and reposition the layer that the graphic is on using the Page Down and Page Up keys. However, some graphics won't allow you to do that by the nature of their design (may still look cut off). If the graphics are too big, shrink the size of the graphic before setting it down. If you cannot shrink it, you can put graphics that sit between the borders of your custom map, to fit your needs. The server will automatically cut off parts of the graphic that sit on the outside of the borders once in-game.''&lt;br /&gt;
&lt;br /&gt;
==== The Three Layers ====&lt;br /&gt;
&lt;br /&gt;
On the bottom-right, you can select between three layers: Background, Platform and Foreground.&lt;br /&gt;
&lt;br /&gt;
The Background layer is where you'll work on most of the time when adding just about anything in the map editor. It is selected by default.&lt;br /&gt;
&lt;br /&gt;
The Platform layer is located between the background and the foreground, focusing on the platforms themselves. If you have too many graphics and platforms in your custom map, you are bound to run into situations where your character cuts through the foreground graphic on the wrong platform. This layer is used to fix that issue, and is later explained in the section [https://www.pawdgame.com/wiki/Map_Editing_Tutorial#Finding_the_Middle_Ground_in_Platform_Layers Finding the Middle Ground in Platform Layers].&lt;br /&gt;
&lt;br /&gt;
The Foreground is the layer in the front. If you want to bring a graphic object directly to the front without having to use the Pg Down and Pg Up keys all the time, you would switch to the foreground layer, select the graphic and paste it to wherever you want. This will dim all objects that are in the back.&lt;br /&gt;
&lt;br /&gt;
''You can move graphic objects between these three layers. The map editor has this weird rule where you need a nearby graphic object that is in another layer in order for you to make the switch. For example, if I wanted to move my existing stick object from the Background layer to the Platform layer, I need to temporarily place a rock nearby in the Platform layer. Then I'd select my stick again and press Page Up several times in order to make the switch. You can confirm this by seeing how the object is no longer grayed out when you're viewing the Platform layer (show has to be ticked on)''.&lt;br /&gt;
&lt;br /&gt;
==== Changing the Color of Graphics ====&lt;br /&gt;
&lt;br /&gt;
The game uses a color code style called Hue, Brightness and Desaturation. This is similar to HSV (Hue, Saturation and Value) for colors, not the RGB model. To change the color of a graphic object, select it, then click on the values beside Hue, Bri and Des. You may need to click on a browser's text field first for the values to be registered. You also may want to look at basic color theory, and the color wheel to help you out.&lt;br /&gt;
&lt;br /&gt;
* Hue represents the type of color (e.g. red, green, blue...)&lt;br /&gt;
** The max range for hue is between -360 to 360. &lt;br /&gt;
** A hue of 0 (includes 360 and -360), and a desaturation of 0 causes the graphic to resort to the default colors.&lt;br /&gt;
* Brightness represents how light or dark the color is. &lt;br /&gt;
** A value of 0 is for default, while 100 is for bleached. -100 is for shadowing.&lt;br /&gt;
** 101 to 1000 causes the graphic's color to change from somewhere between intense brightness to pure white.&lt;br /&gt;
** -101 to 1000 causes the graphic color to change from somewhere between intense shadowing to pure black.&lt;br /&gt;
* Desaturation represents how faded or pure the color is.&lt;br /&gt;
** A value between -100 to 100 uses the grayscale of the original color. &lt;br /&gt;
** 101 to 1000 is for when the graphic's color is more stubborn to change.&lt;br /&gt;
** -100 to -1000 does the same thing, but uses the complementary (on the opposite side of the color wheel) of the other color. This may not necessarily be a direct opposite, but a close opposite of the color. Examples include green and purple, blue and orange, etc.&lt;br /&gt;
** Going into the extremes such as 10000, or 100000 will cause the graphic to literally become pure of that chosen color.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the Advanced button. This is for questing/scripting purposes only. The Default button is used to reset the graphic object's colors back to normal.&lt;br /&gt;
&lt;br /&gt;
Note that the color of some graphics cannot change due to the way they have been designed. Some graphics may change their colors differently from what you expected it to be (even if you found the HSV values for the color turquoise and put them into the editor).&lt;br /&gt;
&lt;br /&gt;
==== Adding Sounds &amp;amp; Sound Properties ====&lt;br /&gt;
&lt;br /&gt;
Without sounds, a custom map does not have any feel to it. To add sounds, select Normal mode or Background mode &amp;gt; Browse, and choose one of the categories with Sounds in it. Then choose whatever you feel best suits your custom map.&lt;br /&gt;
&lt;br /&gt;
Once you select a sound, it will appear as a speaker. The speaker is an invisible object that projects the music into the map. More specifically, the range you can hear the sound seems to be a vertical rectangle (covers a vast distance from up to down, but not so much from left to right).The closer your character is to the speaker, the louder the sounds are. You can mix and match different sounds in a custom map, however it may become distorted and choppy depending on whatever you choose.&lt;br /&gt;
&lt;br /&gt;
For best results, spread out your speakers so that they cover the entire custom map. Do not add too many speakers, and do not add too few speakers (you'll have dead spots in your custom map where there is no music playing).&lt;br /&gt;
&lt;br /&gt;
However, what if you want to choose how loud your sound is to begin with? If you want your sound to reach the entire map instead of being a speaker, you want to access the options of that sound. Right-click the speaker object, then click Sound Properties to get into a window like this.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorSoundProperties.png]]&lt;br /&gt;
&lt;br /&gt;
The Range text box indicates how far your speaker can reach. By default, the range is set to -1, but it is recommended that you don't mess with the range any further than what is given. If you want your sound to reach the entire map, just set it to 0.&lt;br /&gt;
&lt;br /&gt;
The Volume text box indicates how loud your music is. By default, the volume is set to 100 out of 100 (at the max), and it makes sense when we already have full volume on our own volume settings in-game, and the system volume on our computer/laptop. If you want to mash sounds together, you can tinker this setting to make louder music softer and softer music louder.&lt;br /&gt;
&lt;br /&gt;
The Flags text box is blank by default and have three options, being 1 (bgm), 2 (no pos, pan), and 4 (disabled). If you have no clue what it means, you probably shouldn't mess with it.&lt;br /&gt;
&lt;br /&gt;
The Data text box is only used for controlling [[Sound Data Strings | when specific sound effects play in-game]], such as Birds 1, Birds 2 and Westminster Quarters. It plays based on the in-game time, and has no effect on other sounds. The text box accepts an hour range (based on the 24 hour time format [22:00]) in the shortened form (e.g. 3-7, 9, 13-15, 18). This is translated in order to: 3 AM to 7:59 AM, 9 AM to 9:59 AM, 1 PM to 3:59 PM, 6 PM to 6:59 PM.&lt;br /&gt;
* Whenever you're declaring a range like 4-6, always add :59 to the end of the range so it becomes 4 to 6:59. Whenever you declare a single number like 5, think of it like a range from 00 to 59 so it becomes 5 to 5:59. Since both use the 24 hour format instead of 12, they are in the AM.&lt;br /&gt;
&lt;br /&gt;
=== Platforms, Jump Hints, Portals and Respawn Points ===&lt;br /&gt;
&lt;br /&gt;
You may now have graphics in your custom map, but if there are no platforms, then you can't actually explore it in-game (you'll just fall to your doom). &lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor4.png]]&lt;br /&gt;
&lt;br /&gt;
In Normal mode, select the Platform button (this will be highlighted in green). Then, click somewhere around the 800 mark indicator, on the left side of the map. This will create a node. Then click on the right side of the map, while following along the 800 mark indicator. This will create a second node, and a blue line is drawn from the first to the second. These blue lines are where your character stands on (adding more than 2 nodes makes the platform complex). In other words, these are platforms (also called vectors).&lt;br /&gt;
&lt;br /&gt;
You cannot place your nodes on the right, and work your way left. Instead, you have to start from the left, and work your way right when placing platforms. Click on the select button to cut off the platform instead of adding more nodes to it.&lt;br /&gt;
&lt;br /&gt;
Use the arrow keys to move the node (will start from the most-recent node first) after they have been set if you need to adjust them. Use the Page Down and Page Up keys to switch between nodes. &lt;br /&gt;
&lt;br /&gt;
==== The Properties of Platforms ====&lt;br /&gt;
&lt;br /&gt;
Once you got the hang of placing down platforms, you might be wondering what the buttons NJF, NJT and NJ do. They are all shortcuts for creating platforms with different jump conditions. In all three cases, you can fall as long as there is a platform underneath (if there isn't, the fall won't work). &lt;br /&gt;
&lt;br /&gt;
* '''No Jump From''': You can't jump to any other platform. For example, if you were on Platform A (set to NJF), you can't jump to Platform B (normal), but you can still jump on Platform A itself.&lt;br /&gt;
* '''No Jump To''': You can't jump to this platform. For example, if you were on Platform B (normal), you can't jump to Platform A (set to NJT), but you can still fall if there was a platform underneath it (if there is no platform underneath, the jump won't work).&lt;br /&gt;
* '''No Jump''': You can't jump on this platform at all. This is a combination of both No Jump From and No Jump To.&lt;br /&gt;
&lt;br /&gt;
You might be wondering, is that all there is to platforms? No! In fact, if you go ahead and select a platform you've placed down, you'll find the Advanced button. There is also a checkbox for in BG, which means In Background, but we don't worry about that when creating maps, until we want to make platforms that tell whether they are behind or in front of graphics. But this is not important now.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor4-2.png]]&lt;br /&gt;
&lt;br /&gt;
When we go ahead and click the Advanced button, you'll get a screen similar to this one. Don't worry about the Effect ID text boxes, as well as the May Jump To Condition, On Enter Call and On Leave Call. These are used for scripting/questing. &lt;br /&gt;
&lt;br /&gt;
Instead, you want to pay attention to the Segment Flags, and the big list with small text on the right. Each of these in the list are called ''segment flags'', however I'll call them ''conditions'' to make it clearer. Each number is associated with a condition; something that happens on the platform. You can click on one of the conditions in the list to add it to your platform. You can combine conditions; these will be added as a sum under Segment Flags (1 [no jump from] + 2 [no jump to] = 3 [no jump]). You can test these conditions yourself to see what happens. After selecting the ones you want, pressing All will save that condition to the entire platform. &lt;br /&gt;
&lt;br /&gt;
''If you want only part of your platform to have a specific condition, you would first select the node you want it's condition changed. Choose the conditions you want, then press Ok to save that condition to the node. This covers only the selected node and the previous line (up to the previous node). The map editor will represent this condition on the platform visually as well with a different color, or thicker/thinner line.''&lt;br /&gt;
&lt;br /&gt;
''For example, if I wanted to stop someone from jumping from the right side of platform A onto platform B, I would make a platform called Platform A with three nodes in it. Then I would set the one node on the right to have the condition '''No Jump From'''. That way, they can't jump from the right side of Platform A. Remember that you start from the most recent node when selecting platforms.''&lt;br /&gt;
&lt;br /&gt;
''o-----o--o (set condition on third o by pressing Ok this time, not All. This way, --o covers part of the platform / o-----o is still treated as a normal platform)''&lt;br /&gt;
&lt;br /&gt;
==== Jumping Down? So Does the AI ====&lt;br /&gt;
&lt;br /&gt;
You can now create platforms, but what if you want your character to jump down? Your character is not smart enough to realize this. What if you want to hop to another platform when it might be slightly out of reach? How about telling the monster AI to know where they can jump? In all of these cases, you need jump hints.&lt;br /&gt;
&lt;br /&gt;
To create jump hints, you need at least 2 or more platforms. Go to Normal mode and select the Connect button. Select a platform that you want to jump from (we'll call this Platform A, and assume that it's at the top). This will turn the Connect button pink. Then, select a platform that you want to jump to (we'll call this Platform B, and assume that it's at the bottom). This will draw a yellow arrow to connect the two platforms. This will enable you to jump down from Platform A to Platform B. &lt;br /&gt;
&lt;br /&gt;
Normally, your character already knows how to jump up from Platform B (bottom) to Platform A (top), so we don't need a second jump hint. But if the platform is too high for your character to jump onto, we'll need the extra jump hint for them to do so. The AI is not smart enough to know how to jump upwards and downwards too, so we'll need both jump hints (A-&amp;gt;B and A&amp;lt;-B). At most, you should only have 2 jump hints between 2 platforms (usually, any more is excessive except in certain cases).&lt;br /&gt;
&lt;br /&gt;
When selecting a jump hint, you'll see two different checkboxes. When ''No AJ'' is ticked, this means that only monsters know how to use the jump hint. ''Teleport'' means that the character will immediately warp to the other platform instead of jumping to it.&lt;br /&gt;
&lt;br /&gt;
Note that once you save the custom map, sometimes the jump hints are not saved by the server, or marked as red (jump hint does not work/has errors). One reason this might happen is because you accidentally moved the platform, causing the jump hint to fail. To solve this issue, delete any red jump hints and re-add them to the platforms again.&lt;br /&gt;
&lt;br /&gt;
==== Portals and Properties ====&lt;br /&gt;
&lt;br /&gt;
If you want to connect your custom maps together, you need to create and configure portals. Portals cannot be placed outside of the map (the server will give you an error when trying to save it).  &lt;br /&gt;
&lt;br /&gt;
To create a portal, go to Normal mode and select the Portal button. Place it somewhere along your platform (a few pixels above the platform, or else you will fall off). &lt;br /&gt;
&lt;br /&gt;
To configure the portal, select it, right-click it and select Portal Properties. You'll be directed to this screen.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorPortals.png]]&lt;br /&gt;
&lt;br /&gt;
We don't care about the NPC Script Call and Display Variable, and it is not necessary to edit the portal's width (unless you wanted to make the portal bigger or smaller) and flags (this just changes the color/look of the portal). Instead, we want to look at the Target Map ID and the three checkboxes below. &lt;br /&gt;
&lt;br /&gt;
When you click on the button next to the Target Map ID, it brings up a list of custom maps you've created. Let's assume that we've created a custom map called Test2, and had a platform placed at the [0, 500] to [500, 500] mark. We want to select Test2 from this list to automatically get the ID, and manually set the position to [250, 500] (so that the portal is in the middle of the map). This way, the portal goes to Test2, under those coordinates. If we leave it this way, it's called a ''one-way portal''.&lt;br /&gt;
&lt;br /&gt;
When selecting the custom map from the list, the mini-map for that custom map appears. You can click on a specific part of the mini-map to automatically set the coordinates, though this is not recommended (the mini-map is too small, so it's hard to see where the platforms will be). You might accidentally set the position to somewhere where you'll fall off.&lt;br /&gt;
&lt;br /&gt;
If we want to make a ''two-way portal'', we have to first save this custom map called Test, then load the other custom map called Test2. Then, create a portal and get to the configuration screen. We have to remember the coordinates of where we set the platform on Test (let's say it was from [0, 300] to [240, 300]). Let's set it to [120, 300]. This way, the two maps are connected. We do not have to be exact with the coordinates; it is still safe to put the coordinates a couple of pixels above the platform.&lt;br /&gt;
&lt;br /&gt;
When the Mini-Map checkbox is ticked, you'll see the portal as a yellow square on the mini-map, otherwise it won't be seen on the mini-map. If you want the portal to be animated, tick the checkbox next to Animation. If you want the portal to immediately take you to the next area, tick the checkbox next to Auto-Warp (if left unchecked, the player has to manually press the jump key themselves to go in the portal).&lt;br /&gt;
&lt;br /&gt;
==== Respawn Points ====&lt;br /&gt;
&lt;br /&gt;
The respawn point tells you where your character should be revived at once they are knocked out, and where they will directly spawn to once they enter the custom map (through a code).&lt;br /&gt;
&lt;br /&gt;
To set a respawn point, go to Normal mode and click on the Res button. Then set it anywhere you want it to be (preferably somewhere on a platform). You cannot have more than one respawn point (once you try setting down a second respawn point, the first one disappears).&lt;br /&gt;
&lt;br /&gt;
=== Adding Monsters from the Monster Library ===&lt;br /&gt;
&lt;br /&gt;
What good is a custom map if there isn't any monsters in it? We'll begin by clicking on Monster mode, and then clicking the Browse button. You'll come to a screen like this. Note that you can't see jump hints while you are in Monster mode.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorMonster.png]]&lt;br /&gt;
&lt;br /&gt;
Notice that as you scroll down the list, each monster is assigned an ID, and a maximum number of spawns. This means that you are limited to having a certain amount for each monster in your custom map. Not every monster from the game is included in this list. The ID represents their number in the [[Monster Compendium]]. &lt;br /&gt;
&lt;br /&gt;
Let's choose a Fliffy, and spawn it somewhere on the platform. Before setting it down, it will show the monster's range and set line.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor5.png]]&lt;br /&gt;
&lt;br /&gt;
We have placed our very first monster onto our custom map, but it won't move on it's own unless we attack it. In order to make the monster move, we need to set a Patrol.&lt;br /&gt;
&lt;br /&gt;
Click on the Patrol button, and then select the monster. When you move your cursor, you'll see a blue line extending from the left and right sides of the monster. Extend the blue line as much as you want, then left-click to set it. This line will tell the monster how far they can move on their own.&lt;br /&gt;
&lt;br /&gt;
==== Tinkering with the Monster's Properties ====&lt;br /&gt;
&lt;br /&gt;
Right-click the monster to see it's properties (if you cannot get to the properties, move your monster into an area with fewer graphics and try again). You'll come to a screen like this.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorMonsterProperties.png]]&lt;br /&gt;
&lt;br /&gt;
The 4 represents the monster's ID (for Fliffy). The Map Editor doesn't allow you to set a monster that is not permitted within it's limits (e.g. If you tried to summon Zafyre, the server will not let you save the custom map because it doesn't allow it).&lt;br /&gt;
&lt;br /&gt;
You can change the monster's respawn time (by default, it is 1 hour or 3600 seconds). The reason why it is given in a range is so that monsters spawn randomly within those times (they don't spawn all at once). You can also tick the No Respawn checkbox so that the monster can't respawn.&lt;br /&gt;
&lt;br /&gt;
In the On Respawn text box, you can modify a monster to become Friendly, Neutral or Hostile by typing in ''monster:patrol'' (hostile), ''monster:nonhostile'' (neutral) or ''monster:friendly'' (friendly). An alternative to the No Respawn checkbox is to type in ''monster:noreset''. Some monsters are already hostile, neutral or friendly by default. The Map Editor usually decides this on it's own.&lt;br /&gt;
&lt;br /&gt;
You can tick the Assist Any checkbox so that when a fellow monster is attacked within it's assist range, the monster will always come to it's aid.&lt;br /&gt;
&lt;br /&gt;
==== Aggro and Assist Ranges ====&lt;br /&gt;
&lt;br /&gt;
The aggro range (indicated by a yellow circle around the monster) tells you how far away the monster will be triggered if you step into their circle. By default, monsters have a medium radius set around them. To change the radius or reduce it to almost nothing, click on the Aggro button and then click on the monster. Move your cursor to expand or shrink the circle around the monster, then left-click to set it. &lt;br /&gt;
&lt;br /&gt;
To check the monster's aggro range (indicated by a red circle around the monster), click on the Select button and click on the monster. This only matters for hostile monsters, not neutral monsters.&lt;br /&gt;
&lt;br /&gt;
The assist range (indicated by a green circle around the monster) tells you how far away the enemy will care about a fellow monster being attacked. By default, monsters have a medium radius set around them. To change the radius or reduce it to almost nothing, click on the Assist button and then click on the monster. Move your cursor to expand or shrink the circle around the monster, then left-click to set it.&lt;br /&gt;
&lt;br /&gt;
The assist range only matters for monsters whose ''Assist Any'' checkboxes have been ticked in their properties, or those who have been linked together. If the assist range is too small, the links may not work properly.&lt;br /&gt;
&lt;br /&gt;
''Note that if you cannot get the monster to change their aggro range, they are likely in a crowded spot. Temporarily space them out, and try again. You know when the change is successful when the red circle is not the same size it was before. Otherwise, when you finish setting the circle on the monster, don't click on the Select button. Instead, click on another object to select it.''&lt;br /&gt;
&lt;br /&gt;
==== Both and One-Way Links ====&lt;br /&gt;
&lt;br /&gt;
Both and One-Way links are used to create enemy groups. By creating a set of links between monsters, you can literally pull the entire map of enemies (not recommended) towards the player.&lt;br /&gt;
&lt;br /&gt;
* Let's assume that there are two monsters, called Monster A and Monster B. Monster A and Monster B are linked together (two-way &amp;lt;---&amp;gt;). If you attack either one or either one attacks you, the other will come to help them. &lt;br /&gt;
** To set a two-way link, click on the Both button, then select two monsters that you want linked together.&lt;br /&gt;
* Now let's say that Monster A is linked (one-way -&amp;gt;) to Monster B instead. If you attack Monster A or Monster A attacks you, Monster B won't help out. However, if you attack Monster B or Monster B attacks you, Monster A will help out.&lt;br /&gt;
** To set a one-way link, click on the One-Way button, select the monster that you want it to link from, then select the monster that you want it to be linked to.&lt;br /&gt;
&lt;br /&gt;
=== Final Revisions and Other Techniques ===&lt;br /&gt;
&lt;br /&gt;
Finally, we want to take care of a few things, such as giving the map a name and a realm to exist in. &lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorOptions.png]]&lt;br /&gt;
&lt;br /&gt;
Under Options, you have a couple of other features. These include dimming the background, locking the map (when turned on, prevents players from accessing the map) and making the custom map read-only (when turned on, prevents from changing and saving to the map by accident). If you want to check your login information again and change it, click on the button with a key on it. Hit OK once you are done.&lt;br /&gt;
&lt;br /&gt;
The Location Name is where you actually give your map a title. For instance, if you made a village with lots of grass in it, you can call it Grassy Village. Two or more maps can have the same location name, but not the file name. &lt;br /&gt;
&lt;br /&gt;
The name of the Map Realm is not important, as you can give it anything you wish. The name of the Map Realm is only shown during the first few seconds you enter into a map (but by default I like to leave it as Ashaya). The realm is like a zone or region name, to distinguish between Saliko and the Kingdom of Elyssia's (nicknamed as Ashaya for the village in KoE; also the name of the server) maps for instance.&lt;br /&gt;
&lt;br /&gt;
Once you are done with your custom map and you still haven't saved it at this point (recommended that you constantly save your work, as there is no auto-save), you want to enter a name for it before saving it in the text box beside File. This is the actual name of the file that gets uploaded to the servers, not the name of the map that you see in-game.&lt;br /&gt;
&lt;br /&gt;
==== Expanding/Shrinking your Map Size ====&lt;br /&gt;
&lt;br /&gt;
'''Oh no! I accidentally made my map too small! Can I change the size of my map? Will the graphics be affected?''' &lt;br /&gt;
&lt;br /&gt;
To change the size of your custom map, you have to first load up the custom map you want it's size to be changed. Then in the width and height boxes, change the number to the one you want. Then hit Save, and then Load the map again. &lt;br /&gt;
&lt;br /&gt;
For best practices, you probably want to start out with a medium sized custom map (1000x1000), and expand somewhere from 200 to 500 each time as you see fit (change either the width or the height one at a time, not both).&lt;br /&gt;
* If you wanted to increase the size of the map, you should see your extra space expand out towards the bottom of the map, or towards the right. &lt;br /&gt;
* If you shrank the size of the map, then your extra space should shrink from the right side and the bottom first. Some of your graphics may be still outside of the map (to access outside the map, click and hold the red box on the mini-map), and it may not work if a portal is in the way. Move the portal first (to where you know it will be still inside the map), then try again.&lt;br /&gt;
&lt;br /&gt;
When changing the size of the map, the custom map makes sure that all of the graphics stay in the same place as they were. They might look like they are in a slightly different area, but they are not (e.g. A wooden plank placed at 1000x500 will stay at 1000x500). You could leave the same graphics outside of the map, and it would still be there (but it wouldn't show up in-game, since the game cuts everything off that is outside the map.&lt;br /&gt;
&lt;br /&gt;
==== Offsetting Graphics with Map Move ====&lt;br /&gt;
&lt;br /&gt;
'''I expanded my custom map so it would be bigger, but now all of my graphics in the custom map are too much to the top-left. Is there an easier way to move everything so I don't have to manually move them one by one?''' &lt;br /&gt;
&lt;br /&gt;
There is only one method available. However, it moves EVERYTHING (with the exception of the background), not a group of graphics.&lt;br /&gt;
&lt;br /&gt;
Since your graphics don't move, sometimes you want a custom map where your graphics actually adjust to a certain spot of the map (let's say, the center), rather then being all stuck at the top-left. Manually moving everything one at a time takes forever, and you don't want to have to readjust everything. This problem isn't only limited to expanding/shrinking maps, but when you already know the perfect size for your map, but simply had everything in the wrong spot.&lt;br /&gt;
&lt;br /&gt;
To move every graphic (everything, including platforms, monsters, jump hints, monster links, etc.), click on the Map Move button under Options. This will give you two boxes, an X and a Y. X means width (horizontal), while Y means height (vertical). Type in a positive number, such as 100 to move all of your graphics down/right. Type in a negative number, such as -100 to move all your graphics up/left. Then press OK to actually see everything move.&lt;br /&gt;
&lt;br /&gt;
After moving around the graphics, you want to make sure that everything is okay and working fine. Some jump hints or monster links may not work after you move, so double-check to see if there are any red ones. You also want to check the portal properties, and make sure that the portal (if it links to another portal within the same map) sends you to the right coordinates on the map.&lt;br /&gt;
&lt;br /&gt;
You may also want to save the map before offsetting, and record in a notepad somewhere about how much you moved the graphics in a particular direction. This way, you can undo any changes (by simply typing -100 to undo a 100 change, or 100 to undo a -100 change) that you've done by accident (the x and y boxes won't keep your current offset value stored).&lt;br /&gt;
&lt;br /&gt;
==== Copying an Existing Custom Map into a New Map ====&lt;br /&gt;
&lt;br /&gt;
'''I want to make another custom map like the one I just did, but I don't want to start from scratch. Can I copy my old custom map to my new one somehow?'''&lt;br /&gt;
&lt;br /&gt;
Yes, you can copy your old custom map to a new one. But don't create the new map just yet.&lt;br /&gt;
&lt;br /&gt;
In order to copy your existing map over to your new map, you have to load your old custom map (the one you want to copy) first. Then, change the name of your custom map in the File text box to the name of new map you want to make. Then hit Save. This will create a duplicate of your custom map, under a different name, if you go back to your list (to go back to your list of custom maps, leave the File text box blank, then hit Load).&lt;br /&gt;
&lt;br /&gt;
Note that you can't copy a friend's custom map to use as your template custom map. Since all custom maps are private and personal (the map designs of a person belong exclusively to them, and it is up to them if they want to share their idea to others), the closest thing you could do is have your friend share information about how they made their custom map instead.&lt;br /&gt;
&lt;br /&gt;
==== Finding the Middle Ground in Platform Layers ====&lt;br /&gt;
&lt;br /&gt;
''My custom map has two platforms; one at the top and one at the bottom. The platforms are pretty close to each other. I placed a bunch of trees in the foreground at the top platform, but whenever my character walks in the bottom platform, they end up sticking their head behind the stems of the trees (from the top platform). I don't want this to happen. Can it be fixed? '''(Problem 1)'''''&lt;br /&gt;
&lt;br /&gt;
It can be fixed. However, you need a rough idea of the platform conditions and layers to better understand what's happening here.&lt;br /&gt;
&lt;br /&gt;
Because the background always would stay in the back like it should, and a foreground to stay in the front, we were never introduced to a concept where we needed to know when those layers have to be which at a certain point. Say if you had a desk placed in the foreground, and you want your character to go behind it. The character knows how to go behind the desk, but now it doesn't know how to go in front of the desk '''(Problem 2)'''. The first problem described above is also one of many examples.&lt;br /&gt;
&lt;br /&gt;
How do we solve Problem 1? This can be solved in two simple steps.&lt;br /&gt;
* 1. Delete the trees, and instead of placing them on the Foreground layer, you place them on the Platform layer (make sure Platform layer is selected).&lt;br /&gt;
* 2. Turn on the top platform's condition ''4: On Background Layer''. To turn it on, select your platform, and click Advanced. Then, click on that condition until it is highlighted in white text instead of being grayed out, then click All. That will set your entire platform to be on the background layer. The checkbox called ''in BG'' only affects part of the platform, so don't use that.&lt;br /&gt;
&lt;br /&gt;
How do we solve Problem 2? This can be solved similarly to the first problem.&lt;br /&gt;
* 1. Delete the desk, and this time place it on the Platform layer.&lt;br /&gt;
* 2. Create a second platform, one that will make the character go behind the desk. This should be placed a little bit higher than your first platform (so that you can use jump to go behind or go in front; may need a jump hint if you want to jump directly down instead of from the side).&lt;br /&gt;
* 3. Set the second platform's condition to be On Background Layer (don't forget to do it the ''Advanced &amp;gt; click on condition &amp;gt; All'' way). &lt;br /&gt;
&lt;br /&gt;
You might be thinking, if we're putting everything that was on the Foreground onto the Platform layer now, then when do we use the Foreground layer? We can still use it for creating effects on the custom map closest to the audience (shadowy bookcase to indicate that there is a bookcase on the other side of the room). With complex platforms (platforms with more than 2 nodes), you might want to create a grassy place where the grass only comes in thick at the last section of a single platform. You can then use Foreground to create thin grass (lead-in) on the middle section, so that when your character moves into the last section, your character is covered up completely by thicker grass (last section of the platform in the background layer, while the grass graphics are in the platform layer).&lt;br /&gt;
&lt;br /&gt;
==== Adding Objects in Background Mode ====&lt;br /&gt;
&lt;br /&gt;
''I'm tired of being confined to the same layers for backgrounds for my custom maps. Is there any way to make the background more appealing, without having to upload custom backgrounds?&lt;br /&gt;
&lt;br /&gt;
According to the map editor, there are a total of 7 known in-game layers (ordered from back [1] to front [6]): three distant backgrounds (DBG) known as Layer 1, Layer 2 and Layer 3, before eventually moving onto background (L4), platform (L5) and foreground (L6). These DBG layers are stretched out to the entire map and are rendered in parallax, creating the illusion of depth. Normally, these layers are reserved for background images and the sky by default, but we can actually insert other objects in it as well!&lt;br /&gt;
&lt;br /&gt;
While in Background mode, the only layer shown to us is the layer that we selected. By default, we see Layer 1 with a sky, but the image is in it's original size, prior to being stretched to fill the entire map. As soon as we leave Background mode, the editor re-stretches the image again. Please note that whatever DBG layer you have selected, setting a new background image will wipe out existing distant objects placed on that layer. It is recommended that you keep your distant objects on a separate layer from your background images.&lt;br /&gt;
&lt;br /&gt;
To create a distant object, stay in Background mode and select Layer 2 or 3, then place your objects on the map as usual. However, we can't actually see how the object will mesh with the background, so keep the object selected and temporarily toggle Background mode off in order to return to Normal mode (do not click anywhere on the field or you'll unselect the object). Use the mini-map and on-screen scroll keys to see how the object moves in parallax, then adjust it's position with your keyboard's arrow keys.&lt;br /&gt;
&lt;br /&gt;
Keep in mind a few things while operating in and out of Background mode:&lt;br /&gt;
- You can't interact with the default sky image, but you can replace it by setting a new background in Layer 1. Certain background images can overlap with other ones in Layer 1, but need to be placed in Layer 2, leaving your distant objects in Layer 3.&lt;br /&gt;
- You can only interact with distant objects if you are in Background mode and in the specific layer you chose to place them in. Otherwise you won't be able to select them.&lt;br /&gt;
&lt;br /&gt;
Because the positions of the objects in Background mode are different from what you'd see in Normal or Monster mode, the best way to see how the object is actually positioned by going to Background mode, selecting the object, then going back to Normal mode (while the object is still selected). Then, move the object as if you were moving any other, and see how if it affects your map's background.&lt;br /&gt;
&lt;br /&gt;
You can also recolor objects placed in the DBG layer with the same way above, except by changing the Hue/Bri/Des boxes instead of using the arrow keys to move it around. You can resize the object before placing it down in the DBG layer (in Background mode), as well as delete any objects (you cannot delete the background).&lt;br /&gt;
&lt;br /&gt;
== Visiting the Custom Map ==&lt;br /&gt;
&lt;br /&gt;
After doing a thorough inspection of your custom map, you still want to visit the custom map you've created for any bugs in your map that are still around. If any graphic objects are slightly out of place, or was layered incorrectly, you can go back to the map editor and correct it. Same goes for platforms, jump hints, portals, monster placements, etc.&lt;br /&gt;
&lt;br /&gt;
To visit the custom map, go to one of the village mayors (Alyshia in Saliko Village or Benjamin in Ashaya Village), or Roc in Argan Village. Click on ''I was told a secret code ..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you've created any custom maps, you should see a list of the custom maps you've created under their file name (not their map name!). Underneath this list is a text box you can use to access another player's custom map, if you have the code. Click on one of of your custom maps to be redirected to the code screen, with a code automatically filled in. This is a temporary code that always changes, only giving access for a short while (the code will still be valid until after every player has left the map). Accept it to go into your custom map.&lt;br /&gt;
&lt;br /&gt;
To get the permanent version of the code, you must go to the Dashboard and click on a custom map. Then, click on ''Enable guest access'' to open a few more options. Click on Code, and it should open a pop-up displaying the permanent code. You should write it down somewhere, such as a notepad for easier access. Note that if you disable guest access, the permanent code becomes invalid. Re-enabling it will give you a new permanent code.&lt;br /&gt;
&lt;br /&gt;
To leave the custom map, use the command /return. If the custom map's creator did not set a respawn point, then it will take you back outside upon being knocked out.&lt;br /&gt;
&lt;br /&gt;
== Limitations, Delays and Best Practices ==&lt;br /&gt;
&lt;br /&gt;
* Uncheck ''Use Cache'', then exit, wait a couple of minutes, then re-enter if the custom map is not properly updating after waiting for some time.&lt;br /&gt;
* The server can only upload so much of your file at once. You'll have to wait somewhere between several minutes (the page on [[Map Editing]] suggests at least five minutes) to several hours for the custom map to properly implement platforms (that had their conditions changed), jump hints, portals, respawn points and monsters.&lt;br /&gt;
** Graphics and map sizes usually change immediately once you leave and re-enter, along with normal platforms. Stuff that requires logic/coordinate-based computation, such as advanced platforms, jump hints, portals, respawn points, monster spawns/properties take longer.&lt;br /&gt;
* Only add jump hints after you are sure about your position placements for your platforms. If you happen to move the platforms connected to jump hints, the jump hints will successfully be loaded to the server, but once in-game, they won't work.&lt;br /&gt;
* There is a maximum of 50 platforms and jump hints that you can place onto a map. Portals have a limit of 8, while respawn points have a limit of 1.&lt;br /&gt;
* You cannot set a monster's respawn time to be near-instant (e.g. 1 second). There is a minimum respawn time of 20 seconds.&lt;br /&gt;
* The furthest that you can push a map horizontally is somewhere between 2,888 to 2,890 pixels before any graphic objects placed will be cut off by the server. The version of the custom map that you see in the map editor is not accurately reflected in-game when it comes to map boundaries, and is offset by a certain number of pixels. Platforms will still continue to work beyond this range.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
* First, choose a size and file name for your custom map.&lt;br /&gt;
* Set a background to your custom map (if you are not happy with the default).&lt;br /&gt;
* Add graphic objects (part of the background, platforms, scenery and sounds).&lt;br /&gt;
* Fix the layers of the graphic objects.&lt;br /&gt;
* Create platforms, jump hints and a respawn point (so you can walk in the custom map).&lt;br /&gt;
* Revise jump hints and platforms so that they work.&lt;br /&gt;
* Add and configure portals to connect your custom maps together.&lt;br /&gt;
* Bring monsters into your custom map.&lt;br /&gt;
* Configure the monster's settings.&lt;br /&gt;
* Finally, choose a proper name for your custom map (and don't forget to save).&lt;br /&gt;
&lt;br /&gt;
Thank you for reading this tutorial. Most of the information gathered has been to my experience of using the map editor, asking questions and using the wiki pages as a reference.&lt;br /&gt;
&lt;br /&gt;
Written by localguest.&lt;br /&gt;
&lt;br /&gt;
[[Category: Map Design]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Map_Editing_Tutorial&amp;diff=6923</id>
		<title>Map Editing Tutorial</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Map_Editing_Tutorial&amp;diff=6923"/>
				<updated>2026-03-13T00:11:23Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: /* Adding Objects in Background Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''If you've read the forum thread(s) and page on [[Map Editing]], it might seem vague and confusing. This tutorial (with images) will help first-time players get used to the map editor. In addition, an example will be demonstrated on a step-by-step basis.''&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
The map editor can be used to create custom maps in Paw'D. Custom maps are private by default, and can only be seen by others if you share your map code with them. You must file a ticket through '/support' before you can gain access to the map editor.&lt;br /&gt;
&lt;br /&gt;
Once you've gained access to the map editor, the [http://www.pawdgame.com/create/ dashboard] and the [http://elyssia.pawdgame.com:4901/leveleditor/ map editor] itself become available. Please note that some of the links and features on the dashboard are broken, so use the alternative map editor link at 'elyssia.pawdgame.com:4901/leveleditor/', not 'pawdgame.com/create/pawd/editor/'.&lt;br /&gt;
&lt;br /&gt;
== Navigating through the Dashboard ==&lt;br /&gt;
&lt;br /&gt;
The dashboard stores your custom maps in a convenient list, showing basic information and statistic data about how many times it was viewed and when the map was last accessed. Under Custom Graphic, you can add your own graphics using Add, and manage them under List. You can also add a new custom map using Add New, however this link is broken.&lt;br /&gt;
&lt;br /&gt;
Under Manage, it offers the same basic information as well as additional settings. These settings include:&lt;br /&gt;
&lt;br /&gt;
* Option to enable PvP (player vs player) and/or GvG (guild vs guild) for the map&lt;br /&gt;
* The custom map's code under Code (Link and Download Game Client are broken)&lt;br /&gt;
* Enabling/disabling guest access to the custom map (can get the permanent version of the map code here)&lt;br /&gt;
* Delete the custom map (it won't be deleted immediately, have to wait several hours), and edit the custom map (this link is also broken)&lt;br /&gt;
&lt;br /&gt;
=== Uploading and Adding Custom Graphics (workaround included) ===&lt;br /&gt;
&lt;br /&gt;
'''Avoid using the dashboard to upload custom graphics, as it corrupts the image. Upload the graphic through the backend instead. Please note that custom graphics are currently unstable as they may fail to load correctly, or cause the mini-map for your custom map to break.'''&lt;br /&gt;
&lt;br /&gt;
Log into the [http://elyssia.pawdgame.com:4901/login/ backend] site first using your Paw'D credentials. You should be redirected to a site called Chawrs Backend. Click on ''Add Graphics'' (located on the top-right of the page). Select ''Custom'' from the dropdown list for Class, choose the name you want to give the graphic, and select the actual graphic that you want to upload. Then click on ''Save Changes'' to commence the upload. This should appear as a list on the same page. You can select the image, and see that it has been properly uploaded.&lt;br /&gt;
&lt;br /&gt;
To add a custom graphic into your custom map, load the custom map in the map editor and go to the graphic library. It should be in a new category called Custom (or a name close to that). Then, normally add the graphic into your map and save your map. You should now see it appear in your custom map.&lt;br /&gt;
&lt;br /&gt;
Currently, the only allowed custom graphic file types are gifs/png/jpeg/jpg/etc. Custom music isn't allowed.&lt;br /&gt;
&lt;br /&gt;
== Navigating through the Map Editor ==&lt;br /&gt;
&lt;br /&gt;
=== Creating your First Map ===&lt;br /&gt;
&lt;br /&gt;
When you first start up the map editor, you'll be taken to this screen below. Log in using your Paw'D credentials.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor1.png]]&lt;br /&gt;
&lt;br /&gt;
On the bottom-left of the screen, select the map size you want (length [left to right] and width [top to bottom] in pixels). By default, the size is set to 800 x 800. Change the map's size from 800 x 800 to 1000 x 1000. Then press New. Then press the button called Bg (to show that the map has been created with the default background). You have created your first map. If you make any mistakes, you can click New again to reset the whole map without refreshing (it won't be uploaded to the server until you save it). &lt;br /&gt;
&lt;br /&gt;
Don't forget that since the chatbox takes up 200 pixels of space, you want to build your graphics so that your platforms are 200 pixels higher.&lt;br /&gt;
&lt;br /&gt;
If you've created several custom maps and want to return to this map later, the dashboard only redirects you to a broken link of the map editor. Instead, erase the file's text box so that it is blank, then use Load to bring up a list of custom maps. This way, you can access your other custom maps.&lt;br /&gt;
&lt;br /&gt;
''If you saved your map already, and want to know how to change the size of the custom map, see the section called [https://www.pawdgame.com/wiki/Map_Editing_Tutorial#Expanding.2FShrinking_your_Map_Size Expanding/Shrinking your Map Size] below.&lt;br /&gt;
&lt;br /&gt;
=== Background Layers and Scrolling ===&lt;br /&gt;
&lt;br /&gt;
The game automatically adds a background for you once you have created a new custom map. This background is a sky that changes depending on in-game time. To show/hide the background, tick the checkbox beside Background (doesn't affect the custom map in-game). For this tutorial, all checkboxes have been ticked.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor2-v2.png]]&lt;br /&gt;
&lt;br /&gt;
Notice that the button for Bg (background) is highlighted in green. This means that the menu is in background mode. To exit the background mode, simply click on the Bg button to turn it blue. You can switch to monster mode by clicking on the Mobs button, and exit from it by simply clicking the button again. When both buttons are blue, that means you are in Normal mode.&lt;br /&gt;
&lt;br /&gt;
If you want to change the brightness of the background, you can go to Options beside the Save button, tick the box beside Dim Background, and set the % to whatever we want it to be. This will apply globally.&lt;br /&gt;
&lt;br /&gt;
==== Setting a Different Background ====&lt;br /&gt;
&lt;br /&gt;
If you want a different background other than the sky, switch to background mode, and click Browse. Use the dropdown list to select a type of terrain, and the other dropdown list as Background. Click on the background you want, then press Ok. The background is now added to your Quick List. &lt;br /&gt;
&lt;br /&gt;
To set the different background, click on Set. This way, the game will automatically set the background to the screen, so you don't have to worry about where it is positioned. If it is not showing, exit out of background mode to see the reflected changes.&lt;br /&gt;
&lt;br /&gt;
''The editor also allows you to flood fill a background onto a certain area of the map, although it doesn't seem to work as intended. Only one background can be used for each layer. If you want to combine backgrounds (to a max of 3), the game doesn't have many default backgrounds that can be combined together (you'll only see Layer 2 or 3 depending on the number of backgrounds you want to set). Select Layer 1 (this is the back-most layer), choose the background, then set it. Then, select Layer 2, choose the background, then set it, and vice versa.''&lt;br /&gt;
&lt;br /&gt;
==== Scrolling Around ====&lt;br /&gt;
&lt;br /&gt;
To scroll around, use the arrows on the edges of the map, or click and hold to drag the red box on the mini-map (located at the bottom-left of the map editor). You'll notice that the background appears to be small or cut off by a small portion at the bottom. This is fine, as the map will automatically resize the background when you actually go to it. In background mode, the background looks smaller, while in Normal mode, the background looks bigger.&lt;br /&gt;
&lt;br /&gt;
The top-right of the map editor shows your current position with your cursor. The position (0, 0) starts from the top-left and increases the further down and right you go. &lt;br /&gt;
&lt;br /&gt;
If you accidentally went outside the map to the left by clicking and holding the red box on the mini-map, you can reset the map view by clicking on the left/top arrows on the edges of the map.&lt;br /&gt;
&lt;br /&gt;
=== List of Controls ===&lt;br /&gt;
&lt;br /&gt;
The map editor is known to have some inconveniences for the user. If you are trying to type something into a box or move something around, it might not work. Click on a text box somewhere on your browser (such as the search bar), then click somewhere inside the map editor to bring it to focus. Then it should work (if not, click somewhere else on your browser and onto the map editor again).&lt;br /&gt;
&lt;br /&gt;
These controls only work when you're about to set the graphics down, not when they have been already placed. When you change the size, it'll stay that way for every graphic you put down, whereas you have to manually mirror for each object. Click the ''Select'' button on the menu or ''Escape'' key to unselect a graphic. Note that when you enlargen objects, it'll become pixelated and lose quality (can even be done for some monsters).&lt;br /&gt;
&lt;br /&gt;
* ''M'' to mirror the graphic horizontally (you can mirror monsters before/after they have been set)&lt;br /&gt;
* ''+'' to increase the size of the graphic (use the 'Q' key if the plus key doesn't work)&lt;br /&gt;
* ''-'' to decrease the size of the graphic (the minus key doesn't work on some keyboards, instead use the 'A' key.)&lt;br /&gt;
* ''*'' to reset the graphic back to it's original size.&lt;br /&gt;
&lt;br /&gt;
These controls are focused on repositioning the graphic object (while they are selected/highlighted) after already setting them down. You can move the object by a pixel in the direction you want using the arrow keys. You cannot mirror or change their size after they have been set.&lt;br /&gt;
&lt;br /&gt;
* ''Page Up'' to bring the object one layer forward (towards the front)&lt;br /&gt;
* ''Page Down'' to bring the object one layer backward (towards the back)&lt;br /&gt;
* ''Home'' to bring the object all the way to the front (front-most layer)&lt;br /&gt;
* ''End'' to bring the object all the way to the back (back-most layer)&lt;br /&gt;
* ''Delete'' to delete the object.&lt;br /&gt;
&lt;br /&gt;
When a platform (shown as a blue line with circles) is selected, you can move around the circle (referred to as nodes) using the arrow keys. When selecting the platform again, you are selecting the last node by default. You can only create platforms that go from left to right, not right to left (the server will give you an error when you try to save the map).&lt;br /&gt;
&lt;br /&gt;
* ''Page Up'' to move to the next node (towards the right)&lt;br /&gt;
* ''Page Down'' to move to the previous node (towards the left)&lt;br /&gt;
* ''Backspace'' to delete the selected node.&lt;br /&gt;
* ''Delete'' to delete the platform.&lt;br /&gt;
&lt;br /&gt;
For functional objects such as jump hints, portals, and respawn points (you can only set one respawn point), you can only move them around by pixel-precise movement using the arrow keys. Monsters can be moved using the arrow keys and mirrored using the ''M'' key after they have been set.&lt;br /&gt;
&lt;br /&gt;
In addition, there are three properties that you can access: Portal Properties (portals), Monster Properties (monsters), and Sound Properties (sound object). To access them (using your mouse), you would right-click the monster/portal/sound object (while in focus). For monster properties, make sure that the monster is unselected before right-clicking on them. Alternatively, you can also manually select them, then use the ''Enter'' key to access their properties.&lt;br /&gt;
&lt;br /&gt;
=== Adding Graphics from the Graphic Library ===&lt;br /&gt;
&lt;br /&gt;
Next, we want to add graphics into our map. Parts of the landscape, such as dirt, grass and trees are needed. Remember that your graphics should be placed in a way so that when platforms are placed, the platforms are 200 pixels above (in order to get the platform directly above the chat box, which takes up roughly 200 pixels itself). For instance, if your map was 1000 x 1000, you want to make sure that your grass is placed between 750 and 800 (for rocky/snow maps with slopes leading upwards, you can place them way higher). I used an object to show where the 750 pixel mark was on the map.&lt;br /&gt;
&lt;br /&gt;
To add a graphic, switch to Normal mode by exiting out of either Background or Monster mode (Background mode also works, but it is easier to work in Normal mode). Click on Browse, then use the dropdown list to select the terrain you want, and go for platforms (sometimes scenery). Choose the graphic you want, then paste it onto the area you want the graphic to be on. &lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorGraphics.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor3.png]]&lt;br /&gt;
&lt;br /&gt;
The graphic will also be added to the Quick List on the top-left of the editor, allowing you to re-select it again. You can remove graphics from the Quick List by clicking the x associated with the graphic. The Quick List will be wiped once you leave the map editor or refresh the page.&lt;br /&gt;
&lt;br /&gt;
There are 19 different Categories that you can select from, such as: Grass, Beach, Cafe, Cave, Cave2, Class, Earth, Factory, Garden, Jungle, LargeTree, Monastery, OneTimeAssets, Ruins, Snow, Spaceship, Temple and Treehouse.&lt;br /&gt;
&lt;br /&gt;
There are four kinds of graphic objects, such as: Background, Platform, Scenery and Sounds. Not every Area has all four of these types.&lt;br /&gt;
&lt;br /&gt;
==== Correcting the Positions and Layers ====&lt;br /&gt;
&lt;br /&gt;
To correct the position of the graphic object after setting it down, select it, then tap the arrow keys to move the graphic pixel by pixel in the direction you want. You can hold the arrow key to speed up the pixel-precise movement, but it is still rather slow (so be patient!). You cannot mirror the object or change it's size after you place it on the map, so remember to do it beforehand.&lt;br /&gt;
&lt;br /&gt;
You will notice that the graphics don't work well with each other, and may look cut off. In order to deal with that, reposition the layers by using the Page Down and Page Up keys. In the example image provided, I used 2 Fill A (Earth) and 3 Platform D's from the graphic library under Grass - Platform, 1 Cafe from the category Grass - Scenery, and 1 Wooden Blank - Separator from the category Beach - Scenery to show the 750 pixel mark.&lt;br /&gt;
&lt;br /&gt;
''You can partially overlap two of the same graphics together so that they can fit, and reposition the layer that the graphic is on using the Page Down and Page Up keys. However, some graphics won't allow you to do that by the nature of their design (may still look cut off). If the graphics are too big, shrink the size of the graphic before setting it down. If you cannot shrink it, you can put graphics that sit between the borders of your custom map, to fit your needs. The server will automatically cut off parts of the graphic that sit on the outside of the borders once in-game.''&lt;br /&gt;
&lt;br /&gt;
==== The Three Layers ====&lt;br /&gt;
&lt;br /&gt;
On the bottom-right, you can select between three layers: Background, Platform and Foreground.&lt;br /&gt;
&lt;br /&gt;
The Background layer is where you'll work on most of the time when adding just about anything in the map editor. It is selected by default.&lt;br /&gt;
&lt;br /&gt;
The Platform layer is located between the background and the foreground, focusing on the platforms themselves. If you have too many graphics and platforms in your custom map, you are bound to run into situations where your character cuts through the foreground graphic on the wrong platform. This layer is used to fix that issue, and is later explained in the section [https://www.pawdgame.com/wiki/Map_Editing_Tutorial#Finding_the_Middle_Ground_in_Platform_Layers Finding the Middle Ground in Platform Layers].&lt;br /&gt;
&lt;br /&gt;
The Foreground is the layer in the front. If you want to bring a graphic object directly to the front without having to use the Pg Down and Pg Up keys all the time, you would switch to the foreground layer, select the graphic and paste it to wherever you want. This will dim all objects that are in the back.&lt;br /&gt;
&lt;br /&gt;
''You can move graphic objects between these three layers. The map editor has this weird rule where you need a nearby graphic object that is in another layer in order for you to make the switch. For example, if I wanted to move my existing stick object from the Background layer to the Platform layer, I need to temporarily place a rock nearby in the Platform layer. Then I'd select my stick again and press Page Up several times in order to make the switch. You can confirm this by seeing how the object is no longer grayed out when you're viewing the Platform layer (show has to be ticked on)''.&lt;br /&gt;
&lt;br /&gt;
==== Changing the Color of Graphics ====&lt;br /&gt;
&lt;br /&gt;
The game uses a color code style called Hue, Brightness and Desaturation. This is similar to HSV (Hue, Saturation and Value) for colors, not the RGB model. To change the color of a graphic object, select it, then click on the values beside Hue, Bri and Des. You may need to click on a browser's text field first for the values to be registered. You also may want to look at basic color theory, and the color wheel to help you out.&lt;br /&gt;
&lt;br /&gt;
* Hue represents the type of color (e.g. red, green, blue...)&lt;br /&gt;
** The max range for hue is between -360 to 360. &lt;br /&gt;
** A hue of 0 (includes 360 and -360), and a desaturation of 0 causes the graphic to resort to the default colors.&lt;br /&gt;
* Brightness represents how light or dark the color is. &lt;br /&gt;
** A value of 0 is for default, while 100 is for bleached. -100 is for shadowing.&lt;br /&gt;
** 101 to 1000 causes the graphic's color to change from somewhere between intense brightness to pure white.&lt;br /&gt;
** -101 to 1000 causes the graphic color to change from somewhere between intense shadowing to pure black.&lt;br /&gt;
* Desaturation represents how faded or pure the color is.&lt;br /&gt;
** A value between -100 to 100 uses the grayscale of the original color. &lt;br /&gt;
** 101 to 1000 is for when the graphic's color is more stubborn to change.&lt;br /&gt;
** -100 to -1000 does the same thing, but uses the complementary (on the opposite side of the color wheel) of the other color. This may not necessarily be a direct opposite, but a close opposite of the color. Examples include green and purple, blue and orange, etc.&lt;br /&gt;
** Going into the extremes such as 10000, or 100000 will cause the graphic to literally become pure of that chosen color.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the Advanced button. This is for questing/scripting purposes only. The Default button is used to reset the graphic object's colors back to normal.&lt;br /&gt;
&lt;br /&gt;
Note that the color of some graphics cannot change due to the way they have been designed. Some graphics may change their colors differently from what you expected it to be (even if you found the HSV values for the color turquoise and put them into the editor).&lt;br /&gt;
&lt;br /&gt;
==== Adding Sounds &amp;amp; Sound Properties ====&lt;br /&gt;
&lt;br /&gt;
Without sounds, a custom map does not have any feel to it. To add sounds, select Normal mode or Background mode &amp;gt; Browse, and choose one of the categories with Sounds in it. Then choose whatever you feel best suits your custom map.&lt;br /&gt;
&lt;br /&gt;
Once you select a sound, it will appear as a speaker. The speaker is an invisible object that projects the music into the map. More specifically, the range you can hear the sound seems to be a vertical rectangle (covers a vast distance from up to down, but not so much from left to right).The closer your character is to the speaker, the louder the sounds are. You can mix and match different sounds in a custom map, however it may become distorted and choppy depending on whatever you choose.&lt;br /&gt;
&lt;br /&gt;
For best results, spread out your speakers so that they cover the entire custom map. Do not add too many speakers, and do not add too few speakers (you'll have dead spots in your custom map where there is no music playing).&lt;br /&gt;
&lt;br /&gt;
However, what if you want to choose how loud your sound is to begin with? If you want your sound to reach the entire map instead of being a speaker, you want to access the options of that sound. Right-click the speaker object, then click Sound Properties to get into a window like this.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorSoundProperties.png]]&lt;br /&gt;
&lt;br /&gt;
The Range text box indicates how far your speaker can reach. By default, the range is set to -1, but it is recommended that you don't mess with the range any further than what is given. If you want your sound to reach the entire map, just set it to 0.&lt;br /&gt;
&lt;br /&gt;
The Volume text box indicates how loud your music is. By default, the volume is set to 100 out of 100 (at the max), and it makes sense when we already have full volume on our own volume settings in-game, and the system volume on our computer/laptop. If you want to mash sounds together, you can tinker this setting to make louder music softer and softer music louder.&lt;br /&gt;
&lt;br /&gt;
The Flags text box is blank by default and have three options, being 1 (bgm), 2 (no pos, pan), and 4 (disabled). If you have no clue what it means, you probably shouldn't mess with it.&lt;br /&gt;
&lt;br /&gt;
The Data text box is only used for controlling [[Sound Data Strings | when specific sound effects play in-game]], such as Birds 1, Birds 2 and Westminster Quarters. It plays based on the in-game time, and has no effect on other sounds. The text box accepts an hour range (based on the 24 hour time format [22:00]) in the shortened form (e.g. 3-7, 9, 13-15, 18). This is translated in order to: 3 AM to 7:59 AM, 9 AM to 9:59 AM, 1 PM to 3:59 PM, 6 PM to 6:59 PM.&lt;br /&gt;
* Whenever you're declaring a range like 4-6, always add :59 to the end of the range so it becomes 4 to 6:59. Whenever you declare a single number like 5, think of it like a range from 00 to 59 so it becomes 5 to 5:59. Since both use the 24 hour format instead of 12, they are in the AM.&lt;br /&gt;
&lt;br /&gt;
=== Platforms, Jump Hints, Portals and Respawn Points ===&lt;br /&gt;
&lt;br /&gt;
You may now have graphics in your custom map, but if there are no platforms, then you can't actually explore it in-game (you'll just fall to your doom). &lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor4.png]]&lt;br /&gt;
&lt;br /&gt;
In Normal mode, select the Platform button (this will be highlighted in green). Then, click somewhere around the 800 mark indicator, on the left side of the map. This will create a node. Then click on the right side of the map, while following along the 800 mark indicator. This will create a second node, and a blue line is drawn from the first to the second. These blue lines are where your character stands on (adding more than 2 nodes makes the platform complex). In other words, these are platforms (also called vectors).&lt;br /&gt;
&lt;br /&gt;
You cannot place your nodes on the right, and work your way left. Instead, you have to start from the left, and work your way right when placing platforms. Click on the select button to cut off the platform instead of adding more nodes to it.&lt;br /&gt;
&lt;br /&gt;
Use the arrow keys to move the node (will start from the most-recent node first) after they have been set if you need to adjust them. Use the Page Down and Page Up keys to switch between nodes. &lt;br /&gt;
&lt;br /&gt;
==== The Properties of Platforms ====&lt;br /&gt;
&lt;br /&gt;
Once you got the hang of placing down platforms, you might be wondering what the buttons NJF, NJT and NJ do. They are all shortcuts for creating platforms with different jump conditions. In all three cases, you can fall as long as there is a platform underneath (if there isn't, the fall won't work). &lt;br /&gt;
&lt;br /&gt;
* '''No Jump From''': You can't jump to any other platform. For example, if you were on Platform A (set to NJF), you can't jump to Platform B (normal), but you can still jump on Platform A itself.&lt;br /&gt;
* '''No Jump To''': You can't jump to this platform. For example, if you were on Platform B (normal), you can't jump to Platform A (set to NJT), but you can still fall if there was a platform underneath it (if there is no platform underneath, the jump won't work).&lt;br /&gt;
* '''No Jump''': You can't jump on this platform at all. This is a combination of both No Jump From and No Jump To.&lt;br /&gt;
&lt;br /&gt;
You might be wondering, is that all there is to platforms? No! In fact, if you go ahead and select a platform you've placed down, you'll find the Advanced button. There is also a checkbox for in BG, which means In Background, but we don't worry about that when creating maps, until we want to make platforms that tell whether they are behind or in front of graphics. But this is not important now.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor4-2.png]]&lt;br /&gt;
&lt;br /&gt;
When we go ahead and click the Advanced button, you'll get a screen similar to this one. Don't worry about the Effect ID text boxes, as well as the May Jump To Condition, On Enter Call and On Leave Call. These are used for scripting/questing. &lt;br /&gt;
&lt;br /&gt;
Instead, you want to pay attention to the Segment Flags, and the big list with small text on the right. Each of these in the list are called ''segment flags'', however I'll call them ''conditions'' to make it clearer. Each number is associated with a condition; something that happens on the platform. You can click on one of the conditions in the list to add it to your platform. You can combine conditions; these will be added as a sum under Segment Flags (1 [no jump from] + 2 [no jump to] = 3 [no jump]). You can test these conditions yourself to see what happens. After selecting the ones you want, pressing All will save that condition to the entire platform. &lt;br /&gt;
&lt;br /&gt;
''If you want only part of your platform to have a specific condition, you would first select the node you want it's condition changed. Choose the conditions you want, then press Ok to save that condition to the node. This covers only the selected node and the previous line (up to the previous node). The map editor will represent this condition on the platform visually as well with a different color, or thicker/thinner line.''&lt;br /&gt;
&lt;br /&gt;
''For example, if I wanted to stop someone from jumping from the right side of platform A onto platform B, I would make a platform called Platform A with three nodes in it. Then I would set the one node on the right to have the condition '''No Jump From'''. That way, they can't jump from the right side of Platform A. Remember that you start from the most recent node when selecting platforms.''&lt;br /&gt;
&lt;br /&gt;
''o-----o--o (set condition on third o by pressing Ok this time, not All. This way, --o covers part of the platform / o-----o is still treated as a normal platform)''&lt;br /&gt;
&lt;br /&gt;
==== Jumping Down? So Does the AI ====&lt;br /&gt;
&lt;br /&gt;
You can now create platforms, but what if you want your character to jump down? Your character is not smart enough to realize this. What if you want to hop to another platform when it might be slightly out of reach? How about telling the monster AI to know where they can jump? In all of these cases, you need jump hints.&lt;br /&gt;
&lt;br /&gt;
To create jump hints, you need at least 2 or more platforms. Go to Normal mode and select the Connect button. Select a platform that you want to jump from (we'll call this Platform A, and assume that it's at the top). This will turn the Connect button pink. Then, select a platform that you want to jump to (we'll call this Platform B, and assume that it's at the bottom). This will draw a yellow arrow to connect the two platforms. This will enable you to jump down from Platform A to Platform B. &lt;br /&gt;
&lt;br /&gt;
Normally, your character already knows how to jump up from Platform B (bottom) to Platform A (top), so we don't need a second jump hint. But if the platform is too high for your character to jump onto, we'll need the extra jump hint for them to do so. The AI is not smart enough to know how to jump upwards and downwards too, so we'll need both jump hints (A-&amp;gt;B and A&amp;lt;-B). At most, you should only have 2 jump hints between 2 platforms (usually, any more is excessive except in certain cases).&lt;br /&gt;
&lt;br /&gt;
When selecting a jump hint, you'll see two different checkboxes. When ''No AJ'' is ticked, this means that only monsters know how to use the jump hint. ''Teleport'' means that the character will immediately warp to the other platform instead of jumping to it.&lt;br /&gt;
&lt;br /&gt;
Note that once you save the custom map, sometimes the jump hints are not saved by the server, or marked as red (jump hint does not work/has errors). One reason this might happen is because you accidentally moved the platform, causing the jump hint to fail. To solve this issue, delete any red jump hints and re-add them to the platforms again.&lt;br /&gt;
&lt;br /&gt;
==== Portals and Properties ====&lt;br /&gt;
&lt;br /&gt;
If you want to connect your custom maps together, you need to create and configure portals. Portals cannot be placed outside of the map (the server will give you an error when trying to save it).  &lt;br /&gt;
&lt;br /&gt;
To create a portal, go to Normal mode and select the Portal button. Place it somewhere along your platform (a few pixels above the platform, or else you will fall off). &lt;br /&gt;
&lt;br /&gt;
To configure the portal, select it, right-click it and select Portal Properties. You'll be directed to this screen.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorPortals.png]]&lt;br /&gt;
&lt;br /&gt;
We don't care about the NPC Script Call and Display Variable, and it is not necessary to edit the portal's width (unless you wanted to make the portal bigger or smaller) and flags (this just changes the color/look of the portal). Instead, we want to look at the Target Map ID and the three checkboxes below. &lt;br /&gt;
&lt;br /&gt;
When you click on the button next to the Target Map ID, it brings up a list of custom maps you've created. Let's assume that we've created a custom map called Test2, and had a platform placed at the [0, 500] to [500, 500] mark. We want to select Test2 from this list to automatically get the ID, and manually set the position to [250, 500] (so that the portal is in the middle of the map). This way, the portal goes to Test2, under those coordinates. If we leave it this way, it's called a ''one-way portal''.&lt;br /&gt;
&lt;br /&gt;
When selecting the custom map from the list, the mini-map for that custom map appears. You can click on a specific part of the mini-map to automatically set the coordinates, though this is not recommended (the mini-map is too small, so it's hard to see where the platforms will be). You might accidentally set the position to somewhere where you'll fall off.&lt;br /&gt;
&lt;br /&gt;
If we want to make a ''two-way portal'', we have to first save this custom map called Test, then load the other custom map called Test2. Then, create a portal and get to the configuration screen. We have to remember the coordinates of where we set the platform on Test (let's say it was from [0, 300] to [240, 300]). Let's set it to [120, 300]. This way, the two maps are connected. We do not have to be exact with the coordinates; it is still safe to put the coordinates a couple of pixels above the platform.&lt;br /&gt;
&lt;br /&gt;
When the Mini-Map checkbox is ticked, you'll see the portal as a yellow square on the mini-map, otherwise it won't be seen on the mini-map. If you want the portal to be animated, tick the checkbox next to Animation. If you want the portal to immediately take you to the next area, tick the checkbox next to Auto-Warp (if left unchecked, the player has to manually press the jump key themselves to go in the portal).&lt;br /&gt;
&lt;br /&gt;
==== Respawn Points ====&lt;br /&gt;
&lt;br /&gt;
The respawn point tells you where your character should be revived at once they are knocked out, and where they will directly spawn to once they enter the custom map (through a code).&lt;br /&gt;
&lt;br /&gt;
To set a respawn point, go to Normal mode and click on the Res button. Then set it anywhere you want it to be (preferably somewhere on a platform). You cannot have more than one respawn point (once you try setting down a second respawn point, the first one disappears).&lt;br /&gt;
&lt;br /&gt;
=== Adding Monsters from the Monster Library ===&lt;br /&gt;
&lt;br /&gt;
What good is a custom map if there isn't any monsters in it? We'll begin by clicking on Monster mode, and then clicking the Browse button. You'll come to a screen like this. Note that you can't see jump hints while you are in Monster mode.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorMonster.png]]&lt;br /&gt;
&lt;br /&gt;
Notice that as you scroll down the list, each monster is assigned an ID, and a maximum number of spawns. This means that you are limited to having a certain amount for each monster in your custom map. Not every monster from the game is included in this list. The ID represents their number in the [[Monster Compendium]]. &lt;br /&gt;
&lt;br /&gt;
Let's choose a Fliffy, and spawn it somewhere on the platform. Before setting it down, it will show the monster's range and set line.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor5.png]]&lt;br /&gt;
&lt;br /&gt;
We have placed our very first monster onto our custom map, but it won't move on it's own unless we attack it. In order to make the monster move, we need to set a Patrol.&lt;br /&gt;
&lt;br /&gt;
Click on the Patrol button, and then select the monster. When you move your cursor, you'll see a blue line extending from the left and right sides of the monster. Extend the blue line as much as you want, then left-click to set it. This line will tell the monster how far they can move on their own.&lt;br /&gt;
&lt;br /&gt;
==== Tinkering with the Monster's Properties ====&lt;br /&gt;
&lt;br /&gt;
Right-click the monster to see it's properties (if you cannot get to the properties, move your monster into an area with fewer graphics and try again). You'll come to a screen like this.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorMonsterProperties.png]]&lt;br /&gt;
&lt;br /&gt;
The 4 represents the monster's ID (for Fliffy). The Map Editor doesn't allow you to set a monster that is not permitted within it's limits (e.g. If you tried to summon Zafyre, the server will not let you save the custom map because it doesn't allow it).&lt;br /&gt;
&lt;br /&gt;
You can change the monster's respawn time (by default, it is 1 hour or 3600 seconds). The reason why it is given in a range is so that monsters spawn randomly within those times (they don't spawn all at once). You can also tick the No Respawn checkbox so that the monster can't respawn.&lt;br /&gt;
&lt;br /&gt;
In the On Respawn text box, you can modify a monster to become Friendly, Neutral or Hostile by typing in ''monster:patrol'' (hostile), ''monster:nonhostile'' (neutral) or ''monster:friendly'' (friendly). An alternative to the No Respawn checkbox is to type in ''monster:noreset''. Some monsters are already hostile, neutral or friendly by default. The Map Editor usually decides this on it's own.&lt;br /&gt;
&lt;br /&gt;
You can tick the Assist Any checkbox so that when a fellow monster is attacked within it's assist range, the monster will always come to it's aid.&lt;br /&gt;
&lt;br /&gt;
==== Aggro and Assist Ranges ====&lt;br /&gt;
&lt;br /&gt;
The aggro range (indicated by a yellow circle around the monster) tells you how far away the monster will be triggered if you step into their circle. By default, monsters have a medium radius set around them. To change the radius or reduce it to almost nothing, click on the Aggro button and then click on the monster. Move your cursor to expand or shrink the circle around the monster, then left-click to set it. &lt;br /&gt;
&lt;br /&gt;
To check the monster's aggro range (indicated by a red circle around the monster), click on the Select button and click on the monster. This only matters for hostile monsters, not neutral monsters.&lt;br /&gt;
&lt;br /&gt;
The assist range (indicated by a green circle around the monster) tells you how far away the enemy will care about a fellow monster being attacked. By default, monsters have a medium radius set around them. To change the radius or reduce it to almost nothing, click on the Assist button and then click on the monster. Move your cursor to expand or shrink the circle around the monster, then left-click to set it.&lt;br /&gt;
&lt;br /&gt;
The assist range only matters for monsters whose ''Assist Any'' checkboxes have been ticked in their properties, or those who have been linked together. If the assist range is too small, the links may not work properly.&lt;br /&gt;
&lt;br /&gt;
''Note that if you cannot get the monster to change their aggro range, they are likely in a crowded spot. Temporarily space them out, and try again. You know when the change is successful when the red circle is not the same size it was before. Otherwise, when you finish setting the circle on the monster, don't click on the Select button. Instead, click on another object to select it.''&lt;br /&gt;
&lt;br /&gt;
==== Both and One-Way Links ====&lt;br /&gt;
&lt;br /&gt;
Both and One-Way links are used to create enemy groups. By creating a set of links between monsters, you can literally pull the entire map of enemies (not recommended) towards the player.&lt;br /&gt;
&lt;br /&gt;
* Let's assume that there are two monsters, called Monster A and Monster B. Monster A and Monster B are linked together (two-way &amp;lt;---&amp;gt;). If you attack either one or either one attacks you, the other will come to help them. &lt;br /&gt;
** To set a two-way link, click on the Both button, then select two monsters that you want linked together.&lt;br /&gt;
* Now let's say that Monster A is linked (one-way -&amp;gt;) to Monster B instead. If you attack Monster A or Monster A attacks you, Monster B won't help out. However, if you attack Monster B or Monster B attacks you, Monster A will help out.&lt;br /&gt;
** To set a one-way link, click on the One-Way button, select the monster that you want it to link from, then select the monster that you want it to be linked to.&lt;br /&gt;
&lt;br /&gt;
=== Final Revisions and Other Techniques ===&lt;br /&gt;
&lt;br /&gt;
Finally, we want to take care of a few things, such as giving the map a name and a realm to exist in. &lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorOptions.png]]&lt;br /&gt;
&lt;br /&gt;
Under Options, you have a couple of other features. These include dimming the background, locking the map (when turned on, prevents players from accessing the map) and making the custom map read-only (when turned on, prevents from changing and saving to the map by accident). If you want to check your login information again and change it, click on the button with a key on it. Hit OK once you are done.&lt;br /&gt;
&lt;br /&gt;
The Location Name is where you actually give your map a title. For instance, if you made a village with lots of grass in it, you can call it Grassy Village. Two or more maps can have the same location name, but not the file name. &lt;br /&gt;
&lt;br /&gt;
The name of the Map Realm is not important, as you can give it anything you wish. The name of the Map Realm is only shown during the first few seconds you enter into a map (but by default I like to leave it as Ashaya). The realm is like a zone or region name, to distinguish between Saliko and the Kingdom of Elyssia's (nicknamed as Ashaya for the village in KoE; also the name of the server) maps for instance.&lt;br /&gt;
&lt;br /&gt;
Once you are done with your custom map and you still haven't saved it at this point (recommended that you constantly save your work, as there is no auto-save), you want to enter a name for it before saving it in the text box beside File. This is the actual name of the file that gets uploaded to the servers, not the name of the map that you see in-game.&lt;br /&gt;
&lt;br /&gt;
==== Expanding/Shrinking your Map Size ====&lt;br /&gt;
&lt;br /&gt;
'''Oh no! I accidentally made my map too small! Can I change the size of my map? Will the graphics be affected?''' &lt;br /&gt;
&lt;br /&gt;
To change the size of your custom map, you have to first load up the custom map you want it's size to be changed. Then in the width and height boxes, change the number to the one you want. Then hit Save, and then Load the map again. &lt;br /&gt;
&lt;br /&gt;
For best practices, you probably want to start out with a medium sized custom map (1000x1000), and expand somewhere from 200 to 500 each time as you see fit (change either the width or the height one at a time, not both).&lt;br /&gt;
* If you wanted to increase the size of the map, you should see your extra space expand out towards the bottom of the map, or towards the right. &lt;br /&gt;
* If you shrank the size of the map, then your extra space should shrink from the right side and the bottom first. Some of your graphics may be still outside of the map (to access outside the map, click and hold the red box on the mini-map), and it may not work if a portal is in the way. Move the portal first (to where you know it will be still inside the map), then try again.&lt;br /&gt;
&lt;br /&gt;
When changing the size of the map, the custom map makes sure that all of the graphics stay in the same place as they were. They might look like they are in a slightly different area, but they are not (e.g. A wooden plank placed at 1000x500 will stay at 1000x500). You could leave the same graphics outside of the map, and it would still be there (but it wouldn't show up in-game, since the game cuts everything off that is outside the map.&lt;br /&gt;
&lt;br /&gt;
==== Offsetting Graphics with Map Move ====&lt;br /&gt;
&lt;br /&gt;
'''I expanded my custom map so it would be bigger, but now all of my graphics in the custom map are too much to the top-left. Is there an easier way to move everything so I don't have to manually move them one by one?''' &lt;br /&gt;
&lt;br /&gt;
There is only one method available. However, it moves EVERYTHING (with the exception of the background), not a group of graphics.&lt;br /&gt;
&lt;br /&gt;
Since your graphics don't move, sometimes you want a custom map where your graphics actually adjust to a certain spot of the map (let's say, the center), rather then being all stuck at the top-left. Manually moving everything one at a time takes forever, and you don't want to have to readjust everything. This problem isn't only limited to expanding/shrinking maps, but when you already know the perfect size for your map, but simply had everything in the wrong spot.&lt;br /&gt;
&lt;br /&gt;
To move every graphic (everything, including platforms, monsters, jump hints, monster links, etc.), click on the Map Move button under Options. This will give you two boxes, an X and a Y. X means width (horizontal), while Y means height (vertical). Type in a positive number, such as 100 to move all of your graphics down/right. Type in a negative number, such as -100 to move all your graphics up/left. Then press OK to actually see everything move.&lt;br /&gt;
&lt;br /&gt;
After moving around the graphics, you want to make sure that everything is okay and working fine. Some jump hints or monster links may not work after you move, so double-check to see if there are any red ones. You also want to check the portal properties, and make sure that the portal (if it links to another portal within the same map) sends you to the right coordinates on the map.&lt;br /&gt;
&lt;br /&gt;
You may also want to save the map before offsetting, and record in a notepad somewhere about how much you moved the graphics in a particular direction. This way, you can undo any changes (by simply typing -100 to undo a 100 change, or 100 to undo a -100 change) that you've done by accident (the x and y boxes won't keep your current offset value stored).&lt;br /&gt;
&lt;br /&gt;
==== Copying an Existing Custom Map into a New Map ====&lt;br /&gt;
&lt;br /&gt;
'''I want to make another custom map like the one I just did, but I don't want to start from scratch. Can I copy my old custom map to my new one somehow?'''&lt;br /&gt;
&lt;br /&gt;
Yes, you can copy your old custom map to a new one. But don't create the new map just yet.&lt;br /&gt;
&lt;br /&gt;
In order to copy your existing map over to your new map, you have to load your old custom map (the one you want to copy) first. Then, change the name of your custom map in the File text box to the name of new map you want to make. Then hit Save. This will create a duplicate of your custom map, under a different name, if you go back to your list (to go back to your list of custom maps, leave the File text box blank, then hit Load).&lt;br /&gt;
&lt;br /&gt;
Note that you can't copy a friend's custom map to use as your template custom map. Since all custom maps are private and personal (the map designs of a person belong exclusively to them, and it is up to them if they want to share their idea to others), the closest thing you could do is have your friend share information about how they made their custom map instead.&lt;br /&gt;
&lt;br /&gt;
==== Finding the Middle Ground in Platform Layers ====&lt;br /&gt;
&lt;br /&gt;
''My custom map has two platforms; one at the top and one at the bottom. The platforms are pretty close to each other. I placed a bunch of trees in the foreground at the top platform, but whenever my character walks in the bottom platform, they end up sticking their head behind the stems of the trees (from the top platform). I don't want this to happen. Can it be fixed? '''(Problem 1)'''''&lt;br /&gt;
&lt;br /&gt;
It can be fixed. However, you need a rough idea of the platform conditions and layers to better understand what's happening here.&lt;br /&gt;
&lt;br /&gt;
Because the background always would stay in the back like it should, and a foreground to stay in the front, we were never introduced to a concept where we needed to know when those layers have to be which at a certain point. Say if you had a desk placed in the foreground, and you want your character to go behind it. The character knows how to go behind the desk, but now it doesn't know how to go in front of the desk '''(Problem 2)'''. The first problem described above is also one of many examples.&lt;br /&gt;
&lt;br /&gt;
How do we solve Problem 1? This can be solved in two simple steps.&lt;br /&gt;
* 1. Delete the trees, and instead of placing them on the Foreground layer, you place them on the Platform layer (make sure Platform layer is selected).&lt;br /&gt;
* 2. Turn on the top platform's condition ''4: On Background Layer''. To turn it on, select your platform, and click Advanced. Then, click on that condition until it is highlighted in white text instead of being grayed out, then click All. That will set your entire platform to be on the background layer. The checkbox called ''in BG'' only affects part of the platform, so don't use that.&lt;br /&gt;
&lt;br /&gt;
How do we solve Problem 2? This can be solved similarly to the first problem.&lt;br /&gt;
* 1. Delete the desk, and this time place it on the Platform layer.&lt;br /&gt;
* 2. Create a second platform, one that will make the character go behind the desk. This should be placed a little bit higher than your first platform (so that you can use jump to go behind or go in front; may need a jump hint if you want to jump directly down instead of from the side).&lt;br /&gt;
* 3. Set the second platform's condition to be On Background Layer (don't forget to do it the ''Advanced &amp;gt; click on condition &amp;gt; All'' way). &lt;br /&gt;
&lt;br /&gt;
You might be thinking, if we're putting everything that was on the Foreground onto the Platform layer now, then when do we use the Foreground layer? We can still use it for creating effects on the custom map closest to the audience (shadowy bookcase to indicate that there is a bookcase on the other side of the room). With complex platforms (platforms with more than 2 nodes), you might want to create a grassy place where the grass only comes in thick at the last section of a single platform. You can then use Foreground to create thin grass (lead-in) on the middle section, so that when your character moves into the last section, your character is covered up completely by thicker grass (last section of the platform in the background layer, while the grass graphics are in the platform layer).&lt;br /&gt;
&lt;br /&gt;
==== Adding Objects in Background Mode ====&lt;br /&gt;
&lt;br /&gt;
''I'm tired of being confined to the same layers for backgrounds for my custom maps. Is there any way to make the background more appealing, without having to upload custom backgrounds?&lt;br /&gt;
&lt;br /&gt;
According to the map editor, there are a total of 6 known in-game layers (ordered from back to front): three distant backgrounds (DBG), background, platform and foreground. These DBG layers are stretched out to the entire map and are rendered in parallax, creating the illusion of depth. Normally, these layers are reserved for background images and the sky by default, but we can actually insert other objects in it as well!&lt;br /&gt;
&lt;br /&gt;
While in Background mode, we can see the size of the background images prior to them being stretched to fill the entire map, but as soon as we leave the mode, the editor re-stretches the image again.&lt;br /&gt;
&lt;br /&gt;
Don't forget that the Background mode operates on a different set of rules. This includes:&lt;br /&gt;
* You cannot interact with the background (e.g. sky) you originally set in the beginning. You can instead replace it with a different background, or overlap (combine with a second background on another layer) it using one of the three layers specially reserved for Background mode. &lt;br /&gt;
* Layer 1, Layer 2 and Layer 3 are all different DBG layers. While in Background mode, you can only see objects in the layer you selected (if you have Layer 1 selected, you can't see objects in Layer 2 or 3). Keep your objects on one layer, to have them organized.  &lt;br /&gt;
* If you are not in Background mode, you can't touch the objects placed in the DBG layer except the one currently selected. Similarly, you won't be able to see or interact with the objects you placed down on the Background/Platform/Foreground layers while in Background mode.&lt;br /&gt;
&lt;br /&gt;
Because the positions of the objects in Background mode are different from what you'd see in Normal or Monster mode, the best way to see how the object is actually positioned by going to Background mode, selecting the object, then going back to Normal mode (while the object is still selected). Then, move the object as if you were moving any other, and see how if it affects your map's background.&lt;br /&gt;
&lt;br /&gt;
You can also recolor objects placed in the DBG layer with the same way above, except by changing the Hue/Bri/Des boxes instead of using the arrow keys to move it around. You can resize the object before placing it down in the DBG layer (in Background mode), as well as delete any objects (you cannot delete the background).&lt;br /&gt;
&lt;br /&gt;
== Visiting the Custom Map ==&lt;br /&gt;
&lt;br /&gt;
After doing a thorough inspection of your custom map, you still want to visit the custom map you've created for any bugs in your map that are still around. If any graphic objects are slightly out of place, or was layered incorrectly, you can go back to the map editor and correct it. Same goes for platforms, jump hints, portals, monster placements, etc.&lt;br /&gt;
&lt;br /&gt;
To visit the custom map, go to one of the village mayors (Alyshia in Saliko Village or Benjamin in Ashaya Village), or Roc in Argan Village. Click on ''I was told a secret code ..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you've created any custom maps, you should see a list of the custom maps you've created under their file name (not their map name!). Underneath this list is a text box you can use to access another player's custom map, if you have the code. Click on one of of your custom maps to be redirected to the code screen, with a code automatically filled in. This is a temporary code that always changes, only giving access for a short while (the code will still be valid until after every player has left the map). Accept it to go into your custom map.&lt;br /&gt;
&lt;br /&gt;
To get the permanent version of the code, you must go to the Dashboard and click on a custom map. Then, click on ''Enable guest access'' to open a few more options. Click on Code, and it should open a pop-up displaying the permanent code. You should write it down somewhere, such as a notepad for easier access. Note that if you disable guest access, the permanent code becomes invalid. Re-enabling it will give you a new permanent code.&lt;br /&gt;
&lt;br /&gt;
To leave the custom map, use the command /return. If the custom map's creator did not set a respawn point, then it will take you back outside upon being knocked out.&lt;br /&gt;
&lt;br /&gt;
== Limitations, Delays and Best Practices ==&lt;br /&gt;
&lt;br /&gt;
* Uncheck ''Use Cache'', then exit, wait a couple of minutes, then re-enter if the custom map is not properly updating after waiting for some time.&lt;br /&gt;
* The server can only upload so much of your file at once. You'll have to wait somewhere between several minutes (the page on [[Map Editing]] suggests at least five minutes) to several hours for the custom map to properly implement platforms (that had their conditions changed), jump hints, portals, respawn points and monsters.&lt;br /&gt;
** Graphics and map sizes usually change immediately once you leave and re-enter, along with normal platforms. Stuff that requires logic/coordinate-based computation, such as advanced platforms, jump hints, portals, respawn points, monster spawns/properties take longer.&lt;br /&gt;
* Only add jump hints after you are sure about your position placements for your platforms. If you happen to move the platforms connected to jump hints, the jump hints will successfully be loaded to the server, but once in-game, they won't work.&lt;br /&gt;
* There is a maximum of 50 platforms and jump hints that you can place onto a map. Portals have a limit of 8, while respawn points have a limit of 1.&lt;br /&gt;
* You cannot set a monster's respawn time to be near-instant (e.g. 1 second). There is a minimum respawn time of 20 seconds.&lt;br /&gt;
* The furthest that you can push a map horizontally is somewhere between 2,888 to 2,890 pixels before any graphic objects placed will be cut off by the server. The version of the custom map that you see in the map editor is not accurately reflected in-game when it comes to map boundaries, and is offset by a certain number of pixels. Platforms will still continue to work beyond this range.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
* First, choose a size and file name for your custom map.&lt;br /&gt;
* Set a background to your custom map (if you are not happy with the default).&lt;br /&gt;
* Add graphic objects (part of the background, platforms, scenery and sounds).&lt;br /&gt;
* Fix the layers of the graphic objects.&lt;br /&gt;
* Create platforms, jump hints and a respawn point (so you can walk in the custom map).&lt;br /&gt;
* Revise jump hints and platforms so that they work.&lt;br /&gt;
* Add and configure portals to connect your custom maps together.&lt;br /&gt;
* Bring monsters into your custom map.&lt;br /&gt;
* Configure the monster's settings.&lt;br /&gt;
* Finally, choose a proper name for your custom map (and don't forget to save).&lt;br /&gt;
&lt;br /&gt;
Thank you for reading this tutorial. Most of the information gathered has been to my experience of using the map editor, asking questions and using the wiki pages as a reference.&lt;br /&gt;
&lt;br /&gt;
Written by localguest.&lt;br /&gt;
&lt;br /&gt;
[[Category: Map Design]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Map_Editing_Tutorial&amp;diff=6922</id>
		<title>Map Editing Tutorial</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Map_Editing_Tutorial&amp;diff=6922"/>
				<updated>2026-03-12T23:57:56Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: /* Adding Objects in Background Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''If you've read the forum thread(s) and page on [[Map Editing]], it might seem vague and confusing. This tutorial (with images) will help first-time players get used to the map editor. In addition, an example will be demonstrated on a step-by-step basis.''&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
The map editor can be used to create custom maps in Paw'D. Custom maps are private by default, and can only be seen by others if you share your map code with them. You must file a ticket through '/support' before you can gain access to the map editor.&lt;br /&gt;
&lt;br /&gt;
Once you've gained access to the map editor, the [http://www.pawdgame.com/create/ dashboard] and the [http://elyssia.pawdgame.com:4901/leveleditor/ map editor] itself become available. Please note that some of the links and features on the dashboard are broken, so use the alternative map editor link at 'elyssia.pawdgame.com:4901/leveleditor/', not 'pawdgame.com/create/pawd/editor/'.&lt;br /&gt;
&lt;br /&gt;
== Navigating through the Dashboard ==&lt;br /&gt;
&lt;br /&gt;
The dashboard stores your custom maps in a convenient list, showing basic information and statistic data about how many times it was viewed and when the map was last accessed. Under Custom Graphic, you can add your own graphics using Add, and manage them under List. You can also add a new custom map using Add New, however this link is broken.&lt;br /&gt;
&lt;br /&gt;
Under Manage, it offers the same basic information as well as additional settings. These settings include:&lt;br /&gt;
&lt;br /&gt;
* Option to enable PvP (player vs player) and/or GvG (guild vs guild) for the map&lt;br /&gt;
* The custom map's code under Code (Link and Download Game Client are broken)&lt;br /&gt;
* Enabling/disabling guest access to the custom map (can get the permanent version of the map code here)&lt;br /&gt;
* Delete the custom map (it won't be deleted immediately, have to wait several hours), and edit the custom map (this link is also broken)&lt;br /&gt;
&lt;br /&gt;
=== Uploading and Adding Custom Graphics (workaround included) ===&lt;br /&gt;
&lt;br /&gt;
'''Avoid using the dashboard to upload custom graphics, as it corrupts the image. Upload the graphic through the backend instead. Please note that custom graphics are currently unstable as they may fail to load correctly, or cause the mini-map for your custom map to break.'''&lt;br /&gt;
&lt;br /&gt;
Log into the [http://elyssia.pawdgame.com:4901/login/ backend] site first using your Paw'D credentials. You should be redirected to a site called Chawrs Backend. Click on ''Add Graphics'' (located on the top-right of the page). Select ''Custom'' from the dropdown list for Class, choose the name you want to give the graphic, and select the actual graphic that you want to upload. Then click on ''Save Changes'' to commence the upload. This should appear as a list on the same page. You can select the image, and see that it has been properly uploaded.&lt;br /&gt;
&lt;br /&gt;
To add a custom graphic into your custom map, load the custom map in the map editor and go to the graphic library. It should be in a new category called Custom (or a name close to that). Then, normally add the graphic into your map and save your map. You should now see it appear in your custom map.&lt;br /&gt;
&lt;br /&gt;
Currently, the only allowed custom graphic file types are gifs/png/jpeg/jpg/etc. Custom music isn't allowed.&lt;br /&gt;
&lt;br /&gt;
== Navigating through the Map Editor ==&lt;br /&gt;
&lt;br /&gt;
=== Creating your First Map ===&lt;br /&gt;
&lt;br /&gt;
When you first start up the map editor, you'll be taken to this screen below. Log in using your Paw'D credentials.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor1.png]]&lt;br /&gt;
&lt;br /&gt;
On the bottom-left of the screen, select the map size you want (length [left to right] and width [top to bottom] in pixels). By default, the size is set to 800 x 800. Change the map's size from 800 x 800 to 1000 x 1000. Then press New. Then press the button called Bg (to show that the map has been created with the default background). You have created your first map. If you make any mistakes, you can click New again to reset the whole map without refreshing (it won't be uploaded to the server until you save it). &lt;br /&gt;
&lt;br /&gt;
Don't forget that since the chatbox takes up 200 pixels of space, you want to build your graphics so that your platforms are 200 pixels higher.&lt;br /&gt;
&lt;br /&gt;
If you've created several custom maps and want to return to this map later, the dashboard only redirects you to a broken link of the map editor. Instead, erase the file's text box so that it is blank, then use Load to bring up a list of custom maps. This way, you can access your other custom maps.&lt;br /&gt;
&lt;br /&gt;
''If you saved your map already, and want to know how to change the size of the custom map, see the section called [https://www.pawdgame.com/wiki/Map_Editing_Tutorial#Expanding.2FShrinking_your_Map_Size Expanding/Shrinking your Map Size] below.&lt;br /&gt;
&lt;br /&gt;
=== Background Layers and Scrolling ===&lt;br /&gt;
&lt;br /&gt;
The game automatically adds a background for you once you have created a new custom map. This background is a sky that changes depending on in-game time. To show/hide the background, tick the checkbox beside Background (doesn't affect the custom map in-game). For this tutorial, all checkboxes have been ticked.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor2-v2.png]]&lt;br /&gt;
&lt;br /&gt;
Notice that the button for Bg (background) is highlighted in green. This means that the menu is in background mode. To exit the background mode, simply click on the Bg button to turn it blue. You can switch to monster mode by clicking on the Mobs button, and exit from it by simply clicking the button again. When both buttons are blue, that means you are in Normal mode.&lt;br /&gt;
&lt;br /&gt;
If you want to change the brightness of the background, you can go to Options beside the Save button, tick the box beside Dim Background, and set the % to whatever we want it to be. This will apply globally.&lt;br /&gt;
&lt;br /&gt;
==== Setting a Different Background ====&lt;br /&gt;
&lt;br /&gt;
If you want a different background other than the sky, switch to background mode, and click Browse. Use the dropdown list to select a type of terrain, and the other dropdown list as Background. Click on the background you want, then press Ok. The background is now added to your Quick List. &lt;br /&gt;
&lt;br /&gt;
To set the different background, click on Set. This way, the game will automatically set the background to the screen, so you don't have to worry about where it is positioned. If it is not showing, exit out of background mode to see the reflected changes.&lt;br /&gt;
&lt;br /&gt;
''The editor also allows you to flood fill a background onto a certain area of the map, although it doesn't seem to work as intended. Only one background can be used for each layer. If you want to combine backgrounds (to a max of 3), the game doesn't have many default backgrounds that can be combined together (you'll only see Layer 2 or 3 depending on the number of backgrounds you want to set). Select Layer 1 (this is the back-most layer), choose the background, then set it. Then, select Layer 2, choose the background, then set it, and vice versa.''&lt;br /&gt;
&lt;br /&gt;
==== Scrolling Around ====&lt;br /&gt;
&lt;br /&gt;
To scroll around, use the arrows on the edges of the map, or click and hold to drag the red box on the mini-map (located at the bottom-left of the map editor). You'll notice that the background appears to be small or cut off by a small portion at the bottom. This is fine, as the map will automatically resize the background when you actually go to it. In background mode, the background looks smaller, while in Normal mode, the background looks bigger.&lt;br /&gt;
&lt;br /&gt;
The top-right of the map editor shows your current position with your cursor. The position (0, 0) starts from the top-left and increases the further down and right you go. &lt;br /&gt;
&lt;br /&gt;
If you accidentally went outside the map to the left by clicking and holding the red box on the mini-map, you can reset the map view by clicking on the left/top arrows on the edges of the map.&lt;br /&gt;
&lt;br /&gt;
=== List of Controls ===&lt;br /&gt;
&lt;br /&gt;
The map editor is known to have some inconveniences for the user. If you are trying to type something into a box or move something around, it might not work. Click on a text box somewhere on your browser (such as the search bar), then click somewhere inside the map editor to bring it to focus. Then it should work (if not, click somewhere else on your browser and onto the map editor again).&lt;br /&gt;
&lt;br /&gt;
These controls only work when you're about to set the graphics down, not when they have been already placed. When you change the size, it'll stay that way for every graphic you put down, whereas you have to manually mirror for each object. Click the ''Select'' button on the menu or ''Escape'' key to unselect a graphic. Note that when you enlargen objects, it'll become pixelated and lose quality (can even be done for some monsters).&lt;br /&gt;
&lt;br /&gt;
* ''M'' to mirror the graphic horizontally (you can mirror monsters before/after they have been set)&lt;br /&gt;
* ''+'' to increase the size of the graphic (use the 'Q' key if the plus key doesn't work)&lt;br /&gt;
* ''-'' to decrease the size of the graphic (the minus key doesn't work on some keyboards, instead use the 'A' key.)&lt;br /&gt;
* ''*'' to reset the graphic back to it's original size.&lt;br /&gt;
&lt;br /&gt;
These controls are focused on repositioning the graphic object (while they are selected/highlighted) after already setting them down. You can move the object by a pixel in the direction you want using the arrow keys. You cannot mirror or change their size after they have been set.&lt;br /&gt;
&lt;br /&gt;
* ''Page Up'' to bring the object one layer forward (towards the front)&lt;br /&gt;
* ''Page Down'' to bring the object one layer backward (towards the back)&lt;br /&gt;
* ''Home'' to bring the object all the way to the front (front-most layer)&lt;br /&gt;
* ''End'' to bring the object all the way to the back (back-most layer)&lt;br /&gt;
* ''Delete'' to delete the object.&lt;br /&gt;
&lt;br /&gt;
When a platform (shown as a blue line with circles) is selected, you can move around the circle (referred to as nodes) using the arrow keys. When selecting the platform again, you are selecting the last node by default. You can only create platforms that go from left to right, not right to left (the server will give you an error when you try to save the map).&lt;br /&gt;
&lt;br /&gt;
* ''Page Up'' to move to the next node (towards the right)&lt;br /&gt;
* ''Page Down'' to move to the previous node (towards the left)&lt;br /&gt;
* ''Backspace'' to delete the selected node.&lt;br /&gt;
* ''Delete'' to delete the platform.&lt;br /&gt;
&lt;br /&gt;
For functional objects such as jump hints, portals, and respawn points (you can only set one respawn point), you can only move them around by pixel-precise movement using the arrow keys. Monsters can be moved using the arrow keys and mirrored using the ''M'' key after they have been set.&lt;br /&gt;
&lt;br /&gt;
In addition, there are three properties that you can access: Portal Properties (portals), Monster Properties (monsters), and Sound Properties (sound object). To access them (using your mouse), you would right-click the monster/portal/sound object (while in focus). For monster properties, make sure that the monster is unselected before right-clicking on them. Alternatively, you can also manually select them, then use the ''Enter'' key to access their properties.&lt;br /&gt;
&lt;br /&gt;
=== Adding Graphics from the Graphic Library ===&lt;br /&gt;
&lt;br /&gt;
Next, we want to add graphics into our map. Parts of the landscape, such as dirt, grass and trees are needed. Remember that your graphics should be placed in a way so that when platforms are placed, the platforms are 200 pixels above (in order to get the platform directly above the chat box, which takes up roughly 200 pixels itself). For instance, if your map was 1000 x 1000, you want to make sure that your grass is placed between 750 and 800 (for rocky/snow maps with slopes leading upwards, you can place them way higher). I used an object to show where the 750 pixel mark was on the map.&lt;br /&gt;
&lt;br /&gt;
To add a graphic, switch to Normal mode by exiting out of either Background or Monster mode (Background mode also works, but it is easier to work in Normal mode). Click on Browse, then use the dropdown list to select the terrain you want, and go for platforms (sometimes scenery). Choose the graphic you want, then paste it onto the area you want the graphic to be on. &lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorGraphics.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor3.png]]&lt;br /&gt;
&lt;br /&gt;
The graphic will also be added to the Quick List on the top-left of the editor, allowing you to re-select it again. You can remove graphics from the Quick List by clicking the x associated with the graphic. The Quick List will be wiped once you leave the map editor or refresh the page.&lt;br /&gt;
&lt;br /&gt;
There are 19 different Categories that you can select from, such as: Grass, Beach, Cafe, Cave, Cave2, Class, Earth, Factory, Garden, Jungle, LargeTree, Monastery, OneTimeAssets, Ruins, Snow, Spaceship, Temple and Treehouse.&lt;br /&gt;
&lt;br /&gt;
There are four kinds of graphic objects, such as: Background, Platform, Scenery and Sounds. Not every Area has all four of these types.&lt;br /&gt;
&lt;br /&gt;
==== Correcting the Positions and Layers ====&lt;br /&gt;
&lt;br /&gt;
To correct the position of the graphic object after setting it down, select it, then tap the arrow keys to move the graphic pixel by pixel in the direction you want. You can hold the arrow key to speed up the pixel-precise movement, but it is still rather slow (so be patient!). You cannot mirror the object or change it's size after you place it on the map, so remember to do it beforehand.&lt;br /&gt;
&lt;br /&gt;
You will notice that the graphics don't work well with each other, and may look cut off. In order to deal with that, reposition the layers by using the Page Down and Page Up keys. In the example image provided, I used 2 Fill A (Earth) and 3 Platform D's from the graphic library under Grass - Platform, 1 Cafe from the category Grass - Scenery, and 1 Wooden Blank - Separator from the category Beach - Scenery to show the 750 pixel mark.&lt;br /&gt;
&lt;br /&gt;
''You can partially overlap two of the same graphics together so that they can fit, and reposition the layer that the graphic is on using the Page Down and Page Up keys. However, some graphics won't allow you to do that by the nature of their design (may still look cut off). If the graphics are too big, shrink the size of the graphic before setting it down. If you cannot shrink it, you can put graphics that sit between the borders of your custom map, to fit your needs. The server will automatically cut off parts of the graphic that sit on the outside of the borders once in-game.''&lt;br /&gt;
&lt;br /&gt;
==== The Three Layers ====&lt;br /&gt;
&lt;br /&gt;
On the bottom-right, you can select between three layers: Background, Platform and Foreground.&lt;br /&gt;
&lt;br /&gt;
The Background layer is where you'll work on most of the time when adding just about anything in the map editor. It is selected by default.&lt;br /&gt;
&lt;br /&gt;
The Platform layer is located between the background and the foreground, focusing on the platforms themselves. If you have too many graphics and platforms in your custom map, you are bound to run into situations where your character cuts through the foreground graphic on the wrong platform. This layer is used to fix that issue, and is later explained in the section [https://www.pawdgame.com/wiki/Map_Editing_Tutorial#Finding_the_Middle_Ground_in_Platform_Layers Finding the Middle Ground in Platform Layers].&lt;br /&gt;
&lt;br /&gt;
The Foreground is the layer in the front. If you want to bring a graphic object directly to the front without having to use the Pg Down and Pg Up keys all the time, you would switch to the foreground layer, select the graphic and paste it to wherever you want. This will dim all objects that are in the back.&lt;br /&gt;
&lt;br /&gt;
''You can move graphic objects between these three layers. The map editor has this weird rule where you need a nearby graphic object that is in another layer in order for you to make the switch. For example, if I wanted to move my existing stick object from the Background layer to the Platform layer, I need to temporarily place a rock nearby in the Platform layer. Then I'd select my stick again and press Page Up several times in order to make the switch. You can confirm this by seeing how the object is no longer grayed out when you're viewing the Platform layer (show has to be ticked on)''.&lt;br /&gt;
&lt;br /&gt;
==== Changing the Color of Graphics ====&lt;br /&gt;
&lt;br /&gt;
The game uses a color code style called Hue, Brightness and Desaturation. This is similar to HSV (Hue, Saturation and Value) for colors, not the RGB model. To change the color of a graphic object, select it, then click on the values beside Hue, Bri and Des. You may need to click on a browser's text field first for the values to be registered. You also may want to look at basic color theory, and the color wheel to help you out.&lt;br /&gt;
&lt;br /&gt;
* Hue represents the type of color (e.g. red, green, blue...)&lt;br /&gt;
** The max range for hue is between -360 to 360. &lt;br /&gt;
** A hue of 0 (includes 360 and -360), and a desaturation of 0 causes the graphic to resort to the default colors.&lt;br /&gt;
* Brightness represents how light or dark the color is. &lt;br /&gt;
** A value of 0 is for default, while 100 is for bleached. -100 is for shadowing.&lt;br /&gt;
** 101 to 1000 causes the graphic's color to change from somewhere between intense brightness to pure white.&lt;br /&gt;
** -101 to 1000 causes the graphic color to change from somewhere between intense shadowing to pure black.&lt;br /&gt;
* Desaturation represents how faded or pure the color is.&lt;br /&gt;
** A value between -100 to 100 uses the grayscale of the original color. &lt;br /&gt;
** 101 to 1000 is for when the graphic's color is more stubborn to change.&lt;br /&gt;
** -100 to -1000 does the same thing, but uses the complementary (on the opposite side of the color wheel) of the other color. This may not necessarily be a direct opposite, but a close opposite of the color. Examples include green and purple, blue and orange, etc.&lt;br /&gt;
** Going into the extremes such as 10000, or 100000 will cause the graphic to literally become pure of that chosen color.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the Advanced button. This is for questing/scripting purposes only. The Default button is used to reset the graphic object's colors back to normal.&lt;br /&gt;
&lt;br /&gt;
Note that the color of some graphics cannot change due to the way they have been designed. Some graphics may change their colors differently from what you expected it to be (even if you found the HSV values for the color turquoise and put them into the editor).&lt;br /&gt;
&lt;br /&gt;
==== Adding Sounds &amp;amp; Sound Properties ====&lt;br /&gt;
&lt;br /&gt;
Without sounds, a custom map does not have any feel to it. To add sounds, select Normal mode or Background mode &amp;gt; Browse, and choose one of the categories with Sounds in it. Then choose whatever you feel best suits your custom map.&lt;br /&gt;
&lt;br /&gt;
Once you select a sound, it will appear as a speaker. The speaker is an invisible object that projects the music into the map. More specifically, the range you can hear the sound seems to be a vertical rectangle (covers a vast distance from up to down, but not so much from left to right).The closer your character is to the speaker, the louder the sounds are. You can mix and match different sounds in a custom map, however it may become distorted and choppy depending on whatever you choose.&lt;br /&gt;
&lt;br /&gt;
For best results, spread out your speakers so that they cover the entire custom map. Do not add too many speakers, and do not add too few speakers (you'll have dead spots in your custom map where there is no music playing).&lt;br /&gt;
&lt;br /&gt;
However, what if you want to choose how loud your sound is to begin with? If you want your sound to reach the entire map instead of being a speaker, you want to access the options of that sound. Right-click the speaker object, then click Sound Properties to get into a window like this.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorSoundProperties.png]]&lt;br /&gt;
&lt;br /&gt;
The Range text box indicates how far your speaker can reach. By default, the range is set to -1, but it is recommended that you don't mess with the range any further than what is given. If you want your sound to reach the entire map, just set it to 0.&lt;br /&gt;
&lt;br /&gt;
The Volume text box indicates how loud your music is. By default, the volume is set to 100 out of 100 (at the max), and it makes sense when we already have full volume on our own volume settings in-game, and the system volume on our computer/laptop. If you want to mash sounds together, you can tinker this setting to make louder music softer and softer music louder.&lt;br /&gt;
&lt;br /&gt;
The Flags text box is blank by default and have three options, being 1 (bgm), 2 (no pos, pan), and 4 (disabled). If you have no clue what it means, you probably shouldn't mess with it.&lt;br /&gt;
&lt;br /&gt;
The Data text box is only used for controlling [[Sound Data Strings | when specific sound effects play in-game]], such as Birds 1, Birds 2 and Westminster Quarters. It plays based on the in-game time, and has no effect on other sounds. The text box accepts an hour range (based on the 24 hour time format [22:00]) in the shortened form (e.g. 3-7, 9, 13-15, 18). This is translated in order to: 3 AM to 7:59 AM, 9 AM to 9:59 AM, 1 PM to 3:59 PM, 6 PM to 6:59 PM.&lt;br /&gt;
* Whenever you're declaring a range like 4-6, always add :59 to the end of the range so it becomes 4 to 6:59. Whenever you declare a single number like 5, think of it like a range from 00 to 59 so it becomes 5 to 5:59. Since both use the 24 hour format instead of 12, they are in the AM.&lt;br /&gt;
&lt;br /&gt;
=== Platforms, Jump Hints, Portals and Respawn Points ===&lt;br /&gt;
&lt;br /&gt;
You may now have graphics in your custom map, but if there are no platforms, then you can't actually explore it in-game (you'll just fall to your doom). &lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor4.png]]&lt;br /&gt;
&lt;br /&gt;
In Normal mode, select the Platform button (this will be highlighted in green). Then, click somewhere around the 800 mark indicator, on the left side of the map. This will create a node. Then click on the right side of the map, while following along the 800 mark indicator. This will create a second node, and a blue line is drawn from the first to the second. These blue lines are where your character stands on (adding more than 2 nodes makes the platform complex). In other words, these are platforms (also called vectors).&lt;br /&gt;
&lt;br /&gt;
You cannot place your nodes on the right, and work your way left. Instead, you have to start from the left, and work your way right when placing platforms. Click on the select button to cut off the platform instead of adding more nodes to it.&lt;br /&gt;
&lt;br /&gt;
Use the arrow keys to move the node (will start from the most-recent node first) after they have been set if you need to adjust them. Use the Page Down and Page Up keys to switch between nodes. &lt;br /&gt;
&lt;br /&gt;
==== The Properties of Platforms ====&lt;br /&gt;
&lt;br /&gt;
Once you got the hang of placing down platforms, you might be wondering what the buttons NJF, NJT and NJ do. They are all shortcuts for creating platforms with different jump conditions. In all three cases, you can fall as long as there is a platform underneath (if there isn't, the fall won't work). &lt;br /&gt;
&lt;br /&gt;
* '''No Jump From''': You can't jump to any other platform. For example, if you were on Platform A (set to NJF), you can't jump to Platform B (normal), but you can still jump on Platform A itself.&lt;br /&gt;
* '''No Jump To''': You can't jump to this platform. For example, if you were on Platform B (normal), you can't jump to Platform A (set to NJT), but you can still fall if there was a platform underneath it (if there is no platform underneath, the jump won't work).&lt;br /&gt;
* '''No Jump''': You can't jump on this platform at all. This is a combination of both No Jump From and No Jump To.&lt;br /&gt;
&lt;br /&gt;
You might be wondering, is that all there is to platforms? No! In fact, if you go ahead and select a platform you've placed down, you'll find the Advanced button. There is also a checkbox for in BG, which means In Background, but we don't worry about that when creating maps, until we want to make platforms that tell whether they are behind or in front of graphics. But this is not important now.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor4-2.png]]&lt;br /&gt;
&lt;br /&gt;
When we go ahead and click the Advanced button, you'll get a screen similar to this one. Don't worry about the Effect ID text boxes, as well as the May Jump To Condition, On Enter Call and On Leave Call. These are used for scripting/questing. &lt;br /&gt;
&lt;br /&gt;
Instead, you want to pay attention to the Segment Flags, and the big list with small text on the right. Each of these in the list are called ''segment flags'', however I'll call them ''conditions'' to make it clearer. Each number is associated with a condition; something that happens on the platform. You can click on one of the conditions in the list to add it to your platform. You can combine conditions; these will be added as a sum under Segment Flags (1 [no jump from] + 2 [no jump to] = 3 [no jump]). You can test these conditions yourself to see what happens. After selecting the ones you want, pressing All will save that condition to the entire platform. &lt;br /&gt;
&lt;br /&gt;
''If you want only part of your platform to have a specific condition, you would first select the node you want it's condition changed. Choose the conditions you want, then press Ok to save that condition to the node. This covers only the selected node and the previous line (up to the previous node). The map editor will represent this condition on the platform visually as well with a different color, or thicker/thinner line.''&lt;br /&gt;
&lt;br /&gt;
''For example, if I wanted to stop someone from jumping from the right side of platform A onto platform B, I would make a platform called Platform A with three nodes in it. Then I would set the one node on the right to have the condition '''No Jump From'''. That way, they can't jump from the right side of Platform A. Remember that you start from the most recent node when selecting platforms.''&lt;br /&gt;
&lt;br /&gt;
''o-----o--o (set condition on third o by pressing Ok this time, not All. This way, --o covers part of the platform / o-----o is still treated as a normal platform)''&lt;br /&gt;
&lt;br /&gt;
==== Jumping Down? So Does the AI ====&lt;br /&gt;
&lt;br /&gt;
You can now create platforms, but what if you want your character to jump down? Your character is not smart enough to realize this. What if you want to hop to another platform when it might be slightly out of reach? How about telling the monster AI to know where they can jump? In all of these cases, you need jump hints.&lt;br /&gt;
&lt;br /&gt;
To create jump hints, you need at least 2 or more platforms. Go to Normal mode and select the Connect button. Select a platform that you want to jump from (we'll call this Platform A, and assume that it's at the top). This will turn the Connect button pink. Then, select a platform that you want to jump to (we'll call this Platform B, and assume that it's at the bottom). This will draw a yellow arrow to connect the two platforms. This will enable you to jump down from Platform A to Platform B. &lt;br /&gt;
&lt;br /&gt;
Normally, your character already knows how to jump up from Platform B (bottom) to Platform A (top), so we don't need a second jump hint. But if the platform is too high for your character to jump onto, we'll need the extra jump hint for them to do so. The AI is not smart enough to know how to jump upwards and downwards too, so we'll need both jump hints (A-&amp;gt;B and A&amp;lt;-B). At most, you should only have 2 jump hints between 2 platforms (usually, any more is excessive except in certain cases).&lt;br /&gt;
&lt;br /&gt;
When selecting a jump hint, you'll see two different checkboxes. When ''No AJ'' is ticked, this means that only monsters know how to use the jump hint. ''Teleport'' means that the character will immediately warp to the other platform instead of jumping to it.&lt;br /&gt;
&lt;br /&gt;
Note that once you save the custom map, sometimes the jump hints are not saved by the server, or marked as red (jump hint does not work/has errors). One reason this might happen is because you accidentally moved the platform, causing the jump hint to fail. To solve this issue, delete any red jump hints and re-add them to the platforms again.&lt;br /&gt;
&lt;br /&gt;
==== Portals and Properties ====&lt;br /&gt;
&lt;br /&gt;
If you want to connect your custom maps together, you need to create and configure portals. Portals cannot be placed outside of the map (the server will give you an error when trying to save it).  &lt;br /&gt;
&lt;br /&gt;
To create a portal, go to Normal mode and select the Portal button. Place it somewhere along your platform (a few pixels above the platform, or else you will fall off). &lt;br /&gt;
&lt;br /&gt;
To configure the portal, select it, right-click it and select Portal Properties. You'll be directed to this screen.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorPortals.png]]&lt;br /&gt;
&lt;br /&gt;
We don't care about the NPC Script Call and Display Variable, and it is not necessary to edit the portal's width (unless you wanted to make the portal bigger or smaller) and flags (this just changes the color/look of the portal). Instead, we want to look at the Target Map ID and the three checkboxes below. &lt;br /&gt;
&lt;br /&gt;
When you click on the button next to the Target Map ID, it brings up a list of custom maps you've created. Let's assume that we've created a custom map called Test2, and had a platform placed at the [0, 500] to [500, 500] mark. We want to select Test2 from this list to automatically get the ID, and manually set the position to [250, 500] (so that the portal is in the middle of the map). This way, the portal goes to Test2, under those coordinates. If we leave it this way, it's called a ''one-way portal''.&lt;br /&gt;
&lt;br /&gt;
When selecting the custom map from the list, the mini-map for that custom map appears. You can click on a specific part of the mini-map to automatically set the coordinates, though this is not recommended (the mini-map is too small, so it's hard to see where the platforms will be). You might accidentally set the position to somewhere where you'll fall off.&lt;br /&gt;
&lt;br /&gt;
If we want to make a ''two-way portal'', we have to first save this custom map called Test, then load the other custom map called Test2. Then, create a portal and get to the configuration screen. We have to remember the coordinates of where we set the platform on Test (let's say it was from [0, 300] to [240, 300]). Let's set it to [120, 300]. This way, the two maps are connected. We do not have to be exact with the coordinates; it is still safe to put the coordinates a couple of pixels above the platform.&lt;br /&gt;
&lt;br /&gt;
When the Mini-Map checkbox is ticked, you'll see the portal as a yellow square on the mini-map, otherwise it won't be seen on the mini-map. If you want the portal to be animated, tick the checkbox next to Animation. If you want the portal to immediately take you to the next area, tick the checkbox next to Auto-Warp (if left unchecked, the player has to manually press the jump key themselves to go in the portal).&lt;br /&gt;
&lt;br /&gt;
==== Respawn Points ====&lt;br /&gt;
&lt;br /&gt;
The respawn point tells you where your character should be revived at once they are knocked out, and where they will directly spawn to once they enter the custom map (through a code).&lt;br /&gt;
&lt;br /&gt;
To set a respawn point, go to Normal mode and click on the Res button. Then set it anywhere you want it to be (preferably somewhere on a platform). You cannot have more than one respawn point (once you try setting down a second respawn point, the first one disappears).&lt;br /&gt;
&lt;br /&gt;
=== Adding Monsters from the Monster Library ===&lt;br /&gt;
&lt;br /&gt;
What good is a custom map if there isn't any monsters in it? We'll begin by clicking on Monster mode, and then clicking the Browse button. You'll come to a screen like this. Note that you can't see jump hints while you are in Monster mode.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorMonster.png]]&lt;br /&gt;
&lt;br /&gt;
Notice that as you scroll down the list, each monster is assigned an ID, and a maximum number of spawns. This means that you are limited to having a certain amount for each monster in your custom map. Not every monster from the game is included in this list. The ID represents their number in the [[Monster Compendium]]. &lt;br /&gt;
&lt;br /&gt;
Let's choose a Fliffy, and spawn it somewhere on the platform. Before setting it down, it will show the monster's range and set line.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor5.png]]&lt;br /&gt;
&lt;br /&gt;
We have placed our very first monster onto our custom map, but it won't move on it's own unless we attack it. In order to make the monster move, we need to set a Patrol.&lt;br /&gt;
&lt;br /&gt;
Click on the Patrol button, and then select the monster. When you move your cursor, you'll see a blue line extending from the left and right sides of the monster. Extend the blue line as much as you want, then left-click to set it. This line will tell the monster how far they can move on their own.&lt;br /&gt;
&lt;br /&gt;
==== Tinkering with the Monster's Properties ====&lt;br /&gt;
&lt;br /&gt;
Right-click the monster to see it's properties (if you cannot get to the properties, move your monster into an area with fewer graphics and try again). You'll come to a screen like this.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorMonsterProperties.png]]&lt;br /&gt;
&lt;br /&gt;
The 4 represents the monster's ID (for Fliffy). The Map Editor doesn't allow you to set a monster that is not permitted within it's limits (e.g. If you tried to summon Zafyre, the server will not let you save the custom map because it doesn't allow it).&lt;br /&gt;
&lt;br /&gt;
You can change the monster's respawn time (by default, it is 1 hour or 3600 seconds). The reason why it is given in a range is so that monsters spawn randomly within those times (they don't spawn all at once). You can also tick the No Respawn checkbox so that the monster can't respawn.&lt;br /&gt;
&lt;br /&gt;
In the On Respawn text box, you can modify a monster to become Friendly, Neutral or Hostile by typing in ''monster:patrol'' (hostile), ''monster:nonhostile'' (neutral) or ''monster:friendly'' (friendly). An alternative to the No Respawn checkbox is to type in ''monster:noreset''. Some monsters are already hostile, neutral or friendly by default. The Map Editor usually decides this on it's own.&lt;br /&gt;
&lt;br /&gt;
You can tick the Assist Any checkbox so that when a fellow monster is attacked within it's assist range, the monster will always come to it's aid.&lt;br /&gt;
&lt;br /&gt;
==== Aggro and Assist Ranges ====&lt;br /&gt;
&lt;br /&gt;
The aggro range (indicated by a yellow circle around the monster) tells you how far away the monster will be triggered if you step into their circle. By default, monsters have a medium radius set around them. To change the radius or reduce it to almost nothing, click on the Aggro button and then click on the monster. Move your cursor to expand or shrink the circle around the monster, then left-click to set it. &lt;br /&gt;
&lt;br /&gt;
To check the monster's aggro range (indicated by a red circle around the monster), click on the Select button and click on the monster. This only matters for hostile monsters, not neutral monsters.&lt;br /&gt;
&lt;br /&gt;
The assist range (indicated by a green circle around the monster) tells you how far away the enemy will care about a fellow monster being attacked. By default, monsters have a medium radius set around them. To change the radius or reduce it to almost nothing, click on the Assist button and then click on the monster. Move your cursor to expand or shrink the circle around the monster, then left-click to set it.&lt;br /&gt;
&lt;br /&gt;
The assist range only matters for monsters whose ''Assist Any'' checkboxes have been ticked in their properties, or those who have been linked together. If the assist range is too small, the links may not work properly.&lt;br /&gt;
&lt;br /&gt;
''Note that if you cannot get the monster to change their aggro range, they are likely in a crowded spot. Temporarily space them out, and try again. You know when the change is successful when the red circle is not the same size it was before. Otherwise, when you finish setting the circle on the monster, don't click on the Select button. Instead, click on another object to select it.''&lt;br /&gt;
&lt;br /&gt;
==== Both and One-Way Links ====&lt;br /&gt;
&lt;br /&gt;
Both and One-Way links are used to create enemy groups. By creating a set of links between monsters, you can literally pull the entire map of enemies (not recommended) towards the player.&lt;br /&gt;
&lt;br /&gt;
* Let's assume that there are two monsters, called Monster A and Monster B. Monster A and Monster B are linked together (two-way &amp;lt;---&amp;gt;). If you attack either one or either one attacks you, the other will come to help them. &lt;br /&gt;
** To set a two-way link, click on the Both button, then select two monsters that you want linked together.&lt;br /&gt;
* Now let's say that Monster A is linked (one-way -&amp;gt;) to Monster B instead. If you attack Monster A or Monster A attacks you, Monster B won't help out. However, if you attack Monster B or Monster B attacks you, Monster A will help out.&lt;br /&gt;
** To set a one-way link, click on the One-Way button, select the monster that you want it to link from, then select the monster that you want it to be linked to.&lt;br /&gt;
&lt;br /&gt;
=== Final Revisions and Other Techniques ===&lt;br /&gt;
&lt;br /&gt;
Finally, we want to take care of a few things, such as giving the map a name and a realm to exist in. &lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorOptions.png]]&lt;br /&gt;
&lt;br /&gt;
Under Options, you have a couple of other features. These include dimming the background, locking the map (when turned on, prevents players from accessing the map) and making the custom map read-only (when turned on, prevents from changing and saving to the map by accident). If you want to check your login information again and change it, click on the button with a key on it. Hit OK once you are done.&lt;br /&gt;
&lt;br /&gt;
The Location Name is where you actually give your map a title. For instance, if you made a village with lots of grass in it, you can call it Grassy Village. Two or more maps can have the same location name, but not the file name. &lt;br /&gt;
&lt;br /&gt;
The name of the Map Realm is not important, as you can give it anything you wish. The name of the Map Realm is only shown during the first few seconds you enter into a map (but by default I like to leave it as Ashaya). The realm is like a zone or region name, to distinguish between Saliko and the Kingdom of Elyssia's (nicknamed as Ashaya for the village in KoE; also the name of the server) maps for instance.&lt;br /&gt;
&lt;br /&gt;
Once you are done with your custom map and you still haven't saved it at this point (recommended that you constantly save your work, as there is no auto-save), you want to enter a name for it before saving it in the text box beside File. This is the actual name of the file that gets uploaded to the servers, not the name of the map that you see in-game.&lt;br /&gt;
&lt;br /&gt;
==== Expanding/Shrinking your Map Size ====&lt;br /&gt;
&lt;br /&gt;
'''Oh no! I accidentally made my map too small! Can I change the size of my map? Will the graphics be affected?''' &lt;br /&gt;
&lt;br /&gt;
To change the size of your custom map, you have to first load up the custom map you want it's size to be changed. Then in the width and height boxes, change the number to the one you want. Then hit Save, and then Load the map again. &lt;br /&gt;
&lt;br /&gt;
For best practices, you probably want to start out with a medium sized custom map (1000x1000), and expand somewhere from 200 to 500 each time as you see fit (change either the width or the height one at a time, not both).&lt;br /&gt;
* If you wanted to increase the size of the map, you should see your extra space expand out towards the bottom of the map, or towards the right. &lt;br /&gt;
* If you shrank the size of the map, then your extra space should shrink from the right side and the bottom first. Some of your graphics may be still outside of the map (to access outside the map, click and hold the red box on the mini-map), and it may not work if a portal is in the way. Move the portal first (to where you know it will be still inside the map), then try again.&lt;br /&gt;
&lt;br /&gt;
When changing the size of the map, the custom map makes sure that all of the graphics stay in the same place as they were. They might look like they are in a slightly different area, but they are not (e.g. A wooden plank placed at 1000x500 will stay at 1000x500). You could leave the same graphics outside of the map, and it would still be there (but it wouldn't show up in-game, since the game cuts everything off that is outside the map.&lt;br /&gt;
&lt;br /&gt;
==== Offsetting Graphics with Map Move ====&lt;br /&gt;
&lt;br /&gt;
'''I expanded my custom map so it would be bigger, but now all of my graphics in the custom map are too much to the top-left. Is there an easier way to move everything so I don't have to manually move them one by one?''' &lt;br /&gt;
&lt;br /&gt;
There is only one method available. However, it moves EVERYTHING (with the exception of the background), not a group of graphics.&lt;br /&gt;
&lt;br /&gt;
Since your graphics don't move, sometimes you want a custom map where your graphics actually adjust to a certain spot of the map (let's say, the center), rather then being all stuck at the top-left. Manually moving everything one at a time takes forever, and you don't want to have to readjust everything. This problem isn't only limited to expanding/shrinking maps, but when you already know the perfect size for your map, but simply had everything in the wrong spot.&lt;br /&gt;
&lt;br /&gt;
To move every graphic (everything, including platforms, monsters, jump hints, monster links, etc.), click on the Map Move button under Options. This will give you two boxes, an X and a Y. X means width (horizontal), while Y means height (vertical). Type in a positive number, such as 100 to move all of your graphics down/right. Type in a negative number, such as -100 to move all your graphics up/left. Then press OK to actually see everything move.&lt;br /&gt;
&lt;br /&gt;
After moving around the graphics, you want to make sure that everything is okay and working fine. Some jump hints or monster links may not work after you move, so double-check to see if there are any red ones. You also want to check the portal properties, and make sure that the portal (if it links to another portal within the same map) sends you to the right coordinates on the map.&lt;br /&gt;
&lt;br /&gt;
You may also want to save the map before offsetting, and record in a notepad somewhere about how much you moved the graphics in a particular direction. This way, you can undo any changes (by simply typing -100 to undo a 100 change, or 100 to undo a -100 change) that you've done by accident (the x and y boxes won't keep your current offset value stored).&lt;br /&gt;
&lt;br /&gt;
==== Copying an Existing Custom Map into a New Map ====&lt;br /&gt;
&lt;br /&gt;
'''I want to make another custom map like the one I just did, but I don't want to start from scratch. Can I copy my old custom map to my new one somehow?'''&lt;br /&gt;
&lt;br /&gt;
Yes, you can copy your old custom map to a new one. But don't create the new map just yet.&lt;br /&gt;
&lt;br /&gt;
In order to copy your existing map over to your new map, you have to load your old custom map (the one you want to copy) first. Then, change the name of your custom map in the File text box to the name of new map you want to make. Then hit Save. This will create a duplicate of your custom map, under a different name, if you go back to your list (to go back to your list of custom maps, leave the File text box blank, then hit Load).&lt;br /&gt;
&lt;br /&gt;
Note that you can't copy a friend's custom map to use as your template custom map. Since all custom maps are private and personal (the map designs of a person belong exclusively to them, and it is up to them if they want to share their idea to others), the closest thing you could do is have your friend share information about how they made their custom map instead.&lt;br /&gt;
&lt;br /&gt;
==== Finding the Middle Ground in Platform Layers ====&lt;br /&gt;
&lt;br /&gt;
''My custom map has two platforms; one at the top and one at the bottom. The platforms are pretty close to each other. I placed a bunch of trees in the foreground at the top platform, but whenever my character walks in the bottom platform, they end up sticking their head behind the stems of the trees (from the top platform). I don't want this to happen. Can it be fixed? '''(Problem 1)'''''&lt;br /&gt;
&lt;br /&gt;
It can be fixed. However, you need a rough idea of the platform conditions and layers to better understand what's happening here.&lt;br /&gt;
&lt;br /&gt;
Because the background always would stay in the back like it should, and a foreground to stay in the front, we were never introduced to a concept where we needed to know when those layers have to be which at a certain point. Say if you had a desk placed in the foreground, and you want your character to go behind it. The character knows how to go behind the desk, but now it doesn't know how to go in front of the desk '''(Problem 2)'''. The first problem described above is also one of many examples.&lt;br /&gt;
&lt;br /&gt;
How do we solve Problem 1? This can be solved in two simple steps.&lt;br /&gt;
* 1. Delete the trees, and instead of placing them on the Foreground layer, you place them on the Platform layer (make sure Platform layer is selected).&lt;br /&gt;
* 2. Turn on the top platform's condition ''4: On Background Layer''. To turn it on, select your platform, and click Advanced. Then, click on that condition until it is highlighted in white text instead of being grayed out, then click All. That will set your entire platform to be on the background layer. The checkbox called ''in BG'' only affects part of the platform, so don't use that.&lt;br /&gt;
&lt;br /&gt;
How do we solve Problem 2? This can be solved similarly to the first problem.&lt;br /&gt;
* 1. Delete the desk, and this time place it on the Platform layer.&lt;br /&gt;
* 2. Create a second platform, one that will make the character go behind the desk. This should be placed a little bit higher than your first platform (so that you can use jump to go behind or go in front; may need a jump hint if you want to jump directly down instead of from the side).&lt;br /&gt;
* 3. Set the second platform's condition to be On Background Layer (don't forget to do it the ''Advanced &amp;gt; click on condition &amp;gt; All'' way). &lt;br /&gt;
&lt;br /&gt;
You might be thinking, if we're putting everything that was on the Foreground onto the Platform layer now, then when do we use the Foreground layer? We can still use it for creating effects on the custom map closest to the audience (shadowy bookcase to indicate that there is a bookcase on the other side of the room). With complex platforms (platforms with more than 2 nodes), you might want to create a grassy place where the grass only comes in thick at the last section of a single platform. You can then use Foreground to create thin grass (lead-in) on the middle section, so that when your character moves into the last section, your character is covered up completely by thicker grass (last section of the platform in the background layer, while the grass graphics are in the platform layer).&lt;br /&gt;
&lt;br /&gt;
==== Adding Objects in Background Mode ====&lt;br /&gt;
&lt;br /&gt;
''I'm tired of being confined to the same layers for backgrounds for my custom maps. Is there any way to make the background more appealing, without having to upload custom backgrounds?&lt;br /&gt;
&lt;br /&gt;
According to the map editor, there are a total of 6 known in-game layers: three distant backgrounds (DBG), background, platform and foreground. These DBG layers are stretched out to the entire map and are rendered in parallax, creating the illusion of depth. Normally, these layers are reserved for background images and the sky by default, but we can actually insert other objects in it as well!&lt;br /&gt;
&lt;br /&gt;
Don't forget that the Background mode operates on a different set of rules. This includes:&lt;br /&gt;
* You cannot interact with the background (e.g. sky) you originally set in the beginning. You can instead replace it with a different background, or overlap (combine with a second background on another layer) it using one of the three layers specially reserved for Background mode. &lt;br /&gt;
* Layer 1, Layer 2 and Layer 3 are all different DBG layers. While in Background mode, you can only see objects in the layer you selected (if you have Layer 1 selected, you can't see objects in Layer 2 or 3). Keep your objects on one layer, to have them organized.  &lt;br /&gt;
* If you are not in Background mode, you can't touch the objects placed in the DBG layer except the one currently selected. Similarly, you won't be able to see or interact with the objects you placed down on the Background/Platform/Foreground layers while in Background mode.&lt;br /&gt;
&lt;br /&gt;
The DBG is the back-most layer, even further back than the background layer. The game stretches the DBG layer so it covers the entire map (this is seen while you are in Normal or Monster mode). The background mode shows you the base size of the background/object before it is stretched.&lt;br /&gt;
&lt;br /&gt;
Because the positions of the objects in Background mode are different from what you'd see in Normal or Monster mode, the best way to see how the object is actually positioned by going to Background mode, selecting the object, then going back to Normal mode (while the object is still selected). Then, move the object as if you were moving any other, and see how if it affects your map's background.&lt;br /&gt;
&lt;br /&gt;
You can also recolor objects placed in the DBG layer with the same way above, except by changing the Hue/Bri/Des boxes instead of using the arrow keys to move it around. You can resize the object before placing it down in the DBG layer (in Background mode), as well as delete any objects (you cannot delete the background).&lt;br /&gt;
&lt;br /&gt;
== Visiting the Custom Map ==&lt;br /&gt;
&lt;br /&gt;
After doing a thorough inspection of your custom map, you still want to visit the custom map you've created for any bugs in your map that are still around. If any graphic objects are slightly out of place, or was layered incorrectly, you can go back to the map editor and correct it. Same goes for platforms, jump hints, portals, monster placements, etc.&lt;br /&gt;
&lt;br /&gt;
To visit the custom map, go to one of the village mayors (Alyshia in Saliko Village or Benjamin in Ashaya Village), or Roc in Argan Village. Click on ''I was told a secret code ..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you've created any custom maps, you should see a list of the custom maps you've created under their file name (not their map name!). Underneath this list is a text box you can use to access another player's custom map, if you have the code. Click on one of of your custom maps to be redirected to the code screen, with a code automatically filled in. This is a temporary code that always changes, only giving access for a short while (the code will still be valid until after every player has left the map). Accept it to go into your custom map.&lt;br /&gt;
&lt;br /&gt;
To get the permanent version of the code, you must go to the Dashboard and click on a custom map. Then, click on ''Enable guest access'' to open a few more options. Click on Code, and it should open a pop-up displaying the permanent code. You should write it down somewhere, such as a notepad for easier access. Note that if you disable guest access, the permanent code becomes invalid. Re-enabling it will give you a new permanent code.&lt;br /&gt;
&lt;br /&gt;
To leave the custom map, use the command /return. If the custom map's creator did not set a respawn point, then it will take you back outside upon being knocked out.&lt;br /&gt;
&lt;br /&gt;
== Limitations, Delays and Best Practices ==&lt;br /&gt;
&lt;br /&gt;
* Uncheck ''Use Cache'', then exit, wait a couple of minutes, then re-enter if the custom map is not properly updating after waiting for some time.&lt;br /&gt;
* The server can only upload so much of your file at once. You'll have to wait somewhere between several minutes (the page on [[Map Editing]] suggests at least five minutes) to several hours for the custom map to properly implement platforms (that had their conditions changed), jump hints, portals, respawn points and monsters.&lt;br /&gt;
** Graphics and map sizes usually change immediately once you leave and re-enter, along with normal platforms. Stuff that requires logic/coordinate-based computation, such as advanced platforms, jump hints, portals, respawn points, monster spawns/properties take longer.&lt;br /&gt;
* Only add jump hints after you are sure about your position placements for your platforms. If you happen to move the platforms connected to jump hints, the jump hints will successfully be loaded to the server, but once in-game, they won't work.&lt;br /&gt;
* There is a maximum of 50 platforms and jump hints that you can place onto a map. Portals have a limit of 8, while respawn points have a limit of 1.&lt;br /&gt;
* You cannot set a monster's respawn time to be near-instant (e.g. 1 second). There is a minimum respawn time of 20 seconds.&lt;br /&gt;
* The furthest that you can push a map horizontally is somewhere between 2,888 to 2,890 pixels before any graphic objects placed will be cut off by the server. The version of the custom map that you see in the map editor is not accurately reflected in-game when it comes to map boundaries, and is offset by a certain number of pixels. Platforms will still continue to work beyond this range.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
* First, choose a size and file name for your custom map.&lt;br /&gt;
* Set a background to your custom map (if you are not happy with the default).&lt;br /&gt;
* Add graphic objects (part of the background, platforms, scenery and sounds).&lt;br /&gt;
* Fix the layers of the graphic objects.&lt;br /&gt;
* Create platforms, jump hints and a respawn point (so you can walk in the custom map).&lt;br /&gt;
* Revise jump hints and platforms so that they work.&lt;br /&gt;
* Add and configure portals to connect your custom maps together.&lt;br /&gt;
* Bring monsters into your custom map.&lt;br /&gt;
* Configure the monster's settings.&lt;br /&gt;
* Finally, choose a proper name for your custom map (and don't forget to save).&lt;br /&gt;
&lt;br /&gt;
Thank you for reading this tutorial. Most of the information gathered has been to my experience of using the map editor, asking questions and using the wiki pages as a reference.&lt;br /&gt;
&lt;br /&gt;
Written by localguest.&lt;br /&gt;
&lt;br /&gt;
[[Category: Map Design]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Map_Editing_Tutorial&amp;diff=6921</id>
		<title>Map Editing Tutorial</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Map_Editing_Tutorial&amp;diff=6921"/>
				<updated>2026-03-12T23:48:10Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: /* Adding Objects in Background Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''If you've read the forum thread(s) and page on [[Map Editing]], it might seem vague and confusing. This tutorial (with images) will help first-time players get used to the map editor. In addition, an example will be demonstrated on a step-by-step basis.''&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
The map editor can be used to create custom maps in Paw'D. Custom maps are private by default, and can only be seen by others if you share your map code with them. You must file a ticket through '/support' before you can gain access to the map editor.&lt;br /&gt;
&lt;br /&gt;
Once you've gained access to the map editor, the [http://www.pawdgame.com/create/ dashboard] and the [http://elyssia.pawdgame.com:4901/leveleditor/ map editor] itself become available. Please note that some of the links and features on the dashboard are broken, so use the alternative map editor link at 'elyssia.pawdgame.com:4901/leveleditor/', not 'pawdgame.com/create/pawd/editor/'.&lt;br /&gt;
&lt;br /&gt;
== Navigating through the Dashboard ==&lt;br /&gt;
&lt;br /&gt;
The dashboard stores your custom maps in a convenient list, showing basic information and statistic data about how many times it was viewed and when the map was last accessed. Under Custom Graphic, you can add your own graphics using Add, and manage them under List. You can also add a new custom map using Add New, however this link is broken.&lt;br /&gt;
&lt;br /&gt;
Under Manage, it offers the same basic information as well as additional settings. These settings include:&lt;br /&gt;
&lt;br /&gt;
* Option to enable PvP (player vs player) and/or GvG (guild vs guild) for the map&lt;br /&gt;
* The custom map's code under Code (Link and Download Game Client are broken)&lt;br /&gt;
* Enabling/disabling guest access to the custom map (can get the permanent version of the map code here)&lt;br /&gt;
* Delete the custom map (it won't be deleted immediately, have to wait several hours), and edit the custom map (this link is also broken)&lt;br /&gt;
&lt;br /&gt;
=== Uploading and Adding Custom Graphics (workaround included) ===&lt;br /&gt;
&lt;br /&gt;
'''Avoid using the dashboard to upload custom graphics, as it corrupts the image. Upload the graphic through the backend instead. Please note that custom graphics are currently unstable as they may fail to load correctly, or cause the mini-map for your custom map to break.'''&lt;br /&gt;
&lt;br /&gt;
Log into the [http://elyssia.pawdgame.com:4901/login/ backend] site first using your Paw'D credentials. You should be redirected to a site called Chawrs Backend. Click on ''Add Graphics'' (located on the top-right of the page). Select ''Custom'' from the dropdown list for Class, choose the name you want to give the graphic, and select the actual graphic that you want to upload. Then click on ''Save Changes'' to commence the upload. This should appear as a list on the same page. You can select the image, and see that it has been properly uploaded.&lt;br /&gt;
&lt;br /&gt;
To add a custom graphic into your custom map, load the custom map in the map editor and go to the graphic library. It should be in a new category called Custom (or a name close to that). Then, normally add the graphic into your map and save your map. You should now see it appear in your custom map.&lt;br /&gt;
&lt;br /&gt;
Currently, the only allowed custom graphic file types are gifs/png/jpeg/jpg/etc. Custom music isn't allowed.&lt;br /&gt;
&lt;br /&gt;
== Navigating through the Map Editor ==&lt;br /&gt;
&lt;br /&gt;
=== Creating your First Map ===&lt;br /&gt;
&lt;br /&gt;
When you first start up the map editor, you'll be taken to this screen below. Log in using your Paw'D credentials.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor1.png]]&lt;br /&gt;
&lt;br /&gt;
On the bottom-left of the screen, select the map size you want (length [left to right] and width [top to bottom] in pixels). By default, the size is set to 800 x 800. Change the map's size from 800 x 800 to 1000 x 1000. Then press New. Then press the button called Bg (to show that the map has been created with the default background). You have created your first map. If you make any mistakes, you can click New again to reset the whole map without refreshing (it won't be uploaded to the server until you save it). &lt;br /&gt;
&lt;br /&gt;
Don't forget that since the chatbox takes up 200 pixels of space, you want to build your graphics so that your platforms are 200 pixels higher.&lt;br /&gt;
&lt;br /&gt;
If you've created several custom maps and want to return to this map later, the dashboard only redirects you to a broken link of the map editor. Instead, erase the file's text box so that it is blank, then use Load to bring up a list of custom maps. This way, you can access your other custom maps.&lt;br /&gt;
&lt;br /&gt;
''If you saved your map already, and want to know how to change the size of the custom map, see the section called [https://www.pawdgame.com/wiki/Map_Editing_Tutorial#Expanding.2FShrinking_your_Map_Size Expanding/Shrinking your Map Size] below.&lt;br /&gt;
&lt;br /&gt;
=== Background Layers and Scrolling ===&lt;br /&gt;
&lt;br /&gt;
The game automatically adds a background for you once you have created a new custom map. This background is a sky that changes depending on in-game time. To show/hide the background, tick the checkbox beside Background (doesn't affect the custom map in-game). For this tutorial, all checkboxes have been ticked.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor2-v2.png]]&lt;br /&gt;
&lt;br /&gt;
Notice that the button for Bg (background) is highlighted in green. This means that the menu is in background mode. To exit the background mode, simply click on the Bg button to turn it blue. You can switch to monster mode by clicking on the Mobs button, and exit from it by simply clicking the button again. When both buttons are blue, that means you are in Normal mode.&lt;br /&gt;
&lt;br /&gt;
If you want to change the brightness of the background, you can go to Options beside the Save button, tick the box beside Dim Background, and set the % to whatever we want it to be. This will apply globally.&lt;br /&gt;
&lt;br /&gt;
==== Setting a Different Background ====&lt;br /&gt;
&lt;br /&gt;
If you want a different background other than the sky, switch to background mode, and click Browse. Use the dropdown list to select a type of terrain, and the other dropdown list as Background. Click on the background you want, then press Ok. The background is now added to your Quick List. &lt;br /&gt;
&lt;br /&gt;
To set the different background, click on Set. This way, the game will automatically set the background to the screen, so you don't have to worry about where it is positioned. If it is not showing, exit out of background mode to see the reflected changes.&lt;br /&gt;
&lt;br /&gt;
''The editor also allows you to flood fill a background onto a certain area of the map, although it doesn't seem to work as intended. Only one background can be used for each layer. If you want to combine backgrounds (to a max of 3), the game doesn't have many default backgrounds that can be combined together (you'll only see Layer 2 or 3 depending on the number of backgrounds you want to set). Select Layer 1 (this is the back-most layer), choose the background, then set it. Then, select Layer 2, choose the background, then set it, and vice versa.''&lt;br /&gt;
&lt;br /&gt;
==== Scrolling Around ====&lt;br /&gt;
&lt;br /&gt;
To scroll around, use the arrows on the edges of the map, or click and hold to drag the red box on the mini-map (located at the bottom-left of the map editor). You'll notice that the background appears to be small or cut off by a small portion at the bottom. This is fine, as the map will automatically resize the background when you actually go to it. In background mode, the background looks smaller, while in Normal mode, the background looks bigger.&lt;br /&gt;
&lt;br /&gt;
The top-right of the map editor shows your current position with your cursor. The position (0, 0) starts from the top-left and increases the further down and right you go. &lt;br /&gt;
&lt;br /&gt;
If you accidentally went outside the map to the left by clicking and holding the red box on the mini-map, you can reset the map view by clicking on the left/top arrows on the edges of the map.&lt;br /&gt;
&lt;br /&gt;
=== List of Controls ===&lt;br /&gt;
&lt;br /&gt;
The map editor is known to have some inconveniences for the user. If you are trying to type something into a box or move something around, it might not work. Click on a text box somewhere on your browser (such as the search bar), then click somewhere inside the map editor to bring it to focus. Then it should work (if not, click somewhere else on your browser and onto the map editor again).&lt;br /&gt;
&lt;br /&gt;
These controls only work when you're about to set the graphics down, not when they have been already placed. When you change the size, it'll stay that way for every graphic you put down, whereas you have to manually mirror for each object. Click the ''Select'' button on the menu or ''Escape'' key to unselect a graphic. Note that when you enlargen objects, it'll become pixelated and lose quality (can even be done for some monsters).&lt;br /&gt;
&lt;br /&gt;
* ''M'' to mirror the graphic horizontally (you can mirror monsters before/after they have been set)&lt;br /&gt;
* ''+'' to increase the size of the graphic (use the 'Q' key if the plus key doesn't work)&lt;br /&gt;
* ''-'' to decrease the size of the graphic (the minus key doesn't work on some keyboards, instead use the 'A' key.)&lt;br /&gt;
* ''*'' to reset the graphic back to it's original size.&lt;br /&gt;
&lt;br /&gt;
These controls are focused on repositioning the graphic object (while they are selected/highlighted) after already setting them down. You can move the object by a pixel in the direction you want using the arrow keys. You cannot mirror or change their size after they have been set.&lt;br /&gt;
&lt;br /&gt;
* ''Page Up'' to bring the object one layer forward (towards the front)&lt;br /&gt;
* ''Page Down'' to bring the object one layer backward (towards the back)&lt;br /&gt;
* ''Home'' to bring the object all the way to the front (front-most layer)&lt;br /&gt;
* ''End'' to bring the object all the way to the back (back-most layer)&lt;br /&gt;
* ''Delete'' to delete the object.&lt;br /&gt;
&lt;br /&gt;
When a platform (shown as a blue line with circles) is selected, you can move around the circle (referred to as nodes) using the arrow keys. When selecting the platform again, you are selecting the last node by default. You can only create platforms that go from left to right, not right to left (the server will give you an error when you try to save the map).&lt;br /&gt;
&lt;br /&gt;
* ''Page Up'' to move to the next node (towards the right)&lt;br /&gt;
* ''Page Down'' to move to the previous node (towards the left)&lt;br /&gt;
* ''Backspace'' to delete the selected node.&lt;br /&gt;
* ''Delete'' to delete the platform.&lt;br /&gt;
&lt;br /&gt;
For functional objects such as jump hints, portals, and respawn points (you can only set one respawn point), you can only move them around by pixel-precise movement using the arrow keys. Monsters can be moved using the arrow keys and mirrored using the ''M'' key after they have been set.&lt;br /&gt;
&lt;br /&gt;
In addition, there are three properties that you can access: Portal Properties (portals), Monster Properties (monsters), and Sound Properties (sound object). To access them (using your mouse), you would right-click the monster/portal/sound object (while in focus). For monster properties, make sure that the monster is unselected before right-clicking on them. Alternatively, you can also manually select them, then use the ''Enter'' key to access their properties.&lt;br /&gt;
&lt;br /&gt;
=== Adding Graphics from the Graphic Library ===&lt;br /&gt;
&lt;br /&gt;
Next, we want to add graphics into our map. Parts of the landscape, such as dirt, grass and trees are needed. Remember that your graphics should be placed in a way so that when platforms are placed, the platforms are 200 pixels above (in order to get the platform directly above the chat box, which takes up roughly 200 pixels itself). For instance, if your map was 1000 x 1000, you want to make sure that your grass is placed between 750 and 800 (for rocky/snow maps with slopes leading upwards, you can place them way higher). I used an object to show where the 750 pixel mark was on the map.&lt;br /&gt;
&lt;br /&gt;
To add a graphic, switch to Normal mode by exiting out of either Background or Monster mode (Background mode also works, but it is easier to work in Normal mode). Click on Browse, then use the dropdown list to select the terrain you want, and go for platforms (sometimes scenery). Choose the graphic you want, then paste it onto the area you want the graphic to be on. &lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorGraphics.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor3.png]]&lt;br /&gt;
&lt;br /&gt;
The graphic will also be added to the Quick List on the top-left of the editor, allowing you to re-select it again. You can remove graphics from the Quick List by clicking the x associated with the graphic. The Quick List will be wiped once you leave the map editor or refresh the page.&lt;br /&gt;
&lt;br /&gt;
There are 19 different Categories that you can select from, such as: Grass, Beach, Cafe, Cave, Cave2, Class, Earth, Factory, Garden, Jungle, LargeTree, Monastery, OneTimeAssets, Ruins, Snow, Spaceship, Temple and Treehouse.&lt;br /&gt;
&lt;br /&gt;
There are four kinds of graphic objects, such as: Background, Platform, Scenery and Sounds. Not every Area has all four of these types.&lt;br /&gt;
&lt;br /&gt;
==== Correcting the Positions and Layers ====&lt;br /&gt;
&lt;br /&gt;
To correct the position of the graphic object after setting it down, select it, then tap the arrow keys to move the graphic pixel by pixel in the direction you want. You can hold the arrow key to speed up the pixel-precise movement, but it is still rather slow (so be patient!). You cannot mirror the object or change it's size after you place it on the map, so remember to do it beforehand.&lt;br /&gt;
&lt;br /&gt;
You will notice that the graphics don't work well with each other, and may look cut off. In order to deal with that, reposition the layers by using the Page Down and Page Up keys. In the example image provided, I used 2 Fill A (Earth) and 3 Platform D's from the graphic library under Grass - Platform, 1 Cafe from the category Grass - Scenery, and 1 Wooden Blank - Separator from the category Beach - Scenery to show the 750 pixel mark.&lt;br /&gt;
&lt;br /&gt;
''You can partially overlap two of the same graphics together so that they can fit, and reposition the layer that the graphic is on using the Page Down and Page Up keys. However, some graphics won't allow you to do that by the nature of their design (may still look cut off). If the graphics are too big, shrink the size of the graphic before setting it down. If you cannot shrink it, you can put graphics that sit between the borders of your custom map, to fit your needs. The server will automatically cut off parts of the graphic that sit on the outside of the borders once in-game.''&lt;br /&gt;
&lt;br /&gt;
==== The Three Layers ====&lt;br /&gt;
&lt;br /&gt;
On the bottom-right, you can select between three layers: Background, Platform and Foreground.&lt;br /&gt;
&lt;br /&gt;
The Background layer is where you'll work on most of the time when adding just about anything in the map editor. It is selected by default.&lt;br /&gt;
&lt;br /&gt;
The Platform layer is located between the background and the foreground, focusing on the platforms themselves. If you have too many graphics and platforms in your custom map, you are bound to run into situations where your character cuts through the foreground graphic on the wrong platform. This layer is used to fix that issue, and is later explained in the section [https://www.pawdgame.com/wiki/Map_Editing_Tutorial#Finding_the_Middle_Ground_in_Platform_Layers Finding the Middle Ground in Platform Layers].&lt;br /&gt;
&lt;br /&gt;
The Foreground is the layer in the front. If you want to bring a graphic object directly to the front without having to use the Pg Down and Pg Up keys all the time, you would switch to the foreground layer, select the graphic and paste it to wherever you want. This will dim all objects that are in the back.&lt;br /&gt;
&lt;br /&gt;
''You can move graphic objects between these three layers. The map editor has this weird rule where you need a nearby graphic object that is in another layer in order for you to make the switch. For example, if I wanted to move my existing stick object from the Background layer to the Platform layer, I need to temporarily place a rock nearby in the Platform layer. Then I'd select my stick again and press Page Up several times in order to make the switch. You can confirm this by seeing how the object is no longer grayed out when you're viewing the Platform layer (show has to be ticked on)''.&lt;br /&gt;
&lt;br /&gt;
==== Changing the Color of Graphics ====&lt;br /&gt;
&lt;br /&gt;
The game uses a color code style called Hue, Brightness and Desaturation. This is similar to HSV (Hue, Saturation and Value) for colors, not the RGB model. To change the color of a graphic object, select it, then click on the values beside Hue, Bri and Des. You may need to click on a browser's text field first for the values to be registered. You also may want to look at basic color theory, and the color wheel to help you out.&lt;br /&gt;
&lt;br /&gt;
* Hue represents the type of color (e.g. red, green, blue...)&lt;br /&gt;
** The max range for hue is between -360 to 360. &lt;br /&gt;
** A hue of 0 (includes 360 and -360), and a desaturation of 0 causes the graphic to resort to the default colors.&lt;br /&gt;
* Brightness represents how light or dark the color is. &lt;br /&gt;
** A value of 0 is for default, while 100 is for bleached. -100 is for shadowing.&lt;br /&gt;
** 101 to 1000 causes the graphic's color to change from somewhere between intense brightness to pure white.&lt;br /&gt;
** -101 to 1000 causes the graphic color to change from somewhere between intense shadowing to pure black.&lt;br /&gt;
* Desaturation represents how faded or pure the color is.&lt;br /&gt;
** A value between -100 to 100 uses the grayscale of the original color. &lt;br /&gt;
** 101 to 1000 is for when the graphic's color is more stubborn to change.&lt;br /&gt;
** -100 to -1000 does the same thing, but uses the complementary (on the opposite side of the color wheel) of the other color. This may not necessarily be a direct opposite, but a close opposite of the color. Examples include green and purple, blue and orange, etc.&lt;br /&gt;
** Going into the extremes such as 10000, or 100000 will cause the graphic to literally become pure of that chosen color.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the Advanced button. This is for questing/scripting purposes only. The Default button is used to reset the graphic object's colors back to normal.&lt;br /&gt;
&lt;br /&gt;
Note that the color of some graphics cannot change due to the way they have been designed. Some graphics may change their colors differently from what you expected it to be (even if you found the HSV values for the color turquoise and put them into the editor).&lt;br /&gt;
&lt;br /&gt;
==== Adding Sounds &amp;amp; Sound Properties ====&lt;br /&gt;
&lt;br /&gt;
Without sounds, a custom map does not have any feel to it. To add sounds, select Normal mode or Background mode &amp;gt; Browse, and choose one of the categories with Sounds in it. Then choose whatever you feel best suits your custom map.&lt;br /&gt;
&lt;br /&gt;
Once you select a sound, it will appear as a speaker. The speaker is an invisible object that projects the music into the map. More specifically, the range you can hear the sound seems to be a vertical rectangle (covers a vast distance from up to down, but not so much from left to right).The closer your character is to the speaker, the louder the sounds are. You can mix and match different sounds in a custom map, however it may become distorted and choppy depending on whatever you choose.&lt;br /&gt;
&lt;br /&gt;
For best results, spread out your speakers so that they cover the entire custom map. Do not add too many speakers, and do not add too few speakers (you'll have dead spots in your custom map where there is no music playing).&lt;br /&gt;
&lt;br /&gt;
However, what if you want to choose how loud your sound is to begin with? If you want your sound to reach the entire map instead of being a speaker, you want to access the options of that sound. Right-click the speaker object, then click Sound Properties to get into a window like this.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorSoundProperties.png]]&lt;br /&gt;
&lt;br /&gt;
The Range text box indicates how far your speaker can reach. By default, the range is set to -1, but it is recommended that you don't mess with the range any further than what is given. If you want your sound to reach the entire map, just set it to 0.&lt;br /&gt;
&lt;br /&gt;
The Volume text box indicates how loud your music is. By default, the volume is set to 100 out of 100 (at the max), and it makes sense when we already have full volume on our own volume settings in-game, and the system volume on our computer/laptop. If you want to mash sounds together, you can tinker this setting to make louder music softer and softer music louder.&lt;br /&gt;
&lt;br /&gt;
The Flags text box is blank by default and have three options, being 1 (bgm), 2 (no pos, pan), and 4 (disabled). If you have no clue what it means, you probably shouldn't mess with it.&lt;br /&gt;
&lt;br /&gt;
The Data text box is only used for controlling [[Sound Data Strings | when specific sound effects play in-game]], such as Birds 1, Birds 2 and Westminster Quarters. It plays based on the in-game time, and has no effect on other sounds. The text box accepts an hour range (based on the 24 hour time format [22:00]) in the shortened form (e.g. 3-7, 9, 13-15, 18). This is translated in order to: 3 AM to 7:59 AM, 9 AM to 9:59 AM, 1 PM to 3:59 PM, 6 PM to 6:59 PM.&lt;br /&gt;
* Whenever you're declaring a range like 4-6, always add :59 to the end of the range so it becomes 4 to 6:59. Whenever you declare a single number like 5, think of it like a range from 00 to 59 so it becomes 5 to 5:59. Since both use the 24 hour format instead of 12, they are in the AM.&lt;br /&gt;
&lt;br /&gt;
=== Platforms, Jump Hints, Portals and Respawn Points ===&lt;br /&gt;
&lt;br /&gt;
You may now have graphics in your custom map, but if there are no platforms, then you can't actually explore it in-game (you'll just fall to your doom). &lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor4.png]]&lt;br /&gt;
&lt;br /&gt;
In Normal mode, select the Platform button (this will be highlighted in green). Then, click somewhere around the 800 mark indicator, on the left side of the map. This will create a node. Then click on the right side of the map, while following along the 800 mark indicator. This will create a second node, and a blue line is drawn from the first to the second. These blue lines are where your character stands on (adding more than 2 nodes makes the platform complex). In other words, these are platforms (also called vectors).&lt;br /&gt;
&lt;br /&gt;
You cannot place your nodes on the right, and work your way left. Instead, you have to start from the left, and work your way right when placing platforms. Click on the select button to cut off the platform instead of adding more nodes to it.&lt;br /&gt;
&lt;br /&gt;
Use the arrow keys to move the node (will start from the most-recent node first) after they have been set if you need to adjust them. Use the Page Down and Page Up keys to switch between nodes. &lt;br /&gt;
&lt;br /&gt;
==== The Properties of Platforms ====&lt;br /&gt;
&lt;br /&gt;
Once you got the hang of placing down platforms, you might be wondering what the buttons NJF, NJT and NJ do. They are all shortcuts for creating platforms with different jump conditions. In all three cases, you can fall as long as there is a platform underneath (if there isn't, the fall won't work). &lt;br /&gt;
&lt;br /&gt;
* '''No Jump From''': You can't jump to any other platform. For example, if you were on Platform A (set to NJF), you can't jump to Platform B (normal), but you can still jump on Platform A itself.&lt;br /&gt;
* '''No Jump To''': You can't jump to this platform. For example, if you were on Platform B (normal), you can't jump to Platform A (set to NJT), but you can still fall if there was a platform underneath it (if there is no platform underneath, the jump won't work).&lt;br /&gt;
* '''No Jump''': You can't jump on this platform at all. This is a combination of both No Jump From and No Jump To.&lt;br /&gt;
&lt;br /&gt;
You might be wondering, is that all there is to platforms? No! In fact, if you go ahead and select a platform you've placed down, you'll find the Advanced button. There is also a checkbox for in BG, which means In Background, but we don't worry about that when creating maps, until we want to make platforms that tell whether they are behind or in front of graphics. But this is not important now.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor4-2.png]]&lt;br /&gt;
&lt;br /&gt;
When we go ahead and click the Advanced button, you'll get a screen similar to this one. Don't worry about the Effect ID text boxes, as well as the May Jump To Condition, On Enter Call and On Leave Call. These are used for scripting/questing. &lt;br /&gt;
&lt;br /&gt;
Instead, you want to pay attention to the Segment Flags, and the big list with small text on the right. Each of these in the list are called ''segment flags'', however I'll call them ''conditions'' to make it clearer. Each number is associated with a condition; something that happens on the platform. You can click on one of the conditions in the list to add it to your platform. You can combine conditions; these will be added as a sum under Segment Flags (1 [no jump from] + 2 [no jump to] = 3 [no jump]). You can test these conditions yourself to see what happens. After selecting the ones you want, pressing All will save that condition to the entire platform. &lt;br /&gt;
&lt;br /&gt;
''If you want only part of your platform to have a specific condition, you would first select the node you want it's condition changed. Choose the conditions you want, then press Ok to save that condition to the node. This covers only the selected node and the previous line (up to the previous node). The map editor will represent this condition on the platform visually as well with a different color, or thicker/thinner line.''&lt;br /&gt;
&lt;br /&gt;
''For example, if I wanted to stop someone from jumping from the right side of platform A onto platform B, I would make a platform called Platform A with three nodes in it. Then I would set the one node on the right to have the condition '''No Jump From'''. That way, they can't jump from the right side of Platform A. Remember that you start from the most recent node when selecting platforms.''&lt;br /&gt;
&lt;br /&gt;
''o-----o--o (set condition on third o by pressing Ok this time, not All. This way, --o covers part of the platform / o-----o is still treated as a normal platform)''&lt;br /&gt;
&lt;br /&gt;
==== Jumping Down? So Does the AI ====&lt;br /&gt;
&lt;br /&gt;
You can now create platforms, but what if you want your character to jump down? Your character is not smart enough to realize this. What if you want to hop to another platform when it might be slightly out of reach? How about telling the monster AI to know where they can jump? In all of these cases, you need jump hints.&lt;br /&gt;
&lt;br /&gt;
To create jump hints, you need at least 2 or more platforms. Go to Normal mode and select the Connect button. Select a platform that you want to jump from (we'll call this Platform A, and assume that it's at the top). This will turn the Connect button pink. Then, select a platform that you want to jump to (we'll call this Platform B, and assume that it's at the bottom). This will draw a yellow arrow to connect the two platforms. This will enable you to jump down from Platform A to Platform B. &lt;br /&gt;
&lt;br /&gt;
Normally, your character already knows how to jump up from Platform B (bottom) to Platform A (top), so we don't need a second jump hint. But if the platform is too high for your character to jump onto, we'll need the extra jump hint for them to do so. The AI is not smart enough to know how to jump upwards and downwards too, so we'll need both jump hints (A-&amp;gt;B and A&amp;lt;-B). At most, you should only have 2 jump hints between 2 platforms (usually, any more is excessive except in certain cases).&lt;br /&gt;
&lt;br /&gt;
When selecting a jump hint, you'll see two different checkboxes. When ''No AJ'' is ticked, this means that only monsters know how to use the jump hint. ''Teleport'' means that the character will immediately warp to the other platform instead of jumping to it.&lt;br /&gt;
&lt;br /&gt;
Note that once you save the custom map, sometimes the jump hints are not saved by the server, or marked as red (jump hint does not work/has errors). One reason this might happen is because you accidentally moved the platform, causing the jump hint to fail. To solve this issue, delete any red jump hints and re-add them to the platforms again.&lt;br /&gt;
&lt;br /&gt;
==== Portals and Properties ====&lt;br /&gt;
&lt;br /&gt;
If you want to connect your custom maps together, you need to create and configure portals. Portals cannot be placed outside of the map (the server will give you an error when trying to save it).  &lt;br /&gt;
&lt;br /&gt;
To create a portal, go to Normal mode and select the Portal button. Place it somewhere along your platform (a few pixels above the platform, or else you will fall off). &lt;br /&gt;
&lt;br /&gt;
To configure the portal, select it, right-click it and select Portal Properties. You'll be directed to this screen.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorPortals.png]]&lt;br /&gt;
&lt;br /&gt;
We don't care about the NPC Script Call and Display Variable, and it is not necessary to edit the portal's width (unless you wanted to make the portal bigger or smaller) and flags (this just changes the color/look of the portal). Instead, we want to look at the Target Map ID and the three checkboxes below. &lt;br /&gt;
&lt;br /&gt;
When you click on the button next to the Target Map ID, it brings up a list of custom maps you've created. Let's assume that we've created a custom map called Test2, and had a platform placed at the [0, 500] to [500, 500] mark. We want to select Test2 from this list to automatically get the ID, and manually set the position to [250, 500] (so that the portal is in the middle of the map). This way, the portal goes to Test2, under those coordinates. If we leave it this way, it's called a ''one-way portal''.&lt;br /&gt;
&lt;br /&gt;
When selecting the custom map from the list, the mini-map for that custom map appears. You can click on a specific part of the mini-map to automatically set the coordinates, though this is not recommended (the mini-map is too small, so it's hard to see where the platforms will be). You might accidentally set the position to somewhere where you'll fall off.&lt;br /&gt;
&lt;br /&gt;
If we want to make a ''two-way portal'', we have to first save this custom map called Test, then load the other custom map called Test2. Then, create a portal and get to the configuration screen. We have to remember the coordinates of where we set the platform on Test (let's say it was from [0, 300] to [240, 300]). Let's set it to [120, 300]. This way, the two maps are connected. We do not have to be exact with the coordinates; it is still safe to put the coordinates a couple of pixels above the platform.&lt;br /&gt;
&lt;br /&gt;
When the Mini-Map checkbox is ticked, you'll see the portal as a yellow square on the mini-map, otherwise it won't be seen on the mini-map. If you want the portal to be animated, tick the checkbox next to Animation. If you want the portal to immediately take you to the next area, tick the checkbox next to Auto-Warp (if left unchecked, the player has to manually press the jump key themselves to go in the portal).&lt;br /&gt;
&lt;br /&gt;
==== Respawn Points ====&lt;br /&gt;
&lt;br /&gt;
The respawn point tells you where your character should be revived at once they are knocked out, and where they will directly spawn to once they enter the custom map (through a code).&lt;br /&gt;
&lt;br /&gt;
To set a respawn point, go to Normal mode and click on the Res button. Then set it anywhere you want it to be (preferably somewhere on a platform). You cannot have more than one respawn point (once you try setting down a second respawn point, the first one disappears).&lt;br /&gt;
&lt;br /&gt;
=== Adding Monsters from the Monster Library ===&lt;br /&gt;
&lt;br /&gt;
What good is a custom map if there isn't any monsters in it? We'll begin by clicking on Monster mode, and then clicking the Browse button. You'll come to a screen like this. Note that you can't see jump hints while you are in Monster mode.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorMonster.png]]&lt;br /&gt;
&lt;br /&gt;
Notice that as you scroll down the list, each monster is assigned an ID, and a maximum number of spawns. This means that you are limited to having a certain amount for each monster in your custom map. Not every monster from the game is included in this list. The ID represents their number in the [[Monster Compendium]]. &lt;br /&gt;
&lt;br /&gt;
Let's choose a Fliffy, and spawn it somewhere on the platform. Before setting it down, it will show the monster's range and set line.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor5.png]]&lt;br /&gt;
&lt;br /&gt;
We have placed our very first monster onto our custom map, but it won't move on it's own unless we attack it. In order to make the monster move, we need to set a Patrol.&lt;br /&gt;
&lt;br /&gt;
Click on the Patrol button, and then select the monster. When you move your cursor, you'll see a blue line extending from the left and right sides of the monster. Extend the blue line as much as you want, then left-click to set it. This line will tell the monster how far they can move on their own.&lt;br /&gt;
&lt;br /&gt;
==== Tinkering with the Monster's Properties ====&lt;br /&gt;
&lt;br /&gt;
Right-click the monster to see it's properties (if you cannot get to the properties, move your monster into an area with fewer graphics and try again). You'll come to a screen like this.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorMonsterProperties.png]]&lt;br /&gt;
&lt;br /&gt;
The 4 represents the monster's ID (for Fliffy). The Map Editor doesn't allow you to set a monster that is not permitted within it's limits (e.g. If you tried to summon Zafyre, the server will not let you save the custom map because it doesn't allow it).&lt;br /&gt;
&lt;br /&gt;
You can change the monster's respawn time (by default, it is 1 hour or 3600 seconds). The reason why it is given in a range is so that monsters spawn randomly within those times (they don't spawn all at once). You can also tick the No Respawn checkbox so that the monster can't respawn.&lt;br /&gt;
&lt;br /&gt;
In the On Respawn text box, you can modify a monster to become Friendly, Neutral or Hostile by typing in ''monster:patrol'' (hostile), ''monster:nonhostile'' (neutral) or ''monster:friendly'' (friendly). An alternative to the No Respawn checkbox is to type in ''monster:noreset''. Some monsters are already hostile, neutral or friendly by default. The Map Editor usually decides this on it's own.&lt;br /&gt;
&lt;br /&gt;
You can tick the Assist Any checkbox so that when a fellow monster is attacked within it's assist range, the monster will always come to it's aid.&lt;br /&gt;
&lt;br /&gt;
==== Aggro and Assist Ranges ====&lt;br /&gt;
&lt;br /&gt;
The aggro range (indicated by a yellow circle around the monster) tells you how far away the monster will be triggered if you step into their circle. By default, monsters have a medium radius set around them. To change the radius or reduce it to almost nothing, click on the Aggro button and then click on the monster. Move your cursor to expand or shrink the circle around the monster, then left-click to set it. &lt;br /&gt;
&lt;br /&gt;
To check the monster's aggro range (indicated by a red circle around the monster), click on the Select button and click on the monster. This only matters for hostile monsters, not neutral monsters.&lt;br /&gt;
&lt;br /&gt;
The assist range (indicated by a green circle around the monster) tells you how far away the enemy will care about a fellow monster being attacked. By default, monsters have a medium radius set around them. To change the radius or reduce it to almost nothing, click on the Assist button and then click on the monster. Move your cursor to expand or shrink the circle around the monster, then left-click to set it.&lt;br /&gt;
&lt;br /&gt;
The assist range only matters for monsters whose ''Assist Any'' checkboxes have been ticked in their properties, or those who have been linked together. If the assist range is too small, the links may not work properly.&lt;br /&gt;
&lt;br /&gt;
''Note that if you cannot get the monster to change their aggro range, they are likely in a crowded spot. Temporarily space them out, and try again. You know when the change is successful when the red circle is not the same size it was before. Otherwise, when you finish setting the circle on the monster, don't click on the Select button. Instead, click on another object to select it.''&lt;br /&gt;
&lt;br /&gt;
==== Both and One-Way Links ====&lt;br /&gt;
&lt;br /&gt;
Both and One-Way links are used to create enemy groups. By creating a set of links between monsters, you can literally pull the entire map of enemies (not recommended) towards the player.&lt;br /&gt;
&lt;br /&gt;
* Let's assume that there are two monsters, called Monster A and Monster B. Monster A and Monster B are linked together (two-way &amp;lt;---&amp;gt;). If you attack either one or either one attacks you, the other will come to help them. &lt;br /&gt;
** To set a two-way link, click on the Both button, then select two monsters that you want linked together.&lt;br /&gt;
* Now let's say that Monster A is linked (one-way -&amp;gt;) to Monster B instead. If you attack Monster A or Monster A attacks you, Monster B won't help out. However, if you attack Monster B or Monster B attacks you, Monster A will help out.&lt;br /&gt;
** To set a one-way link, click on the One-Way button, select the monster that you want it to link from, then select the monster that you want it to be linked to.&lt;br /&gt;
&lt;br /&gt;
=== Final Revisions and Other Techniques ===&lt;br /&gt;
&lt;br /&gt;
Finally, we want to take care of a few things, such as giving the map a name and a realm to exist in. &lt;br /&gt;
&lt;br /&gt;
[[File:MapEditorOptions.png]]&lt;br /&gt;
&lt;br /&gt;
Under Options, you have a couple of other features. These include dimming the background, locking the map (when turned on, prevents players from accessing the map) and making the custom map read-only (when turned on, prevents from changing and saving to the map by accident). If you want to check your login information again and change it, click on the button with a key on it. Hit OK once you are done.&lt;br /&gt;
&lt;br /&gt;
The Location Name is where you actually give your map a title. For instance, if you made a village with lots of grass in it, you can call it Grassy Village. Two or more maps can have the same location name, but not the file name. &lt;br /&gt;
&lt;br /&gt;
The name of the Map Realm is not important, as you can give it anything you wish. The name of the Map Realm is only shown during the first few seconds you enter into a map (but by default I like to leave it as Ashaya). The realm is like a zone or region name, to distinguish between Saliko and the Kingdom of Elyssia's (nicknamed as Ashaya for the village in KoE; also the name of the server) maps for instance.&lt;br /&gt;
&lt;br /&gt;
Once you are done with your custom map and you still haven't saved it at this point (recommended that you constantly save your work, as there is no auto-save), you want to enter a name for it before saving it in the text box beside File. This is the actual name of the file that gets uploaded to the servers, not the name of the map that you see in-game.&lt;br /&gt;
&lt;br /&gt;
==== Expanding/Shrinking your Map Size ====&lt;br /&gt;
&lt;br /&gt;
'''Oh no! I accidentally made my map too small! Can I change the size of my map? Will the graphics be affected?''' &lt;br /&gt;
&lt;br /&gt;
To change the size of your custom map, you have to first load up the custom map you want it's size to be changed. Then in the width and height boxes, change the number to the one you want. Then hit Save, and then Load the map again. &lt;br /&gt;
&lt;br /&gt;
For best practices, you probably want to start out with a medium sized custom map (1000x1000), and expand somewhere from 200 to 500 each time as you see fit (change either the width or the height one at a time, not both).&lt;br /&gt;
* If you wanted to increase the size of the map, you should see your extra space expand out towards the bottom of the map, or towards the right. &lt;br /&gt;
* If you shrank the size of the map, then your extra space should shrink from the right side and the bottom first. Some of your graphics may be still outside of the map (to access outside the map, click and hold the red box on the mini-map), and it may not work if a portal is in the way. Move the portal first (to where you know it will be still inside the map), then try again.&lt;br /&gt;
&lt;br /&gt;
When changing the size of the map, the custom map makes sure that all of the graphics stay in the same place as they were. They might look like they are in a slightly different area, but they are not (e.g. A wooden plank placed at 1000x500 will stay at 1000x500). You could leave the same graphics outside of the map, and it would still be there (but it wouldn't show up in-game, since the game cuts everything off that is outside the map.&lt;br /&gt;
&lt;br /&gt;
==== Offsetting Graphics with Map Move ====&lt;br /&gt;
&lt;br /&gt;
'''I expanded my custom map so it would be bigger, but now all of my graphics in the custom map are too much to the top-left. Is there an easier way to move everything so I don't have to manually move them one by one?''' &lt;br /&gt;
&lt;br /&gt;
There is only one method available. However, it moves EVERYTHING (with the exception of the background), not a group of graphics.&lt;br /&gt;
&lt;br /&gt;
Since your graphics don't move, sometimes you want a custom map where your graphics actually adjust to a certain spot of the map (let's say, the center), rather then being all stuck at the top-left. Manually moving everything one at a time takes forever, and you don't want to have to readjust everything. This problem isn't only limited to expanding/shrinking maps, but when you already know the perfect size for your map, but simply had everything in the wrong spot.&lt;br /&gt;
&lt;br /&gt;
To move every graphic (everything, including platforms, monsters, jump hints, monster links, etc.), click on the Map Move button under Options. This will give you two boxes, an X and a Y. X means width (horizontal), while Y means height (vertical). Type in a positive number, such as 100 to move all of your graphics down/right. Type in a negative number, such as -100 to move all your graphics up/left. Then press OK to actually see everything move.&lt;br /&gt;
&lt;br /&gt;
After moving around the graphics, you want to make sure that everything is okay and working fine. Some jump hints or monster links may not work after you move, so double-check to see if there are any red ones. You also want to check the portal properties, and make sure that the portal (if it links to another portal within the same map) sends you to the right coordinates on the map.&lt;br /&gt;
&lt;br /&gt;
You may also want to save the map before offsetting, and record in a notepad somewhere about how much you moved the graphics in a particular direction. This way, you can undo any changes (by simply typing -100 to undo a 100 change, or 100 to undo a -100 change) that you've done by accident (the x and y boxes won't keep your current offset value stored).&lt;br /&gt;
&lt;br /&gt;
==== Copying an Existing Custom Map into a New Map ====&lt;br /&gt;
&lt;br /&gt;
'''I want to make another custom map like the one I just did, but I don't want to start from scratch. Can I copy my old custom map to my new one somehow?'''&lt;br /&gt;
&lt;br /&gt;
Yes, you can copy your old custom map to a new one. But don't create the new map just yet.&lt;br /&gt;
&lt;br /&gt;
In order to copy your existing map over to your new map, you have to load your old custom map (the one you want to copy) first. Then, change the name of your custom map in the File text box to the name of new map you want to make. Then hit Save. This will create a duplicate of your custom map, under a different name, if you go back to your list (to go back to your list of custom maps, leave the File text box blank, then hit Load).&lt;br /&gt;
&lt;br /&gt;
Note that you can't copy a friend's custom map to use as your template custom map. Since all custom maps are private and personal (the map designs of a person belong exclusively to them, and it is up to them if they want to share their idea to others), the closest thing you could do is have your friend share information about how they made their custom map instead.&lt;br /&gt;
&lt;br /&gt;
==== Finding the Middle Ground in Platform Layers ====&lt;br /&gt;
&lt;br /&gt;
''My custom map has two platforms; one at the top and one at the bottom. The platforms are pretty close to each other. I placed a bunch of trees in the foreground at the top platform, but whenever my character walks in the bottom platform, they end up sticking their head behind the stems of the trees (from the top platform). I don't want this to happen. Can it be fixed? '''(Problem 1)'''''&lt;br /&gt;
&lt;br /&gt;
It can be fixed. However, you need a rough idea of the platform conditions and layers to better understand what's happening here.&lt;br /&gt;
&lt;br /&gt;
Because the background always would stay in the back like it should, and a foreground to stay in the front, we were never introduced to a concept where we needed to know when those layers have to be which at a certain point. Say if you had a desk placed in the foreground, and you want your character to go behind it. The character knows how to go behind the desk, but now it doesn't know how to go in front of the desk '''(Problem 2)'''. The first problem described above is also one of many examples.&lt;br /&gt;
&lt;br /&gt;
How do we solve Problem 1? This can be solved in two simple steps.&lt;br /&gt;
* 1. Delete the trees, and instead of placing them on the Foreground layer, you place them on the Platform layer (make sure Platform layer is selected).&lt;br /&gt;
* 2. Turn on the top platform's condition ''4: On Background Layer''. To turn it on, select your platform, and click Advanced. Then, click on that condition until it is highlighted in white text instead of being grayed out, then click All. That will set your entire platform to be on the background layer. The checkbox called ''in BG'' only affects part of the platform, so don't use that.&lt;br /&gt;
&lt;br /&gt;
How do we solve Problem 2? This can be solved similarly to the first problem.&lt;br /&gt;
* 1. Delete the desk, and this time place it on the Platform layer.&lt;br /&gt;
* 2. Create a second platform, one that will make the character go behind the desk. This should be placed a little bit higher than your first platform (so that you can use jump to go behind or go in front; may need a jump hint if you want to jump directly down instead of from the side).&lt;br /&gt;
* 3. Set the second platform's condition to be On Background Layer (don't forget to do it the ''Advanced &amp;gt; click on condition &amp;gt; All'' way). &lt;br /&gt;
&lt;br /&gt;
You might be thinking, if we're putting everything that was on the Foreground onto the Platform layer now, then when do we use the Foreground layer? We can still use it for creating effects on the custom map closest to the audience (shadowy bookcase to indicate that there is a bookcase on the other side of the room). With complex platforms (platforms with more than 2 nodes), you might want to create a grassy place where the grass only comes in thick at the last section of a single platform. You can then use Foreground to create thin grass (lead-in) on the middle section, so that when your character moves into the last section, your character is covered up completely by thicker grass (last section of the platform in the background layer, while the grass graphics are in the platform layer).&lt;br /&gt;
&lt;br /&gt;
==== Adding Objects in Background Mode ====&lt;br /&gt;
&lt;br /&gt;
''I'm tired of being confined to the same layers for backgrounds for my custom maps. Is there any way to make the background more appealing, without having to upload custom backgrounds?&lt;br /&gt;
&lt;br /&gt;
According to the map editor, there are a total of 6 known layers in the game, three of which are reserved as distant background layers (DBG). These layers are stretched out to the entire map and are rendered in parallax, creating the illusion of depth. Normally, these layers are reserved for background images and the sky by default, but we can actually insert other objects in it as well!&lt;br /&gt;
&lt;br /&gt;
Don't forget that the Background mode operates on a different set of rules. This includes:&lt;br /&gt;
* You cannot interact with the background (e.g. sky) you originally set in the beginning. You can instead replace it with a different background, or overlap (combine with a second background on another layer) it using one of the three layers specially reserved for Background mode. &lt;br /&gt;
* Layer 1, Layer 2 and Layer 3 are all different DBG layers. While in Background mode, you can only see objects in the layer you selected (if you have Layer 1 selected, you can't see objects in Layer 2 or 3). Keep your objects on one layer, to have them organized.  &lt;br /&gt;
* If you are not in Background mode, you can't touch the objects placed in the DBG layer except the one currently selected. Similarly, you won't be able to see or interact with the objects you placed down on the Background/Platform/Foreground layers while in Background mode.&lt;br /&gt;
&lt;br /&gt;
The DBG is the back-most layer, even further back than the background layer. The game stretches the DBG layer so it covers the entire map (this is seen while you are in Normal or Monster mode). The background mode shows you the base size of the background/object before it is stretched.&lt;br /&gt;
&lt;br /&gt;
Because the positions of the objects in Background mode are different from what you'd see in Normal or Monster mode, the best way to see how the object is actually positioned by going to Background mode, selecting the object, then going back to Normal mode (while the object is still selected). Then, move the object as if you were moving any other, and see how if it affects your map's background.&lt;br /&gt;
&lt;br /&gt;
You can also recolor objects placed in the DBG layer with the same way above, except by changing the Hue/Bri/Des boxes instead of using the arrow keys to move it around. You can resize the object before placing it down in the DBG layer (in Background mode), as well as delete any objects (you cannot delete the background).&lt;br /&gt;
&lt;br /&gt;
== Visiting the Custom Map ==&lt;br /&gt;
&lt;br /&gt;
After doing a thorough inspection of your custom map, you still want to visit the custom map you've created for any bugs in your map that are still around. If any graphic objects are slightly out of place, or was layered incorrectly, you can go back to the map editor and correct it. Same goes for platforms, jump hints, portals, monster placements, etc.&lt;br /&gt;
&lt;br /&gt;
To visit the custom map, go to one of the village mayors (Alyshia in Saliko Village or Benjamin in Ashaya Village), or Roc in Argan Village. Click on ''I was told a secret code ..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you've created any custom maps, you should see a list of the custom maps you've created under their file name (not their map name!). Underneath this list is a text box you can use to access another player's custom map, if you have the code. Click on one of of your custom maps to be redirected to the code screen, with a code automatically filled in. This is a temporary code that always changes, only giving access for a short while (the code will still be valid until after every player has left the map). Accept it to go into your custom map.&lt;br /&gt;
&lt;br /&gt;
To get the permanent version of the code, you must go to the Dashboard and click on a custom map. Then, click on ''Enable guest access'' to open a few more options. Click on Code, and it should open a pop-up displaying the permanent code. You should write it down somewhere, such as a notepad for easier access. Note that if you disable guest access, the permanent code becomes invalid. Re-enabling it will give you a new permanent code.&lt;br /&gt;
&lt;br /&gt;
To leave the custom map, use the command /return. If the custom map's creator did not set a respawn point, then it will take you back outside upon being knocked out.&lt;br /&gt;
&lt;br /&gt;
== Limitations, Delays and Best Practices ==&lt;br /&gt;
&lt;br /&gt;
* Uncheck ''Use Cache'', then exit, wait a couple of minutes, then re-enter if the custom map is not properly updating after waiting for some time.&lt;br /&gt;
* The server can only upload so much of your file at once. You'll have to wait somewhere between several minutes (the page on [[Map Editing]] suggests at least five minutes) to several hours for the custom map to properly implement platforms (that had their conditions changed), jump hints, portals, respawn points and monsters.&lt;br /&gt;
** Graphics and map sizes usually change immediately once you leave and re-enter, along with normal platforms. Stuff that requires logic/coordinate-based computation, such as advanced platforms, jump hints, portals, respawn points, monster spawns/properties take longer.&lt;br /&gt;
* Only add jump hints after you are sure about your position placements for your platforms. If you happen to move the platforms connected to jump hints, the jump hints will successfully be loaded to the server, but once in-game, they won't work.&lt;br /&gt;
* There is a maximum of 50 platforms and jump hints that you can place onto a map. Portals have a limit of 8, while respawn points have a limit of 1.&lt;br /&gt;
* You cannot set a monster's respawn time to be near-instant (e.g. 1 second). There is a minimum respawn time of 20 seconds.&lt;br /&gt;
* The furthest that you can push a map horizontally is somewhere between 2,888 to 2,890 pixels before any graphic objects placed will be cut off by the server. The version of the custom map that you see in the map editor is not accurately reflected in-game when it comes to map boundaries, and is offset by a certain number of pixels. Platforms will still continue to work beyond this range.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
* First, choose a size and file name for your custom map.&lt;br /&gt;
* Set a background to your custom map (if you are not happy with the default).&lt;br /&gt;
* Add graphic objects (part of the background, platforms, scenery and sounds).&lt;br /&gt;
* Fix the layers of the graphic objects.&lt;br /&gt;
* Create platforms, jump hints and a respawn point (so you can walk in the custom map).&lt;br /&gt;
* Revise jump hints and platforms so that they work.&lt;br /&gt;
* Add and configure portals to connect your custom maps together.&lt;br /&gt;
* Bring monsters into your custom map.&lt;br /&gt;
* Configure the monster's settings.&lt;br /&gt;
* Finally, choose a proper name for your custom map (and don't forget to save).&lt;br /&gt;
&lt;br /&gt;
Thank you for reading this tutorial. Most of the information gathered has been to my experience of using the map editor, asking questions and using the wiki pages as a reference.&lt;br /&gt;
&lt;br /&gt;
Written by localguest.&lt;br /&gt;
&lt;br /&gt;
[[Category: Map Design]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=NPC:_Ronn&amp;diff=6920</id>
		<title>NPC: Ronn</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=NPC:_Ronn&amp;diff=6920"/>
				<updated>2026-03-11T20:11:56Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RinaandRonn.png|thumb|alt=|Rina (the cat) and Ronn (the dog), settling into the Forlorn Manor.]]&lt;br /&gt;
&lt;br /&gt;
Ronn is an NPC in The Forlorn Manor F3. Ronn is travelling with [[NPC: Rina | Rina]] in the search for a permanent home to live in.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
The player first meets Ronn, waiting for Rina in the Western Snow Plains. Upon accepting Ronn's quest, the player meets Rina in The Snow Pit, stuck high up in a tree, and depending on how fast the player escapes, Ronn is still present at the entrance (if you made it in time, also unlocks the trophy [[Trophy: Perfectly Matched | Perfectly Matched]]), or he leaves (if you take too long).&lt;br /&gt;
&lt;br /&gt;
Regardless of the outcome, the two of them in the Western Snow Plains attempt to find a way to get into the [[Forlorn Manor]] by finding the key. While Rina goes off on her own, Ronn asks the player to give some fish to [[NPC: Kate | Kate]]. Kate also asks the player to fetch some herbs.&lt;br /&gt;
&lt;br /&gt;
Rina returns afterwards, managing to find a tattered journal in the snow next to some trees cluing that the inhabitants of the manor barricaded themselves in and fought against Frigus in a prolonged battle, only to be unsuccessful in their escape. The player then has to defeat Frigus in [[Frigus' Lair]] and retrieve the key (located in a chest found in a forest behind Frigus).&lt;br /&gt;
&lt;br /&gt;
After successfully retrieving the key and use it to enter the manor, Rina and Ronn resettle there, only to be chased by ghosts who are trapped by Casper's control over the manor. Rina and Ronn urge the player with one last request to save the ghosts and defeat Casper once and for all. After Casper is defeated, the two spend their time living in the Forlorn Manor, waiting for winter to pass (never).&lt;br /&gt;
&lt;br /&gt;
== Quests Involved In ==&lt;br /&gt;
&lt;br /&gt;
* Lost in the Plains&lt;br /&gt;
* A Free Lunch&lt;br /&gt;
* Demons of the Snow Plains&lt;br /&gt;
* Fire and Flames&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Rina and Ronn are both references to the characters &amp;quot;Rita and Runt&amp;quot; from the show [https://en.wikipedia.org/wiki/Animaniacs Animaniacs (1993-1998)].&lt;br /&gt;
* In the quest '''Lost in the Plains''', Ronn makes a joke about snow in Florida, which is a reference to Runt's line in Animaniacs episode 48.&lt;br /&gt;
** Ronn: ''&amp;quot;Oh boy, look at all the snow! Definitely a lot of snow! I didn't know it snows that much in Florida.&amp;quot;''&lt;br /&gt;
** Runt: ''&amp;quot;snow. I love snow. I didn't know it snowed in Florida.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
[[Category: NPCs]]&lt;br /&gt;
[[Category: Kingdom_of_Elyssia_NPCs]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Stix_and_Stones&amp;diff=6919</id>
		<title>Stix and Stones</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Stix_and_Stones&amp;diff=6919"/>
				<updated>2025-11-17T07:09:09Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''A swarm of aggressive insects under the lead of Stix has been assaulting anybody unlucky enough to be lured too close to the flowers of the Saliko High Plains. See that Stix is stopped, so that the High Plains are safe once more.''&lt;br /&gt;
&lt;br /&gt;
Stix and Stones is a trial that takes place in the High Plains, located on the north-east outskirts of Saliko. You can manually queue for the trial through Coren in A Small Cave in the High Plains, or use [[Battlegrounds]] (Game &amp;gt; Community tab &amp;gt; Battle) to do so once it has been unlocked. A typical group set-up will consist of one healer, one tank and one or more damage dealers. &lt;br /&gt;
&lt;br /&gt;
To unlock the trial, you have to first accept the '''Tailored Help''' quest line in Ashaya Village. Help Richard obtain the needles he needs, talk to Andy and deliver the package to Coren in the quest '''Needles Trouble''' until you get to the '''Stix and Stones ..''' quest. Upon accepting the quest, you can queue for Stix at Coren, and upon completion, unlocks the trial in Battlegrounds.&lt;br /&gt;
&lt;br /&gt;
The recommended level is 22-25, and adventurers above level 25 will be scaled down to that level for the trial. A minimum of 3 or more players is required. There are 5 modes of difficulty, ranging from Effortless, Easy, Normal, Hard, and Spicy Hot. Note that if the group wipes, you will have to re-select the difficulty again (you will have to pay again setting it to an easier difficulty), as it will be reset back to Normal by default.&lt;br /&gt;
&lt;br /&gt;
== Stix ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Stix|27|Insect|Wind 1|73,500 (95,550 [+30%] on Spicy Hot difficulty) |Immune to stun, freeze, silence, sleep, and charm. Extrasensory.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Stix.png]]&lt;br /&gt;
&lt;br /&gt;
Stix is a boss that uses more or less gimmicks depending on the difficulty chosen, rather than based on their stages of health. They have no Swipe skill, allowing you to stand in front of them. They are always accompanied with six Scarlet Poisonstingers at the start of the fight.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Stix will use are:&lt;br /&gt;
* '''Summon Minions''': Periodically summons two Scarlet Poisonstingers as reinforcements during the fight. If left alone, Scarlet Poisonstingers will attempt to use Deadly Sting (level 10), dealing ~1,300 poison damage to a single player. Eliminate them as quickly as possible as soon as they spawn.&lt;br /&gt;
* '''Thunderbolt''': A unique version of Thunderbolt that targets all players but the tank or player that currently has Stix's attention for ~200-300 wind damage and knocks them back by a couple of meters. Additionally applies a stack of Residue Energy debuff lasting 15 seconds. If any player gets hit by Thunderbolt again while affected by Residue Energy, they will be stunned for a couple of seconds. The tank should smite this whenever possible.&lt;br /&gt;
* '''Chain Lightning (level 4)''': Instant cast, and cannot be avoided/interrupted. Bounces a stream of lightning between multiple players, dealing ~600 wind damage. Occurs once every 30-40 seconds.&lt;br /&gt;
* '''Assault Charge''': Stix rushes at high speed in one direction (marked with glowing grass), knocking any players caught in the attack off the platform onto the hillside full of Venomous Coralspike Lizards below, each with Poison level 5. Move behind Stix to avoid.&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Scarlet Poisonstinger|27|Insect|Neutral 1|1,240 |None}}&lt;br /&gt;
&lt;br /&gt;
Stix additionally uses these abilities in Spicy Hot mode:&lt;br /&gt;
* '''Overload''': A random player that is not the tank/player that currently has Stix's attention will be affected by Overload, continuously receiving ~200 wind damage every few seconds and damaging other players who get too close for additional wind damage. Stay away from the player who has it, or if you're the affected one, stay away from the rest of your group, but within distance of the healer and the boss.&lt;br /&gt;
* '''Bursting Roots''': Periodically spawns several explosive roots on the ground at random, evenly spaced apart. When caught in the explosion, it deals ~2,000 poison damage, enough to 1 or 2-hit KO a player. Remember the order in which the roots spawn. Stay on the roots that spawn second or third, then move to the safe spots opened up by the roots that exploded first afterwards to dodge the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Strategy (Normal/Spicy Hot) ===&lt;br /&gt;
&lt;br /&gt;
At the start of battle, the tank pulls Stix to the center of the platform, while the damage dealer uses an AoE on Stix to quickly get rid of all the Scarlet Poisonstingers on the field. Whenever two more spawn, maintain/switch to AoE attacks on the boss, while the tank Growls them into AoE range. The tank should smite Thunderbolt as much as possible to avoid the boss from stunning the rest of the team. The healer needs to maintain the team's health above 50%, so Chain Lightning does not immediately take them out as soon as it is instantly cast. When Stix uses Assault Charge, quickly move behind him to avoid getting sent flying off the platform into the pit of lizards below. &lt;br /&gt;
&lt;br /&gt;
In Spicy Hot mode, watch for positioning whenever Overload comes up, staying away from the group if you're affected, or keeping your distance from the affected player. Watch the affected player's health, and throw a Heal on them if they get low. Stix will also attempt to use Bursting Roots, a memory game where you need to remember which roots spawn first. Stay on the late spawning roots first, then once the early ones explode, move to the safe spots created by them. Note that Stix later in the fight will attempt to use Assault Charge before the roots explode, so make sure that you are behind Stix to avoid the attack, then reposition yourself back on top of the nearest late spawning roots.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* There are five modes of difficulty for Stix.&lt;br /&gt;
** Effortless drops no loot, but only quest items. Costs 3 gold to set it to this difficulty.&lt;br /&gt;
** Easy drops loot, but costs 1 gold to set it to this difficulty.&lt;br /&gt;
** Normal drops loot. Costs nothing and set by default.&lt;br /&gt;
** Heating Up difficulty grants additional loot. Costs nothing.&lt;br /&gt;
** Spicy Hot difficulty grants additional loot and a 10% chance to obtain the {{Item|1461|Royal Jelly}}, allowing you to tame a Honey Bee as a pet. Costs nothing.&lt;br /&gt;
*** During Halloween, if you encounter a special zombie in Saliko Forest and get infected by it, using the temporary Infectious Bite skill on a Honey Bee before using the Royal Jelly on it allows you to tame a ghost bee as a pet instead.&lt;br /&gt;
* If a Mage gets hit by Stix's Assault Charge, a well-timed Skip mid-air during the fall can negate the attack, rubberbanding you back to the original platform.&lt;br /&gt;
* Priests do not have Song of Harmony nor Healing Springs (since it is unlocked at level 26), making this fight exceptionally difficult. Remember to maintain Revitalise on all allies whenever possible, and use Heal whenever an ally's health gets low.&lt;br /&gt;
* On Spicy Hot mode, Stix can slow down the tank during the Bursting Roots gimmick, causing them to get hit by the explosions as they move between roots. It is recommended that the tank (and the rest of the team) have Blessing of Speed to counter this.&lt;br /&gt;
&lt;br /&gt;
[[Category: Trials]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=File:Stix.png&amp;diff=6918</id>
		<title>File:Stix.png</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=File:Stix.png&amp;diff=6918"/>
				<updated>2025-11-17T07:07:45Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Stix_and_Stones&amp;diff=6917</id>
		<title>Stix and Stones</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Stix_and_Stones&amp;diff=6917"/>
				<updated>2025-11-17T07:06:24Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''A swarm of aggressive insects under the lead of Stix has been assaulting anybody unlucky enough to be lured too close to the flowers of the Saliko High Plains. See that Stix is stopped, so that the High Plains are safe once more.''&lt;br /&gt;
&lt;br /&gt;
Stix and Stones is a trial that takes place in the High Plains, located on the north-east outskirts of Saliko. You can manually queue for the trial through Coren in A Small Cave in the High Plains, or use [[Battlegrounds]] (Game &amp;gt; Community tab &amp;gt; Battle) to do so once it has been unlocked. A typical group set-up will consist of one healer, one tank and one or more damage dealers. &lt;br /&gt;
&lt;br /&gt;
To unlock the trial, you have to first accept the '''Tailored Help''' quest line in Ashaya Village. Help Richard obtain the needles he needs, talk to Andy and deliver the package to Coren in the quest '''Needles Trouble''' until you get to the '''Stix and Stones ..''' quest. Upon accepting the quest, you can queue for Stix at Coren, and upon completion, unlocks the trial in Battlegrounds.&lt;br /&gt;
&lt;br /&gt;
The recommended level is 22-25, and adventurers above level 25 will be scaled down to that level for the trial. A minimum of 3 or more players is required. There are 5 modes of difficulty, ranging from Effortless, Easy, Normal, Hard, and Spicy Hot. Note that if the group wipes, you will have to re-select the difficulty again (you will have to pay again setting it to an easier difficulty), as it will be reset back to Normal by default.&lt;br /&gt;
&lt;br /&gt;
== Stix ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Stix|27|Insect|Wind 1|73,500 (95,550 [+30%] on Spicy Hot difficulty) |Immune to stun, freeze, silence, sleep, and charm. Extrasensory.}}&lt;br /&gt;
&lt;br /&gt;
Stix is a boss that uses more or less gimmicks depending on the difficulty chosen, rather than based on their stages of health. They have no Swipe skill, allowing you to stand in front of them. They are always accompanied with six Scarlet Poisonstingers at the start of the fight.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Stix will use are:&lt;br /&gt;
* '''Summon Minions''': Periodically summons two Scarlet Poisonstingers as reinforcements during the fight. If left alone, Scarlet Poisonstingers will attempt to use Deadly Sting (level 10), dealing ~1,300 poison damage to a single player. Eliminate them as quickly as possible as soon as they spawn.&lt;br /&gt;
* '''Thunderbolt''': A unique version of Thunderbolt that targets all players but the tank or player that currently has Stix's attention for ~200-300 wind damage and knocks them back by a couple of meters. Additionally applies a stack of Residue Energy debuff lasting 15 seconds. If any player gets hit by Thunderbolt again while affected by Residue Energy, they will be stunned for a couple of seconds. The tank should smite this whenever possible.&lt;br /&gt;
* '''Chain Lightning (level 4)''': Instant cast, and cannot be avoided/interrupted. Bounces a stream of lightning between multiple players, dealing ~600 wind damage. Occurs once every 30-40 seconds.&lt;br /&gt;
* '''Assault Charge''': Stix rushes at high speed in one direction (marked with glowing grass), knocking any players caught in the attack off the platform onto the hillside full of Venomous Coralspike Lizards below, each with Poison level 5. Move behind Stix to avoid.&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Scarlet Poisonstinger|27|Insect|Neutral 1|1,240 |None}}&lt;br /&gt;
&lt;br /&gt;
Stix additionally uses these abilities in Spicy Hot mode:&lt;br /&gt;
* '''Overload''': A random player that is not the tank/player that currently has Stix's attention will be affected by Overload, continuously receiving ~200 wind damage every few seconds and damaging other players who get too close for additional wind damage. Stay away from the player who has it, or if you're the affected one, stay away from the rest of your group, but within distance of the healer and the boss.&lt;br /&gt;
* '''Bursting Roots''': Periodically spawns several explosive roots on the ground at random, evenly spaced apart. When caught in the explosion, it deals ~2,000 poison damage, enough to 1 or 2-hit KO a player. Remember the order in which the roots spawn. Stay on the roots that spawn second or third, then move to the safe spots opened up by the roots that exploded first afterwards to dodge the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Strategy (Normal/Spicy Hot) ===&lt;br /&gt;
&lt;br /&gt;
At the start of battle, the tank pulls Stix to the center of the platform, while the damage dealer uses an AoE on Stix to quickly get rid of all the Scarlet Poisonstingers on the field. Whenever two more spawn, maintain/switch to AoE attacks on the boss, while the tank Growls them into AoE range. The tank should smite Thunderbolt as much as possible to avoid the boss from stunning the rest of the team. The healer needs to maintain the team's health above 50%, so Chain Lightning does not immediately take them out as soon as it is instantly cast. When Stix uses Assault Charge, quickly move behind him to avoid getting sent flying off the platform into the pit of lizards below. &lt;br /&gt;
&lt;br /&gt;
In Spicy Hot mode, watch for positioning whenever Overload comes up, staying away from the group if you're affected, or keeping your distance from the affected player. Watch the affected player's health, and throw a Heal on them if they get low. Stix will also attempt to use Bursting Roots, a memory game where you need to remember which roots spawn first. Stay on the late spawning roots first, then once the early ones explode, move to the safe spots created by them. Note that Stix later in the fight will attempt to use Assault Charge before the roots explode, so make sure that you are behind Stix to avoid the attack, then reposition yourself back on top of the nearest late spawning roots.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* There are five modes of difficulty for Stix.&lt;br /&gt;
** Effortless drops no loot, but only quest items. Costs 3 gold to set it to this difficulty.&lt;br /&gt;
** Easy drops loot, but costs 1 gold to set it to this difficulty.&lt;br /&gt;
** Normal drops loot. Costs nothing and set by default.&lt;br /&gt;
** Heating Up difficulty grants additional loot. Costs nothing.&lt;br /&gt;
** Spicy Hot difficulty grants additional loot and a 10% chance to obtain the {{Item|1461|Royal Jelly}}, allowing you to tame a Honey Bee as a pet. Costs nothing.&lt;br /&gt;
*** During Halloween, if you encounter a special zombie in Saliko Forest and get infected by it, using the temporary Infectious Bite skill on a Honey Bee before using the Royal Jelly on it allows you to tame a ghost bee as a pet instead.&lt;br /&gt;
* If a Mage gets hit by Stix's Assault Charge, a well-timed Skip mid-air during the fall can negate the attack, rubberbanding you back to the original platform.&lt;br /&gt;
* Priests do not have Song of Harmony nor Healing Springs (since it is unlocked at level 26), making this fight exceptionally difficult. Remember to maintain Revitalise on all allies whenever possible, and use Heal whenever an ally's health gets low.&lt;br /&gt;
* On Spicy Hot mode, Stix can slow down the tank during the Bursting Roots gimmick, causing them to get hit by the explosions as they move between roots. It is recommended that the tank (and the rest of the team) have Blessing of Speed to counter this.&lt;br /&gt;
&lt;br /&gt;
[[Category: Trials]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Stix_and_Stones&amp;diff=6916</id>
		<title>Stix and Stones</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Stix_and_Stones&amp;diff=6916"/>
				<updated>2025-11-17T07:05:35Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''A swarm of aggressive insects under the lead of Stix has been assaulting anybody unlucky enough to be lured too close to the flowers of the Saliko High Plains. See that Stix is stopped, so that the High Plains are safe once more.''&lt;br /&gt;
&lt;br /&gt;
Stix and Stones is a trial that takes place in the High Plains, located on the north-east outskirts of Saliko. You can manually queue for the trial through Coren in A Small Cave in the High Plains, or use [[Battlegrounds]] (Game &amp;gt; Community tab &amp;gt; Battle) to do so once it has been unlocked. A typical group set-up will consist of one healer, one tank and one or more damage dealers. &lt;br /&gt;
&lt;br /&gt;
To unlock the trial, you have to first accept the '''Tailored Help''' quest line in Ashaya Village. Help Richard obtain the needles he needs, talk to Andy and deliver the package to Coren in the quest '''Needles Trouble''' until you get to the '''Stix and Stones ..''' quest. Upon accepting the quest, you can queue for Stix at Coren, and upon completion, unlocks the trial in Battlegrounds.&lt;br /&gt;
&lt;br /&gt;
The recommended level is 22-25, and adventurers above level 25 will be scaled down to that level for the trial. A minimum of 3 or more players is required. There are 5 modes of difficulty, ranging from Effortless, Easy, Normal, Hard, and Spicy Hot. Note that if the group wipes, you will have to re-select the difficulty again (you will have to pay again setting it to an easier difficulty), as it will be reset back to Normal by default.&lt;br /&gt;
&lt;br /&gt;
== Stix ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Stix|27|Insect|Wind 1|73,500 (95,550 [+30%] on Spicy Hot difficulty) |Immune to stun, freeze, silence, sleep, and charm. Extrasensory.}}&lt;br /&gt;
&lt;br /&gt;
Stix is a boss that uses more or less gimmicks depending on the difficulty chosen, rather than based on their stages of health. They have no Swipe skill, allowing you to stand in front of them. They are always accompanied with six Scarlet Poisonstingers at the start of the fight.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Stix will use are:&lt;br /&gt;
* '''Summon Minions''': Periodically summons two Scarlet Poisonstingers as reinforcements during the fight. If left alone, Scarlet Poisonstingers will attempt to use Deadly Sting (level 10), dealing ~1,300 poison damage to a single player. Eliminate them as quickly as possible as soon as they spawn.&lt;br /&gt;
* '''Thunderbolt''': A unique version of Thunderbolt that targets all players but the tank or player that currently has Stix's attention for ~200-300 wind damage and knocks them back by a couple of meters. Additionally applies a stack of Residue Energy debuff lasting 15 seconds. If any player gets hit by Thunderbolt again while affected by Residue Energy, they will be stunned for a couple of seconds. The tank should smite this whenever possible.&lt;br /&gt;
* '''Chain Lightning (level 4)''': Instant cast, and cannot be avoided/interrupted. Bounces a stream of lightning between multiple players, dealing ~600 wind damage. Occurs once every 30-40 seconds.&lt;br /&gt;
* '''Assault Charge''': Stix rushes at high speed in one direction (marked with glowing grass), knocking any players caught in the attack off the platform onto the hillside full of Venomous Coralspike Lizards below, each with Poison level 5. Move behind Stix to avoid.&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Scarlet Poisonstinger|27|Insect|Neutral 1|1,240 |None}}&lt;br /&gt;
&lt;br /&gt;
Stix additionally uses these abilities in Spicy Hot mode:&lt;br /&gt;
* '''Overload''': A random player that is not the tank/player that currently has Stix's attention will be affected by Overload, continuously receiving ~200 wind damage every few seconds and damaging other players who get too close for additional wind damage. Stay away from the player who has it, or if you're the affected one, stay away from the rest of your group, but within distance of the healer and the boss.&lt;br /&gt;
* '''Bursting Roots''': Periodically spawns several explosive roots on the ground at random, evenly spaced apart. When caught in the explosion, it deals ~2,000 poison damage, enough to 1 or 2-hit KO a player. Remember the order in which the roots spawn. Stay on the roots that spawn second or third, then move to the safe spots opened up by the roots that exploded first afterwards to dodge the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Strategy (Normal/Spicy Hot) ===&lt;br /&gt;
&lt;br /&gt;
At the start of battle, the tank pulls Stix to the center of the platform, while the damage dealer uses an AoE on Stix to quickly get rid of all the Scarlet Poisonstingers on the field. Whenever two more spawn, maintain/switch to AoE attacks on the boss, while the tank Growls them into AoE range. The tank should smite Thunderbolt as much as possible to avoid the boss from stunning the rest of the team. The healer needs to maintain the team's health above 50%, so Chain Lightning does not immediately take them out as soon as it is instantly cast. When Stix uses Assault Charge, quickly move behind him to avoid getting sent flying off the platform into the pit of lizards below. &lt;br /&gt;
&lt;br /&gt;
In Spicy Hot mode, watch for positioning whenever Overload comes up, staying away from the group if you're affected, or keeping your distance from the affected player. Watch the affected player's health, and throw a Heal on them if they get low. Stix will also attempt to use Bursting Roots, a memory game where you need to remember which roots spawn first. Stay on the late spawning roots first, then once the early ones explode, move to the safe spots created by them. Note that Stix later in the fight will attempt to use Assault Charge before the roots explode, so make sure that you are behind Stix to avoid the attack, then reposition yourself back on top of the nearest late spawning roots.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* There are five modes of difficulty for Stix.&lt;br /&gt;
** Effortless drops no loot, but only quest items. Costs 3 gold to set it to this difficulty.&lt;br /&gt;
** Easy drops loot, but costs 1 gold to set it to this difficulty.&lt;br /&gt;
** Normal drops loot. Costs nothing and set by default.&lt;br /&gt;
** Heating Up difficulty grants additional loot. Costs nothing.&lt;br /&gt;
** Spicy Hot difficulty grants additional loot and a 10% chance to obtain the {{Item|1461|Royal Jelly}}, allowing you to tame a Honey Bee as a pet. Costs nothing.&lt;br /&gt;
** During Halloween, if you encounter a special zombie in Saliko Forest and get infected by it, using the temporary Infectious Bite skill on a Honey Bee before using the Royal Jelly on it allows you to tame a ghost bee as a pet instead.&lt;br /&gt;
* If a Mage gets hit by Stix's Assault Charge, a well-timed Skip mid-air during the fall can negate the attack, rubberbanding you back to the original platform.&lt;br /&gt;
* Priests do not have Song of Harmony nor Healing Springs (since it is unlocked at level 26), making this fight exceptionally difficult. Remember to maintain Revitalise on all allies whenever possible, and use Heal whenever an ally's health gets low.&lt;br /&gt;
* On Spicy Hot mode, Stix can slow down the tank during the Bursting Roots gimmick, causing them to get hit by the explosions as they move between roots. It is recommended that the tank (and the rest of the team) have Blessing of Speed to counter this.&lt;br /&gt;
&lt;br /&gt;
[[Category: Trials]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Worldmap&amp;diff=6915</id>
		<title>Worldmap</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Worldmap&amp;diff=6915"/>
				<updated>2025-11-17T02:37:57Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: /* Link To World Map Spreadsheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The world map shows the various areas surrounding your location. To access it, click on the &amp;quot;Game&amp;quot; menu in the bar at the top in-game, and then on &amp;quot;Map&amp;quot;. There are currently four to five major regions for you to explore.&lt;br /&gt;
&lt;br /&gt;
You have to physically explore an area for the first time in order for the map to be drawn by itself. Visiting certain dungeons (and/or clearing it completely) can also expand this map. Reaching a region for the first time will unlock it's world map.&lt;br /&gt;
&lt;br /&gt;
== Map Markers ==&lt;br /&gt;
&lt;br /&gt;
The map lacks search features, several markers and waypoints to help chart out the whereabouts of specific locations. Players who are offline status, or located in an unknown location/uncharted map will not show up on the world map. Currently, the only things marked on the world map are:&lt;br /&gt;
&lt;br /&gt;
* Your current location with a silver star&lt;br /&gt;
* Any friends added to your friends list will be marked with a square, assigned with a random color. Hover over the tiny square to find the name of that player.&lt;br /&gt;
* Any group member that is part of your group will be marked with a triangle, assigned with a random color. Hover over the tiny triangle to find the name of that player.&lt;br /&gt;
* Any guild mate that is part of your guild will be marked with a triangle, assigned with a green color. Hover over the tiny triangle to find the name of that player.&lt;br /&gt;
* World events are marked as a upside down triangle, assigned with a red color.  Hover over the tiny upside down triangle to find the name of the world event, as well as the remaining time on it before it disappears.&lt;br /&gt;
&lt;br /&gt;
== Link To World Map Spreadsheet ==&lt;br /&gt;
&lt;br /&gt;
You can find a more complete version of the world map of Paw'D (designed in Google Sheets) via the link below. The world maps spreadsheet from the link is being used as a base to design the more permanent wiki-formatted world maps below (wip!).&lt;br /&gt;
&lt;br /&gt;
Please note that this may lead to story/quest spoilers, and the attached link may become inaccessible in the later future due to unforeseen circumstances. If that is the case, please contact the player &amp;quot;[https://www.pawdgame.com/wiki/User:Localguest localguest]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1G62rLuMFPDSTnRj7dLmAyv30tnTYAnmkhIemyOWyHKY/edit?usp=sharing Google Sheets version]&lt;br /&gt;
* [https://script.google.com/macros/s/AKfycbwQunb5e9YtbXlfOjNFOTQpw367amqTK0OufwosMaDSEvf0imWKWyUjRDJKWKTjZ-LlZg/exec Google App Scripts Web App - Leaflet]&lt;br /&gt;
&lt;br /&gt;
== Wiki-Formatted World Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Saliko ===&lt;br /&gt;
{{Saliko2}}&lt;br /&gt;
=== Kingdom of Elyssia ===&lt;br /&gt;
{{KingdomOfElyssia}}&lt;br /&gt;
=== Argan Jungle/Blackwood ===&lt;br /&gt;
{{MidnightMountain}}&lt;br /&gt;
=== Southern Seas ===&lt;br /&gt;
{{SouthernSeas}}&lt;br /&gt;
[[Category: Game Mechanics]]&lt;br /&gt;
[[Category: Locations]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Blackwood_Caverns&amp;diff=6914</id>
		<title>Blackwood Caverns</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Blackwood_Caverns&amp;diff=6914"/>
				<updated>2025-11-17T02:27:09Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blackwood Caverns is a settlement comprised of many connecting caves, located at the heart of the jungle in Midnight Mountain. Outside of it lies the dangerous woodlands of the Blackwood Wilderness, which has yet to be thoroughly discovered. It is home to many plant and tree spirits, as well as generations of settlers that have came to pass. Over time as you aid the residents with their troubles, you will find more people around the caverns, and eventually unravel the mysteries surrounding the mountain.  &lt;br /&gt;
&lt;br /&gt;
As you gain reputation with the people of Blackwood Jungle, the village will offer more services and quests.&lt;br /&gt;
&lt;br /&gt;
In addition, the village offers homes in the form of rooms in which players can customize and decorate to their liking as long as they have furniture with them. In order to compensate for the amount of players with getting their own cavern, the village currently has four separate instances (known as Cave 1, 2, 3 and so on) to suffice. Each cave has up to 9 [[Rooms | rooms]] for individual players each (with the exception of Room 6 belonging to Laurel's family) that can be purchased for a large sum of gold. As you get along with Laurel later with her quests, you will eventually gain access to a free room (meaning you don't have to purchase a room yourself!).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Services&lt;br /&gt;
|-align=center&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:Argan_Mail.png|100px|link=Mail]][[Mail|Mailbox]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:ARepair.png|link=Repair]][[Repair|Armor Repair]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:Skill.png|link=Skills]][[Skills|Skill Reset]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:SL.png|100px|link=Tokens]][[Tokens|Token Exchange]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:Shops.png|link=Shops]] [[Shops]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:Storage.png|link=Item Storage]][[Item Storage]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:AH.png|link=Auction House]][[Auction House]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:GB.png|link=Guild Bank]][[Guild Bank]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:DQuest.png|link=Daily Quests]][[Daily Quests]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MidnightMountain|512|178}}&lt;br /&gt;
Related Areas:&lt;br /&gt;
* [[Rooms]]&lt;br /&gt;
* [[Blackwood Caverns - Room 6]]&lt;br /&gt;
* [[Blackwood Caverns - Laurel's Room]]&lt;br /&gt;
* [[Carolyn's Hole]] (shortcut to Upper Blackwood Wilderness)&lt;br /&gt;
* [[Moonlight Well]]&lt;br /&gt;
* [[Blackwood Hive]]&lt;br /&gt;
* [[Main Tunnel Entrance]]&lt;br /&gt;
::* [[Blackwood Depths]]&lt;br /&gt;
::* [[Treasure Caves]]&lt;br /&gt;
&lt;br /&gt;
NPCs:&lt;br /&gt;
* [[NPC: Anya | Anya]] (Blackwood Caverns)&lt;br /&gt;
* [[NPC: Laurel | Laurel]] (Blackwood Caverns or Room 6)&lt;br /&gt;
* [[NPC: Carolyn | Carolyn]] (Blackwood Caverns)&lt;br /&gt;
* [[NPC: Lily | Lily]] (Blackwood Caverns)&lt;br /&gt;
* [[NPC: Rebecca | Rebecca]] (Blackwood Caverns)&lt;br /&gt;
* [[NPC: Nicole | Nicole]] (Blackwood Caverns)&lt;br /&gt;
* [[NPC: Melissa | Melissa]] (Blackwood Caverns)&lt;br /&gt;
* [[NPC: Cythia | Cythia]] (Blackwood Caverns and Main Tunnel Entrance)&lt;br /&gt;
* [[NPC: Andrey | Andrey]] (Blackwood Caverns)&lt;br /&gt;
* [[NPC: Dave | Dave]] (Blackwood Caverns)&lt;br /&gt;
* [[NPC: Cody | Cody]] (Room 6)&lt;br /&gt;
* [[NPC: Thomas | Thomas]] (Room 6)&lt;br /&gt;
* [[NPC: Thorsten Mendclaw | Thorsten Mendclaw]] (Blackwood Caverns)&lt;br /&gt;
&lt;br /&gt;
Guest NPCs:&lt;br /&gt;
* [[NPC: Harrison | Harrison]] (Blackwood Caverns, appears during Halloween events, disappears upon completion of quest line)&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* This village introduces NPC's that change their location or disappears depending on in-game time, such as Laurel and Cody. If Laurel is not outside, she will be in Room 6.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; data-expandtext=&amp;quot;Open&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot; style=&amp;quot;margin-right: auto; width: 90%; background: #1e140f; border: 1px solid #786450; border-left-color:#786450; border-top-color:#786450; text-align: left&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #cdaf8c; background: #2d2314; border: 1px solid #786450; border-left-color:#786450; border-top-color:#786450; padding: 0.2em 0.5em&amp;quot; | '''Spoilers'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* After the events of the quest [[Quest: Into the Abyss | Into the Abyss]], Laurel is temporarily relocated to Laurel's Room. At this time, you cannot interact with her and any quests that involve Laurel in it cannot be completed. She returns after you have successfully cleared Blackwood Depths on hard mode as well as the dream area (Critical Care trophy). Cythia is also relocated to Laurel's Room, and is beside Laurel.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Villages]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Argan_Village&amp;diff=6913</id>
		<title>Argan Village</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Argan_Village&amp;diff=6913"/>
				<updated>2025-11-17T02:26:02Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArganV.png|thumb|center|upright=3.0|alt=Argan Village,where plants try to sell you plants.|''&amp;quot;Fully&amp;quot; Restored Argan Village'']]&lt;br /&gt;
&lt;br /&gt;
Argan Village, a small town that you, along with the Forest Spirits, help rebuild.&lt;br /&gt;
&lt;br /&gt;
Argan Village lies deep in the western jungle of [[Midnight Mountain]]. It is connected nearby to the Argan River south of there and the Twigmoss Burrows, which lies a bit to the east. It houses a lonely resident living there with an affinity to spiders.&lt;br /&gt;
&lt;br /&gt;
The first time that you visit Argan Village, it is overrun with monsters. In order to save what's left of the village, you must save a nearby forest spirit that is being attacked by several snakes. This is the first step in repairing the groups of spirits that have been severed from the village after they fled. Finally, once they make their return to the village, they will ask for your assistance in acquiring materials and dealing with the current threats posed to the village. As you gain [[Reputation|reputation]] with the Forest Spirits, more and more services will be unlocked.&lt;br /&gt;
&lt;br /&gt;
Once you have completed each of the daily quests (at least once) that Roc assigns to you, dealing with the quest line in Argan River II and accumulated enough reputation, an Argan Spirit will appear. Talking to it will take you to the Southern Seas.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Services&lt;br /&gt;
|-align=center&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:Argan Mail.png|100px|link=Mail]][[Mail|Mailbox]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:ARepair.png|link=Repair]][[Repair|Armor Repair]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:Stat.png|link=Stats]][[Stats|Stat Reset]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:Skill.png|link=Skills]][[Skills|Skill Reset]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:SL.png|100px|link=Tokens]][[Tokens|Token Exchange]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:MCI.png|link=Map Codes]][[Map Codes|Map Code Input]]&lt;br /&gt;
|--align=center&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:Shops.png|link=Shops]] [[Shops]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:Storage.png|link=Item Storage]][[Item Storage]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:AH.png|link=Auction House]][[Auction House]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:GB.png|link=Guild Bank]][[Guild Bank]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:DQuest.png|link=Daily Quests]][[Daily Quests]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MidnightMountain|209|267}}&lt;br /&gt;
Related Areas:&lt;br /&gt;
* Southern Argan River&lt;br /&gt;
* Southern Seas&lt;br /&gt;
** [[Pirate Ship]]&lt;br /&gt;
&lt;br /&gt;
NPCs:&lt;br /&gt;
* Argan Village Guard (Argan Village)&lt;br /&gt;
* [[NPC: Eko|Eko]] (Argan Village)&lt;br /&gt;
* [[NPC: Notice Board| Argan Notice Board]] (Argan Village)&lt;br /&gt;
* [[NPC: Karo|Karo]] (Argan Village)&lt;br /&gt;
* [[NPC: Pico|Pico]] (Argan Village)&lt;br /&gt;
* [[NPC: Recovered Argan Spirit|Recovered Argan Spirit]] (Argan Village)&lt;br /&gt;
* [[NPC: Roc|Roc]] (Argan Village)&lt;br /&gt;
* Tiny Forest Sprites (Argan Village)&lt;br /&gt;
* Vacationing Spirits (Southern Seas)&lt;br /&gt;
&lt;br /&gt;
=== Daily Quests ===&lt;br /&gt;
&lt;br /&gt;
Each day, you can obtain a random daily quest from Roc. Completing each of these quests at least once unlocks the trophy Argan All-Star.&lt;br /&gt;
&lt;br /&gt;
* Knock, Knock on Wood&lt;br /&gt;
* River Rescue&lt;br /&gt;
* River Treasures&lt;br /&gt;
* Mix and Match&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* The Recovered Argan Spirit only appears after unlocking Argan All-Star (completing each of the daily quests at least once) and completing the prerequisite quest '''A Glimmering Shell'''. Completing the follow-up quests offered by the Recovered Argan Spirit will unlock travel to the Southern Seas.&lt;br /&gt;
&lt;br /&gt;
* After gaining trust with the village, one of the Tiny Forest Sprites will sell you [https://www.pawdgame.com/database/items#item=747 Moonlit Heartblossom Leaf] and [https://www.pawdgame.com/database/items#item=746 Moonlit Spiritual Herbs] in exchange for 1 Silver Leaf each in their shop. These are used primarily for making Major Healing, Mana and Rejuvenation potions.&lt;br /&gt;
&lt;br /&gt;
* After gaining trust with the village, possessing a [https://www.pawdgame.com/database/items#item=764 Strange Wooden Disk] (found from defeating Rick Argan, which randomly appears in Argan Jungle or Argan River) in your inventory will prompt one of the Tiny Forest Sprites to have a repeatable quest above their head called '''Rick Argan'''. This quest allows you to exchange the Strange Wooden Disk for various rewards.&lt;br /&gt;
** You can exchange the disk for a [https://www.pawdgame.com/database/items#item=765 Large Wooden Disk], a [https://www.pawdgame.com/database/items#item=763 Pot of Gold], or [https://www.pawdgame.com/database/items#item=754 Major Rejuvenation Potions].&lt;br /&gt;
&lt;br /&gt;
[[Category:Villages]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Ashaya_Village&amp;diff=6912</id>
		<title>Ashaya Village</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Ashaya_Village&amp;diff=6912"/>
				<updated>2025-11-17T02:24:29Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ashaya2.png|thumb|upright=3.0|center|alt=Ashaya Village, a cold town with a warm heart.|''The main pathway through Ashaya Village'']]&lt;br /&gt;
&lt;br /&gt;
Ashaya Village, a town that lies in the snowy tundra of Elyssia. &lt;br /&gt;
&lt;br /&gt;
Ashaya Village is located in the Kingdom of Elyssia. It is one of the only villages whose area is not limited to one distinct map. It connects to both the Back Alley and North Entrance. Through a detour in the forest, it leads to the Toy Factory in South Ashaya Village. Past South Ashaya Village to the south-east is West Thymian Fields (beware of higher level monsters), which leads to [[Thymia Village]].&lt;br /&gt;
&lt;br /&gt;
Before you can enter Ashaya, you'll have to prove yourself to the residents though several quests that they offer. As your [[Reputation|reputation]] with them increases, they'll offer new services and quests. If you get stuck with nowhere to go, try examining your surroundings and approach special monsters outside the village to find items that will move the quests forward.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Services&lt;br /&gt;
|-align=center&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:Ashaya_Mail.png|100px|link=Mail]][[Mail|Mailbox]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:ARepair.png|link=Repair]][[Repair|Armor Repair]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:Skill.png|link=Skills]][[Skills|Skill Reset]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:ToHe.png|100px|link=Tokens]][[Tokens|Token Exchange]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:MCI.png|link=Map Codes]][[Map Codes|Map Code Input]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:Shops.png|link=Shops]] [[Shops]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:Storage.png|link=Item Storage]][[Item Storage]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:AH.png|link=Auction House]][[Auction House]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:GB.png|link=Guild Bank]][[Guild Bank]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|[[File:DQuest.png|link=Daily Quests]][[Daily Quests]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{KingdomOfElyssia|235|264}}&lt;br /&gt;
Related Areas:&lt;br /&gt;
*[[Back Alley]]&lt;br /&gt;
*[[North Entrance]]&lt;br /&gt;
::*[[Battle for Ashaya]]&lt;br /&gt;
:::*[[North Cap Settlement]]&lt;br /&gt;
*[[South Ashaya Village]]&lt;br /&gt;
::*[[Ashaya Toy Factory]]&lt;br /&gt;
*[[Tanja's Bakery]]&lt;br /&gt;
&lt;br /&gt;
NPCs:&lt;br /&gt;
* [[NPC: Andy|Andy]] (Back Alley)&lt;br /&gt;
* [[NPC: Benjamin|Benjamin, Village Mayor]] (Ashaya Village)&lt;br /&gt;
* [[NPC: Jacob|Jacob]] (Battle for Ashaya)&lt;br /&gt;
* [[NPC: Jasmine|Jasmine]] (Ashaya Village)&lt;br /&gt;
* [[NPC: Kay|Kay]] (Ashaya Village)&lt;br /&gt;
* [[NPC: Richard|Richard]] (Ashaya Village)&lt;br /&gt;
* [[NPC: Tanja|Tanja]] (Tanja's Bakery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Villages]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Tunnels_of_Illusion&amp;diff=6911</id>
		<title>Tunnels of Illusion</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Tunnels_of_Illusion&amp;diff=6911"/>
				<updated>2025-11-17T02:22:10Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Tunnels of Illusion is a procedurally generated dungeon located at the Lower Plateau in Argan Jungle. It consists of five random floors and one mid-point rest section: &lt;br /&gt;
* The Caves of Mirage (B1 ~ B2)&lt;br /&gt;
* Deep in the Caves of Mirage (a resting mid-point spot where the NPC [[NPC: Elly|Elly]] resides)&lt;br /&gt;
* The Tunnels of Illusion (B1 ~ B3)&lt;br /&gt;
&lt;br /&gt;
Players can encounter lots of returning monsters and several chests (more so than the Everchange Caverns, including a large ruby chest in Tunnels of Illusion B3). In addition to the chests, veins of [https://www.pawdgame.com/database/items#item=1397 Red Gemstone] and [https://www.pawdgame.com/database/items#item=1209 Blue Gemstone] can be found in the later floors. These are consumable items with a long cooldown that can be used to temporarily alter a skill for one use, such as a Mage's Teleport becoming a Warp Portal for your group, or a Priest's Revive becoming a mass revive for multiple players.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
{{MidnightMountain|356.5|291}}&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The Ruby chest can spawn once daily/per few days and is usually instanced to the player. The location may vary depending on the player.&lt;br /&gt;
** While in a group, the Ruby chest may become instanced to the group instead, causing other players to lose out on their instance of the Ruby chest.&lt;br /&gt;
** Also note that when in a group, lesser valuable items end up being claimed by others depending on your group settings (round robin, etc.). More valuable items end up in the loot pool, forcing you to roll for it if there are other members currently in the map at the time of pick-up.&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=The_Everchange_Caverns&amp;diff=6910</id>
		<title>The Everchange Caverns</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=The_Everchange_Caverns&amp;diff=6910"/>
				<updated>2025-11-17T02:20:28Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Everchange Caverns is a procedurally generated dungeon located at the foot of the High Plains of Saliko, to the right of [[Radium's Den]]. It consists of three random floors (B1 ~ B3) that change once every few days and the [[Everchange Hideout]] at the end. &lt;br /&gt;
&lt;br /&gt;
Players can encounter rare monsters, world bosses and several chests (including a large jade chest in B3). B1 is where many of the rare monsters spawn, whereas B2 has a lot of spiders (from the Hollow Tree) and B3 has mainly monsters from the Plains of Saliko.&lt;br /&gt;
&lt;br /&gt;
== Possible Monster Spawns ==&lt;br /&gt;
* Bizz (B1/B3?, world boss)&lt;br /&gt;
* Dreadfang Hatchling (B2, random chance from egg sac)&lt;br /&gt;
* Echo Wailer&lt;br /&gt;
* Lint (B1)&lt;br /&gt;
* Nightshade Spider (B2)&lt;br /&gt;
* Ruby Guardian (B1)&lt;br /&gt;
* Zlate (B1)&lt;br /&gt;
* Zombie Master (B1)&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
{{Saliko2|413|220}}&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The Jade chest can spawn once daily/per few days and is usually instanced to the player. The location may vary depending on the player.&lt;br /&gt;
** While in a group, the Jade chest may become instanced to the group instead, causing other players to lose out on their instance of the Jade chest.&lt;br /&gt;
** Also note that when in a group, lesser valuable items end up being claimed by others depending on your group settings (round robin, etc.). More valuable items end up in the loot pool, forcing you to roll for it if there are other members currently in the map at the time of pick-up.&lt;br /&gt;
* [[NPC: Danae|Danae]] can be found in the Everchange Hideout during the Valentines' events.&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=The_Blackwood_Depths&amp;diff=6909</id>
		<title>The Blackwood Depths</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=The_Blackwood_Depths&amp;diff=6909"/>
				<updated>2025-11-17T02:18:06Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;width: 75%; border: 2px solid; padding: 0.5em 1em; margin: 1em auto; text-align: center;&amp;quot;&amp;gt;'''NOTE:''' This article is a stub. You can help the Paw'D Wiki by expanding it. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Blackwood Depths is a [[dungeons | dungeon]] that can be accessed from the bottom of the Blackwood Caverns. It is one of the major dungeons found within the game. You will investigate the dangerous area, home to some of the most powerful and wicked creatures in all of Blackwood. Ultimately, you will search for answers in the lingering darkness, hoping to undo a fate that had befallen one individual too soon.&lt;br /&gt;
&lt;br /&gt;
It is unlocked through the culmination of multiple quest lines (with a focus on Laurel's quests), after getting a room to stay in, eventually ending at '''Into the Abyss'''. After following the '''Shattered''' quest line, ending up at '''The Wish''', and concluding at '''The Blackwood Depths''', then the entrance to the Blackwood Depths will be open.&lt;br /&gt;
&lt;br /&gt;
The recommended level for the Blackwood Depths is 39 to 40, and adventurers above 41 will be scaled down to that level for the dungeon. It is also recommended that you have at least 3 or more players before starting the dungeon. A typical group set-up will consist of one healer, one tank and one or more damage dealers.&lt;br /&gt;
&lt;br /&gt;
The Blackwood Depths has two modes of difficulty. By default, the dungeon is set to Normal Mode. To change the mode from Normal to Hard, you must first break the fairy free from the webbing in the Main Access Tunnel (the top-right of the map). Then select the dialogue option &amp;quot;fly off to find the other spirits&amp;quot;. The difficulty will then be set from Normal Mode to Hard Mode.&lt;br /&gt;
&lt;br /&gt;
The summon stone also provides a shortcut option, allowing you to skip ahead to the rest point directly after Keraketh. This option is available once you have gathered your members, and decided to vote on this option. However, additional clearing is needed at the start to set it to Hard Mode, and you automatically forfeit your chances of obtaining [[Trophy: Critical Care | Critical Care]] for that run.&lt;br /&gt;
&lt;br /&gt;
''Note that the timer for the trophy [[Trophy: Critical Care | Critical Care]] starts on the very first pull in the dungeon - you'll see a message wishing you &amp;quot;Good luck&amp;quot;, which is the indicator that the timer started. Once you meet all the basic criteria (started the dungeon without shortcuts, freeing the fairy, and setting the dungeon to hard mode), you'll see a hint about the timed trophy beyond hard mode (&amp;quot;You feel a strange sense of urgency...&amp;quot;). After each required boss (other than Zafyre) there is a break point, which pauses the timer, indicated by an appropriate message (&amp;quot;You feel a sense of timelessness.&amp;quot;). Advancing after the break point displays the original message and starts the timer again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crystalfang ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Crystalfang|42|Insect|Poison 1|226,000|Immune to stun, freeze, silence, sleep, and charm.}}&lt;br /&gt;
&lt;br /&gt;
Crystalfang is the first boss in the Blackwood Depths - Main Access Tunnel (B1 Spiders' Den). Through the shortcut method, it is an optional boss that is skipped, and can be re-fought later. It is located around the middle-right area of the map. Crystalfang's defending element is Poison 1, making it strong against most elements except Fire, Water, Wind, Light, and Poison itself (at 0%). Similar to Noxxara, this boss will attempt to devour the eggs to the right of it during the fight to become more powerful.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Crystalfang will use are:&lt;br /&gt;
&lt;br /&gt;
* '''Jab''': Deals a large amount of damage to the target that has it's attention (the tank). Use Smite to counter this.&lt;br /&gt;
* '''Poisonous Bite''': Deals a moderate amount of damage to a target and inflicts the poison debuff. Crystalfang will constantly use this ability.&lt;br /&gt;
* '''Poison Volley''': Targets all players for moderate to heavy poison damage, leaving behind a poison debuff for more damage dealt over time. The effects of this ability are deadlier the more amount of damage stacks it has. Has a fast casting time.&lt;br /&gt;
* '''Entangling Webs''': Randomly targets a player, usually a damage dealer or healer, causing them to be immobilized until an ally breaks them free. They can still use skills when immobilized, but cannot break free themselves.&lt;br /&gt;
* '''Poison Patch''': Places a green acidic pool underneath a random player (damage dealer or healer). Constantly deals damage to players who are standing in it. &lt;br /&gt;
* '''Nourish''': Crystalfang will rush to one of the eggs on the right (the one that it will target will be highlighted in green). The longer it can eat the egg, the more damage stacks (temporary) it will gain, increasing the damage dealt from every ability it uses.&lt;br /&gt;
** ''The trophy [[Trophy: On A Diet | On A Diet]] requires you to defeat Crystalfang without letting it reach 8 stacks of Nourish. You need to ensure that your damage dealers deal with the egg as quickly as possible once they see it. Using an AoE can help take out the egg faster, but watch for the additional monsters on the right, as you might accidentally pull them during the fight.''&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
      T &amp;lt; O    () () () mm&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''The text diagram above shows a rough layout of the map's terrain. The &amp;lt; in this diagram represents the boss facing to the left, while T is for tank. O represents all other players, such as the damage dealers and the healer. The () represents the eggs that Crystalfang will eat, while mm is the location of a nearby monster group that can be accidentally pulled during the fight.''&lt;br /&gt;
&lt;br /&gt;
The tank should have Crystalfang facing away from the rest of the group to the left, while the rest of the group remains on the right side (so that they are closer to the eggs). Make sure that every time that you are dealing with the eggs, that you aren't pulling the additional enemies to the right of the eggs by accident. The additional damage taken from those monsters can potentially knock out your group, so be careful when using AoE skills.&lt;br /&gt;
&lt;br /&gt;
The tank should be responsible for smiting Jab, while the damage dealers should try to interrupt the boss's Poison Volley, in order to reduce the amount of damage taken by the group. The two abilities that it will use from time to time are Entangling Webs, and Poison Patch. Make sure that as soon as you see a web on an ally, that you try to get rid of it immediately (to prevent the boss from combining the two abilities together). If not taken care of, the web can prevent a damage dealer from attacking the egg, and let Crystalfang get more damage stacks for it's abilities. &lt;br /&gt;
&lt;br /&gt;
Every so often, Crystalfang will focus it's attention from the tank to one of the random three Crystalline Hoard eggs on the right. These eggs are invincible, and can only be destroyed if it is the target egg that Crystalfang wants to eat (shown by a green marker). You must defeat Crystalfang before it eats all three eggs, and attempt to search for a fourth (it will enrage, seeing that there are no eggs left).&lt;br /&gt;
&lt;br /&gt;
Note that the platform that you fight Crystalfang on has a hidden platform below. You cannot access this platform, but it can mess with the placement of your AoE attacks. Slightly move your cursor upwards to prevent accidentally casting it on the hidden platform instead.&lt;br /&gt;
&lt;br /&gt;
== Keraketh ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Keraketh|42|Insect|Neutral 1|283,000|Immune to stun, freeze, silence, sleep, and charm.}}&lt;br /&gt;
&lt;br /&gt;
Keraketh is the second boss in the Blackwood Depths - Main Access Tunnel (B1 Sand Grotto). Through the shortcut method, it is an optional boss that is skipped, and can be re-fought later (if you want to face it, go to the Upper Tunnel Hub, and take the portal on the left). It is located on the bottom-right area of the map. As you approach, you'll either see a fairy trapped in a cage (indicating that it is NM), or no fairy or cage at all (indicating that it is HM). This is a direct consequence of what option you chose back when you were saving the fairy from the webbing. &lt;br /&gt;
&lt;br /&gt;
Keraketh's defending element is Neutral 1, making it vulnerable against Ghost (+25% more damage). It is also vulnerable against Light, Dark and Poison (+12.5% more damage). A Mage should ideally decide between Fire or Water (depending on their preference, as both are 0%).&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Armoured Mantis|42|Insect|Earth 1|95,000|Resistant to stun, freeze, silence, sleep, and charm.}}&lt;br /&gt;
&lt;br /&gt;
In NM, the differences in the fight was that only one Armoured Mantis would spawn. The fairy would break free from it's cage, and take care of the Armoured Mantis while you were fighting Keraketh. If you were to let Keraketh use Gastric Spray on the Armoured Mantis while it was taken care of by the fairy, the fairy will aid you for a bit and then leave. In addition, there aren't as many prey that spawn on the field. In HM, there is no fairy to help you deal with the Armoured Mantises, and they spawn two at a time. There is more prey on the field for your group to deal with.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Keraketh will use are:&lt;br /&gt;
&lt;br /&gt;
* '''Scythe Slash''': Keraketh's version of the Swipe skill, that deals damage to all players in front. Players usually call this &amp;quot;frontal&amp;quot;, meaning that only the tank must engage the boss in front, while the others stay behind to avoid taking additional damage.&lt;br /&gt;
* '''Poison Volley''': Targets all players for moderate poison damage, leaving behind a poison debuff for more damage dealt over time. Has a fast casting time.&lt;br /&gt;
* '''Poison Barrage''': Targets a random player, constantly dealing damage to them every second for several seconds. Can be interrupted.&lt;br /&gt;
* '''Collapse''': Makes two stone pillars fall from the ceiling, targeting over a medium area each (indicated by a yellow circle). Deals a large amount of damage and stuns any player caught by the falling pillars.&lt;br /&gt;
** ''The trophy [[Trophy: Team Impossible | Team Impossible]] requires you to defeat Keraketh without any member of your group (including yourself) get hit by the falling pillars at any point during the battle.''&lt;br /&gt;
* '''Stomp''': Keraketh will stomp, causing several webbed prey to fall down. Each webbed prey takes significantly less damage from AoE attacks, so you'll have to defeat them one by one. This ability tells you the start of Keraketh's summoning phase.&lt;br /&gt;
* '''Devour''': After the webbed prey falls down, Keraketh will automatically target a nearby prey to eat it, and gain a damage buff for a short amount of time. If it eats more than two prey in a row, it will enrage, giving it a massive damage boost. Keraketh will still follow the player that has it's attention. &lt;br /&gt;
* '''Bladedance''': After 30 seconds of the prey falling down, Keraketh will teleport to every webbed prey that is still alive, and use Devour to eat it.&lt;br /&gt;
* '''Gaze &amp;amp; Gastric Spray''': Keraketh will focus their eyes on a random player, indicated by the incoming message. At this time, Keraketh will continue to attack the tank until several seconds later, where it will use Gastric Spray (a stronger version of Poison Breath) in the direction that the chosen player is at. Deals a large amount of poison damage every second, and kills any armoured mantises caught in the breath.&lt;br /&gt;
** ''The trophy [[Trophy: Bad Breath | Bad Breath]] requires you to let Keraketh use Gastric Spray on three armoured mantises. This requires being on hard mode, having a healer &amp;amp; two damage dealers with Nightfall and Flash Freeze. You'll have to wait until Keraketh spawns two mantises, continue to freeze/put them to sleep. Then, wait for the next set of mantises to spawn, and freeze them/put them to sleep, or have a tank grab the attention of one or two of them all in the same spot. Then, right before Gastric Breath comes, have the targeted character stand behind all of those mantises.'' &lt;br /&gt;
* '''Frenzy''': At around 10% of Keraketh's health, it will not use any auto-attacks or skills except this one. It will constantly do damage to the target that has it's attention (the tank) every second. The damage Keraketh inflicts will slowly rise over time.&lt;br /&gt;
&lt;br /&gt;
=== Strategy (HM) ===&lt;br /&gt;
&lt;br /&gt;
The fight against Keraketh consists of two summoning phases in between, and frenzy at the end (when Keraketh is at 10% of its health). &lt;br /&gt;
&lt;br /&gt;
===='''General Set-up'''====&lt;br /&gt;
&lt;br /&gt;
              O &amp;gt; T&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''The text diagram above shows a rough layout of the map's terrain. The &amp;gt; in this diagram represents the boss facing to the right, while T is for tank. O represents all other players, such as the damage dealers and the healer.''&lt;br /&gt;
&lt;br /&gt;
On the right side of the the area where the boss fight takes place, the tank should have Keraketh facing to the right, while the damage dealers are on the left, behind it. The tank should take care of interrupting Poison Barrage. The damage dealers should continue to attack Keraketh, while helping the tank interrupt Poison Barrage if it comes up while Smite is on cooldown. An optional ability that you can interrupt is Poison Volley, however dealing damage is the focus of the battle, and isn't as strong as Crystalfang's version of the ability.&lt;br /&gt;
&lt;br /&gt;
Once Keraketh uses Collapse, make sure that your allies aren't standing in one of the yellow circles. They can inflict a large amount of damage, stun you, and add stress for the healer.  &lt;br /&gt;
&lt;br /&gt;
===='''Summoning Phase'''====&lt;br /&gt;
&lt;br /&gt;
     T &amp;lt; p p O p p  p  p&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''The text diagram above shows a rough layout of the map's terrain. The &amp;lt; in this diagram represents the boss facing to the left, while T is for tank. O represents all other players, such as the damage dealers and the healer. An example of where the prey might spawn is shown using p.''&lt;br /&gt;
&lt;br /&gt;
When Keraketh reaches one of it's summoning phases, it will spawn several webbed prey onto the field, and slow down on it's usual attack rotation. The tank should move Keraketh towards the left side of the boss area (not too far left, just enough so you avoid getting into contact with multiple prey), with Keraketh facing towards the left. Make sure that as you are moving Keraketh to the left during the summoning phase, that you watch the number of prey that Keraketh is eating at a time. The max that it can eat at a time is two.&lt;br /&gt;
&lt;br /&gt;
You are given about 30 seconds before Keraketh uses Blade Dance. This ability will cause Keraketh to teleport to each and every prey that is still alive on the field, and Devour them. This can easily cause Keraketh to enrage, so you have to work fast on getting rid of the prey. If no prey exists, then the ability will not be used.&lt;br /&gt;
&lt;br /&gt;
Each prey is fairly durable, and can significantly reduce the amount of damage it takes from AoE attacks. Each player on the field should split the work on taking out the prey, while the tank is dealing with Keraketh.&lt;br /&gt;
* The resistance to AoE attacks makes it difficult for a Mage, but not for a DPS Warrior. Make sure that you take on as few prey as possible at a time, and ideally work together with another damage dealer on taking down the same prey. If multiple prey are on you at the same time, then your attacks will be slower (due to hitstun). Do not let several of them wander off into the tank's position, and focus on taking them down on the right side of the boss area. &lt;br /&gt;
* Sometimes, the prey will also fall onto the left side of the boss area. The tank themselves or a healer should purposefully feed prey into Keraketh (this will cause the tank to take more damage, but cut down on the number of prey on the field faster). Make sure that you are only feeding two at a time and watch the damage buff carefully. Once the duration on the damage buff expires, then you can feed prey into Keraketh again.&lt;br /&gt;
&lt;br /&gt;
After dealing with the prey, the tank should remain in the same spot, while the damage dealers focus on Keraketh. This way, there isn't much chaos when moving around the boss. You should continue to follow the general set-up.&lt;br /&gt;
&lt;br /&gt;
===='''Armoured Mantises and Gastric Breath'''====&lt;br /&gt;
&lt;br /&gt;
Every so often, Keraketh will spawn two Armoured Mantises to aid it in battle. These mantises have a large amount of health, and should not be dealt with during the fight. Instead, the tank should taunt and growl them so that they are pulled towards the tank's direction. Once the mantis moves into the tank's direction (towards the left), let a damage dealer/healer use Nightfall or Flash Freeze to leave it there.&lt;br /&gt;
&lt;br /&gt;
At one point in battle, Keraketh will use Gaze, followed by a message indicating who Keraketh is looking at. This is a heads up to what player Keraketh will target using Gastric Breath. Keraketh will not use Gastric Breath immediately, but after 10-15 seconds. The player who is being targeted should go behind the tank, keeping their distance away, as if they were trying to avoid an invisible breath by staying out of range. &lt;br /&gt;
&lt;br /&gt;
If the targeted player does not go behind the tank at all for whatever reason it may be, the rest of the group should run to behind to the tank to avoid getting hit with Gastric Breath. The targeted player should not go behind the boss at this point (worst case scenario, Keraketh will change directions, continuing to use the breath and hitting the entire group), and instead keep their distance away.&lt;br /&gt;
&lt;br /&gt;
Moments before the breath is about to hit, the tank should use this chance to go back to their original position on the right side of the boss area (to the one mentioned in General Set-up). Make sure that the mantises are still within the breath's range and actually get hit by it before going back. If done correctly, the armoured mantises that were in the tank's direction should be instantly killed by Keraketh's breath.&lt;br /&gt;
&lt;br /&gt;
===='''Frenzy'''====&lt;br /&gt;
&lt;br /&gt;
At 10% of Keraketh's health, it will abandon every other skill except Frenzy. This constantly deals an increasing amount of damage every second. You want to spam your most damaging skills to quickly defeat Keraketh. &lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Razor's Edge | Razor's Edge]] requires you to defeat Keraketh on Hard Mode.''&lt;br /&gt;
&lt;br /&gt;
=== Break Point 1 (Critical Care) ===&lt;br /&gt;
&lt;br /&gt;
After defeating Keraketh, the timer will pause. You can do anything at this time, but once you go past the area beyond the teleport rune in Upper Tunnel Hub, the timer will start again. You cannot pause the timer until you reach the next break point.&lt;br /&gt;
&lt;br /&gt;
== Venyxia (Optional) ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Venyxia|42|Elemental|Poison 4 / Water|101,000|Immune to stun, freeze, silence, sleep, and charm.}}&lt;br /&gt;
&lt;br /&gt;
Venyxia is the third and optional boss in the north-east section of the Blackwood Depths - Upper Tunnel Hub. It is an optional boss that can be skipped, and refought later (it is not required for the Critical Care trophy). As you approach the north-east map of the Upper Tunnel Hub, there are two dead ends, one in the center, and one that curves east, then down a bit to the left (pond area for filling Cythia's vial as part of a side quest). To approach the secret area that leads to Venyxia, take the center dead-end, and see that it splits left (leads to the secret area) and right (only has thorny blackberry bushes).&lt;br /&gt;
&lt;br /&gt;
It is one of the few monsters that have a split element (has two defending elements at once). Ideally, you want to fight Venyxia with an element that works best for both Poison and Water, or an elemental set with knockback &amp;amp; AoE capabilities, such as Fire, Water, Wind, Poison or Light. It is also recommended that you have at least two Mages for this fight to cover both sides in the summoning phase.&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Venyxia Droplet|42|Formless|Poison 2|2,280|None}}&lt;br /&gt;
&lt;br /&gt;
There are no differences between Normal Mode and Hard Mode. Unlike most conventional bosses, Venyxia is unique for her Poison Membrane ability. This causes her to negate any damage received down to 1 for about 50 hits, before she explodes into several slime droplets that attempt to recombine herself. The fight also has a very short berserk timer of 3 minutes, making the battle very quick.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Venyxia will use are:&lt;br /&gt;
&lt;br /&gt;
* '''Poison Membrane''': Shield phase only. This is Venyxia's active ability on the field. Negates any damage received down to 1 for about 50 hits. Starts at 50 stacks, and decreases every time Venyxia is hit.&lt;br /&gt;
* '''Burst''': Once Poison Membrane reaches 0 stacks, Venyxia causes an explosion that deals moderate to large damage to all nearby players. This attack is weaker the further away you are from the blast. At this point, the battle transitions into the Summoning phase, and waves of slime droplets come from both sides (5 on each side) to try to get to the spot where Venyxia first exploded (the metal circlet).&lt;br /&gt;
* '''Poison Bolt''': An ability (at skill level 18) that deals a large amount of damage to a single player, and leaves them with a poison debuff that deals more damage over time.&lt;br /&gt;
* '''Poison Bolt Volley''': Targets all players for moderate to heavy damage, leaving behind a poison debuff that deals more damage over time. &lt;br /&gt;
* '''Unrelenting Rage''': Enrage phase only. At 20% of Venyxia's health, her Poison Membrane is replaced with this ability, allowing her to cast abilities faster and deal more damage. At this point in battle, you can deal damage to her directly.&lt;br /&gt;
&lt;br /&gt;
=== Main Strategy ===&lt;br /&gt;
&lt;br /&gt;
The fight consists of three phases in total. When Venyxia is at more than 20% of their health, the shield and summoning phases occur over and over again. When Venyxia is at less than 20% of her health, the enrage phase occurs instead.&lt;br /&gt;
&lt;br /&gt;
===='''Phase 1 (Shield)'''====&lt;br /&gt;
&lt;br /&gt;
      L      &amp;gt; T      R &lt;br /&gt;
______________/‾‾‾‾‾‾‾‾‾‾\_________ &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''The text diagram above shows a rough layout of the map's terrain. The &amp;gt; in this diagram represents the boss facing to the right, while T is for tank. The L represents the damage dealers on the left, while R represents the damage dealers on the right. Notice that the damage dealers are keeping their distance away from the tank.''&lt;br /&gt;
&lt;br /&gt;
On the center-left of the area where the boss fight takes place (near the left end of the raised platform), the tank should have Venyxia facing to the right, while the rest of the group should split their damage dealers between the left and right sides (while keeping their distance away from Venyxia). The purpose of this is to prepare the group for the next phase, and minimize as much damage taken from Burst.&lt;br /&gt;
&lt;br /&gt;
The damage dealers should throw a few multi-hit and damage over time attacks to help the tank break Venyxia's Poison Membrane faster. Attacks that deal damage over time, and multi-hit attacks, such as Fire Bolt or Icicle can shred multiple stacks of the barrier at once. Don't use any AoE attacks; save it for the next phase.&lt;br /&gt;
&lt;br /&gt;
Since the poison attacks do a large amount of damage to multiple players, you want to make sure the healer is using Healing Springs, Healing Winds, and Cure Poison during the fight to remove any powerful poison debuffs on allies. The healer should transition between both sides to heal any wounded damage dealers, but also choose a side to stick to before Burst happens. The tank should attempt to smite Poison Bolt Volley.&lt;br /&gt;
&lt;br /&gt;
Once Venyxia uses Burst (reaches 0 stacks on Poison Membrane), the battle will transition into the summoning phase.&lt;br /&gt;
&lt;br /&gt;
===='''Phase 2 (Summons)'''====&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; &amp;gt; &amp;gt; &amp;gt; &amp;gt; L  B  R &amp;lt; &amp;lt; &amp;lt; &amp;lt; &amp;lt;&lt;br /&gt;
______________/‾‾‾‾‾‾‾‾‾‾\_________ &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''The text diagram above shows a rough layout of the map's terrain. The &amp;gt; and &amp;lt; in this diagram indicates the positions of the Venyxia Droplets (referred to as slimes in this guide), while B represents the location of the boss. L and R indicate the damage dealers on the left and right.''&lt;br /&gt;
&lt;br /&gt;
During the summoning phase, Venyxia will lose some of it's health and temporarily disappear from the map, leaving behind it's metal circlet. However, it'll spawn up to 5 Venyxia Droplets (seen as green slimes) on each side. If at least one slime makes it to the metal circlet, Venyxia will recover some of their health, reappear and continue their attack pattern as usual. Venyxia will also reappear after all slimes have been defeated, going back into the shield phase if it's health is over 20%.&lt;br /&gt;
&lt;br /&gt;
The Venyxia Droplets have 2,280 health by default, and a Poison 2 defending element. They move very slowly, but can overwhelm damage dealers in large numbers. When defeated, it deals a small explosion that damages nearby players for weak poison damage (the damage adds up, so a healer should watch out).&lt;br /&gt;
&lt;br /&gt;
The group should split up to cover both the left and right sides. Each side should have a damage dealer with some skill that can attack multiple slimes, such as Swipe or Fire Wall. If a slime breaks through one side's line of defense and makes it to the metal circlet, the tank should immediately return to tanking Venyxia.&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Dehydration | Dehydration]] requires you to defeat Venyxia without letting any of the Venyxia Droplets reach the metal circlet (where Venyxia exploded). This requires that the damage dealers do not let any slimes slip through.''&lt;br /&gt;
&lt;br /&gt;
===='''Phase 3 (Enrage)'''====&lt;br /&gt;
&lt;br /&gt;
Once Venyxia has reached 20% or less of their health, Venyxia loses the Poison Membrane ability (and Burst) in exchange for greater attack power and attack speed. This also means that Poison Bolt and Poison Bolt Volley will hit harder and more frequently. The group should use this chance to deal damage to Venyxia before it overwhelms the healer and the rest of the group. Using AoE spells is recommended at this point, as it does not knockback Venyxia. &lt;br /&gt;
&lt;br /&gt;
Instead of splitting up into two sides, the group should return back to stacking on one side in order to make the healer's job easier. The healer will have to work double-time to ensure that the rest of the group survives through the poison debuffs, while trying to manage their mana supply.&lt;br /&gt;
&lt;br /&gt;
=== Pinning Strategy ===&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; &amp;gt; &amp;gt; &amp;gt; &amp;gt;   &amp;gt; &amp;gt; &amp;gt; &amp;gt; &amp;gt; O    T B&lt;br /&gt;
______________/‾‾‾‾‾‾‾‾‾‾\_________ &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''The text diagram above shows a rough layout of the map's terrain. The &amp;gt; in this diagram indicates the positions of the Venyxia Droplets, while B represents the location of the boss. T represents the position of the tank, while O represents the position of all other players.''&lt;br /&gt;
&lt;br /&gt;
Another way to deal with Venyxia, particularly towards the Dehydration trophy is to use the pinning strategy. This strategy can still fail if the slimes are not taken care of quickly enough before the berserk timer is reached. There are a couple of differences from the main strategy, such as:&lt;br /&gt;
* During the shield phase, the tank takes Venyxia to the right end of the map, while the rest of the group is stacking from behind (keeping their distance). This makes it easier for the healer since they don't have to walk in between both sides.&lt;br /&gt;
* During the summoning phase, the slimes all spawn on the left side of the map. This is because the boss has no room to spawn the slimes on the right, causing them to spawn on the opposite end of the map. Just because they spawn on the left, doesn't mean you have more time to deal with them (every second counts towards the berserk timer).&lt;br /&gt;
* Unequal distribution of slimes on both sides of the map (can have as much as 7~10 slimes on the left and 0~3 slimes on the right), depending on Venyxia's distance to the wall on the right side. If Venyxia still has a bit of distance between where she exploded and the wall on the right side, a few slimes still might spawn on the right side instead of all being on the left. In this case, you'll have to take those slimes out on the right immediately before engaging the ones on the left.&lt;br /&gt;
&lt;br /&gt;
== Daphne ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Daphne|42|Brute|Dark 1|274,000|Immune to stun, freeze, silence, sleep, and charm.}}&lt;br /&gt;
&lt;br /&gt;
Daphne is the fourth boss at the east end of Blackwood Depths - Crystalline Forest. By taking the bottom path at Upper Tunnel Hub instead of the upper path, you come to some electrified crystals in the Lower Tunnel Hub shortly until you arrive at the forest. As you clear the monsters in the forest, you immediately come to an unknown house. At the house's backyard, Daphne will be waiting there, having blocked off the entrance to the Lower Depths.&lt;br /&gt;
&lt;br /&gt;
Daphne's defending element is Dark 1, making her vulnerable to Fire (+12.5%) and Light (+25%) attacks. As a mage, it is recommended that you either use Fire or Water in NM, while you'd use Fire in HM due to the crystal gimmick. Poison has a disadvantage against Dark by -25%, making it a poor option. Most of Daphne's attacks (and auto-attack) are dominantly earth-based, followed by a few dark spells.&lt;br /&gt;
&lt;br /&gt;
In NM, when a player is trapped in crystal, the group would immediately have to free them. In HM, when a player is trapped in crystal, they must stay trapped to take on waves of monsters in the Crystal Realm. The only time that the group would break them free is after a set amount of time has passed &amp;amp; the monsters have been cleared. &lt;br /&gt;
&lt;br /&gt;
The main abilities that Daphne will use are:&lt;br /&gt;
* '''Crystal Claw''': This is Daphne's version of the Swipe attack that hits all targets in front of her. Deals earth damage instead of neutral damage. Players usually call this &amp;quot;frontal&amp;quot;, meaning that only the tank must engage the boss in front, while the others stay behind to avoid taking additional damage.&lt;br /&gt;
* '''Double Claw''': Deals a weak amount of damage twice to the target that currently has it's attention (the tank).&lt;br /&gt;
* '''Frenzied Claw''': Deals a weak amount of damage multiple times to all nearby players, causing hitstun.&lt;br /&gt;
* '''Arcane Rain''': Daphne summons several spheres of energy that are flung and explode on contact, hitting each member of the group for a weak amount of damage.&lt;br /&gt;
* '''Arcane Blast''': Daphne charges up to fire a laser in front of her towards the target that currently has her attention, inflicting enough damage to either instant KO the tank, or eliminate most of the tank's health. The tank should quickly move behind her to avoid the attack, then return to being in front of her. &lt;br /&gt;
* '''Arcane Explosion''': Selects a random player, causing them to explode and take massive damage on their location. The damage is reduced for each player that stacks on top of the selected player.&lt;br /&gt;
* '''Night Spear''': Selects a random player, causing a total of five swords to fall on their location one at a time. Each individual sword that falls down inflicts multiple hits, adding up to a large amount of damage received. Any nearby ally caught in the sword's path will also take damage.&lt;br /&gt;
* '''Erupt III''': An earth element attack that hits all players for a large amount of damage, but has a slow casting time. Can be interrupted. &lt;br /&gt;
* '''Skip + Crystalline Dream''': This occurs at the end of Daphne's summoning phase only. After all minions have been defeated or a certain amount of time passes, Daphne will unleash this attack, freezing all allies in crystal for a few seconds and dealing large amounts of damage after the crystal shatters. The damage received increases the longer you take to defeat all minions until eventually it just instantly knocks you out.&lt;br /&gt;
* '''Crystallise''': This occurs only after Daphne's summoning phase. Every so often, Daphne will target a random player on the field (except the tank), freezing them in crystal. When the ally is broken free from the crystal, it spawns two Crystalline Constructs (snakes with low health) with the ability to smite. If the ally is not broken free after the duration of Crystallise ends, the ally is immediately knocked out. This ability also has an additional gimmick to it in Hard mode.&lt;br /&gt;
* '''Erupt IV''': This occurs only after Daphne's summoning phase. A two-part earth element AoE attack that hits the entire area with a giant crystal penetrating upwards from the ground. The giant crystal sends players caught in the attack into the air, dealing massive damage while a ring of smaller spikes spawn shortly afterwards, finishing them off as they land. There are also smaller rings of safe spots within the blast area that a skilled player can use to avoid getting hit by the attack completely. Cannot be interrupted.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
The fight against Daphne consists of four phases in total. The initial phase, a summoning phase near the middle, an interim phase (when an ally is not in crystal) and the crystal phase (when an ally is in crystal). The fight against Daphne in NM excludes the crystal phase.&lt;br /&gt;
&lt;br /&gt;
===='''Phase 1 (Initial)'''====&lt;br /&gt;
&lt;br /&gt;
                  O &amp;gt; T&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''The text diagram above shows a rough layout of the map's terrain. The &amp;gt; in this diagram represents the boss facing to the right, while T is for tank. O represents all other players, such as the damage dealers and the healer.''&lt;br /&gt;
&lt;br /&gt;
On the right side of the backyard where the boss fight takes place, the tank should have Daphne facing to the right, while the rest of the group is stacked together on the left (behind Daphne). The tank should take care of smiting Erupt III, while watching out for Arcane Blast (going behind Daphne to avoid getting hit by the attack), and adjusting their position if knocked back too far by Arcane Rain. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the damage dealers are focused on stacking and dealing damage to Daphne at this time (they can also use AoE skills for extra damage since Daphne is not affected by knockback). The healer is also stacked among the damage dealers. Make sure that you do not accidentally use up your Song of Harmony at this time.&lt;br /&gt;
&lt;br /&gt;
When Arcane Explosion occurs, a text in yellow will appear at the top of the screen, indicating who is about to be the target of the attack. If the damage dealers and healer are not stacked, they must do so at this point, or risk losing one of their allies early in the battle. It is absolutely necessary for the tank to stack during Arcane Explosion when your group consists of only three members, but is discouraged when you have a group of 4 to 6 players. &lt;br /&gt;
&lt;br /&gt;
In addition, when Daphne sets her eyes on a particular player, Night Spear is about to occur. The targeted player must move to the left side of the map (not too far away), to avoid the swords falling on the rest of the group. There is a delay between each time a sword drops, so the targeted player must kite out of the way (move a bit to the side) as soon as they see the sword appear in order to dodge it. There are a total of five swords, so after the fifth sword drops, the player can return to stacking with the rest of the group.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Not sure if Night Spear also happens before Daphne uses Crystalline Explosion. Will have to double-check --&amp;gt;&lt;br /&gt;
===='''Phase 2 (Arcane Explosion + Summons)'''====&lt;br /&gt;
&lt;br /&gt;
        (&amp;gt;)&lt;br /&gt;
  t D   O mm &lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''The text diagram above shows a rough layout of the map's terrain. The (&amp;gt;) in this diagram represents the shielded Daphne, while D represents the damage dealer that is luring the thistle (marked as t) away. O represents all other players including the tank, while mm represents the area where Daphne's minions will spawn.&lt;br /&gt;
&lt;br /&gt;
Near the half-way point in the battle, Daphne will teleport to the left side of the backyard (by using Skip), and putting up a shield around her, making her invincible. Daphne will start casting Crystalline Explosion. At this point, several creatures will spawn on the field, such as Crystallized Lotuses, Crystalline Skinrenderers, and a Crystallized Thistle. The tank SHOULD NOT Growl any of the monsters yet. &lt;br /&gt;
&lt;br /&gt;
Instead, one player of the group has to lure the Crystallized Thistle over to the far-left side of the boss area, and defeat it there. The rest of the group should make sure that the thistle is killed immediately, and that any other minions are kept near Daphne. This is because since the thistle leaves behind healing spores on the field when defeated, it can make killing the rest of the minions harder. After defeating the thistle, the tank is safe to use Growl.&lt;br /&gt;
&lt;br /&gt;
Make sure your damage dealers put up an AoE to deal with the monsters, and that the tank is properly moving the monsters into the damage dealer's AoE. The Skinrenderers are identical to the Emeraldfang snakes (has Emerald Cut which cuts the healing on that ally by 33% [stacks 3 times to fully prevent healing that ally], and Mirror Scales to reflect any spell's attacks except AoEs), making them one of the toughest to kill. The healer should try to keep the rest of the group's health as high as possible in preparation for the Crystalline Explosion.&lt;br /&gt;
&lt;br /&gt;
The longer the group takes to kill all of the minions, the stronger that Daphne's Crystalline Explosion gets. You want to get rid of the minions as quickly as possible, or else her Crystalline Explosion becomes strong enough to 1 hit KO some members of your group. After all minions are defeated, Daphne will unleash Crystalline Explosion, and the healer has to quickly use Song of Harmony in order to counter that.&lt;br /&gt;
&lt;br /&gt;
After the Song of Harmony finishes, the tank should pull Daphne back to the spot as described in the initial phase, and the damage dealers should focus on Daphne again.&lt;br /&gt;
&lt;br /&gt;
===='''Phase 3 (Interim)'''====&lt;br /&gt;
&lt;br /&gt;
      (x( (xxx) )x)&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''The text diagram above shows a rough text layout of Daphne's Erupt IV attack. Note that the area of the attack represented by the text diagram is larger than what is represented in the game, and doesn't necessarily spawn in the middle of the map. The (xxx) represents the inner circle, where the giant spike will show up on, sending the player into the air. The ( ( and ) ) represent the tiny safe spots that you can stay in to avoid the attack completely. The (x( and )x) represent the outer ring of spikes that can still do a lot of damage to a player.''&lt;br /&gt;
&lt;br /&gt;
The interim phase works very much like the initial phase, where the tank is keeping Daphne on the right. Except, Daphne has one more ability up her sleeve. When she casts Erupt IV, a yellow circle and a yellow ring appear on the ground moments before the spell hits. Each player should get out of the yellow spots immediately by heading left or right (right for tanks) to dodge the attack. If you stand in between the yellow circle and ring, there is a safe spot you can stand on to completely avoid the attack, however you have to be precise.&lt;br /&gt;
&lt;br /&gt;
In HM, the interim phase is very short, and it'll transition over to the crystal phase after a bit of time. Daphne usually does not use Night Spear at this time (because of how short the phase is).&lt;br /&gt;
&lt;br /&gt;
===='''Phase 4 (Crystal) [focusing on the player trapped in crystal]'''====&lt;br /&gt;
&lt;br /&gt;
    &amp;gt;   &amp;gt;  F C    &amp;lt;   &amp;lt;&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''The text diagram above shows a rough layout of the Crystal Realm's terrain. The &amp;gt; and &amp;lt; in this diagram indicates the positions of the random monsters spawned, while C represents the location of the crystal. Exclusively for the healer, a fairy will spawn on the location represented by F.''&lt;br /&gt;
&lt;br /&gt;
One random player other than the tank is selected to be frozen in crystal for about 30 seconds. The chosen player is sent to the Crystal Realm, where they must defeat 3-4 slowly moving monsters (each one spawns after a certain amount of seconds have passed) from both sides in a tower defense style mini-game. If one of the monsters reaches the crystal, the monster is transported outside of the realm back into the boss fight area where the rest of the group is. &lt;br /&gt;
&lt;br /&gt;
The monsters are much harder to defeat when they are transported outside the realm, while they are much easier inside the realm. If the player is too far away from the crystal, they will begin to take damage over time. This is one of the reasons why the realm is much harder for a dps warrior, than a dps priest/mage/hunter.&lt;br /&gt;
&lt;br /&gt;
If the player sent to the realm is a damage dealer, they must normally defeat the monsters from each side. There are various strategies depending on your class:&lt;br /&gt;
* A Mage can use Fire Wall or Blizzard to cover a side, while they focus on eliminating the monster on the other side. Or, they can use FF to temporarily slow down one side, while working on the other side.&lt;br /&gt;
* A Priest can use Poison Dust on one side, while they work on the other side. Or, they can use NF to temporarily slow down one side, while working on the other side.&lt;br /&gt;
* A Warrior has to quickly deal with the monster on one side before they take too much damage, then quickly return to the crystal and work on the other side. Slash is recommended for finishing off monsters on one side. &lt;br /&gt;
&lt;br /&gt;
If the player sent to the realm is a healer, a friendly light fairy with low health spawns inside the realm. The fairy is powerful enough to take on the invading monsters, but constantly loses health over time. The healer should heal the fairy to full health immediately and use any periodic healing buffs (e.g. Revitalize, Healing Winds) to keep it alive as much as possible. 50% of the healing done to the fairy is also shared across the rest of your group.&lt;br /&gt;
&lt;br /&gt;
In either of these cases, the player trapped in crystal must keep track of their debuff's duration so that the rest of the group knows when to break you out of the crystal. Around 8-10 seconds left on the debuff, you need to ping the mini-map (just left-click anywhere on the mini-map), alerting the group. The group needs to immediately respond to breaking them out of the crystal once they see the ping (take too long and the player trapped in crystal gets knocked out immediately).&lt;br /&gt;
&lt;br /&gt;
===='''Phase 4 (Crystal) [focusing on the rest of the group]'''====&lt;br /&gt;
&lt;br /&gt;
                 CO &amp;gt; T&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''The text diagram above shows a rough layout of the map's terrain. The &amp;gt; in this diagram represents the boss facing to the right, while T is for tank. C represents a scenario where one player is frozen in crystal, but located slightly behind the damage dealers. O represents all other players, such as the damage dealers and the healer.''&lt;br /&gt;
&lt;br /&gt;
Once a player is trapped in crystal, the group has to maintain their positions on the field with a high level of caution (go back to the same set-up in the initial phase). The three things that the rest of the group have to worry about are: AoEs, Daphne's Night Spear and watching the player trapped in crystal.&lt;br /&gt;
&lt;br /&gt;
All damage dealers have to be careful about where they use and place their AoE skills. For example, if the player trapped in crystal is directly standing on Daphne, do NOT use an AoE skill at all. If the player trapped in crystal is slightly away from Daphne, one of two situations may happen, particularly for mages.&lt;br /&gt;
* A mage with Blizzard has to be positioned slightly right of where Daphne is standing to avoid hitting the player in the crystal. &lt;br /&gt;
* A mage with Fire Wall (wearing the Charm of Wandering Flame) has to stand directly on Daphne to prevent the fire wall from creeping into the crystal.&lt;br /&gt;
&lt;br /&gt;
In most battles against Daphne on HM, she uses Night Spear only during the crystal phase, while she might use Arcane Explosion only in the interim phase. This targets a player that is a damage dealer or healer that is not trapped in crystal. The player that is targeted by Night Spear has to go to the left side of the map, and kite the falling swords. You have to distance yourself from the player that is trapped in crystal (or else they get hit too).&lt;br /&gt;
&lt;br /&gt;
In a group of 3, one of the players is busy being trapped in the crystal, while the other is tanking Daphne. To ease the burden, weaken the crystal (that is trapping the player) to about 10-30% of it's health.&lt;br /&gt;
* If the healer is trapped in crystal, the damage dealer has the double responsibility of kiting Daphne's Night Spear, and breaking their healer out of the crystal. &lt;br /&gt;
* If the damage dealer is trapped in crystal, the healer now has the double responsibility of kiting and breaking their damage dealer out of the crystal. But since the healer doesn't have enough DPS, the tank has to step in and help the healer do enough damage, while tanking Daphne. &lt;br /&gt;
&lt;br /&gt;
In groups of 4 or more, you have the tank busy with Daphne, one of the players are trapped in crystal, one of the players kiting Daphne's Night Spear, and one person watching the crystal. The player that is watching the crystal has to weaken it down to 10-30% of it's health, and break the crystal when it is time to do so. &lt;br /&gt;
&lt;br /&gt;
Once they see the ping on the mini-map, that is the time to break them out of the crystal. Do NOT break them out prematurely, or else they can't kill the monsters inside the realm. If any monsters are able to get out of the realm, the damage dealers have to finish them off immediately if their health is low. If the monster's health is high, FF/NF the monsters to stall for time. But in most cases, it's an immediate wipe for the group if they let any monsters get outside with high health.&lt;br /&gt;
&lt;br /&gt;
Finally, the boss fight goes back to the interim phase, and repeats between the two phases over and over again until the boss is defeated.&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Dreaming in Crystal | Dreaming in Crystal]] requires you to defeat Daphne on Hard mode.''&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Don't Have an Eternity | Don't Have an Eternity]] requires you to defeat Daphne on Hard mode without destroying any of the crystals that a player is trapped in. This may require a lot of reviving, and a lot of DPS to take on Daphne, especially after she freezes a player in crystal past the revive limit.''&lt;br /&gt;
&lt;br /&gt;
=== Break Point 2 (Critical Care) ===&lt;br /&gt;
&lt;br /&gt;
After defeating Daphne, the timer will pause. You can do anything at this time, but once you go past the area beyond the teleport rune in Lower Depths, the timer will start again. You cannot pause the timer after this break point.&lt;br /&gt;
&lt;br /&gt;
== Accessing the Treasure Caves ==&lt;br /&gt;
&lt;br /&gt;
See [[Treasure Caves]] for details.&lt;br /&gt;
&lt;br /&gt;
== Zafyre ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Zafyre|43+|Elemental|Neutral 2|410,000|Immune to stun, freeze, silence, sleep, and charm. Extrasensory.}}&lt;br /&gt;
&lt;br /&gt;
Zafyre is the sixth and final boss in the Blackwood Depths - Lowest Reaches. The pathway down is not easy, as it is protected by various groups of monsters (with the final group being a trio of Beholders). After crossing the Lower Depths towards the bottom-most portal, going down to the right in Lowest Reaches, and reaching the lowest left end, you'll finally reach Zafyre. &lt;br /&gt;
&lt;br /&gt;
Zafyre's defending element is Neutral 2, making him vulnerable to Ghost (+50% more damage), as well as weak to Light, Dark and Poison (+25% more damage). A Mage should ideally decide between Fire or Water (depending on their preference, as both are 0%). Because Zafyre's attacks are primarily earth and wind based, an Earth vial may be recommended to reduce the amount of damage taken.&lt;br /&gt;
&lt;br /&gt;
The dynamic of the fight changes severely between Normal and Hard mode. In NM, each time you knock Zafyre's health down by a third, a Deathblossom spawns, forcing the damage dealers to deal with it. In HM, the group has to deal with the limited space on the field due to the crystals, taking care of the eggs on the upper platform (accessible for a single damage dealer by getting on Carolyn's plane), and dealing with the Earth Sprite as Zafyre is preoccupied by Carolyn on her plane.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Zafyre will use are:&lt;br /&gt;
&lt;br /&gt;
In both modes:&lt;br /&gt;
&lt;br /&gt;
* '''Crushing Jump''': N/A&lt;br /&gt;
* '''Cleave''': This is Zafyre's version of the Swipe attack that hits all targets in front of him. Players usually call this &amp;quot;frontal&amp;quot;, meaning that only the tank must engage the boss in front, while the others stay behind to avoid taking additional damage.&lt;br /&gt;
* '''Cross Claw''': A weak version of the Warrior's Thrash skill that deals 200% of Zafyre's regular attack, plus additional damage. Deals roughly 1,000 damage to a tank. Zafyre generally uses it once every 40 seconds or so, unless preoccupied in one of the crystal phases. &lt;br /&gt;
* '''Crystal Bolt''': Targets two players, knocking them back slightly and dealing moderate wind damage (~1,000). Can be interrupted.&lt;br /&gt;
* '''Electric Charge''': Targets a random player, dealing weak wind damage (~500).&lt;br /&gt;
* '''Molten Crystal''': Targets the tank, dealing around 1,600-2,000 earth damage three times within 5 seconds. When about to be targeted by this ability, a warning indicator shows up on the edges of the screen. Can be reflected by Spell Reflect or interrupted.&lt;br /&gt;
* '''Static Charge''': A random ally will be targeted by Overload, as noted by an electric charge on the character, and yellow text on the screen saying who received it. All allies standing near the player who received Overload including themselves will constantly get hit by moderate wind damage for several seconds. Often used before Crystal Spire.&lt;br /&gt;
* '''Crystal Spire''': Causes two crystal stalactites (sometimes three if one of your group's members is affected by Overload) to fall from the ceiling, dealing a large amount of damage to players who are standing directly on where it falls. The crystals can protect players from Electric Burst, but explode shortly afterwards for a large amount of damage.&lt;br /&gt;
** Sometimes, if the tank doesn't move Zafyre away and let the stalactites fall too close to him, the stalactite is absorbed by Zafyre, preventing them from being used as cover even though they are still on the field. One of the stalactites that falls the closest to the damage dealer is automatically destroyed as it lands.&lt;br /&gt;
** If there is no safe stalactite for players to hide behind, Electric Burst is guaranteed to hit, dealing major damage to all players (the game will indicate that there is &amp;quot;no cover&amp;quot;).&lt;br /&gt;
* '''Electric Burst''': Zafyre discharges a blast of electricity, dealing a major amount of wind damage to all players. Used after Crystal Spire. Causes the crystal stalactites to be unstable and explode shortly afterwards. Zafyre often uses Depths Fiends after Electric Burst.&lt;br /&gt;
* '''Depths Fiends''': Similar to Daphne's Night Spear, causes chomp plants to come out of the ground to chase every player except the tank, dealing a large amount of damage. After a while, Zafyre uses this in combination with Lunge, causing players to walk while stacking to avoid both the plants and the full damage from the fore-mentioned attack.&lt;br /&gt;
* '''Lunge''': Similar to Axrahn's Pounce from Crypt, Zafyre chooses a target to leap onto (marked by a yellow arrow pointing downwards), causing enough damage to one-hit KO a player. The attack is less effective when multiple players are stacking on top of each other.&lt;br /&gt;
* '''Arcane Rain''': Zafyre tries to get behind the furthest player away from him (e.g. if Zafyre was on the left, he would try to get behind the right-most player). Then, he stops, turns around and unleashes a rain of arcane blasts from the sky (to the entire platform behind him). Deals a large amount of damage, enough to fatally wound a damage dealer or knock them out.&lt;br /&gt;
&lt;br /&gt;
Only in Normal mode:&lt;br /&gt;
&lt;br /&gt;
* '''Death Blossom''': Summons a Deathblossom at 66% and 33% of Zafyre's health. The Deathblossom leeches a poisonous beam at the closest player to it, causing them to gain stacks of a debuff that deals damage over time. If the target receives more than 3 stacks, the debuff causes an explosion on the player's location that deals massive poison damage. &lt;br /&gt;
** The deathblossom has 80,000 health, a defending element of Earth 3, and is immune to stun/freeze/silence/taunt/sleep/charm.&lt;br /&gt;
&lt;br /&gt;
Only in Hard mode:&lt;br /&gt;
&lt;br /&gt;
* '''Rockfall''': Causes smaller stalactites to fall down first, dealing major damage. Shortly afterwards, causes a huge rock to fall from the ceiling, crashing to the ground over a large area. If any player is still in the targeted area as the huge rock falls down, they'll be one-hit KOed.&lt;br /&gt;
* '''Fury''': Causes Zafyre to wait a second, before eventually gaining Blind Fury. Blind Fury increases Zafyre's damage gradually up to 300% over 60 seconds. Carolyn will usually have her plane up by then, first escorting a damage dealer to the upper platform, and returning below to grab aggro of Zafyre from the tank.&lt;br /&gt;
* '''Blind Rage''': After obtaining Blind Fury for a while, Zafyre gains the Blind Rage buff. This makes him receive 80% less damage from attacks for about 10 seconds. &lt;br /&gt;
* '''Crystalline Regeneration''': After Zafyre finishes being in a blind rage, Zafyre will use this ability. Unleashes an explosion, destroying all crystals that are currently lit on the field. This also causes Carolyn to be knocked off her plane, as it becomes damaged (she needs to re-repair it). Deals a large amount of damage to all players, less if they are shielded within range of Carolyn's plane (only possible during the first crystal). &lt;br /&gt;
** When not in the crystal's range, the entire field is engulfed in darkness, making monsters appear and all players receive twice the amount of damage.&lt;br /&gt;
* '''Frenzy''': After the third crystal has been destroyed, Zafyre eventually gains a damage buff that constantly increases his damage by 15% every 3 seconds (e.g. +60% damage after 12 seconds have passed).&lt;br /&gt;
* '''Crystal Volley''': After the third crystal has been destroyed, Zafyre doesn't use any skill other than Crystal Volley. Hits all players for about 600~800 earth damage, with a spam rate of every 1-3 seconds. Can be interrupted, but is immune to any effects that prevent it from being re-casted for a couple of seconds.&lt;br /&gt;
&lt;br /&gt;
=== Strategy (NM) ===&lt;br /&gt;
&lt;br /&gt;
The fight against Zafyre consists of an initial phase, a general phase, and two summoning phases (Deathbloom), each at 66% and 33% of his health. The initial phase and general phase are created in this guide to explain Zafyre's somewhat unpredictable pattern of attacks (unlike most boss fights that do have a distinguishable phase change, Zafyre does this more subtly). The detailed order of the phases actually work as such: initial &amp;gt; 1st summoning &amp;gt; general &amp;gt; 2nd summoning &amp;gt; general.&lt;br /&gt;
&lt;br /&gt;
===='''Initial Phase (no lunge and chomp plant combo period)'''====&lt;br /&gt;
&lt;br /&gt;
          T &amp;lt; O&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''The text diagram above shows a rough layout of the map's terrain. The &amp;lt; in this diagram represents the boss facing to the left, while T is for tank. O represents all other players, such as the damage dealers and the healer.''&lt;br /&gt;
&lt;br /&gt;
On the center-left side of the field where the boss fight takes place, the tank should have Zafyre facing to the left, while the rest of the group is somewhat close to each together on the right (behind Zafyre). The tank should take care of reflecting Molten Crystal with Spell Reflect (if Spell Reflect is on cooldown for whatever reason, you can also Smite it). The tank can also smite Crystal Bolt (if they are comfortable enough) so that the group takes less damage.&lt;br /&gt;
&lt;br /&gt;
The damage dealers can take it easy during this phase by spamming AoE attacks, however they still have to be wary of Zafyre's two skills: Lunge (the group members must stack), and Depth Fiends (players stack and walk right to avoid the chomp plants). These two skills are used separately from each other and not in a combo just yet in the fight (this is later mentioned in the General phase). Be careful not to run all the way to the right wall during Depth Fiends, as Zafyre tries to go behind the furthest player (he records the position of the furthest player, and shortly after determines how far he should run with Arcane Rain), turn around, and use Arcane Rain to bombard the entire area to the left of him.&lt;br /&gt;
&lt;br /&gt;
When Depths Fiends or the combo occurs, the damage dealers and healer have to walk while stacking to the right (commonly referred to as stack running, but I prefer stack jogging/walking to avoid the confusion that players have to run). Make no mistake, as the chomp plants come down a lot faster than what you might actually think, and you must never run faster than your slowest player. Only run if you're trying to catch up to the rest of your group, and then slow down to your group's speed once you've reached them.&lt;br /&gt;
&lt;br /&gt;
As a side note, running actually causes the group to split up, as some players might be slow on the cue, encounter lag or have stuck arrow keys that make them slower.&lt;br /&gt;
&lt;br /&gt;
===='''Summoning Phase (Deathblossom plant)'''====&lt;br /&gt;
&lt;br /&gt;
         T &amp;lt; O  D&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''The text diagram above shows a rough layout of the map's terrain. The &amp;lt; in this diagram represents the boss facing to the left, while T is for tank. O represents all other players, such as the damage dealers and the healer. D represents the Deathblossom plant that spawns behind the damage dealers.''&lt;br /&gt;
&lt;br /&gt;
During this time, Zafyre cannot use Lunge or Depths Fiends as the Deathblossom plant is summoned. However, the Deathblossom will constantly pick on the closest player to it, causing them to take damage over time from poison stacks (if four stacks is reached on one player, causes a massive poison explosion on the character's location, 1-hit KOing the entire group). The tank should keep focusing on Zafyre, while the damage dealers shift attention to take on the Deathblossom.&lt;br /&gt;
&lt;br /&gt;
To deal with the Deathblossom's gimmick, have a damage dealer or healer stand next to it until they have 2-3 stacks of the poison on them. Then, another player should get close to the Deathblossom while the first player (with 2-3 poison stacks on them) stand far away from the plant, preferably still behind Zafyre. After the Deathblossom is taken down, the fight will transition into the general phase.&lt;br /&gt;
&lt;br /&gt;
The tank should continue to watch out for the usual abilities that Zafyre will pull off. If Zafyre is too close to the right side once the Deathblossom spawns, try to quickly move him back to the center-left side AFTER the plant is taken down, or else the healer will have to walk all the way to get to you. Having Zafyre too close to the right gives the damage dealers and healer no room to avoid the Depths Fiends and Lunge.&lt;br /&gt;
&lt;br /&gt;
===='''General Phase (lunge with chomp plant combo and more)'''====&lt;br /&gt;
&lt;br /&gt;
* Depths Fiends (chomp plants) + Lunge&lt;br /&gt;
* Crystal Spire (pillars) + Electric Burst&lt;br /&gt;
* Arcane Rain&lt;br /&gt;
&lt;br /&gt;
The general phase is similar to the initial phase, except Zafyre now has access to the rest of his abilities and will always combo Depths Fiends and Lunge together. Zafyre will most likely pull off a Crystal Spire + Electric Burst combo before the Depths Fiends + Lunge combo, but Arcane Rain occurs before or after the two combos. &lt;br /&gt;
&lt;br /&gt;
The tank should continue to keep Zafyre in the same spot as usual, however if a group member or two is knocked out early in the fight (leaving with only 2-3 members to stack), the tank will have to join the damage dealers and healer in stack jogging. It is crucial for a tank to have speed boosts and Charge to catch up to the rest of the group, which is already a distance away to the right. An alternative method is for the group to run toward the left side instead, so that the tank can easily stack with the group (the tank will take some damage from the chomp plants, but this needs to be informed in advance so there is no confusion).&lt;br /&gt;
&lt;br /&gt;
When two to four of the pillars drop on the field, some of them will break as soon as they land or survive the fall. Make sure that the group finds the stable one and stay within the marked area. If you or one of the members of your group have Overload (electric sparks that damage nearby players and pillars) during when the pillars drop, there will be an additional pillar that survives the fall.&amp;lt;ref&amp;gt; Sometimes, the additional pillar that was meant for the player with Overload drops exactly on the same spot as the other surviving pillar, resulting in only one safe spot. To fix this situation, you can have the group attempt to stand on the inner edges of the safe spot behind the pillar (the rest of the group on the left edge, while the person with overload is standing on the right edge). You have to be careful not to stand too far out from the safe spot, or else you'll get hit regardless. &amp;lt;/ref&amp;gt; Have the affected person stand behind one pillar (without touching the pillar) and the rest of your group to stand behind the other. After the pillars absorb Zafyre's blast (coming from the left), the player needs to stay away from the orange circles around the pillars and avoid walking into one as they are about to explode.&lt;br /&gt;
&lt;br /&gt;
After Zafyre exhausts both combos, he'll attempt to run over to the right side of the map, depending on how far a player was standing at the time it was recorded and prepare Arcane Rain in the direction behind him. If the tank, damage dealer, and/or healer see him irregularly moving to the right, make sure that you stick close to him and DO NOT GET AHEAD OF HIM (constantly going faster will only make Zafyre keep repositioning himself by moving towards the right).&amp;lt;ref&amp;gt; Like Rochiear when it comes to Wild Charge, you do not want Zafyre to end up standing on the right-most part of the field directly at the wall or else Arcane Rain ends up hitting the entire field (running further left is pointless). If your character won't make it to the other side in time to avoid Arcane Rain, have the healer use Emerald Shield so that you have a better chance of surviving the attack, or the tank to use Divine Plea. If your character tends to be slow, you can use Skip (if you're a Mage) or Charge (if you're a Warrior), or speed boosts + sprinting. &amp;lt;/ref&amp;gt; Only until Zafyre stops moving and starts preparing his casting bar that you try to get ahead of him, so you can be behind him when the attack occurs.&lt;br /&gt;
&lt;br /&gt;
=== Strategy (HM) ===&lt;br /&gt;
&lt;br /&gt;
The fight against Zafyre consists of several phases, including the initial phase, plane phase, crystal phase and final phase. Each phase is created in this guide to explain Zafyre's somewhat unpredictable pattern of attacks (unlike most boss fights that do have a distinguishable phase change, Zafyre does this more subtly). The detailed order of the phases actually work as such: initial &amp;gt; plane &amp;gt; crystal &amp;gt; plane &amp;gt; crystal &amp;gt; plane &amp;gt; crystal &amp;gt; final.&lt;br /&gt;
&lt;br /&gt;
===='''Initial Phase (no lunge and chomp plant combo until crystal phase)'''====&lt;br /&gt;
&lt;br /&gt;
         ______________&lt;br /&gt;
&lt;br /&gt;
            ( ^ )      ^  &lt;br /&gt;
       ( ^ )  T&amp;lt;O( ^ )   P&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''The text diagram above shows a rough layout of the map's terrain. The ( ^ ) icons show the location of the real crystals and it's effective range, while the one ^ on the right is a unused fourth crystal. The T represents the tank, tanking Zafyre which is facing to the left &amp;lt;, while all other players are marked with O. The location of Carolyn's plane before taking flight is represented by P.''&lt;br /&gt;
&lt;br /&gt;
On the center-right side of the field where the boss fight takes place, the tank should have Zafyre facing to the left, while the rest of the group is somewhat close to each together on the right (behind Zafyre). The tank should take care of reflecting Molten Crystal with Spell Reflect (if Spell Reflect is on cooldown for whatever reason, you can also Smite it). The tank can also smite Crystal Bolt (if they are comfortable enough) so that the group takes less damage. Throughout the entire fight, it is also a good idea for the tank to use Endurance to lower the damage taken while Zafyre uses Lunge.&lt;br /&gt;
&lt;br /&gt;
During this phase, Zafyre's attacks are limited to most skills by themselves without combo-ing them (excluding the chomp plants). Since all of the crystals are lit up, you don't have to worry about positioning that much. The usual Lunge by itself (where all group members have to stack) and Arcane Rain (where you have to go behind Zafyre) are brought up again from Normal mode. One new addition you have to watch out for is Rockfall (signaled by multiple tiny spikes falling from the air, and a huge rock that comes down afterwards). Most likely, a huge yellow circle will appear within the dps/healer's vicinity, signaling your group to avoid that area, however if it comes into the tank's area instead, they should go left to dodge it and return back to their normal spot.&lt;br /&gt;
&lt;br /&gt;
The initial phase lasts approximately 1 minute and 30 seconds. However, if your DPS is too overwhelming, then a phase or two might accidentally be skipped, causing Zafyre to break &amp;amp; accelerate his usual pattern. Make sure that you pace yourself, and keep your mana/fury in peak condition to survive the next onslaught of phases.&lt;br /&gt;
&lt;br /&gt;
===='''Plane Phase (the one DPS up top)'''====&lt;br /&gt;
&lt;br /&gt;
      &amp;gt;   n  D n    n&lt;br /&gt;
         ______________&lt;br /&gt;
      &lt;br /&gt;
      ^     &amp;lt;     &amp;lt;    &amp;lt;  P&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''The text diagram above shows a rough layout of the map's terrain. The arrows in this diagram show the flight path of Carolyn's plane, marked as P. The D stands for the damage dealer that will deal with the eggs on the top platform, while the eggs are represented by n.''&lt;br /&gt;
&lt;br /&gt;
After a minute and a half has passed during the fight, Carolyn will call to your group through a brief dialog prompt mid-battle, saying that the plane is ready. One damage dealer in your group has to run right to where the plane is docked, and walk over into the empty seat of the plane, where it will automatically mount you in. Carolyn will cause the plane to take off, where you fly past Zafyre for a short while (your character can still attack Zafyre while on the plane) until you automatically disembark onto the top platform above, where three Nightmare Larvas and Pupas are spawned.&lt;br /&gt;
&lt;br /&gt;
While at the top platform, your objective is to get rid of the three eggs (Pupas) before Zafyre attempts to pull off Crystalline Regeneration (an explosion that hits the whole map, dealing massive damage to all players). Sometimes, the eggs spawn close together, making it easier for you to use an AoE to finish them all off, but in most cases, the eggs are spread out. You need to use an AoE on one egg, while focusing on taking down the other (or if your AoE is large enough, use it to hit two eggs, while focusing on the third).&lt;br /&gt;
&lt;br /&gt;
If you do not get rid of all of the eggs in time, three Butterfrights will eventually hatch from them in subsequent phases, wreaking havoc onto your group and causing an immediate wipe. You do not need to get rid of the Nightmare Larvas as they have a substantial amount of health and only serve as a distraction for you, but it'll make the second and third plane phases a lot easier. Once you see a message in yellow text appear on the screen mentioning something about &amp;quot;glistening&amp;quot;, then that is your cue to hop down from the right side of the platform, and quickly run towards Carolyn's shielded plane before Zafyre pulls off the explosion.&lt;br /&gt;
&lt;br /&gt;
The damage dealer only needs to go up top twice in a single run (on the first time and second time only). On the third time around when Carolyn calls over to the group, the damage dealer should ignore her and stay at the bottom platform to continue dealing damage to Zafyre. This way, when the eggs do spawn again, the group has already exhausted all three crystals, and as a result, triggers the final phase.&lt;br /&gt;
&lt;br /&gt;
===='''Plane Phase (the rest of the group)'''====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; data-expandtext=&amp;quot;Open&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot; style=&amp;quot;margin-right: auto; width: 60%; background: #1e140f; border: 1px solid #786450; border-left-color:#786450; border-top-color:#786450; text-align: left&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #cdaf8c; background: #2d2314; border: 1px solid #786450; border-left-color:#786450; border-top-color:#786450; padding: 0.2em 0.5em&amp;quot; | '''Plane Phase - Left Tank Set-up (risky for tanks, safer for dps/healer)'''&lt;br /&gt;
|-&lt;br /&gt;
| 1st time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
          n  D n    n&lt;br /&gt;
         ______________&lt;br /&gt;
&lt;br /&gt;
           ( ^ )       ^&lt;br /&gt;
      ( ^ )     (T&amp;lt;^O)    P&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2nd time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
          n  D n    n&lt;br /&gt;
         ______________&lt;br /&gt;
&lt;br /&gt;
           (T&amp;lt;^O)      ^&lt;br /&gt;
      ( ^ )      ( ^ )    P&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3rd time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
          n  D n    n&lt;br /&gt;
         ______________&lt;br /&gt;
&lt;br /&gt;
            ( ^ )      ^&lt;br /&gt;
      (T&amp;lt;^O)     ( ^ )    P&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''The text diagram above shows a rough layout of the map's terrain. The ( ^ ) icons show the location of the real crystals and it's effective range, while the one ^ on the right is a unused fourth crystal. The T represents the tank, tanking Zafyre which is facing to the left &amp;lt;, while all other players are marked with O. D represents the one damage dealer that has chosen to go up to the top platform to deal with the eggs represented by n, while the original location of Carolyn's plane before taking flight is represented by P.''&lt;br /&gt;
|-&lt;br /&gt;
| '''Advantages/Risks''': Because the tank is standing on the left side of the crystal boundary, Zafyre can easily push the tank outside of the boundary, causing them to take more damage. However, since Zafyre's back is always turned, then Zaf is less likely to hit any dps or healers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; data-expandtext=&amp;quot;Open&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot; style=&amp;quot;margin-right: auto; width: 60%; background: #1e140f; border: 1px solid #786450; border-left-color:#786450; border-top-color:#786450; text-align: left&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #cdaf8c; background: #2d2314; border: 1px solid #786450; border-left-color:#786450; border-top-color:#786450; padding: 0.2em 0.5em&amp;quot; | '''Plane Phase - Right Tank Set-up (safer for tanks, risky for dps/healer)'''&lt;br /&gt;
|-&lt;br /&gt;
| 1st time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
          n  D n    n&lt;br /&gt;
         ______________&lt;br /&gt;
&lt;br /&gt;
           ( ^ )       ^&lt;br /&gt;
      ( ^ )     (&amp;gt;T^O)    P&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2nd time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
          n  D n    n&lt;br /&gt;
         ______________&lt;br /&gt;
&lt;br /&gt;
           (&amp;gt;T^O)      ^&lt;br /&gt;
      ( ^ )      ( ^ )    P&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3rd time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
          n  D n    n&lt;br /&gt;
         ______________&lt;br /&gt;
&lt;br /&gt;
            ( ^ )      ^&lt;br /&gt;
      (&amp;gt;T^O)     ( ^ )    P&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''The text diagram above shows a rough layout of the map's terrain. The ( ^ ) icons show the location of the real crystals and it's effective range, while the one ^ on the right is a unused fourth crystal. The T represents the tank, tanking Zafyre which is facing to the right &amp;gt;, while all other players are marked with O. The location of Carolyn's plane before taking flight is represented by P.''&lt;br /&gt;
|-&lt;br /&gt;
| '''Advantages/Risks''': This way allows Zafyre to stand outside, while the tank will always be inside the crystal boundary. However, if Zafyre pushes the tank too far inside, then the tank might risk letting Zafyre hit the rest of the group with frontal, causing them to take additional damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While one of your damage dealers are dealing with the top platform, the rest of the group has to focus on dealing with Zafyre. The tank should take this opportunity to move to one of the crystals, starting with the second-most crystal to the right (1) (2) (3) (4). The correct order to follow is 3, 2, then 1, depending on how many times you repeated the same phase. The fourth crystal is unused, because it doesn't give the group enough space to dodge Zafyre's attacks, as well as risk pulling one of the three Beholders (assuming that you skipped them). &lt;br /&gt;
&lt;br /&gt;
Next, Zafyre will summon an Earth Sprite, linked to several earth spirits. The earth spirits have extremely low health and can be finished off with an AoE. The Earth Sprite is capable of using a AoE spell with a really short range, that deals about 1k damage to all players that stand in the small yellow circle. You want to lower the Earth Sprite's health, but DON'T KILL IT. The Earth Sprite is key to lighting one of the crystals after Zafyre does an explosion (Crystalline Regeneration) to suck the life out of all crystals on the field.&lt;br /&gt;
&lt;br /&gt;
Shortly afterwards, Carolyn will come back down onto the lower platform after dropping off your damage dealer to take Zafyre's attention away from the tank. The tank doesn't need to worry about smiting or reflecting anything once Carolyn has Zafyre's attention, and they should not try to pull Zafyre's attention again. Instead, they should stick with the rest of your group on one of the crystals while keeping the Earth Sprite at low health. If this is the first time the phase occurs, you need to stay on the 3rd crystal (as mentioned above), 2nd crystal for the 2nd time, 1st crystal for the 3rd time. &lt;br /&gt;
&lt;br /&gt;
When a yellow message appears, Zafyre will briefly pause and begin to cast Crystalline Regeneration, while Carolyn will slowly retreat toward your group, bringing up a shield around her plane. All group members have to stay inside Carolyn's shielded plane, while also near one of the crystals to prevent taking excessive damage from the blast. The damage dealer dealing with the top platform should come down around this point, rushing towards Carolyn's shielded plane, while the healer quickly patches up the damage dealer to prevent being knocked out early on. The tank can also use Endurance to lower the damage taken here.&lt;br /&gt;
&lt;br /&gt;
After the explosion (Crystalline Regeneration), all of the crystals lose their light, causing monsters to spawn in the darkness. The tank should growl any nearby monsters that spawn to prevent additional damage from being taken. The damage dealers need to quickly take out the Earth Sprite while it is near the crystal, so that the crystal regains it's light. Once the light re-appears again, you need to stay within the crystal's boundary, so you don't take double the damage from being in the darkness. If your group accidentally defeats the Earth Sprite before the explosion occurs, then it is an immediate wipe for your group. &lt;br /&gt;
&lt;br /&gt;
Note: In the third time this phase comes around, Carolyn's plane may retreat too far back, away from the rest of the group. In this case, being inside the crystal's boundary is more important than being near Carolyn (staying in the darkness makes you take 2x the damage). Your group should still be able to survive the explosion at this point, while it is much more deadlier first and second time around.&lt;br /&gt;
&lt;br /&gt;
===='''Crystal Phase (main phase)'''====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; data-expandtext=&amp;quot;Open&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot; style=&amp;quot;margin-right: auto; width: 60%; background: #1e140f; border: 1px solid #786450; border-left-color:#786450; border-top-color:#786450; text-align: left&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #cdaf8c; background: #2d2314; border: 1px solid #786450; border-left-color:#786450; border-top-color:#786450; padding: 0.2em 0.5em&amp;quot; | '''Crystal Phase - Left Tank Set-up (risky for tanks, safer for dps/healer)'''&lt;br /&gt;
|-&lt;br /&gt;
| 1st time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
         ______________&lt;br /&gt;
&lt;br /&gt;
           ( ^ )       ^&lt;br /&gt;
      ( ^ )     (T&amp;lt;^O)    P&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2nd time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
         ______________&lt;br /&gt;
&lt;br /&gt;
           (T&amp;lt;^O)      ^&lt;br /&gt;
      ( ^ )      ( ^ )    P&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3rd time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
         ______________&lt;br /&gt;
&lt;br /&gt;
            ( ^ )      ^&lt;br /&gt;
      (T&amp;lt;^O)     ( ^ )    P&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''The text diagram above shows a rough layout of the map's terrain. The ( ^ ) icons show the location of the real crystals and it's effective range, while the one ^ on the right is a unused fourth crystal. The T represents the tank, tanking Zafyre which is facing to the left &amp;lt;, while all other players are marked with O. The location of Carolyn's plane before taking flight is represented by P.''&lt;br /&gt;
|-&lt;br /&gt;
| '''Advantages/Risks''': Because the tank is standing on the left side of the crystal boundary, Zafyre can easily push the tank outside of the boundary, causing them to take more damage. However, since Zafyre's back is always turned, then Zaf is less likely to hit any dps or healers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; data-expandtext=&amp;quot;Open&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot; style=&amp;quot;margin-right: auto; width: 60%; background: #1e140f; border: 1px solid #786450; border-left-color:#786450; border-top-color:#786450; text-align: left&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #cdaf8c; background: #2d2314; border: 1px solid #786450; border-left-color:#786450; border-top-color:#786450; padding: 0.2em 0.5em&amp;quot; | '''Crystal Phase - Right Tank Set-up (safer for tanks, risky for dps/healer)'''&lt;br /&gt;
|-&lt;br /&gt;
| 1st time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
         ______________&lt;br /&gt;
&lt;br /&gt;
           ( ^ )       ^&lt;br /&gt;
      ( ^ )     (&amp;gt;T^O)    P&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2nd time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
         ______________&lt;br /&gt;
&lt;br /&gt;
           (&amp;gt;T^O)      ^&lt;br /&gt;
      ( ^ )      ( ^ )    P&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3rd time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
         ______________&lt;br /&gt;
&lt;br /&gt;
            ( ^ )      ^&lt;br /&gt;
      (&amp;gt;T^O)     ( ^ )    P&lt;br /&gt;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''The text diagram above shows a rough layout of the map's terrain. The ( ^ ) icons show the location of the real crystals and it's effective range, while the one ^ on the right is a unused fourth crystal. The T represents the tank, tanking Zafyre which is facing to the right &amp;gt;, while all other players are marked with O. The location of Carolyn's plane before taking flight is represented by P.''&lt;br /&gt;
|-&lt;br /&gt;
| '''Advantages/Risks''': This way allows Zafyre to stand outside, while the tank will always be inside the crystal boundary. However, if Zafyre pushes the tank too far inside, then the tank might risk letting Zafyre hit the rest of the group with frontal, causing them to take additional damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The crystal phase is similar to the initial phase, except Zafyre now has access to the rest of his abilities and will always combo Depths Fiends and Lunge together. Zafyre will most likely pull off a Crystal Spire + Electric Burst combo before the Depths Fiends + Lunge combo, but Arcane Rain occurs before or after the two combos. You need to stay within the crystal's range, or else you take double the damage while being in the darkness. Depending on your group's preference, the tank may either choose a left tank set-up, or a right tank set-up (preferred by most groups), while reflecting Molten Crystal &amp;amp; smiting Crystal Bolt as per the usual.&lt;br /&gt;
&lt;br /&gt;
The tank should continue to keep Zafyre close to the left side of the crystal's boundary, and it is necessary for the tank to join the damage dealers and healer during the lunge (since the chomp plants do not follow the tank, the tank can just wait until the plants finish and only join until the lunge is about to occur). It is up to the tank whether or not they need to join the damage dealers/healer in stack tapping. The tank should constantly use Growl to grab attention of any shadowy creatures away from your damage dealers and healer while in the darkness, while the healer can add shields &amp;amp; additional healing when necessary.&lt;br /&gt;
&lt;br /&gt;
In most cases, Zafyre uses a Crystal Spire + Electric Burst combo first. You do not want to be stacked onto the right side of the crystal's boundary just yet. The group should flee to the safe spot behind the spire, while anyone with Overload flee behind the other safe spot, even if the spire pushes the safe spot into the darkness. As usual, the group should evade the unstable spires before they explode. See 3rd paragraph of Zafyre normal mode, general phase for more details.&lt;br /&gt;
&lt;br /&gt;
Then after a couple of seconds, the damage dealers and healer need to immediately head to the right side of the crystal's boundary &amp;amp; stack, as Zafyre will use the Depths Fiends (chomp plants) + Lunge combo. The group must stack tap (literally constantly tapping your arrow key instead of holding it down, because since the space is so small, you want to move as little as possible, while just enough to avoid the chomp plants) towards the left side. After the lunge finishes, quickly return back into the crystal's range.&lt;br /&gt;
 &lt;br /&gt;
After several seconds, Zafyre will use Arcane Rain in the limited area that you are given by the crystal. You want to evade it by immediately going behind Zafyre. Zafyre is less likely to use Rockfall at this point, but if that happens to be the case, the tank should quickly go left, while dps/healers go right to dodge the large circle. After a while, expect that the two combos above will repeat again before the phase loops back over to the plane phase.&lt;br /&gt;
&lt;br /&gt;
===='''Final Phase'''====&lt;br /&gt;
&lt;br /&gt;
The final phase occurs when all three crystals are broken as a result of repeating both plane and crystal phases three times, causing the eggs at the top platform to spawn again, regardless of the damage dealer's efforts and shortly hatch into Butterfrights. The field is also engulfed into permanent darkness, causing Shadowy Creatures to spawn everywhere as well as the entire group to take 2x the damage from attacks. Zafyre's attack patterns also change, causing Zafyre to spam a skill that deals moderate earth damage to the entire group every 1-3 seconds, while at the same time gaining a damage buff that increases it's overall damage by 15% every three seconds (e.g. in 12 seconds, Zafyre's damage increases by a whopping 60%).&lt;br /&gt;
&lt;br /&gt;
The group should immediately make a break for it to the left-most side of the map. This way, you bring as few Shadowy Creatures into the fight, while avoiding the huge aggro range that the Butterfrights have. If any Shadowy Creatures are picked up along the way, the tank should constantly use Growl on them, and take advantage of any pots + damage reduction buffs like Endurance &amp;amp; Burning Determination. The damage dealers should throw everything they have to ensure that Zafyre gets defeated at this point, while the healer makes sure that everyone if not most of the group is alive during this last stand.&lt;br /&gt;
&lt;br /&gt;
=== Additional Tips ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defeating Zafyre ===&lt;br /&gt;
&lt;br /&gt;
After defeating Zafyre and acquiring the drops left behind, move to the left side of the field to find a cave. A cutscene will arise, depending on the difficulty chosen and whether you met the specific requirements for the trophy. After the cutscene, you'll be dropped off in an instance of Laurel's Room.&lt;br /&gt;
&lt;br /&gt;
In NM, you immediately receive a chest. Opening the chest rewards you three splinters of the [[Guardian Stone | Guardian Stone of Life]], permanently increasing your health, mana (or fury/endurance) and increases the experience gain from monsters level 39 or higher. In addition, it allows you to use a special buff called Gift of Life. Gift of Life only works on other players, but grants them a free prompted revive on the spot at 5% of their health whenever they are knocked out (you can use the buff regardless of level scaling once you obtain the guardian stone). Note that in a group, only one member of your group can receive Gift of Life at any given time. &lt;br /&gt;
&lt;br /&gt;
In HM, if you did not meet the requirements, you'll immediately receive a chest. If you also fulfilled the requirements for the Critical Care trophy, you won't receive the chest just yet. Proceed onto the Dream first before you obtain your chest.&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Fireflies Syndrome | Fireflies Syndrome]] requires you to defeat Zafyre on HM. Even if you fail Critical Care, it is still possible to obtain this trophy.''&lt;br /&gt;
&lt;br /&gt;
== Accessing the Dream (HM + Critical Care) ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 75%; border: 2px solid; padding: 0.5em 1em; margin: 1em auto; text-align: center;&amp;quot;&amp;gt;'''NOTE:''' This section is a stub. You can help the Paw'D Wiki by expanding it. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After defeating Zafyre, move to the left side for a cutscene involving an elder fairy. You will shortly return to Laurel's room, this time with the elder fairy. Shortly afterwards, he will teleport you into the Dream world, which begins as a long castle corridor overlooking a bright and peaceful meadow. Another cutscene will occur, opening the right section of the castle into a large hidden grotto with plants. After this cutscene finishes, it will begin the 5 minute timer, and take you down to 1 health. The healer should quickly recover the party's health, as well as the party using potions and other powerful food items, as you'll need all the time you can get.&lt;br /&gt;
&lt;br /&gt;
The goal of this area is to free the captive prisoner, defeat the two mini-bosses, and lower the third mini-boss down to about half of their health, all in five minutes. Each mini-boss has roughly 100k health, and can inflict significant damage if not careful. One mini-boss is located on the bottom-left path of the grotto resembling a deathbloom, the second mini-boss at the center-top of the grotto (also housing the captive prisoner), and the third mini-boss at the bottom-right of the grotto (being the strongest of the three). &lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Critical Care | Critical Care]] has multiple requirements. You are expected to be scaled to level 41, defeat every boss in Depths (except Venyxia and Detareus) within four hours (two breaks included), and defeat the three mini-bosses within five minutes after entering Laurel's dream. In order to make it, you want to clear as quickly and carefully as possible (if you or members of your group die a lot, time is wasted) so that you have a lot of time to prepare for Zafyre, one of the hardest bosses in the game. This way, if you wipe on Zafyre, you still have more chances. It is recommended that you value your breaks as much as possible, instead of pushing towards the next boss on the same day.''&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: The Undying | The Undying]] is essentially the same as Critical Care, except you or your teammates must not die during any of the boss fights. The only time that your group is allowed to die is during clearing (defeating monsters on the way to the bosses).''&lt;br /&gt;
&lt;br /&gt;
== Notable Drops List ==&lt;br /&gt;
&lt;br /&gt;
Each drop below may be associated for a specific class, and is marked as such. Drops not associated with a single class are not marked. Includes drops from Treasure Caves. For more information on pet-related items, see Notes (or the Treasure Cave page's note section).&lt;br /&gt;
&lt;br /&gt;
P represents Priest, W represents Warriors, M represents Mages and H represents Hunters. Pet represents items that would obtain you a pet (either by directly using the item, using the item on a desired monster, or using the item on an existing pet to permanently change it into another pet). Maw refers to a equipment that is worn in your character's maw (usually cosmetic with no to little stats). Enchant refers to a spirit bottle or powder that is added onto your equipment to grant bonus effects (bottles dropped from bosses are extremely valuable, offering strong bonuses). &lt;br /&gt;
&lt;br /&gt;
=== Zone-Exclusive/Monsters ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; data-expandtext=&amp;quot;Open&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&lt;br /&gt;
! Item/Equipment !! Type !! Recommended Class(es) !! Drops From/In&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2206|Aquayus Spirit Bottle}} || Enchant - Head || All || Aquayus in Treasure Caves&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2207|Beholder Spirit Bottle}} || Enchant - Hair || All || Beholders in Lowest Reaches&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2171|Butterfright Spirit Bottle}} || Enchant - Neck || All || Butterfrights in Lowest Reaches&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1957|Cobalt Seed}} || Pet || N/A || Noxious Orchid in Main Access Tunnel&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2159|Crystalline Nightmare}} || Neck || Warrior || Zone drop in Lower Depths and Lowest Reaches&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2332|Dragon Plush Cap}} || Head || Hunter || Igna/Petris in Treasure Caves&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1847|Hivemender Spirit Bottle}} || Enchant - Neck || Mage/Priest || Blackwood Nestmender&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2205|Igna Spirit Bottle}} || Enchant - Head || Mage/Priest || Igna in Treasure Caves&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2168|Mittens of the Nimble Waters}} || Gloves || Hunter || Aquayus in Treasure Caves or Water Sprite in Blackwood River Cave&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1997|Noxious Lotus Spirit Bottle}} || Enchant - Gloves || Warrior || Noxious Lotus&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2446|Packaged Contact Lenses}} || Consumable || N/A || Beholders in Lowest Reaches&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1862|Peacock's Pride}} || Hair || Hunter || Noxious Lotus&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2209|Petris Spirit Bottle}} || Enchant - Head || Warrior || Petris in Treasure Caves&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1863|Scythe Hairpin}} || Hair || Warrior || Preying Mantis&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2053|Silver Philosopher's Gel}} || Pet || N/A || Silverscale Lizard in Treasure Caves&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1894|Small Lantern}} || Maw || N/A || Blackwood Shaman&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1830|Thorn Crown}} || Head || Warrior || Blackwood Nestmender&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2215|Yggberry Necklace}} || Neck || Priest || Zone drop in Crystalline Forest, includes herbs/plants&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bosses ===&lt;br /&gt;
&lt;br /&gt;
'''Keraketh'''&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; data-expandtext=&amp;quot;Open&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&lt;br /&gt;
! Item/Equipment !! Type !! Recommended Class(es)&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1860|Blessed Twig}} || Neck || Priest&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1984|Bone Collar}} || Neck || Warrior&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1873|Brassthorn Vine}} || Anklet || Warrior&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1860|Fangs of Burrowed Nightmares}} || Neck || Warrior&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1857|Hallowed Skull}} || Head || Hunter&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1871|Iridescent Scaleguard}} || Tail || Warrior&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1867|Nature's Wrath}} || Hair || Mage&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1876|Ritual Cowl}} || Head || Mage&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1856|Scythe Blades}} || Glove || Warrior&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1874|Straps of the Lifebringer}} || Anklet || Priest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Venyxia'''&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; data-expandtext=&amp;quot;Open&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&lt;br /&gt;
! Item/Equipment !! Type !! Recommended Class(es)&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2317|Charm of Blizzard}} || Charm || Mage&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1912|Charm of Frugality}} || Charm || Hunter&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1906|Charm of Poisonous Springs}} || Charm || Priest&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1911|Charm of Powerful Cleaves}} || Charm || Warrior&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2169|Charm of Raging Lightning}} || Charm || Mage&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2050|Charm of Reinvigorating Winds}} || Charm || Priest&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1907|Charm of Slippery Ice}} || Charm || Mage&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1969|Charm of Wandering Flame}} || Charm || Mage&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2122|Recipe: Dis-Poison}} || Consumable || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Daphne'''&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1971 Bone Glove] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1975 Crystal Thorn Earring] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1978 Crystalline Ear Protector] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2304 Daphne Spirit Bottle] - Enchant&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1982 Demonic Tail Ring] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1973 Elvosh Leather Leaf Guard] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1974 Elvosh Wood Ring] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1977 Emerald Circlet] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1983 Emerald Ivy] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1976 Forest Light] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1972 Glove of the Crystalline Forest] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1980 Snake Charmer Pendant] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1981 Thorn-Studded Tailguard] - H&lt;br /&gt;
&lt;br /&gt;
'''Detareus'''&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2111 Enchanted Crown] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2093 Fairy Light] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2042 Gemmed Chestplate] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2109 Gold-Plated Crystal Headguard] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2044 Iron Visor] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2049 Mittens of the Dark Moon] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2045 Nature's Blessing] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2052 Philosopher's Gel] - Pet&lt;br /&gt;
&lt;br /&gt;
'''Zafyre'''&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2170 Armoured Crystalline Pawguards] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2200 Blossoming Crystal] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2095 Brooch of the Forest Guardian] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2198 Cosmic Force] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2112 Crystal Cluster Ring] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2203 Crystal-Studded Tail Ring] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2201 Crystallised Sprout] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2199 Earthen Scythe] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2094 Heretical's Pendant] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2096 Hollow Crystal Chunk] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2167 Maw of the Depths] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2110 Regal Ceremonial Glove] - P&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; data-expandtext=&amp;quot;Open&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&lt;br /&gt;
! Item/Equipment !! Type !! Recommended Class(es) !! Drops From/In&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; data-expandtext=&amp;quot;Open&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&lt;br /&gt;
! Item/Equipment !! Type !! Recommended Class(es)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Item|1971|Bone Glove}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
{{MidnightMountain|467|353}}&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The torches serve no purpose in the dungeon, however they can be lit up with the use of fire attacks.&lt;br /&gt;
* The Noxious Orchid has a small chance to appear in the Main Access Tunnel. Guaranteed to drop the [https://www.pawdgame.com/database/items#item=1957 Cobalt Seed], which allows you to obtain the Noxious Orchid as a pet. The item is untradeable, and is rolled for (only one player can claim it within a group).&lt;br /&gt;
* In Upper Tunnel Hub, there is a small neutral lizard monster named Nibbles. If you defeat it, it will instantly enrage the nearby Mossbark Lizard to come after your entire group at max damage stacks, until your entire group leaves the map and re-enters.&lt;br /&gt;
* ''The trophy [[Trophy: Playing With Fire | Playing With Fire]] requires you to unlock the secret treasure room in Upper Tunnel Hub. The secret treasure room is blocked off by boulders and can be accessed by attempting the barrel trick. The top-center slope in Upper Tunnel Hub has a TNT barrel (respawns up to three times). Knocking it down will make the TNT roll down to the left side of the map. By placing players to hit the barrel at specific locations, the barrel will roll into the treasure room and explode, opening up the room. You can soft reset the instance using /reset to get more chances, at the cost of having to re-clear all of the monsters.''&lt;br /&gt;
** ''One player to hit the barrel in the &amp;gt; direction as it rolls left from the top-center slope.''&lt;br /&gt;
** ''One player to hit the barrel in the &amp;lt; direction as it rolls right from the top-left platform.''&lt;br /&gt;
** ''One player to hit the barrel in the &amp;gt; direction as it rolls left from the top-right platform.''&lt;br /&gt;
* In Crystalline Forest, you can find an NPC named [[NPC: Tyjakk|Tyjakk]] living in a hidden cave at the south-west path. After completing several quests with Tyjakk, Tyjakk will eventually open up their shop to the player. In addition, you can sell certain herbs not native to Blackwood to Tyjakk for a higher price (e.g. Spiritual Herb, Greater Spiritual Herb, etc).&lt;br /&gt;
** After returning the scrolls to Tyjakk and completing Lost in Research II, you can talk to Tyjakk to view Clara's notes.&lt;br /&gt;
* In the bottom-left corner of the Lower Depths, you can find a hidden path by walking to the left. The path contains several dangerous monsters and a chest, that may contain the [https://www.pawdgame.com/database/items#item=2089 Music: Out of Love (Alternate)] CD.&lt;br /&gt;
* In Lowest Reaches, you can actually [[skip]] onto the upper platform above Zafyre outside of battle at a certain angle on the slope with the Beholders without needing Carolyn's plane during the fight with Zafyre to take you there. The slope is blocked off by a gate when you do engage Zafyre however, preventing you from skipping onto the upper platform.&lt;br /&gt;
* In Hard mode, if you talk to Carolyn in Lowest Reaches when the Beholders aren't defeated, she will have a special dialogue: &amp;quot;''WHOA! You skipped the beholders?! Are you nuts?! What if Toby's watching?''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=The_Crystal_Crypt&amp;diff=6908</id>
		<title>The Crystal Crypt</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=The_Crystal_Crypt&amp;diff=6908"/>
				<updated>2025-11-17T02:13:51Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;width: 75%; border: 2px solid; padding: 0.5em 1em; margin: 1em auto; text-align: center;&amp;quot;&amp;gt;'''NOTE:''' This article is a stub. You can help the Paw'D Wiki by expanding it. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Crystal Crypt is a [[dungeons | dungeon]] in the Kingdom of Elyssia, located east of the Exile Camp and the Frostspike Nest, just before heading into the Cave to Midnight Mountain. Although it does not have a guardian stone inside, it is considered to be one of the major dungeons in the game. You will put an end to the exiles that occupy the sacred burrows of the Crystalspike Lizards, and with each passing day, enslaves more of the inhabitants to do their bidding.&lt;br /&gt;
&lt;br /&gt;
It is unlocked via Kay's quest line, beginning at '''All's Fair In Greed and Fashion''', where you attempt to barter with Andy to obtain one of the crystal circlets for Kay. You'll investigate Andy's secretive supply chain in '''East Elyssia Investigations''', find a lizard and retrieve crystals for it (from the chests in Galepeak) in '''Icy Treasures''', and establish a line of trust &amp;amp; communication with it (through Akia) from '''Crystalline Friendship''' to '''Spirit Medium'''. Furthermore, you'll discover what the exiles have been up to, and infiltrate from within between '''Under Attack!''' to '''The Crystal Crypt'''. After the events of these quests, the entrance to the Crystal Crypt will be open.&lt;br /&gt;
&lt;br /&gt;
The recommended level for the Crystal Crypt is 36 to 39, and adventurers above 39 will be scaled down to that level for the dungeon. It is also recommended that you have at least 3 or more players before starting the dungeon. A typical group set-up will consist of one healer, one tank and one or more damage dealers.&lt;br /&gt;
&lt;br /&gt;
The Crystal Crypt features two modes of difficulty. By default, the dungeon is set to Hard Mode. By helping the Frostbloom Lizard located at the center-left of Upper Fortifications, the difficulty will be set from Hard Mode to Normal Mode. Note that when facing the bosses in the weaker difficulty, the equipment that drops will be much weaker. &lt;br /&gt;
&lt;br /&gt;
In order to gain access to the Inner Sanctuary to face Elder Patrizya, you need two keycards (one from defeating Axrahn Bladeclaw, and one from Myrthe &amp;amp; Kale.&lt;br /&gt;
&lt;br /&gt;
== Axrahn Bladeclaw ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Axrahn Bladeclaw&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 39&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Neutral 2&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 171,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze and sleep. Resistant to charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Axrahn Bladeclaw is the first boss of the Crystal Crypt, located at the Upper Fortifications - Outer Exile Settlement. As you enter the Crystal Crypt, Axrahn can be found at the bottom-left side of the first map. There are plenty of exiles, rogue lizards and spirits as you descend down, so take care of them first.&lt;br /&gt;
&lt;br /&gt;
Axrahn's defending element is Neutral 2, making him heavily vulnerable to Ghost (+50%), as well as weak to Light, Dark, and Poison (all +25%). A Mage is recommended to choose either Fire or Water. The minions that Axrahn will spawn are a mix of Neutral, Dark and Earth elements, making Fire a good candidate against multiple types.&lt;br /&gt;
&lt;br /&gt;
In NM, the difference to the fight is that the lizard will assist you in battle as a healer. In HM, the lizard is controlled by the exiles, playing a crucial part in the fight's gimmicks. After passing the summoning phase in the beginning, the lizard will knock over the box of crystals, scattering them across the ground. The lizard will attempt to bury any crystals left in the ground. Damage dealers must find these crystals scattered across the ground as quickly as possible, pick them up, and only drop them to the lizard when the time is right.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Frostflower Lizard&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 38&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Water 2&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 185,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to silence and charm. Resistant to stun, freeze, and sleep.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The main abilities that Axrahn will use are:&lt;br /&gt;
&lt;br /&gt;
* '''Swipe''': Attacks all targets in front of Axrahn. Players usually call this &amp;quot;frontal&amp;quot;, meaning that only the tank must engage the boss in front, while the others stay behind to avoid taking additional damage.&lt;br /&gt;
* '''Charge''': Axrahn has three versions of this skill, one at level 8, level 10 and level 12. It is unclear if he really uses this skill during the fight, aside from catching up to the player that has his attention, or attempting to stop the lizard from touching the box of crystals.&lt;br /&gt;
* '''Bladedance''': Randomly targets a player, causing them to receive an Unbalancing Strikes debuff that makes them take 200% more damage from attacks. &lt;br /&gt;
* '''Pounce''': Axrahn chooses a target to leap onto, causing damage enough to one-hit KO a player. The attack is less effective when multiple players are stacking on top of each other. &lt;br /&gt;
** If a player already afflicted with the debuff from Bladedance stacks with the group to split the damage from Pounce, it will almost always result in a one-hit KO for that player. If the player becomes the target of Pounce, and also has the debuff from Bladedance, they'll cause the entire group to take 200% more damage from the Pounce as well.&lt;br /&gt;
* '''Mighty Roar''': Causes icicles to fall down around the map on the player's positions, dealing moderate or major damage if successful.&lt;br /&gt;
* '''Dagger Toss''': Randomly targets a player, dealing a large amount of damage to them. If the target of the attack is the player with the debuff from Bladedance, it'll result in a one-hit KO. Can be interrupted.&lt;br /&gt;
* '''Potion''': Only used at the end of the summoning phase to restore Axrahn's health to full. Cannot be interrupted.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
The fight against Axrahn consists of two phases: a summoning phase for the first half of the battle, and a general phase that occurs during the second half.&lt;br /&gt;
&lt;br /&gt;
'''Phase 1 (Summons)'''&lt;br /&gt;
&lt;br /&gt;
In the center-left of the exile camp where Axrahn is, the tank should keep Axrahn facing to the left, while the healer and damage dealers are on the right, directly behind him. The tank should take care of interrupting Dagger Toss. The damage dealers should not focus on Axrahn, and instead wait for him to call in reinforcements that will swarm both sides. &lt;br /&gt;
&lt;br /&gt;
The reinforcements are made up of Exile Spellflingers (dark priest that can deal high damage with Dark Bolt), Exile Earthmenders (healer that can use Sleep Powder) and Exile Crystalpryers (dps warrior that can interrupt spellcasters). The damage dealers should pull one or two exiles at a time from the right side, and work on defeating them as quickly as possible (using AoE skills is recommended). Similarly, if the tank has enough dps, they can begin pulling one or two exiles from the left side to take care of them, but gradually they'll come on their own instead of waiting there.&lt;br /&gt;
&lt;br /&gt;
You have less than 2 minutes to take care of all of the exile reinforcements (attacking Axrahn is pointless during this phase, as the second phase heals him back to full health). Do not pull many of the exiles at once, or else they will overwhelm the group (recommended that the damage dealers stay close to Axrahn during the summoning phase so they don't pull all of the exiles on the right side). After two minutes have passed or all exile reinforcements have been defeated, the battle will transition over to the general phase.&lt;br /&gt;
&lt;br /&gt;
'''Phase 2 (General)'''&lt;br /&gt;
&lt;br /&gt;
In the general phase, Axrahn will first do two things: heal himself back to full health using a potion, and call a random off-screen Exile Spellflinger to fetch the Frostflower Lizard in order to assist him in battle (whereas in NM, the lizard appears during this time to aid you). Continue using the same set-up in the previous phase. As soon as the lizard and the exile spellflinger appears, immediately deal with the spellflinger (ignore attacking the lizard, as it has a lot of health and can heal over time).&lt;br /&gt;
&lt;br /&gt;
Next, Axrahn will pounce at the lizard and knock over the box of crystals, causing the lizard to be distracted and bury the first one that's closest to it. The damage dealers and tank should immediately search for the other crystals while the lizard is preoccupied and pick one up. Carrying a crystal doubles the amount of damage you deal, but significantly reduces your healing power (which is why healers shouldn't pick them up).&lt;br /&gt;
&lt;br /&gt;
After picking the crystals up, the lizard will constantly build stacks of Rising Anger over time, steadily increasing it's attack power. When the lizard is at 8 to 12 stacks of Rising Anger, one player (usually the tank first before any damage dealers) should drop their crystal near the lizard. The lizard will attempt to bury any nearby crystal, causing their stacks to fall back to 0 (if the crystal is too far away, it won't go after it). To prevent confusion and accidentally dropping more crystals than needed, the group has to decide an order on which damage dealer to drop their crystals first (e.g. Player A &amp;gt; Player B &amp;gt; Player C).&lt;br /&gt;
&lt;br /&gt;
At certain points of the battle, Axrahn will use Bladedance on a random player to cause Unbalancing Strikes on them. Axrahn is likely to follow up Bladedance with Pounce after a short while. The player that got hit with the debuff should keep their distance away from the group to prevent being 1-hit KO by Axrahn's Pounce, while the others should stack together to split the damage. If the player with the debuff gets chosen as the target of Pounce, they should safely stand away from the rest of the group to prevent other members from dying due to the increased damage.&lt;br /&gt;
&lt;br /&gt;
=== Defeating Axrahn ===&lt;br /&gt;
&lt;br /&gt;
Once Axrahn is defeated, you will automatically obtain the first keycard (this should appear as a UI button on the side of your screen, saying 1/2). If you're still carrying the crystal, the damage buff will last until you leave the Upper Fortifications to go into the next map.&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Against the Odds | Against the Odds]] requires you to defeat Axrahn Bladeclaw on Hard Mode.''&lt;br /&gt;
&lt;br /&gt;
== Aaren Trueaim (Mini-boss) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Aaren Trueaim&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 38&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Neutral 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 51,500&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Resistant to stun, freeze, sleep, and charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you defeat Axrahn Bladeclaw, you'll obtain a key card that unlocks the gate to the right of his camp. Heading right takes you to the Crystal Crypt's Main Exile Camp, where you are greeted with a volley of arrows and introduced to a new type of exile; the Crystal Archers (hunters). The hunter acts differently from most monsters, distancing themselves and attacking at long range for powerful amounts of damage. &lt;br /&gt;
&lt;br /&gt;
Aaren Trueaim can be found at the top-left corner of the Main Exile Camp as you go up. He is a mini-boss with a large amount of health that is also responsible for spawning the volley of arrows every minute you spend in the map (with his ability called Arrow Fall). This is similar to the Napalm Strike that occurs in the Moonlight Monastery's Garden, where it selects a spot where a player is standing on. He also has Arrow Shower, Arrow Barrage and Powerful Shot as his other abilities.&lt;br /&gt;
&lt;br /&gt;
=== Divide and Conquer Challenge (Trophy) ===&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Divide and Conquer | Divide and Conquer]] requires you to defeat Aaren Trueaim and Stewie Sizzlepaw within 30 seconds of each other. Note that Stewie has more health than Aaren, and once the group starts a fight with Stewie, both sides are blocked off. There are two ways of tackling the problem, but the first method is recommended.''&lt;br /&gt;
&lt;br /&gt;
'''Method 1''': Lower Aaren's health and lure him down to the area that Stewie is. Then, focus your efforts on defeating Stewie first, then re-focus your efforts on Aaren. However, the damage dealers have to watch out for any skills that might accidentally hit Aaren, and deal with Aaren's Arrow Fall ability.&lt;br /&gt;
&lt;br /&gt;
'''Method 2''': If you have a large group, you might be capable of splitting up your group (1-2 players to deal with Aaren, while the rest deal with Stewie). However, this causes those 1-2 players to be cut off from the battle, while Stewie's health is increased to match your group size (imagine fighting a 5-player battle with only 3 players). It is recommended that before you start this method, you clear the exiles (except Aaren) on the upper platform, so that those 1-2 players can jump down to assist in the fight against Stewie.&lt;br /&gt;
&lt;br /&gt;
== Stewie Sizzlepaw (Optional) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Stewie Sizzlepaw&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 39&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Neutral 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 147,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Resistant to stun, freeze, sleep, and charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stewie Sizzlepaw is the second and optional boss of the Crystal Crypt, located in the Main Exile Camp (instead of heading upwards to get to Aaren Trueaim, take the path on the second right as you head up). He originally appears as an NPC, but you can select the dialogue option &amp;quot;Your food stinks!&amp;quot; to cause him to become a boss (once you defeat Stewie, you'll have to redo the Crystal Crypt again to accept/turn in any quests from him).&lt;br /&gt;
&lt;br /&gt;
Stewie's defending element is Neutral 1, making him vulnerable to Ghost (+25%), as well as weak to Light, Dark, and Poison (all +12.5%). A Mage can choose any element in the battle, but is recommended to choose either Fire or Water. Unlike most bosses, Stewie does not spawn any minions or reinforcements, allowing you to focus on dealing damage to Stewie as much as possible (unless you were dealing with Aaren for the trophy mentioned above).&lt;br /&gt;
&lt;br /&gt;
There are no differences between Normal Mode and Hard Mode. However, Stewie is unique for his poison gimmick, where you need to eat bad and good food on the ground to reduce the damage from his Poisonous Fumes ability. This is a massive AoE attack that deals heavy poison damage over time, and fluctuates it's strength depending on the food you take.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Stewie will use are:&lt;br /&gt;
&lt;br /&gt;
* '''Precarious Concoction''': An anti-lure ability. When Serve is about to be cast and no player is within the field where the boss fight takes place (marked with glowing white half-ring lines), Stewie hits all players with an attack that deals major poison damage, regardless of distance. Enough to wipe out ~80% of a damage dealer's health.&lt;br /&gt;
* '''Serve''': Starts using the ability at ~80% health, and usually occurs once every 25 seconds. Stewie spawns several plates of food on the ground. Good food is marked with a green aura, whereas bad food is marked with a purple aura surrounding it.&lt;br /&gt;
** When eating good food, you receive one stack of the Delicious Meal buff that reduces your attack/casting delay (increases attack speed) by 12%, and removes one stack of Nauseous.&lt;br /&gt;
** When eating bad food, you receive one stack of the Nauseous debuff that increases your poison damage taken by 50%, and the Poison Resistance debuff that decreases the poison damage you take by 50% for 40 seconds (max 1 stack, does not apply it's effects if Nauseous exists). Additionally, standing on plates of bad food for a while causes you to take poison damage. &lt;br /&gt;
* '''Tenderize''': Similar to Frenzied Swipes, Stewie will randomly target a player, dealing weak damage and hitstun to them several times.&lt;br /&gt;
* '''Poisonous Fumes''': After a minute and 20 seconds or so, Stewie will unleash a deadly AoE that hits all players, dealing major poison damage. Damage is increased or reduced depending on the buffs/debuffs you receive from eating the food. After the attack ends, all players receive one stack of Nauseous.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
The fight against Stewie is fairly simple, and requires you to understand just one gimmick that is happening on the field. No tank is required, no abilities need to be interrupted and Stewie cannot be knocked back (great for AoEs). Ideally, the one receiving aggro from Stewie should not stand in any of the bad food (shown with a purple aura).&lt;br /&gt;
&lt;br /&gt;
'''One Bad Food, then One Good Food'''&lt;br /&gt;
&lt;br /&gt;
Stewie will use Serve, throwing plates of bad food (purple) and good food (green) on the ground. Double-click on the bad food first to consume it. This gives you two debuffs: '''Nauseous''' (+50% more poison damage taken), and '''Poison Resistance''' to reduce the poison damage you take by 50% in preparation for '''Poisonous Fumes''' (Poison Resistance cannot be stacked). &lt;br /&gt;
&lt;br /&gt;
Then, click on a good food next to get rid of the Nauseous stack. If done correctly, you should only have the Poison Resistance debuff (-50% poison damage taken). Make sure that when you take the bad food, your Poison Resistance debuff is longer than the timer remaining on Poisonous Fumes.&lt;br /&gt;
&lt;br /&gt;
Stewie will throw 1-2 more batches of food before Poisonous Fumes. Sometimes, Stewie throws more bad food than good food on the field, especially when facing him with 4 or more players. In this case, your group will need to ration the amount of good food that is being taken on the field.&lt;br /&gt;
&lt;br /&gt;
'''Poisonous Fumes, and what to do next'''&lt;br /&gt;
&lt;br /&gt;
Once the Poisonous Fumes come, it will deal major poison damage to all players (depending on their Nauseous and Poison Resistance debuffs) and applying one stack of Nauseous again to everyone afterwards. Now suddenly everyone wants good food again to remove their Nauseous stacks.&lt;br /&gt;
&lt;br /&gt;
You need to make sure that right before the next Poisonous Fumes, you don't have any stacks of Nauseous debuffs on yourself while having the Poison Resistance debuff. You can either:&lt;br /&gt;
* Take a bad food to increase your Nauseous stacks to 2 and then take two good food to remove both stacks (do not take a bad food by itself!).&lt;br /&gt;
* Wait out the first Nauseous so it expires, then take 1 bad food followed by 1 good food.&lt;br /&gt;
&lt;br /&gt;
Again, make sure that when you take the bad food, your Poison Resistance debuff is longer than the timer remaining on Poisonous Fumes. In groups of 4 or more players, make sure that you aren't eating too much food at once. However, if everyone managed their debuffs correctly or in smaller groups, you can take the remaining good food on the field to increase the speed of your own attacks/casts.&lt;br /&gt;
&lt;br /&gt;
== Myrthe Grimclaw &amp;amp; Kale Ironstrike ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Myrthe Grimclaw&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 39&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Dark 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 91,630&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, sleep. Resistant to charm. Extrasensory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Myrthe Grimclaw and Kale Ironstrike both make up the third boss fight of the Crystal Crypt, located in the Main Exile Camp (head east from Stewie, then south-west until you reach another camp). Adventurers commonly refer to Myrthe as the ''mage'' of the two, whereas Kale is the ''warrior''. Myrthe uses several dark spells in her arsenal, while Kale is similar to that of a tank, with powerful melee abilities.&lt;br /&gt;
&lt;br /&gt;
Myrthe's defending element is Dark 1, Kale's defending element is Neutral 2. The dread spine that Myrthe spawns in the fight has a defending element of Water 1. The optimal elements to counter all three would be Wind (+5% against Dark 1, 0% against Neutral 2, and +25% against Water 1) and Light (+25% against Dark 1, +25% against Neutral 2, and 0% against Water 1), but Mages should stick to using either Fire or Water. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Kale Ironstrike&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Neutral 2&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 94,630&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, sleep. Resistant to charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In NM, the main difference to the fight is that Myrthe will only spawn one Dread Spine instead of three in the middle of the field with a slightly weaker Ether Burst ability as the explosion. Defeating the Dread Spine will prevent Ether Burst from doing additional damage, but you still have to keep your distance away from the attack. Unlike the bosses prior to Crypt, the health of both bosses are not tied together, which means that the other is still alive when you defeat one.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Myrthe uses are:&lt;br /&gt;
&lt;br /&gt;
* '''Harvest Mana''': Used after completing Ether Burst, does nothing. She channels for several seconds, giving your group a short window of time to heal.&lt;br /&gt;
* '''Dark Bolt''': Targets a member of your group, dealing some damage to them.&lt;br /&gt;
* '''Dark Bolt Volley''': Hits all members of your group, dealing moderate damage. Can be interrupted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Dread Spine&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 38&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Mechanical&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Water 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 6,365&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, taunt, sleep, and charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Dread Spine + Ether Burst''': When Myrthe's health is at 50%, she will start using her signature combo attack at various times during the fight. In HM, she spawns three Dread Spines, whereas in NM, she spawns only one. After a while, Myrthe will use Ether Burst, damaging all players on the field for a large amount of damage, and causing any nearby spines to explode, dealing even more damage with the Ether Burns debuff.&lt;br /&gt;
* '''Raise Undead''': When Kale is defeated first, but Myrthe is still alive, she will share her life force to revive him in a ghostly form. Kale becomes untargetable and invincible, defeated only if Myrthe is defeated. Both bosses still retain all of their previous abilities, however because Kale is untargetable, you cannot interrupt him nor control his aggro anymore, making him dangerous to any damage dealer/healer.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Kale uses are:&lt;br /&gt;
&lt;br /&gt;
* '''Swipe''': Deals damage to all targets in front. Players usually call this &amp;quot;frontal&amp;quot;, meaning that only the tank must engage the boss in front, while the others stay behind to avoid taking additional damage.&lt;br /&gt;
* '''Charge''': Only used to get close to their target. Kale may rush to a damage dealer if they pull their attention away from the tank, using this ability.&lt;br /&gt;
* '''Smite''': Kale may interrupt a nearby player's currently cast spell if they get too close to him, or pull their attention away from the tank. Often used in combination with Charge.&lt;br /&gt;
* '''Trounce''': When Kale's health is at 50%, he'll start using his signature attack at various times during the fight, which is similar to Pounce (doesn't one-hit KO the target, but does a lot of damage and stuns them for several seconds). He may go after damage dealers regardless of the tank using this ability. Can be interrupted.&lt;br /&gt;
* '''Raise Undead''': When Myrthe is defeated first, but Kale is still alive, he will share his life force to revive her in a ghostly form. Myrthe becomes untargetable and invincible, defeated only if Kale is defeated. Both bosses still retain all of their previous abilities, however because Myrthe is untargetable, you cannot interrupt her nor control her aggro anymore.&lt;br /&gt;
&lt;br /&gt;
=== Default Strategy ===&lt;br /&gt;
&lt;br /&gt;
'''General Set-up'''&lt;br /&gt;
&lt;br /&gt;
The tank should have Kale facing away from the rest of the group (to the right), on the right side of the field. The damage dealers and healer should all be on the left side of the field, preferably close to Myrthe. The group should spend their time dealing with Myrthe first, before trying to get rid of Kale (if Kale is defeated first, he'll use Trounce on damage dealers in his ghost state with little chance of the tank grabbing aggro, knocking them out with ease).&lt;br /&gt;
&lt;br /&gt;
The main strategy to deal with the two of them is to defeat Myrthe while keeping Kale's health slightly above 50%, so he doesn't use Trounce early on in the fight (makes the tank's job a bit easier). It is recommended (but not necessary) that a damage dealer interrupt Myrthe's Dark Bolt Volley each time it comes up if possible. Try to deal some damage to Kale as well, but be mindful that once Myrthe reaches 50% of her health, she will begin to use her Dread Spine &amp;amp; Ether Burst combo.&lt;br /&gt;
&lt;br /&gt;
'''Dread Spines &amp;amp; Ether Burst'''&lt;br /&gt;
&lt;br /&gt;
The first half of Myrthe's attack begins with the three Dread Spines on Hard mode (one on the left side, one in the center, and one in the right side of the field). Defeat the Dread Spines on the left and right sides first, and be sure to leave the one in the middle intact. If Myrthe is standing on the right side of the center spine, you want to keep the right spine alive, while destroying the ones in the middle and left spots. Generally speaking, if you were standing on the right side of the field and look left, you want Myrthe to be behind one spine (no more, no less).&lt;br /&gt;
&lt;br /&gt;
After destroying the necessary spines, you want to quickly flee to the right side of the field, close to the gate. If you let the right spine survive instead, stand outside the gate to where the tank is (the tank should also move Kale outside the gate). Once Ether Burst is unleashed, the middle spine will explode and absorb most of the explosion, reducing the amount of damage taken by your group.&lt;br /&gt;
&lt;br /&gt;
'''Focusing on Kale with Ghost Myrthe'''&lt;br /&gt;
&lt;br /&gt;
After defeating Myrthe, the damage dealers should switch their attention to Kale. By now, Kale should be around 50% of their health or higher. He will start using Trounce, which the tank needs to interrupt with Smite. Myrthe will also revive herself as a ghost, do some pot shots at the group with Dark Bolt, and continue to use her Dread Spines &amp;amp; Ether Burst even in her current state. Follow the strategy shown above, and after a while, Kale should be defeated along with Myrthe.&lt;br /&gt;
&lt;br /&gt;
=== Alternate Strategy ===&lt;br /&gt;
&lt;br /&gt;
'''General Set-up'''&lt;br /&gt;
&lt;br /&gt;
Instead of separating the two apart, bring both Myrthe and Kale close together, but have the tank keep Kale facing to the right. The damage dealers and healer should be standing slightly left of Myrthe, but just far enough to avoid Kale's Smite. Use AoE attacks to hit both Myrthe and Kale at the same time, while focusing slightly more of the damage on Myrthe as she has higher health.&lt;br /&gt;
&lt;br /&gt;
'''Dread Spines, Ether Burst and Trounce'''&lt;br /&gt;
&lt;br /&gt;
As soon as both bosses reach 50%, the tank should completely focus on smiting Kale's Trounce and keeping aggro. The damage dealers need to break the left and center spines (ideally with the same AoE as before), while keeping the right spine alive. After the spines are broken, the tank should move Kale to the right side of the right spine, far enough away from Myrthe's blast radius with Ether Burst. &lt;br /&gt;
&lt;br /&gt;
After Myrthe uses Ether Burst, have the healer quickly heal off the damage dealt to your party. The tank should move Kale back to near Myrthe again, while the damage dealers return to staying on Myrthe spamming AoEs, but just outside of Kale's Smite range.&lt;br /&gt;
&lt;br /&gt;
'''Focusing on Myrthe with Ghost Kale'''&lt;br /&gt;
&lt;br /&gt;
Best case scenario, Myrthe should be defeated, with no time at all to summon Ghost Kale. Worst case scenario, she is at low health while also trying to revive ghost Kale, while the party attempts to ramp up their attacks on her before Ghost Kale spawns in to wipe out the entire party. &lt;br /&gt;
&lt;br /&gt;
=== After Defeating Myrthe and Kale ===&lt;br /&gt;
&lt;br /&gt;
Once the two of them are defeated, you will automatically obtain the second keycard (this should appear as a UI button on the side of your screen, saying 2/2). This can be used to open the metal gate on the far-right side of the map (press the UI button while near the metal gate to open it).&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Ephemeral Powers | Ephemeral Powers]] requires you to defeat Myrthe Grimclaw on Hard Mode.''&lt;br /&gt;
&lt;br /&gt;
== Elder Patrizya ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Elder Patrizya&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 41+&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Neutral 2&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 402,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep and charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elder Patrizya is the fourth and final boss of the Crystal Crypt, located in the Inner Santuary. The Inner Sanctuary can be accessed from the far-right side of the Main Exile Camp, after collecting two keycards from Axrahn as well as Myrthe &amp;amp; Kale. As you approach the right side of the sanctuary, a branch connects a platform in the center, with a Spellflinger controlling Patrizya, as well as two Crystalpryers, an Earthmender as backup. Once you defeat the exiles, one of them will quickly throw a bomb to destroy the branch. While Patrizya is freed, she is still hostile towards your group and the boss fight will begin.&lt;br /&gt;
&lt;br /&gt;
Patrizya's defending element is Neutral 2, making it vulnerable to Ghost (+50%), as well as weak to Light, Dark, and Poison (all 25%). A Mage can choose any element they want for this battle, however Fire or Water is strongly recommended. Patrizya does not spawn any monsters themselves, except for the exiles that were controlling Patrizya in the beginning of the fight.&lt;br /&gt;
&lt;br /&gt;
There are a few notable differences between Normal and Hard mode. In Hard mode, Patrizya spawns Irondust Boulders and uses the Magnetic Storm ability. Beginning at 50% health, Patrizya will begin using snowslides that deal heavy water damage on three parts of the platform: the left-most, center and right-most. At less than 20% of Patrizya's health, Patrizya will use Stomp three times to try and knock the entire group off the platform, each with a cast time of 1 second and a delay of ~3 seconds between each Stomp.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Elder Patrizya will use are:&lt;br /&gt;
&lt;br /&gt;
* '''Fury''': N/A&lt;br /&gt;
* '''Snap''': This is Elder Patrizya's version of the Swipe attack that hits all targets in front. Players usually call this &amp;quot;frontal&amp;quot;, meaning that only the tank must engage the boss in front, while the others stay behind to avoid taking additional damage.&lt;br /&gt;
* '''Icicle Arrow''': Similar to Frost Blast, deals weak water damage to a random player.&lt;br /&gt;
* '''Frost Volley''': Hits every player with frost bolts, dealing weak water damage and slowing their attack/movement speeds by 5% for seven seconds.&lt;br /&gt;
* '''Roar''': Causes icicles to fall down around the map on the player's positions, dealing moderate or major damage if successful.&lt;br /&gt;
* '''Frost Breath''': Deals heavy water damage to all players in front of her, with a chance to freeze. Can be interrupted, but Patrizya will gradually resist smites and disrupts the more it is used over time.&lt;br /&gt;
* '''Charge''': Patrizya rushes at all players in front of her, sending them flying off the ledge, falling to their doom. Indicated by a orange rectangular box that stretches out horizontally.&lt;br /&gt;
* '''Stomp''': Deals moderate damage to all players, knocking them back by a few metres regardless of proximity. If a player is close to the left or right end side of the platform, and Patrizya uses Stomp, they will fall off the ledge. Used roughly once every minute and 30 seconds.&lt;br /&gt;
* '''Arcane Lance''': Summons a magical spear that is suspended in air for almost 10 seconds, before eventually striking the platform. If players do not stack on the Arcane Lance, the platform will take full damage. If the platform takes too much damage, parts of it will collapse until eventually it automatically ends the battle in defeat (players will likely fall to their doom).&lt;br /&gt;
* '''Magnetic Storm''': Two-part attack that only occurs in Hard mode. During one point in the fight, she'll summon three Irondust Blast Boulders on the field (each boulder has 11,150 health, with a defending element of Water 1). After a while, she pulls all players toward her, dealing a moderate or large amount of damage in the explosion (damage is increased when at least one or more boulders are still alive). &lt;br /&gt;
&lt;br /&gt;
=== Strategy (HM) ===&lt;br /&gt;
&lt;br /&gt;
'''General Set-up'''&lt;br /&gt;
&lt;br /&gt;
    R O &amp;gt; T&lt;br /&gt;
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/&lt;br /&gt;
&lt;br /&gt;
''The text diagram above shows a rough layout of the map's terrain. The &amp;gt; in this diagram indicates the position of Elder Patrizya (facing to the right), while T represents the position of the tank. O represents the position of all other players (damage dealers and healer), and R represents the location of the rune.''&lt;br /&gt;
&lt;br /&gt;
The tank should have Elder Patrizya facing away from the rest of the group (to the right), in the center of the platform. The damage dealers and healer should be slightly to the left of Patrizya, but still close to the center of the platform as well. There is a rune to the left side of the platform that allows group members to be revived if they fell off the platform (you can combine Divine Clarity with the rune's activation to automatically revive players).&lt;br /&gt;
&lt;br /&gt;
The two minor abilities that you have to watch out for is Roar and Stomp. Keep moving around the center of the platform to avoid receiving most of the damage once Roar occurs. Stomp can catch players off-guard if they are standing near one of the edges, making them fall off if they're not careful (which is why players should stick close to the center of the platform).&lt;br /&gt;
&lt;br /&gt;
The two major abilities that you have to watch out for is Frost Breath and Charge. The tank should smite Frost Breath (if Elder Patrizya resists the smite/disrupt, use Endurance to lower the damage taken instead). Patrizya will usually Charge to the left, where the rest of the players are, forcing the group to quickly run to the right side in order to avoid the attack (if she catches you, you'll fall to your doom and require a teammate to revive you using the rune).&lt;br /&gt;
&lt;br /&gt;
'''Snowslides and Magnetic Storm'''&lt;br /&gt;
&lt;br /&gt;
At 50% of her health, Patrizya will begin using her ultimate attack, as well as one new frequent gimmick to watch out for on the field. These are three Irondust Blast Boulders, Magnetic Storm, and snowslides that occur in three fixed sections of the platform (imagine chopping the platform into five equal parts). The snowslides will always occur on the left, center and right sides, leaving you with the center-left and center-right to dodge the attack (or get hit for a major amount of damage). &lt;br /&gt;
&lt;br /&gt;
The first part of the attack causes three Irondust Blast Boulders to spawn on the field, increasing the damage of Magnetic Storm for each one. Somewhat similar to the Dread Spines when facing Myrthe (except this time you're defeating all of them instead of saving one), you'll have to eliminate all three of them as quickly as possible. The tank should deal with the right boulder, while the damage dealers of the group work on the left and center boulders.&lt;br /&gt;
&lt;br /&gt;
The second part of the attack occurs roughly a minute and 15 seconds later, causing Patrizya to pull all players toward her and deal a large amount of wind damage. The healer should use Healing Springs or Song of Harmony depending on the amount of damage sustained to your group by this attack. Afterwards, Patrizya will continue to use her usual abilities (including the snowslides).&lt;br /&gt;
&lt;br /&gt;
'''Arcane Lance and Three Stomps'''&lt;br /&gt;
&lt;br /&gt;
At around 25~40% of her health, Patrizya will begin using Arcane Lance. If it is summoned on the left or center side of the field, the damage dealers and healer will have to stack on the location where it'll drop, to reduce the amount of damage sustained to the platform. If it is summoned to the right side of the field, the tank can stack by themselves, additionally causing the spear to deal damage to Patrizya herself.&lt;br /&gt;
&lt;br /&gt;
Following Arcane Lance, the entire group should immediately go to the center of the map in preparation for Patrizya's Stomps. She will attempt to Stomp three times (each with a delay of ~3 seconds in between), knocking players to the edges of the platform. The group has to keep running to the center of the platform in order to avoid falling to their doom. Follow the strategies above as needed, until Patrizya is defeated. &lt;br /&gt;
&lt;br /&gt;
''A first time clear of the dungeon will award you the trophy [[Trophy: The Crystal Crypt | The Crystal Crypt]].''&lt;br /&gt;
&lt;br /&gt;
''Defeating Patrizya on Hard Mode while scaled to the dungeon's level will award you the trophy [[Trophy: Like Clockwork | Like Clockwork]].''&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Retributive Justice | Retributive Justice]] requires you to defeat an Exile Earthmender using the Arcane Lance summoned by Patrizya. At the beginning of the fight, you'll have to keep the Earthmender alive while you defeat the rest of the exiles. Be careful when you use your AoEs, as it might accidentally kill the Earthmender. Carefully lower the Earthmender's health (for insurance), then lower Patrizya down to about 25~40% in order for her to use Arcane Lance. Once the lance shows up, lure the Earthmender into the spot where the lance will strike and use FF/NF to keep them in place (don't stack with the Earthmender).''&lt;br /&gt;
&lt;br /&gt;
== Notable Drops List ==&lt;br /&gt;
&lt;br /&gt;
Each drop below may be associated for a specific class, and is marked as such. Drops not associated with a single class are not marked.&lt;br /&gt;
&lt;br /&gt;
P represents Priest, W represents Warriors, M represents Mages and H represents Hunters. Pet represents items that would obtain you a pet (either by directly using the item, using the item on a desired monster, or using the item on an existing pet to permanently change it into another pet). Maw refers to a equipment that is worn in your character's maw (usually cosmetic with no to little stats). Enchant refers to a spirit bottle or powder that is added onto your equipment to grant bonus effects (bottles dropped from bosses are extremely valuable, offering strong bonuses).&lt;br /&gt;
&lt;br /&gt;
=== Zone-Exclusive/Monsters ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1687 Arrow Headband] (from the mini-boss Aaren Trueaim) - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items/#item=1810 Crystalline Egg] (zone drop in Upper Fortifications and Main Exile Camp) - Pet&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1452 Darkwood Bow] (from Exiled Ashaya Hunters or the mini-boss Aaren Trueaim) - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1661 Dragonmaw Crown] (from Exile Spellflinger) - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1134 Exile Spirit Bottle] (from most Exile monsters except bosses) - Enchant&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1664 Feather Headband] (from Aaren Trueaim) - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1659 Herbal Circlet] (from Exile Earthmender) - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1423 Iron Axe] (from Exile Crystalpryer) - Maw&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1660 Oversized Mining Helm] (from Exile Crystalpryer) - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=817 Snow Bat Spirit Bottle] (from snow bats) - Enchant&lt;br /&gt;
&lt;br /&gt;
=== Bosses ===&lt;br /&gt;
&lt;br /&gt;
'''Axrahn Bladeclaw'''&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1669 Carved-Out Crystal] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1668 Crystal-Studded War Helm] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1672 Crystallised Life] - M/P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1673 Gemmed Tail Armor] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1671 Plated Sapphire Headguard] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1670 Ring of Earth] - M&lt;br /&gt;
&lt;br /&gt;
'''Stewie Sizzlepaw'''&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1680 Elegant Cloak] - M/P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1719 Pilgrim's Compass] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1677 Star-Chef's Hat] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1679 Starry Headband] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1678 Stewie's Rolling Pin] - W&lt;br /&gt;
&lt;br /&gt;
'''Myrthe Grimclaw and Kale Ironstrike'''&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1682 Ceremonial Crypt Anklet] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1686 Chainmail Armour] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1684 Demonic Amulet] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1721 Double Buckled Legguards] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1689 Fur-Lined Bracelet] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1683 Iron Chains] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1688 Sniper's Headband] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1685 Tourmaline Broach] - P&lt;br /&gt;
&lt;br /&gt;
'''Elder Patrizya'''&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1715 Charm of Linked Souls] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1717 Charm of Shattering Ice] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1714 Charm of the Spirits] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1716 Charm of Unchained Reflections] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1706 Crypt Sickle] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1718 Crystalspike Crest] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1921 Diadem of the Crypt Guardian] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1705 Headcover of the Forlorn Wizard] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1708 Icecrystal Bracers] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1720 Mighty Glove] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2025 Patrizya Spirit Bottle] - Enchant&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
{{KingdomOfElyssia|491.5|251.5}}&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The bind time to this dungeon is 1 day and 20 hours (44 hours).&lt;br /&gt;
* The dungeon level scale range is between 34 to 39 (34 lowest, 35 lower, 36 low). Completing a dungeon at it's low level gives you a single additional chest, while lower gives an additional chest for each member of your group, and lowest gives an additional chest that is rolled for.&lt;br /&gt;
* Defeating enemies in the Crystal Crypt has a low chance to drop the [https://www.pawdgame.com/database/items#item=1810 Crystalline Egg], which allows you to get the Nightglow Lizard as a pet.&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=The_Crystal_Crypt&amp;diff=6907</id>
		<title>The Crystal Crypt</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=The_Crystal_Crypt&amp;diff=6907"/>
				<updated>2025-11-17T02:11:34Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;width: 75%; border: 2px solid; padding: 0.5em 1em; margin: 1em auto; text-align: center;&amp;quot;&amp;gt;'''NOTE:''' This article is a stub. You can help the Paw'D Wiki by expanding it. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Crystal Crypt is a [[dungeons | dungeon]] in the Kingdom of Elyssia, located east of the Exile Camp and the Frostspike Nest, just before heading into the Cave to Midnight Mountain. Although it does not have a guardian stone inside, it is considered to be one of the major dungeons in the game. You will put an end to the exiles that occupy the sacred burrows of the Crystalspike Lizards, and with each passing day, enslaves more of the inhabitants to do their bidding.&lt;br /&gt;
&lt;br /&gt;
It is unlocked via Kay's quest line, beginning at '''All's Fair In Greed and Fashion''', where you attempt to barter with Andy to obtain one of the crystal circlets for Kay. You'll investigate Andy's secretive supply chain in '''East Elyssia Investigations''', find a lizard and retrieve crystals for it (from the chests in Galepeak) in '''Icy Treasures''', and establish a line of trust &amp;amp; communication with it (through Akia) from '''Crystalline Friendship''' to '''Spirit Medium'''. Furthermore, you'll discover what the exiles have been up to, and infiltrate from within between '''Under Attack!''' to '''The Crystal Crypt'''. After the events of these quests, the entrance to the Crystal Crypt will be open.&lt;br /&gt;
&lt;br /&gt;
The recommended level for the Crystal Crypt is 36 to 39, and adventurers above 39 will be scaled down to that level for the dungeon. It is also recommended that you have at least 3 or more players before starting the dungeon. A typical group set-up will consist of one healer, one tank and one or more damage dealers.&lt;br /&gt;
&lt;br /&gt;
The Crystal Crypt features two modes of difficulty. By default, the dungeon is set to Hard Mode. By helping the Frostbloom Lizard located at the center-left of Upper Fortifications, the difficulty will be set from Hard Mode to Normal Mode. Note that when facing the bosses in the weaker difficulty, the equipment that drops will be much weaker. &lt;br /&gt;
&lt;br /&gt;
In order to gain access to the Inner Sanctuary to face Elder Patrizya, you need two keycards (one from defeating Axrahn Bladeclaw, and one from Myrthe &amp;amp; Kale.&lt;br /&gt;
&lt;br /&gt;
== Axrahn Bladeclaw ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Axrahn Bladeclaw&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 39&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Neutral 2&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 171,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze and sleep. Resistant to charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Axrahn Bladeclaw is the first boss of the Crystal Crypt, located at the Upper Fortifications - Outer Exile Settlement. As you enter the Crystal Crypt, Axrahn can be found at the bottom-left side of the first map. There are plenty of exiles, rogue lizards and spirits as you descend down, so take care of them first.&lt;br /&gt;
&lt;br /&gt;
Axrahn's defending element is Neutral 2, making him heavily vulnerable to Ghost (+50%), as well as weak to Light, Dark, and Poison (all +25%). A Mage is recommended to choose either Fire or Water. The minions that Axrahn will spawn are a mix of Neutral, Dark and Earth elements, making Fire a good candidate against multiple types.&lt;br /&gt;
&lt;br /&gt;
In NM, the difference to the fight is that the lizard will assist you in battle as a healer. In HM, the lizard is controlled by the exiles, playing a crucial part in the fight's gimmicks. After passing the summoning phase in the beginning, the lizard will knock over the box of crystals, scattering them across the ground. The lizard will attempt to bury any crystals left in the ground. Damage dealers must find these crystals scattered across the ground as quickly as possible, pick them up, and only drop them to the lizard when the time is right.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Frostflower Lizard&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 38&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Water 2&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 185,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to silence and charm. Resistant to stun, freeze, and sleep.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The main abilities that Axrahn will use are:&lt;br /&gt;
&lt;br /&gt;
* '''Swipe''': Attacks all targets in front of Axrahn. Players usually call this &amp;quot;frontal&amp;quot;, meaning that only the tank must engage the boss in front, while the others stay behind to avoid taking additional damage.&lt;br /&gt;
* '''Charge''': Axrahn has three versions of this skill, one at level 8, level 10 and level 12. It is unclear if he really uses this skill during the fight, aside from catching up to the player that has his attention, or attempting to stop the lizard from touching the box of crystals.&lt;br /&gt;
* '''Bladedance''': Randomly targets a player, causing them to receive an Unbalancing Strikes debuff that makes them take 200% more damage from attacks. &lt;br /&gt;
* '''Pounce''': Axrahn chooses a target to leap onto, causing damage enough to one-hit KO a player. The attack is less effective when multiple players are stacking on top of each other. &lt;br /&gt;
** If a player already afflicted with the debuff from Bladedance stacks with the group to split the damage from Pounce, it will almost always result in a one-hit KO for that player. If the player becomes the target of Pounce, and also has the debuff from Bladedance, they'll cause the entire group to take 200% more damage from the Pounce as well.&lt;br /&gt;
* '''Mighty Roar''': Causes icicles to fall down around the map on the player's positions, dealing moderate or major damage if successful.&lt;br /&gt;
* '''Dagger Toss''': Randomly targets a player, dealing a large amount of damage to them. If the target of the attack is the player with the debuff from Bladedance, it'll result in a one-hit KO. Can be interrupted.&lt;br /&gt;
* '''Potion''': Only used at the end of the summoning phase to restore Axrahn's health to full. Cannot be interrupted.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
The fight against Axrahn consists of two phases: a summoning phase for the first half of the battle, and a general phase that occurs during the second half.&lt;br /&gt;
&lt;br /&gt;
'''Phase 1 (Summons)'''&lt;br /&gt;
&lt;br /&gt;
In the center-left of the exile camp where Axrahn is, the tank should keep Axrahn facing to the left, while the healer and damage dealers are on the right, directly behind him. The tank should take care of interrupting Dagger Toss. The damage dealers should not focus on Axrahn, and instead wait for him to call in reinforcements that will swarm both sides. &lt;br /&gt;
&lt;br /&gt;
The reinforcements are made up of Exile Spellflingers (dark priest that can deal high damage with Dark Bolt), Exile Earthmenders (healer that can use Sleep Powder) and Exile Crystalpryers (dps warrior that can interrupt spellcasters). The damage dealers should pull one or two exiles at a time from the right side, and work on defeating them as quickly as possible (using AoE skills is recommended). Similarly, if the tank has enough dps, they can begin pulling one or two exiles from the left side to take care of them, but gradually they'll come on their own instead of waiting there.&lt;br /&gt;
&lt;br /&gt;
You have less than 2 minutes to take care of all of the exile reinforcements (attacking Axrahn is pointless during this phase, as the second phase heals him back to full health). Do not pull many of the exiles at once, or else they will overwhelm the group (recommended that the damage dealers stay close to Axrahn during the summoning phase so they don't pull all of the exiles on the right side). After two minutes have passed or all exile reinforcements have been defeated, the battle will transition over to the general phase.&lt;br /&gt;
&lt;br /&gt;
'''Phase 2 (General)'''&lt;br /&gt;
&lt;br /&gt;
In the general phase, Axrahn will first do two things: heal himself back to full health using a potion, and call a random off-screen Exile Spellflinger to fetch the Frostflower Lizard in order to assist him in battle (whereas in NM, the lizard appears during this time to aid you). Continue using the same set-up in the previous phase. As soon as the lizard and the exile spellflinger appears, immediately deal with the spellflinger (ignore attacking the lizard, as it has a lot of health and can heal over time).&lt;br /&gt;
&lt;br /&gt;
Next, Axrahn will pounce at the lizard and knock over the box of crystals, causing the lizard to be distracted and bury the first one that's closest to it. The damage dealers and tank should immediately search for the other crystals while the lizard is preoccupied and pick one up. Carrying a crystal doubles the amount of damage you deal, but significantly reduces your healing power (which is why healers shouldn't pick them up).&lt;br /&gt;
&lt;br /&gt;
After picking the crystals up, the lizard will constantly build stacks of Rising Anger over time, steadily increasing it's attack power. When the lizard is at 8 to 12 stacks of Rising Anger, one player (usually the tank first before any damage dealers) should drop their crystal near the lizard. The lizard will attempt to bury any nearby crystal, causing their stacks to fall back to 0 (if the crystal is too far away, it won't go after it). To prevent confusion and accidentally dropping more crystals than needed, the group has to decide an order on which damage dealer to drop their crystals first (e.g. Player A &amp;gt; Player B &amp;gt; Player C).&lt;br /&gt;
&lt;br /&gt;
At certain points of the battle, Axrahn will use Bladedance on a random player to cause Unbalancing Strikes on them. Axrahn is likely to follow up Bladedance with Pounce after a short while. The player that got hit with the debuff should keep their distance away from the group to prevent being 1-hit KO by Axrahn's Pounce, while the others should stack together to split the damage. If the player with the debuff gets chosen as the target of Pounce, they should safely stand away from the rest of the group to prevent other members from dying due to the increased damage.&lt;br /&gt;
&lt;br /&gt;
=== Defeating Axrahn ===&lt;br /&gt;
&lt;br /&gt;
Once Axrahn is defeated, you will automatically obtain the first keycard (this should appear as a UI button on the side of your screen, saying 1/2). If you're still carrying the crystal, the damage buff will last until you leave the Upper Fortifications to go into the next map.&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Against the Odds | Against the Odds]] requires you to defeat Axrahn Bladeclaw on Hard Mode.''&lt;br /&gt;
&lt;br /&gt;
== Aaren Trueaim (Mini-boss) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Aaren Trueaim&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 38&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Neutral 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 51,500&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Resistant to stun, freeze, sleep, and charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you defeat Axrahn Bladeclaw, you'll obtain a key card that unlocks the gate to the right of his camp. Heading right takes you to the Crystal Crypt's Main Exile Camp, where you are greeted with a volley of arrows and introduced to a new type of exile; the Crystal Archers (hunters). The hunter acts differently from most monsters, distancing themselves and attacking at long range for powerful amounts of damage. &lt;br /&gt;
&lt;br /&gt;
Aaren Trueaim can be found at the top-left corner of the Main Exile Camp as you go up. He is a mini-boss with a large amount of health that is also responsible for spawning the volley of arrows every minute you spend in the map (with his ability called Arrow Fall). This is similar to the Napalm Strike that occurs in the Moonlight Monastery's Garden, where it selects a spot where a player is standing on. He also has Arrow Shower, Arrow Barrage and Powerful Shot as his other abilities.&lt;br /&gt;
&lt;br /&gt;
=== Divide and Conquer Challenge (Trophy) ===&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Divide and Conquer | Divide and Conquer]] requires you to defeat Aaren Trueaim and Stewie Sizzlepaw within 30 seconds of each other. Note that Stewie has more health than Aaren, and once the group starts a fight with Stewie, both sides are blocked off. There are two ways of tackling the problem, but the first method is recommended.''&lt;br /&gt;
&lt;br /&gt;
'''Method 1''': Lower Aaren's health and lure him down to the area that Stewie is. Then, focus your efforts on defeating Stewie first, then re-focus your efforts on Aaren. However, the damage dealers have to watch out for any skills that might accidentally hit Aaren, and deal with Aaren's Arrow Fall ability.&lt;br /&gt;
&lt;br /&gt;
'''Method 2''': If you have a large group, you might be capable of splitting up your group (1-2 players to deal with Aaren, while the rest deal with Stewie). However, this causes those 1-2 players to be cut off from the battle, while Stewie's health is increased to match your group size (imagine fighting a 5-player battle with only 3 players). It is recommended that before you start this method, you clear the exiles (except Aaren) on the upper platform, so that those 1-2 players can jump down to assist in the fight against Stewie.&lt;br /&gt;
&lt;br /&gt;
== Stewie Sizzlepaw (Optional) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Stewie Sizzlepaw&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 39&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Neutral 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 147,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Resistant to stun, freeze, sleep, and charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stewie Sizzlepaw is the second and optional boss of the Crystal Crypt, located in the Main Exile Camp (instead of heading upwards to get to Aaren Trueaim, take the path on the second right as you head up). He originally appears as an NPC, but you can select the dialogue option &amp;quot;Your food stinks!&amp;quot; to cause him to become a boss (once you defeat Stewie, you'll have to redo the Crystal Crypt again to accept/turn in any quests from him).&lt;br /&gt;
&lt;br /&gt;
Stewie's defending element is Neutral 1, making him vulnerable to Ghost (+25%), as well as weak to Light, Dark, and Poison (all +12.5%). A Mage can choose any element in the battle, but is recommended to choose either Fire or Water. Unlike most bosses, Stewie does not spawn any minions or reinforcements, allowing you to focus on dealing damage to Stewie as much as possible (unless you were dealing with Aaren for the trophy mentioned above).&lt;br /&gt;
&lt;br /&gt;
There are no differences between Normal Mode and Hard Mode. However, Stewie is unique for his poison gimmick, where you need to eat bad and good food on the ground to reduce the damage from his Poisonous Fumes ability. This is a massive AoE attack that deals heavy poison damage over time, and fluctuates it's strength depending on the food you take.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Stewie will use are:&lt;br /&gt;
&lt;br /&gt;
* '''Precarious Concoction''': An anti-lure ability. When Serve is about to be cast and no player is within the field where the boss fight takes place (marked with glowing white half-ring lines), Stewie hits all players with an attack that deals major poison damage, regardless of distance. Enough to wipe out ~80% of a damage dealer's health.&lt;br /&gt;
* '''Serve''': Starts using the ability at ~80% health, and usually occurs once every 25 seconds. Stewie spawns several plates of food on the ground. Good food is marked with a green aura, whereas bad food is marked with a purple aura surrounding it.&lt;br /&gt;
** When eating good food, you receive one stack of the Delicious Meal buff that reduces your attack/casting delay (increases attack speed) by 12%, and removes one stack of Nauseous.&lt;br /&gt;
** When eating bad food, you receive one stack of the Nauseous debuff that increases your poison damage taken by 50%, and the Poison Resistance debuff that decreases the poison damage you take by 50% for 40 seconds (max 1 stack, does not apply it's effects if Nauseous exists). Additionally, standing on plates of bad food for a while causes you to take poison damage. &lt;br /&gt;
* '''Tenderize''': Similar to Frenzied Swipes, Stewie will randomly target a player, dealing weak damage and hitstun to them several times.&lt;br /&gt;
* '''Poisonous Fumes''': After a minute and 20 seconds or so, Stewie will unleash a deadly AoE that hits all players, dealing major poison damage. Damage is increased or reduced depending on the buffs/debuffs you receive from eating the food. After the attack ends, all players receive one stack of Nauseous.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
The fight against Stewie is fairly simple, and requires you to understand just one gimmick that is happening on the field. No tank is required, no abilities need to be interrupted and Stewie cannot be knocked back (great for AoEs). Ideally, the one receiving aggro from Stewie should not stand in any of the bad food (shown with a purple aura).&lt;br /&gt;
&lt;br /&gt;
'''One Bad Food, then One Good Food'''&lt;br /&gt;
&lt;br /&gt;
Stewie will use Serve, throwing plates of bad food (purple) and good food (green) on the ground. Double-click on the bad food first to consume it. This gives you two debuffs: '''Nauseous''' (+50% more poison damage taken), and '''Poison Resistance''' to reduce the poison damage you take by 50% in preparation for '''Poisonous Fumes''' (Poison Resistance cannot be stacked). &lt;br /&gt;
&lt;br /&gt;
Then, click on a good food next to get rid of the Nauseous stack. If done correctly, you should only have the Poison Resistance debuff (-50% poison damage taken). Make sure that when you take the bad food, your Poison Resistance debuff is longer than the timer remaining on Poisonous Fumes.&lt;br /&gt;
&lt;br /&gt;
Stewie will throw 1-2 more batches of food before Poisonous Fumes. Sometimes, Stewie throws more bad food than good food on the field, especially when facing him with 4 or more players. In this case, your group will need to ration the amount of good food that is being taken on the field.&lt;br /&gt;
&lt;br /&gt;
'''Poisonous Fumes, and what to do next'''&lt;br /&gt;
&lt;br /&gt;
Once the Poisonous Fumes come, it will deal major poison damage to all players (depending on their Nauseous and Poison Resistance debuffs) and applying one stack of Nauseous again to everyone afterwards. Now suddenly everyone wants good food again to remove their Nauseous stacks.&lt;br /&gt;
&lt;br /&gt;
You need to make sure that right before the next Poisonous Fumes, you don't have any stacks of Nauseous debuffs on yourself while having the Poison Resistance debuff. You can either:&lt;br /&gt;
* Take a bad food to increase your Nauseous stacks to 2 and then take two good food to remove both stacks (do not take a bad food by itself!).&lt;br /&gt;
* Wait out the first Nauseous so it expires, then take 1 bad food followed by 1 good food.&lt;br /&gt;
&lt;br /&gt;
Again, make sure that when you take the bad food, your Poison Resistance debuff is longer than the timer remaining on Poisonous Fumes. In groups of 4 or more players, make sure that you aren't eating too much food at once. However, if everyone managed their debuffs correctly or in smaller groups, you can take the remaining good food on the field to increase the speed of your own attacks/casts.&lt;br /&gt;
&lt;br /&gt;
== Myrthe Grimclaw &amp;amp; Kale Ironstrike ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Myrthe Grimclaw&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 39&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Dark 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 91,630&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, sleep. Resistant to charm. Extrasensory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Myrthe Grimclaw and Kale Ironstrike both make up the third boss fight of the Crystal Crypt, located in the Main Exile Camp (head east from Stewie, then south-west until you reach another camp). Adventurers commonly refer to Myrthe as the ''mage'' of the two, whereas Kale is the ''warrior''. Myrthe uses several dark spells in her arsenal, while Kale is similar to that of a tank, with powerful melee abilities.&lt;br /&gt;
&lt;br /&gt;
Myrthe's defending element is Dark 1, Kale's defending element is Neutral 2. The dread spine that Myrthe spawns in the fight has a defending element of Water 1. The optimal elements to counter all three would be Wind (+5% against Dark 1, 0% against Neutral 2, and +25% against Water 1) and Light (+25% against Dark 1, +25% against Neutral 2, and 0% against Water 1), but Mages should stick to using either Fire or Water. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Kale Ironstrike&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Neutral 2&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 94,630&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, sleep. Resistant to charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In NM, the main difference to the fight is that Myrthe will only spawn one Dread Spine instead of three in the middle of the field with a slightly weaker Ether Burst ability as the explosion. Defeating the Dread Spine will prevent Ether Burst from doing additional damage, but you still have to keep your distance away from the attack. Unlike the bosses prior to Crypt, the health of both bosses are not tied together, which means that the other is still alive when you defeat one.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Myrthe uses are:&lt;br /&gt;
&lt;br /&gt;
* '''Harvest Mana''': Used after completing Ether Burst, does nothing. She channels for several seconds, giving your group a short window of time to heal.&lt;br /&gt;
* '''Dark Bolt''': Targets a member of your group, dealing some damage to them.&lt;br /&gt;
* '''Dark Bolt Volley''': Hits all members of your group, dealing moderate damage. Can be interrupted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Dread Spine&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 38&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Mechanical&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Water 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 6,365&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, taunt, sleep, and charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Dread Spine + Ether Burst''': When Myrthe's health is at 50%, she will start using her signature combo attack at various times during the fight. In HM, she spawns three Dread Spines, whereas in NM, she spawns only one. After a while, Myrthe will use Ether Burst, damaging all players on the field for a large amount of damage, and causing any nearby spines to explode, dealing even more damage with the Ether Burns debuff.&lt;br /&gt;
* '''Raise Undead''': When Kale is defeated first, but Myrthe is still alive, she will share her life force to revive him in a ghostly form. Kale becomes untargetable and invincible, defeated only if Myrthe is defeated. Both bosses still retain all of their previous abilities, however because Kale is untargetable, you cannot interrupt him nor control his aggro anymore, making him dangerous to any damage dealer/healer.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Kale uses are:&lt;br /&gt;
&lt;br /&gt;
* '''Swipe''': Deals damage to all targets in front. Players usually call this &amp;quot;frontal&amp;quot;, meaning that only the tank must engage the boss in front, while the others stay behind to avoid taking additional damage.&lt;br /&gt;
* '''Charge''': Only used to get close to their target. Kale may rush to a damage dealer if they pull their attention away from the tank, using this ability.&lt;br /&gt;
* '''Smite''': Kale may interrupt a nearby player's currently cast spell if they get too close to him, or pull their attention away from the tank. Often used in combination with Charge.&lt;br /&gt;
* '''Trounce''': When Kale's health is at 50%, he'll start using his signature attack at various times during the fight, which is similar to Pounce (doesn't one-hit KO the target, but does a lot of damage and stuns them for several seconds). He may go after damage dealers regardless of the tank using this ability. Can be interrupted.&lt;br /&gt;
* '''Raise Undead''': When Myrthe is defeated first, but Kale is still alive, he will share his life force to revive her in a ghostly form. Myrthe becomes untargetable and invincible, defeated only if Kale is defeated. Both bosses still retain all of their previous abilities, however because Myrthe is untargetable, you cannot interrupt her nor control her aggro anymore.&lt;br /&gt;
&lt;br /&gt;
=== Default Strategy ===&lt;br /&gt;
&lt;br /&gt;
'''General Set-up'''&lt;br /&gt;
&lt;br /&gt;
The tank should have Kale facing away from the rest of the group (to the right), on the right side of the field. The damage dealers and healer should all be on the left side of the field, preferably close to Myrthe. The group should spend their time dealing with Myrthe first, before trying to get rid of Kale (if Kale is defeated first, he'll use Trounce on damage dealers in his ghost state with little chance of the tank grabbing aggro, knocking them out with ease).&lt;br /&gt;
&lt;br /&gt;
The main strategy to deal with the two of them is to defeat Myrthe while keeping Kale's health slightly above 50%, so he doesn't use Trounce early on in the fight (makes the tank's job a bit easier). It is recommended (but not necessary) that a damage dealer interrupt Myrthe's Dark Bolt Volley each time it comes up if possible. Try to deal some damage to Kale as well, but be mindful that once Myrthe reaches 50% of her health, she will begin to use her Dread Spine &amp;amp; Ether Burst combo.&lt;br /&gt;
&lt;br /&gt;
'''Dread Spines &amp;amp; Ether Burst'''&lt;br /&gt;
&lt;br /&gt;
The first half of Myrthe's attack begins with the three Dread Spines on Hard mode (one on the left side, one in the center, and one in the right side of the field). Defeat the Dread Spines on the left and right sides first, and be sure to leave the one in the middle intact. If Myrthe is standing on the right side of the center spine, you want to keep the right spine alive, while destroying the ones in the middle and left spots. Generally speaking, if you were standing on the right side of the field and look left, you want Myrthe to be behind one spine (no more, no less).&lt;br /&gt;
&lt;br /&gt;
After destroying the necessary spines, you want to quickly flee to the right side of the field, close to the gate. If you let the right spine survive instead, stand outside the gate to where the tank is (the tank should also move Kale outside the gate). Once Ether Burst is unleashed, the middle spine will explode and absorb most of the explosion, reducing the amount of damage taken by your group.&lt;br /&gt;
&lt;br /&gt;
'''Focusing on Kale with Ghost Myrthe'''&lt;br /&gt;
&lt;br /&gt;
After defeating Myrthe, the damage dealers should switch their attention to Kale. By now, Kale should be around 50% of their health or higher. He will start using Trounce, which the tank needs to interrupt with Smite. Myrthe will also revive herself as a ghost, do some pot shots at the group with Dark Bolt, and continue to use her Dread Spines &amp;amp; Ether Burst even in her current state. Follow the strategy shown above, and after a while, Kale should be defeated along with Myrthe.&lt;br /&gt;
&lt;br /&gt;
=== Alternate Strategy ===&lt;br /&gt;
&lt;br /&gt;
'''General Set-up'''&lt;br /&gt;
&lt;br /&gt;
Instead of separating the two apart, bring both Myrthe and Kale close together, but have the tank keep Kale facing to the right. The damage dealers and healer should be standing slightly left of Myrthe, but just far enough to avoid Kale's Smite. Use AoE attacks to hit both Myrthe and Kale at the same time, while focusing slightly more of the damage on Myrthe as she has higher health.&lt;br /&gt;
&lt;br /&gt;
'''Dread Spines, Ether Burst and Trounce'''&lt;br /&gt;
&lt;br /&gt;
As soon as both bosses reach 50%, the tank should completely focus on smiting Kale's Trounce and keeping aggro. The damage dealers need to break the left and center spines (ideally with the same AoE as before), while keeping the right spine alive. After the spines are broken, the tank should move Kale to the right side of the right spine, far enough away from Myrthe's blast radius with Ether Burst. &lt;br /&gt;
&lt;br /&gt;
After Myrthe uses Ether Burst, have the healer quickly heal off the damage dealt to your party. The tank should move Kale back to near Myrthe again, while the damage dealers return to staying on Myrthe spamming AoEs, but just outside of Kale's Smite range.&lt;br /&gt;
&lt;br /&gt;
'''Focusing on Myrthe with Ghost Kale'''&lt;br /&gt;
&lt;br /&gt;
Best case scenario, Myrthe should be defeated, with no time at all to summon Ghost Kale. Worst case scenario, she is at low health while also trying to revive ghost Kale, while the party attempts to ramp up their attacks on her before Ghost Kale spawns in to wipe out the entire party. &lt;br /&gt;
&lt;br /&gt;
=== After Defeating Myrthe and Kale ===&lt;br /&gt;
&lt;br /&gt;
Once the two of them are defeated, you will automatically obtain the second keycard (this should appear as a UI button on the side of your screen, saying 2/2). This can be used to open the metal gate on the far-right side of the map (press the UI button while near the metal gate to open it).&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Ephemeral Powers | Ephemeral Powers]] requires you to defeat Myrthe Grimclaw on Hard Mode.''&lt;br /&gt;
&lt;br /&gt;
== Elder Patrizya ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Elder Patrizya&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 41+&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Neutral 2&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 402,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep and charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elder Patrizya is the fourth and final boss of the Crystal Crypt, located in the Inner Santuary. The Inner Sanctuary can be accessed from the far-right side of the Main Exile Camp, after collecting two keycards from Axrahn as well as Myrthe &amp;amp; Kale. As you approach the right side of the sanctuary, a branch connects a platform in the center, with a Spellflinger controlling Patrizya, as well as two Crystalpryers, an Earthmender as backup. Once you defeat the exiles, one of them will quickly throw a bomb to destroy the branch. While Patrizya is freed, she is still hostile towards your group and the boss fight will begin.&lt;br /&gt;
&lt;br /&gt;
Patrizya's defending element is Neutral 2, making it vulnerable to Ghost (+50%), as well as weak to Light, Dark, and Poison (all 25%). A Mage can choose any element they want for this battle, however Fire or Water is strongly recommended. Patrizya does not spawn any monsters themselves, except for the exiles that were controlling Patrizya in the beginning of the fight.&lt;br /&gt;
&lt;br /&gt;
There are a few notable differences between Normal and Hard mode. In Hard mode, Patrizya spawns Irondust Boulders and uses the Magnetic Storm ability. Beginning at 50% health, Patrizya will begin using snowslides that deal heavy water damage on three parts of the platform: the left-most, center and right-most. At less than 20% of Patrizya's health, Patrizya will use Stomp three times to try and knock the entire group off the platform, each with a cast time of 1 second and a delay of ~3 seconds between each Stomp.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Elder Patrizya will use are:&lt;br /&gt;
&lt;br /&gt;
* '''Fury''': N/A&lt;br /&gt;
* '''Snap''': This is Elder Patrizya's version of the Swipe attack that hits all targets in front. Players usually call this &amp;quot;frontal&amp;quot;, meaning that only the tank must engage the boss in front, while the others stay behind to avoid taking additional damage.&lt;br /&gt;
* '''Icicle Arrow''': Similar to Frost Blast, deals weak water damage to a random player.&lt;br /&gt;
* '''Frost Volley''': Hits every player with frost bolts, dealing weak water damage and slowing their attack/movement speeds by 5% for seven seconds.&lt;br /&gt;
* '''Roar''': Causes icicles to fall down around the map on the player's positions, dealing moderate or major damage if successful.&lt;br /&gt;
* '''Frost Breath''': Deals heavy water damage to all players in front of her, with a chance to freeze. Can be interrupted, but Patrizya will gradually resist smites and disrupts the more it is used over time.&lt;br /&gt;
* '''Charge''': Patrizya rushes at all players in front of her, sending them flying off the ledge, falling to their doom. Indicated by a orange rectangular box that stretches out horizontally.&lt;br /&gt;
* '''Stomp''': Deals moderate damage to all players, knocking them back by a few metres regardless of proximity. If a player is close to the left or right end side of the platform, and Patrizya uses Stomp, they will fall off the ledge. Used roughly once every minute and 30 seconds.&lt;br /&gt;
* '''Arcane Lance''': Summons a magical spear that is suspended in air for almost 10 seconds, before eventually striking the platform. If players do not stack on the Arcane Lance, the platform will take full damage. If the platform takes too much damage, parts of it will collapse until eventually it automatically ends the battle in defeat (players will likely fall to their doom).&lt;br /&gt;
* '''Magnetic Storm''': Two-part attack that only occurs in Hard mode. During one point in the fight, she'll summon three Irondust Blast Boulders on the field (each boulder has 11,150 health, with a defending element of Water 1). After a while, she pulls all players toward her, dealing a moderate or large amount of damage in the explosion (damage is increased when at least one or more boulders are still alive). &lt;br /&gt;
&lt;br /&gt;
=== Strategy (HM) ===&lt;br /&gt;
&lt;br /&gt;
'''General Set-up'''&lt;br /&gt;
&lt;br /&gt;
    R O &amp;gt; T&lt;br /&gt;
\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/&lt;br /&gt;
&lt;br /&gt;
''The text diagram above shows a rough layout of the map's terrain. The &amp;gt; in this diagram indicates the position of Elder Patrizya (facing to the right), while T represents the position of the tank. O represents the position of all other players (damage dealers and healer), and R represents the location of the rune.''&lt;br /&gt;
&lt;br /&gt;
The tank should have Elder Patrizya facing away from the rest of the group (to the right), in the center of the platform. The damage dealers and healer should be slightly to the left of Patrizya, but still close to the center of the platform as well. There is a rune to the left side of the platform that allows group members to be revived if they fell off the platform (you can combine Divine Clarity with the rune's activation to automatically revive players).&lt;br /&gt;
&lt;br /&gt;
The two minor abilities that you have to watch out for is Roar and Stomp. Keep moving around the center of the platform to avoid receiving most of the damage once Roar occurs. Stomp can catch players off-guard if they are standing near one of the edges, making them fall off if they're not careful (which is why players should stick close to the center of the platform).&lt;br /&gt;
&lt;br /&gt;
The two major abilities that you have to watch out for is Frost Breath and Charge. The tank should smite Frost Breath (if Elder Patrizya resists the smite/disrupt, use Endurance to lower the damage taken instead). Patrizya will usually Charge to the left, where the rest of the players are, forcing the group to quickly run to the right side in order to avoid the attack (if she catches you, you'll fall to your doom and require a teammate to revive you using the rune).&lt;br /&gt;
&lt;br /&gt;
'''Snowslides and Magnetic Storm'''&lt;br /&gt;
&lt;br /&gt;
At 50% of her health, Patrizya will begin using her ultimate attack, as well as one new frequent gimmick to watch out for on the field. These are three Irondust Blast Boulders, Magnetic Storm, and snowslides that occur in three fixed sections of the platform (imagine chopping the platform into five equal parts). The snowslides will always occur on the left, center and right sides, leaving you with the center-left and center-right to dodge the attack (or get hit for a major amount of damage). &lt;br /&gt;
&lt;br /&gt;
The first part of the attack causes three Irondust Blast Boulders to spawn on the field, increasing the damage of Magnetic Storm for each one. Somewhat similar to the Dread Spines when facing Myrthe (except this time you're defeating all of them instead of saving one), you'll have to eliminate all three of them as quickly as possible. The tank should deal with the right boulder, while the damage dealers of the group work on the left and center boulders.&lt;br /&gt;
&lt;br /&gt;
The second part of the attack occurs roughly a minute and 15 seconds later, causing Patrizya to pull all players toward her and deal a large amount of wind damage. The healer should use Healing Springs or Song of Harmony depending on the amount of damage sustained to your group by this attack. Afterwards, Patrizya will continue to use her usual abilities (including the snowslides).&lt;br /&gt;
&lt;br /&gt;
'''Arcane Lance and Three Stomps'''&lt;br /&gt;
&lt;br /&gt;
At around 25~40% of her health, Patrizya will begin using Arcane Lance. If it is summoned on the left or center side of the field, the damage dealers and healer will have to stack on the location where it'll drop, to reduce the amount of damage sustained to the platform. If it is summoned to the right side of the field, the tank can stack by themselves, additionally causing the spear to deal damage to Patrizya herself.&lt;br /&gt;
&lt;br /&gt;
Following Arcane Lance, the entire group should immediately go to the center of the map in preparation for Patrizya's Stomps. She will attempt to Stomp three times (each with a delay of ~3 seconds in between), knocking players to the edges of the platform. The group has to keep running to the center of the platform in order to avoid falling to their doom. Follow the strategies above as needed, until Patrizya is defeated. &lt;br /&gt;
&lt;br /&gt;
''A first time clear of the dungeon will award you the trophy [[Trophy: The Crystal Crypt | The Crystal Crypt]].''&lt;br /&gt;
&lt;br /&gt;
''Defeating Patrizya on Hard Mode while scaled to the dungeon's level will award you the trophy [[Trophy: Like Clockwork | Like Clockwork]].''&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Retributive Justice | Retributive Justice]] requires you to defeat an Exile Earthmender using the Arcane Lance summoned by Patrizya. At the beginning of the fight, you'll have to keep the Earthmender alive while you defeat the rest of the exiles. Be careful when you use your AoEs, as it might accidentally kill the Earthmender. Carefully lower the Earthmender's health (for insurance), then lower Patrizya down to about 25~40% in order for her to use Arcane Lance. Once the lance shows up, lure the Earthmender into the spot where the lance will strike and use FF/NF to keep them in place (don't stack with the Earthmender).''&lt;br /&gt;
&lt;br /&gt;
== Notable Drops List ==&lt;br /&gt;
&lt;br /&gt;
Each drop below may be associated for a specific class, and is marked as such. Drops not associated with a single class are not marked.&lt;br /&gt;
&lt;br /&gt;
P represents Priest, W represents Warriors, M represents Mages and H represents Hunters. Pet represents items that would obtain you a pet (either by directly using the item, using the item on a desired monster, or using the item on an existing pet to permanently change it into another pet). Maw refers to a equipment that is worn in your character's maw (usually cosmetic with no to little stats). Enchant refers to a spirit bottle or powder that is added onto your equipment to grant bonus effects (bottles dropped from bosses are extremely valuable, offering strong bonuses).&lt;br /&gt;
&lt;br /&gt;
=== Zone-Exclusive/Monsters ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1687 Arrow Headband] (from the mini-boss Aaren Trueaim) - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items/#item=1810 Crystalline Egg] (zone drop in Upper Fortifications and Main Exile Camp) - Pet&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1452 Darkwood Bow] (from Exiled Ashaya Hunters or the mini-boss Aaren Trueaim) - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1661 Dragonmaw Crown] (from Exile Spellflinger) - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1134 Exile Spirit Bottle] (from most Exile monsters except bosses) - Enchant&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1664 Feather Headband] (from Aaren Trueaim) - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1659 Herbal Circlet] (from Exile Earthmender) - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1423 Iron Axe] (from Exile Crystalpryer) - Maw&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1660 Oversized Mining Helm] (from Exile Crystalpryer) - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=817 Snow Bat Spirit Bottle] (from snow bats) - Enchant&lt;br /&gt;
&lt;br /&gt;
=== Bosses ===&lt;br /&gt;
&lt;br /&gt;
'''Axrahn Bladeclaw'''&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1669 Carved-Out Crystal] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1668 Crystal-Studded War Helm] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1672 Crystallised Life] - M/P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1673 Gemmed Tail Armor] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1671 Plated Sapphire Headguard] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1670 Ring of Earth] - M&lt;br /&gt;
&lt;br /&gt;
'''Stewie Sizzlepaw'''&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1680 Elegant Cloak] - M/P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1719 Pilgrim's Compass] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1677 Star-Chef's Hat] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1679 Starry Headband] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1678 Stewie's Rolling Pin] - W&lt;br /&gt;
&lt;br /&gt;
'''Myrthe Grimclaw and Kale Ironstrike'''&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1682 Ceremonial Crypt Anklet] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1686 Chainmail Armour] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1684 Demonic Amulet] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1721 Double Buckled Legguards] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1689 Fur-Lined Bracelet] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1683 Iron Chains] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1688 Sniper's Headband] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1685 Tourmaline Broach] - P&lt;br /&gt;
&lt;br /&gt;
'''Elder Patrizya'''&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1715 Charm of Linked Souls] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1717 Charm of Shattering Ice] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1714 Charm of the Spirits] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1716 Charm of Unchained Reflections] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1706 Crypt Sickle] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1718 Crystalspike Crest] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1921 Diadem of the Crypt Guardian] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1705 Headcover of the Forlorn Wizard] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1708 Icecrystal Bracers] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1720 Mighty Glove] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2025 Patrizya Spirit Bottle] - Enchant&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The bind time to this dungeon is 1 day and 20 hours (44 hours).&lt;br /&gt;
* The dungeon level scale range is between 34 to 39 (34 lowest, 35 lower, 36 low). Completing a dungeon at it's low level gives you a single additional chest, while lower gives an additional chest for each member of your group, and lowest gives an additional chest that is rolled for.&lt;br /&gt;
* Defeating enemies in the Crystal Crypt has a low chance to drop the [https://www.pawdgame.com/database/items#item=1810 Crystalline Egg], which allows you to get the Nightglow Lizard as a pet.&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=The_Cursed_Farm&amp;diff=6906</id>
		<title>The Cursed Farm</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=The_Cursed_Farm&amp;diff=6906"/>
				<updated>2025-11-17T02:07:00Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Curse of Jack's Farm, or The Cursed Farm for short, is a [[Dungeons | dungeon]] located in Saliko, within Jack's Farmhouse. Like the name suggests, the farmhouse has a darker side to it, with demons and ghosts living in a parallel, nightmarish reality. Such inhabitants involve the spirit of Aeris, the soul of a knight doomed to walk among the graves for eternity and the alter ego of the farmhand herself.&lt;br /&gt;
&lt;br /&gt;
The recommended level for The Cursed Farm is 29-33, and adventurers above level 34 will be scaled down to that level for the dungeon. It is also recommended that you have at least 3 or more adventurers before starting the dungeon. Like other dungeons, the set-up should comprise of one tank, healer and damage dealer.&lt;br /&gt;
&lt;br /&gt;
There are no varying modes of difficulty in The Cursed Farm. However, the level that you choose to scale at and the amount of members in your group can still prove to be a challenge, even for seasoned adventurers.&lt;br /&gt;
&lt;br /&gt;
=== Entering the Cursed Farm (1) ===&lt;br /&gt;
&lt;br /&gt;
In order to enter the Cursed Farm, talk to Curly in the Farmhouse Dining Room, located two maps east of the stairs on the bottom floor, and select the dialogue option &amp;quot;Okay, I will put them near the stove&amp;quot;. This causes an event to trigger, having Curly prompt you to check the second floor for the suspicious sound. Then, go to the Closet on the second floor, and walk towards the bed on the right of the room. Shade of Aeris will then appear, engaging you immediately in battle.&lt;br /&gt;
&lt;br /&gt;
== Shade of Aeris ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Shade of Aeris&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 33+&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Wind 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 168,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep and charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Shade of Aeris is the first boss in the Cursed Farm, and consists of a two-part battle. The first part of the fight is in the closet, where you are fighting in a limited space. The second part happens when Aeris's health reaches 50%. He will immediately escape from the closet into the hallway outside (to the right), where there is much more space. After reaching the first part of the battle, adventurers should use this opportunity to restore their health and mana back to full, before re-engaging him. Because Aeris's defending element is Wind 1, you should use Fire.&lt;br /&gt;
&lt;br /&gt;
=== Phase One: The Closet ===&lt;br /&gt;
&lt;br /&gt;
The main abilities during the first part of the battle are:&lt;br /&gt;
&lt;br /&gt;
* '''Lightning''': It is an AoE spell that hits the player who has aggro and any allies near them. The spell is stronger when there are less allies stacked on top of each other. Aeris will constantly spam Lightning at 2-3 second intervals, adding up to serious amounts of damage taken over time. Note that pets count as a stackable ally, therefore pets can reduce the damage taken.&lt;br /&gt;
&lt;br /&gt;
* '''Lightning Chain''': It is an AoE spell that hits the player with aggro and every ally in sight, dealing more damage the further an ally is away. If your group likes to split up a lot instead of stacking together, the damage dealt from this ability can be very serious. Every 10 seconds or so, Aeris will use Lightning Chain.&lt;br /&gt;
&lt;br /&gt;
Make sure that your allies are stacked together, to reduce the damage taken from Lightning (more allies will be hit this way, but the damage taken is weaker) and Lightning Chain. Due to Shade of Aeris's position in the closet, he can be easily cornered by the use of AoE spells, especially Fire Wall. The knockback effect from some AoE spells does not matter here, maximizing the damage dealt (since he is being pinned to a wall, he cannot move any further to the right). This place is a good spot for a healer to use Healing Springs, in order to keep your allies health up.&lt;br /&gt;
&lt;br /&gt;
=== Phase Two: The Hallway ===&lt;br /&gt;
&lt;br /&gt;
The main abilities during the second part of the battle are:&lt;br /&gt;
&lt;br /&gt;
* '''Lightning''': See above for details.&lt;br /&gt;
* '''Lightning Chain''': Also see above for details.&lt;br /&gt;
* '''Overload''': A random ally will be targeted by Overload, as noted by an electric charge on the character, and yellow text on the screen saying who received it. All allies standing near the player who received Overload including themselves will constantly get hit for several seconds. Make sure they unstack (move away from the rest of the group) while Overload is still active on them. If they refuse to unstack, make sure you and the rest of your unaffected allies move away instead.&lt;br /&gt;
* '''Summon''': During the course of the fight, Shade of Aeris will summon an energy cloud from either side. If this cloud reaches the boss, he will power up.&lt;br /&gt;
&lt;br /&gt;
The second part of this fight introduces a few new mechanics, in addition to the abilities from the first while Shade of Aeris is at half of his health. Continue to stack among your allies to reduce the damage from Lightning and Lightning Chain. When someone receives Overload, make sure the affected ally moves out of the way, or all unaffected allies move away from the affected ally. While Shade of Aeris is in the hallway, he can be knocked back. Do not use your AoE spells (that causes knockback) on him, but rather on the energy cloud's path when it shows up.&lt;br /&gt;
&lt;br /&gt;
=== Entering the Cursed Farm (2) ===&lt;br /&gt;
&lt;br /&gt;
After defeating Shade of Aeris, return to Curly in the Farmhouse Dining Room. After a bit of dialogue, a portal should open up to the right of the dining room. You should be back outside the farmhouse again, but this time during a thunderstorm. You need to round up all of the fliffies into their pen by using your mouse to click on them first, then enter the fliffies pen.&lt;br /&gt;
&lt;br /&gt;
''In order to unlock the trophy [[Trophy: Good Shepherd | Good Shepherd]], you have to lead all of the fliffies into their pen before the first lightning sound strikes. You have some time in order to get all of the fliffies in. They can be difficult to move in the direction you want them to, therefore you want several people to enter the portal leading to outside at the same time, and each to tackle a different side.''&lt;br /&gt;
&lt;br /&gt;
To continue on with the dungeon, interact with the bucket of water. A lightning strike will commence, blinding the room momentarily until you see those same exact fliffies with a question mark now become Nightmare Fliffies (in red) and attack you. Get rid of them quickly with an AoE spell, but don't let all of them attack you at once (they can inflict several different poison stacks at once, dealing a lot of damage over time). Once you leave the pen, you'll find yourself in Twilight Garden instead of Jack's Farmhouse.&lt;br /&gt;
&lt;br /&gt;
Clear the demons and ghosts through the Twilight Garden (this map forces scaling to level 36, regardless of warp stone settings), and proceed inside the hellish farmhouse to get to Aeris. Darneus' tombstone lies in the Twilight Gardens, interact-able if you completed the Hallow's End quest line. Shade of Curly can be found in the dining room. Clearing out the monsters in the closet will cause the floor to open up, leading to Aeris' secret passageway where he can be found.&lt;br /&gt;
&lt;br /&gt;
== Darneus (Optional) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Darneus the Cursed&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 38&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Ghost 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 220,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep and charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In order to summon Darneus, you have to interact with the tombstone outside of the farmhouse. If you cannot see the tombstone, that means you haven't unlocked Darneus. See [[Halloween#Darneus | Halloween]] for more details on how to unlock him.&lt;br /&gt;
&lt;br /&gt;
Darneus is an optional boss in the Cursed Farm, having a forced level scaling of 36. It is recommended that you face Darneus at level 36+ (not under), while having at least a full set of equipment from the Moonlight Monastery. Due to Darneus's defending element of Ghost 1, any of the four elements can be used, but preferably Fire to deal with the minions summoned. &lt;br /&gt;
&lt;br /&gt;
Darneus alone is the toughest boss in the Cursed Farm, unless you come into the fight with a plan. Each role will equally have to respond to the situation accordingly, or else one slip-up could jeopardize the battle. Darneus will have three summoning phases during the fight.&lt;br /&gt;
&lt;br /&gt;
The main abilities that you should watch out for from Darneus are:&lt;br /&gt;
&lt;br /&gt;
*'''Swipe''': Deals damage to all players in front of him. Players usually call this &amp;quot;frontal&amp;quot;, meaning that only the tank must engage the boss in front, while the others stay behind to avoid taking additional damage.&lt;br /&gt;
*'''Sword Bash''': Causes the player in Darneus's direction (the tank) to be dealt damage, as well as knocked back. The ability can interfere with the tank's positioning, so you have to be careful.&lt;br /&gt;
*'''Earth Spike''': Inflicts earth damage to a random player.&lt;br /&gt;
*'''Spike Trap''': Occasionally, Darneus will try to aim Spike Trap behind to hit your damage dealers and healers. Use Smite or Disrupt Magic to counter this, or if mana is a problem, move away from the targeted location quickly.&lt;br /&gt;
*'''Dark Mist''': Some time after the summoning phase, Darneus will cast Dark Mist. This is an AoE that covers more than half the map, terrifying all allies for several seconds. Use Smite or Disrupt Magic to counter this (moving away from the area is a bad idea, since you'll likely get hit before you get out of the AoE's radius).&lt;br /&gt;
&lt;br /&gt;
Randomly, Darneus will also summon a wooden stake on the ground. Then after some time, the wooden stake will float out of the ground, and gets flung off to a direction that reaches the other side of the map. It is almost impossible to avoid this attack when caught in the stake's direction, unless your character is laying down (then it has a 10% chance to hit), or the entire group (following the tank) moves to behind the stake's flinging direction. Laying down can also be a bad idea, because it increases the damage taken from Darneus's next hit. Inflicts about 1k damage.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the direction of the stake can be changed, reducing the damage received by your group. When players are standing on both sides of where the wooden stake is planted (at least one player on the opposite side), the wooden stake has a 50/50 chance of flinging left or right.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Phases ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Pumpkin Lasher&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 37&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Plant&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Earth 2&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 11,500/12,225&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'''Raise''': Occurs during all summoning phases. Summons several small Pumpkin Lashlings and a few big Pumpkin Lashers, each of them equipped with deadly abilities. Some of these abilities can only be used when affected by Shadow Explosion.&lt;br /&gt;
** '''Pumpkin Lasher'''&lt;br /&gt;
***''' Infectious Bite (level 3)''': The affected target receives a debuff, taking more damage from attacks.&lt;br /&gt;
***'''Poison Bolt Volley (level 8)''': Hits all players, poisoning them. Uses it when affected by Shadow Explosion. &lt;br /&gt;
***'''Terrify (level 3)''': Causes a player to become terrified for a long period of time.&lt;br /&gt;
***'''Earth Spike (level 3)'''&lt;br /&gt;
***'''Pummel (level 2)'''&lt;br /&gt;
** '''Pumpkin Lashling'''&lt;br /&gt;
***'''Slime Bolt (level 6)''': Hits a player, dealing moderate damage.&lt;br /&gt;
***'''Slime Bolt Volley (level 10)''': Hits all players. Uses it when affected by Shadow Explosion.&lt;br /&gt;
***'''Corrosive Slime (level 1)'''&lt;br /&gt;
***'''Fixate (level 1)'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Pumpkin Lashling&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 36&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Plant&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Earth 2&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 4,075&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'''Shadow Explosion''': Occurs during the 2nd and 3rd summoning phases only. It is an AoE that occurs across the map, leaving an empty space in between each small circle of explosions. When a Pumpkin Lasher summoned by Raise is hit by this ability, their appearance turns purple, and their damage increases significantly, easily shredding the health of all allies in mere seconds. In order to avoid this, have the Pumpkin Lasher stand in the empty spaces, not the circles during when the explosion is cast.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
The tank should stay in front of Darneus (pull him to somewhere center of the map), while the rest of the group stays behind. Because the map has a tree blocking the view on the right side, you want to avoid pulling and fighting him in that area. This is to ensure that you have enough space to watch for Shadow Explosion, and the wooden stakes.&lt;br /&gt;
&lt;br /&gt;
The damage dealers should take care of Spike Trap and Dark Mist (if the tank cannot smite it), once it comes up. Optionally, you might want to have one or more players stand on the opposite side, to bait the wooden stake away from the rest of the group. However, if it is too much of a hassle, then you should just let the wooden stake hit the group anyway.&lt;br /&gt;
&lt;br /&gt;
During the first summoning phase, the damage dealers should take care of the Lashers quickly with AoE spells. However, during the second and third summoning phases, DO NOT use an AoE spell BEFORE Shadow Explosion. ONLY use an AoE spell AFTER Shadow Explosion occurs. This is to ensure that the tank can growl all of the Pumpkin Lashers on the field, and lure them to the empty spaces in time before Shadow Explosion hits.&lt;br /&gt;
* Sometimes there will be a few Pumpkin Lashers/Lashlings still on the field that got hit by Shadow Explosion. If you leave them out any longer, they pose a serious risk to your group. Quickly get rid of them, and if possible, use Nightfall/Flash Freeze if the damage dealers cannot get rid of them in time.&lt;br /&gt;
&lt;br /&gt;
== Shade of Curly (Optional) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Shade of Curly&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 34&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Demon&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Dark 2&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 160,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Extrasensory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Shade of Curly is an optional boss, representing the second boss fight in the dungeon (excluding Darneus). She can be found wandering around on the platform right below the kitchen table in the dining room. Although she has a small detection range, the group must be careful not to stand close to her to accidentally start the fight unprepared. During the course of the battle, she will summon invincible demons one at a time to attack the group. Shade of Curly's defending element is Dark, meaning that Fire and Light attacks are most effective against her. &lt;br /&gt;
&lt;br /&gt;
There are two vines in the map that you can safely get rid of without pulling her or changing the difficulty. An active stove on fire can be found on the top-left corner of the kitchen table. Standing in the stove will cause you and/or the boss to constantly take fire damage over time. &lt;br /&gt;
&lt;br /&gt;
The main abilities that Shade of Curly will use are:&lt;br /&gt;
&lt;br /&gt;
* '''Dark Barrage''': An attack that hits the player with aggro (the tank) every second for several seconds. The tank should use Smite to counter this.&lt;br /&gt;
* '''Dark Blessing''': A debuff lasting several seconds that hits every player besides the player with aggro (the tank). Causes you to have your health temporarily set to 1, meaning that a single hit can finish you off. Once the debuff expires, the affected players will have their health returned back to normal.&lt;br /&gt;
* '''Dark Bolt''': Shade of Curly often uses Dark Bolt right after Dark Blessing to target a damage dealer (if successful, it will knock them out in 1 hit due to Dark Blessing's effect). A damage dealer or tank should interrupt this.&lt;br /&gt;
* '''Curse of Slowness (level 3)''': A random player will be hit with Curse of Slowness. This can be bad if it hits the damage dealer that is currently kiting.&lt;br /&gt;
* '''Curse of Roots''': Often hits a random player closest to Curly, never the one that is kiting. This skill is rarely seen. Quickly get rid of the roots if you were targeted by this spell.&lt;br /&gt;
* '''Poison Dust''': A weak AoE spell. The other abilities are more important to worry about.&lt;br /&gt;
* '''Consume''': During the course of the battle, there will be a countdown timer for Dark Ritual above the berserk timer set for three minutes. If Curly isn't defeated, the summoned demons will stop at their current position, and constantly be absorbed by Curly, restoring her health. While the demons are being absorbed, they are vulnerable.&lt;br /&gt;
** ''The trophy [[Trophy: No Time to Spare | No Time to Spare]] requires you to defeat Shade of Curly before she can use Dark Ritual. This means that you have to defeat her within 3 minutes. In order to be able to defeat her given that time restriction, you'll have to get Shade of Curly on the stove, as it deals additional damage to her over time.''&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
A typical set-up consists of one player that will kite, while the rest of the group focuses on Curly. The tank should drag Curly over to the stove fire so that she constantly takes damage from it while the tank is safely standing right beside it. The tank should avoid using Growl at all during the fight. &lt;br /&gt;
&lt;br /&gt;
The damage dealers should avoid using AoE's that cause knockback in this fight, since Shade of Curly can easily be knocked off the stove top where the fire is, throwing off the tank's position. The only time when a damage dealer should use an AoE is during the Dark Ritual phase when Curly uses Consume to absorb the demons. The healer should stick close to the tank below the table with the stove on it, watching the player that is kiting or is responsible for kiting themselves.&lt;br /&gt;
&lt;br /&gt;
'''Kiting'''&lt;br /&gt;
&lt;br /&gt;
The player that is kiting will have to hit the demons (typically, with an AoE or ranged attack) to grab their attention and avoid being hit by them back while running around the dinner table. To be safe, a healer can use Emerald Shield on the kiting player while they are at 1 HP due to Dark Blessing.&lt;br /&gt;
&lt;br /&gt;
You can imagine this as a time trial in a racing game where you are trying to be faster than your ghost. Same logic applies here, with the portal being the starting/finish line for the next lap. Try to avoid having to go onto the dining table in the middle (because the demon will follow you on the shortcut in the middle), and let the demons chase you on the track.&lt;br /&gt;
&lt;br /&gt;
The first demon will spawn seconds after the first Dark Blessing is used by Curly. Each time a demon appears, you want to pull them by using a simple ranged attack or AoE next to the portal. In order to properly kite and time when the next demon appears, remember three things:&lt;br /&gt;
&lt;br /&gt;
* 1. Start yourself at the healer's position on the map, below the table with the stove, slightly to the right. Run clock-wise (right to left) around the map and keep yourself away from the demon as far as 3-5 metres. Use the Shift key to sprint if you think the demon is catching up to you, but only spend a portion of the stamina gauge.&lt;br /&gt;
&lt;br /&gt;
* 2. Pace yourself. Don't be too fast when running around the dining table, or else the demon will go backwards on the track to reach you. You don't want to be too slow either, or else a Curse of Slow might let the demons catch up to you.&lt;br /&gt;
&lt;br /&gt;
* 3. When kiting around the table, the next demon should appear on every 2nd lap around the track (this also means 2nd, 4th, 6th, etc.). If you're placing down an AoE, make sure it can actually hit the next demon, and do it while you are slightly further away from the demon that is chasing you (5-7 metres).&lt;br /&gt;
&lt;br /&gt;
'''Dark Ritual/Consume'''&lt;br /&gt;
&lt;br /&gt;
If the group fails to defeat Curly within 3 minutes, the demons chasing the player that is kiting around the table will freeze and no longer be invincible. Curly will try to absorb them to restore her health. At this point, the tank should keep Curly on the stove, while the rest of the damage dealers quickly get rid of the demons with an AoE spell, such as Fire Wall.&lt;br /&gt;
&lt;br /&gt;
== Aeris ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Aeris&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 34&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Demon&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Wind 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 225,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep and charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Aeris is the third and final boss (not including Darneus) of the dungeon. He retains some of his abilities from his shade form, while introducing new abilities at the same time. Since Aeris's defending element stays the same, Fire attacks are recommended. The spirits that he will summon are mainly Earth with one of them being Fire element in the mix. Optionally, you can also bring anything that inflicts Water damage just in case (either from a spirit bottle or one-use items such as Icicle, Snowball, scrolls, etc.). &lt;br /&gt;
&lt;br /&gt;
He can be summoned once a player walks over to the right side of the cave. A few candles will light up, causing him to spawn afterwards. &lt;br /&gt;
&lt;br /&gt;
The main abilities from Aeris that you should watch out for are:&lt;br /&gt;
&lt;br /&gt;
* '''Lightning''': An AoE spell that hits the player who has aggro, as well as any allies near them. Like from Shade of Aeris, the spell is stronger when there are less allies stacked on top of each other. Aeris will constantly spam Lightning at 2-3 second intervals. Pets can be brought out to absorb some of the damage while stacked, but they are more important for dealing with Aeris' other gimmick.&lt;br /&gt;
* '''Lightning Bolt''': Aeris will attempt to use Lightning Bolt on the damage dealers or the healer's position. If pets are out in the battle, Aeris will sometimes use Lightning Bolt on them instead.&lt;br /&gt;
* '''Overcharge''': Overcharge is basically Overload, but under a slightly different name. The affected player should separate themselves away from the rest of the group (preferably to the right, since the spirits come from the left).&lt;br /&gt;
* '''Earthquake''': Periodically, Aeris will use Earthquake, an AoE that constantly hits all players for several seconds. The attack will hit every player regardless of their position (if they try to move away, the radius of the AoE gets larger to reach them). Instead of splitting up, the group should stack in one spot, while the healer uses Healing Springs.&lt;br /&gt;
* '''Meditate''': At each indicator of Aeris' health bar, he will undergo a summoning phase. At this time, Aeris does not attack, and any attacks dealt to him at this time deal double the damage. However, several waves of spirits will come from the left, consisting of Rock Spirits, Earth Spirits and Fiery Spirits (the first wave has no Fiery Spirits).&lt;br /&gt;
&lt;br /&gt;
There are three types of spirits that spawn during Aeris's meditation phases:&lt;br /&gt;
&lt;br /&gt;
* '''Fiery Spirits''' are kamikaze/suicide spirits, exploding when they are near a player. In most cases, a direct blast will instantly knock out a player, or 2-hit KO them. Any earth spirits that were standing near the Fiery Spirit during the time of the explosion will get wiped out. Only one spawns for each wave after the first.&lt;br /&gt;
** ''The trophy [[Trophy: Breakneck Barbecue | Breakneck Barbecue]] requires you to force a Fiery Spirit into destroying a Hellroot in the Cursed Farm. In order to complete this trophy, do not defeat one of the Hellroots while clearing out the demons in Aeris's cave. Then, proceed with the run as normal until you reach Aeris's summoning phase. After the first wave, lure the Fiery Spirit over to the Hellroot and cause it to explode. A pet or water spells may be required.''&lt;br /&gt;
* '''Earth Spirits''' have low health, but can heal a large portion of Aeris's health if they reach him. They are wiped out when caught by the Fiery Spirit's explosion. Several of them spawn in each wave, including the first. Use an AoE to immediately take them out.&lt;br /&gt;
* '''Rock Spirits''' have a large amount of health (about 50k health), but serve no other purpose than to constantly annoy healers as well as damage dealers. While they cannot deal as much damage on their own, the damage can accumulate the more there are. Several AoEs cannot get rid of a single rock spirit. The tank should use Growl to attract their attention. A few spawn in each wave after the first.&lt;br /&gt;
** ''The quest '''A Gem in the Rough''' requires you to obtain a splinter from a Rock Spirit. This quest is part of the quest line needed to unlock [[Class Stone | class changing]]''.&lt;br /&gt;
&lt;br /&gt;
A damage dealer should be designated to deal with the waves of spirits, while the rest of the group focuses on Aeris. While dealing with the spirits, you want to use AoEs to take out the spirits, as well as sending in pets or using a water spell to trigger the Fiery Spirit's explosion. The best time to deal damage is during Aeris's meditation phases, where the damage dealt to him is doubled. Avoid Lightning Bolts whenever it comes up, and the player with Overcharge should stay away from the group. Finally, stack during when Aeris uses Earthquake.&lt;br /&gt;
&lt;br /&gt;
A first time clear of the dungeon will reward you with the trophy [[Trophy: The Cursed Farm | The Cursed Farm]].&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
{{Saliko2|137|247}}&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Shade of Curly has a chance to drop a [https://www.pawdgame.com/database/items#item=1380 Widow's Picnic Basket], allowing you to set up a picnic. The picnic basket contains a [https://www.pawdgame.com/database/items#item=1388 Spooky Cupcake], which other players can grab once every couple of minutes. The Spooky Cupcake can temporarily increase dark and poison resistance.&lt;br /&gt;
* Aeris has a chance to drop a [https://www.pawdgame.com/database/items#item=1344 Broomstick] mount. When riding on the broom, it allows you to fall from high platforms without taking fall damage. Note that if a pit exists in the map, the mount won't be able to survive the drop. It automatically binds when it is obtained, and only the owner can ride it themselves.&lt;br /&gt;
** You can have multiple mounts out at the same time, such as the Valentine Rocket and the Lizard pet, as long as the broomstick is summoned last.&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=The_Tunnels_of_Illusion&amp;diff=6905</id>
		<title>The Tunnels of Illusion</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=The_Tunnels_of_Illusion&amp;diff=6905"/>
				<updated>2025-11-17T02:04:04Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: Redirected page to Tunnels of Illusion&lt;/p&gt;
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&lt;div&gt;#REDIRECT [[Tunnels of Illusion]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Moonlight_Monastery&amp;diff=6904</id>
		<title>Moonlight Monastery</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Moonlight_Monastery&amp;diff=6904"/>
				<updated>2025-11-17T02:00:17Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
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&lt;div&gt;The Moonlight Monastery is a [[dungeons | dungeon]] located east of Argan Village, a bit north-east of the Twigmoss Burrow. It is one of the major dungeons that can be found in the game. You will investigate and put an end to the damage done to the spirits of Argan Jungle that was caused by the two forces leading their pincer attack: the rogue cultists and the invading demons of the Dark Abyss.&lt;br /&gt;
&lt;br /&gt;
It is unlocked via Roc's quest line, where you follow the journal's trail in '''A Diplomatic Mission of Sorts''' from the monastery to the Argan River ('''Hunting for Traces'''). Eventually, you'll arrive at the quest '''Breaking the Seal''', where you join Nyss as well as other spirits in breaking the magic seal placed on the monastery door. After the events of this quest, the Moonlight Monastery will be open.&lt;br /&gt;
&lt;br /&gt;
The recommended level for The Moonlight Monastery is 29 to 31, and adventurers above level 34 will be scaled down to that level for the dungeon. It is also recommended that you have at least 3 or more players before starting the dungeon. A typical group set-up will consist of one healer, one tank and one or more damage dealers.&lt;br /&gt;
&lt;br /&gt;
In comparison to other dungeons, The Moonlight Monastery allows adventurers to choose the modes of difficulty they want for each boss, with the exception of Celeah and Goldsnare. Note that when facing the easier mode of each boss, the equipment that drops will be much weaker.&lt;br /&gt;
&lt;br /&gt;
== Gorath ==&lt;br /&gt;
&lt;br /&gt;
[[File:Gorath.png]]&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats2|Gorath|''Emissary of the Depths''|33+|Formless|Dark 4|118,000|Immune to stun, freeze, silence, sleep and charm.}}&lt;br /&gt;
&lt;br /&gt;
Gorath is the first boss that you'll encounter in the Moonlight Monastery's Hall of the Spirits. He can be found in the center of the map, among four whelpling statues and a small water canal flowing from the map's right side. Gorath's defending element is Dark 4, making it heavily weak to Fire (+50% more damage) and Light (+100% more damage) attacks. Permanently attached to him is a buff called Holy Resistance that reduces the damage taken by 25% from Light attacks.&lt;br /&gt;
&lt;br /&gt;
As you approach the map for the first time, you'll see four Cultist Warlocks attempting to summon Gorath. Defeat them first, in order for Gorath to be summoned. The Cultist Offerings near the entrance of the map set the difficulty of the battle. If you choose to destroy the offerings, the mode will be set to NM, otherwise it will be on HM. In NM, the only difference to the fight is that Gorath won't summon whelpling statues to aid in battle.&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Whelpling Statue|29|Brute|Earth 1|300,000|None}}&lt;br /&gt;
&lt;br /&gt;
The main abilities that Gorath use are:&lt;br /&gt;
&lt;br /&gt;
* '''Hellfire''': This is Gorath's signature attack. Usually placed at wherever the player with aggro is currently standing, it leaves behind a area of flames that inflicts fire damage every second for several seconds. At the same time, this can cause Whelpling Statues to burn up.&lt;br /&gt;
** When Hellfire is placed on a water source, such as the water canal in the map or if a healer uses Healing Springs, it will be extinguished.&lt;br /&gt;
** Hellfire can be interrupted with the use of Disrupt or Smite, but in HM, you need Hellfire to deal with the whelpling statues. It can easily be dodged by moving to the side, or having your entire group stand in the water canal, thus avoiding the need to interrupt it in the first place.&lt;br /&gt;
* '''Pound''': During the battle, Gorath will stop attacking and begin to cast Pound. Once he is finished casting, he immediately leaps in the air and does a ground pound. Any player who is currently on the ground will be sent high into the air, interrupting their currently cast spell and silencing them for a couple of seconds. This inflicts moderate damage (fall damage included).&lt;br /&gt;
* '''Reanimate Statue''': In HM, Gorath summons a Whelpling Statue over the course of the battle. The whelpling alone is strong enough to finish off players in your group, or at least heavily damage them if left unchecked. Gorath can summon up to 4 Whelpling Statues if the fight drags on long enough, but on average you'll only see 2 to 3 whelplings.&lt;br /&gt;
** The Whelpling Statue has three abilities: '''Fire Ball''', '''Fire Breath''' and '''Shatter'''. If you cannot freeze it with Flash Freeze or put it to sleep using Nightfall, you should save your Smite/Disrupt for Fire Breath.&lt;br /&gt;
** A whelpling statue that has been burnt, then cooled by the water canal will be vulnerable, and destroyed in a couple of hits. When they are about to be destroyed, the whelpling statues use Shatter, damaging nearby players for lethal amounts of damage. Move away quickly to avoid the damage from Shatter.&lt;br /&gt;
* '''Frenzied Claw''': Gorath will randomly target a player, attacking them and nearby players (causing hitstun) constantly every 0.3 seconds for weak damage and stunning them. At the end of this attack, the player who was originally the target of the attack sustains a nasty debuff, heavily damaging them over time for 10 seconds.&lt;br /&gt;
** If you are a Mage, you can use Mana Shield to avoid most of the stun from Frenzied Claw if you anticipate that Gorath will go after you. Then, remove Mana Shield to avoid wasting any more mana.&lt;br /&gt;
&lt;br /&gt;
=== Strategy (HM) ===&lt;br /&gt;
&lt;br /&gt;
The strategy for Gorath is to keep attacking him as usual. A Mage or Priest can use AoE spells on Gorath, since he is immune to knockback. Although you can stand in the front of Gorath (since he doesn't have Swipe), it is generally preferred by most groups for the tank to be in the front, while the rest of the group is in the back.&lt;br /&gt;
&lt;br /&gt;
Once he begins to cast Pound, wait a few seconds until the casting bar on Gorath reaches about 80%, then jump. If you jump too early, you'll land back on the ground just as Gorath is about to use Pound, and get caught in the attack. Do not use any spells with casting time during this period, and focus on making the jump (or else you'll be interrupted and silenced). During each Frenzied Claw, make sure that no one else is standing near the person that is being attacked, and let the healer patch up the player that received the debuff. &lt;br /&gt;
&lt;br /&gt;
In NM, you would just have the entire group go to the right side of the map, and stand in the water canal on the right side of the map to get rid of Hellfire. However in HM, you want to keep Gorath centered and having him stand in the Hellfire, while the rest of the group is just outside of it. The tank should not use Growl at all in the fight. Once Gorath uses Reanimate Statue, have a damage dealer pull the whelpling statue toward them, and lead the whelpling into the Hellfire. Then, use Flash Freeze or Nightfall to keep the whelpling in the Hellfire so they burn up. After the whelpling receives the burning debuff, have the damage dealer break the whelpling out of freeze/sleep, then pull them towards the water canal. The whelpling should freeze in place, and immediately become vulnerable. Then, get away from the frozen whelpling and quickly use spells to finish them off before it can unfreeze.&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Shatter Resistant | Shatter Resistant]] requires you to defeat two Whelpling Statues within six seconds of each other, then defeat Gorath. This means that after defeating the first Whelpling Statue, you have to defeat the second one in 6 seconds. The group will have to wait until a second whelpling statue spawns, then attempt the burn and cooling strategy.''&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: The Spirits That I've Cited... | The Spirits That I've Cited...]] requires you to defeat Gorath on Hard Mode.''&lt;br /&gt;
&lt;br /&gt;
== Goldsnare the Binder (Optional) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Goldsnare.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''Stoopid spiders! You no take my shinies!''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats2|Goldsnare the Binder|''Cultist Snake Handler''|31+|Brute|?|51,300|?}}&lt;br /&gt;
&lt;br /&gt;
Goldsnare is an optional boss in the Moonlight Monastery's Garden, representing the second boss fight in the dungeon. The garden can be reached from the north portal in Hall of the Spirits after defeating Gorath, or by falling from the left side of the Balcony (you can avoid Gorath if you use invisibility, or passing through the brief period after the cultists are defeated and Gorath is about to be summoned). The garden is teeming with several snakes, as well as a few Cultist Nightguards. Goldsnare can be found at the end of the garden, among the cages of trapped snakes. How the fight works is very similar to the [[Twigmoss Burrow]] dungeon; players controlling spiders (each with their own role) work together to defeat the boss. Refer to Twigmoss Burrow for more details on the role of each Twigmoss Spider.&lt;br /&gt;
&lt;br /&gt;
All Twigmoss spiders retain the same level and abilities from the Twigmoss Burrow in this fight. However, the Twigmoss Protector (red) gains an additional ability called Harden Chitin. The ability begins with a 3 minute cooldown as soon as you select that spider, but reduces damage taken by 75% (up to 800 damage) for 7 seconds.&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Fangs of All Trades | Fangs of All Trades]] requires you to beat Goldsnare while under each of the different spiders. This means that you'll have to beat Goldsnare three times under three separate runs.''&lt;br /&gt;
&lt;br /&gt;
Periodically, a Napalm Strike will target the area that one of the group's spiders are currently standing on (shown with a orange marker). This can instantly 1 hit KO a spider that has gone AFK or unable to react in time. At the same time, this can deal damage to a snake if timed correctly.&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Bullseye! | Bullseye!]] requires you to defeat a Venomous Mossbiter (one of the snakes in the garden) using the Napalm Strike. This may require you to deal damage to the spider beforehand, and wait until the Napalm Strike shows up. Then, have your spider wait next to the targeted area, while the snake is standing directly on it.''&lt;br /&gt;
&lt;br /&gt;
The main abilities that Goldsnare uses are:&lt;br /&gt;
&lt;br /&gt;
* '''Poison Dart''': Attacks all players in the vicinity, dealing weak damage and inflicting an debuff that deals weak damage over time.&lt;br /&gt;
* '''Seeping Poison''': Goldsnare will randomly target a player (other than the tank), inflicting a debuff. The player receives a green aura around their spider. At the end of the debuff, an acid pool (that expands) is dropped underneath where the player is currently standing.&lt;br /&gt;
* '''Summon Minions''': At each phase (noted by the indicators on his health bar), Goldsnare will release the locks on his cage, causing a couple of snakes to come out. He will also flee to the top of the nearby cliff. At this time, Goldsnare is invincible and cannot be attacked. After defeating all of the snakes, or a certain amount of time has passed will he come back down. There are three summoning phases.&lt;br /&gt;
* '''Enrage''': Shortly after all snakes have been defeated, Goldsnare will be back on the ground again, gaining a buff that increases his damage dealt to any nearby spider. Make sure the tank stuns Goldsnare (allowing time for the tank to flee), then have a blue spider use Web to immobilize him.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
The standard set-up consists of one healer (green spider), one tank (red spider) and one or more damage dealers (blue spiders). In order to defeat Goldsnare, each spider has to fill in for one another with the roles that they have been assigned. Generally, a spider should move away from the spot immediately when a Napalm Strike is directly on top of them. When a spider receives a green aura around them, they should move to the small cave with a pile of treasure on the right side of the map, and wait. Once the acid pool drops, that player should return back to their original spot during the fight.&lt;br /&gt;
&lt;br /&gt;
* ''Role of the tank'': The tank has to keep up with their stacks of Puncture. This is so that when the tank's health is low, and the healer is under pressure, they can use Drain Health to recover a large amount of their health back. The protector should also be responsible for using Slam (Bash) on Goldsnare as he is about to enrage, giving your damage dealers enough time to use Web and allowing yourself to flee from him for the meantime until enrage dissipates.&lt;br /&gt;
&lt;br /&gt;
* ''Role of the damage dealer'': One damage dealer should be assigned to use Web when Goldsnare uses Enrage. Other damage dealers than the one assigned to keep Web on the boss during enrage is allowed to use Web on the snake spawns, but not Ragefang himself (but you still have to back up the person assigned to Web in case he or she fails). When Goldsnare summons his snakes, make sure that you know which snake the healer wants, and defeat all other snakes. By saving one snake, the healer has an opportunity to recover the entire group's health. Periodically, you should also use your defensive skills, such as Inner Endurance and Quickness to make the healer's job much easier.&lt;br /&gt;
&lt;br /&gt;
* ''Role of the healer'': The healer has to watch out for three things: their allies health, their own health and their leeching stacks. The more monsters you apply leech to, the greater your heal (you can also take advantage of this by finding nearby flowers, and building leech stacks on it). However, the damage dealers can be unaware of what snake you're using to heal yourself during the summoning phase. The healer has to alert the group which snake they want. If it is still unclear, you can space yourself away from the group a bit, but do not go too far left (or else it is an instant wipe for the group).&lt;br /&gt;
** A careful technique to gauging how much you should channel with your healing spell is to always max out your stacks on one target. Once you have reached five stacks, you can then heal an ally for half of it's cast, then cancel it by moving. By stopping your cast, use the Leeching Poison on the affected target to refresh it. This is repeated throughout the fight, and though it may seem more than what is required, it ensures that you have enough health to keep your team alive.&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Twigmoss Ace | Twigmoss Ace]] requires you to beat Goldsnare without any of the group's spiders dying at all. This involves using all of the strategies stated above, carefully clearing the snakes in the garden and avoiding Napalm Strike. It is recommended that if attempting this trophy, the other trophies should not be attempted at the same time.''&lt;br /&gt;
&lt;br /&gt;
== Terechia (Optional) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Terechia.png]]&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Terechia|33|Brute|Earth 1|150,000|Immune to stun, freeze, silence, sleep and charm.}}&lt;br /&gt;
&lt;br /&gt;
Terechia is an optional boss in the Moonlight Monastery's Observatory, representing the third boss of the dungeon. The observatory is located east of the Hall of the Spirits, after crossing a hallway with monsters. Terechia's defending element is Earth 1, making her vulnerable to Fire (+25% effective), Poison (+25% effective) and Water (+12.5% effective) attacks. She can be found sitting still (immobile) in the center of the observatory, affected by Lunar Empowerment (boosting the damage of her attacks by 15%).&lt;br /&gt;
&lt;br /&gt;
Talking to the Injured Forest Sprite will allow you to set the difficulty of the fight. By default, the fight is set to Normal Mode. Choosing ''It won't be in vain'' will set the difficulty to Normal Mode. Otherwise, choosing ''Save your energy, we'll handle it alone'' sets the difficulty to Hard Mode. Defeating her while scaled to the dungeon's level will raise your scaling level by one (e.g. if you were scaled to level 31, defeating Terechia will raise your scaling level to 32).&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Ironwood Guardian|33|Brute|Earth 3|15,000|Immune to silence and charm.}}&lt;br /&gt;
&lt;br /&gt;
In HM, Terechia possesses an aura that will add on stacks of the debuff Poisonous Spores every 15 seconds. Poisonous Spores deals 33 damage every 3 seconds to all players for each stack (e.g. in 10 stacks deals 330 damage every 3 seconds). In NM, you are protected from the Poisonous Spores debuff with the Essence of the Argan Jungle buff. Because of this, it allows you to defeat all of the poisonous mushrooms at once, instead of having to save the mushrooms for later.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Terechia uses are:&lt;br /&gt;
&lt;br /&gt;
* '''Seeds of Darkness''': At the start of the battle, Terechia will use this ability once to summon a total of four Poisonous Mushrooms onto the field (two on each side). A Poisonous Mushroom has 3,000 health and reduces the damage that Terechia will take by 3% each (to a max of 12%). When one of them is defeated, it will cure all stacks of the debuff Poisonous Spores from all players standing near it.&lt;br /&gt;
* '''Poison Bolt''': A poison attack that randomly targets a player for some damage.&lt;br /&gt;
* '''Earth Spike''': An earth attack that randomly targets a player for some damage.&lt;br /&gt;
* '''Jinx''': Terechia will randomly target a player, causing them to have a purple hue around their character for 5 seconds and receive 25% more damage from dark and poison attacks. If a group member is standing near the player that got affected (within 13 metres) after 5 seconds, they will also receive the debuff, but at a much longer duration. If they do not spread themselves away from the group, the debuff continues to spread again until there is no player nearby to receive the debuff. There is no limit to how many times this can occur.&lt;br /&gt;
* '''Dark Barrage''': Randomly targets a player, dealing heavy dark element damage every second for several seconds. Use Smite or Disrupt to counter this.&lt;br /&gt;
* '''Poison Dart''': Two or three members of your group are targeted, inflicting a debuff. The players affected receive a green aura around them. At the end of the debuff, an acid pool (that expands) is dropped underneath where the player is currently standing. Inflicts heavy poison damage when stood on.&lt;br /&gt;
* '''Summon Poisonroots''': Randomly targets two players, and summons two Bulging Poisonroots; one on the left and one on the right of them (indicated by green markers seconds before the roots are summoned). These roots last several seconds on the field. Any player that touches the root (or simply moving their character into the area where the roots are spawned) will cause all roots on the field to explode, instantly causing a wipe for your entire group. Terechia usually has a low to medium chance of using this spell in a typical fight against her, but her chances of using this ability increases when a player dies.&lt;br /&gt;
* '''Vine Lash''', followed by '''Poison Nova''': After a set amount of time on the field, Terechia will pull all players into her with Vine Lash, temporarily slowing their movement. Immediately afterwards, she begins to cast Poison Nova. The damage dealt by Poison Nova depends on how close you are to Terechia when it hits (standing directly on top of her will typically result in a 1 hit KO, whereas standing at the closest mushroom only deals some of the damage.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Phase ===&lt;br /&gt;
&lt;br /&gt;
During halfway into the battle, Terechia will begin her summoning phase. This begins with a Mass Nightfall, followed by a brief period of summoning.&lt;br /&gt;
&lt;br /&gt;
* '''Mass Nightfall''': A map-wide attack that causes all group members to be sleeping for several seconds. In HM, this effect does not last long (taking damage from Poisonous Spores breaks sleep). However in NM, you are sleeping for much longer (until the Ironwood Guardians hit you) because you don't have the debuff.&lt;br /&gt;
* '''Summon''': Terechia will summon two (three if the group is large enough) Ironwood Guardians. These guardians can shred through damage dealers with ease and overwhelm healers by using their Stomp ability. Terechia will still be using her attacks as usual after the Ironwood Guardians are spawned onto the field.&lt;br /&gt;
&lt;br /&gt;
=== Strategy (HM) ===&lt;br /&gt;
&lt;br /&gt;
To beat Terechia, you need a good grasp on positioning; where you are on the field and where your group members are at. Since Terechia is always going to be idle at the center of the map, you want to spread yourself out a bit by having members of your group on the left and right sides, as well as one that is going to be close to her. This also means that you can use all sorts of AoE spells on her without having to worry about accidentally knocking her back. While not necessary for Terechia (since her attacks are not aggro-based), you can have a tank to assist in dealing with the Ironwood Crushers, and interrupting Dark Barrage for the rest of the group.&lt;br /&gt;
&lt;br /&gt;
'''Avoiding Jinx'''&lt;br /&gt;
&lt;br /&gt;
Terechia will be alternating between Poison Bolt and Earth Spike as her main attacks, while randomly throwing in a Dark Barrage (interrupt it), as well as a Jinx. Jinx is often the debuff that groups quickly get into trouble with, just because one or two group members don't see it in time, or the person that has it doesn't run away from the group fast enough. &lt;br /&gt;
&lt;br /&gt;
In order to properly avoid Jinx (while you have it), you want to focus on running to the side you are closer to (if you were standing on the left side, you want to run left). The group members should see that you have chosen to run left, therefore they should move a bit right to distance themselves. &lt;br /&gt;
&lt;br /&gt;
But say a group member randomly gets Jinx, but doesn't react to it at all. That means your entire group will have to distance themselves away from the affected person to avoid Jinx, not just wait for them to move. If some or all of your group gets Jinxed, they will have to wait until the debuff reaches 5 seconds or so. Then, everyone in the group will have to space themselves out to prevent Jinx from spreading to someone else.&lt;br /&gt;
&lt;br /&gt;
''In order to unlock the trophy [[Trophy: Knock on Wood | Knock on Wood]], you have to beat Terechia without any member of the group jinxing another member. This means that anyone that receives Jinx during the battle must be able to run away from the group within 5 seconds.''&lt;br /&gt;
&lt;br /&gt;
'''Dealing with Poison Dart'''&lt;br /&gt;
&lt;br /&gt;
Somewhere in the fight, you are going to have to deal with Poison Dart (also known as Corrosive Slime/Corrosive Poison). The group members affected will have to run to the corners of the map (to the portal on the left, and the wall on the right) so that their acid pool will drop there. This way, you completely avoid running into the acid pool when it comes to the rest of her attacks. Coincidentally, Terechia will like to use Dark Barrage when most of your members are running to the corners, so make sure that the unaffected group member(s) can Smite or Disrupt it.&lt;br /&gt;
&lt;br /&gt;
'''Spore Stacks, Mushrooms and Poison Nova'''&lt;br /&gt;
&lt;br /&gt;
In EM, you didn't have the Poisonous Spores debuff, so that meant that you could just defeat all of the Poisonous Mushrooms on the field. However in HM, you want to save these mushrooms for later, because they are key to getting rid of the Poisonous Spore stacks. &lt;br /&gt;
&lt;br /&gt;
But when do you actually get rid of these mushrooms? When Terechia uses Vine Lash to pull everyone in and begins casting Poison Nova, that is the only time when your group is stacking. Make sure that your entire group chooses a side and a mushroom to run over to. Once your entire group reaches the mushroom, the Poison Nova will have occurred, but only at some of it's damage. Quickly defeat that mushroom while stacking, and your entire group should be fully dispelled of the Poisonous Spore stacks. By the end of the battle, you will have defeated only 2-3 of the mushrooms.&lt;br /&gt;
&lt;br /&gt;
'''Summoning Phase'''&lt;br /&gt;
&lt;br /&gt;
At the halfway point, you'll run into Terechia's summoning phase. As soon as you wake up from the Mass Nightfall, you want to use Flash Freeze or Nightfall on one of the Ironwood Guardians. Then, your damage dealers will have to focus on quickly defeating the other guardian, while at the same time keeping an eye out for Terechia's Dark Barrage so they can interrupt it. &lt;br /&gt;
&lt;br /&gt;
Afterwards, quickly beat the guardian that was frozen/put to sleep. The tank can assist in drawing the Ironwood Guardian's attention away to lower the damage received by the damage dealers of the group.&lt;br /&gt;
&lt;br /&gt;
''In order to unlock the trophy [[Trophy: En Garde | En Garde]], you have to beat Terechia while keeping one or more of the Ironwood Guardians alive. This can be done by freezing and putting one of the guardians to sleep during the battle to prevent them from being a nuisance to the group.''&lt;br /&gt;
&lt;br /&gt;
'''Watching Out for Poison Roots'''&lt;br /&gt;
&lt;br /&gt;
Sometimes, Terechia can be unpredictable and use her Summon Poisonroots spell to throw off the group. When this happens, make sure that the affected group members space out (not touching any other player), while the unaffected members stay away from the spot where the Poison Roots will spawn. After the Poison Roots spawn, they will last for several seconds on the field, and eventually disappear on their own. The affected group members must not move an inch at all, even it means if they cannot attack from where they are standing at. Merely walking into it with your character can cause it to explode, so be careful. Any AoE spells should not be used during this time either.&lt;br /&gt;
&lt;br /&gt;
''In order to unlock the trophy [[Trophy: Attuned to Nature | Attuned to Nature]], you have to beat Terechia on Hard Mode.''&lt;br /&gt;
&lt;br /&gt;
== Celeah ==&lt;br /&gt;
&lt;br /&gt;
[[File:CeleahandNihid.png]]&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats2|Celeah|''Guardian of the Moonlight''|34|Brute|Earth 2|175,000|Immune to stun, freeze, silence, sleep and charm.}}&lt;br /&gt;
&lt;br /&gt;
Celeah can be found in the Moonlight Monastery's Tower, representing the fourth boss in the dungeon. The Tower can be found by heading east from the Hall of the Spirits, then over to the Observatory's entrance. Instead of heading into the Observatory, make a left until you find a portal leading outside to the Balcony. Then, cross the Balcony until you arrive at the Tower. Once you arrive, you'll see Celeah shortly as an ally. As you move closer, you'll see that Celeah is controlled by Nihid.&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Don't Look Up! | Don't Look Up!]] requires you to cross the Moonlight Monastery's Balcony in one piece without getting hit by Napalm Blast. This also means that you can't use movement skills such as Skip, or else you are immediately disqualified for the trophy.''&lt;br /&gt;
&lt;br /&gt;
Celeah's defending element is Earth 2, however you are dealing with more than just one opponent. Nihid's defending element is Dark 2, making Fire ideal for countering both Celeah and Nihid. But, since the Frenzied Whelpling's defending element is Fire 1, this weakens Fire's performance. Ideally, you want to use a mix of Fire and Water (this could mean having a Warrior use a Fire glove and a mage go into Water) or entirely Water in the fight. Exclusively for a Priest, you want to go Light, as it can be advantageous against Nihid and Celeah, but not the Frenzied Whelpling.&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats2|Nihid|''The Subduer''|33|Demon|Dark 2|13,750|Immune to stun, freeze, silence, sleep and charm.}}&lt;br /&gt;
&lt;br /&gt;
One advantage to the fight is that Celeah's health is tied to Nihid, as well as the Frenzied Whelpling. Defeating Nihid or the Frenzied Whelpling will cause Celeah to take damage (equivalent to their health of 13,750). After they are defeated, several Shadowy Creatures spawn from their position. The Frenzied Whelpling and Nihid will revive themselves after a set period of time that they are defeated in battle. The Frenzied Whelpling does not spawn immediately at the start of battle; after Celeah does a cry for help in battle, then it will spawn.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Celeah uses are:&lt;br /&gt;
&lt;br /&gt;
*'''Swipe''': Deals damage to all targets in front. Players usually call this &amp;quot;frontal&amp;quot;, meaning that only the tank must engage the boss in front, while the others stay behind to avoid taking additional damage.&lt;br /&gt;
*'''Fire Breath''': An attack that inflicts heavy fire damage every second for several seconds to all targets in front of Celeah. Cannot be interrupted.&lt;br /&gt;
*'''Fireball''': Celeah will randomly target a player on the field, dealing fire damage and leaving behind a small fire area for several seconds. Players standing in the fire area receive a low to moderate amount of fire damage every second that can add up.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Nihid uses are:&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Frenzied Whelpling|33|Brute|Fire 1|13,750|Immune to stun, freeze, silence, sleep and charm.}}&lt;br /&gt;
&lt;br /&gt;
*'''Shadow Volley''': A spell with a very slow casting time that hits all players on the field for low to moderate dark damage. It is more efficient to defeat Nihid than to interrupt this spell.&lt;br /&gt;
&lt;br /&gt;
The main abilities that the Frenzied Whelpling uses are:&lt;br /&gt;
&lt;br /&gt;
*'''Frenzied Assault''': Similar to Frenzied Claw, the Frenzied Whelpling will target a nearby player, constantly attacking them and stunning them for weak damage every second. Unlike Frenzied Claw, there is no debuff right after the channeling ends. This attack lasts indefinitely until the targeted player dies or your group manages to deal 20% of the whelpling's health in damage (about 2,750). The Frenzied Whelpling will then be stunned for several seconds. This occurs once every so often.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
The tank should have Celeah facing away from the rest of the group, on the right side of the left platform (the two platforms are separated by a branch). The left platform also has a ray of light that gives Lunar Empowerment (+15% attack and magic). Ideally, the tank should stand in the ray of light while Celeah is just outside of it, while also being close as possible to your healer (if you are too far away, they will have trouble reaching you). &lt;br /&gt;
&lt;br /&gt;
When dealing with Fire Breath, the tank has to make sure that the breath will always go to the left, while avoiding it themselves (by quickly going behind Celeah). If the breath goes to the right, it can hit your healer and nearby damage dealers, potentially knocking them out. If this cannot be avoided, the healer and damage dealers have to hug the right end of the wall to get out of the breath's range. &lt;br /&gt;
&lt;br /&gt;
A damage dealer's priority can be represented as: Frenzied Whelpling &amp;gt; Nihid &amp;gt; Celeah. &lt;br /&gt;
&lt;br /&gt;
The damage dealers and healer should stay on the right platform, where Nihid is. Concentrate on Nihid, but once the Frenzied Whelpling spawns in, the damage dealers should focus all efforts on taking the Frenzied Whelpling down first. While Nihid is not that much of a threat, the Whelpling can be dangerous if left alone, as it can leave a group member stunned until they are knocked out. Defeating either Nihid or the Frenzied Whelpling will result in Shadowy Creatures spawning, so a healer should use Healing Springs to finish them off, or with a quick AoE skill. If both Nihid and the Frenzied Whelpling are down, they can go ahead and attack Celeah for a bit until one of the two revive themselves back onto the field.&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Touchy | Touchy]] requires you to beat 12 Shadowy Creatures in five seconds. This can involve defeating Nihid and the Frenzied Whelpling a couple of times to rack up enough Shadowy Creatures. Then, defeat all of them with an AoE spell.''&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Strikeout | Strikeout]] requires you to beat Celeah, Nihid and the Frenzied Whelpling (in any order) within 10 seconds of each other. This means that you need to beat the Frenzied Whelpling to start off the chain, then Nihid in 10 seconds, then Celeah in 10 seconds. It is recommended that you lower all three of their healths in order to be able to beat them in time. Specifically, lower Celeah to about 25 to 30k of it's health. In addition, both the damage dealers and the tank have to lower their dps before commencing with the plan (any damage over time ability or tank's melee swings might lower Celeah's health too much by accident).''&lt;br /&gt;
&lt;br /&gt;
== Nyranthix ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Shadow Rift|36+|Formless|Dark 1|117,000|Immune to stun, freeze, silence, taunt, sleep and charm.}}&lt;br /&gt;
&lt;br /&gt;
Nyranthix is the fifth and final boss of the Moonlight Monastery, located at the Summit. The Summit can be reached by going east from the Tower, and is guarded by several monsters. As you approach the Summit for the first time, you'll find the Shadow Rift (in the form of a dark sphere), representing the shadow realm. After weakening the Shadow Rift to about half of it's health, Nyranthix will finally reveal himself and the dark sphere becomes a purple barrier. Nyranthix's defending element is Dark 2, making it weak to Fire (+25% more damage), and heavily weak to Light (+50% more damage).&lt;br /&gt;
&lt;br /&gt;
In Normal or Hard Mode, Shadow Grasp is a debuff mechanic used during the fight. It is disregarded in Easy mode (because of Lunar Empowerment, the stacks are removed 10 at a time every couple of seconds). Reaching 100 stacks will cause you to lose control of your character, and become permanently possessed for the duration of the fight. There are several ways that you can accumulate stacks of Shadow Grasp, such as from the Nightmare Slasher's Evil Land (every time you get hit from it, you gain 4 stacks), taking damage from Shadow Link (being too far away from the person you are linked with), and staying for long periods of time in the Shadow Realm.&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats2|Nyranthix|''Harbinger of Darkness''|36+|Formless|Dark 2|114,000|Immune to stun, freeze, silence, sleep and charm.}}&lt;br /&gt;
&lt;br /&gt;
Talking to the spirits will allow you to set the difficulty of the fight. There are three modes of difficulty, each being:&lt;br /&gt;
* In '''Easy''' mode, the spirits will help you in the fight, while also clearing up the fog (allows the effect from Lunar Empowerment to activate, giving a 15% increase to attack and magic). The time it takes for Nyranthix to cast a spell is a lot slower. Any stacks of Shadow Grasp accumulated are not permanent during the fight.&lt;br /&gt;
** The spirits that will assist the player during the fight has two main abilities: a weak Revitalize, and Weakening Tide (debuff that slightly reduces the enemy's maximum health).&lt;br /&gt;
* In '''Normal''' mode, the spirits will help you in the fight, but the fog remains on the field (no bonus from Lunar Empowerment).  By default, the fight is set to Normal mode. Any stacks of Shadow Grasp accumulated are permanent during the fight.&lt;br /&gt;
* In '''Hard''' mode, the spirits won't help you in the fight, and the fog still remains on the field. The time it takes for Nyranthix to cast a spell is a lot faster. Any stacks of Shadow Grasp accumulated are permanent during the fight.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Nyranthix will use are:&lt;br /&gt;
* '''Shadow Bolt''': Targets a random player for weak dark element damage.&lt;br /&gt;
* '''Shadow Bolt Volley''': Targets all players for weak dark element damage.&lt;br /&gt;
* '''Shadow Link''':  During Phase 2, randomly targets two players, causing them to become linked. When the two players are linked, they must stay close to each other, or else they will take dark element damage every second (also adds on stacks of Shadow Grasp) from being too far away. &lt;br /&gt;
* '''Touch of Darkness''': Similar to Jinx, a random player receives a debuff and purple hue around their character for several seconds. The target periodically receives dark element damage. If the affected player is standing near another player, they will also receive the debuff, but at a larger duration.&lt;br /&gt;
* '''Weaken Space-Fabric''': During Phase 2, summons a limited number of portals on the field, allowing players to cross over to the Shadow Realm. If one player is linked together with another player due to Shadow Link, one of them can go into the portal to remove the link.&lt;br /&gt;
* '''Summon''': During Phase 2, Nyranthix will periodically summon a large vine (Claw of Nyranthix) and two smaller vines (Arm of Nyranthix) to the field.&lt;br /&gt;
** '''Claw of Nyranthix''': The larger vine that has high health. Can inflict heavy damage to nearby players with auto-attacks.&lt;br /&gt;
** '''Arm of Nyranthix''': The smaller vine that has low health. Usually summoned in pairs beside one another, it has an ability (with a long casting time) that can silence players.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Nightmare Slasher|34|Formless|Dark 2|18,725|Immune to stun, freeze, silence and sleep}}&lt;br /&gt;
&lt;br /&gt;
The entire fight can be broken down into three phases:&lt;br /&gt;
&lt;br /&gt;
'''Phase 1 (Summons)'''&lt;br /&gt;
&lt;br /&gt;
When you first begin the battle, the Shadow Rift will be in the form of a dark sphere. It is invulnerable to any attacks, and will periodically summon a Nightmare Slasher to the field. In HM, if you do not defeat a Nightmare Slasher quick enough, another will spawn on the field (whereas EM and NM give you enough time to defeat the Nightmare Slashers one at a time). If you are having difficulties trying to take them down quickly enough, use an AoE in addition to your regular attacks.&lt;br /&gt;
&lt;br /&gt;
The only abilities that a Nightmare Slasher has is Evil Land and Dark Bolt (hits all players for moderate dark damage). Every hit that a player receives from Evil Land, they gain 4 stacks of Shadow Grasp. Make sure that your team is aware of where the Evil Land will spawn and avoid it, or else they will receive a lot of Shadow Grasp stacks prematurely (less time able to spend in the Shadow Realm for the next phase). It is common for a Warrior to walk right into the Evil Land, so they should use Charge to get over it. Defeating a Nightmare Slasher will cause the Shadow Rift's health to go down. Rinse and repeat, until the Shadow Rift's health reaches 50%. Then the fight will proceed onto the next phase.&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Anger Suppressant | Anger Suppressant]] requires you to defeat a Nightmare Slasher without letting it use Evil Land. This is a difficult task, as the Nightmare Slasher will repeatedly attempt to recast the spell. Damage dealers with high dps, and several players with interrupt skills are recommended.''&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Claw of Nyranthix|35|Plant|Earth 2|20,385|Immune to stun, freeze, silence, sleep and charm.}}&lt;br /&gt;
&lt;br /&gt;
'''Phase 2 (Shadow Rift)'''&lt;br /&gt;
&lt;br /&gt;
This is the first half of the fight. The objective of the phase is to get rid of the Shadow Rift that surrounds Nyranthix, by attacking it from the inside. Nyranthix will finally appear, and the Shadow Rift transforms from a dark sphere to a barrier. Both are invulnerable to any attacks, while Nyranthix will be using random spells on the field.&lt;br /&gt;
&lt;br /&gt;
Similar to Jinx, the player that receives Touch of Darkness will have to quickly run away from the rest of the group to avoid passing on the debuff. When two players are linked together with Shadow Link, they will have to stick close to each other to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
Periodically, roots will be spawned to the field (1 large and 2 smaller ones). A damage dealer should take care of the smaller roots first, before working on the bigger one. Make sure that you don't stand close to the bigger root while attacking, or else you'll take a huge amount of damage from it's auto-attacks (if you are a Warrior, watch your health carefully). You have a small window of time to take care of the roots before Nyranthix uses Weaken Space-Fabric to open the portals. The portals that appear on the field have a certain amount of time before they disappear. &lt;br /&gt;
&lt;br /&gt;
If your group cannot finish off the roots in time, have one damage dealer stay out while the other goes in (if you are the only damage dealer, let the portal disappear and wait for the next opportunity as you finish the roots off). Each time you miss this opportunity to go into the realm, more Shadowy Creatures spawn and pelts players across from the realm to the boss fight area with several dark bolts, putting a strain on the healer.&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Arm of Nyranthix|35|Plant|Earth 2|6,875|Immune to silence and charm.}}&lt;br /&gt;
&lt;br /&gt;
After taking care of the vines, the healer should cast a Revitalize on the damage dealers as they are about go into the portals. The healer and tank should stay outside and act as a spotter to warn the group when the roots will respawn (so the damage dealers can leave the Shadow Realm). In a typical run, the spotters will say something like &amp;quot;big&amp;quot; or &amp;quot;out&amp;quot; to signal the damage dealers inside the Shadow Realm that a large root has spawned.&lt;br /&gt;
&lt;br /&gt;
Once inside the Shadow Realm, the damage dealers will constantly be taking damage over time and accumulate stacks of Shadowy Grasp. Focus on attacking the Shadow Rift (good time to use AoEs), while also getting rid of the surrounding Shadowy Creatures. If the Shadow Rift is taken down, but many of the Shadowy Creatures are still remaining, they could still potentially attack from across the Shadow Realm to your teammates on the outside with no way to get rid of them.&lt;br /&gt;
&lt;br /&gt;
Once the spotters in your group signal the damage dealers to leave, the process repeats itself back at the roots until the Shadow Rift is taken down. The Shadow Realm will begin to collapse, so make sure you deal with any last second Shadowy Creatures and quickly leave. &lt;br /&gt;
&lt;br /&gt;
Note that the next phase will start immediately once all members of the group have left the Shadow Realm. The longer you stay in the realm, the more damage you'll take.&lt;br /&gt;
&lt;br /&gt;
'''Phase 3 (Nyranthix)'''&lt;br /&gt;
&lt;br /&gt;
This is the second half of the fight. Nyranthix will be unprotected, but he will begin to constantly summon monsters out of the Shadow Realm. The group should deal as much damage as they can to quickly end the battle, or else they will be overwhelmed by the amount of monsters. Make sure that the tank can pull all of the monsters by using Growl, and kite around the area to stall for time. It is recommended that the tank has a speed buff active to effectively kite, and use the large amount of space to the left and right sides of the area.&lt;br /&gt;
&lt;br /&gt;
Upon defeating Nyranthix, he will drop loot as well as three time splinters, which are combined together (just by using the splinters) to form the Guardian Stone of Time. The [[Guardian Stone | Guardian Stone of Time]] permanently increases your health, mana (or fury/endurance) and increases the experience gain from monsters level 32 or higher. Not only that, a buff can be used to reduce the damage taken from Earth and Dark elements by 5% for 90 seconds (10 minutes cooldown).&lt;br /&gt;
&lt;br /&gt;
''Defeating Nyranthix on Normal Mode or higher while scaled to the dungeon's level will award you the trophy [[Trophy: Minutes to Midnight | Minutes to Midnight]].''&lt;br /&gt;
&lt;br /&gt;
''Defeating Nyranthix on Hard Mode while scaled to the dungeon's level will award you the trophy [[Trophy: Alone in the Dark | Alone in the Dark]].''&lt;br /&gt;
&lt;br /&gt;
''A first time clear of the dungeon will award you the trophy [[Trophy: The Moonlight Monastery | The Moonlight Monastery]].''&lt;br /&gt;
&lt;br /&gt;
== Accessing the Space Station (SS-AR1) ==&lt;br /&gt;
&lt;br /&gt;
See [[SS-AR1]] for details.&lt;br /&gt;
&lt;br /&gt;
== Notable Drops List ==&lt;br /&gt;
&lt;br /&gt;
Each drop below may be associated for a specific class, and is marked as such. Drops not associated with a single class are not marked. Includes drops from Space Station (SS-AR1). Note that all drops from Deactivated Security Unit actually come from Cache of the Ancients. The Cache of the Ancients is a treasure chest that spawns in a short scripted cutscene after defeating the Deactivated Security Unit.&lt;br /&gt;
&lt;br /&gt;
P represents Priest, W represents Warriors, M represents Mages and H represents Hunters. Pet represents items that would obtain you a pet (either by directly using the item, using the item on a desired monster, or using the item on an existing pet to permanently change it into another pet). Maw refers to a equipment that is worn in your character's maw (usually cosmetic with no to little stats). Enchant refers to a spirit bottle or powder that is added onto your equipment to grant bonus effects (bottles dropped from bosses are extremely valuable, offering strong bonuses). &lt;br /&gt;
&lt;br /&gt;
=== Zone-Exclusive/Monsters ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=744 Cultist Spirit Bottle] (drops from Cultist monsters) - Enchant&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1098 Dark Bandana] (drops from Dark Possessor)&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=599 Dark Possessor Spirit Bottle] (drops from Dark Possessor) - Enchant&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1752 Drone Spirit Bottle] (drops from the robot monsters in Space Station/SS-AR1) - Enchant&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1226 Fiery Bell] (drops from Plasma Igniter Bot and Engine Bot) - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=656 Goldglitter Hibiscus] (drops from Midnight Hibiscus) - M/P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=810 Jungle Daisy Hairpin] (drops from Razorleaf Guardian and Razorleaf Swarmers) - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2214 Jungle Peony Hairpin] (drops from Razorleaf Guardian and Razorleaf Swarmers) - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=636 Large Hibiscus] (drops from Midnight Hibiscus] - M/P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=789 Lasher Spirit Bottle] (drops from Razorleaf Guardians/Swarmers] - Enchant&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=932 Shadowslasher Spirit Bottle] (drops from Shadowslashers en route to The Summit and during Nyranthix fight) - Enchant&lt;br /&gt;
&lt;br /&gt;
=== Bosses ===&lt;br /&gt;
&lt;br /&gt;
'''Gorath'''&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=751 Charm of Eternal Flame] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1543 Charm of Shadowstep] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=735 Clearsky Emerald] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=736 Crimson Maple Leaf] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=743 Emberweave Glove] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=741 Energized Lunar Crescent] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1141 Forgotten Blaze] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1299 Gorath Spirit Bottle] - Enchant&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1129 Lucky Dice] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=737 Lunar Crescent] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=734 Moondust Anklet] - W/H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=739 Moonstone Pendant] - M&lt;br /&gt;
&lt;br /&gt;
'''Goldsnare'''&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=742 Charm of Immutable Strength] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1362 Goldsnare Spirit Bottle] - Enchant&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1146 Jade Serpent Ring] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=738 Moondust Earring] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1164 Snaketamer's Pawcover] - W/H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=783 Unhatched Snake Egg] - Pet&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=784 Unhatched Snake Egg] - Pet&lt;br /&gt;
&lt;br /&gt;
'''Terechia'''&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=844 Ancient Threads of Gaia] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1142 Crystallised Water Drop] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=770 Diadem of the Observatory] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=766 Eye of the Jungle] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=768 Gift of the Jungle] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1145 Ironvine Bow] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=771 Ring of the Moonguard] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=769 Runed Eye of the Jungle] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=767 Stargazer Diadem] - M/P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1143 Tailring of Piercing Gold] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1133 Terechia Spirit Bottle] - Enchant&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=778 Unsleeping Diamond] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=779 Unsleeping Emerald] - W&lt;br /&gt;
&lt;br /&gt;
'''Celeah'''&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=827 Anklet of the Ancient Defender] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1182 Celeah Spirit Bottle] - Enchant&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1864 Celestial Hairpin] - M/P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=740 Charm of Ancient Protection] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1137 Conjurer's Cowl] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1348 Dragon-Wing Glove] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=824 Moonguard Helm] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=825 Nightshade Blossom] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=820 Pouch of the Moonlight Warrior] - Bag&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=826 Thorn-Studded Starvine Ring] - W &lt;br /&gt;
&lt;br /&gt;
'''Nyranthix'''&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1543 Charm of Shadowstep] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=953 Cowl of the Moonlight Clerics] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=929 Glove of the Dark Phoenix] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1168 Headcloak of Unseen Malice] - W/H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1308 Ironclad Ring] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=935 Mittens of the Lunar Protector] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=930 Monastery Greathelm] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1753 Nyranthix Spirit Bottle] - Enchant&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=949 Pendant of Sleeping Shadows] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=956 Plated Tail Protector] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=937 Runed Gauntlet of the Moon Tribe] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=957 Runed Lunar Talisman] - W/M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1183 Scary Idol] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=934 Unscathed Forest Seed] (hard mode only) - Pet&lt;br /&gt;
&lt;br /&gt;
'''Sanitizer Bot'''&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2202 Charged Cathode] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2185 Matrix Helm] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=2186 Storm-Charged Amulet] - M&lt;br /&gt;
&lt;br /&gt;
'''Deactivated Security Unit (via Cache of the Ancients treasure chest)'''&lt;br /&gt;
&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1194 Captain's Signet] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1192 Core Confinement Ring] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1551 Crescent Moon Bow] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1117 Fusion Blades] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1125 Fusion Coil] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1139 Hyperconductive Metal Ring] - P&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1190 Plasma Fuse] - W&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1140 Runed Headguard of the Ancients] - M&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1193 Signal Band] - H&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1118 Tesla Coils] - M/P&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
{{MidnightMountain|296|225}}&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Gorath's Frenzied Claw inflicts 12.5% damage every 0.3 seconds, and leaves a debuff that deals 366% of that damage over 10 seconds.&lt;br /&gt;
* It is possible to skip Gorath by using [[Invisibility]] or an [https://www.pawdgame.com/database/items#item=797 invisibility potion], as Gorath does not have [[extrasensory]]. However, if you haven't unlocked Space Station yet, you'll need to defeat Gorath for the [https://www.pawdgame.com/database/items#item=761 Sigil of Fire] (quest item).&lt;br /&gt;
* A player can accidentally give buffs to Celeah before it turns hostile, enhancing them in the fight.&lt;br /&gt;
* Defeating Nyranthix on Hard Mode will give you the [https://www.pawdgame.com/database/items#item=934 Unscathed Forest Seed], which is used to obtain the Tiny Forest Sprite pet. Talking to Roc, raising it to a certain level and purchasing one of the stones from Roc's secret shop will allow you to evolve the pet using the pet's ability Metamorphosis.&lt;br /&gt;
* The trophy [[Trophy: Argan Dungeon Master | Argan Dungeon Master]] requires you to obtain 13 specific trophies from various bosses around Argan Jungle. These include:&lt;br /&gt;
** '''Twigmoss Burrow (1)''': Twigmoss Troubles (defeat Ragefang)&lt;br /&gt;
** '''Cultist Prison (1)''': Spirits at Large (rescue Sasha)&lt;br /&gt;
** '''Gorath (2)''': The Spirits That I've Cited (beat Gorath on Hard Mode), Shatter Resistant (beat Gorath after defeating two statues within 6 seconds of each other)&lt;br /&gt;
** '''Goldsnare the Binder (2)''': Fangs of All Trades (defeat Goldsnare once with each of the three spiders), Twigmoss Ace (defeat Goldsnare without anyone dying)&lt;br /&gt;
** '''Terechia (2)''': Knock on Wood (defeat Terechia without anyone spreading jinx), Attuned to Nature (defeat Terechia on Hard Mode)&lt;br /&gt;
** '''Celeah (2)''': Strikeout (defeat Celeah, Nihid and Frenzied Whelpling within 10 seconds of each other), Touchy (defeat 12 Shadowy Creatures in 5 seconds)&lt;br /&gt;
** '''Nyranthix (1)''': Minutes to Midnight (beat Nyranthix on Normal Mode or higher)&lt;br /&gt;
** '''Moonlight Monastery (1)''': The Moonlight Monastery (clear the entire dungeon)&lt;br /&gt;
** '''Space Station (1)''': Shooting Stars (beat the Deactivated Security Unit after gaining access to the dungeon)&lt;br /&gt;
* Unlocking the Argan Dungeon Master trophy allows you to obtain a Moonlight Whelpling (brown dragon) as a pet. The pet at level 30 learns the ability to save any one location (except instanced maps such as dungeons), and return to it by flying (has a 10 minute cooldown). This is equivalent to a Mage's [[Teleport]], and [[Bind Earth]] at level 1. Subsequently, Mages can also treat the dragon as a 4th teleport location on top of their Bind Earth (level 3), however they cannot bring other players with them to this 4th location unless they use a summon scroll (the dragon cancels out any sleds). &lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Cultist_Prison&amp;diff=6903</id>
		<title>Cultist Prison</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Cultist_Prison&amp;diff=6903"/>
				<updated>2025-11-17T01:59:09Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cultist Prison is a [[Dungeons | dungeon]] located at the heart of the Lower Plateau, far-east of Argan Village. The entrance is partially hidden by thick trees and well-guarded by tar sproutlings, obscuring the area. It spans several maps long, armed to the teeth with cultists. At the center of the prison, lies the boss, trapped behind bars.&lt;br /&gt;
&lt;br /&gt;
You may need to complete the following quests beforehand in order to enter the Prison, such as '''Cryptic Clues''' (find the Mud-covered Plans item from Cultist Chieftain in The Cultist Village and talk to Roc) &amp;gt; '''Tribal Troubles''' &amp;gt; '''Charming Company''' &amp;gt; '''Dazzling Defence''' &amp;gt; '''Dungeon Descent'''. This will cause Tyn to permanently appear outside of the Prison, allowing you to fix up any Bent Prison Key into a Master Prison Key, which is needed to gain access to the rest of the prison (opening up the locked gate to get inside). As a group, only one adventurer needs to possess the key, in order to temporarily unlock the Prison for the rest of the group members. &lt;br /&gt;
&lt;br /&gt;
The recommended level for The Cultist Prison is 28-30, and adventurers above level 32 will be scaled down to that level for the dungeon. Note that scaling only occurs when you or a party member who is level 32 or under enters the dungeon, otherwise it remains unscaled upon entry. Unlike other dungeons, there are no summon stones to change the level.&lt;br /&gt;
&lt;br /&gt;
== Cultist Prison ==&lt;br /&gt;
&lt;br /&gt;
=== Rufus Lockbash ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Rufus Lockbash&lt;br /&gt;
|-&lt;br /&gt;
! Epithet&lt;br /&gt;
| ''Prison Key Master''&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 31&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Earth 2&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 3,100&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Although a named monster, this cultist drops the key needed to access the rest of the prison. He is fairly easy to defeat, only having 3,100 health at most.&lt;br /&gt;
&lt;br /&gt;
He can be found in the Key Keeper's Quarters west of the locked gate inside the prison. Once the key (Bent Prison Key) is obtained, speak to Tyn to restore the key to it's former state (Master Prison Key). You may need to gather additional materials in order to obtain the key (first time only), then afterwards it can be repaired for free at any time (if you happened to dispose of the key, and re-obtained one from Rufus).&lt;br /&gt;
&lt;br /&gt;
=== Entering Inside ===&lt;br /&gt;
&lt;br /&gt;
In order to proceed further into the prison, you need to use the Master Prison Key in your inventory while standing near the locked wooden gate.&lt;br /&gt;
&lt;br /&gt;
As you go in, you come to a dead-end with a broken platform. In order to proceed onto the rest of the prison, you have to fall down (and barely survive with 1 health remaining). There will be a Glacial Water Spirit to heal you (you can also talk to it in order to leave the prison), and some unnamed spirits fending off against snakes. As you traverse through the maps, you eventually come to the West Prison Block, where you encounter the boss.&lt;br /&gt;
&lt;br /&gt;
== Crazed Sporebark Watcher ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Crazed Sporebark Watcher&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 33+&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Earth 5&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 65,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep and charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Crazed Sporebark Watcher is the only boss in the Cultist Prison. It can be found behind bars in a jail cell in the West Prison Block. If you try to attack or pass it, it will break out of it's cage, beginning the boss fight. &lt;br /&gt;
&lt;br /&gt;
It's defending element is Earth 5, making it heavily weak to Fire, Poison attacks (as well as Water and Light). As long as you have the right element equipped, you should be able to inflict enough damage to quickly defeat it.&lt;br /&gt;
&lt;br /&gt;
The main abilities of the Sporebark Watcher are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Attuned to Earth''': At the start and during the battle, it will summon a mix of several mushrooms into the map, either one of two types. These mushrooms constantly emit spores when standing directly on top of them.&lt;br /&gt;
** Healthy Mushrooms (with a green color) are friendly, and cannot be damaged by your attacks. While standing near it, it periodically gives you a healing buff that restores 195 health every 3 seconds for 20 seconds (can be stacked three times for a max of 595 every 3 seconds for 20 seconds). The boss can damage these mushrooms by using Stomp when near them. If you are not stacked on top of these mushrooms, it will suffer more damage from the boss's stomp.&lt;br /&gt;
** Sickly Mushrooms (with a purple color) are hostile and can be damaged by your attacks. While standing near it, it periodically inflicts damage to you. The boss cannot damage these mushrooms by using Stomp when near them. Get rid of them quickly, or else the damage dealt to you adds up.&lt;br /&gt;
*** ''The trophy [[Trophy: Green Thumb | Green Thumb]] requires you to defeat 10 sickly mushrooms before finishing off the Sporebark Watcher.''&lt;br /&gt;
&lt;br /&gt;
* '''Abrasive Bark''': This ability inflicts a debuff that causes you to receive 10% more damage from the boss's attacks.&lt;br /&gt;
&lt;br /&gt;
* '''Stomp''': The Sporebark Watcher will repeatedly use Stomp over the course of the fight. It is stronger against targets that are not stacked together with a player or healthy mushroom.&lt;br /&gt;
&lt;br /&gt;
In order to deal with the Sporebark Watcher, you want to quickly stack on top of a healthy mushroom, while getting rid of any sickly mushrooms near it with an AoE. The healthy mushrooms are destroyed within a couple of stomps, so you should switch to the next one available when you notice that your healing buff from the mushroom is not reapplying. As long as you stick to this strategy, the boss should be over in a few minutes.&lt;br /&gt;
&lt;br /&gt;
As a side note, you should not lure the boss near a healthy mushroom if you're not going to stack on it (the healthy mushrooms take more damage from Stomp when no one is stacking on top of it). In addition, you should not stay on the sickly mushrooms for long periods of time, or else the damage taken overpowers the regenerative effect from the healthy mushrooms.&lt;br /&gt;
&lt;br /&gt;
Drops:&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=785 Heavy Branch]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=839 Cobalt Mushroom]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=840 Lavender Mushroom]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=841 Scarlet Mushroom]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=975 Moonstone Necklace]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=974 Stolen Monastery Choker]&lt;br /&gt;
&lt;br /&gt;
== Rescuing the Spirits (optional) ==&lt;br /&gt;
&lt;br /&gt;
After defeating the only boss of the Cultist Prison, you are still left with a few maps to the east of the West Prison Block. The cultists patrolling this corridor will drop single-use prison keys, which can be used to unlock the doors of the jail cells. When opening the jail cells of spirits, they will give thanks and immediately leave. There is no point in opening a jail cell that houses a hostile monster.&lt;br /&gt;
&lt;br /&gt;
As you reach the upper part of the Lower Detention Hall, there will be stronger cultists guarding the jail cells. Cultist Elites can hit hard and smite spellcasters. Moontouched Alchemists can heal nearby cultists health back to full easily. Cultist Warlocks can deal lots of damage with their Embers-Ignite spell combo, as well as Fire Bolt. Not to mention, the monsters in the first three jail cells will cause some trouble with their abilities on top of dealing with these cultists. Make sure you get rid of the monsters in the cells, before taking on the cultists themselves. &lt;br /&gt;
&lt;br /&gt;
The jail cells on the lower part of the Lower Detention Hall in order from left to right are as follows:&lt;br /&gt;
* Olivia (NPC spirit)&lt;br /&gt;
* 3x Agitated Jungle Snake (hostile enemy)&lt;br /&gt;
* Argan Village Guard (NPC spirit)&lt;br /&gt;
* Mia and Gon (NPC spirits)&lt;br /&gt;
* Tormented Argan (hostile enemy)&lt;br /&gt;
&lt;br /&gt;
The jail cells on the upper part of the Lower Detention Hall in order from right to left are as follows:&lt;br /&gt;
* Lost Spirit (hostile enemy, be wary of Terrify spell)&lt;br /&gt;
* 3x Razorleaf Swarmer (hostile enemy, be wary of Invigorating Pollen ability that heals other monsters)&lt;br /&gt;
* Dark Possessor (hostile enemy, be wary of Possess spell)&lt;br /&gt;
* Sasha (NPC spirit)&lt;br /&gt;
** ''Freeing Sasha from her jail cell will unlock the trophy [[Trophy: Spirits at Large | Spirits at Large]]. This is one of the 13 trophies needed for the [https://www.pawdgame.com/wiki/Moonlight_Monastery#Notes Argan Dungeon Master] trophy.''&lt;br /&gt;
&lt;br /&gt;
At the end of the upper floor on the Lower Detention Hall is a dead end with a chest. The chest may contain food items, potions and coins, as well as a silver leaf. A first time clear will reward you a CD of the Cultist Prison's BGM.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
{{MidnightMountain|388|229}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Cultist_Prison&amp;diff=6902</id>
		<title>Cultist Prison</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Cultist_Prison&amp;diff=6902"/>
				<updated>2025-11-17T01:57:51Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cultist Prison is a [[Dungeons | dungeon]] located at the heart of the Lower Plateau, far-east of Argan Village. The entrance is partially hidden by thick trees and well-guarded by tar sproutlings, obscuring the area. It spans several maps long, armed to the teeth with cultists. At the center of the prison, lies the boss, trapped behind bars.&lt;br /&gt;
&lt;br /&gt;
You may need to complete the following quests beforehand in order to enter the Prison, such as '''Cryptic Clues''' (find the Mud-covered Plans item from Cultist Chieftain in The Cultist Village and talk to Roc) &amp;gt; '''Tribal Troubles''' &amp;gt; '''Charming Company''' &amp;gt; '''Dazzling Defence''' &amp;gt; '''Dungeon Descent'''. This will cause Tyn to permanently appear outside of the Prison, allowing you to fix up any Bent Prison Key into a Master Prison Key, which is needed to gain access to the rest of the prison (opening up the locked gate to get inside). As a group, only one adventurer needs to possess the key, in order to temporarily unlock the Prison for the rest of the group members. &lt;br /&gt;
&lt;br /&gt;
The recommended level for The Cultist Prison is 28-30, and adventurers above level 32 will be scaled down to that level for the dungeon. Note that scaling only occurs when you or a party member who is level 32 or under enters the dungeon, otherwise it remains unscaled upon entry. Unlike other dungeons, there are no summon stones to change the level.&lt;br /&gt;
&lt;br /&gt;
== Cultist Prison ==&lt;br /&gt;
&lt;br /&gt;
=== Rufus Lockbash ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Rufus Lockbash&lt;br /&gt;
|-&lt;br /&gt;
! Epithet&lt;br /&gt;
| ''Prison Key Master''&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 31&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Earth 2&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 3,100&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Although a named monster, this cultist drops the key needed to access the rest of the prison. He is fairly easy to defeat, only having 3,100 health at most.&lt;br /&gt;
&lt;br /&gt;
He can be found in the Key Keeper's Quarters west of the locked gate inside the prison. Once the key (Bent Prison Key) is obtained, speak to Tyn to restore the key to it's former state (Master Prison Key). You may need to gather additional materials in order to obtain the key (first time only), then afterwards it can be repaired for free at any time (if you happened to dispose of the key, and re-obtained one from Rufus).&lt;br /&gt;
&lt;br /&gt;
=== Entering Inside ===&lt;br /&gt;
&lt;br /&gt;
In order to proceed further into the prison, you need to use the Master Prison Key in your inventory while standing near the locked wooden gate.&lt;br /&gt;
&lt;br /&gt;
As you go in, you come to a dead-end with a broken platform. In order to proceed onto the rest of the prison, you have to fall down (and barely survive with 1 health remaining). There will be a Glacial Water Spirit to heal you (you can also talk to it in order to leave the prison), and some unnamed spirits fending off against snakes. As you traverse through the maps, you eventually come to the West Prison Block, where you encounter the boss.&lt;br /&gt;
&lt;br /&gt;
== Crazed Sporebark Watcher ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Crazed Sporebark Watcher&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 33+&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Earth 5&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 65,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep and charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Crazed Sporebark Watcher is the only boss in the Cultist Prison. It can be found behind bars in a jail cell in the West Prison Block. If you try to attack or pass it, it will break out of it's cage, beginning the boss fight. &lt;br /&gt;
&lt;br /&gt;
It's defending element is Earth 5, making it heavily weak to Fire, Poison attacks (as well as Water and Light). As long as you have the right element equipped, you should be able to inflict enough damage to quickly defeat it.&lt;br /&gt;
&lt;br /&gt;
The main abilities of the Sporebark Watcher are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Attuned to Earth''': At the start and during the battle, it will summon a mix of several mushrooms into the map, either one of two types. These mushrooms constantly emit spores when standing directly on top of them.&lt;br /&gt;
** Healthy Mushrooms (with a green color) are friendly, and cannot be damaged by your attacks. While standing near it, it periodically gives you a healing buff that restores 195 health every 3 seconds for 20 seconds (can be stacked three times for a max of 595 every 3 seconds for 20 seconds). The boss can damage these mushrooms by using Stomp when near them. If you are not stacked on top of these mushrooms, it will suffer more damage from the boss's stomp.&lt;br /&gt;
** Sickly Mushrooms (with a purple color) are hostile and can be damaged by your attacks. While standing near it, it periodically inflicts damage to you. The boss cannot damage these mushrooms by using Stomp when near them. Get rid of them quickly, or else the damage dealt to you adds up.&lt;br /&gt;
*** ''The trophy [[Trophy: Green Thumb | Green Thumb]] requires you to defeat 10 sickly mushrooms before finishing off the Sporebark Watcher.''&lt;br /&gt;
&lt;br /&gt;
* '''Abrasive Bark''': This ability inflicts a debuff that causes you to receive 10% more damage from the boss's attacks.&lt;br /&gt;
&lt;br /&gt;
* '''Stomp''': The Sporebark Watcher will repeatedly use Stomp over the course of the fight. It is stronger against targets that are not stacked together with a player or healthy mushroom.&lt;br /&gt;
&lt;br /&gt;
In order to deal with the Sporebark Watcher, you want to quickly stack on top of a healthy mushroom, while getting rid of any sickly mushrooms near it with an AoE. The healthy mushrooms are destroyed within a couple of stomps, so you should switch to the next one available when you notice that your healing buff from the mushroom is not reapplying. As long as you stick to this strategy, the boss should be over in a few minutes.&lt;br /&gt;
&lt;br /&gt;
As a side note, you should not lure the boss near a healthy mushroom if you're not going to stack on it (the healthy mushrooms take more damage from Stomp when no one is stacking on top of it). In addition, you should not stay on the sickly mushrooms for long periods of time, or else the damage taken overpowers the regenerative effect from the healthy mushrooms.&lt;br /&gt;
&lt;br /&gt;
Drops:&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=785 Heavy Branch]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=839 Cobalt Mushroom]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=840 Lavender Mushroom]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=841 Scarlet Mushroom]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=975 Moonstone Necklace]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=974 Stolen Monastery Choker]&lt;br /&gt;
&lt;br /&gt;
== Rescuing the Spirits (optional) ==&lt;br /&gt;
&lt;br /&gt;
After defeating the only boss of the Cultist Prison, you are still left with a few maps to the east of the West Prison Block. The cultists patrolling this corridor will drop single-use prison keys, which can be used to unlock the doors of the jail cells. When opening the jail cells of spirits, they will give thanks and immediately leave. There is no point in opening a jail cell that houses a hostile monster.&lt;br /&gt;
&lt;br /&gt;
As you reach the upper part of the Lower Detention Hall, there will be stronger cultists guarding the jail cells. Cultist Elites can hit hard and smite spellcasters. Moontouched Alchemists can heal nearby cultists health back to full easily. Cultist Warlocks can deal lots of damage with their Embers-Ignite spell combo, as well as Fire Bolt. Not to mention, the monsters in the first three jail cells will cause some trouble with their abilities on top of dealing with these cultists. Make sure you get rid of the monsters in the cells, before taking on the cultists themselves. &lt;br /&gt;
&lt;br /&gt;
The jail cells on the lower part of the Lower Detention Hall in order from left to right are as follows:&lt;br /&gt;
* Olivia (NPC spirit)&lt;br /&gt;
* 3x Agitated Jungle Snake (hostile enemy)&lt;br /&gt;
* Argan Village Guard (NPC spirit)&lt;br /&gt;
* Mia and Gon (NPC spirits)&lt;br /&gt;
* Tormented Argan (hostile enemy)&lt;br /&gt;
&lt;br /&gt;
The jail cells on the upper part of the Lower Detention Hall in order from right to left are as follows:&lt;br /&gt;
* Lost Spirit (hostile enemy, be wary of Terrify spell)&lt;br /&gt;
* 3x Razorleaf Swarmer (hostile enemy, be wary of Invigorating Pollen ability that heals other monsters)&lt;br /&gt;
* Dark Possessor (hostile enemy, be wary of Possess spell)&lt;br /&gt;
* Sasha (NPC spirit)&lt;br /&gt;
** ''Freeing Sasha from her jail cell will unlock the trophy [[Trophy: Spirits at Large | Spirits at Large]]. This is one of the 13 trophies needed for the [https://www.pawdgame.com/wiki/Moonlight_Monastery#Notes Argan Dungeon Master] trophy.''&lt;br /&gt;
&lt;br /&gt;
At the end of the upper floor on the Lower Detention Hall is a dead end with a chest. The chest may contain food items, potions and coins, as well as a silver leaf. A first time clear will reward you a CD of the Cultist Prison's BGM.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
{{MidnightMountain|388|229}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=The_Silt_Cave&amp;diff=6901</id>
		<title>The Silt Cave</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=The_Silt_Cave&amp;diff=6901"/>
				<updated>2025-11-17T01:56:12Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Slit Cave is a large salt cave where Rochiear (an enormous rock turtle) resides, located east of the Temple of Trials and the western region of the Lower Wilderness. It is not a [[Dungeons | dungeon]] - rather an instanced map where you can fight Rochiear several times in a single day. It not only tests your skills, but allows you to collect [https://www.pawdgame.com/database/items#item=1506 Large Rocks], which is commonly used in furniture crafting. &lt;br /&gt;
&lt;br /&gt;
The recommended level is 35, however you can fight him as a group (up to 5 players), allowing for a level range between 32 and 35. Adventurers above level 35 will be scaled down automatically to level 35. Facing him as a group increases his health pool and difficulty, while on solo he is weaker (due to the Restrained debuff), and you are given a special accommodation for healing depending on your class.&lt;br /&gt;
&lt;br /&gt;
== Rochiear ==&lt;br /&gt;
&lt;br /&gt;
[[File:Rochiear.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Rochiear&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 36+&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Brute&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Earth 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 80,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep, charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rochiear is a boss that takes advantage of their weight in order to lay waste to their foes, especially when fighting under a limited amount of space (a single straight platform). The cave is specially designed to cause a stalactite (a rock pillar, or large rock in-game) to fall down every time Rochiear stomps. In addition, Rochiear's charge makes for a deadly combo, causing an instant one hit KO if successful. You want to be careful and plan your positions before engaging it in a fight. Rochiear is also Earth 1, meaning either Fire, Water, Light or Poison attacks are effective against it.&lt;br /&gt;
&lt;br /&gt;
Rochiear's attack pattern consists of:&lt;br /&gt;
&lt;br /&gt;
* '''Earth Spike (level 3)'''&lt;br /&gt;
* '''Stomp (level 2 and level 8)''': Stomp is Rochiear's most commonly used attack. Rochiear begins using it once he has taken some damage (down to about 70,000 for a solo fight). Stomp hits everyone around Rochiear, and causes a rock stalactite to fall down directly on where each player is standing. Rock stalactites cannot be damaged by Rochiear's Stomp unless Rochiear is directly standing on top of it. Any rock stalactites stacked on top of it are also damaged.&lt;br /&gt;
* '''Wild Charge''': During some time in the fight, Rochiear will to rush to one end of the room, destroying every rock stalactite and knocking out any player in sight. However, it has a long wind-up time and can only be used in one direction (most likely in the direction he is facing towards you). This ability is at it's deadliest when Rochiear uses it at while standing at either edge of the room (leaving you with no space to go behind). To dodge it, you simply stand on a stalactite, or run behind Rochiear.&lt;br /&gt;
&lt;br /&gt;
=== General Strategy - Solo Play ===&lt;br /&gt;
&lt;br /&gt;
When facing Rochiear for the first time, it might be better to practice fighting against it before fighting in a group. The reason is because you need to learn how to position yourself during the fight, or else you become lost while trying to follow your teammates.&lt;br /&gt;
&lt;br /&gt;
In solo play, there are two things that are different from facing Rochiear as group. The first thing is that you're the '''tank''' of the fight, meaning that Rochiear will always go after you, not someone else. The other is a benefit, allowing you to survive the fight without being deprived of a dedicated healer.&lt;br /&gt;
&lt;br /&gt;
==== Marsela Fruit ====&lt;br /&gt;
&lt;br /&gt;
[[File:Marsela.png]]&lt;br /&gt;
&lt;br /&gt;
During the fight, a Marsela Fruit appears randomly on the field. When interacted on, it will consume the plant, giving you a healing buff similar to that of a Revitalize that lasts for 30 seconds (healing 275 HP every 3 seconds).&lt;br /&gt;
&lt;br /&gt;
The time it takes for a Marsela Fruit to respawn on the field is dependent on your class. A Warrior will have the fastest respawn time, while a Mage/Hunter will have an average respawn time. Priests will have the slowest respawn time out of any class (because they can learn healing skills).&lt;br /&gt;
&lt;br /&gt;
==== Typical Setup ====&lt;br /&gt;
&lt;br /&gt;
To start off the fight, you'll have to deal with Rochiear's Stomp. Once the stalactite drops down, move yourself and Rochiear so that the stalactite is directly behind it. Make sure that Rochiear stays relatively close to the center while attacking it, to give yourself enough room to prepare for it's next attack. You do not need to go behind Rochiear again when it uses Stomp after having at least one stalactite behind him (only have the stalactite drop from behind Rochiear if there isn't any there in the first place). Continue to dodge the next set of stalactites by simply backing up a bit.&lt;br /&gt;
&lt;br /&gt;
Once you knock Rochiear's health down quite a fair bit, it will begin using Wild Charge. Dodge this by going behind Rochiear as it winds up for their attack, then return to centering it, finally making it face the same direction as you. If your health is starting to come down to near half, grab the Marcela Fruit quickly, and return back to the spot you were before.&lt;br /&gt;
&lt;br /&gt;
At close to half of Rochiear's health, it will begin using two Wild Charges instead of one. This time, you cannot avoid the charge by simply going behind (It rushes to the edge of the room, then immediately turns around and winds up for another charge). This is where the stalactite comes in handy. At the second Wild Charge, you should quickly jump on top of the stalactite that you've been keeping behind Rochiear, in order to avoid the attack. After surviving the attack, the first thing you want to do is to have another stalactite drop from behind Rochiear.&lt;br /&gt;
&lt;br /&gt;
In addition, you will have to deal with rock spirits during the later half of the fight. These spirits will go after any and every stalactite on the field first, before attacking a player. You have to make sure that these spirits do not take out your stalactite, or else you cannot avoid Rochiear's double Wild Charge combo. &lt;br /&gt;
&lt;br /&gt;
=== General Strategy - Group Play ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 75%; border: 2px solid; padding: 0.5em 1em; margin: 1em auto; text-align: center;&amp;quot;&amp;gt;'''NOTE:''' This section is a stub. You can help the Paw'D Wiki by expanding it. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Stalactites are treated as neutral monsters. This means that they can be destroyed by a player's AoE attack.&lt;br /&gt;
* Rock stalactites can be used as a platform. They can also be stacked on top of each other (have someone stand on top of an existing stalactite, and wait for another to drop down).&lt;br /&gt;
* Having pets out can cause an additional stalactite to fall down.&lt;br /&gt;
* Rochiear respawns once every 30 to 40 minutes (after leaving the map).&lt;br /&gt;
&lt;br /&gt;
== Trophies ==&lt;br /&gt;
&lt;br /&gt;
=== Follow My Lead ===&lt;br /&gt;
&lt;br /&gt;
In order to obtain this trophy, you need at least a group of four players, then defeating Rochiear.&lt;br /&gt;
&lt;br /&gt;
=== An Explorer Worth Their Salt ===&lt;br /&gt;
&lt;br /&gt;
In order to obtain this trophy, a group is recommended. The salt is located on the upper-left platform of the cave, and cannot be accessed by normal means. It can only be reached by stacking stalactites together constantly until you are able to reach the top platform.&lt;br /&gt;
&lt;br /&gt;
The tank should stay at the bottom of the map, dealing with Rochiear while any other members of your group make their way upwards. The trick is to not deal a lot of damage to Rochiear, to prevent him from being able to use Wild Charge (a single charge can take out several stalactites, ruining the plan). The healer should stay on the lower stalactites in order to keep the tank alive, while healing the rest of the team as they make their way up.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
{{MidnightMountain|481|229}}&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
* https://www.pawdgame.com/forum/index.php/topic,857 (&amp;quot;How to Solo Rochiear as a Mage!&amp;quot; Daah's travels)&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Twigmoss_Burrow&amp;diff=6900</id>
		<title>Twigmoss Burrow</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Twigmoss_Burrow&amp;diff=6900"/>
				<updated>2025-11-17T01:54:45Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Twigmoss Burrow is a unique [[Dungeons | dungeon]] situated east of Argan Village by taking the southern portal in Argan Jungle II. Instead of of proceeding on foot, players will control spiders, each designated either as a healer (in green), a damage dealer (in blue) or a tank (in red) to take care of the invasive snakes that have made the burrows as their home. This will challenge players to work carefully with the cards they are dealt with as they rely on the abilities of the spiders and not their own.&lt;br /&gt;
&lt;br /&gt;
Anyone can join (level and equipment doesn't matter), given that they know how to use their spider. This is still treated as an instanced map, and should have a minimum of 3 players.&lt;br /&gt;
&lt;br /&gt;
[[File:Twigmoss Burrow.png|thumb|upright=1.7|right|alt=| Jaco's spider's await in this burrow for a hero or heroine to guide them.]]&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* [[NPC: Jaco|Jaco]] (Deep Argan Jungle)&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
&lt;br /&gt;
* [[Quest: Why'd it have to be snakes? | Why'd it have to be snakes?]] (repeatable)&lt;br /&gt;
&lt;br /&gt;
==Twigmoss Spiders==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Twigmoss Protector (Red) &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Twigmoss Protector plays the role of a tank. The protector's play style is surrounded around building up and keeping Puncture stacks, as they are key to increasing damage, hate generation and stimulates Drain Health, allowing for an easy self-recovery if done correctly.&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
* '''Slam (level 3)'''&lt;br /&gt;
** Slam is essentially a Warrior's Bash skill that stuns a target for 4 seconds. Has a cooldown of 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Caustic Poison (level 1)'''&lt;br /&gt;
** Caustic Poison is like a Warrior's Shattering Strike skill. This will be the main ability that you'll constantly be using during the fight to inflict damage and produce hate against the enemy. This skill's damage and hate generation improves if it is used on an enemy that has the Puncture debuff. Has a cooldown of 1 second.&lt;br /&gt;
&lt;br /&gt;
* '''Puncture (level 5)'''&lt;br /&gt;
** Puncture acts like the Warrior's Bite skill. Has a cooldown of 10 seconds, but allows you to inflict a debuff on the enemy, causing them to suffer 5% increased damage. Can be stacked up to five times, to a max of 25%.&lt;br /&gt;
&lt;br /&gt;
* '''Drain Health (level 4)'''&lt;br /&gt;
** Drain Health is a unique skill for this spider. Having a cooldown of 25 seconds, this skill allows the tank to inflict a large amount of damage to the enemy and restores health depending on how many stacks of Puncture that the enemy had on them. Recommended that you only use it when a monster you face has several stacks of Puncture on them, and/or that you're lacking in health.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Twigmoss Caretaker (Green) &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Twigmoss Caretaker plays the role of a sacrificial healer. Their play style is surrounded by taking advantage of poison stacks to heal themselves, while at the same draining their own health to heal others. They serve as a bit of support with their slow ability and with one damaging ability too.&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
* '''Leeching Poison (level 3)'''&lt;br /&gt;
** Leeching Poison will be the main ability of the healer. This skill has a relatively slow cast of 2 seconds and a cooldown of 1 second, but allows you to inflict a poison debuff on the enemy that stacks up to five times. The debuff restores 62.5% of your health over 10 seconds dependent on your damage dealt. This skill in turn allows the healer to keep their health relatively high and is the source of where their health regeneration comes from. For best results, use the spell five times on an enemy, and then periodically use it once every so often to keep it going.&lt;br /&gt;
&lt;br /&gt;
* '''Funnel Health (level 2)'''&lt;br /&gt;
** Funnel Health is your main healing ability. Similar to a Drain Health spell but in reverse, you take damage and heal an ally at the same time while it is channeled. You should not use Funnel Health at low health, as it automatically kills you. This is where Leeching Poison becomes handy, allowing you to keep restoring your health as you take damage, so you're able to distribute that heal to others.&lt;br /&gt;
&lt;br /&gt;
* '''Paralysing Poison (level 1)'''&lt;br /&gt;
** An ability with a cooldown of 10 seconds that causes the affected target to be slowed down for five seconds. Use it when one of your allies is trying to keep distance away from the enemy, such as the enemy becoming enraged.&lt;br /&gt;
&lt;br /&gt;
* '''Poisonous Bite (level 1)'''&lt;br /&gt;
** An attacking ability that has a cooldown of 10 seconds. You take damage equal to 40% of your health, but in turn inflicts large damage to the enemy. Use it when you're constantly at a high health, while your allies aren't taking as much damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Twigmoss Poisonspitter (Blue) &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Twigmoss Poisonspitter plays the role of a damage dealer. They have self-support abilities such as increasing their speed or reducing damage taken, and utilize the web ability in key situations. &lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
* '''Acidic Poison (level 5)'''&lt;br /&gt;
** Acidic Poison is the main ability for damage dealers. Keep spamming the skill to inflict damage to enemies. &lt;br /&gt;
&lt;br /&gt;
* '''Inner Endurance (level 1)'''&lt;br /&gt;
** Inner Endurance is an ability that reduces 85% of the damage taken (to a maximum of 400 damage total) for 20 seconds. With a cooldown of 40 seconds, it is recommended that you keep using this spell to allow your healers to ease up on their healing.&lt;br /&gt;
&lt;br /&gt;
* '''Web (level 1)'''&lt;br /&gt;
** Web, a favorite ability of the spiders allows you to immobilize a target for up to 10 seconds. Has a slow cast time of 2 seconds, with a cooldown of 12 seconds. This is used so that allies can safely move away from the monsters if they are at low health and minimize damage taken from being hurt by melee attacks. Against Ragefang specifically, this spell is used while he is enraged until the enrage wears off. Failing to do so would result in an immediate group wipe.&lt;br /&gt;
&lt;br /&gt;
* '''Quickness (level 1)'''&lt;br /&gt;
** This ability is used to quickly flee from a monster and is often used together with Web. Lasting for only a couple of seconds and having a cooldown of 30 seconds, this ability also increases not only your movement speed, but your casting speed as well by 50%. Useful for making Acidic Poison cast faster with a few uses.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Mossbite Ragefang (Boss)&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Mossbite Ragefang&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Ragefang.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
This boss has a [[Berserk|berserk timer]] of 5 minutes. Defeating Ragefang will reward you with the trophy [[Trophy: Twigmoss Troubles | Twigmoss Troubles]].&lt;br /&gt;
&lt;br /&gt;
Because the boss does not appear above ground, Ragefang cannot be analyzed, and can only appear forcibly from cursed and/or bloody branches.&lt;br /&gt;
&lt;br /&gt;
Main Abilities:&lt;br /&gt;
* '''Poison Patch''': Ragefang will spawn an acid pool that lasts for a long period of time. Make sure you stay away from it, as there are usually two to three acid pools occurring at once.&lt;br /&gt;
* '''Summon Minions''': Ragefang will randomly summon other venomous mossbiters to the battle. Take care of them immediately once they show up.&lt;br /&gt;
* '''Enrage''': He will enrage at certain times during the battle. Make sure the tank stuns Ragefang (allowing time for the tank to flee), then have a blue spider use Web to immobilize him.&lt;br /&gt;
&lt;br /&gt;
Drops:&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=627 Thick Snake Leather]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=536 Thick Cave Moss]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=628 Sharp Venomfang]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=629 Venomfang Spirit Bottle]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=662 Twigmoss Gauntlet]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=663 Vinebraided Copper Ring]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=638 Manabloom Anklet]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=637 Emberblossom Anklet]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1114 Tribal Medal]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Venomous Mossbiter&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drops:&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=627 Thick Snake Leather] (quest item)&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=628 Sharp Venomfang]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Shady Mossbiter&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Killing this mob completes the requirements for the trophy [[Trophy: Snake?! Snaaaake! | Snake?! Snaaaake!]] (Trophy:167).&lt;br /&gt;
&lt;br /&gt;
Drops:&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Rejuvenating Flower&amp;lt;/h3&amp;gt;&lt;br /&gt;
Drops:&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=668 Rejuvenating Flower]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=679 Rejuvenating Blossom]&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Traditional&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The traditional method, without aiming for any specific trophy works like any regular set-up, and must consist of one healer (green), one tank (red) and one or more damage dealers (blue). In order to defeat Ragefang, each spider must work together to fill in each other's constraints. Generally, you want to avoid walking into the poison patches that Ragefang will put down and you should never stay close to him too often as a ranged damage dealer (if he enrages, will go after the closest spider to him if the tank is not there).&lt;br /&gt;
&lt;br /&gt;
* Role of the tank: The protector has to ensure that their stacks of Puncture are kept. This way, Ragefang won't divert it's attention towards the damage dealers, and can safely use Drain Health if the healer is preoccupied with healing another member. The protector should also be responsible for using Slam (Bash) on Ragefang as he is about to enrage, giving your damage dealers enough time to use Web and allowing yourself to flee from him for the meantime until enrage dissipates.&lt;br /&gt;
&lt;br /&gt;
* Role of the damage dealer: The poisonspitter deals with monster and boss control in addition to dealing damage. One damage dealer should be designated as the person to use Web on Ragefang when he enrages, so that the tank doesn't get easily knocked out. When Ragefang summons snakes to his aid, it comes down to the damage dealers to get rid of them immediately. Other damage dealers than the one assigned to keep Web on the boss during enrage is allowed to use Web on the snake spawns, but not Ragefang himself (but you still have to back up the person assigned to Web in case he or she fails). Periodically, you should also use your defensive skills, such as Inner Endurance and Quickness to make the healer's job much easier.&lt;br /&gt;
&lt;br /&gt;
* Role of the healer: The caretaker has a bit of a tougher job. They have to watch out for not only their allies health, but their own health, as well as their leeching stacks. The more monsters you apply leech to, the more health you recover, and this can be taken advantage of by using the nearby flowers. A careful technique (also used against Goldsnare for the Twigmoss Ace trophy) to gauging how much you should channel with your healing spell is to always max out your stacks on one target. Once you have reached five stacks, you can then heal an ally for half of it's cast, then cancel it by moving. By stopping your cast, use the Leeching Poison on the affected target to refresh it. This is repeated throughout the fight, and though it may seem more than what is required, it ensures that you have enough health to keep your team alive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Not Feeling Blue Today&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Alternate Carefree&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Alternate It's Not Easy Being Green&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
{{MidnightMountain|277|280}}&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* When controlling a spider, your equipment's durability still goes down as you receive damage and die. To prevent from having to pay for armor repairs due to this, you can take off your armor (doesn't affect the spider's performance in battle).&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Twigmoss_Burrow&amp;diff=6899</id>
		<title>Twigmoss Burrow</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Twigmoss_Burrow&amp;diff=6899"/>
				<updated>2025-11-17T01:52:40Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Twigmoss Burrow is a unique [[Dungeons | dungeon]] situated east of Argan Village by taking the southern portal in Argan Jungle II. Instead of of proceeding on foot, players will control spiders, each designated either as a healer (in green), a damage dealer (in blue) or a tank (in red) to take care of the invasive snakes that have made the burrows as their home. This will challenge players to work carefully with the cards they are dealt with as they rely on the abilities of the spiders and not their own.&lt;br /&gt;
&lt;br /&gt;
Anyone can join (level and equipment doesn't matter), given that they know how to use their spider. This is still treated as an instanced map, and should have a minimum of 3 players.&lt;br /&gt;
&lt;br /&gt;
[[File:Twigmoss Burrow.png|thumb|upright=1.7|right|alt=| Jaco's spider's await in this burrow for a hero or heroine to guide them.]]&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* [[NPC: Jaco|Jaco]] (Deep Argan Jungle)&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
&lt;br /&gt;
* [[Quest: Why'd it have to be snakes? | Why'd it have to be snakes?]] (repeatable)&lt;br /&gt;
&lt;br /&gt;
==Twigmoss Spiders==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Twigmoss Protector (Red) &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Twigmoss Protector plays the role of a tank. The protector's play style is surrounded around building up and keeping Puncture stacks, as they are key to increasing damage, hate generation and stimulates Drain Health, allowing for an easy self-recovery if done correctly.&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
* '''Slam (level 3)'''&lt;br /&gt;
** Slam is essentially a Warrior's Bash skill that stuns a target for 4 seconds. Has a cooldown of 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Caustic Poison (level 1)'''&lt;br /&gt;
** Caustic Poison is like a Warrior's Shattering Strike skill. This will be the main ability that you'll constantly be using during the fight to inflict damage and produce hate against the enemy. This skill's damage and hate generation improves if it is used on an enemy that has the Puncture debuff. Has a cooldown of 1 second.&lt;br /&gt;
&lt;br /&gt;
* '''Puncture (level 5)'''&lt;br /&gt;
** Puncture acts like the Warrior's Bite skill. Has a cooldown of 10 seconds, but allows you to inflict a debuff on the enemy, causing them to suffer 5% increased damage. Can be stacked up to five times, to a max of 25%.&lt;br /&gt;
&lt;br /&gt;
* '''Drain Health (level 4)'''&lt;br /&gt;
** Drain Health is a unique skill for this spider. Having a cooldown of 25 seconds, this skill allows the tank to inflict a large amount of damage to the enemy and restores health depending on how many stacks of Puncture that the enemy had on them. Recommended that you only use it when a monster you face has several stacks of Puncture on them, and/or that you're lacking in health.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Twigmoss Caretaker (Green) &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Twigmoss Caretaker plays the role of a sacrificial healer. Their play style is surrounded by taking advantage of poison stacks to heal themselves, while at the same draining their own health to heal others. They serve as a bit of support with their slow ability and with one damaging ability too.&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
* '''Leeching Poison (level 3)'''&lt;br /&gt;
** Leeching Poison will be the main ability of the healer. This skill has a relatively slow cast of 2 seconds and a cooldown of 1 second, but allows you to inflict a poison debuff on the enemy that stacks up to five times. The debuff restores 62.5% of your health over 10 seconds dependent on your damage dealt. This skill in turn allows the healer to keep their health relatively high and is the source of where their health regeneration comes from. For best results, use the spell five times on an enemy, and then periodically use it once every so often to keep it going.&lt;br /&gt;
&lt;br /&gt;
* '''Funnel Health (level 2)'''&lt;br /&gt;
** Funnel Health is your main healing ability. Similar to a Drain Health spell but in reverse, you take damage and heal an ally at the same time while it is channeled. You should not use Funnel Health at low health, as it automatically kills you. This is where Leeching Poison becomes handy, allowing you to keep restoring your health as you take damage, so you're able to distribute that heal to others.&lt;br /&gt;
&lt;br /&gt;
* '''Paralysing Poison (level 1)'''&lt;br /&gt;
** An ability with a cooldown of 10 seconds that causes the affected target to be slowed down for five seconds. Use it when one of your allies is trying to keep distance away from the enemy, such as the enemy becoming enraged.&lt;br /&gt;
&lt;br /&gt;
* '''Poisonous Bite (level 1)'''&lt;br /&gt;
** An attacking ability that has a cooldown of 10 seconds. You take damage equal to 40% of your health, but in turn inflicts large damage to the enemy. Use it when you're constantly at a high health, while your allies aren't taking as much damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Twigmoss Poisonspitter (Blue) &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Twigmoss Poisonspitter plays the role of a damage dealer. They have self-support abilities such as increasing their speed or reducing damage taken, and utilize the web ability in key situations. &lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
* '''Acidic Poison (level 5)'''&lt;br /&gt;
** Acidic Poison is the main ability for damage dealers. Keep spamming the skill to inflict damage to enemies. &lt;br /&gt;
&lt;br /&gt;
* '''Inner Endurance (level 1)'''&lt;br /&gt;
** Inner Endurance is an ability that reduces 85% of the damage taken (to a maximum of 400 damage total) for 20 seconds. With a cooldown of 40 seconds, it is recommended that you keep using this spell to allow your healers to ease up on their healing.&lt;br /&gt;
&lt;br /&gt;
* '''Web (level 1)'''&lt;br /&gt;
** Web, a favorite ability of the spiders allows you to immobilize a target for up to 10 seconds. Has a slow cast time of 2 seconds, with a cooldown of 12 seconds. This is used so that allies can safely move away from the monsters if they are at low health and minimize damage taken from being hurt by melee attacks. Against Ragefang specifically, this spell is used while he is enraged until the enrage wears off. Failing to do so would result in an immediate group wipe.&lt;br /&gt;
&lt;br /&gt;
* '''Quickness (level 1)'''&lt;br /&gt;
** This ability is used to quickly flee from a monster and is often used together with Web. Lasting for only a couple of seconds and having a cooldown of 30 seconds, this ability also increases not only your movement speed, but your casting speed as well by 50%. Useful for making Acidic Poison cast faster with a few uses.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Mossbite Ragefang (Boss)&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Mossbite Ragefang&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Ragefang.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
This boss has a [[Berserk|berserk timer]] of 5 minutes. Defeating Ragefang will reward you with the trophy [[Trophy: Twigmoss Troubles | Twigmoss Troubles]].&lt;br /&gt;
&lt;br /&gt;
Because the boss does not appear above ground, Ragefang cannot be analyzed, and can only appear forcibly from cursed and/or bloody branches.&lt;br /&gt;
&lt;br /&gt;
Main Abilities:&lt;br /&gt;
* '''Poison Patch''': Ragefang will spawn an acid pool that lasts for a long period of time. Make sure you stay away from it, as there are usually two to three acid pools occurring at once.&lt;br /&gt;
* '''Summon Minions''': Ragefang will randomly summon other venomous mossbiters to the battle. Take care of them immediately once they show up.&lt;br /&gt;
* '''Enrage''': He will enrage at certain times during the battle. Make sure the tank stuns Ragefang (allowing time for the tank to flee), then have a blue spider use Web to immobilize him.&lt;br /&gt;
&lt;br /&gt;
Drops:&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=627 Thick Snake Leather]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=536 Thick Cave Moss]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=628 Sharp Venomfang]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=629 Venomfang Spirit Bottle]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=662 Twigmoss Gauntlet]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=663 Vinebraided Copper Ring]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=638 Manabloom Anklet]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=637 Emberblossom Anklet]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=1114 Tribal Medal]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Venomous Mossbiter&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drops:&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=627 Thick Snake Leather] (quest item)&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=628 Sharp Venomfang]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Shady Mossbiter&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Killing this mob completes the requirements for the trophy [[Trophy: Snake?! Snaaaake! | Snake?! Snaaaake!]] (Trophy:167).&lt;br /&gt;
&lt;br /&gt;
Drops:&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Rejuvenating Flower&amp;lt;/h3&amp;gt;&lt;br /&gt;
Drops:&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=668 Rejuvenating Flower]&lt;br /&gt;
* [https://www.pawdgame.com/database/items#item=679 Rejuvenating Blossom]&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Traditional&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The traditional method, without aiming for any specific trophy works like any regular set-up, and must consist of one healer (green), one tank (red) and one or more damage dealers (blue). In order to defeat Ragefang, each spider must work together to fill in each other's constraints. Generally, you want to avoid walking into the poison patches that Ragefang will put down and you should never stay close to him too often as a ranged damage dealer (if he enrages, will go after the closest spider to him if the tank is not there).&lt;br /&gt;
&lt;br /&gt;
* Role of the tank: The protector has to ensure that their stacks of Puncture are kept. This way, Ragefang won't divert it's attention towards the damage dealers, and can safely use Drain Health if the healer is preoccupied with healing another member. The protector should also be responsible for using Slam (Bash) on Ragefang as he is about to enrage, giving your damage dealers enough time to use Web and allowing yourself to flee from him for the meantime until enrage dissipates.&lt;br /&gt;
&lt;br /&gt;
* Role of the damage dealer: The poisonspitter deals with monster and boss control in addition to dealing damage. One damage dealer should be designated as the person to use Web on Ragefang when he enrages, so that the tank doesn't get easily knocked out. When Ragefang summons snakes to his aid, it comes down to the damage dealers to get rid of them immediately. Other damage dealers than the one assigned to keep Web on the boss during enrage is allowed to use Web on the snake spawns, but not Ragefang himself (but you still have to back up the person assigned to Web in case he or she fails). Periodically, you should also use your defensive skills, such as Inner Endurance and Quickness to make the healer's job much easier.&lt;br /&gt;
&lt;br /&gt;
* Role of the healer: The caretaker has a bit of a tougher job. They have to watch out for not only their allies health, but their own health, as well as their leeching stacks. The more monsters you apply leech to, the more health you recover, and this can be taken advantage of by using the nearby flowers. A careful technique (also used against Goldsnare for the Twigmoss Ace trophy) to gauging how much you should channel with your healing spell is to always max out your stacks on one target. Once you have reached five stacks, you can then heal an ally for half of it's cast, then cancel it by moving. By stopping your cast, use the Leeching Poison on the affected target to refresh it. This is repeated throughout the fight, and though it may seem more than what is required, it ensures that you have enough health to keep your team alive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Not Feeling Blue Today&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Alternate Carefree&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Alternate It's Not Easy Being Green&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
{{MidnightMountain|277|280}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* When controlling a spider, your equipment's durability still goes down as you receive damage and die. To prevent from having to pay for armor repairs due to this, you can take off your armor (doesn't affect the spider's performance in battle).&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Battle_for_Ashaya&amp;diff=6898</id>
		<title>Battle for Ashaya</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Battle_for_Ashaya&amp;diff=6898"/>
				<updated>2025-11-17T01:46:51Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Battle for Ashaya (also known as &amp;quot;BFA&amp;quot; for short) is a [[dungeons | dungeon]] accessible from the North Entrance of Ashaya Village, and just a bit to the east of Tanja's Bakery. It is one of the major dungeons found within the game. You will finish off what the demons have started in the Kingdom of Elyssia by putting an end to Sakkara's wrath.&lt;br /&gt;
&lt;br /&gt;
The recommended level for Battle For Ashaya is 24-25, and adventurers above level 28 will be scaled down to that level for the dungeon. It is also recommended that you have at least 3-5 adventurers before starting the dungeon - as denoted by Jacob as you walk closer to where Baldarr the Cruel is. The group set-up should at least include one healer, a damage dealer and a tank.&lt;br /&gt;
&lt;br /&gt;
Battle For Ashaya has two difficulty modes, but by default, the dungeon is set to Easy mode. Talking to Jacob to withdraw the elders from the crystal will set the dungeon to Hard mode. Note that in Easy mode, you will not encounter Sakkara (the final boss of the dungeon).&lt;br /&gt;
&lt;br /&gt;
''If opting for the trophy route for [[Trophy: One Moment In Time | One Moment In Time]], you must scale down to the dungeon's level and choose Hard mode. It is highly recommended that if pursuing this trophy, you should not focus on obtaining the other trophies (because it will waste your time). You will need to clear the entire dungeon within 30 minutes after engaging Baldarr the Cruel (a timer can be found if you click on this trophy and select &amp;quot;Track Trophy&amp;quot;). The witch will disappear if you reach Sakkara after 30 minutes have past, another way of indicating that you have failed the trophy.''&lt;br /&gt;
&lt;br /&gt;
== Baldarr the Cruel ==&lt;br /&gt;
&lt;br /&gt;
[[File:Baldarr.png]]&lt;br /&gt;
&lt;br /&gt;
''A picture of Baldarr the Cruel, surrounded by his lesser bodyguards.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Baldarr the Cruel&lt;br /&gt;
|-&lt;br /&gt;
! Epithet&lt;br /&gt;
| War Demon of Sakkara&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Demon&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Water 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 75,500&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep, and charm. Extrasensory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Baldarr the Cruel is the first boss you encounter in Battle For Ashaya as you step into North Ashaya Fields, immediately right across from the entrance. He is accompanied by two lesser bodyguards which are fairly easy to defeat. Eliminate the bodyguards first, before engaging Baldarr directly. Note that engaging these bodyguards will pull Baldarr into the battle, beginning the boss fight.&lt;br /&gt;
&lt;br /&gt;
''If aiming for the trophy route, the damage dealer must focus on Baldarr and ignore the bodyguards. However, they must continue to watch out for the bodyguard's spells, such as Ice Spikes and Frost Nova. They also possess wind spells to counter a group from using water vials to reduce the damage. Defeating Baldarr without defeating any of his bodyguards rewards you the trophy [[Trophy: Tunnel Vision | Tunnel Vision]].''&lt;br /&gt;
&lt;br /&gt;
His attack pattern does not change, regardless of difficulty. Here are his spells used:&lt;br /&gt;
&lt;br /&gt;
* '''Thunderbolt (Lv. 2)''': Baldarr will frequently use Thunderbolt to inflict damage to allies. This can be dangerous if one of your allies fail to dodge Frost Nova from one of the two bodyguards.  &lt;br /&gt;
* '''Wind Gust (Lv. 2)''': Baldarr will also use Wind Gust to try and push the damage dealers or healers away from him. This can be followed up with Blizzard to cut off one of your players from aiding in the battle or to surprise inattentive members that don't move away from it.&lt;br /&gt;
* '''Blizzard (Lv. 2)''': Several times in battle, Baldarr will use Blizzard. A warrior should attempt to Smite this spell to prevent it from doing any harm to your group.&lt;br /&gt;
* '''Summon Elemental (Lv. 1)''': He will summon a Greater Frozen Elemental. The elemental should be dispatched quickly by your damage dealers, or else they will take additional damage from it's Frost Breath spell.&lt;br /&gt;
&lt;br /&gt;
=== First Wave ===&lt;br /&gt;
&lt;br /&gt;
Once Baldarr is defeated, Jacob will ask you to defeat several groups of monsters that he will point out between the two maps. The clues as to where the group will spawn are within his speech. A group of monsters will spawn in the first map if Jacob says that demons are approaching the village, or the old bench. If Jacob mentions an old bridge or over at the forest, then likely a monster group will have spawned in the second map. Do this for a couple of times, until you hear Frostbite shouting. This means you have now reached the second boss within the dungeon.&lt;br /&gt;
&lt;br /&gt;
== Frostbite ==&lt;br /&gt;
&lt;br /&gt;
[[File:Frostbite.png]]&lt;br /&gt;
&lt;br /&gt;
''A picture of Frostbite, wandering around the North Ashaya Forest.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Frostbite&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Demon&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Dark 3&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 44,800&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep, and charm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Frostbite is the second boss in Battle for Ashaya, located in North Ashaya Forest (map east of North Ashaya Fields). He can be found wandering around, patrolling over a large area. It is very easy to accidentally pull Frostbite into battle, so either stay near the portal to the left, or in North Ashaya Fields if you or one of your group members are taking a short break. Frostbite's defending element is Dark, meaning that fire, earth or light attacks are optimal against him.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Frostbite have are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Freezing Cold''': This is Frostbite's aura in HM. During the fight, each player will accumulate these stacks until they stand in the fire area to extinguish them. The more stacks a player has, the more damage the debuff will inflict over time.&lt;br /&gt;
* '''Call of Grave''': This is Frostbite's main attack that deals heavy damage. The person that receives this attack will have the edges around their screen darkened. Use Smite to counter this.&lt;br /&gt;
* '''Summon''': Not shown in Frostbite's monster record, but Frostbite will summon an Energy Cloud during the fight that deals damage to players near it. If the Energy Cloud reaches Frostbite, it will enhance him.&lt;br /&gt;
&lt;br /&gt;
The tank or a warrior should watch out for Call of Grave, interrupting it before it can deal heavy damage to one of your group members. Periodically during the fight, Frostbite will spawn an energy cloud from either side that'll power himself up if it manages to reach him. Make sure that the damage dealers prioritize taking it down before re-focusing on Frostbite.&lt;br /&gt;
&lt;br /&gt;
In HM, he gains an aura that causes everyone to stack on the Freezing Cold debuff, dealing lots of damage over time. Archers will randomly fire arrows to start a fire somewhere near the boss during the battle. Stand in it briefly to clear the Freezing Cold debuff on you when you reach at least 4 stacks, then dip so you're not taking additional damage from the fire. Rinse and repeat until Frostbite is defeated.&lt;br /&gt;
&lt;br /&gt;
''If you're aiming for the trophies [[Trophy: Weathermaker | Weathermaker]] and [[Trophy: Cold Feet | Cold Feet]], at one point in the battle you'll have to lower one of the energy cloud's health and have your healer use Nightfall to stop it. Then, wait for the next energy cloud to appear and defeat both quickly. In addition, you have to make sure that your group immediately tries to extinguish their Freezing Cold stacks when it reaches 4.''&lt;br /&gt;
&lt;br /&gt;
=== Second Wave ===&lt;br /&gt;
&lt;br /&gt;
See [[Battle for Ashaya#First Wave | above]] for details. Rinse and repeat to clear groups of enemies until you hear Sakkara yelling this time. This means you have reached the third boss in the dungeon.&lt;br /&gt;
&lt;br /&gt;
== Lucy and Sian ==&lt;br /&gt;
&lt;br /&gt;
[[File:LucySian.png]]&lt;br /&gt;
&lt;br /&gt;
''A picture of Lucy (bee), alongside Sian (turtle).''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Lucy&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Insect&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Wind 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 91,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep, and charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Lucy and Sian is the third boss fight in Battle for Ashaya, consisting of two bosses that you'll have to fight at the same time in North Ashaya Forest after defeating Frostbite and clearing the second wave. When you approach them, they will get into an altercation with Sakkara. In EM, you will only be facing Lucy, as Sakkara easily finishes off Sian, forcing Lucy to teleport him away and Lucy herself gets possessed by Sakkara. In HM, you will face both Lucy and Sian under Sakkara's control. In this situation, you'll have to face bosses which your current element will only be strong against one of them (with the exception of Earth). Sian is Water 4, while Lucy is Wind 1. &lt;br /&gt;
&lt;br /&gt;
Both bosses have their health tied to each other, therefore the boss fight ends when one of them is taken down first.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Sian&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Elemental&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Water 4&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 91,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep, and charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On HM, the group should evenly divide themselves into two teams, one of them dealing with Sian while the other has to deal with Lucy. These two teams must focus on their assigned boss and stay close together to build up several stacks of a special debuff (by being hit by the boss's regular spells). Once the bosses begin to cast their storm AoE spells, the two teams must switch positions and rotate to attacking the other boss. Sian will be casting his AoE on Lucy, while Lucy will be casting her AoE on Sian. The more stacks you accumulated over the boss you were focusing, the lesser the damage you'll take from the boss's AoE (however you will take even more damage because of that debuff if you fail to switch places properly).&lt;br /&gt;
&lt;br /&gt;
''If you're going for the trophy [[Trophy: High Voltage | High Voltage]], you will need a DPS priest in addition to your healer (both having Nightfall), or a mage that uses Flash Freeze as part of their skill set. In addition, the three spirits must come from the same direction (if they come in opposite directions, you will need a Mage to knockback the spirits with Thunderbolt and a Charm of Thunder/hat that gives the knockback effect to Thunderbolt). The group will have to try and slow the spirits down as they attempt to get closer to Lucy, until the third one comes. Then, once all three are roughly in the same area as each other, defeat all of them and have your teammates at least stand in the area before it dissipates.''&lt;br /&gt;
&lt;br /&gt;
=== Facing Sian ===&lt;br /&gt;
&lt;br /&gt;
The team that focuses on Sian will have the greater DPS advantage (because Sian is Water 4, using an effective element against him will deal 50% or 100% more damage), given that they have a wind or poison element spell. Unlike Lucy he is much easier and does not have any sort of gimmicks.&lt;br /&gt;
&lt;br /&gt;
=== Facing Lucy ===&lt;br /&gt;
&lt;br /&gt;
The team focusing on Lucy has to attack and prevent an energy cloud (similar to Frostbite) from reaching her. Since Lucy is Wind 1, only fire or earth attacks will be effective. When the energy cloud is defeated, it will temporarily leave behind a small area that once standing on it will give you a +100% casting speed buff. Note that if you defeat the cloud while it is close to Lucy, she will receive the buff as well, speeding up her attacks. &lt;br /&gt;
&lt;br /&gt;
=== Final Wave ===&lt;br /&gt;
&lt;br /&gt;
After defeating Lucy and Sian, Jacob will ask you to return to him. Once you talk to Jacob and click on the option presented, following a cutscene. Any group members that were still catching up will automatically be teleported back to near Jacob.&lt;br /&gt;
&lt;br /&gt;
At this point, groups of monsters will have spawned in towards the forest. Defeat them and you'll eventually get to the open bridge that was previously locked. Clear the monsters in the third map and proceed to the next portal. You will finally end up at Sakkara, channeling a Blizzard on the witch (or ground where the witch used to be) with Timothy sitting a bit to the east.&lt;br /&gt;
&lt;br /&gt;
== Sakkara ==&lt;br /&gt;
&lt;br /&gt;
[[File:Sakkara.png]]&lt;br /&gt;
&lt;br /&gt;
''A picture of Sakkara holding a giant scythe.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Sakkara&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 29+&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Demon&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Fire 2&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 90,100&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep, and charm. Extrasensory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sakkara is the final boss of the dungeon, located at The Witch's Tree after crossing The Frozen Bridge from North Ashaya Forest. You cannot face Sakkara in Easy mode (due to the bridge being cut off), only in Hard mode. Unlike the other bosses, where their defending elements were water, wind or dark element, Sakkara is Fire 1. However, most of the minions will be water element, so it is recommended that you stick with wind attacks. Sakkara utilizes a variety of minions and water spells in an attempt to stop you in your tracks.&lt;br /&gt;
&lt;br /&gt;
Some of the minions that Sakkara will throw at you are:&lt;br /&gt;
&lt;br /&gt;
* '''Spirits of fallen Ashaya Guards''': As you begin the battle, there will be at least a few ghostly like dormouses that come to attack the group. Get rid of them quickly.&lt;br /&gt;
* '''Bodyguards''': Only during the initial part of the battle, Sakkara will swing his scythe, stunning your entire group until he summons three bodyguards to channel a shield on him. At this time, Sakkara will be immune to damage and won't attack until you've started attacking the third bodyguard (or a certain amount of time has passed). This causes the shield to dissipate, allowing your group to deal damage again. &lt;br /&gt;
** ''The trophy [[Trophy: Full On | Full On]] requires you to have all of Sakkara's guards intact so they can be enraged (after 5 minutes of not attacking them). You should knock down Sakkara's health to a low amount before letting the guards enrage. Each bodyguard alive provides a damage buff to Sakkara.''&lt;br /&gt;
* '''Snow Bats''': During the battle, many of these snow bats appear as friendly and hover at the top of the map. Sakkara will possess some of them to attack your group members, particularly to interfere with your healer. The tank should growl the bats so that the damage dealers can take care of them with their AoE spells.&lt;br /&gt;
** ''The trophy [[Trophy: Friendly Fire | Friendly Fire]] requires that the group cannot kill any of the bats during the battle. The tank should continue to growl these bats, but the damage dealers should refrain from using any AoE spells.''&lt;br /&gt;
* '''Disoriented Spirits''': At one point, Sakkara will call several spirits to spawn into the map. Eliminate these spirits as quickly as possible with AoE spells, before Sakkara can drain them and recover health.&lt;br /&gt;
** ''The trophy [[Trophy: Down the Drain | Down the Drain]] requires the group to eliminate every spirit that was called before Sakkara can drain them.''&lt;br /&gt;
&lt;br /&gt;
The main spells that your group should watch out for are:&lt;br /&gt;
&lt;br /&gt;
* '''Swipe''': Deals damage to all players in front of Sakkara. Players usually call this &amp;quot;frontal&amp;quot;, meaning that only the tank must engage the boss in front, while the others stay behind to avoid taking additional damage.&lt;br /&gt;
* '''Frost Flames''': As Sakkara uses his spells, there will be an area with blue flames on it. Avoid these as much as possible, as failure to do so will result in you obtaining a debuff that increases damage taken from water spells.&lt;br /&gt;
* '''Ice Spikes''': The healer and damage dealers of the group should watch out for a cast underneath them, as ice spikes can deal serious damage to someone not paying attention to them. This is the only spell that can be interrupted using Smite or Disrupt.&lt;br /&gt;
* '''Blizzard''': One of the main spells to look out for, as Sakkara can scatter group members by putting a Blizzard directly on himself. If someone doesn't move from the blizzard, it will cause them to be knocked out.&lt;br /&gt;
* '''Possess''': During the later half of the battle, Sakkara will randomly target one of your group members to be possessed. Have a healer use Nightfall on the possessed player, or if the healer is possessed, use a damage dealer with Bash or Flash Freeze. Many groups fall victim to this trap because the possessed player will likely finish off one ally in your group or starve the group to death from lack of healing.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
Most of Sakkara's spells cannot be smited or disrupted against. Take caution of all of these spells, and act accordingly to when they are about to happen. The tank should never have the boss facing toward the rest of your group members, while your group members should always stay behind the boss.&lt;br /&gt;
&lt;br /&gt;
Upon defeating Sakkara, he will drop loot as well as three ice splinters, which are combined together (just by using the splinters) to obtain the Guardian Stone of Ice. The [[Guardian Stone | Guardian Stone of Ice]] permanently increases your health, mana (or fury/endurance) and increases the experience gain from monsters level 25 or higher. Not only that, it's special effect causes Enchanted Vials of Water to apply Water 2 instead of Water 1 instead. Saving Alexandra provides an extra cutscene and an additional reward, such as tokens and treasure (only on first time clear or when scaled to a much lower level), such as Bolt of Cloth (needed to craft fancier pieces of furniture).&lt;br /&gt;
&lt;br /&gt;
''A first time clear of the dungeon will award you the trophy [[Trophy: The Battle for Ashaya Village | The Battle for Ashaya Village]].''&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
{{KingdomOfElyssia|273|225}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* If your group is scaled to the appropriate recommended dungeon level, while following the '''One Moment In Time''' trophy requirements, you will receive a Snow Bat Whistle, which is used to obtain a Snow Bat Pup pet (with a pink brooch hairpin) after defeating Sakkara in the treasure chest left behind by Sei (as part of the additional rewards). &lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor&amp;diff=6897</id>
		<title>The Forlorn Manor</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor&amp;diff=6897"/>
				<updated>2025-11-17T01:43:50Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For the trial version and not the dungeon version, please see [[The Forlorn Manor (Trial)]] instead.''&lt;br /&gt;
&lt;br /&gt;
The Forlorn Manor is a [[Dungeons|dungeon]] located in the West Snow Plains of Elyssia, right across from [[Frigus' Lair]]. Being a spooky haunted house, several monsters have settled into the home, including Shoos, Shooeys, Spiderlings, Vile Sprites as well as water spirits. Like Frigus' Lair, it is also rather a quick dungeon to clear, with only three rooms before eventually reaching the boss.&lt;br /&gt;
&lt;br /&gt;
It is unlocked via Rina and Ronn's quest line, involving defeating Frigus and securing a key from his treasure chest at the end of the dungeon. To start this quest line, you must first rescue Rina, located on a branch of the large tree in the Snow Pit.&lt;br /&gt;
&lt;br /&gt;
The recommended level for The Forlorn Manor is 22, and adventurers above level 23 will be scaled down to that level for the dungeon.&lt;br /&gt;
&lt;br /&gt;
There is only one mode of difficulty for Casper while facing him as part of a dungeon. But later on as a trial, the fight with Casper will be a lot harder, involving new gimmicks and attack patterns. On the flip side, you won't need to clear through the rooms again.&lt;br /&gt;
&lt;br /&gt;
== Casper ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Casper&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Demon&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Ghost 2&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 39,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep, charm. Extrasensory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Casper.png]]&lt;br /&gt;
&lt;br /&gt;
Casper is a boss that uses different gimmicks at each stage of his health, while having no berserk timers to limit the duration of the fight. Although he does not have an indicator on his health bar to determine when his attacks will come, his dialogue can determine what kind of attack he does next.&lt;br /&gt;
&lt;br /&gt;
=== Beginning ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Visitors? What a .. pleasant surprise ..'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Fire Bolt (level 3)'''&lt;br /&gt;
&lt;br /&gt;
Casper begins the fight without doing much. The tank should use this opportunity to grab aggro from Casper. In addition, he summons a Shoo, which is followed up with Shooeys. Get rid of the Shoo quickly, as it will automatically take out the Shooeys with it.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Phase ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: You are not alone in this manor. Why don't you meet a few of our residents, who have made it .. their home?'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
&lt;br /&gt;
At around 80% of Casper's health, he will go into hiding. At this time, he disappears from the screen and is invulnerable to any attacks, including AoE spells. For a while, Casper will randomly call Vile Sprites, Shooeys and/or Shoos to the room that come from both sides. Defeating the monsters will cause him to reappear again.&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Fire Bolt (level 3)'''&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
&lt;br /&gt;
* '''Curse of Slowness (level 5)'''&lt;br /&gt;
&lt;br /&gt;
* '''Armageddon''': This spell causes several orbs to swirl around, randomly crashing into the ground and dealing damage to players, having a chance to land all on the same spot, dealing heavy damage nearby players depending on their position. A Tank should be responsible for Smiting the spell every time it comes up.&lt;br /&gt;
&lt;br /&gt;
* '''Meteor Rain''': This spell causes a meteor to drop every few seconds around the targeted area, stunning targets hit and inflicting massive amounts of damage. This AoE spell is occasionally used after Armageddon, so have a Mage use Disrupt Magic in order to interrupt it, or a DPS Warrior in your group to Smite it.&lt;br /&gt;
&lt;br /&gt;
After Casper's summoning phase, he will start using more of his spells, such as Armageddon and Meteor Rain. Like at the beginning of the fight, he will randomly summon a Shoo and Shooeys to assist him. Get rid of the monsters quickly using AoE spells such as Swipe, Poison Dust and Fire Wall.&lt;br /&gt;
&lt;br /&gt;
=== End ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: This manor will be your tomb!''''' followed by '''''Casper prepares to summon a blazing meteor!'''''&lt;br /&gt;
&lt;br /&gt;
This occurs when Casper is down to less than 50% of his health.&lt;br /&gt;
&lt;br /&gt;
In addition to the attacks and spells Casper uses during the middle of the fight, he will prepare to summon his final attack after several seconds of the dialogue. This is when the battle starts to become limited in terms of time. Depending on where the tank stands, the blazing meteor will be cast at that location, starting a fire that slowly expands to the entire map. At this point, the tank should hurry to one end of the room before the meteor is cast, then quickly running to the other side of the room where it is safe (after the meteor is cast). This is so that the fire to has to travel a longer distance (thus giving you more time to fight Casper).&lt;br /&gt;
&lt;br /&gt;
== Trophies ==&lt;br /&gt;
&lt;br /&gt;
A first time clear of the dungeon will reward you with the trophy &amp;quot;The Forlorn Manor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Pacifist and Fire Proof are needed as part of the requirements for earning the Snow Plains Dungeon Master trophy.&lt;br /&gt;
&lt;br /&gt;
=== Pacifist ===&lt;br /&gt;
&lt;br /&gt;
In order to earn the trophy, you must first acquire Potions of Redemption from either Rina's repeatable quest &amp;quot;Beyond Redemption&amp;quot; or through Rina's shop. You will need at least three Potions of Redemption, which will cost you 12 Deathblooms. The Deathblooms can be found on the poisonous floor in The Broken Hallway (left of where Rina and Ronn are at). Note that these potions may be difficult to obtain without a healer (since the damage taken multiplies the longer you stay on the platform), and are fully tradeable (if your guild possesses some Potions of Redemption in their guild bank, feel free to ask them). It is a lot easier to obtain these potions when unscaled.&lt;br /&gt;
&lt;br /&gt;
After obtaining your potions, return to fight Casper as per the usual. Then, use a potion on each of the three monsters during the fight: a Shoo, a Shooey and a Vile Sprite. Once each of these three have been redeemed, defeat Casper to earn the Pacifist trophy. You will obtain your very own Shooey as a pet.&lt;br /&gt;
&lt;br /&gt;
There are also a couple of things to note:&lt;br /&gt;
&lt;br /&gt;
* Make sure that your group survives the fight (if your entire group wipes before Casper is defeated, and you used the potion, it will be wasted!). &lt;br /&gt;
* There is no specific order in which you have to use the potions; as long as you get them all, the trophy will be earned. &lt;br /&gt;
* You can tell if a monster has been successfully redeemed if they possess a shield around them after using the potion.&lt;br /&gt;
* Vile Sprites can only spawn during Casper's summoning phase. If you miss this opportunity, you'll have to face Casper again.&lt;br /&gt;
&lt;br /&gt;
=== Fire Proof ===&lt;br /&gt;
&lt;br /&gt;
In order to earn Fire Proof, you need to defeat Casper while having less than 4-5 fire resistance on your character (note that magic resistance/magic armor also counts as fire resistance, so be sure to double-check your stat window!). As long as none of your equipment and enchants have magic armor/resistance on it except for your bag, you should be fine for unlocking this trophy.&lt;br /&gt;
&lt;br /&gt;
Be careful not to use any buff skills or items that would give you fire resistance by accident. Eating a Frozen Cupcake from a Frozen Picnic Basket, a Mage's Rune of Warding, a Priest's Elemental Ward and a Warrior's Endurance all temporarily give fire resistance, so be careful not to fall into that trap. To remove any of these buffs if you applied them on your character by accident, simply click on the buff icon on the top-left of your screen, then press Cancel Status to get rid of it.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
{{KingdomOfElyssia|142|262}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Stix_and_Stones&amp;diff=6896</id>
		<title>Stix and Stones</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Stix_and_Stones&amp;diff=6896"/>
				<updated>2025-11-17T01:35:57Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''A swarm of aggressive insects under the lead of Stix has been assaulting anybody unlucky enough to be lured too close to the flowers of the Saliko High Plains. See that Stix is stopped, so that the High Plains are safe once more.''&lt;br /&gt;
&lt;br /&gt;
Stix and Stones is a trial that takes place in the High Plains, located on the north-east outskirts of Saliko. You can manually queue for the trial through Coren in A Small Cave in the High Plains, or use [[Battlegrounds]] (Game &amp;gt; Community tab &amp;gt; Battle) to do so once it has been unlocked. A typical group set-up will consist of one healer, one tank and one or more damage dealers. &lt;br /&gt;
&lt;br /&gt;
To unlock the trial, you have to first accept the '''Tailored Help''' quest line in Ashaya Village. Help Richard obtain the needles he needs, talk to Andy and deliver the package to Coren in the quest '''Needles Trouble''' until you get to the '''Stix and Stones ..''' quest. Upon accepting the quest, you can queue for Stix at Coren, and upon completion, unlocks the trial in Battlegrounds.&lt;br /&gt;
&lt;br /&gt;
The recommended level is 22-25, and adventurers above level 25 will be scaled down to that level for the trial. A minimum of 3 or more players is required. There are 5 modes of difficulty, ranging from Effortless (costs 3 gold to set it to this difficulty), Easy, Normal, Hard, and Spicy Hot. Note that if the group wipes, you will have to re-select the difficulty again, as it will be reset back to Normal by default.&lt;br /&gt;
&lt;br /&gt;
== Stix ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Stix|27|Insect|Wind 1|73,500 (95,550 [+30%] on Spicy Hot difficulty) |Immune to stun, freeze, silence, sleep, and charm. Extrasensory.}}&lt;br /&gt;
&lt;br /&gt;
Stix is a boss that uses more or less gimmicks depending on the difficulty chosen, rather than based on their stages of health. They have no Swipe skill, allowing you to stand in front of them. They are always accompanied with six Scarlet Poisonstingers at the start of the fight.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Stix will use are:&lt;br /&gt;
* '''Summon Minions''': Periodically summons two Scarlet Poisonstingers as reinforcements during the fight. If left alone, Scarlet Poisonstingers will attempt to use Deadly Sting (level 10), dealing ~1,300 poison damage to a single player. Eliminate them as quickly as possible as soon as they spawn.&lt;br /&gt;
* '''Thunderbolt''': A unique version of Thunderbolt that targets all players but the tank or player that currently has Stix's attention for ~200-300 wind damage and knocks them back by a couple of meters. Additionally applies a stack of Residue Energy debuff lasting 15 seconds. If any player gets hit by Thunderbolt again while affected by Residue Energy, they will be stunned for a couple of seconds. The tank should smite this whenever possible.&lt;br /&gt;
* '''Chain Lightning (level 4)''': Instant cast, and cannot be avoided/interrupted. Bounces a stream of lightning between multiple players, dealing ~600 wind damage. Occurs once every 30-40 seconds.&lt;br /&gt;
* '''Assault Charge''': Stix rushes at high speed in one direction (marked with glowing grass), knocking any players caught in the attack off the platform onto the hillside full of Venomous Coralspike Lizards below, each with Poison level 5. Move behind Stix to avoid.&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Scarlet Poisonstinger|27|Insect|Neutral 1|1,240 |None}}&lt;br /&gt;
&lt;br /&gt;
Stix additionally uses these abilities in Spicy Hot mode:&lt;br /&gt;
* '''Overload''': A random player that is not the tank/player that currently has Stix's attention will be affected by Overload, continuously receiving ~200 wind damage every few seconds and damaging other players who get too close for additional wind damage. Stay away from the player who has it, or if you're the affected one, stay away from the rest of your group, but within distance of the healer and the boss.&lt;br /&gt;
* '''Bursting Roots''': Periodically spawns several explosive roots on the ground at random, evenly spaced apart. When caught in the explosion, it deals ~2,000 poison damage, enough to 1 or 2-hit KO a player. Remember the order in which the roots spawn. Stay on the roots that spawn second or third, then move to the safe spots opened up by the roots that exploded first afterwards to dodge the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Strategy (Normal/Spicy Hot) ===&lt;br /&gt;
&lt;br /&gt;
At the start of battle, the tank pulls Stix to the center of the platform, while the damage dealer uses an AoE on Stix to quickly get rid of all the Scarlet Poisonstingers on the field. Whenever two more spawn, maintain/switch to AoE attacks on the boss, while the tank Growls them into AoE range. The tank should smite Thunderbolt as much as possible to avoid the boss from stunning the rest of the team. The healer needs to maintain the team's health above 50%, so Chain Lightning does not immediately take them out as soon as it is instantly cast. When Stix uses Assault Charge, quickly move behind him to avoid getting sent flying off the platform into the pit of lizards below. &lt;br /&gt;
&lt;br /&gt;
In Spicy Hot mode, watch for positioning whenever Overload comes up, staying away from the group if you're affected, or keeping your distance from the affected player. Watch the affected player's health, and throw a Heal on them if they get low. Stix will also attempt to use Bursting Roots, a memory game where you need to remember which roots spawn first. Stay on the late spawning roots first, then once the early ones explode, move to the safe spots created by them. Note that Stix later in the fight will attempt to use Assault Charge before the roots explode, so make sure that you are behind Stix to avoid the attack, then reposition yourself back on top of the nearest late spawning roots.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Spicy Hot difficulty grants additional loot and a 10% chance to obtain the {{Item|1461|Royal Jelly}}, allowing you to tame a Honey Bee as a pet.&lt;br /&gt;
** During Halloween, if you encounter a special zombie in Saliko Forest and get infected by it, using the temporary Infectious Bite skill on a Honey Bee before using the Royal Jelly on it allows you to tame a ghost bee as a pet instead.&lt;br /&gt;
* If a Mage gets hit by Stix's Assault Charge, a well-timed Skip mid-air during the fall can negate the attack, rubberbanding you back to the original platform.&lt;br /&gt;
* Priests do not have Song of Harmony nor Healing Springs (since it is unlocked at level 26), making this fight exceptionally difficult. Remember to maintain Revitalise on all allies whenever possible, and use Heal whenever an ally's health gets low.&lt;br /&gt;
* On Spicy Hot mode, Stix can slow down the tank during the Bursting Roots gimmick, causing them to get hit by the explosions as they move between roots. It is recommended that the tank (and the rest of the team) have Blessing of Speed to counter this.&lt;br /&gt;
&lt;br /&gt;
[[Category: Trials]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Stix_and_Stones&amp;diff=6895</id>
		<title>Stix and Stones</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Stix_and_Stones&amp;diff=6895"/>
				<updated>2025-11-17T01:33:29Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: /* Stix */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''A swarm of aggressive insects under the lead of Stix has been assaulting anybody unlucky enough to be lured too close to the flowers of the Saliko High Plains. See that Stix is stopped, so that the High Plains are safe once more.''&lt;br /&gt;
&lt;br /&gt;
Stix and Stones is a trial that takes place in the High Plains, located on the north-east outskirts of Saliko. You can manually queue for the trial through Coren in A Small Cave in the High Plains, or use [[Battlegrounds]] (Game &amp;gt; Community tab &amp;gt; Battle) to do so once it has been unlocked. A typical group set-up will consist of one healer, one tank and one or more damage dealers. &lt;br /&gt;
&lt;br /&gt;
To unlock the trial, you have to first accept the '''Tailored Help''' quest line in Ashaya Village. Help Richard obtain the needles he needs, talk to Andy and deliver the package to Coren in the quest '''Needles Trouble''' until you get to the '''Stix and Stones ..''' quest. Upon accepting the quest, you can queue for Stix at Coren, and upon completion, unlocks the trial in Battlegrounds.&lt;br /&gt;
&lt;br /&gt;
The recommended level is 22-25, and adventurers above level 25 will be scaled down to that level for the trial. A minimum of 3 or more players is required. There are 5 modes of difficulty, ranging from Effortless (costs 3 gold to set it to this difficulty), Easy, Normal, Hard, and Spicy Hot. Note that if the group wipes, you will have to re-select the difficulty again, as it will be reset back to Normal by default.&lt;br /&gt;
&lt;br /&gt;
== Stix ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Stix|27|Insect|Wind 1|73,500 (95,550 [+30%] on Spicy Hot difficulty) |Immune to stun, freeze, silence, sleep, and charm. Extrasensory.}}&lt;br /&gt;
&lt;br /&gt;
Stix is a boss that uses more or less gimmicks depending on the difficulty chosen, rather than based on their stages of health. They have no Swipe skill, allowing you to stand in front of them. They are always accompanied with six Scarlet Poisonstingers at the start of the fight.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Stix will use are:&lt;br /&gt;
* '''Summon Minions''': Periodically summons two Scarlet Poisonstingers as reinforcements during the fight. If left alone, Scarlet Poisonstingers will attempt to use Deadly Sting (level 10), dealing ~1,300 poison damage to a single player. Eliminate them as quickly as possible as soon as they spawn.&lt;br /&gt;
* '''Thunderbolt''': A unique version of Thunderbolt that targets all players but the tank or player that currently has Stix's attention for ~200-300 wind damage and knocks them back by a couple of meters. Additionally applies a stack of Residue Energy debuff lasting 15 seconds. If any player gets hit by Thunderbolt again while affected by Residue Energy, they will be stunned for a couple of seconds. The tank should smite this whenever possible.&lt;br /&gt;
* '''Chain Lightning (level 4)''': Instant cast, and cannot be avoided/interrupted. Bounces a stream of lightning between multiple players, dealing ~600 wind damage. Occurs once every 30-40 seconds.&lt;br /&gt;
* '''Assault Charge''': Stix rushes at high speed in one direction (marked with glowing grass), knocking any players caught in the attack off the platform onto the hillside full of Venomous Coralspike Lizards below, each with Poison level 5. Move behind Stix to avoid.&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Scarlet Poisonstinger|27|Insect|Neutral 1|1,240 |None}}&lt;br /&gt;
&lt;br /&gt;
Stix additionally uses these abilities in Spicy Hot mode:&lt;br /&gt;
* '''Overload''': A random player that is not the tank/player that currently has Stix's attention will be affected by Overload, continuously receiving ~200 wind damage every few seconds and damaging other players who get too close for additional wind damage. Stay away from the player who has it, or if you're the affected one, stay away from the rest of your group, but within distance of the healer and the boss.&lt;br /&gt;
* '''Bursting Roots''': Periodically spawns several explosive roots on the ground at random, evenly spaced apart. When caught in the explosion, it deals ~2,000 poison damage, enough to 1 or 2-hit KO a player. Remember the order in which the roots spawn. Stay on the roots that spawn second or third, then move to the safe spots opened up by the roots that exploded first afterwards to dodge the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Strategy (Normal/Spicy Hot) ===&lt;br /&gt;
&lt;br /&gt;
At the start of battle, the tank pulls Stix to the center of the platform, while the damage dealer uses an AoE on Stix to quickly get rid of all the Scarlet Poisonstingers on the field. Whenever two more spawn, maintain/switch to AoE attacks on the boss, while the tank Growls them into AoE range. The tank should smite Thunderbolt as much as possible to avoid the boss from stunning the rest of the team. The healer needs to maintain the team's health above 50%, so Chain Lightning does not immediately take them out as soon as it is instantly cast. When Stix uses Assault Charge, quickly move behind him to avoid getting sent flying off the platform into the pit of lizards below. &lt;br /&gt;
&lt;br /&gt;
In Spicy Hot mode, watch for positioning whenever Overload comes up, staying away from the group if you're affected, or keeping your distance from the affected player. Watch the affected player's health, and throw a Heal on them if they get low. Stix will also attempt to use Bursting Roots, a memory game where you need to remember which roots spawn first. Stay on the late spawning roots first, then once the early ones explode, move to the safe spots created by them. Note that Stix later in the fight will attempt to use Assault Charge before the roots explode, so make sure that you are behind Stix to avoid the attack, then reposition yourself back on top of the nearest late spawning roots.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Spicy Hot difficulty grants additional loot and a 10% chance to obtain the {{Item|1461|Royal Jelly}}, allowing you to tame a Honey Bee as a pet.&lt;br /&gt;
** During Halloween, if you encounter a special zombie in Saliko Forest and get infected by it, using the temporary Infectious Bite skill on a Honey Bee before using the Royal Jelly on it allows you to tame a ghost bee as a pet instead.&lt;br /&gt;
* A well-timed Skip from a Mage in mid-air can negate Stix's Assault Charge if hit, rubberbanding you back to the original platform.&lt;br /&gt;
* Priests do not have Song of Harmony nor Healing Springs (since it is unlocked at level 26), making this fight exceptionally difficult. Remember to maintain Revitalise on all allies whenever possible, and use Heal whenever an ally's health gets low.&lt;br /&gt;
* On Spicy Hot mode, Stix can slow down the tank during the Bursting Roots gimmick, causing them to get hit by the explosions as they move between roots. It is recommended that the tank (and the rest of the team) have Blessing of Speed to counter this.&lt;br /&gt;
&lt;br /&gt;
[[Category: Trials]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Stix_and_Stones&amp;diff=6894</id>
		<title>Stix and Stones</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Stix_and_Stones&amp;diff=6894"/>
				<updated>2025-11-17T01:32:09Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''A swarm of aggressive insects under the lead of Stix has been assaulting anybody unlucky enough to be lured too close to the flowers of the Saliko High Plains. See that Stix is stopped, so that the High Plains are safe once more.''&lt;br /&gt;
&lt;br /&gt;
Stix and Stones is a trial that takes place in the High Plains, located on the north-east outskirts of Saliko. You can manually queue for the trial through Coren in A Small Cave in the High Plains, or use [[Battlegrounds]] (Game &amp;gt; Community tab &amp;gt; Battle) to do so once it has been unlocked. A typical group set-up will consist of one healer, one tank and one or more damage dealers. &lt;br /&gt;
&lt;br /&gt;
To unlock the trial, you have to first accept the '''Tailored Help''' quest line in Ashaya Village. Help Richard obtain the needles he needs, talk to Andy and deliver the package to Coren in the quest '''Needles Trouble''' until you get to the '''Stix and Stones ..''' quest. Upon accepting the quest, you can queue for Stix at Coren, and upon completion, unlocks the trial in Battlegrounds.&lt;br /&gt;
&lt;br /&gt;
The recommended level is 22-25, and adventurers above level 25 will be scaled down to that level for the trial. A minimum of 3 or more players is required. There are 5 modes of difficulty, ranging from Effortless (costs 3 gold to set it to this difficulty), Easy, Normal, Hard, and Spicy Hot. Note that if the group wipes, you will have to re-select the difficulty again, as it will be reset back to Normal by default.&lt;br /&gt;
&lt;br /&gt;
== Stix ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Stix|27|Insect|Wind 1|73,500 (95,550 on Spicy Hot difficulty) |Immune to stun, freeze, silence, sleep, and charm. Extrasensory.}}&lt;br /&gt;
&lt;br /&gt;
Stix is a boss that uses more or less gimmicks depending on the difficulty chosen, rather than based on their stages of health. They have no Swipe skill, allowing you to stand in front of them. They are always accompanied with six Scarlet Poisonstingers at the start of the fight.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Stix will use are:&lt;br /&gt;
* '''Summon Minions''': Periodically summons two Scarlet Poisonstingers as reinforcements during the fight. If left alone, Scarlet Poisonstingers will attempt to use Deadly Sting (level 10), dealing ~1,300 poison damage to a single player. Eliminate them as quickly as possible as soon as they spawn.&lt;br /&gt;
* '''Thunderbolt''': A unique version of Thunderbolt that targets all players but the tank or player that currently has Stix's attention for ~200-300 wind damage and knocks them back by a couple of meters. Additionally applies a stack of Residue Energy debuff lasting 15 seconds. If any player gets hit by Thunderbolt again while affected by Residue Energy, they will be stunned for a couple of seconds. The tank should smite this whenever possible.&lt;br /&gt;
* '''Chain Lightning (level 4)''': Instant cast, and cannot be avoided/interrupted. Bounces a stream of lightning between multiple players, dealing ~600 wind damage. Occurs once every 30-40 seconds.&lt;br /&gt;
* '''Assault Charge''': Stix rushes at high speed in one direction (marked with glowing grass), knocking any players caught in the attack off the platform onto the hillside full of Venomous Coralspike Lizards below, each with Poison level 5. Move behind Stix to avoid.&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Scarlet Poisonstinger|27|Insect|Neutral 1|1,240 |None}}&lt;br /&gt;
&lt;br /&gt;
Stix additionally uses these abilities in Spicy Hot mode:&lt;br /&gt;
* '''Overload''': A random player that is not the tank/player that currently has Stix's attention will be affected by Overload, continuously receiving ~200 wind damage every few seconds and damaging other players who get too close for additional wind damage. Stay away from the player who has it, or if you're the affected one, stay away from the rest of your group, but within distance of the healer and the boss.&lt;br /&gt;
* '''Bursting Roots''': Periodically spawns several explosive roots on the ground at random, evenly spaced apart. When caught in the explosion, it deals ~2,000 poison damage, enough to 1 or 2-hit KO a player. Remember the order in which the roots spawn. Stay on the roots that spawn second or third, then move to the safe spots opened up by the roots that exploded first afterwards to dodge the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Strategy (Normal/Spicy Hot) ===&lt;br /&gt;
&lt;br /&gt;
At the start of battle, the tank pulls Stix to the center of the platform, while the damage dealer uses an AoE on Stix to quickly get rid of all the Scarlet Poisonstingers on the field. Whenever two more spawn, maintain/switch to AoE attacks on the boss, while the tank Growls them into AoE range. The tank should smite Thunderbolt as much as possible to avoid the boss from stunning the rest of the team. The healer needs to maintain the team's health above 50%, so Chain Lightning does not immediately take them out as soon as it is instantly cast. When Stix uses Assault Charge, quickly move behind him to avoid getting sent flying off the platform into the pit of lizards below. &lt;br /&gt;
&lt;br /&gt;
In Spicy Hot mode, watch for positioning whenever Overload comes up, staying away from the group if you're affected, or keeping your distance from the affected player. Watch the affected player's health, and throw a Heal on them if they get low. Stix will also attempt to use Bursting Roots, a memory game where you need to remember which roots spawn first. Stay on the late spawning roots first, then once the early ones explode, move to the safe spots created by them. Note that Stix later in the fight will attempt to use Assault Charge before the roots explode, so make sure that you are behind Stix to avoid the attack, then reposition yourself back on top of the nearest late spawning roots.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Spicy Hot difficulty grants additional loot and a 10% chance to obtain the {{Item|1461|Royal Jelly}}, allowing you to tame a Honey Bee as a pet.&lt;br /&gt;
** During Halloween, if you encounter a special zombie in Saliko Forest and get infected by it, using the temporary Infectious Bite skill on a Honey Bee before using the Royal Jelly on it allows you to tame a ghost bee as a pet instead.&lt;br /&gt;
* A well-timed Skip from a Mage in mid-air can negate Stix's Assault Charge if hit, rubberbanding you back to the original platform.&lt;br /&gt;
* Priests do not have Song of Harmony nor Healing Springs (since it is unlocked at level 26), making this fight exceptionally difficult. Remember to maintain Revitalise on all allies whenever possible, and use Heal whenever an ally's health gets low.&lt;br /&gt;
* On Spicy Hot mode, Stix can slow down the tank during the Bursting Roots gimmick, causing them to get hit by the explosions as they move between roots. It is recommended that the tank (and the rest of the team) have Blessing of Speed to counter this.&lt;br /&gt;
&lt;br /&gt;
[[Category: Trials]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Stix_and_Stones&amp;diff=6893</id>
		<title>Stix and Stones</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Stix_and_Stones&amp;diff=6893"/>
				<updated>2025-11-17T01:31:37Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''A swarm of aggressive insects under the lead of Stix has been assaulting anybody unlucky enough to be lured too close to the flowers of the Saliko High Plains. See that Stix is stopped, so that the High Plains are safe once more.''&lt;br /&gt;
&lt;br /&gt;
Stix and Stones is a trial that takes place in the High Plains, located on the north-east outskirts of Saliko. You can manually queue for the trial through Coren in A Small Cave in the High Plains, or use [[Battlegrounds]] (Game &amp;gt; Community tab &amp;gt; Battle) to do so once it has been unlocked. A typical group set-up will consist of one healer, one tank and one or more damage dealers. &lt;br /&gt;
&lt;br /&gt;
To unlock the trial, you have to first accept the '''Tailored Help''' quest line in Ashaya Village. Help Richard obtain the needles he needs, talk to Andy and deliver the package to Coren in the quest '''Needles Trouble''' until you get to the '''Stix and Stones ..''' quest. Upon accepting the quest, you can queue for Stix at Coren, and upon completion, unlocks the trial in Battlegrounds.&lt;br /&gt;
&lt;br /&gt;
The recommended level is 22-25, and adventurers above level 25 will be scaled down to that level for the trial. A minimum of 3 or more players is required. There are 5 modes of difficulty, ranging from Effortless (costs 3 gold to set it to this difficulty), Easy, Normal, Hard, and Spicy Hot. Note that if the group wipes, you will have to re-select the difficulty again, as it will be reset back to Normal by default.&lt;br /&gt;
&lt;br /&gt;
== Stix ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Stix|27|Insect|Wind 1|73,500 (95,550 on Spicy Hot difficulty) |Immune to stun, freeze, silence, sleep, and charm. Extrasensory.}}&lt;br /&gt;
&lt;br /&gt;
Stix is a boss that uses more or less gimmicks depending on the difficulty chosen, rather than based on their stages of health. They have no Swipe skill, allowing you to stand in front of them. They are always accompanied with six Scarlet Poisonstingers at the start of the fight.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Stix will use are:&lt;br /&gt;
* '''Summon Minions''': Periodically summons two Scarlet Poisonstingers as reinforcements during the fight. If left alone, Scarlet Poisonstingers will attempt to use Deadly Sting (level 10), dealing ~1,300 poison damage to a single player. Eliminate them as quickly as possible as soon as they spawn.&lt;br /&gt;
* '''Thunderbolt''': A unique version of Thunderbolt that targets all players but the tank or player that currently has Stix's attention for ~200-300 wind damage and knocks them back by a couple of meters. Additionally applies a stack of Residue Energy debuff lasting 15 seconds. If any player gets hit by Thunderbolt again while affected by Residue Energy, they will be stunned for a couple of seconds. The tank should smite this whenever possible.&lt;br /&gt;
* '''Chain Lightning (level 4)''': Instant cast, and cannot be avoided/interrupted. Bounces a stream of lightning between multiple players, dealing ~600 wind damage. Occurs once every 30-40 seconds.&lt;br /&gt;
* '''Assault Charge''': Stix rushes at high speed in one direction (marked with glowing grass), knocking any players caught in the attack off the platform onto the hillside full of Venomous Coralspike Lizards below, each with Poison level 5. Move behind Stix to avoid.&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Scarlet Poisonstinger|27|Insect|Neutral 1|1,240 |None}}&lt;br /&gt;
&lt;br /&gt;
Stix additionally uses these abilities in Spicy Hot mode:&lt;br /&gt;
* '''Overload''': A random player that is not the tank/player that currently has Stix's attention will be affected by Overload, continuously receiving ~200 wind damage every few seconds and damaging other players who get too close for additional wind damage. Stay away from the player who has it, or if you're the affected one, stay away from the rest of your group, but within distance of the healer and the boss.&lt;br /&gt;
* '''Bursting Roots''': Periodically spawns several explosive roots on the ground at random, evenly spaced apart. When caught in the explosion, it deals ~2,000 poison damage, enough to 1 or 2-hit KO a player. Remember the order in which the roots spawn. Stay on the roots that spawn second or third, then move to the safe spots opened up by the roots that exploded first afterwards to dodge the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Strategy (Normal/Spicy Hot) ===&lt;br /&gt;
&lt;br /&gt;
At the start of battle, the tank pulls Stix to the center of the platform, while the damage dealer uses an AoE on Stix to quickly get rid of all the Scarlet Poisonstingers on the field. Whenever two more spawn, maintain/switch to AoE attacks on the boss, while the tank Growls them into AoE range. The tank should smite Thunderbolt as much as possible to avoid the boss from stunning the rest of the team. The healer needs to maintain the team's health above 50%, so Chain Lightning does not immediately take them out as soon as it is instantly cast. When Stix uses Assault Charge, quickly move behind him to avoid getting sent flying off the platform into the pit of lizards below. &lt;br /&gt;
&lt;br /&gt;
In Spicy Hot mode, watch for positioning whenever Overload comes up, staying away from the group if you're affected, or keeping your distance from the affected player. Watch the affected player's health, and throw a Heal on them if they get low. Stix will also attempt to use Bursting Roots, a memory game where you need to remember which roots spawn first. Stay on the late spawning roots first, then once the early ones explode, move to the safe spots created by them. Note that Stix later in the fight will attempt to use Assault Charge before the roots explode, so make sure that you are behind Stix to avoid the attack, then reposition yourself back on top of the nearest late spawning roots.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Spicy Hot difficulty grants additional loot and a 10% chance to obtain the {{Item|1461|Royal Jelly}}, allowing you to tame a Honey Bee as a pet.&lt;br /&gt;
** During Halloween, if you encounter a special zombie in Saliko Forest and get infected by it, using the temporary Infectious Bite skill on a Honey Bee before using the Royal Jelly on it allows you to tame a ghost bee instead as a pet.&lt;br /&gt;
* A well-timed Skip from a Mage in mid-air can negate Stix's Assault Charge if hit, rubberbanding you back to the original platform.&lt;br /&gt;
* Priests do not have Song of Harmony nor Healing Springs (since it is unlocked at level 26), making this fight exceptionally difficult. Remember to maintain Revitalise on all allies whenever possible, and use Heal whenever an ally's health gets low.&lt;br /&gt;
* On Spicy Hot mode, Stix can slow down the tank during the Bursting Roots gimmick, causing them to get hit by the explosions as they move between roots. It is recommended that the tank (and the rest of the team) have Blessing of Speed to counter this.&lt;br /&gt;
&lt;br /&gt;
[[Category: Trials]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Stix_and_Stones&amp;diff=6892</id>
		<title>Stix and Stones</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Stix_and_Stones&amp;diff=6892"/>
				<updated>2025-11-16T13:55:24Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''A swarm of aggressive insects under the lead of Stix has been assaulting anybody unlucky enough to be lured too close to the flowers of the Saliko High Plains. See that Stix is stopped, so that the High Plains are safe once more.''&lt;br /&gt;
&lt;br /&gt;
Stix and Stones is a trial that takes place in the High Plains, located on the north-east outskirts of Saliko. You can manually queue for the trial through Coren in A Small Cave in the High Plains, or use [[Battlegrounds]] (Game &amp;gt; Community tab &amp;gt; Battle) to do so once it has been unlocked. A typical group set-up will consist of one healer, one tank and one or more damage dealers. &lt;br /&gt;
&lt;br /&gt;
To unlock the trial, you have to first accept the '''Tailored Help''' quest line in Ashaya Village. Help Richard obtain the needles he needs, talk to Andy and deliver the package to Coren in the quest '''Needles Trouble''' until you get to the '''Stix and Stones ..''' quest. Upon accepting the quest, you can queue for Stix at Coren, and upon completion, unlocks the trial in Battlegrounds.&lt;br /&gt;
&lt;br /&gt;
The recommended level is 22-25, and adventurers above level 25 will be scaled down to that level for the trial. A minimum of 3 or more players is required. There are 5 modes of difficulty, ranging from Effortless (costs 3 gold to set it to this difficulty), Easy, Normal, Hard, and Spicy Hot. Note that if the group wipes, you will have to re-select the difficulty again, as it will be reset back to Normal by default.&lt;br /&gt;
&lt;br /&gt;
== Stix ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Stix|27|Insect|Wind 1|73,500 (95,550 on Spicy Hot difficulty) |Immune to stun, freeze, silence, sleep, and charm. Extrasensory.}}&lt;br /&gt;
&lt;br /&gt;
Stix starts off the fight accompanied with six Scarlet Poisonstingers.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Stix will use are:&lt;br /&gt;
* '''Summon Minions''': Periodically summons two Scarlet Poisonstingers as reinforcements during the fight. If left alone, Scarlet Poisonstingers will attempt to use Deadly Sting (level 10), dealing ~1,300 poison damage to a single player. Eliminate them as quickly as possible as soon as they spawn.&lt;br /&gt;
* '''Thunderbolt''': A unique version of Thunderbolt that targets all players but the tank or player that currently has Stix's attention for ~200-300 wind damage and knocks them back by a couple of meters. Additionally applies a stack of Residue Energy debuff lasting 15 seconds. If any player gets hit by Thunderbolt again while affected by Residue Energy, they will be stunned for a couple of seconds. The tank should smite this whenever possible.&lt;br /&gt;
* '''Chain Lightning (level 4)''': Instant cast, and cannot be avoided/interrupted. Bounces a stream of lightning between multiple players, dealing ~600 wind damage. Occurs once every 30-40 seconds.&lt;br /&gt;
* '''Assault Charge''': Stix rushes at high speed in one direction (marked with glowing grass), knocking any players caught in the attack off the platform onto the hillside full of Venomous Coralspike Lizards below, each with Poison level 5. Move behind Stix to avoid.&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Scarlet Poisonstinger|27|Insect|Neutral 1|1,240 |None}}&lt;br /&gt;
&lt;br /&gt;
Stix additionally uses these abilities in Spicy Hot mode:&lt;br /&gt;
* '''Overload''': A random player that is not the tank/player that currently has Stix's attention will be affected by Overload, continuously receiving ~200 wind damage every few seconds and damaging other players who get too close for additional wind damage. Stay away from the player who has it, or if you're the affected one, stay away from the rest of your group, but within distance of the healer.&lt;br /&gt;
* '''Bursting Roots''': Spawns several explosive roots on the ground at random, evenly spaced apart. When caught in the explosion, it deals ~2,000 poison damage, enough to 1 or 2-hit KO a player. Remember the order in which the roots spawn. Stay on the roots that spawn second or third, then move to the safe spots opened up by the roots that exploded first afterwards to dodge the explosion. Note that Stix later in the fight will attempt to use Assault Charge right before the roots explode.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Spicy Hot difficulty grants additional loot and a 10% chance to obtain the {{Item|1461|Royal Jelly}}, allowing you to tame a Honey Bee as a pet.&lt;br /&gt;
** During Halloween, if you encounter a special zombie in Saliko Forest and get infected by it, using the temporary Infectious Bite skill on a Honey Bee before using the Royal Jelly on it allows you to tame a ghost bee instead as a pet.&lt;br /&gt;
* A well-timed Skip from a Mage in mid-air can negate Stix's Assault Charge if hit, rubberbanding you back to the original platform.&lt;br /&gt;
&lt;br /&gt;
[[Category: Trials]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Stix_and_Stones&amp;diff=6891</id>
		<title>Stix and Stones</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Stix_and_Stones&amp;diff=6891"/>
				<updated>2025-11-16T13:29:09Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''A swarm of aggressive insects under the lead of Stix has been assaulting anybody unlucky enough to be lured too close to the flowers of the Saliko High Plains. See that Stix is stopped, so that the High Plains are safe once more.''&lt;br /&gt;
&lt;br /&gt;
Stix and Stones is a trial that takes place in the High Plains, located on the north-east outskirts of Saliko. You can manually queue for the trial through Coren in A Small Cave in the High Plains, or use [[Battlegrounds]] (Game &amp;gt; Community tab &amp;gt; Battle) to do so once it has been unlocked. A typical group set-up will consist of one healer, one tank and one or more damage dealers. &lt;br /&gt;
&lt;br /&gt;
To unlock the trial, you have to first accept the '''Tailored Help''' quest line in Ashaya Village. Help Richard obtain the needles he needs, talk to Andy and deliver the package to Coren in the quest '''Needles Trouble''' until you get to the '''Stix and Stones ..''' quest. Upon accepting the quest, you can queue for Stix at Coren, and upon completion, unlocks the trial in Battlegrounds.&lt;br /&gt;
&lt;br /&gt;
The recommended level is 22-25, and adventurers above level 25 will be scaled down to that level for the trial. A minimum of 3 or more players is required. There are 5 modes of difficulty, ranging from Effortless (costs 3 gold to set it to this difficulty), Easy, Normal, Hard, and Spicy Hot. Note that if the group wipes, you will have to re-select the difficulty again, as it will be reset back to Normal by default.&lt;br /&gt;
&lt;br /&gt;
== Stix ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Stix|27|Insect|Wind 1|73,500 (95,550 on Spicy Hot difficulty) |Immune to stun, freeze, silence, sleep, and charm. Extrasensory.}}&lt;br /&gt;
&lt;br /&gt;
Stix starts off the fight accompanied with six Scarlet Poisonstingers.&lt;br /&gt;
&lt;br /&gt;
The main abilities that Stix will use are:&lt;br /&gt;
* '''Summon Minions''': Periodically summons two Scarlet Poisonstingers as reinforcements during the fight. If left alone, Scarlet Poisonstingers will attempt to use Deadly Sting (level 10), dealing ~1,300 poison damage to a single player. Eliminate them as quickly as possible as soon as they spawn.&lt;br /&gt;
* '''Thunderbolt''': A unique version of Thunderbolt that targets all players but the tank or player that currently has Stix's attention for ~200-300 wind damage and knocks them back by a couple of meters. Additionally applies a stack of Residue Energy debuff lasting 15 seconds. If any player gets hit by Thunderbolt again while affected by Residue Energy, they will be stunned for a couple of seconds. The tank should smite this whenever possible.&lt;br /&gt;
* '''Chain Lightning (level 4)''': Instant cast, and cannot be avoided/interrupted. Bounces a stream of lightning between multiple players, dealing ~600 wind damage. Occurs once every 30-40 seconds.&lt;br /&gt;
* '''Assault Charge''': Stix rushes at high speed in one direction (marked with glowing grass), knocking any players caught in the attack off the platform onto the hillside full of Venomous Coralspike Lizards below, each with Poison level 5. Move behind Stix to avoid.&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Scarlet Poisonstinger|27|Insect|Neutral 1|1,240 |None}}&lt;br /&gt;
&lt;br /&gt;
Stix additionally uses these abilities in Spicy Hot mode:&lt;br /&gt;
* '''Overload''': A random player that is not the tank/player that currently has Stix's attention will be affected by Overload, continuously receiving ~200 wind damage every few seconds and damaging other players who get too close for additional wind damage. Stay away from the player who has it, or if you're the affected one, stay away from the rest of your group, but within distance of the healer.&lt;br /&gt;
* '''Bursting Roots''': Spawns several explosive roots on the ground at random, evenly spaced apart. When caught in the explosion, it deals ~2,000 poison damage, enough to 1 or 2-hit KO a player. Remember the order in which the roots spawn. Stay on the roots that spawn second or third, then move to the safe spots opened up by the roots that exploded first afterwards to dodge the explosion. Note that Stix later in the fight will attempt to use Assault Charge right before the roots explode.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* A well-timed Skip from a Mage in mid-air can negate Stix's Assault Charge if hit, rubberbanding you back to the original platform.&lt;br /&gt;
&lt;br /&gt;
[[Category: Trials]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Frigus%27_Lair&amp;diff=6890</id>
		<title>Frigus' Lair</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Frigus%27_Lair&amp;diff=6890"/>
				<updated>2025-11-16T06:16:02Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Frigus' Lair is a [[Dungeons|dungeon]] located in the Western Snow Plains of Elyssia. With only two groups of monsters before the eponymic final boss, Frigus, it is a rather quick dungeon to clear. &lt;br /&gt;
&lt;br /&gt;
The recommended level for Frigus' Lair is 20, and adventurers above level 23 will be scaled down to that level for the dungeon.&lt;br /&gt;
&lt;br /&gt;
Frigus has two difficulty modes, determined by how many of the two ice sculptures you leave intact. Each sculpture gives Frigus an additional ability. The easiest difficulty involves destroying both sculptures, whereas the hardest difficulty is for destroying none. &lt;br /&gt;
&lt;br /&gt;
== Frigus ==&lt;br /&gt;
&lt;br /&gt;
[[File:Frigus.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Frigus&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Demon&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Water 2&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 22,500&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep. Extrasensory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Frigus is a two-phase battle, taking place in the small ice pit that the boss is located in. Shortly after starting the battle, ice spikes will raise that stop you from leaving the pit. In addition, several guards will spawn outside of the pit. If any player, or any pet is still outside the pit at that time, they will enrage, and quickly dispatch of the group. Therefore, make sure that everyone is inside the pit before starting the fight.&lt;br /&gt;
&lt;br /&gt;
In the first phase, Frigus targets you with two main spells you need to dodge:&lt;br /&gt;
&lt;br /&gt;
* '''Icicle''': Frigus summons a large ice chunk above a random player's head, which drops down after a short time. This deals high water damage to anyone hit, and should be avoided if possible.&lt;br /&gt;
* '''Frost Flame''': Places a frozen flame on the ground, which deals high water damage to anyone in it, and further increases the vulnerability to additional water damage for a short period of time. &lt;br /&gt;
&lt;br /&gt;
Both spells deal very substantial damage, and getting hit by both spells at once is almost guaranteed to knock you out. As Frost Flame is used on Frigus' primary target, whoever tanks Frigus can influence where the spell is cast. You want to avoid placing it in an area that leaves your group boxed in, with no place to dodge Icicle. In addition, placing it on the far left might spell trouble for phase 2.&lt;br /&gt;
&lt;br /&gt;
'''Frigus yells: Oh, you think you can best me? Let’s see how you like this!'''&lt;br /&gt;
&lt;br /&gt;
The start of phase 2 is signaled by the ground starting to shake. During phase 2, geysers erupt from the cracks in the ice. Anyone hit is launched into the air, taking damage from the geyser, as well as falling damage. Frigus still attacks in melee, but will not use any special abilities. &lt;br /&gt;
&lt;br /&gt;
When doing the fight the first time, it might be best to ignore Frigus during phase 2, and just focus on dodging the geysers. These follow a pattern, as shown below:&lt;br /&gt;
&lt;br /&gt;
[[File:Frigus (Geysers).jpg]]&lt;br /&gt;
&lt;br /&gt;
The initial safe spot is on the far left (A), and then moves one &amp;quot;geyser&amp;quot; to the right after every eruption (so B, C, and then D). Once the safe spot reached the far right (D), it moves back to the left, one &amp;quot;geyser&amp;quot; at a time (so C, B and then A). This continues until phase 1 starts again (indicated by a warning stating that 'Frigus resumes his attacks.'). Both phases keep alternating until Frigus has been defeated.&lt;br /&gt;
&lt;br /&gt;
== Ice Sculptures ==&lt;br /&gt;
&lt;br /&gt;
Any ice sculpture that is not destroyed before starting the battle will give Frigus an additional ability. Leaving one sculpture up rewards higher quality loot, leaving both sculptures up rewards a pet. &lt;br /&gt;
&lt;br /&gt;
Note that if you defeat Frigus unscaled while leaving both statues intact, you still get the pet, but lose out on the trophy.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Sculpture  ===&lt;br /&gt;
&lt;br /&gt;
The spirit sculpture allows Frigus to summon water elementals, which jump out from the water. These elementals absorb energy, growing in size and gaining additional health, so defeating them quickly is important. If an elemental is left alive too long, it becomes empowered and continuously pelts all players with high damage water bolts until defeated.&lt;br /&gt;
&lt;br /&gt;
=== Demon Sculpture ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Shade of Frigus&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Demon&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Water 2&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 99,999&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Resistant to freeze. Immune to silence. Extrasensory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Frigus yells: I tire of this! Follow into my domain, if you dare!'''&lt;br /&gt;
&lt;br /&gt;
The demon sculpture allows Frigus to retreat into the ice realm. This happens at 70%, 40% and 10% of his health - a shade of Frigus remains outside, but takes greatly reduced damage. As a result, you need to follow Frigus into the ice realm and deal 10% of his health in damage to force him out into the normal realm again. &lt;br /&gt;
&lt;br /&gt;
While in the ice realm, you are attacked by ice spirits, and receive stacks of the &amp;quot;Grim Cold&amp;quot; debuff every few seconds, which continuously deal ice damage to you. These debuffs persist until the end of the encounter (even outside in the normal realm), and carry over to the next time you enter the ice realm. Moving through the ice realm quickly greatly reduces the damage taken from Grim Cold (and the spirits in general).&lt;br /&gt;
&lt;br /&gt;
Note that if the Spirit Sculpture is intact, water elementals will keep spawning outside in the normal realm. If empowered, their water bolts reach you both outside and inside the ice realm, so it is necessary that someone stays back and takes care of them. Upon leaving the ice realm, phase 2 starts immediately.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
{{KingdomOfElyssia|203|233}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=SS-AR1&amp;diff=6889</id>
		<title>SS-AR1</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=SS-AR1&amp;diff=6889"/>
				<updated>2025-11-16T05:29:04Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Space Station (formally known as the &amp;quot;SS-AR1&amp;quot;, or &amp;quot;SS&amp;quot; for short) is a [[dungeons | sub-dungeon]] located inside the [[Moonlight Monastery]]. Alongside Akia, you will investigate the mysterious area left behind by the Ancients, now occupied by Dark Abyss forces. In addition, you will put a stop to the Dark Abyss's plans of militarizing the station as a weapon of mass destruction which threatens the very existence of Elyssia. &lt;br /&gt;
&lt;br /&gt;
After defeating Nyranthix, you gain access to the right side of The Summit, which contains a teleporter, and a quest line beginning from the quest '''The Sigils of Life'''. To complete this quest, you require the following sigils: Sigil of Fire (Gorath), Sigil of Earth (Terechia), and Sigil of the Moon (Nyranthix). Then you will have to go to Akia for the second part of this quest, and return back to the teleporter, finally allowing access to the Space Station.&lt;br /&gt;
&lt;br /&gt;
The recommended level for the Space Station is 32 to 34, and adventurers above level 34 will be scaled down to that level for the dungeon. The level scaling follows the option you selected for the Moonlight Monastery, so no changes are required. It is also recommended that you have at least 3 or more players before starting the dungeon. A typical group set-up will consist of one healer, one tank and one or more damage dealers. &lt;br /&gt;
&lt;br /&gt;
The increase in difficulty may be uncomfortable for first-time players. It is recommended that a player who approaches the Space Station for the first time to have their level unscaled, to better understand the gimmicks of the boss fights. The forced level scaling on first-time players is not present here, allowing the group to freely unscale.&lt;br /&gt;
&lt;br /&gt;
== Sanitizer Bot (Optional) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Sanitizer Bot.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Sanitizer Bot&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Mechanical&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Fire 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 336,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep and charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Sanitizer Bot is an optional boss that can be found in the Space Station's Cargo Bay, leading south-west from the junction in the first area. Inside the cargo bay, the Sanitizer Bot awaits at the right side of the map. The Sanitizer Bot's defending element is Fire 1, making it vulnerable to Water (+25% more damage), Wind (+12.5% more damage) and Dark (+12.5% more damage) attacks. Being one of the more recently added bosses, it is more challenging than the final boss of the Space Station, as well as the rest of the Moonlight Monastery combined.&lt;br /&gt;
&lt;br /&gt;
The main abilities that the Sanitizer Bot uses are:&lt;br /&gt;
* '''System Reboot''': Used when Sanitizer Bot defeats all players, and ends combat. Restores 25% of it's maximum health in 1 second.&lt;br /&gt;
* '''Repair''': A really slow version of Heal that is used after System Reboot, only when Sanitizer Bot is not in combat. Restores 25% of it's maximum health.&lt;br /&gt;
* '''Surge''': Similar to the Mage's Thunderbolt spell. An attack that hits several players for 1,000~1,200 wind damage.&lt;br /&gt;
* '''Deadlock''': Similar to the Warrior's Bash skill. An attack that hits a player for 1,000~2,000 damage, and stuns them for 5 seconds. &lt;br /&gt;
* '''Debug''': Similar to the Mage's Fire Bolt spell. Randomly targets a player, dealing around 1k fire damage.&lt;br /&gt;
* '''Compatibility Check''': Similar to the Mage's Embers spell. Randomly targets a player, inflicting a debuff that deals fire damage over time for several seconds.&lt;br /&gt;
* '''Illegal Instruction''': Similar to the Mage's Ignite spell. The player that received Compatibility Check will be targeted. If they have the Compatibility Check debuff on them, they take massive fire damage (around 10~12k fire damage), otherwise this skill will fail.&lt;br /&gt;
* '''Jitter''': Similar to Curse of Slowness. Hits every player, slowing their movement speed by 55%, and increasing casting/attack delay by 50%. Often used in combination with Segmentation Fault.&lt;br /&gt;
* '''Segmentation Fault''': Causes Sanitizer Bot to summon a Core Dump, a bomb that self-destructs in a huge radius. If a player fails to get out of range, the explosion will deal massive fire damage (15k damage to a tank, 20~25k damage to the average player, 30k to a defenseless player/pet), knocking them out.&lt;br /&gt;
* '''Lag''': Causes the entire group to be immobilized, unable to move or take action for several seconds. The Sanitizer Bot will immediately warp to the position of each player, additionally hitting nearby players several times, dealing around 1.2~1.6k damage to each player. This skill is stronger the more scattered away your allies are.&lt;br /&gt;
* '''Disconnected from Server''': A blue shield forms around the Sanitizer Bot, making it immune to damage but unable to act. When dealing a certain amount of damage to the shield, it will change colour, allowing players to interrupt the ability and break the shield. If the Sanitizer Bot manages to successfully end the casting duration while still having the shield up, it will cause a Blue Screen of Death attack that 1 hit KO's every player in the group.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
In-progress.&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: A Toast to Teamwork | A Toast to Teamwork]] requires you to defeat the Sanitizer Bot. It also requires you to have unlocked Space Station (by recovering the three access sigils), not by simply summoning your way through.''&lt;br /&gt;
&lt;br /&gt;
== Deactivated Security Unit ==&lt;br /&gt;
&lt;br /&gt;
[[File:DeactivatedSecurityUnit.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Deactivated Security Unit&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 36+&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Mechanical&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Fire 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 122,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep and charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To unlock the door to the boss room, you need to talk to Akia (as a result of the quest line, she is located at the entrance of the Space Station), and ask her to follow you all the way to the damaged repair bot. Then click on the damaged repair bot to initiate a cutscene between it and Akia. At the end of the cutscene, the door will open, thus starting the boss fight. &lt;br /&gt;
&lt;br /&gt;
The Deactivated Security Unit is the final boss of the dungeon, located at the end of Space Station's Central Core. The Deactivated Security Unit's defending element is Fire 1, making it vulnerable to Water (+25% more damage), Wind (+12.5% more damage) and Dark (+12.5% more damage) attacks.&lt;br /&gt;
&lt;br /&gt;
The main abilities that the Deactivated Security Unit uses are:&lt;br /&gt;
* '''Plasma Blast''': An attack that leaves behind a pool of blue plasma on the floor. When hit at least once by the plasma, it inflicts a damage over time debuff to the player for additional damage taken. Can easily take out a player that is not watching the ground carefully.&lt;br /&gt;
* '''Napalm Torrent''': An attack that targets the player with aggro, inflicting major damage every second for several seconds. This is generally used between 2 to 3 times during a single fight (Phase 1 only), with the first Napalm Torrent happening right at the beginning. Cannot be interrupted, nor reflected.&lt;br /&gt;
* '''Missile Strike''': An attack that targets the area that the player with aggro is currently standing on (shown with an orange marker seconds before the attack lands). This can 1 hit KO any player who is standing at that spot when the missile drops. This is similar to the Napalm Strike in the Monastery Garden with Goldsnare. Cannot be interrupted.&lt;br /&gt;
* '''Auto-Repair''': An ability used in Phase 3 that takes a while to cast. If either the Deactivated Security Unit (body) or the Turret LA-3X (head) is defeated, but the other is alive, it will revive itself back to full health.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Turret LA-3X&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Mechanical&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Fire 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 61,136&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The main abilities that the Turret LA-3X uses are:&lt;br /&gt;
* '''Thunderbolt''': An attack that randomly targets a player and nearby allies for low to moderate wind damage. The turret will constantly spam this skill.&lt;br /&gt;
* '''Plasma Barrage''': An attack that is either cast on the top platform or the bottom platform depending on the location of the players (indicated by a summoning circle on the chosen platform). Two parallel plasma beams start in the middle (with a small gap between each other) and move outwards to the edges of the platform. This can either knock back a player to the edge and instantly get knocked out, or gravely wound a player who is barely able to escape it (by heading inwards) if they fail to escape to the safe platform in time.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
The entire fight can be broken down into three different phases:&lt;br /&gt;
&lt;br /&gt;
===='''Phase 1 (Deactivated Security Unit)'''====&lt;br /&gt;
&lt;br /&gt;
You'll be facing against the Deactivated Security Unit (DSU) by itself. The tank should approach the boss first, while the damage dealers stack on the tank. The healer can choose to stack with the group, stay ranged on the same platform, or go on the top platform directly above the boss. The healer should make sure that they are on the same platform as the rest of the group to use Song of Harmony during the first Napalm Torrent, then they can hop onto the top platform for the rest of the phase.&lt;br /&gt;
&lt;br /&gt;
During the first several seconds of battle, the DSU will use Napalm Torrent on the player who obtained the most aggro. This ability cannot be interrupted, and must be taken by the tank (the damage dealt over time is big enough to defeat a tank without fast healing or damage reduction abilities). To counter this, the healer must use Song of Harmony on the first time it occurs, then the tank will use Burning Determination on the second, and any other Napalm Torrents will be countered with Endurance and Heal. &lt;br /&gt;
&lt;br /&gt;
* 1st Napalm Torrent: Counter with Song of Harmony&lt;br /&gt;
* 2nd Napalm Torrent: Counter with Burning Determination&lt;br /&gt;
* Any Napalm Torrents After: Counter with Endurance + Heal&lt;br /&gt;
&lt;br /&gt;
The two abilities that the DSU will constantly throw at the group are Plasma Blast and Missile Strike. Missile Strike will initially appear as a orange marker on the ground, indicating where it will be dropped (similar to the missile in Goldsnare). Plasma Blast leaves behind an AoE (a blue acidic pool), usually targeting the healer's position. Since the damage dealers follow the tank, and the healer is focused on healing, all members of the group must watch their footing to avoid these attacks, or risk being knocked out early in the fight.&lt;br /&gt;
&lt;br /&gt;
Once the boss is defeated (it will be at 1 HP), you'll watch a brief dialogue take place. You have a short period of time before the fight transitions onto Phase 2.&lt;br /&gt;
&lt;br /&gt;
===='''Phase 2 (2x LA-3X Turrets)'''====&lt;br /&gt;
&lt;br /&gt;
In Phase 2, you'll be fighting against the two turrets (referred to as turret heads in this guide) that were aiding you in the first phase. The healer should use Nightfall on the left turret head, while the group focuses on the right first. The longer the fight drags on, the more necessary it is for a Mage should use Flash Freeze on the left head to give the group double time (after the healer has gone through two Nightfall casts, and the turret head wakes up). Generally, the group should stay at the bottom platform, while the healer remains at the top. No tank is required for this part of the phase.&lt;br /&gt;
&lt;br /&gt;
Every so often, the turret head will use Plasma Barrage on a platform as long there are players on it (if the group is split between top and bottom, the turret head will randomly choose a platform). The players who are on the platform that is being targeted by Plasma Barrage must quickly run to the other platform that is safe. After the attack passes, the group can choose to stay until the next barrage comes, or return to their original platform.&lt;br /&gt;
&lt;br /&gt;
Players who wish to be risk-takers can stay on the same platform that is being targeted, and with the right timing, outmaneuver the attack (avoiding it completely, or partially). Mages in particular can use Skip onto the center of the platform, while Warriors can Charge into their teammates (at the center of the platform) at the time of the attack. Hunters, while timing the added casting time of Shadowstep, can avoid the attack as well. A player that has been shielded with Emerald Shield can run directly into the beam to avoid the attack (they must be quick in doing so). &lt;br /&gt;
&lt;br /&gt;
The turret head will constantly spam Thunderbolt, hitting nearby players for quite a bit of damage. If the healer remains on the top platform, they can avoid most of the damage from Thunderbolt, as long as they are not the one being targeted.&lt;br /&gt;
&lt;br /&gt;
Focus on defeating one head, then afterwards taking out the other head. After both turret heads have been defeated, the fight will transition into Phase 3.&lt;br /&gt;
&lt;br /&gt;
===='''Phase 3 (Deactivated Security Unit + 1x LA-3X Turret)'''====&lt;br /&gt;
&lt;br /&gt;
In Phase 3, you'll be fighting the DSU and one of the turret heads at the same time (the DSU will act as a body, and the turret will be a head on top of the DSU). Because of this, the DSU specifically will no longer use Napalm Torrent, but all other attacks are carried over. The tank should focus on the DSU first (since it is the one responsible for moving around). The damage dealers should focus on stacking with the tank, while the healer can stay at the top (until a Plasma Barrage forces them to be down).&lt;br /&gt;
&lt;br /&gt;
The three things that the group should focus on avoiding is:&lt;br /&gt;
* Plasma Barrage (avoiding the platform that it is being cast on)&lt;br /&gt;
* Plasma Blast (avoiding standing on and going into the blue acidic pool)&lt;br /&gt;
* Missile Strike (avoiding standing on the area where the missile will be fired at)&lt;br /&gt;
&lt;br /&gt;
The tank will have to constantly stay alert of these three abilities, and will be in constant motion (so that the damage dealers following you don't end up walking into their doom). The tank should always take the longer way of reaching the other platform to avoid Plasma Barrage (so the two bosses are more likely to waste their abilities on the same platform as the one being targeted on). The healer has to be wary of these same abilities as well while healing the group, but won't have to move around as much as the tank.&lt;br /&gt;
&lt;br /&gt;
Finally, the group has to simultaneously defeat both bosses by checking and restraining their DPS. Because the DSU has more health than the turret head, the turret head can easily be knocked out early on by accident. When either the DSU or turret head is defeated and not both, the other will begin to cast an Auto-Repair and recover all of their health, dragging the fight on. &lt;br /&gt;
&lt;br /&gt;
To prevent this, the turret head should be lowered to less than 10 to 15k of it's health, then the damage dealers should stop attacking it and focus on the DSU. Once the DSU (body) has been defeated, it will begin an Auto-Repair, but then you'll have plenty of time to take out the turret head before it is finished casting.&lt;br /&gt;
&lt;br /&gt;
Upon defeating the Deactivated Security Unit, you'll be immediately teleported to outside of the Moonlight Monastery on a cliff. Any players who were knocked out will be revived by Akia. After watching a short dialogue between Akia and the repair bot, a chest will appear, containing random valuable equipment inside.&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Shooting Stars | Shooting Stars]] requires you to defeat the Deactivated Security Unit. It also requires you to have unlocked Space Station (by recovering the three access sigils), not by simply summoning your way through.''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Previously, players could still access the space station after it is &amp;quot;presumed&amp;quot; to be destroyed by the countdown explosion, shortly after defeating the boss at the end. This has been changed, so now players cannot access the space station after defeating the Deactivated Security Unit (they will be transported into space instead, and get knocked out from fall damage).&lt;br /&gt;
** Therefore, the Sanitizer Bot must be challenged before engaging the Deactivated Security Unit, or else the opportunity to challenge it will be lost.&lt;br /&gt;
* Players can redirect the first Napalm Torrent in Phase 1 to a pet by having the pet attack the boss first at the start of battle, while the rest of the team holds off on attacking/grabbing the boss's attention. Once the Napalm Torrent is cast, the tank can then grab aggro of the boss, followed by the damage dealers beginning their attacks. This in turn allows the healer to save their Song of Harmony for another crucial moment during the boss fight.&lt;br /&gt;
* The Deactivated Security Unit is vulnerable to Curse of Slowness, allowing for the possibility of kiting the boss during Phases 1 and 3.&lt;br /&gt;
* Players struggling with the Space Station boss's Phase 2 can use a top-bottom approach, rather than a bottom-top approach for easier transitioning between platforms. This means that the entire group attacks the boss at the top platform first, and when Plasma Barrage comes, they can just walk down.&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=SS-AR1&amp;diff=6888</id>
		<title>SS-AR1</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=SS-AR1&amp;diff=6888"/>
				<updated>2025-11-16T05:28:17Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Space Station (formally known as the &amp;quot;SS-AR1&amp;quot;, or &amp;quot;SS&amp;quot; for short) is a [[dungeons | sub-dungeon]] located inside the [[Moonlight Monastery]]. Alongside Akia, you will investigate the mysterious area left behind by the Ancients, now occupied by Dark Abyss forces. In addition, you will put a stop to the Dark Abyss's plans of militarizing the station as a weapon of mass destruction which threatens the very existence of Elyssia. &lt;br /&gt;
&lt;br /&gt;
After defeating Nyranthix, you gain access to the right side of The Summit, which contains a teleporter, and a quest line beginning from the quest '''The Sigils of Life'''. To complete this quest, you require the following sigils: Sigil of Fire (Gorath), Sigil of Earth (Terechia), and Sigil of the Moon (Nyranthix). Then you will have to go to Akia for the second part of this quest, and return back to the teleporter, finally allowing access to the Space Station.&lt;br /&gt;
&lt;br /&gt;
The recommended level for the Space Station is 32 to 34, and adventurers above level 34 will be scaled down to that level for the dungeon. The level scaling follows the option you selected for the Moonlight Monastery, so no changes are required. It is also recommended that you have at least 3 or more players before starting the dungeon. A typical group set-up will consist of one healer, one tank and one or more damage dealers. &lt;br /&gt;
&lt;br /&gt;
The increase in difficulty may be uncomfortable for first-time players. It is recommended that a player who approaches the Space Station for the first time to have their level unscaled, to better understand the gimmicks of the boss fights. The forced level scaling on first-time players is not present here, allowing the group to freely unscale.&lt;br /&gt;
&lt;br /&gt;
== Sanitizer Bot (Optional) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Sanitizer Bot.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Sanitizer Bot&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Mechanical&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Fire 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 336,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep and charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Sanitizer Bot is an optional boss that can be found in the Space Station's Cargo Bay, leading south-west from the junction in the first area. Inside the cargo bay, the Sanitizer Bot awaits at the right side of the map. The Sanitizer Bot's defending element is Fire 1, making it vulnerable to Water (+25% more damage), Wind (+12.5% more damage) and Dark (+12.5% more damage) attacks. Being one of the more recently added bosses, it is more challenging than the final boss of the Space Station, as well as the rest of the Moonlight Monastery combined.&lt;br /&gt;
&lt;br /&gt;
The main abilities that the Sanitizer Bot uses are:&lt;br /&gt;
* '''System Reboot''': Used when Sanitizer Bot defeats all players, and ends combat. Restores 25% of it's maximum health in 1 second.&lt;br /&gt;
* '''Repair''': A really slow version of Heal that is used after System Reboot, only when Sanitizer Bot is not in combat. Restores 25% of it's maximum health.&lt;br /&gt;
* '''Surge''': Similar to the Mage's Thunderbolt spell. An attack that hits several players for 1,000~1,200 wind damage.&lt;br /&gt;
* '''Deadlock''': Similar to the Warrior's Bash skill. An attack that hits a player for 1,000~2,000 damage, and stuns them for 5 seconds. &lt;br /&gt;
* '''Debug''': Similar to the Mage's Fire Bolt spell. Randomly targets a player, dealing around 1k fire damage.&lt;br /&gt;
* '''Compatibility Check''': Similar to the Mage's Embers spell. Randomly targets a player, inflicting a debuff that deals fire damage over time for several seconds.&lt;br /&gt;
* '''Illegal Instruction''': Similar to the Mage's Ignite spell. The player that received Compatibility Check will be targeted. If they have the Compatibility Check debuff on them, they take massive fire damage (around 10~12k fire damage), otherwise this skill will fail.&lt;br /&gt;
* '''Jitter''': Similar to Curse of Slowness. Hits every player, slowing their movement speed by 55%, and increasing casting/attack delay by 50%. Often used in combination with Segmentation Fault.&lt;br /&gt;
* '''Segmentation Fault''': Causes Sanitizer Bot to summon a Core Dump, a bomb that self-destructs in a huge radius. If a player fails to get out of range, the explosion will deal massive fire damage (15k damage to a tank, 20~25k damage to the average player, 30k to a defenseless player/pet), knocking them out.&lt;br /&gt;
* '''Lag''': Causes the entire group to be immobilized, unable to move or take action for several seconds. The Sanitizer Bot will immediately warp to the position of each player, additionally hitting nearby players several times, dealing around 1.2~1.6k damage to each player. This skill is stronger the more scattered away your allies are.&lt;br /&gt;
* '''Disconnected from Server''': A blue shield forms around the Sanitizer Bot, making it immune to damage but unable to act. When dealing a certain amount of damage to the shield, it will change colour, allowing players to interrupt the ability and break the shield. If the Sanitizer Bot manages to successfully end the casting duration while still having the shield up, it will cause a Blue Screen of Death attack that 1 hit KO's every player in the group.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
In-progress.&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: A Toast to Teamwork | A Toast to Teamwork]] requires you to defeat the Sanitizer Bot. It also requires you to have unlocked Space Station (by recovering the three access sigils), not by simply summoning your way through.''&lt;br /&gt;
&lt;br /&gt;
== Deactivated Security Unit ==&lt;br /&gt;
&lt;br /&gt;
[[File:DeactivatedSecurityUnit.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Deactivated Security Unit&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 36+&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Mechanical&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Fire 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 122,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep and charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To unlock the door to the boss room, you need to talk to Akia (as a result of the quest line, she is located at the entrance of the Space Station), and ask her to follow you all the way to the damaged repair bot. Then click on the damaged repair bot to initiate a cutscene between it and Akia. At the end of the cutscene, the door will open, thus starting the boss fight. &lt;br /&gt;
&lt;br /&gt;
The Deactivated Security Unit is the final boss of the dungeon, located at the end of Space Station's Central Core. The Deactivated Security Unit's defending element is Fire 1, making it vulnerable to Water (+25% more damage), Wind (+12.5% more damage) and Dark (+12.5% more damage) attacks.&lt;br /&gt;
&lt;br /&gt;
The main abilities that the Deactivated Security Unit uses are:&lt;br /&gt;
* '''Plasma Blast''': An attack that leaves behind a pool of blue plasma on the floor. When hit at least once by the plasma, it inflicts a damage over time debuff to the player for additional damage taken. Can easily take out a player that is not watching the ground carefully.&lt;br /&gt;
* '''Napalm Torrent''': An attack that targets the player with aggro, inflicting major damage every second for several seconds. This is generally used between 2 to 3 times during a single fight (Phase 1 only), with the first Napalm Torrent happening right at the beginning. Cannot be interrupted, nor reflected.&lt;br /&gt;
* '''Missile Strike''': An attack that targets the area that the player with aggro is currently standing on (shown with an orange marker seconds before the attack lands). This can 1 hit KO any player who is standing at that spot when the missile drops. This is similar to the Napalm Strike in the Monastery Garden with Goldsnare. Cannot be interrupted.&lt;br /&gt;
* '''Auto-Repair''': An ability used in Phase 3 that takes a while to cast. If either the Deactivated Security Unit (body) or the Turret LA-3X (head) is defeated, but the other is alive, it will revive itself back to full health.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Turret LA-3X&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Mechanical&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Fire 1&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 61,136&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to charm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The main abilities that the Turret LA-3X uses are:&lt;br /&gt;
* '''Thunderbolt''': An attack that randomly targets a player and nearby allies for low to moderate wind damage. The turret will constantly spam this skill.&lt;br /&gt;
* '''Plasma Barrage''': An attack that is either cast on the top platform or the bottom platform depending on the location of the players (indicated by a summoning circle on the chosen platform). Two parallel plasma beams start in the middle (with a small gap between each other) and move outwards to the edges of the platform. This can either knock back a player to the edge and instantly get knocked out, or gravely wound a player who is barely able to escape it (by heading inwards) if they fail to escape to the safe platform in time.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
The entire fight can be broken down into three different phases:&lt;br /&gt;
&lt;br /&gt;
===='''Phase 1 (Deactivated Security Unit)'''====&lt;br /&gt;
&lt;br /&gt;
You'll be facing against the Deactivated Security Unit (DSU) by itself. The tank should approach the boss first, while the damage dealers stack on the tank. The healer can choose to stack with the group, stay ranged on the same platform, or go on the top platform directly above the boss. The healer should make sure that they are on the same platform as the rest of the group to use Song of Harmony during the first Napalm Torrent, then they can hop onto the top platform for the rest of the phase.&lt;br /&gt;
&lt;br /&gt;
During the first several seconds of battle, the DSU will use Napalm Torrent on the player who obtained the most aggro. This ability cannot be interrupted, and must be taken by the tank (the damage dealt over time is big enough to defeat a tank without fast healing or damage reduction abilities). To counter this, the healer must use Song of Harmony on the first time it occurs, then the tank will use Burning Determination on the second, and any other Napalm Torrents will be countered with Endurance and Heal. &lt;br /&gt;
&lt;br /&gt;
* 1st Napalm Torrent: Counter with Song of Harmony&lt;br /&gt;
* 2nd Napalm Torrent: Counter with Burning Determination&lt;br /&gt;
* Any Napalm Torrents After: Counter with Endurance + Heal&lt;br /&gt;
&lt;br /&gt;
The two abilities that the DSU will constantly throw at the group are Plasma Blast and Missile Strike. Missile Strike will initially appear as a orange marker on the ground, indicating where it will be dropped (similar to the missile in Goldsnare). Plasma Blast leaves behind an AoE (a blue acidic pool), usually targeting the healer's position. Since the damage dealers follow the tank, and the healer is focused on healing, all members of the group must watch their footing to avoid these attacks, or risk being knocked out early in the fight.&lt;br /&gt;
&lt;br /&gt;
Once the boss is defeated (it will be at 1 HP), you'll watch a brief dialogue take place. You have a short period of time before the fight transitions onto Phase 2.&lt;br /&gt;
&lt;br /&gt;
===='''Phase 2 (2x LA-3X Turrets)'''====&lt;br /&gt;
&lt;br /&gt;
In Phase 2, you'll be fighting against the two turrets (referred to as turret heads in this guide) that were aiding you in the first phase. The healer should use Nightfall on the left turret head, while the group focuses on the right first. The longer the fight drags on, the more necessary it is for a Mage should use Flash Freeze on the left head to give the group double time (after the healer has gone through two Nightfall casts, and the turret head wakes up). Generally, the group should stay at the bottom platform, while the healer remains at the top. No tank is required for this part of the phase.&lt;br /&gt;
&lt;br /&gt;
Every so often, the turret head will use Plasma Barrage on a platform as long there are players on it (if the group is split between top and bottom, the turret head will randomly choose a platform). The players who are on the platform that is being targeted by Plasma Barrage must quickly run to the other platform that is safe. After the attack passes, the group can choose to stay until the next barrage comes, or return to their original platform.&lt;br /&gt;
&lt;br /&gt;
Players who wish to be risk-takers can stay on the same platform that is being targeted, and with the right timing, outmaneuver the attack (avoiding it completely, or partially). Mages in particular can use Skip onto the center of the platform, while Warriors can Charge into their teammates (at the center of the platform) at the time of the attack. Hunters, while timing the added casting time of Shadowstep, can avoid the attack as well. A player that has been shielded with Emerald Shield can run directly into the beam to avoid the attack (they must be quick in doing so). &lt;br /&gt;
&lt;br /&gt;
The turret head will constantly spam Thunderbolt, hitting nearby players for quite a bit of damage. If the healer remains on the top platform, they can avoid most of the damage from Thunderbolt, as long as they are not the one being targeted.&lt;br /&gt;
&lt;br /&gt;
Focus on defeating one head, then afterwards taking out the other head. After both turret heads have been defeated, the fight will transition into Phase 3.&lt;br /&gt;
&lt;br /&gt;
===='''Phase 3 (Deactivated Security Unit + 1x LA-3X Turret)'''====&lt;br /&gt;
&lt;br /&gt;
In Phase 3, you'll be fighting the DSU and one of the turret heads at the same time (the DSU will act as a body, and the turret will be a head on top of the DSU). Because of this, the DSU specifically will no longer use Napalm Torrent, but all other attacks are carried over. The tank should focus on the DSU first (since it is the one responsible for moving around). The damage dealers should focus on stacking with the tank, while the healer can stay at the top (until a Plasma Barrage forces them to be down).&lt;br /&gt;
&lt;br /&gt;
The three things that the group should focus on avoiding is:&lt;br /&gt;
* Plasma Barrage (avoiding the platform that it is being cast on)&lt;br /&gt;
* Plasma Blast (avoiding standing on and going into the blue acidic pool)&lt;br /&gt;
* Missile Strike (avoiding standing on the area where the missile will be fired at)&lt;br /&gt;
&lt;br /&gt;
The tank will have to constantly stay alert of these three abilities, and will be in constant motion (so that the damage dealers following you don't end up walking into their doom). The tank should always take the longer way of reaching the other platform to avoid Plasma Barrage (so the two bosses are more likely to waste their abilities on the same platform as the one being targeted on). The healer has to be wary of these same abilities as well while healing the group, but won't have to move around as much as the tank.&lt;br /&gt;
&lt;br /&gt;
Finally, the group has to simultaneously defeat both bosses by checking and restraining their DPS. Because the DSU has more health than the turret head, the turret head can easily be knocked out early on by accident. When either the DSU or turret head is defeated and not both, the other will begin to cast an Auto-Repair and recover all of their health, dragging the fight on. &lt;br /&gt;
&lt;br /&gt;
To prevent this, the turret head should be lowered to less than 10 to 15k of it's health, then the damage dealers should stop attacking it and focus on the DSU. Once the DSU (body) has been defeated, it will begin an Auto-Repair, but then you'll have plenty of time to take out the turret head before it is finished casting.&lt;br /&gt;
&lt;br /&gt;
Upon defeating the Deactivated Security Unit, you'll be immediately teleported to outside of the Moonlight Monastery on a cliff. Any players who were knocked out will be revived by Akia. After watching a short dialogue between Akia and the repair bot, a chest will appear, containing random valuable equipment inside.&lt;br /&gt;
&lt;br /&gt;
''The trophy [[Trophy: Shooting Stars | Shooting Stars]] requires you to defeat the Deactivated Security Unit. It also requires you to have unlocked Space Station (by recovering the three access sigils), not by simply summoning your way through.''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Previously, players could still access the space station after it is &amp;quot;presumed&amp;quot; to be destroyed by the countdown explosion, shortly after defeating the boss at the end. This has been changed, so now players cannot access the space station after defeating the Deactivated Security Unit (they will be transported into space instead, and get knocked out from fall damage).&lt;br /&gt;
** Therefore, the Sanitizer Bot must be challenged before engaging the Deactivated Security Unit, or else the opportunity to challenge it will be lost.&lt;br /&gt;
* Players can redirect the first Napalm Torrent in Phase 1 to a pet by having them attack the boss first at the start of battle, while the rest of the team holds off on attacking/grabbing the boss's attention. Once the Napalm Torrent is cast, the tank can then grab aggro of the boss, followed by the damage dealers beginning their attacks. This in turn allows the healer to save their Song of Harmony for another crucial moment during the boss fight.&lt;br /&gt;
* The Deactivated Security Unit is vulnerable to Curse of Slowness, allowing for the possibility of kiting the boss during Phases 1 and 3.&lt;br /&gt;
* Players struggling with the Space Station boss's Phase 2 can use a top-bottom approach, rather than a bottom-top approach for easier transitioning between platforms. This means that the entire group attacks the boss at the top platform first, and when Plasma Barrage comes, they can just walk down.&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor_(Trial)&amp;diff=6887</id>
		<title>The Forlorn Manor (Trial)</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor_(Trial)&amp;diff=6887"/>
				<updated>2025-11-13T05:57:52Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For the dungeon version (includes trophies such as Fire Proof) and not the trial version, please see [[The Forlorn Manor]] instead.''&lt;br /&gt;
&lt;br /&gt;
''Haunted by ghosts for as long as anyone can remember, the Forlorn Manor has been avoided by anyone that values their life. As an adventurer fearless enough to brave the vile spirits, it is up to you to put an end to their nefarious reign.''&lt;br /&gt;
&lt;br /&gt;
The Forlorn Manor is a trial that takes place in [[NPC: Bramble|Bramble's]] imagination of [[The Forlorn Manor]] during the quest [[Quest: A Spirited Performance|A Spirited Performance]] in Timeless Waters. You cannot manually queue for the trial through an NPC; only through [[Battlegrounds]] (Game &amp;gt; Community tab &amp;gt; Battle). To unlock the trial, you must complete Bramble's mini quest-line, starting from Fiery Surprises and Writer's Block, until you get to A Spirited Performance.&lt;br /&gt;
&lt;br /&gt;
The recommended level is around 30, and players above level 30 will be scaled down to that level for the trial. A minimum of 3 or more players is required. A typical group set-up will consist of one healer, one tank and one or more damage dealers. You cannot change classes in a trial (unless you leave and re-join with the rest of the group accepting the prompt to look for other adventurers), but you can switch skill sets.&lt;br /&gt;
&lt;br /&gt;
== Casper ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Casper|33+|Demon|Ghost 2|144,000|Immune to stun, freeze, silence, sleep, and charm. Extrasensory.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Casper.png]]&lt;br /&gt;
&lt;br /&gt;
Casper is a boss that uses different gimmicks at each stage of his health, while having no berserk timers to limit the duration of the fight. Although he does not have an indicator on his health bar to determine when his attacks will come, his dialogue can determine what kind of attack he does next. Casper does not have a Swipe skill, which means you can stand in front of him as you please.&lt;br /&gt;
&lt;br /&gt;
=== Beginning ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Visitors? What a .. pleasant surprise ..'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
* '''Fire Bolt (level 3)''': Hits one player, dealing about 1,200-1,500 fire damage.&lt;br /&gt;
* '''Fire Ball Volley (level 1)''': Hits all players, dealing ~100 fire damage.&lt;br /&gt;
* '''Curse of Slowness (level 5)''': Slows down the player with aggro (tank) by -40% movement speed.&lt;br /&gt;
&lt;br /&gt;
Like it's dungeon counterpart, Casper begins the fight without doing much. The tank should use this opportunity to grab aggro from Casper by heading to the far-right side of the room. Alongside the two Shooeys beside him, he also summons a Shoo, which is followed up with more Shooeys. Get rid of the Shoo quickly, as it will automatically take out the Shooeys with it.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Phase ===&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Demonic Fiend|32|Demon|Dark 1|32,138|Immune to stun, freeze, silence, sleep, and charm.}}&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: You are not alone in this manor. Why don't you meet a few of our residents, who have made it .. their home?'''''&lt;br /&gt;
&lt;br /&gt;
'''''The flame of the enchanted candle gutters out ...'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
* '''Empower''': Can be smited. Does nothing.&lt;br /&gt;
* '''Lesser Fire Storm''': Hits all players for about ~1,200 fire damage (about 40-60% health). If any players are stacked on top of each other, they can get hit multiple times, multiplying the damage of this attack.&lt;br /&gt;
&lt;br /&gt;
- Spells that the Demonic Fiend will use:&lt;br /&gt;
&lt;br /&gt;
* '''Terrify (level 1)''': Inflicts fear on a random player for several seconds. Can be smited.&lt;br /&gt;
* '''Infernal Strength''': While in darkness, the Demonic Fiend automatically gains a damage buff, enraging it. This buff is dispelled if it is near any lit candle, and regained if the message '''''The light fades as the last of the enchanted candle burns down ...''''' appears while there are no lit candles on the field, or regained briefly if the tank tries to move the fiend between candle locations.&lt;br /&gt;
&lt;br /&gt;
- Spells that the Fiery Apparitions will use:&lt;br /&gt;
&lt;br /&gt;
* '''Detonate''': When the apparition is defeated, it explodes in a tiny radius, dealing ~1,000-1,200 fire damage (about 40-60% health) to any player caught in the blast. If possible, try not to stand directly on top of it.&lt;br /&gt;
&lt;br /&gt;
At around 80-90% of Casper's health, he will go into hiding, disappearing from the screen and is invulnerable to attacks. The background will change to darkness, and Casper will periodically call 2 Vile Sprites, a Shoo, multiple Shooeys. New to this fight are the Fiery Apparitions and a Demonic Fiend (with Terrify level 1) that spawns. In order for Casper to re-appear early, the Demonic Fiend must be defeated, while lighting one or more candles to prevent the fiend from enraging with a damage buff.&lt;br /&gt;
&lt;br /&gt;
The tank should stay on top of the right-most candle, growling the other monsters and drawing the Fiery Apparition close to the candle for the damage dealer to defeat it, lighting the candle up. The damage dealer focuses their efforts on taking out all the monsters as quickly as possible. Meanwhile, the healer should make good use of Healing Springs to heal the team and deal additional damage. &lt;br /&gt;
&lt;br /&gt;
As soon as the Demonic Fiend appears, the tank should draw it's attention with a Taunt and smite it's Terrify, while the damage dealer focuses their efforts on taking it out. If the damage dealer cannot defeat the fiend in time, the damage dealer and/or tank should lure the next fiery apparition to light the candle on the left, and move the fiend right before the message '''''The light fades as the last of the enchanted candle burns down ...''''' appears. The damage dealer or healer should stand on the candle to the left so the tank can quickly Charge to them, minimizing the damage taken from the fiend's brief enrage while moving between candles.&lt;br /&gt;
&lt;br /&gt;
Once the fiend is defeated, Casper immediately re-appears and casts Empower (this skill can be smited, but it has no effect), followed by a Lesser Fire Storm that cannot be avoided. The team needs to quickly spread out to prevent getting hit multiple times by this attack, then regroup afterwards. The healer should make sure each player is above 50% of their health before this attack occurs to survive the blast, then quickly use Healing Springs afterwards to patch the team back up.&lt;br /&gt;
&lt;br /&gt;
=== Interlude ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Did my residents not give you a proper welcome?'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: How .. terrible. Let me make this up to you!'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning):&lt;br /&gt;
&lt;br /&gt;
* '''Armageddon''': This spell causes several orbs to swirl around, randomly crashing into the ground and dealing damage to players, having a chance to land all on the same spot, dealing heavy damage nearby players depending on their position. A Tank should be responsible for Smiting the spell every time it comes up. You can move forward to avoid all, if not most of the blast. &lt;br /&gt;
* '''Meteor Rain''': This spell causes a meteor to drop every few seconds around the targeted area, stunning targets hit and inflicting massive amounts of damage. This AoE spell is occasionally used after Armageddon, so have a Mage use Disrupt Magic in order to interrupt it, or a DPS Warrior in your group to Smite it. Alternately if it cannot be interrupted, have the tank move out of it's drop range.&lt;br /&gt;
&lt;br /&gt;
You have a brief period of time to attack Casper before he transitions into the next phase. The tank should move Casper to the left side of the room now, eliminating any leftover monsters from the previous phase as well as any new ones he might spawn during this moment. Watch out for both Armageddon and Meteor Rain once it comes up. &lt;br /&gt;
&lt;br /&gt;
=== Middle - Blazing Meteor ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: This manor will be your tomb!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper prepares to summon a blazing meteor!'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning and interlude):&lt;br /&gt;
&lt;br /&gt;
* '''Blazing Meteor''': Destroys most of the room and it's platforms, leaving behind a circular platform safe spot intact on the left surrounded by a fiery pit. Ideally, the tank should move the boss to the safe spot beforehand during the interlude.&lt;br /&gt;
* '''Blazing Avalanche''': Casper will pick a random player, spawning multiple meteors in their direction in attempt to push them off into the fiery pit below. Deals about 50-80% of player's health in damage. Move behind Casper to avoid this attack. This can also be smited, but Armageddon takes priority first.&lt;br /&gt;
&lt;br /&gt;
As soon as the blazing meteor message appears, the tank should move Casper to the safe spot if they haven't done so already. Continue dealing damage to Casper, while watching out for Armageddon and Meteor Rain, as well as Blazing Avalanche. The next phase starts as soon as you see a large circle around himself.&lt;br /&gt;
&lt;br /&gt;
=== End - Fire Storm &amp;amp; Descend To Stop Hell's Touch === &lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Persistent whelps! I should have gotten rid of you long ago!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: No matter - when I am done, you will all be burned to a crisp!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Struggle as you want, you shall not stop me this time!''''' (when Casper begins casting Hell's Touch)&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Stubborn pests! Why won't you just die!''''' (after Hell's Touch is interrupted)&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning, interlude and Blazing Avalanche):&lt;br /&gt;
&lt;br /&gt;
* '''Fire Storm''': Deals massive fire damage in a large circle around himself, knocking out most players caught in the blast on the circular platform. Wait until the plank drops, then stay on the left-most edge of the platform, or drop down to the plank below to avoid.&lt;br /&gt;
* '''Hell's Touch''': Casper teleports to the bottom-right of the map after using Fire Storm and begins casting this one-hit KO attack with a 20-second timer on the player's screen. No Smite needed, as damage from any player to Casper will interrupt this attack.&lt;br /&gt;
&lt;br /&gt;
Once Casper is reduced to about 30% of his health, he will begin casting Fire Storm in a large circle around himself. At the same time, a large plank of wood will fall to the left, creating a platform to descend to avoid the attack. Descend to the left after the plank drops, and rush to the boss who has now teleported to the bottom-right, starting a 20 second timer for Hell's Touch.&lt;br /&gt;
&lt;br /&gt;
The tank needs to quickly reach the boss in 20 seconds to stop the attack, but also growl the monsters along the way (to prevent the damage dealer and healer from taking too much damage) while having to endure Curse of Slowness placed on them (a pet with Blessing of Speed or a healer with Blessing of Speed can help, but isn't necessary). Use Charge to close the distance, whenever possible. If the tank is somehow unable to reach the boss in time, the damage dealer can also quickly rush to the boss and deal damage to Casper to interrupt the attack (Casper will still be aggroed to the tank).&lt;br /&gt;
&lt;br /&gt;
A fire will spawn shortly starting from center-left of the room, slowly spreading to the right. Continue attacking Casper while watching out for Armageddon, Meteor Rain and Blazing Avalanche in the right side of the map until he is defeated.&lt;br /&gt;
&lt;br /&gt;
== Notable Drops List ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; data-expandtext=&amp;quot;Open&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&lt;br /&gt;
! Item/Equipment !! Type !! Recommended Class(es)&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1540|Casper Plush}} || Head || Mage/Priest&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|31|Casper Spirit Bottle}} || Enchant - Head || All&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2181|Concealing Cloth}} || Hair/Neck || Hunter&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1555|Drooping Kitten}} || Head || Mage/Priest&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1560|Heavy Bandages}} || Head || Hunter&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1532|Schematic: Golden Chandeleir}} || Consumable || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1528|Schematic: Wand Lamp}} || Consumable || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2091|Thick Bandages}} || Gloves || Mage/Priest&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1541|Vanishing Cloth}} || Head/Tail || Priest&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2180|Vanishing Mitten}} || Gloves || Warrior&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* There is a Ghostly Chest that spawns in the bottom-left corner during the descent to avoid Fire Storm and stop Hell's Touch. This chest contains gold and the {{Item|2076|Halls of the Undead}} cd (if you don't have it).&lt;br /&gt;
* If you have the Guardian Stone of Ice, it is recommended to use a {{Item|57|Vial of Enchanted Water}} (Neutral 2 -&amp;gt; Water 2) to reduce the damage taken. A player by default takes 50% more damage from Ghost attacks, 25% more damage from Dark attacks and 0% more damage from Fire attacks. Having Water 2 reduces the damage taken from Ghost attacks to -10% (a 60% decrease), Dark attacks to 0% (25% decrease) and Fire attacks to -25% (25% decrease).&lt;br /&gt;
** A {{Item|1387|Frozen Valentine Cupcake}} from a {{Item|1389|Snow-Covered Picnic Basket}} (drops from Galepeak Cavern's Frozen Chests/Frost Caches) can also further reduce the fire damage taken slightly.&lt;br /&gt;
* Because the trial is level 30, healers do not have access to [[Song of Harmony]]. Instead, use [[Healing Springs]] and stacking to heal the team.&lt;br /&gt;
* It is recommended for a Mage to use Fire Wall, Fire Hail and Ignite during this fight, as you will have to deal with multiple monsters. Be careful of the branches on the top-right corner of the room, as it will cause your Fire Hail to miss if not aimed properly.&lt;br /&gt;
* This trial has a chance to drop various transparent equipment, such as Vanishing Mittens, Vanishing Cloth and Concealing Cloth, allowing your character to hide certain parts of their equipment when used as a costume. In addition, there is a chance for Thick Bandages to drop, one of two currently best-in-slot late-game gloves for Mages and DPS Priests.&lt;br /&gt;
&lt;br /&gt;
[[Category: Trials]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor_(Trial)&amp;diff=6886</id>
		<title>The Forlorn Manor (Trial)</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor_(Trial)&amp;diff=6886"/>
				<updated>2025-11-13T05:50:45Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For the dungeon version (includes trophies such as Fire Proof) and not the trial version, please see [[The Forlorn Manor]] instead.''&lt;br /&gt;
&lt;br /&gt;
''Haunted by ghosts for as long as anyone can remember, the Forlorn Manor has been avoided by anyone that values their life. As an adventurer fearless enough to brave the vile spirits, it is up to you to put an end to their nefarious reign.''&lt;br /&gt;
&lt;br /&gt;
The Forlorn Manor is a trial that takes place in [[NPC: Bramble|Bramble's]] imagination of [[The Forlorn Manor]] during the quest [[Quest: A Spirited Performance|A Spirited Performance]] in Timeless Waters. You cannot manually queue for the trial through an NPC; only through [[Battlegrounds]] (Game &amp;gt; Community tab &amp;gt; Battle). To unlock the trial, you must complete Bramble's mini quest-line, starting from Fiery Surprises and Writer's Block, until you get to A Spirited Performance.&lt;br /&gt;
&lt;br /&gt;
The recommended level is around 30, and players above level 30 will be scaled down to that level for the trial. A minimum of 3 or more players is required. A typical group set-up will consist of one healer, one tank and one or more damage dealers. You cannot change classes in a trial (unless you leave and re-join with the rest of the group accepting the prompt to look for other adventurers), but you can switch skill sets.&lt;br /&gt;
&lt;br /&gt;
== Casper ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Casper|33+|Demon|Ghost 2|144,000|Immune to stun, freeze, silence, sleep, and charm. Extrasensory.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Casper.png]]&lt;br /&gt;
&lt;br /&gt;
Casper is a boss that uses different gimmicks at each stage of his health, while having no berserk timers to limit the duration of the fight. Although he does not have an indicator on his health bar to determine when his attacks will come, his dialogue can determine what kind of attack he does next. Casper does not have a Swipe skill, which means you can stand in front of him as you please.&lt;br /&gt;
&lt;br /&gt;
=== Beginning ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Visitors? What a .. pleasant surprise ..'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
* '''Fire Bolt (level 3)''': Hits one player, dealing about 1,200-1,500 fire damage.&lt;br /&gt;
* '''Fire Ball Volley (level 1)''': Hits all players, dealing ~100 fire damage.&lt;br /&gt;
* '''Curse of Slowness (level 5)''': Slows down the player with aggro (tank) by -40% movement speed.&lt;br /&gt;
&lt;br /&gt;
Like it's dungeon counterpart, Casper begins the fight without doing much. The tank should use this opportunity to grab aggro from Casper by heading to the far-right side of the room. Alongside the two Shooeys beside him, he also summons a Shoo, which is followed up with more Shooeys. Get rid of the Shoo quickly, as it will automatically take out the Shooeys with it.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Phase ===&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Demonic Fiend|32|Demon|Dark 1|32,138|Immune to stun, freeze, silence, sleep, and charm.}}&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: You are not alone in this manor. Why don't you meet a few of our residents, who have made it .. their home?'''''&lt;br /&gt;
&lt;br /&gt;
'''''The flame of the enchanted candle gutters out ...'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
* '''Empower''': Can be smited. Does nothing.&lt;br /&gt;
* '''Lesser Fire Storm''': Hits all players for about ~1,200 fire damage (about 40-60% health). If any players are stacked on top of each other, they can get hit multiple times, multiplying the damage of this attack.&lt;br /&gt;
&lt;br /&gt;
- Spells that the Demonic Fiend will use:&lt;br /&gt;
&lt;br /&gt;
* '''Terrify (level 1)''': Inflicts fear on a random player for several seconds. Can be smited.&lt;br /&gt;
* '''Infernal Strength''': While in darkness, the Demonic Fiend automatically gains a damage buff, enraging it. This buff is dispelled if it is near any lit candle, and regained if the message '''''The light fades as the last of the enchanted candle burns down ...''''' appears while there are no lit candles on the field, or regained briefly if the tank tries to move the fiend between candle locations.&lt;br /&gt;
&lt;br /&gt;
- Spells that the Fiery Apparitions will use:&lt;br /&gt;
&lt;br /&gt;
* '''Detonate''': When the apparition is defeated, it explodes in a tiny radius, dealing ~1,000-1,200 fire damage (about 40-60% health) to any player caught in the blast. If possible, try not to stand directly on top of it.&lt;br /&gt;
&lt;br /&gt;
At around 80-90% of Casper's health, he will go into hiding, disappearing from the screen and is invulnerable to attacks. The background will change to darkness, and Casper will periodically call 2 Vile Sprites, a Shoo, multiple Shooeys. New to this fight are the Fiery Apparitions and a Demonic Fiend (with Terrify level 1) that spawns. In order for Casper to re-appear early, the Demonic Fiend must be defeated, while lighting one or more candles to prevent the fiend from enraging with a damage buff.&lt;br /&gt;
&lt;br /&gt;
The tank should stay on top of the right-most candle, growling the other monsters and drawing the Fiery Apparition close to the candle for the damage dealer to defeat it, lighting the candle up. The damage dealer focuses their efforts on taking out all the monsters as quickly as possible. Meanwhile, the healer should make good use of Healing Springs to heal the team and deal additional damage. &lt;br /&gt;
&lt;br /&gt;
As soon as the Demonic Fiend appears, the tank should draw it's attention with a Taunt and smite it's Terrify, while the damage dealer focuses their efforts on taking it out. If the damage dealer cannot defeat the fiend in time, the damage dealer and/or tank should lure the next fiery apparition to light the candle on the left, and move the fiend right before the message '''''The light fades as the last of the enchanted candle burns down ...''''' appears. The damage dealer or healer should stand on the candle to the left so the tank can quickly Charge to them, minimizing the damage taken from the fiend's brief enrage while moving between candles.&lt;br /&gt;
&lt;br /&gt;
Once the fiend is defeated, Casper immediately re-appears and casts Empower (this skill can be smited, but it has no effect), followed by a Lesser Fire Storm that cannot be avoided. The team needs to quickly spread out to prevent getting hit multiple times by this attack, then regroup afterwards. The healer should make sure each player is above 50% of their health before this attack occurs to survive the blast, then quickly use Healing Springs afterwards to patch the team back up.&lt;br /&gt;
&lt;br /&gt;
=== Interlude ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Did my residents not give you a proper welcome?'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: How .. terrible. Let me make this up to you!'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning):&lt;br /&gt;
&lt;br /&gt;
* '''Armageddon''': This spell causes several orbs to swirl around, randomly crashing into the ground and dealing damage to players, having a chance to land all on the same spot, dealing heavy damage nearby players depending on their position. A Tank should be responsible for Smiting the spell every time it comes up. You can move forward to avoid all, if not most of the blast. &lt;br /&gt;
* '''Meteor Rain''': This spell causes a meteor to drop every few seconds around the targeted area, stunning targets hit and inflicting massive amounts of damage. This AoE spell is occasionally used after Armageddon, so have a Mage use Disrupt Magic in order to interrupt it, or a DPS Warrior in your group to Smite it. Alternately if it cannot be interrupted, have the tank move out of it's drop range.&lt;br /&gt;
&lt;br /&gt;
You have a brief period of time to attack Casper before he transitions into the next phase. The tank should move Casper to the left side of the room now, eliminating any leftover monsters from the previous phase as well as any new ones he might spawn during this moment. Watch out for both Armageddon and Meteor Rain once it comes up. &lt;br /&gt;
&lt;br /&gt;
=== Middle - Blazing Meteor ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: This manor will be your tomb!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper prepares to summon a blazing meteor!'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning and interlude):&lt;br /&gt;
&lt;br /&gt;
* '''Blazing Meteor''': Destroys most of the room and it's platforms, leaving behind a circular platform safe spot intact on the left surrounded by a fiery pit. Ideally, the tank should move the boss to the safe spot beforehand during the interlude.&lt;br /&gt;
* '''Blazing Avalanche''': Casper will pick a random player, spawning multiple meteors in their direction in attempt to push them off into the fiery pit below. Deals about 50-80% of player's health in damage. Move behind Casper to avoid this attack. This can also be smited, but Armageddon takes priority first.&lt;br /&gt;
&lt;br /&gt;
As soon as the blazing meteor message appears, the tank should move Casper to the safe spot if they haven't done so already. Continue dealing damage to Casper, while watching out for Armageddon and Meteor Rain, as well as Blazing Avalanche. The next phase starts as soon as you see a large circle around himself.&lt;br /&gt;
&lt;br /&gt;
=== End - Fire Storm &amp;amp; Descend To Stop Hell's Touch === &lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Persistent whelps! I should have gotten rid of you long ago!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: No matter - when I am done, you will all be burned to a crisp!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Struggle as you want, you shall not stop me this time!''''' (when Casper begins casting Hell's Touch)&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Stubborn pests! Why won't you just die!''''' (after Hell's Touch is interrupted)&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning, interlude and Blazing Avalanche):&lt;br /&gt;
&lt;br /&gt;
* '''Fire Storm''': Deals massive fire damage in a large circle around himself, knocking out most players caught in the blast on the circular platform. Wait until the plank drops, then stay on the left-most edge of the platform, or drop down to the plank below to avoid.&lt;br /&gt;
* '''Hell's Touch''': Casper teleports to the bottom-right of the map after using Fire Storm and begins casting this one-hit KO attack with a 20-second timer on the player's screen. No Smite needed, as damage from any player to Casper will interrupt this attack.&lt;br /&gt;
&lt;br /&gt;
Once Casper is reduced to about 30% of his health, he will begin casting Fire Storm in a large circle around himself. At the same time, a large plank of wood will fall to the left, creating a platform to descend to avoid the attack. Descend to the left after the plank drops, and rush to the boss who has now teleported to the bottom-right, starting a 20 second timer for Hell's Touch.&lt;br /&gt;
&lt;br /&gt;
The tank needs to quickly reach the boss in 20 seconds to stop the attack, but also growl the monsters along the way (to prevent the damage dealer and healer from taking too much damage) while having to endure Curse of Slowness placed on them (a pet with Blessing of Speed or a healer with Blessing of Speed can help, but isn't necessary). Use Charge to close the distance, whenever possible. If the tank is somehow unable to reach the boss in time, the damage dealer can also quickly rush to the boss and deal damage to Casper to interrupt the attack (Casper will still be aggroed to the tank).&lt;br /&gt;
&lt;br /&gt;
A fire will spawn shortly starting from center-left of the room, slowly spreading to the right. Continue attacking Casper while watching out for Armageddon, Meteor Rain and Blazing Avalanche in the right side of the map until he is defeated.&lt;br /&gt;
&lt;br /&gt;
== Notable Drops List ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; data-expandtext=&amp;quot;Open&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&lt;br /&gt;
! Item/Equipment !! Type !! Recommended Class(es)&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1540|Casper Plush}} || Head || Mage/Priest&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|31|Casper Spirit Bottle}} || Enchant - Head || All&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2181|Concealing Cloth}} || Hair/Neck || Hunter&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1555|Drooping Kitten}} || Head || Mage/Priest&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1560|Heavy Bandages}} || Head || Hunter&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1532|Schematic: Golden Chandeleir}} || Consumable || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1528|Schematic: Wand Lamp}} || Consumable || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2091|Thick Bandages}} || Gloves || Mage/Priest&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1541|Vanishing Cloth}} || Head/Tail || Priest&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2180|Vanishing Mitten}} || Gloves || Warrior&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* There is a Ghostly Chest that spawns in the bottom-left corner during the descent to avoid Fire Storm and stop Hell's Touch. This chest contains gold and a cd (if you don't have it).&lt;br /&gt;
* If you have the Guardian Stone of Ice, it is recommended to use a [https://www.pawdgame.com/database/items#item=57 Vial of Enchanted Water] (Neutral 2 -&amp;gt; Water 2) to reduce the damage taken. A player by default takes 50% more damage from Ghost attacks, 25% more damage from Dark attacks and 0% more damage from Fire attacks. Having Water 2 reduces the damage taken from Ghost attacks to -10% (a 60% decrease), Dark attacks to 0% (25% decrease) and Fire attacks to -25% (25% decrease).&lt;br /&gt;
** A [https://www.pawdgame.com/database/items#item=1387 Frozen Valentine Cupcake] from a [https://www.pawdgame.com/database/items#item=1389 Snow-Covered Picnic Basket] (drops from Galepeak Cavern's Frozen Chests/Frost Caches) can also further reduce the fire damage taken slightly.&lt;br /&gt;
* Because the trial is level 30, healers do not have access to [[Song of Harmony]]. Instead, use [[Healing Springs]] and stacking to heal the team.&lt;br /&gt;
* It is recommended for a Mage to use Fire Wall, Fire Hail and Ignite during this fight, as you will have to deal with multiple monsters. Be careful of the branches on the top-right corner of the room, as it will cause your Fire Hail to miss if not aimed properly.&lt;br /&gt;
* This trial has a chance to drop various transparent equipment, such as Vanishing Mittens, Vanishing Cloth and Concealing Cloth, allowing your character to hide certain parts of their equipment when used as a costume. In addition, there is a chance for Thick Bandages to drop, one of two currently best-in-slot late-game gloves for Mages and DPS Priests.&lt;br /&gt;
&lt;br /&gt;
[[Category: Trials]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor_(Trial)&amp;diff=6885</id>
		<title>The Forlorn Manor (Trial)</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor_(Trial)&amp;diff=6885"/>
				<updated>2025-11-13T05:48:40Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For the dungeon version (includes trophies such as Fire Proof) and not the trial version, please see [[The Forlorn Manor]] instead.''&lt;br /&gt;
&lt;br /&gt;
''Haunted by ghosts for as long as anyone can remember, the Forlorn Manor has been avoided by anyone that values their life. As an adventurer fearless enough to brave the vile spirits, it is up to you to put an end to their nefarious reign.''&lt;br /&gt;
&lt;br /&gt;
The Forlorn Manor is a trial that takes place in [[NPC: Bramble|Bramble's]] imagination of [[The Forlorn Manor]] during the quest [[Quest: A Spirited Performance|A Spirited Performance]] in Timeless Waters. You cannot manually queue for the trial through an NPC; only through [[Battlegrounds]] (Game &amp;gt; Community tab &amp;gt; Battle). To unlock the trial, you must complete Bramble's mini quest-line, starting from Fiery Surprises and Writer's Block, until you get to A Spirited Performance.&lt;br /&gt;
&lt;br /&gt;
The recommended level is around 30, and players above level 30 will be scaled down to that level for the trial. A minimum of 3 or more players is required. A typical group set-up will consist of one healer, one tank and one or more damage dealers. You cannot change classes in a trial (unless you leave and re-join with the rest of the group accepting the prompt to look for other adventurers), but you can switch skill sets.&lt;br /&gt;
&lt;br /&gt;
== Casper ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Casper|33+|Demon|Ghost 2|144,000|Immune to stun, freeze, silence, sleep, and charm. Extrasensory.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Casper.png]]&lt;br /&gt;
&lt;br /&gt;
Casper is a boss that uses different gimmicks at each stage of his health, while having no berserk timers to limit the duration of the fight. Although he does not have an indicator on his health bar to determine when his attacks will come, his dialogue can determine what kind of attack he does next. Casper does not have a Swipe skill, which means you can stand in front of him as you please.&lt;br /&gt;
&lt;br /&gt;
=== Beginning ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Visitors? What a .. pleasant surprise ..'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
* '''Fire Bolt (level 3)''': Hits one player, dealing about 1,200-1,500 fire damage.&lt;br /&gt;
* '''Fire Ball Volley (level 1)''': Hits all players, dealing ~100 fire damage.&lt;br /&gt;
* '''Curse of Slowness (level 5)''': Slows down the player with aggro (tank) by -40% movement speed.&lt;br /&gt;
&lt;br /&gt;
Like it's dungeon counterpart, Casper begins the fight without doing much. The tank should use this opportunity to grab aggro from Casper by heading to the far-right side of the room. Alongside the two Shooeys beside him, he also summons a Shoo, which is followed up with more Shooeys. Get rid of the Shoo quickly, as it will automatically take out the Shooeys with it.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Phase ===&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Demonic Fiend|32|Demon|Dark 1|32,138|Immune to stun, freeze, silence, sleep, and charm.}}&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: You are not alone in this manor. Why don't you meet a few of our residents, who have made it .. their home?'''''&lt;br /&gt;
&lt;br /&gt;
'''''The flame of the enchanted candle gutters out ...'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
* '''Empower''': Can be smited. Does nothing.&lt;br /&gt;
* '''Lesser Fire Storm''': Hits all players for about ~1,200 fire damage (about 40-60% health). If any players are stacked on top of each other, they can get hit multiple times, multiplying the damage of this attack.&lt;br /&gt;
&lt;br /&gt;
- Spells that the Demonic Fiend will use:&lt;br /&gt;
&lt;br /&gt;
* '''Terrify (level 1)''': Inflicts fear on a random player for several seconds. Can be smited.&lt;br /&gt;
* '''Infernal Strength''': While in darkness, the Demonic Fiend automatically gains a damage buff, enraging it. This buff is dispelled if it is near any lit candle, and regained if the message '''''The light fades as the last of the enchanted candle burns down ...''''' appears while there are no lit candles on the field, or regained briefly if the tank tries to move the fiend between candle locations.&lt;br /&gt;
&lt;br /&gt;
- Spells that the Fiery Apparitions will use:&lt;br /&gt;
&lt;br /&gt;
* '''Detonate''': When the apparition is defeated, it explodes in a tiny radius, dealing ~1,000-1,200 fire damage (about 40-60% health) to any player caught in the blast. If possible, try not to stand directly on top of it.&lt;br /&gt;
&lt;br /&gt;
At around 80-90% of Casper's health, he will go into hiding, disappearing from the screen and is invulnerable to attacks. The background will change to darkness, and Casper will periodically call 2 Vile Sprites, a Shoo, multiple Shooeys. New to this fight are the Fiery Apparitions and a Demonic Fiend (with Terrify level 1) that spawns. In order for Casper to re-appear early, the Demonic Fiend must be defeated, while lighting one or more candles to prevent the fiend from enraging with a damage buff.&lt;br /&gt;
&lt;br /&gt;
The tank should stay on top of the right-most candle, growling the other monsters and drawing the Fiery Apparition close to the candle for the damage dealer to defeat it, lighting the candle up. The damage dealer focuses their efforts on taking out all the monsters as quickly as possible. Meanwhile, the healer should make good use of Healing Springs to heal the team and deal additional damage. &lt;br /&gt;
&lt;br /&gt;
As soon as the Demonic Fiend appears, the tank should draw it's attention with a Taunt and smite it's Terrify, while the damage dealer focuses their efforts on taking it out. If the damage dealer cannot defeat the fiend in time, the damage dealer and/or tank should lure the next fiery apparition to light the candle on the left, and move the fiend right before the message '''''The light fades as the last of the enchanted candle burns down ...''''' appears. The damage dealer or healer should stand on the candle to the left so the tank can quickly Charge to them, minimizing the damage taken from the fiend's brief enrage while moving between candles.&lt;br /&gt;
&lt;br /&gt;
Once the fiend is defeated, Casper immediately re-appears and casts Empower (this skill can be smited, but it has no effect), followed by a Lesser Fire Storm that cannot be avoided. The team needs to quickly spread out to prevent getting hit multiple times by this attack, then regroup afterwards. The healer should make sure each player is above 50% of their health before this attack occurs to survive the blast, then quickly use Healing Springs afterwards to patch the team back up.&lt;br /&gt;
&lt;br /&gt;
=== Interlude ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Did my residents not give you a proper welcome?'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: How .. terrible. Let me make this up to you!'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning):&lt;br /&gt;
&lt;br /&gt;
* '''Armageddon''': This spell causes several orbs to swirl around, randomly crashing into the ground and dealing damage to players, having a chance to land all on the same spot, dealing heavy damage nearby players depending on their position. A Tank should be responsible for Smiting the spell every time it comes up. You can move forward to avoid all, if not most of the blast. &lt;br /&gt;
* '''Meteor Rain''': This spell causes a meteor to drop every few seconds around the targeted area, stunning targets hit and inflicting massive amounts of damage. This AoE spell is occasionally used after Armageddon, so have a Mage use Disrupt Magic in order to interrupt it, or a DPS Warrior in your group to Smite it. Alternately if it cannot be interrupted, have the tank move out of it's drop range.&lt;br /&gt;
&lt;br /&gt;
You have a brief period of time to attack Casper before he transitions into the next phase. The tank should move Casper to the left side of the room now, eliminating any leftover monsters from the previous phase as well as any new ones he might spawn during this moment. Watch out for both Armageddon and Meteor Rain once it comes up. &lt;br /&gt;
&lt;br /&gt;
=== Middle - Blazing Meteor ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: This manor will be your tomb!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper prepares to summon a blazing meteor!'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning and interlude):&lt;br /&gt;
&lt;br /&gt;
* '''Blazing Meteor''': Destroys most of the room and it's platforms, leaving behind a circular platform safe spot intact on the left surrounded by a fiery pit. Ideally, the tank should move the boss to the safe spot beforehand during the interlude.&lt;br /&gt;
* '''Blazing Avalanche''': Casper will pick a random player, spawning multiple meteors in their direction in attempt to push them off into the fiery pit below. Deals about 50-80% of player's health in damage. Move behind Casper to avoid this attack. This can also be smited, but Armageddon takes priority first.&lt;br /&gt;
&lt;br /&gt;
As soon as the blazing meteor message appears, the tank should move Casper to the safe spot if they haven't done so already. Continue dealing damage to Casper, while watching out for Armageddon and Meteor Rain, as well as Blazing Avalanche. The next phase starts as soon as you see a large circle around himself.&lt;br /&gt;
&lt;br /&gt;
=== End - Fire Storm &amp;amp; Descend To Stop Hell's Touch === &lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Persistent whelps! I should have gotten rid of you long ago!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: No matter - when I am done, you will all be burned to a crisp!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Struggle as you want, you shall not stop me this time!''''' (when Casper begins casting Hell's Touch)&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Stubborn pests! Why won't you just die!''''' (after Hell's Touch is interrupted)&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning, interlude and Blazing Avalanche):&lt;br /&gt;
&lt;br /&gt;
* '''Fire Storm''': Deals massive fire damage in a large circle around himself, knocking out most players caught in the blast on the circular platform. Wait until the plank drops, then stay on the left-most edge of the platform, or drop down to the plank below to avoid.&lt;br /&gt;
* '''Hell's Touch''': Casper teleports to the bottom-right of the map after using Fire Storm and begins casting this one-hit KO attack with a 20-second timer on the player's screen. No Smite needed, as damage from any player to Casper will interrupt this attack.&lt;br /&gt;
&lt;br /&gt;
Once Casper is reduced to about 30% of his health, he will begin casting Fire Storm in a large circle around himself. At the same time, a large plank of wood will fall to the left, creating a platform to descend to avoid the attack. Descend to the left after the plank drops, and rush to the boss who has now teleported to the bottom-right, starting a 20 second timer for Hell's Touch.&lt;br /&gt;
&lt;br /&gt;
The tank needs to quickly reach the boss in 20 seconds to stop the attack, but also growl the monsters along the way (to prevent the damage dealer and healer from taking too much damage) while having to endure Curse of Slowness placed on them (a pet with Blessing of Speed or a healer with Blessing of Speed can help, but isn't necessary). Use Charge to close the distance, whenever possible. If the tank is somehow unable to reach the boss in time, the damage dealer can also quickly rush to the boss and deal damage to Casper to interrupt the attack (Casper will still be aggroed to the tank).&lt;br /&gt;
&lt;br /&gt;
A fire will spawn shortly starting from center-left of the room, slowly spreading to the right. Continue attacking Casper while watching out for Armageddon, Meteor Rain and Blazing Avalanche in the right side of the map until he is defeated.&lt;br /&gt;
&lt;br /&gt;
== Notable Drops List ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; data-expandtext=&amp;quot;Open&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&lt;br /&gt;
! Item/Equipment !! Type !! Recommended Class(es)&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1540|Casper Plush}} || Head || Mage/Priest&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|31|Casper Spirit Bottle}} || Enchant - Head || All&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2181|Concealing Cloth}} || Hair/Neck || Hunter&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1555|Drooping Kitten}} || Head || Mage/Priest&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1560|Heavy Bandages}} || Head || Hunter&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1532|Schematic: Golden Chandeleir}} || Consumable || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1528|Schematic: Wand Lamp}} || Consumable || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2091|Thick Bandages}} || Gloves || Mage/Priest&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|1541|Vanishing Cloth}} || Head/Tail || Priest&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|2180|Vanishing Mitten}} || Gloves || Warrior&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* There is a Ghostly Chest that spawns in the bottom-left corner during the descent to avoid Fire Storm and stop Hell's Touch. This chest contains gold and a cd (if you don't have it).&lt;br /&gt;
* If you have the Guardian Stone of Ice, it is recommended to use a [https://www.pawdgame.com/database/items#item=57 Vial of Enchanted Water] (Neutral 2 -&amp;gt; Water 2) to reduce the damage taken. A player by default takes 50% more damage from Ghost attacks, 25% more damage from Dark attacks and 0% more damage from Fire attacks. Having Water 2 reduces the damage taken from Ghost attacks to -10% (a 60% decrease), Dark attacks to 0% (25% decrease) and Fire attacks to -25% (25% decrease).&lt;br /&gt;
** A [https://www.pawdgame.com/database/items#item=1387 Frozen Valentine Cupcake] from a [https://www.pawdgame.com/database/items#item=1389 Snow-Covered Picnic Basket] (drops from Galepeak Cavern's Frozen Chests/Frost Caches) can also further reduce the fire damage taken slightly.&lt;br /&gt;
* Because the trial is level 30, healers do not have access to [[Song of Harmony]]. Instead, use Healing Springs and stacking to heal the team.&lt;br /&gt;
* It is recommended for a Mage to use Fire Wall, Fire Hail and Ignite during this fight, as you will have to deal with multiple monsters. Be careful of the branches on the top-right corner of the room, as it will cause your Fire Hail to miss if not aimed properly.&lt;br /&gt;
* This trial has a chance to drop various transparent equipment, such as Vanishing Mittens, Vanishing Cloth and Concealing Cloth, allowing your character to hide certain parts of their equipment when used as a costume. In addition, there is a chance for Thick Bandages to drop, one of two currently best-in-slot late-game gloves for Mages and DPS Priests.&lt;br /&gt;
&lt;br /&gt;
[[Category: Trials]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor_(Trial)&amp;diff=6884</id>
		<title>The Forlorn Manor (Trial)</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor_(Trial)&amp;diff=6884"/>
				<updated>2025-11-13T05:24:48Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For the dungeon version (includes trophies such as Fire Proof) and not the trial version, please see [[The Forlorn Manor]] instead.''&lt;br /&gt;
&lt;br /&gt;
''Haunted by ghosts for as long as anyone can remember, the Forlorn Manor has been avoided by anyone that values their life. As an adventurer fearless enough to brave the vile spirits, it is up to you to put an end to their nefarious reign.''&lt;br /&gt;
&lt;br /&gt;
The Forlorn Manor is a trial that takes place in [[NPC: Bramble|Bramble's]] imagination of [[The Forlorn Manor]] during the quest [[Quest: A Spirited Performance|A Spirited Performance]] in Timeless Waters. You cannot manually queue for the trial through an NPC; only through [[Battlegrounds]] (Game &amp;gt; Community tab &amp;gt; Battle). To unlock the trial, you must complete Bramble's mini quest-line, starting from Fiery Surprises and Writer's Block, until you get to A Spirited Performance.&lt;br /&gt;
&lt;br /&gt;
The recommended level is around 30, and players above level 30 will be scaled down to that level for the trial. A minimum of 3 or more players is required. A typical group set-up will consist of one healer, one tank and one or more damage dealers. You cannot change classes in a trial (unless you leave and re-join with the rest of the group accepting the prompt to look for other adventurers), but you can switch skill sets.&lt;br /&gt;
&lt;br /&gt;
== Casper ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Casper|33+|Demon|Ghost 2|144,000|Immune to stun, freeze, silence, sleep, and charm. Extrasensory.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Casper.png]]&lt;br /&gt;
&lt;br /&gt;
Casper is a boss that uses different gimmicks at each stage of his health, while having no berserk timers to limit the duration of the fight. Although he does not have an indicator on his health bar to determine when his attacks will come, his dialogue can determine what kind of attack he does next. Casper does not have a Swipe skill, which means you can stand in front of him as you please.&lt;br /&gt;
&lt;br /&gt;
=== Beginning ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Visitors? What a .. pleasant surprise ..'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
* '''Fire Bolt (level 3)''': Hits one player, dealing about 1,200-1,500 fire damage.&lt;br /&gt;
* '''Fire Ball Volley (level 1)''': Hits all players, dealing ~100 fire damage.&lt;br /&gt;
* '''Curse of Slowness (level 5)''': Slows down the player with aggro (tank) by -40% movement speed.&lt;br /&gt;
&lt;br /&gt;
Like it's dungeon counterpart, Casper begins the fight without doing much. The tank should use this opportunity to grab aggro from Casper by heading to the far-right side of the room. Alongside the two Shooeys beside him, he also summons a Shoo, which is followed up with more Shooeys. Get rid of the Shoo quickly, as it will automatically take out the Shooeys with it.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Phase ===&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Demonic Fiend|32|Demon|Dark 1|32,138|Immune to stun, freeze, silence, sleep, and charm.}}&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: You are not alone in this manor. Why don't you meet a few of our residents, who have made it .. their home?'''''&lt;br /&gt;
&lt;br /&gt;
'''''The flame of the enchanted candle gutters out ...'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
* '''Empower''': Can be smited. Does nothing.&lt;br /&gt;
* '''Lesser Fire Storm''': Hits all players for about ~1,200 fire damage (about 40-60% health). If any players are stacked on top of each other, they can get hit multiple times, multiplying the damage of this attack.&lt;br /&gt;
&lt;br /&gt;
- Spells that the Demonic Fiend will use:&lt;br /&gt;
&lt;br /&gt;
* '''Terrify (level 1)''': Inflicts fear on a random player for several seconds. Can be smited.&lt;br /&gt;
* '''Infernal Strength''': While in darkness, the Demonic Fiend automatically gains a damage buff, enraging it. This buff is dispelled if it is near any lit candle, and regained if the message '''''The light fades as the last of the enchanted candle burns down ...''''' appears while there are no lit candles on the field, or regained briefly if the tank tries to move the fiend between candle locations.&lt;br /&gt;
&lt;br /&gt;
- Spells that the Fiery Apparitions will use:&lt;br /&gt;
&lt;br /&gt;
* '''Detonate''': When the apparition is defeated, it explodes in a tiny radius, dealing ~1,000-1,200 fire damage (about 40-60% health) to any player caught in the blast. If possible, try not to stand directly on top of it.&lt;br /&gt;
&lt;br /&gt;
At around 80-90% of Casper's health, he will go into hiding, disappearing from the screen and is invulnerable to attacks. The background will change to darkness, and Casper will periodically call 2 Vile Sprites, a Shoo, multiple Shooeys. New to this fight are the Fiery Apparitions and a Demonic Fiend (with Terrify level 1) that spawns. In order for Casper to re-appear early, the Demonic Fiend must be defeated, while lighting one or more candles to prevent the fiend from enraging with a damage buff.&lt;br /&gt;
&lt;br /&gt;
The tank should stay on top of the right-most candle, growling the other monsters and drawing the Fiery Apparition close to the candle for the damage dealer to defeat it, lighting the candle up. The damage dealer focuses their efforts on taking out all the monsters as quickly as possible. Meanwhile, the healer should make good use of Healing Springs to heal the team and deal additional damage. &lt;br /&gt;
&lt;br /&gt;
As soon as the Demonic Fiend appears, the tank should draw it's attention with a Taunt and smite it's Terrify, while the damage dealer focuses their efforts on taking it out. If the damage dealer cannot defeat the fiend in time, the damage dealer and/or tank should lure the next fiery apparition to light the candle on the left, and move the fiend right before the message '''''The light fades as the last of the enchanted candle burns down ...''''' appears. The damage dealer or healer should stand on the candle to the left so the tank can quickly Charge to them, minimizing the damage taken from the fiend's brief enrage while moving between candles.&lt;br /&gt;
&lt;br /&gt;
Once the fiend is defeated, Casper immediately re-appears and casts Empower (this skill can be smited, but it has no effect), followed by a Lesser Fire Storm that cannot be avoided. The team needs to quickly spread out to prevent getting hit multiple times by this attack, then regroup afterwards. The healer should make sure each player is above 50% of their health before this attack occurs to survive the blast, then quickly use Healing Springs afterwards to patch the team back up.&lt;br /&gt;
&lt;br /&gt;
=== Interlude ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Did my residents not give you a proper welcome?'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: How .. terrible. Let me make this up to you!'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning):&lt;br /&gt;
&lt;br /&gt;
* '''Armageddon''': This spell causes several orbs to swirl around, randomly crashing into the ground and dealing damage to players, having a chance to land all on the same spot, dealing heavy damage nearby players depending on their position. A Tank should be responsible for Smiting the spell every time it comes up. You can move forward to avoid all, if not most of the blast. &lt;br /&gt;
* '''Meteor Rain''': This spell causes a meteor to drop every few seconds around the targeted area, stunning targets hit and inflicting massive amounts of damage. This AoE spell is occasionally used after Armageddon, so have a Mage use Disrupt Magic in order to interrupt it, or a DPS Warrior in your group to Smite it. Alternately if it cannot be interrupted, have the tank move out of it's drop range.&lt;br /&gt;
&lt;br /&gt;
You have a brief period of time to attack Casper before he transitions into the next phase. The tank should move Casper to the left side of the room now, eliminating any leftover monsters from the previous phase as well as any new ones he might spawn during this moment. Watch out for both Armageddon and Meteor Rain once it comes up. &lt;br /&gt;
&lt;br /&gt;
=== Middle - Blazing Meteor ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: This manor will be your tomb!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper prepares to summon a blazing meteor!'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning and interlude):&lt;br /&gt;
&lt;br /&gt;
* '''Blazing Meteor''': Destroys most of the room and it's platforms, leaving behind a circular platform safe spot intact on the left surrounded by a fiery pit. Ideally, the tank should move the boss to the safe spot beforehand during the interlude.&lt;br /&gt;
* '''Blazing Avalanche''': Casper will pick a random player, spawning multiple meteors in their direction in attempt to push them off into the fiery pit below. Deals about 50-80% of player's health in damage. Move behind Casper to avoid this attack. This can also be smited, but Armageddon takes priority first.&lt;br /&gt;
&lt;br /&gt;
As soon as the blazing meteor message appears, the tank should move Casper to the safe spot if they haven't done so already. Continue dealing damage to Casper, while watching out for Armageddon and Meteor Rain, as well as Blazing Avalanche. The next phase starts as soon as you see a large circle around himself.&lt;br /&gt;
&lt;br /&gt;
=== End - Fire Storm &amp;amp; Descend To Stop Hell's Touch === &lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Persistent whelps! I should have gotten rid of you long ago!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: No matter - when I am done, you will all be burned to a crisp!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Struggle as you want, you shall not stop me this time!''''' (when Casper begins casting Hell's Touch)&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Stubborn pests! Why won't you just die!''''' (after Hell's Touch is interrupted)&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning, interlude and Blazing Avalanche):&lt;br /&gt;
&lt;br /&gt;
* '''Fire Storm''': Deals massive fire damage in a large circle around himself, knocking out most players caught in the blast on the circular platform. Wait until the plank drops, then stay on the left-most edge of the platform, or drop down to the plank below to avoid.&lt;br /&gt;
* '''Hell's Touch''': Casper teleports to the bottom-right of the map after using Fire Storm and begins casting this one-hit KO attack with a 20-second timer on the player's screen. No Smite needed, as damage from any player to Casper will interrupt this attack.&lt;br /&gt;
&lt;br /&gt;
Once Casper is reduced to about 30% of his health, he will begin casting Fire Storm in a large circle around himself. At the same time, a large plank of wood will fall to the left, creating a platform to descend to avoid the attack. Descend to the left after the plank drops, and rush to the boss who has now teleported to the bottom-right, starting a 20 second timer for Hell's Touch.&lt;br /&gt;
&lt;br /&gt;
The tank needs to quickly reach the boss in 20 seconds to stop the attack, but also growl the monsters along the way (to prevent the damage dealer and healer from taking too much damage) while having to endure Curse of Slowness placed on them (a pet with Blessing of Speed or a healer with Blessing of Speed can help, but isn't necessary). Use Charge to close the distance, whenever possible. If the tank is somehow unable to reach the boss in time, the damage dealer can also quickly rush to the boss and deal damage to Casper to interrupt the attack (Casper will still be aggroed to the tank).&lt;br /&gt;
&lt;br /&gt;
A fire will spawn shortly starting from center-left of the room, slowly spreading to the right. Continue attacking Casper while watching out for Armageddon, Meteor Rain and Blazing Avalanche in the right side of the map until he is defeated.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* There is a Ghostly Chest that spawns in the bottom-left corner during the descent to avoid Fire Storm and stop Hell's Touch. This chest contains gold and a cd (if you don't have it).&lt;br /&gt;
* If you have the Guardian Stone of Ice, it is recommended to use a [https://www.pawdgame.com/database/items#item=57 Vial of Enchanted Water] (Neutral 2 -&amp;gt; Water 2) to reduce the damage taken. A player by default takes 50% more damage from Ghost attacks, 25% more damage from Dark attacks and 0% more damage from Fire attacks. Having Water 2 reduces the damage taken from Ghost attacks to -10% (a 60% decrease), Dark attacks to 0% (25% decrease) and Fire attacks to -25% (25% decrease).&lt;br /&gt;
** A [https://www.pawdgame.com/database/items#item=1387 Frozen Valentine Cupcake] from a [https://www.pawdgame.com/database/items#item=1389 Snow-Covered Picnic Basket] (drops from Galepeak Cavern's Frozen Chests/Frost Caches) can also further reduce the fire damage taken slightly.&lt;br /&gt;
* Because the trial is level 30, healers do not have access to [[Song of Harmony]]. Instead, use Healing Springs and stacking to heal the team.&lt;br /&gt;
* It is recommended for a Mage to use Fire Wall, Fire Hail and Ignite during this fight, as you will have to deal with multiple monsters. Be careful of the branches on the top-right corner of the room, as it will cause your Fire Hail to miss if not aimed properly.&lt;br /&gt;
* This trial has a chance to drop various transparent equipment, such as Vanishing Mittens, Vanishing Cloth and Concealing Cloth, allowing your character to hide certain parts of their equipment when used as a costume. In addition, there is a chance for Thick Bandages to drop, one of two currently best-in-slot late-game gloves for Mages and DPS Priests.&lt;br /&gt;
&lt;br /&gt;
[[Category: Trials]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor&amp;diff=6883</id>
		<title>The Forlorn Manor</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor&amp;diff=6883"/>
				<updated>2025-11-13T05:24:09Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For the trial version and not the dungeon version, please see [[The Forlorn Manor (Trial)]] instead.''&lt;br /&gt;
&lt;br /&gt;
The Forlorn Manor is a [[Dungeons|dungeon]] located in the West Snow Plains of Elyssia, right across from [[Frigus' Lair]]. Being a spooky haunted house, several monsters have settled into the home, including Shoos, Shooeys, Spiderlings, Vile Sprites as well as water spirits. Like Frigus' Lair, it is also rather a quick dungeon to clear, with only three rooms before eventually reaching the boss.&lt;br /&gt;
&lt;br /&gt;
It is unlocked via Rina and Ronn's quest line, involving defeating Frigus and securing a key from his treasure chest at the end of the dungeon. To start this quest line, you must first rescue Rina, located on a branch of the large tree in the Snow Pit.&lt;br /&gt;
&lt;br /&gt;
The recommended level for The Forlorn Manor is 22, and adventurers above level 23 will be scaled down to that level for the dungeon.&lt;br /&gt;
&lt;br /&gt;
There is only one mode of difficulty for Casper while facing him as part of a dungeon. But later on as a trial, the fight with Casper will be a lot harder, involving new gimmicks and attack patterns. On the flip side, you won't need to clear through the rooms again.&lt;br /&gt;
&lt;br /&gt;
== Casper ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px; float:right; margin-left: 2em;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
| Casper&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
! Classification&lt;br /&gt;
| Demon&lt;br /&gt;
|-&lt;br /&gt;
! Element&lt;br /&gt;
| Ghost 2&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 39,000&lt;br /&gt;
|-&lt;br /&gt;
! Resistances&lt;br /&gt;
| Immune to stun, freeze, silence, sleep, charm. Extrasensory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Casper.png]]&lt;br /&gt;
&lt;br /&gt;
Casper is a boss that uses different gimmicks at each stage of his health, while having no berserk timers to limit the duration of the fight. Although he does not have an indicator on his health bar to determine when his attacks will come, his dialogue can determine what kind of attack he does next.&lt;br /&gt;
&lt;br /&gt;
=== Beginning ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Visitors? What a .. pleasant surprise ..'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Fire Bolt (level 3)'''&lt;br /&gt;
&lt;br /&gt;
Casper begins the fight without doing much. The tank should use this opportunity to grab aggro from Casper. In addition, he summons a Shoo, which is followed up with Shooeys. Get rid of the Shoo quickly, as it will automatically take out the Shooeys with it.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Phase ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: You are not alone in this manor. Why don't you meet a few of our residents, who have made it .. their home?'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
&lt;br /&gt;
At around 80% of Casper's health, he will go into hiding. At this time, he disappears from the screen and is invulnerable to any attacks, including AoE spells. For a while, Casper will randomly call Vile Sprites, Shooeys and/or Shoos to the room that come from both sides. Defeating the monsters will cause him to reappear again.&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Fire Bolt (level 3)'''&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
&lt;br /&gt;
* '''Curse of Slowness (level 5)'''&lt;br /&gt;
&lt;br /&gt;
* '''Armageddon''': This spell causes several orbs to swirl around, randomly crashing into the ground and dealing damage to players, having a chance to land all on the same spot, dealing heavy damage nearby players depending on their position. A Tank should be responsible for Smiting the spell every time it comes up.&lt;br /&gt;
&lt;br /&gt;
* '''Meteor Rain''': This spell causes a meteor to drop every few seconds around the targeted area, stunning targets hit and inflicting massive amounts of damage. This AoE spell is occasionally used after Armageddon, so have a Mage use Disrupt Magic in order to interrupt it, or a DPS Warrior in your group to Smite it.&lt;br /&gt;
&lt;br /&gt;
After Casper's summoning phase, he will start using more of his spells, such as Armageddon and Meteor Rain. Like at the beginning of the fight, he will randomly summon a Shoo and Shooeys to assist him. Get rid of the monsters quickly using AoE spells such as Swipe, Poison Dust and Fire Wall.&lt;br /&gt;
&lt;br /&gt;
=== End ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: This manor will be your tomb!''''' followed by '''''Casper prepares to summon a blazing meteor!'''''&lt;br /&gt;
&lt;br /&gt;
This occurs when Casper is down to less than 50% of his health.&lt;br /&gt;
&lt;br /&gt;
In addition to the attacks and spells Casper uses during the middle of the fight, he will prepare to summon his final attack after several seconds of the dialogue. This is when the battle starts to become limited in terms of time. Depending on where the tank stands, the blazing meteor will be cast at that location, starting a fire that slowly expands to the entire map. At this point, the tank should hurry to one end of the room before the meteor is cast, then quickly running to the other side of the room where it is safe (after the meteor is cast). This is so that the fire to has to travel a longer distance (thus giving you more time to fight Casper).&lt;br /&gt;
&lt;br /&gt;
== Trophies ==&lt;br /&gt;
&lt;br /&gt;
A first time clear of the dungeon will reward you with the trophy &amp;quot;The Forlorn Manor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Pacifist and Fire Proof are needed as part of the requirements for earning the Snow Plains Dungeon Master trophy.&lt;br /&gt;
&lt;br /&gt;
=== Pacifist ===&lt;br /&gt;
&lt;br /&gt;
In order to earn the trophy, you must first acquire Potions of Redemption from either Rina's repeatable quest &amp;quot;Beyond Redemption&amp;quot; or through Rina's shop. You will need at least three Potions of Redemption, which will cost you 12 Deathblooms. The Deathblooms can be found on the poisonous floor in The Broken Hallway (left of where Rina and Ronn are at). Note that these potions may be difficult to obtain without a healer (since the damage taken multiplies the longer you stay on the platform), and are fully tradeable (if your guild possesses some Potions of Redemption in their guild bank, feel free to ask them). It is a lot easier to obtain these potions when unscaled.&lt;br /&gt;
&lt;br /&gt;
After obtaining your potions, return to fight Casper as per the usual. Then, use a potion on each of the three monsters during the fight: a Shoo, a Shooey and a Vile Sprite. Once each of these three have been redeemed, defeat Casper to earn the Pacifist trophy. You will obtain your very own Shooey as a pet.&lt;br /&gt;
&lt;br /&gt;
There are also a couple of things to note:&lt;br /&gt;
&lt;br /&gt;
* Make sure that your group survives the fight (if your entire group wipes before Casper is defeated, and you used the potion, it will be wasted!). &lt;br /&gt;
* There is no specific order in which you have to use the potions; as long as you get them all, the trophy will be earned. &lt;br /&gt;
* You can tell if a monster has been successfully redeemed if they possess a shield around them after using the potion.&lt;br /&gt;
* Vile Sprites can only spawn during Casper's summoning phase. If you miss this opportunity, you'll have to face Casper again.&lt;br /&gt;
&lt;br /&gt;
=== Fire Proof ===&lt;br /&gt;
&lt;br /&gt;
In order to earn Fire Proof, you need to defeat Casper while having less than 4-5 fire resistance on your character (note that magic resistance/magic armor also counts as fire resistance, so be sure to double-check your stat window!). As long as none of your equipment and enchants have magic armor/resistance on it except for your bag, you should be fine for unlocking this trophy.&lt;br /&gt;
&lt;br /&gt;
Be careful not to use any buff skills or items that would give you fire resistance by accident. Eating a Frozen Cupcake from a Frozen Picnic Basket, a Mage's Rune of Warding, a Priest's Elemental Ward and a Warrior's Endurance all temporarily give fire resistance, so be careful not to fall into that trap. To remove any of these buffs if you applied them on your character by accident, simply click on the buff icon on the top-left of your screen, then press Cancel Status to get rid of it.&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor_(Trial)&amp;diff=6882</id>
		<title>The Forlorn Manor (Trial)</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor_(Trial)&amp;diff=6882"/>
				<updated>2025-11-13T05:23:00Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For the dungeon version and not the trial version, please see [[The Forlorn Manor]] instead.''&lt;br /&gt;
&lt;br /&gt;
''Haunted by ghosts for as long as anyone can remember, the Forlorn Manor has been avoided by anyone that values their life. As an adventurer fearless enough to brave the vile spirits, it is up to you to put an end to their nefarious reign.''&lt;br /&gt;
&lt;br /&gt;
The Forlorn Manor is a trial that takes place in [[NPC: Bramble|Bramble's]] imagination of [[The Forlorn Manor]] during the quest [[Quest: A Spirited Performance|A Spirited Performance]] in Timeless Waters. You cannot manually queue for the trial through an NPC; only through [[Battlegrounds]] (Game &amp;gt; Community tab &amp;gt; Battle). To unlock the trial, you must complete Bramble's mini quest-line, starting from Fiery Surprises and Writer's Block, until you get to A Spirited Performance.&lt;br /&gt;
&lt;br /&gt;
The recommended level is around 30, and players above level 30 will be scaled down to that level for the trial. A minimum of 3 or more players is required. A typical group set-up will consist of one healer, one tank and one or more damage dealers. You cannot change classes in a trial (unless you leave and re-join with the rest of the group accepting the prompt to look for other adventurers), but you can switch skill sets.&lt;br /&gt;
&lt;br /&gt;
== Casper ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Casper|33+|Demon|Ghost 2|144,000|Immune to stun, freeze, silence, sleep, and charm. Extrasensory.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Casper.png]]&lt;br /&gt;
&lt;br /&gt;
Casper is a boss that uses different gimmicks at each stage of his health, while having no berserk timers to limit the duration of the fight. Although he does not have an indicator on his health bar to determine when his attacks will come, his dialogue can determine what kind of attack he does next. Casper does not have a Swipe skill, which means you can stand in front of him as you please.&lt;br /&gt;
&lt;br /&gt;
=== Beginning ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Visitors? What a .. pleasant surprise ..'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
* '''Fire Bolt (level 3)''': Hits one player, dealing about 1,200-1,500 fire damage.&lt;br /&gt;
* '''Fire Ball Volley (level 1)''': Hits all players, dealing ~100 fire damage.&lt;br /&gt;
* '''Curse of Slowness (level 5)''': Slows down the player with aggro (tank) by -40% movement speed.&lt;br /&gt;
&lt;br /&gt;
Like it's dungeon counterpart, Casper begins the fight without doing much. The tank should use this opportunity to grab aggro from Casper by heading to the far-right side of the room. Alongside the two Shooeys beside him, he also summons a Shoo, which is followed up with more Shooeys. Get rid of the Shoo quickly, as it will automatically take out the Shooeys with it.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Phase ===&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Demonic Fiend|32|Demon|Dark 1|32,138|Immune to stun, freeze, silence, sleep, and charm.}}&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: You are not alone in this manor. Why don't you meet a few of our residents, who have made it .. their home?'''''&lt;br /&gt;
&lt;br /&gt;
'''''The flame of the enchanted candle gutters out ...'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
* '''Empower''': Can be smited. Does nothing.&lt;br /&gt;
* '''Lesser Fire Storm''': Hits all players for about ~1,200 fire damage (about 40-60% health). If any players are stacked on top of each other, they can get hit multiple times, multiplying the damage of this attack.&lt;br /&gt;
&lt;br /&gt;
- Spells that the Demonic Fiend will use:&lt;br /&gt;
&lt;br /&gt;
* '''Terrify (level 1)''': Inflicts fear on a random player for several seconds. Can be smited.&lt;br /&gt;
* '''Infernal Strength''': While in darkness, the Demonic Fiend automatically gains a damage buff, enraging it. This buff is dispelled if it is near any lit candle, and regained if the message '''''The light fades as the last of the enchanted candle burns down ...''''' appears while there are no lit candles on the field, or regained briefly if the tank tries to move the fiend between candle locations.&lt;br /&gt;
&lt;br /&gt;
- Spells that the Fiery Apparitions will use:&lt;br /&gt;
&lt;br /&gt;
* '''Detonate''': When the apparition is defeated, it explodes in a tiny radius, dealing ~1,000-1,200 fire damage (about 40-60% health) to any player caught in the blast. If possible, try not to stand directly on top of it.&lt;br /&gt;
&lt;br /&gt;
At around 80-90% of Casper's health, he will go into hiding, disappearing from the screen and is invulnerable to attacks. The background will change to darkness, and Casper will periodically call 2 Vile Sprites, a Shoo, multiple Shooeys. New to this fight are the Fiery Apparitions and a Demonic Fiend (with Terrify level 1) that spawns. In order for Casper to re-appear early, the Demonic Fiend must be defeated, while lighting one or more candles to prevent the fiend from enraging with a damage buff.&lt;br /&gt;
&lt;br /&gt;
The tank should stay on top of the right-most candle, growling the other monsters and drawing the Fiery Apparition close to the candle for the damage dealer to defeat it, lighting the candle up. The damage dealer focuses their efforts on taking out all the monsters as quickly as possible. Meanwhile, the healer should make good use of Healing Springs to heal the team and deal additional damage. &lt;br /&gt;
&lt;br /&gt;
As soon as the Demonic Fiend appears, the tank should draw it's attention with a Taunt and smite it's Terrify, while the damage dealer focuses their efforts on taking it out. If the damage dealer cannot defeat the fiend in time, the damage dealer and/or tank should lure the next fiery apparition to light the candle on the left, and move the fiend right before the message '''''The light fades as the last of the enchanted candle burns down ...''''' appears. The damage dealer or healer should stand on the candle to the left so the tank can quickly Charge to them, minimizing the damage taken from the fiend's brief enrage while moving between candles.&lt;br /&gt;
&lt;br /&gt;
Once the fiend is defeated, Casper immediately re-appears and casts Empower (this skill can be smited, but it has no effect), followed by a Lesser Fire Storm that cannot be avoided. The team needs to quickly spread out to prevent getting hit multiple times by this attack, then regroup afterwards. The healer should make sure each player is above 50% of their health before this attack occurs to survive the blast, then quickly use Healing Springs afterwards to patch the team back up.&lt;br /&gt;
&lt;br /&gt;
=== Interlude ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Did my residents not give you a proper welcome?'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: How .. terrible. Let me make this up to you!'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning):&lt;br /&gt;
&lt;br /&gt;
* '''Armageddon''': This spell causes several orbs to swirl around, randomly crashing into the ground and dealing damage to players, having a chance to land all on the same spot, dealing heavy damage nearby players depending on their position. A Tank should be responsible for Smiting the spell every time it comes up. You can move forward to avoid all, if not most of the blast. &lt;br /&gt;
* '''Meteor Rain''': This spell causes a meteor to drop every few seconds around the targeted area, stunning targets hit and inflicting massive amounts of damage. This AoE spell is occasionally used after Armageddon, so have a Mage use Disrupt Magic in order to interrupt it, or a DPS Warrior in your group to Smite it. Alternately if it cannot be interrupted, have the tank move out of it's drop range.&lt;br /&gt;
&lt;br /&gt;
You have a brief period of time to attack Casper before he transitions into the next phase. The tank should move Casper to the left side of the room now, eliminating any leftover monsters from the previous phase as well as any new ones he might spawn during this moment. Watch out for both Armageddon and Meteor Rain once it comes up. &lt;br /&gt;
&lt;br /&gt;
=== Middle - Blazing Meteor ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: This manor will be your tomb!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper prepares to summon a blazing meteor!'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning and interlude):&lt;br /&gt;
&lt;br /&gt;
* '''Blazing Meteor''': Destroys most of the room and it's platforms, leaving behind a circular platform safe spot intact on the left surrounded by a fiery pit. Ideally, the tank should move the boss to the safe spot beforehand during the interlude.&lt;br /&gt;
* '''Blazing Avalanche''': Casper will pick a random player, spawning multiple meteors in their direction in attempt to push them off into the fiery pit below. Deals about 50-80% of player's health in damage. Move behind Casper to avoid this attack. This can also be smited, but Armageddon takes priority first.&lt;br /&gt;
&lt;br /&gt;
As soon as the blazing meteor message appears, the tank should move Casper to the safe spot if they haven't done so already. Continue dealing damage to Casper, while watching out for Armageddon and Meteor Rain, as well as Blazing Avalanche. The next phase starts as soon as you see a large circle around himself.&lt;br /&gt;
&lt;br /&gt;
=== End - Fire Storm &amp;amp; Descend To Stop Hell's Touch === &lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Persistent whelps! I should have gotten rid of you long ago!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: No matter - when I am done, you will all be burned to a crisp!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Struggle as you want, you shall not stop me this time!''''' (when Casper begins casting Hell's Touch)&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Stubborn pests! Why won't you just die!''''' (after Hell's Touch is interrupted)&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning, interlude and Blazing Avalanche):&lt;br /&gt;
&lt;br /&gt;
* '''Fire Storm''': Deals massive fire damage in a large circle around himself, knocking out most players caught in the blast on the circular platform. Wait until the plank drops, then stay on the left-most edge of the platform, or drop down to the plank below to avoid.&lt;br /&gt;
* '''Hell's Touch''': Casper teleports to the bottom-right of the map after using Fire Storm and begins casting this one-hit KO attack with a 20-second timer on the player's screen. No Smite needed, as damage from any player to Casper will interrupt this attack.&lt;br /&gt;
&lt;br /&gt;
Once Casper is reduced to about 30% of his health, he will begin casting Fire Storm in a large circle around himself. At the same time, a large plank of wood will fall to the left, creating a platform to descend to avoid the attack. Descend to the left after the plank drops, and rush to the boss who has now teleported to the bottom-right, starting a 20 second timer for Hell's Touch.&lt;br /&gt;
&lt;br /&gt;
The tank needs to quickly reach the boss in 20 seconds to stop the attack, but also growl the monsters along the way (to prevent the damage dealer and healer from taking too much damage) while having to endure Curse of Slowness placed on them (a pet with Blessing of Speed or a healer with Blessing of Speed can help, but isn't necessary). Use Charge to close the distance, whenever possible. If the tank is somehow unable to reach the boss in time, the damage dealer can also quickly rush to the boss and deal damage to Casper to interrupt the attack (Casper will still be aggroed to the tank).&lt;br /&gt;
&lt;br /&gt;
A fire will spawn shortly starting from center-left of the room, slowly spreading to the right. Continue attacking Casper while watching out for Armageddon, Meteor Rain and Blazing Avalanche in the right side of the map until he is defeated.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* There is a Ghostly Chest that spawns in the bottom-left corner during the descent to avoid Fire Storm and stop Hell's Touch. This chest contains gold and a cd (if you don't have it).&lt;br /&gt;
* If you have the Guardian Stone of Ice, it is recommended to use a [https://www.pawdgame.com/database/items#item=57 Vial of Enchanted Water] (Neutral 2 -&amp;gt; Water 2) to reduce the damage taken. A player by default takes 50% more damage from Ghost attacks, 25% more damage from Dark attacks and 0% more damage from Fire attacks. Having Water 2 reduces the damage taken from Ghost attacks to -10% (a 60% decrease), Dark attacks to 0% (25% decrease) and Fire attacks to -25% (25% decrease).&lt;br /&gt;
** A [https://www.pawdgame.com/database/items#item=1387 Frozen Valentine Cupcake] from a [https://www.pawdgame.com/database/items#item=1389 Snow-Covered Picnic Basket] (drops from Galepeak Cavern's Frozen Chests/Frost Caches) can also further reduce the fire damage taken slightly.&lt;br /&gt;
* Because the trial is level 30, healers do not have access to [[Song of Harmony]]. Instead, use Healing Springs and stacking to heal the team.&lt;br /&gt;
* It is recommended for a Mage to use Fire Wall, Fire Hail and Ignite during this fight, as you will have to deal with multiple monsters. Be careful of the branches on the top-right corner of the room, as it will cause your Fire Hail to miss if not aimed properly.&lt;br /&gt;
* This trial has a chance to drop various transparent equipment, such as Vanishing Mittens, Vanishing Cloth and Concealing Cloth, allowing your character to hide certain parts of their equipment when used as a costume. In addition, there is a chance for Thick Bandages to drop, one of two currently best-in-slot late-game gloves for Mages and DPS Priests.&lt;br /&gt;
&lt;br /&gt;
[[Category: Trials]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=Welcome&amp;diff=6881</id>
		<title>Welcome</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=Welcome&amp;diff=6881"/>
				<updated>2025-11-13T05:20:22Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;width: 75%; border: 2px solid; padding: 0.5em 1em; margin: 1em auto; text-align: center;&amp;quot;&amp;gt;'''NOTE:''' As of January 12, 2021, Flash is [https://www.adobe.com/ca/products/flashplayer/end-of-life.html no longer supported] on most known browsers. Please [https://www.pawdgame.com/download download] the client version of the game or use a browser that still supports Flash in order to continue playing. For more information, see [[End of Flash Player]]. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are completely new to Paw'D, a great way to get started is to simply read the [http://www.pawdgame.com/ comic on the main page]. On the second page, you can pick your name and colour, and after that the story will continue right on, with you playing in the Jungle of Midnight Mountain. This will show you the basic controls, and how to play the game. Once you are done with it, you will already be ready to tackle a lot of what the game may throw at you.&lt;br /&gt;
&lt;br /&gt;
In case you are still confused, have a look at the [[Starting Out | Starting Out Guide]], the [http://www.pawdgame.com/manual in-game manual], the [http://www.pawdgame.com/forum/ forums] and, of course, this Wiki. Good luck, and once again, welcome to Paw'D!&lt;br /&gt;
&lt;br /&gt;
Due to the removal of Flash, you will not be able to use the dual screen feature when playing. The client version already supports full screen + screen resizing. The map editor was only accessible through browser; the client version is yet to support the map editor.&lt;br /&gt;
&lt;br /&gt;
''Use the navigation table below to find the page that you're looking for. You can also click on '''Categories''' (under Others) to bring up the entire list of categories that each page is tagged with, and search from there. Lastly, if you want to do a detailed search instead, click on the Search option on the top-right section of the page (beside History).''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:90%;&amp;quot;&lt;br /&gt;
! Beginner Resources  !! Helpful Links&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Controls | Basic Controls]]&lt;br /&gt;
* [http://www.pawdgame.com/manual In-Game Manual]&lt;br /&gt;
* [[Starting Out]]&lt;br /&gt;
|&lt;br /&gt;
* [http://www.pawdgame.com/database/items Item Database]&lt;br /&gt;
* [http://www.pawdgame.com/database/arrows Arrow Crafting List]&lt;br /&gt;
* [[Elemental Property Table]]&lt;br /&gt;
|-&lt;br /&gt;
! Locations  !! Other&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Villages&lt;br /&gt;
** [[Saliko Village]]&lt;br /&gt;
** [[Ashaya Village]]&lt;br /&gt;
** [[Argan Village]]&lt;br /&gt;
** [[Blackwood Caverns]]&lt;br /&gt;
* Dungeons (Bosses)&lt;br /&gt;
** [[The Abandoned Burrow]] (1)&lt;br /&gt;
** [[Deep Mines]] (2)&lt;br /&gt;
** [[Hollow Tree|The Hollow Tree]] (3)&lt;br /&gt;
** [[Frigus' Lair]] (1)&lt;br /&gt;
** [[The Forlorn Manor]] (1)&lt;br /&gt;
** [[Battle for Ashaya | The Battle for Ashaya]] (4)&lt;br /&gt;
** [[Twigmoss Burrow]] (1)&lt;br /&gt;
** [[The Silt Cave]] (1)&lt;br /&gt;
** [[Cultist Prison]] (1)&lt;br /&gt;
** [[Moonlight Monastery]] (5)&lt;br /&gt;
*** [[SS-AR1]] (2)&lt;br /&gt;
** [[The Cursed Farm]] (4)&lt;br /&gt;
** [[The Crystal Crypt]] (4)&lt;br /&gt;
** [[The Blackwood Depths]] (5)&lt;br /&gt;
*** [[Treasure Caves]] (1)&lt;br /&gt;
* [[Abbreviated Dungeon Guide|TL;DR Dungeon Guide]]&lt;br /&gt;
* Trials&lt;br /&gt;
** [[Stix and Stones]]&lt;br /&gt;
** [[Ichas' Ire]]&lt;br /&gt;
** [[The Forlorn Manor (Trial)]]&lt;br /&gt;
* Others&lt;br /&gt;
** [[The Everchange Caverns]]&lt;br /&gt;
** [[Tunnels of Illusion]]&lt;br /&gt;
|&lt;br /&gt;
* Acknowledgements&lt;br /&gt;
** [https://www.pawdgame.com/credits Credits] (currently inaccessible, [https://web.archive.org/web/20220520072914/https://www.pawdgame.com/credits/ archived version here])&lt;br /&gt;
** [[Soundtrack]]&lt;br /&gt;
* [https://www.pawdgame.com/wiki/Special:Categories Categories]&lt;br /&gt;
** [https://www.pawdgame.com/wiki/Category:Classes Classes]&lt;br /&gt;
** [[Events]]&lt;br /&gt;
** [[Skill List]]&lt;br /&gt;
** [[Worldmap]]&lt;br /&gt;
* Features&lt;br /&gt;
** [[Dyeing]]&lt;br /&gt;
** [[Fur Pattern]]&lt;br /&gt;
** [[Level editor]] '''[Flash-supported browser only]'''&lt;br /&gt;
* Play&lt;br /&gt;
** [http://www.pawdgame.com/play/?view=2 Dual Screen mode] '''[Flash-supported browser only]'''&lt;br /&gt;
** [https://www.pawdgame.com/wiki/User:Localguest#Dual_Screen_Mode_Workaround_For_Paw.27D_Client_.28Windows.29 Dual Screen mode workaround for Paw'D client]&lt;br /&gt;
** [http://www.pawdgame.com/play/?view=lightbox Lights Out mode] '''[Flash-supported browser only]'''&lt;br /&gt;
** [https://www.pawdgame.com/play/?view=large Big Screen mode] '''[Flash-supported browser only]'''&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Commented out. Add things in gradually as you complete them. --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;~~~Guides~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;margin-left: auto; margin-right: auto; width: 90%; background: #F5FCFC; border: 1px solid #BBDFE8; border-left-color:#BBDFE8; border-top-color:#BBDFE8; border-top:none;border-bottom:none;  padding-bottom: 5px; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #1d6781; background: #E3F6F6; border: 1px solid #72A1B2; border-left-color:#72A1B2; border-top-color:#72A1B2; padding: 0.2em 0.5em&amp;quot; | '''Beginner Guide'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[User Interface|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;User Interface&amp;lt;/span&amp;gt;]] &lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Controls|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Controls&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Universal Skills|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Universal Skills&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Stats|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Stats&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: auto; margin-right: auto; width: 90%; background: #F5FCFC; border: 1px solid #BBDFE8; border-left-color:#BBDFE8; border-top-color:#BBDFE8; border-top:none;border-bottom:none;  padding-bottom: 5px; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #1d6781; background: #E3F6F6; border: 1px solid #72A1B2; border-left-color:#72A1B2; border-top-color:#72A1B2; padding: 0.2em 0.5em&amp;quot; | '''Class Guides'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Warrior|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Warrior&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Priest|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Priest&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Mage|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Mage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: auto; margin-right: auto; width: 90%; background: #F5FCFC; border: 1px solid #BBDFE8; border-left-color:#BBDFE8; border-top-color:#BBDFE8; border-top:none; border-bottom:none; padding-bottom: 5px; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #1d6781; background: #E3F6F6; border: 1px solid #72A1B2; border-left-color:#72A1B2; border-top-color:#72A1B2; padding: 0.2em 0.5em&amp;quot; | '''PvP Guide'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Capture the Flag|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Capture the Flag&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Cheese Hunt|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Cheese Hunt&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Saliko Outlands|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Saliko Outlands&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Siege of Brightheart|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Siege of Brightheart&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[The Castle of Schwartzwald|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;The Castle of Schwartzwald&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Guild War|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Guild War&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: auto; margin-right: auto; width: 90%; background: #F5FCFC; border: 1px solid #BBDFE8; border-left-color:#BBDFE8; border-top-color:#BBDFE8; border-top:none; border-bottom:none; padding-bottom: 10px; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #1d6781; background: #E3F6F6; border: 1px solid #72A1B2; border-left-color:#72A1B2; border-top-color:#72A1B2; padding: 0.2em 0.5em&amp;quot; | '''Trophy Guide'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[General Trophies|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;General&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Event Trophies|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Events&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Profession Trophies|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Professions&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Dungeon Trophies|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Dungeons&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[PvP Trophies|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Player vs. Player (PVP) &amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Quest Trophies|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Quests&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: auto; margin-right: auto; width: 90%; background: #F5FCFC; border: 1px solid #BBDFE8; border-left-color:#BBDFE8; border-top-color:#BBDFE8; border-top:none;  padding-bottom: 5px; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #1d6781; background: #E3F6F6; border: 1px solid #72A1B2; border-left-color:#72A1B2; border-top-color:#72A1B2; padding: 0.2em 0.5em&amp;quot; | '''Dungeons Guides'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | Saliko Plains:&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Abandoned Burrow|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Abandoned Burrow (AB)&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Deep Mines|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Deep Mines (DM)&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Hollow Tree|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Hollow Tree (HT)&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Guild Dungeon|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Guild Dungeon (GD)&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Everchange Caverns|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Everchange Caverns (ECC)&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | Ashaya Tundra:&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Frigus's Lair|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Frigus's Lair (FL)&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Forlorn Manor|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Forlorn Manor (FM)&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Battle for Ashaya|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Battle for Ashaya (BFA)&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | Argan Jungle:&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Twigmoss Burrow|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Twigmoss Burrow (RF)&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Moonlight Monastery|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Moonlight Monastery (Mona)&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Cultist Prison|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Cultist Prison (Prison)&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; | [[Tunnels of Illusion|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Tunnels of Illusion (ToI)&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 16.67%&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;~~~Lists~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;margin-left: auto; margin-right: auto; width: 90%; background: #F5FCFC; border: 1px solid #BBDFE8; border-left-color:#BBDFE8; border-top-color:#BBDFE8; border-top:none;border-bottom:none;  padding-bottom: 5px; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #1d6781; background: #E3F6F6; border: 1px solid #72A1B2; border-left-color:#72A1B2; border-top-color:#72A1B2; padding: 0.2em 0.5em&amp;quot; | '''Items'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 20%&amp;quot; | [[Item Database|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Item Database&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 20%&amp;quot; | [[Quest Items|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Quest Items&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 20%&amp;quot; | [[Equipment|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Equipment&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 20%&amp;quot; | [[Consumables|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Consumables&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 20%&amp;quot; | [[Miscellaneous|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Miscellaneous&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: auto; margin-right: auto; width: 90%; background: #F5FCFC; border: 1px solid #BBDFE8; border-left-color:#BBDFE8; border-top-color:#BBDFE8; border-top:none;border-bottom:none;  padding-bottom: 5px; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #1d6781; background: #E3F6F6; border: 1px solid #72A1B2; border-left-color:#72A1B2; border-top-color:#72A1B2; padding: 0.2em 0.5em&amp;quot; | '''Quests'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Daily Quests|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Dailys&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Regular Quests|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Regulars&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: auto; margin-right: auto; width: 90%; background: #F5FCFC; border: 1px solid #BBDFE8; border-left-color:#BBDFE8; border-top-color:#BBDFE8; border-top:none;border-bottom:none;  padding-bottom: 5px; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #1d6781; background: #E3F6F6; border: 1px solid #72A1B2; border-left-color:#72A1B2; border-top-color:#72A1B2; padding: 0.2em 0.5em&amp;quot; | '''Monsters'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Regular|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Regular&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Mini Bosses|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Mini Bosses&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Bosses|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Bosses&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Pets|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Pets &amp;lt;/span&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: auto; margin-right: auto; width: 90%; background: #F5FCFC; border: 1px solid #BBDFE8; border-left-color:#BBDFE8; border-top-color:#BBDFE8; border-top:none; border-bottom:none; padding-bottom: 5px; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #1d6781; background: #E3F6F6; border: 1px solid #72A1B2; border-left-color:#72A1B2; border-top-color:#72A1B2; padding: 0.2em 0.5em&amp;quot; | '''Skills'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Physical Skills|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Physical&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Magic Skills|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Magic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: auto; margin-right: auto; width: 90%; background: #F5FCFC; border: 1px solid #BBDFE8; border-left-color:#BBDFE8; border-top-color:#BBDFE8; border-top:none; padding-bottom: 5px; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #1d6781; background: #E3F6F6; border: 1px solid #72A1B2; border-left-color:#72A1B2; border-top-color:#72A1B2; padding: 0.2em 0.5em&amp;quot; | '''NPCs'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[List of Saliko Plains NPCs|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Saliko Plains&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[List of Ashaya Tundra NPCs|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Ashaya Tundra&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[List of Argan Jungle NPCs|&amp;lt;span style=&amp;quot;color:#5c94a8;&amp;quot;&amp;gt;Argan Jungle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor_(Trial)&amp;diff=6880</id>
		<title>The Forlorn Manor (Trial)</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor_(Trial)&amp;diff=6880"/>
				<updated>2025-11-13T05:18:51Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: /* End - Fire Storm &amp;amp; Descend To Stop Hell's Touch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Haunted by ghosts for as long as anyone can remember, the Forlorn Manor has been avoided by anyone that values their life. As an adventurer fearless enough to brave the vile spirits, it is up to you to put an end to their nefarious reign.''&lt;br /&gt;
&lt;br /&gt;
The Forlorn Manor is a trial that takes place in [[NPC: Bramble|Bramble's]] imagination of [[The Forlorn Manor]] during the quest [[Quest: A Spirited Performance|A Spirited Performance]] in Timeless Waters. You cannot manually queue for the trial through an NPC; only through [[Battlegrounds]] (Game &amp;gt; Community tab &amp;gt; Battle). To unlock the trial, you must complete Bramble's mini quest-line, starting from Fiery Surprises and Writer's Block, until you get to A Spirited Performance.&lt;br /&gt;
&lt;br /&gt;
The recommended level is around 30, and players above level 30 will be scaled down to that level for the trial. A minimum of 3 or more players is required. A typical group set-up will consist of one healer, one tank and one or more damage dealers. You cannot change classes in a trial (unless you leave and re-join with the rest of the group accepting the prompt to look for other adventurers), but you can switch skill sets.&lt;br /&gt;
&lt;br /&gt;
== Casper ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Casper|33+|Demon|Ghost 2|144,000|Immune to stun, freeze, silence, sleep, and charm. Extrasensory.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Casper.png]]&lt;br /&gt;
&lt;br /&gt;
Casper is a boss that uses different gimmicks at each stage of his health, while having no berserk timers to limit the duration of the fight. Although he does not have an indicator on his health bar to determine when his attacks will come, his dialogue can determine what kind of attack he does next. Casper does not have a Swipe skill, which means you can stand in front of him as you please.&lt;br /&gt;
&lt;br /&gt;
=== Beginning ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Visitors? What a .. pleasant surprise ..'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
* '''Fire Bolt (level 3)''': Hits one player, dealing about 1,200-1,500 fire damage.&lt;br /&gt;
* '''Fire Ball Volley (level 1)''': Hits all players, dealing ~100 fire damage.&lt;br /&gt;
* '''Curse of Slowness (level 5)''': Slows down the player with aggro (tank) by -40% movement speed.&lt;br /&gt;
&lt;br /&gt;
Like it's dungeon counterpart, Casper begins the fight without doing much. The tank should use this opportunity to grab aggro from Casper by heading to the far-right side of the room. Alongside the two Shooeys beside him, he also summons a Shoo, which is followed up with more Shooeys. Get rid of the Shoo quickly, as it will automatically take out the Shooeys with it.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Phase ===&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Demonic Fiend|32|Demon|Dark 1|32,138|Immune to stun, freeze, silence, sleep, and charm.}}&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: You are not alone in this manor. Why don't you meet a few of our residents, who have made it .. their home?'''''&lt;br /&gt;
&lt;br /&gt;
'''''The flame of the enchanted candle gutters out ...'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
* '''Empower''': Can be smited. Does nothing.&lt;br /&gt;
* '''Lesser Fire Storm''': Hits all players for about ~1,200 fire damage (about 40-60% health). If any players are stacked on top of each other, they can get hit multiple times, multiplying the damage of this attack.&lt;br /&gt;
&lt;br /&gt;
- Spells that the Demonic Fiend will use:&lt;br /&gt;
&lt;br /&gt;
* '''Terrify (level 1)''': Inflicts fear on a random player for several seconds. Can be smited.&lt;br /&gt;
* '''Infernal Strength''': While in darkness, the Demonic Fiend automatically gains a damage buff, enraging it. This buff is dispelled if it is near any lit candle, and regained if the message '''''The light fades as the last of the enchanted candle burns down ...''''' appears while there are no lit candles on the field, or regained briefly if the tank tries to move the fiend between candle locations.&lt;br /&gt;
&lt;br /&gt;
- Spells that the Fiery Apparitions will use:&lt;br /&gt;
&lt;br /&gt;
* '''Detonate''': When the apparition is defeated, it explodes in a tiny radius, dealing ~1,000-1,200 fire damage (about 40-60% health) to any player caught in the blast. If possible, try not to stand directly on top of it.&lt;br /&gt;
&lt;br /&gt;
At around 80-90% of Casper's health, he will go into hiding, disappearing from the screen and is invulnerable to attacks. The background will change to darkness, and Casper will periodically call 2 Vile Sprites, a Shoo, multiple Shooeys. New to this fight are the Fiery Apparitions and a Demonic Fiend (with Terrify level 1) that spawns. In order for Casper to re-appear early, the Demonic Fiend must be defeated, while lighting one or more candles to prevent the fiend from enraging with a damage buff.&lt;br /&gt;
&lt;br /&gt;
The tank should stay on top of the right-most candle, growling the other monsters and drawing the Fiery Apparition close to the candle for the damage dealer to defeat it, lighting the candle up. The damage dealer focuses their efforts on taking out all the monsters as quickly as possible. Meanwhile, the healer should make good use of Healing Springs to heal the team and deal additional damage. &lt;br /&gt;
&lt;br /&gt;
As soon as the Demonic Fiend appears, the tank should draw it's attention with a Taunt and smite it's Terrify, while the damage dealer focuses their efforts on taking it out. If the damage dealer cannot defeat the fiend in time, the damage dealer and/or tank should lure the next fiery apparition to light the candle on the left, and move the fiend right before the message '''''The light fades as the last of the enchanted candle burns down ...''''' appears. The damage dealer or healer should stand on the candle to the left so the tank can quickly Charge to them, minimizing the damage taken from the fiend's brief enrage while moving between candles.&lt;br /&gt;
&lt;br /&gt;
Once the fiend is defeated, Casper immediately re-appears and casts Empower (this skill can be smited, but it has no effect), followed by a Lesser Fire Storm that cannot be avoided. The team needs to quickly spread out to prevent getting hit multiple times by this attack, then regroup afterwards. The healer should make sure each player is above 50% of their health before this attack occurs to survive the blast, then quickly use Healing Springs afterwards to patch the team back up.&lt;br /&gt;
&lt;br /&gt;
=== Interlude ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Did my residents not give you a proper welcome?'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: How .. terrible. Let me make this up to you!'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning):&lt;br /&gt;
&lt;br /&gt;
* '''Armageddon''': This spell causes several orbs to swirl around, randomly crashing into the ground and dealing damage to players, having a chance to land all on the same spot, dealing heavy damage nearby players depending on their position. A Tank should be responsible for Smiting the spell every time it comes up. You can move forward to avoid all, if not most of the blast. &lt;br /&gt;
* '''Meteor Rain''': This spell causes a meteor to drop every few seconds around the targeted area, stunning targets hit and inflicting massive amounts of damage. This AoE spell is occasionally used after Armageddon, so have a Mage use Disrupt Magic in order to interrupt it, or a DPS Warrior in your group to Smite it. Alternately if it cannot be interrupted, have the tank move out of it's drop range.&lt;br /&gt;
&lt;br /&gt;
You have a brief period of time to attack Casper before he transitions into the next phase. The tank should move Casper to the left side of the room now, eliminating any leftover monsters from the previous phase as well as any new ones he might spawn during this moment. Watch out for both Armageddon and Meteor Rain once it comes up. &lt;br /&gt;
&lt;br /&gt;
=== Middle - Blazing Meteor ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: This manor will be your tomb!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper prepares to summon a blazing meteor!'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning and interlude):&lt;br /&gt;
&lt;br /&gt;
* '''Blazing Meteor''': Destroys most of the room and it's platforms, leaving behind a circular platform safe spot intact on the left surrounded by a fiery pit. Ideally, the tank should move the boss to the safe spot beforehand during the interlude.&lt;br /&gt;
* '''Blazing Avalanche''': Casper will pick a random player, spawning multiple meteors in their direction in attempt to push them off into the fiery pit below. Deals about 50-80% of player's health in damage. Move behind Casper to avoid this attack. This can also be smited, but Armageddon takes priority first.&lt;br /&gt;
&lt;br /&gt;
As soon as the blazing meteor message appears, the tank should move Casper to the safe spot if they haven't done so already. Continue dealing damage to Casper, while watching out for Armageddon and Meteor Rain, as well as Blazing Avalanche. The next phase starts as soon as you see a large circle around himself.&lt;br /&gt;
&lt;br /&gt;
=== End - Fire Storm &amp;amp; Descend To Stop Hell's Touch === &lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Persistent whelps! I should have gotten rid of you long ago!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: No matter - when I am done, you will all be burned to a crisp!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Struggle as you want, you shall not stop me this time!''''' (when Casper begins casting Hell's Touch)&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Stubborn pests! Why won't you just die!''''' (after Hell's Touch is interrupted)&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning, interlude and Blazing Avalanche):&lt;br /&gt;
&lt;br /&gt;
* '''Fire Storm''': Deals massive fire damage in a large circle around himself, knocking out most players caught in the blast on the circular platform. Wait until the plank drops, then stay on the left-most edge of the platform, or drop down to the plank below to avoid.&lt;br /&gt;
* '''Hell's Touch''': Casper teleports to the bottom-right of the map after using Fire Storm and begins casting this one-hit KO attack with a 20-second timer on the player's screen. No Smite needed, as damage from any player to Casper will interrupt this attack.&lt;br /&gt;
&lt;br /&gt;
Once Casper is reduced to about 30% of his health, he will begin casting Fire Storm in a large circle around himself. At the same time, a large plank of wood will fall to the left, creating a platform to descend to avoid the attack. Descend to the left after the plank drops, and rush to the boss who has now teleported to the bottom-right, starting a 20 second timer for Hell's Touch.&lt;br /&gt;
&lt;br /&gt;
The tank needs to quickly reach the boss in 20 seconds to stop the attack, but also growl the monsters along the way (to prevent the damage dealer and healer from taking too much damage) while having to endure Curse of Slowness placed on them (a pet with Blessing of Speed or a healer with Blessing of Speed can help, but isn't necessary). Use Charge to close the distance, whenever possible. If the tank is somehow unable to reach the boss in time, the damage dealer can also quickly rush to the boss and deal damage to Casper to interrupt the attack (Casper will still be aggroed to the tank).&lt;br /&gt;
&lt;br /&gt;
A fire will spawn shortly starting from center-left of the room, slowly spreading to the right. Continue attacking Casper while watching out for Armageddon, Meteor Rain and Blazing Avalanche in the right side of the map until he is defeated.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* There is a Ghostly Chest that spawns in the bottom-left corner during the descent to avoid Fire Storm and stop Hell's Touch. This chest contains gold and a cd (if you don't have it).&lt;br /&gt;
* If you have the Guardian Stone of Ice, it is recommended to use a [https://www.pawdgame.com/database/items#item=57 Vial of Enchanted Water] (Neutral 2 -&amp;gt; Water 2) to reduce the damage taken. A player by default takes 50% more damage from Ghost attacks, 25% more damage from Dark attacks and 0% more damage from Fire attacks. Having Water 2 reduces the damage taken from Ghost attacks to -10% (a 60% decrease), Dark attacks to 0% (25% decrease) and Fire attacks to -25% (25% decrease).&lt;br /&gt;
** A [https://www.pawdgame.com/database/items#item=1387 Frozen Valentine Cupcake] from a [https://www.pawdgame.com/database/items#item=1389 Snow-Covered Picnic Basket] (drops from Galepeak Cavern's Frozen Chests/Frost Caches) can also further reduce the fire damage taken slightly.&lt;br /&gt;
* Because the trial is level 30, healers do not have access to [[Song of Harmony]]. Instead, use Healing Springs and stacking to heal the team.&lt;br /&gt;
* It is recommended for a Mage to use Fire Wall, Fire Hail and Ignite during this fight, as you will have to deal with multiple monsters. Be careful of the branches on the top-right corner of the room, as it will cause your Fire Hail to miss if not aimed properly.&lt;br /&gt;
* This trial has a chance to drop various transparent equipment, such as Vanishing Mittens, Vanishing Cloth and Concealing Cloth, allowing your character to hide certain parts of their equipment when used as a costume. In addition, there is a chance for Thick Bandages to drop, one of two currently best-in-slot late-game gloves for Mages and DPS Priests.&lt;br /&gt;
&lt;br /&gt;
[[Category: Trials]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor_(Trial)&amp;diff=6879</id>
		<title>The Forlorn Manor (Trial)</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor_(Trial)&amp;diff=6879"/>
				<updated>2025-11-13T05:10:07Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: /* Middle - Blazing Meteor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Haunted by ghosts for as long as anyone can remember, the Forlorn Manor has been avoided by anyone that values their life. As an adventurer fearless enough to brave the vile spirits, it is up to you to put an end to their nefarious reign.''&lt;br /&gt;
&lt;br /&gt;
The Forlorn Manor is a trial that takes place in [[NPC: Bramble|Bramble's]] imagination of [[The Forlorn Manor]] during the quest [[Quest: A Spirited Performance|A Spirited Performance]] in Timeless Waters. You cannot manually queue for the trial through an NPC; only through [[Battlegrounds]] (Game &amp;gt; Community tab &amp;gt; Battle). To unlock the trial, you must complete Bramble's mini quest-line, starting from Fiery Surprises and Writer's Block, until you get to A Spirited Performance.&lt;br /&gt;
&lt;br /&gt;
The recommended level is around 30, and players above level 30 will be scaled down to that level for the trial. A minimum of 3 or more players is required. A typical group set-up will consist of one healer, one tank and one or more damage dealers. You cannot change classes in a trial (unless you leave and re-join with the rest of the group accepting the prompt to look for other adventurers), but you can switch skill sets.&lt;br /&gt;
&lt;br /&gt;
== Casper ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Casper|33+|Demon|Ghost 2|144,000|Immune to stun, freeze, silence, sleep, and charm. Extrasensory.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Casper.png]]&lt;br /&gt;
&lt;br /&gt;
Casper is a boss that uses different gimmicks at each stage of his health, while having no berserk timers to limit the duration of the fight. Although he does not have an indicator on his health bar to determine when his attacks will come, his dialogue can determine what kind of attack he does next. Casper does not have a Swipe skill, which means you can stand in front of him as you please.&lt;br /&gt;
&lt;br /&gt;
=== Beginning ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Visitors? What a .. pleasant surprise ..'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
* '''Fire Bolt (level 3)''': Hits one player, dealing about 1,200-1,500 fire damage.&lt;br /&gt;
* '''Fire Ball Volley (level 1)''': Hits all players, dealing ~100 fire damage.&lt;br /&gt;
* '''Curse of Slowness (level 5)''': Slows down the player with aggro (tank) by -40% movement speed.&lt;br /&gt;
&lt;br /&gt;
Like it's dungeon counterpart, Casper begins the fight without doing much. The tank should use this opportunity to grab aggro from Casper by heading to the far-right side of the room. Alongside the two Shooeys beside him, he also summons a Shoo, which is followed up with more Shooeys. Get rid of the Shoo quickly, as it will automatically take out the Shooeys with it.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Phase ===&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Demonic Fiend|32|Demon|Dark 1|32,138|Immune to stun, freeze, silence, sleep, and charm.}}&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: You are not alone in this manor. Why don't you meet a few of our residents, who have made it .. their home?'''''&lt;br /&gt;
&lt;br /&gt;
'''''The flame of the enchanted candle gutters out ...'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
* '''Empower''': Can be smited. Does nothing.&lt;br /&gt;
* '''Lesser Fire Storm''': Hits all players for about ~1,200 fire damage (about 40-60% health). If any players are stacked on top of each other, they can get hit multiple times, multiplying the damage of this attack.&lt;br /&gt;
&lt;br /&gt;
- Spells that the Demonic Fiend will use:&lt;br /&gt;
&lt;br /&gt;
* '''Terrify (level 1)''': Inflicts fear on a random player for several seconds. Can be smited.&lt;br /&gt;
* '''Infernal Strength''': While in darkness, the Demonic Fiend automatically gains a damage buff, enraging it. This buff is dispelled if it is near any lit candle, and regained if the message '''''The light fades as the last of the enchanted candle burns down ...''''' appears while there are no lit candles on the field, or regained briefly if the tank tries to move the fiend between candle locations.&lt;br /&gt;
&lt;br /&gt;
- Spells that the Fiery Apparitions will use:&lt;br /&gt;
&lt;br /&gt;
* '''Detonate''': When the apparition is defeated, it explodes in a tiny radius, dealing ~1,000-1,200 fire damage (about 40-60% health) to any player caught in the blast. If possible, try not to stand directly on top of it.&lt;br /&gt;
&lt;br /&gt;
At around 80-90% of Casper's health, he will go into hiding, disappearing from the screen and is invulnerable to attacks. The background will change to darkness, and Casper will periodically call 2 Vile Sprites, a Shoo, multiple Shooeys. New to this fight are the Fiery Apparitions and a Demonic Fiend (with Terrify level 1) that spawns. In order for Casper to re-appear early, the Demonic Fiend must be defeated, while lighting one or more candles to prevent the fiend from enraging with a damage buff.&lt;br /&gt;
&lt;br /&gt;
The tank should stay on top of the right-most candle, growling the other monsters and drawing the Fiery Apparition close to the candle for the damage dealer to defeat it, lighting the candle up. The damage dealer focuses their efforts on taking out all the monsters as quickly as possible. Meanwhile, the healer should make good use of Healing Springs to heal the team and deal additional damage. &lt;br /&gt;
&lt;br /&gt;
As soon as the Demonic Fiend appears, the tank should draw it's attention with a Taunt and smite it's Terrify, while the damage dealer focuses their efforts on taking it out. If the damage dealer cannot defeat the fiend in time, the damage dealer and/or tank should lure the next fiery apparition to light the candle on the left, and move the fiend right before the message '''''The light fades as the last of the enchanted candle burns down ...''''' appears. The damage dealer or healer should stand on the candle to the left so the tank can quickly Charge to them, minimizing the damage taken from the fiend's brief enrage while moving between candles.&lt;br /&gt;
&lt;br /&gt;
Once the fiend is defeated, Casper immediately re-appears and casts Empower (this skill can be smited, but it has no effect), followed by a Lesser Fire Storm that cannot be avoided. The team needs to quickly spread out to prevent getting hit multiple times by this attack, then regroup afterwards. The healer should make sure each player is above 50% of their health before this attack occurs to survive the blast, then quickly use Healing Springs afterwards to patch the team back up.&lt;br /&gt;
&lt;br /&gt;
=== Interlude ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Did my residents not give you a proper welcome?'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: How .. terrible. Let me make this up to you!'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning):&lt;br /&gt;
&lt;br /&gt;
* '''Armageddon''': This spell causes several orbs to swirl around, randomly crashing into the ground and dealing damage to players, having a chance to land all on the same spot, dealing heavy damage nearby players depending on their position. A Tank should be responsible for Smiting the spell every time it comes up. You can move forward to avoid all, if not most of the blast. &lt;br /&gt;
* '''Meteor Rain''': This spell causes a meteor to drop every few seconds around the targeted area, stunning targets hit and inflicting massive amounts of damage. This AoE spell is occasionally used after Armageddon, so have a Mage use Disrupt Magic in order to interrupt it, or a DPS Warrior in your group to Smite it. Alternately if it cannot be interrupted, have the tank move out of it's drop range.&lt;br /&gt;
&lt;br /&gt;
You have a brief period of time to attack Casper before he transitions into the next phase. The tank should move Casper to the left side of the room now, eliminating any leftover monsters from the previous phase as well as any new ones he might spawn during this moment. Watch out for both Armageddon and Meteor Rain once it comes up. &lt;br /&gt;
&lt;br /&gt;
=== Middle - Blazing Meteor ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: This manor will be your tomb!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper prepares to summon a blazing meteor!'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning and interlude):&lt;br /&gt;
&lt;br /&gt;
* '''Blazing Meteor''': Destroys most of the room and it's platforms, leaving behind a circular platform safe spot intact on the left surrounded by a fiery pit. Ideally, the tank should move the boss to the safe spot beforehand during the interlude.&lt;br /&gt;
* '''Blazing Avalanche''': Casper will pick a random player, spawning multiple meteors in their direction in attempt to push them off into the fiery pit below. Deals about 50-80% of player's health in damage. Move behind Casper to avoid this attack. This can also be smited, but Armageddon takes priority first.&lt;br /&gt;
&lt;br /&gt;
As soon as the blazing meteor message appears, the tank should move Casper to the safe spot if they haven't done so already. Continue dealing damage to Casper, while watching out for Armageddon and Meteor Rain, as well as Blazing Avalanche. The next phase starts as soon as you see a large circle around himself.&lt;br /&gt;
&lt;br /&gt;
=== End - Fire Storm &amp;amp; Descend To Stop Hell's Touch === &lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Persistent whelps! I should have gotten rid of you long ago!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: No matter - when I am done, you will all be burned to a crisp!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Struggle as you want, you shall not stop me this time!''''' (when Casper begins casting Hell's Touch)&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Stubborn pests! Why won't you just die!''''' (after Hell's Touch is interrupted)&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning, interlude and Blazing Avalanche):&lt;br /&gt;
&lt;br /&gt;
* '''Fire Storm''': Deals massive fire damage in a large circle around himself, knocking out most players caught in the blast on the circular platform. Wait until the plank drops, then stay on the left-most edge of the platform, or drop down to the plank below to avoid.&lt;br /&gt;
* '''Hell's Touch''': Casper teleports to the bottom-right of the map after using Fire Storm and begins casting this one-hit KO attack with a 20-second timer on the player's screen. No Smite needed, as damage from any player to Casper will interrupt this attack.&lt;br /&gt;
&lt;br /&gt;
Once Casper is reduced to about 30% of his health, he will begin casting Fire Storm in a large circle around himself. At the same time, a large plank of wood will fall to the left, creating a platform to descend to avoid the attack. Descend to the left after the plank drops, and rush to the boss who has now teleported to the bottom-right, starting a 20 second timer for Hell's Touch.&lt;br /&gt;
&lt;br /&gt;
Avoid the summoned monsters along the way until you reach the boss at the bottom-right, then use an AoE to wipe them all out. Note that at this point, the tank might still have Curse of Slowness applied to them, and may be too slow to reach the boss in time. The damage dealer can also rush to the boss and deal damage to Casper to interrupt Hell's Touch (Casper will still be aggroed to the tank). &lt;br /&gt;
&lt;br /&gt;
A fire will spawn shortly starting from center-left of the room, slowly spreading to the right. Continue attacking Casper while watching out for Armageddon, Meteor Rain and Blazing Avalanche in the right side of the map until he is defeated.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* There is a Ghostly Chest that spawns in the bottom-left corner during the descent to avoid Fire Storm and stop Hell's Touch. This chest contains gold and a cd (if you don't have it).&lt;br /&gt;
* If you have the Guardian Stone of Ice, it is recommended to use a [https://www.pawdgame.com/database/items#item=57 Vial of Enchanted Water] (Neutral 2 -&amp;gt; Water 2) to reduce the damage taken. A player by default takes 50% more damage from Ghost attacks, 25% more damage from Dark attacks and 0% more damage from Fire attacks. Having Water 2 reduces the damage taken from Ghost attacks to -10% (a 60% decrease), Dark attacks to 0% (25% decrease) and Fire attacks to -25% (25% decrease).&lt;br /&gt;
** A [https://www.pawdgame.com/database/items#item=1387 Frozen Valentine Cupcake] from a [https://www.pawdgame.com/database/items#item=1389 Snow-Covered Picnic Basket] (drops from Galepeak Cavern's Frozen Chests/Frost Caches) can also further reduce the fire damage taken slightly.&lt;br /&gt;
* Because the trial is level 30, healers do not have access to [[Song of Harmony]]. Instead, use Healing Springs and stacking to heal the team.&lt;br /&gt;
* It is recommended for a Mage to use Fire Wall, Fire Hail and Ignite during this fight, as you will have to deal with multiple monsters. Be careful of the branches on the top-right corner of the room, as it will cause your Fire Hail to miss if not aimed properly.&lt;br /&gt;
* This trial has a chance to drop various transparent equipment, such as Vanishing Mittens, Vanishing Cloth and Concealing Cloth, allowing your character to hide certain parts of their equipment when used as a costume. In addition, there is a chance for Thick Bandages to drop, one of two currently best-in-slot late-game gloves for Mages and DPS Priests.&lt;br /&gt;
&lt;br /&gt;
[[Category: Trials]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

	<entry>
		<id>https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor_(Trial)&amp;diff=6878</id>
		<title>The Forlorn Manor (Trial)</title>
		<link rel="alternate" type="text/html" href="https://www.pawdgame.com/wiki_1_29/index.php?title=The_Forlorn_Manor_(Trial)&amp;diff=6878"/>
				<updated>2025-11-13T05:06:50Z</updated>
		
		<summary type="html">&lt;p&gt;Localguest: /* Middle - Blazing Meteor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Haunted by ghosts for as long as anyone can remember, the Forlorn Manor has been avoided by anyone that values their life. As an adventurer fearless enough to brave the vile spirits, it is up to you to put an end to their nefarious reign.''&lt;br /&gt;
&lt;br /&gt;
The Forlorn Manor is a trial that takes place in [[NPC: Bramble|Bramble's]] imagination of [[The Forlorn Manor]] during the quest [[Quest: A Spirited Performance|A Spirited Performance]] in Timeless Waters. You cannot manually queue for the trial through an NPC; only through [[Battlegrounds]] (Game &amp;gt; Community tab &amp;gt; Battle). To unlock the trial, you must complete Bramble's mini quest-line, starting from Fiery Surprises and Writer's Block, until you get to A Spirited Performance.&lt;br /&gt;
&lt;br /&gt;
The recommended level is around 30, and players above level 30 will be scaled down to that level for the trial. A minimum of 3 or more players is required. A typical group set-up will consist of one healer, one tank and one or more damage dealers. You cannot change classes in a trial (unless you leave and re-join with the rest of the group accepting the prompt to look for other adventurers), but you can switch skill sets.&lt;br /&gt;
&lt;br /&gt;
== Casper ==&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Casper|33+|Demon|Ghost 2|144,000|Immune to stun, freeze, silence, sleep, and charm. Extrasensory.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Casper.png]]&lt;br /&gt;
&lt;br /&gt;
Casper is a boss that uses different gimmicks at each stage of his health, while having no berserk timers to limit the duration of the fight. Although he does not have an indicator on his health bar to determine when his attacks will come, his dialogue can determine what kind of attack he does next. Casper does not have a Swipe skill, which means you can stand in front of him as you please.&lt;br /&gt;
&lt;br /&gt;
=== Beginning ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Visitors? What a .. pleasant surprise ..'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
* '''Fire Bolt (level 3)''': Hits one player, dealing about 1,200-1,500 fire damage.&lt;br /&gt;
* '''Fire Ball Volley (level 1)''': Hits all players, dealing ~100 fire damage.&lt;br /&gt;
* '''Curse of Slowness (level 5)''': Slows down the player with aggro (tank) by -40% movement speed.&lt;br /&gt;
&lt;br /&gt;
Like it's dungeon counterpart, Casper begins the fight without doing much. The tank should use this opportunity to grab aggro from Casper by heading to the far-right side of the room. Alongside the two Shooeys beside him, he also summons a Shoo, which is followed up with more Shooeys. Get rid of the Shoo quickly, as it will automatically take out the Shooeys with it.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Phase ===&lt;br /&gt;
&lt;br /&gt;
{{MonsterStats|Demonic Fiend|32|Demon|Dark 1|32,138|Immune to stun, freeze, silence, sleep, and charm.}}&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: You are not alone in this manor. Why don't you meet a few of our residents, who have made it .. their home?'''''&lt;br /&gt;
&lt;br /&gt;
'''''The flame of the enchanted candle gutters out ...'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use:&lt;br /&gt;
&lt;br /&gt;
* '''Summon Minions'''&lt;br /&gt;
* '''Empower''': Can be smited. Does nothing.&lt;br /&gt;
* '''Lesser Fire Storm''': Hits all players for about ~1,200 fire damage (about 40-60% health). If any players are stacked on top of each other, they can get hit multiple times, multiplying the damage of this attack.&lt;br /&gt;
&lt;br /&gt;
- Spells that the Demonic Fiend will use:&lt;br /&gt;
&lt;br /&gt;
* '''Terrify (level 1)''': Inflicts fear on a random player for several seconds. Can be smited.&lt;br /&gt;
* '''Infernal Strength''': While in darkness, the Demonic Fiend automatically gains a damage buff, enraging it. This buff is dispelled if it is near any lit candle, and regained if the message '''''The light fades as the last of the enchanted candle burns down ...''''' appears while there are no lit candles on the field, or regained briefly if the tank tries to move the fiend between candle locations.&lt;br /&gt;
&lt;br /&gt;
- Spells that the Fiery Apparitions will use:&lt;br /&gt;
&lt;br /&gt;
* '''Detonate''': When the apparition is defeated, it explodes in a tiny radius, dealing ~1,000-1,200 fire damage (about 40-60% health) to any player caught in the blast. If possible, try not to stand directly on top of it.&lt;br /&gt;
&lt;br /&gt;
At around 80-90% of Casper's health, he will go into hiding, disappearing from the screen and is invulnerable to attacks. The background will change to darkness, and Casper will periodically call 2 Vile Sprites, a Shoo, multiple Shooeys. New to this fight are the Fiery Apparitions and a Demonic Fiend (with Terrify level 1) that spawns. In order for Casper to re-appear early, the Demonic Fiend must be defeated, while lighting one or more candles to prevent the fiend from enraging with a damage buff.&lt;br /&gt;
&lt;br /&gt;
The tank should stay on top of the right-most candle, growling the other monsters and drawing the Fiery Apparition close to the candle for the damage dealer to defeat it, lighting the candle up. The damage dealer focuses their efforts on taking out all the monsters as quickly as possible. Meanwhile, the healer should make good use of Healing Springs to heal the team and deal additional damage. &lt;br /&gt;
&lt;br /&gt;
As soon as the Demonic Fiend appears, the tank should draw it's attention with a Taunt and smite it's Terrify, while the damage dealer focuses their efforts on taking it out. If the damage dealer cannot defeat the fiend in time, the damage dealer and/or tank should lure the next fiery apparition to light the candle on the left, and move the fiend right before the message '''''The light fades as the last of the enchanted candle burns down ...''''' appears. The damage dealer or healer should stand on the candle to the left so the tank can quickly Charge to them, minimizing the damage taken from the fiend's brief enrage while moving between candles.&lt;br /&gt;
&lt;br /&gt;
Once the fiend is defeated, Casper immediately re-appears and casts Empower (this skill can be smited, but it has no effect), followed by a Lesser Fire Storm that cannot be avoided. The team needs to quickly spread out to prevent getting hit multiple times by this attack, then regroup afterwards. The healer should make sure each player is above 50% of their health before this attack occurs to survive the blast, then quickly use Healing Springs afterwards to patch the team back up.&lt;br /&gt;
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=== Interlude ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Did my residents not give you a proper welcome?'''''&lt;br /&gt;
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'''''Casper yells: How .. terrible. Let me make this up to you!'''''&lt;br /&gt;
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- Spells that Casper will use (includes the previous skills from the beginning):&lt;br /&gt;
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* '''Armageddon''': This spell causes several orbs to swirl around, randomly crashing into the ground and dealing damage to players, having a chance to land all on the same spot, dealing heavy damage nearby players depending on their position. A Tank should be responsible for Smiting the spell every time it comes up. You can move forward to avoid all, if not most of the blast. &lt;br /&gt;
* '''Meteor Rain''': This spell causes a meteor to drop every few seconds around the targeted area, stunning targets hit and inflicting massive amounts of damage. This AoE spell is occasionally used after Armageddon, so have a Mage use Disrupt Magic in order to interrupt it, or a DPS Warrior in your group to Smite it. Alternately if it cannot be interrupted, have the tank move out of it's drop range.&lt;br /&gt;
&lt;br /&gt;
You have a brief period of time to attack Casper before he transitions into the next phase. The tank should move Casper to the left side of the room now, eliminating any leftover monsters from the previous phase as well as any new ones he might spawn during this moment. Watch out for both Armageddon and Meteor Rain once it comes up. &lt;br /&gt;
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=== Middle - Blazing Meteor ===&lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: This manor will be your tomb!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Casper prepares to summon a blazing meteor!'''''&lt;br /&gt;
&lt;br /&gt;
- Spells that Casper will use (includes the previous skills from the beginning and interlude):&lt;br /&gt;
&lt;br /&gt;
* '''Blazing Meteor''': Destroys most of the room and it's platforms, leaving behind a circular platform safe spot intact on the left surrounded by a fiery pit. Ideally, the tank should move the boss to the safe spot beforehand during the interlude.&lt;br /&gt;
* '''Blazing Avalanche''': Casper will pick a random player, spawning multiple meteors in their direction to push them off into the fiery pit below. Move behind Casper to avoid this attack. Can be smited, but Armageddon takes priority first.&lt;br /&gt;
&lt;br /&gt;
As soon as the blazing meteor message appears, the tank should move Casper to the safe spot if they haven't done so already. Continue dealing damage to Casper, while watching out for Armageddon and Meteor Rain, as well as Blazing Avalanche. The next phase starts as soon as you see a large circle around himself.&lt;br /&gt;
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=== End - Fire Storm &amp;amp; Descend To Stop Hell's Touch === &lt;br /&gt;
&lt;br /&gt;
'''''Casper yells: Persistent whelps! I should have gotten rid of you long ago!'''''&lt;br /&gt;
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'''''Casper yells: No matter - when I am done, you will all be burned to a crisp!'''''&lt;br /&gt;
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'''''Casper yells: Struggle as you want, you shall not stop me this time!''''' (when Casper begins casting Hell's Touch)&lt;br /&gt;
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'''''Casper yells: Stubborn pests! Why won't you just die!''''' (after Hell's Touch is interrupted)&lt;br /&gt;
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- Spells that Casper will use (includes the previous skills from the beginning, interlude and Blazing Avalanche):&lt;br /&gt;
&lt;br /&gt;
* '''Fire Storm''': Deals massive fire damage in a large circle around himself, knocking out most players caught in the blast on the circular platform. Wait until the plank drops, then stay on the left-most edge of the platform, or drop down to the plank below to avoid.&lt;br /&gt;
* '''Hell's Touch''': Casper teleports to the bottom-right of the map after using Fire Storm and begins casting this one-hit KO attack with a 20-second timer on the player's screen. No Smite needed, as damage from any player to Casper will interrupt this attack.&lt;br /&gt;
&lt;br /&gt;
Once Casper is reduced to about 30% of his health, he will begin casting Fire Storm in a large circle around himself. At the same time, a large plank of wood will fall to the left, creating a platform to descend to avoid the attack. Descend to the left after the plank drops, and rush to the boss who has now teleported to the bottom-right, starting a 20 second timer for Hell's Touch.&lt;br /&gt;
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Avoid the summoned monsters along the way until you reach the boss at the bottom-right, then use an AoE to wipe them all out. Note that at this point, the tank might still have Curse of Slowness applied to them, and may be too slow to reach the boss in time. The damage dealer can also rush to the boss and deal damage to Casper to interrupt Hell's Touch (Casper will still be aggroed to the tank). &lt;br /&gt;
&lt;br /&gt;
A fire will spawn shortly starting from center-left of the room, slowly spreading to the right. Continue attacking Casper while watching out for Armageddon, Meteor Rain and Blazing Avalanche in the right side of the map until he is defeated.&lt;br /&gt;
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== Notes ==&lt;br /&gt;
* There is a Ghostly Chest that spawns in the bottom-left corner during the descent to avoid Fire Storm and stop Hell's Touch. This chest contains gold and a cd (if you don't have it).&lt;br /&gt;
* If you have the Guardian Stone of Ice, it is recommended to use a [https://www.pawdgame.com/database/items#item=57 Vial of Enchanted Water] (Neutral 2 -&amp;gt; Water 2) to reduce the damage taken. A player by default takes 50% more damage from Ghost attacks, 25% more damage from Dark attacks and 0% more damage from Fire attacks. Having Water 2 reduces the damage taken from Ghost attacks to -10% (a 60% decrease), Dark attacks to 0% (25% decrease) and Fire attacks to -25% (25% decrease).&lt;br /&gt;
** A [https://www.pawdgame.com/database/items#item=1387 Frozen Valentine Cupcake] from a [https://www.pawdgame.com/database/items#item=1389 Snow-Covered Picnic Basket] (drops from Galepeak Cavern's Frozen Chests/Frost Caches) can also further reduce the fire damage taken slightly.&lt;br /&gt;
* Because the trial is level 30, healers do not have access to [[Song of Harmony]]. Instead, use Healing Springs and stacking to heal the team.&lt;br /&gt;
* It is recommended for a Mage to use Fire Wall, Fire Hail and Ignite during this fight, as you will have to deal with multiple monsters. Be careful of the branches on the top-right corner of the room, as it will cause your Fire Hail to miss if not aimed properly.&lt;br /&gt;
* This trial has a chance to drop various transparent equipment, such as Vanishing Mittens, Vanishing Cloth and Concealing Cloth, allowing your character to hide certain parts of their equipment when used as a costume. In addition, there is a chance for Thick Bandages to drop, one of two currently best-in-slot late-game gloves for Mages and DPS Priests.&lt;br /&gt;
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[[Category: Trials]]&lt;/div&gt;</summary>
		<author><name>Localguest</name></author>	</entry>

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