[BSG] A Guide to the Inn at the Edge of Time Challenges (Full Version)

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BluuHorseOfficial -> [BSG] A Guide to the Inn at the Edge of Time Challenges (3/9/2018 5:15:51)

~makeshift banner~
A Comprehensive Guide to the Inn at the Edge of Time Challenges


-By BluuHorseOfficial and Occavatra



{OVERVIEW}
It is vital that you read this section as it will explain the basic functioning and reasoning behind the functioning of the guide


(-)This Guide will update at least 1 week after the release of a new challenge. This is because the developers highly encourage the discussion of these topics in the General Discussion forum—the developers have stated that they enjoy how people collaborate to form strategies on the GD, and I do NOT want to be the one that takes the happiness of that away from them. The only other times that such discussions happen is after BIG releases or wars, and they cannot make all those with the snap of a finger. This feature may be inconvenient, but it is done to keep everyone’s interests at heart. New challenges arrive regularly at the Inn so keep an eye on the Design Notes or on Tomix's or Verlyrus's tweets for announcements and teasers of the next bizarre monster you will have to confront to test your skills and resourcefulness.
(-)Since you are here, it is assumed that you want to know of beating the challenges and if you wish to find out about the rewards offered after each challenge. If you don't want to see them yet, then you may skip the sections with the {shop} tag which assesses and analyzes the listed rewards if you wish to find out about those yourself.
(-)I have tier-ed the strategies as NDA+NDC (Non-Dragon Amulet and Non-Dragon Coins), NDA+DC (Non Dragon Amulet and Dragon Coins) DA+NDC (Dragon Amulet and Non-Dragon Coins), DA+DC (Dragon Amulet and Dragon Coins), and DmK (DoomKnight), for convenient access, but special tiers may be added for certain challenges depending on the better viability of certain items and classes. Items are listed by descending order from this list, and are arranged in the section above the challenges.
(-)I want this to feel like a community guide. If you have any strategy of your own you would like to add, just PM me. It’s greatly appreciated. Please send me strategies and/or general patterns of skill rotation, in a neat, understandable format, and mark it with the above tags based on how you’ve executed it. You can send me submissions at any level, but if it is lower than 85, I will have to edit it to make it the highest level possible. NDA-NDC strategies are highly valued, and will be prioritized. If your strategy works for me at least three times, or if you can send video proof of your victory On Youtube Only, either repeated or quieted by sending me your video’s link, title and/or channel name (the full unedited video), then I will definitely add it to the guide and credit you accordingly. Thank you so much for all your help! But, do take note that if the strategy is of a recent challenge, it will take, at minimum, one week to show up assuming said criteria are met.(to send me a link, just send it to me and cange the word “youtube” in the domain name to listenonrepeat.
(-)The format that you shall see is:-

  1. {Items}: Listed in order with tags beside them, for browsing convenience. In special cases, you may see IC=Inn Challenge Reward, ICMDC=Inn Challenge Reward, Marked as DC for bank storage. No Rares will be included, and at least one NDA+NDC item WILL be mentioned
  2. {Attacks}: List of enemy attacks and other information regarding behavioral traits and how much they affect you and how you should react to them
  3. {Strategy Type}: NDA+NDC, NDA+DC, DA+NDC, DA+DC, DmK, as well as justification on those, and the stat builds you will need for them
  4. {Strategy and Tips}: The actual strategy meant to be used and tips during certain occurrences

(-)Note that in this guide, I will be using level 85 friendly gear only. If you are of a lower level, then this Bonuses and Resistances Guide, by RyuMandruleanu, should help you better.
(-)Note that in this guide, your most powerful weapon of any element is recommended unless stated otherwise due to enemy resistances and unique situations: the statement will be bolded under the name of the monster and its table of strategies just above its “Items” Section. For a complete list of usable weapons sorted by power, this guide by Greldracion should help you out. It is mandatory that you upgrade your potions to the max level (max tier) which is to make it more convenient for yourself against these monsters—and this guide by Therill Oreb should help you out if you don’t know about Alchemy Training. It is quite essential for a player to know about Stats and how they function and what they do—it is recommended that you go through this guide by Sakurai the Cursed (previously Dracojan) if you want to know about how they work.
(-)When you get stunned by the monster, skip the turns you got stunned, unless it was a powerful move, for example:
  • Attack 1 -> Attack 2 -> Attack 3 -> Attack 4 -> Attack 5 is the strategy given. You get stunned for two turns when you were to use attack 2. Once you break out of the stun, start from Attack 4, not Attack 2
  • Attack 1 -> Attack 2 -> Strong Attack 3 -> Attack 4 -> Attack 5 is the strategy given. You get stunned for two turns when you were to use attack 2. Once you break out of the stun, use Attack 3, then proceed from Attack 5

(-)You may occasionally see terms like DoT (Damage over Time) and HoT (Heal over Time) used in this guide. If there are other terms you don’t understand or feel that it is necessary for me to clarify, then just PM me and I’ll respond. I’m on the forums every morning, so I can process your request then.
(-)I always mention the use of items Cloak Scrap, Seaweed and Hardtack. The Cloak Scrap is an artifact that modifies your base class (Warrior/Mage/Rogue)’s Final Skill to have a 50% chance to provide you a free potion, stacking up to 5 HP Potions. The Rotten Hardtack and Seaweed (collectively called HeroDietTM) will fully heal you upon their consumption from the “Temp. Inventory.” In your bag. Most DA strategies can easily be done without the use of any of them, but Non-DA strategies may/may not require Potions from the Cloak Scrap. I always mention at the end wether or not they will be required. Where they aren’t, I will say so. Where they may be, I will say that they aren’t needed, but it’s recommended. Where they are required, I will state so.


Table of Contents

1) Introduction to the Inn at the Edge of Time

1.1) Why should I be concerned about the Inn at the Edge of Time? -[ In this post ]
1.2) Is this a necessity for the progression of the story? -[ In this post ]
1.3) Where do I partake these challenges? -[ In this post ]

C) Credits -[ In this post ]

2) The Dragon Challenges -[ Go There! ]

2.1) The Middle Section -[ Go There! ]
2.1.1) Oratath, the Holy -[ Go There! ]
2.1.2) Gelunguis, the Frostwyrm -[ Go There! ]
2.1.3) Trigoras, the Three-Headed -[ Go There! ]
2.1.4) Random Dragon Challenge -[ Go There! ]
2.1.5) Dragon Challenge Upgrade {shop} -[ Go There! ]

2.2) The Right Section -[ Go There! ]
2.2.1) Dragonoid, of the Future-Past -[ Go There! ]
2.2.2) Triple Trouble -[ Go There! ]
2.2.3) Dragonoid Challenge Upgrade {shop} -[ Go There! ]

2.3) The Left Section -[ Go There! ]
2.3.1) Theano, the Thorn -[ Go There! ]
2.3.2) Siofra, the Shifting -[ Go There! ]
2.3.3) Elemental Chaos -[ Go There! ]
2.3.4) Destiny Upgrades {shop} -[ Go There! ]
2.3.5) Destiny Reforging {shop} -[ Go There! ]

3) The Nefarious Challenges -[ Go There! ]

3.1) The Left Section -[ Go There! ]
3.1.1) The Cauldron Groupies -[ Go There! ]
3.1.2) Jack Crescent (and Guitar) -[ Go There! ]
3.1.3) Random Blood Moon Challenge -[ Go There! ]
3.1.4) Blood Moon {shop} -[ Go There! ]

3.2) A Comprehensive Guide to the Timetorn Matrices -[ Go There! ]

3.3) The Right Section -[ Go There! ]
3.3.1) Legion Crawler -[ Go There! ]
3.3.2) The Abomination -[ Go There! ]
3.3.3) Crawler & Centaur -[ Go There! ]
3.3.4) Legion Armor {shop} -[ Go There! ]

4) The Otherworldly Challenges -[ Go There! ]

4.1) The Left Section -[ Go There! ]
4.1.1) Leorilla, the Proud -[ Go There! ]
4.1.2) Sir Bearingion, the Third, Most Honorable Duelist of the Western Deepwoods AKA One Punch Bear -[ Go There! ]
4.1.3) Weird Duo -[ Go There! ]
4.1.4) Leorilla and Bearingion Upgrades {shop} -[I'll deal with this later :D ]

4.2) The Middle Section
4.2.1) Super Sentog Justice GO!!
4.2.2) Groundhog Dave
4.2.3) Big & Small
4.2.4) Big & Small Upgrades {shop}

4.3) The Right Section
4.3.1) Uthuluc’s Simulacrum
4.3.2) Sciuridaehotep
4.3.3) The Primordials
4.3.4) Primordial Upgrades {shop}

5) The Dreamspace Challenges

5.1) The Left Section
5.1.1) Sporca, the Swift
5.1.2) Mega Meowphant
5.1.3) Dreamspace 1 {shop}

To Navigate through this Guide to a section you want to get to, press Ctrl for Windows/Command for Mac and then F simultaneously, and then just type an opening curly bracket ”{“ , and then type in the number corresponding to it and close the bracket. For example, if you want to view Sciuridaehotep, you should press Ctrl/Command+F and type in {4.3.2}

Besides that, wherever you see a "Go There!" link, it should take you toward that section. Some sections are merged together,






{1}Introduction to the Inn at the Edge of Time






The Inn at the Edge of Time is a strange, mysterious place located in an alternate timeline. To access this, you must click on the black rift opening in the sky above the city of Falconreach. When you’ve entered this timeline, you can meet other variants of yourselves from different timelines, where things run differently. The Avatar of Time Version of yourself heals you, and offers to talk. The inn itself was built by versions of you that have the calendar classes equipped, which are Chronomancer, Chronocorrupter, TimeKiller, Avatar of Time, Archivist, ShadowWalker of Time, and Epoch. The latter isn’t with them anymore, and the reason they built the inn was because one variant of your died in one timeline. To prevent this, they’ve built an inn where “You enter, you train, you hone your skills for future endeavors, you leave, you forget. But your body remembers, your backpack gets heavier, but you forget. Time doesn’t flow here. In here, everything already happened.” You are also welcome to read books here.





{1.1}Why should I be concerned about the Inn at the Edge of Time?






The Inn at the Edge of Time is beneficial for high level players and it provides you with some of the best gear in the game. You can take on several different challenges, which give you rewards once you manage to beat them. These can be merged using rewards from other challenges to create that gear.





{1.2}Is this a necessity for the progression of the story?






Not at all. These battles are non-canon and optional. They can be done according to the player’s wishes. They are not a part of the story, though some challenges have bosses from canon quests, most notably Theano, Siofra, Bubble, Trouble, Toil, Jack Crescent and the Gnarly Guitar of Doom. Although the items are powerful, regular quests can be completed without them as well, but these items mostly benefit you by granting you an edge over your opponents.





{1.3}Where do I partake these challenges?






The Challenges Board is located in the Atrium, or the first room in the Inn at the Edge of Time. It is the set of menus that allows you access the challenges. There are individual boards to choose from, like the Dragon Challenges, Nefarious Challenges, Otherworldly Challenges, and so on. Each have three sets of challenges, and they generally has two or more individual bosses, and then a challenge where they team up and fight you in exchange for a gold fee. Sometimes the bonus challenge is a random pick between the two. The rewards provided vary from challenge to challenge. Some drop low level items while others provide resources to level up other items. Sometimes, in special cases, items from other quests or shops in Lore may need to be used.





{C}Credits



~Thanks to Occavatra for everything ranging from moral support to certain grammatical corrections while proof-reading and creating the encyclopedia entries for most to of these monsters.
~Thanks to the DF Pedia Masters and everyone who helped contribute to Inn-related entries making it very convenient for all of us to find required information.
~Thanks to Greldracion, RyuMandruleanu, Therill Oreb and Dracojan for making the guides related to the weapons, accessories, alchemy and stats.
~Thanks to TheErosionSeeker for the ChickenCow Strategies.
~Thanks to Greyor_42 for a correction regarding the enTropy class’ Strategy Type and helping out with strategy {2.3.3.3}.
~Thanks to Hopeful Guy for suggesting the usage of skill rotations and showing me the easiest way to understand them.
~Thanks to Shiny_Underpants for helping me refine and formulate strategies and pool together ideas for equipment.
~Thanks to Killer Dragonman for some corrections.
~Thanks to Shadow X Ascendant for quite a few corrections and provision of various, various strategies.


This is probably the first guide you will see that has its credits on its first post, but that is due to this being a very frequently updated guide the credits would end up farther and farther away--the people that helped me out with a project as big as this deserve to have their names known to the readers of this guide, so this is the best and most convenient place to credit them.




BluuHorseOfficial -> The Dragon Challenges! (3/13/2018 8:08:51)






{2}The Dragon Challenges








The Dragon Challenges board was added on June 30th, 2017, with the addition of the Inn itself. The challenges offered by this board include a trio of very powerful dragons of Oratath, Gelunguis and Trigoras, a Mech Dragon in Dragonoid of the Future-Past and two powerful entities in Theano and Siofra from the main storyline. These should be amonst the easiest challenges due to them being basically the first ones introduced. They provide very powerful weapons as rewards which you will find yourself using often when the situations call for it, and they're very aesthetically pleasing. These challenges are totally worth the time you spend on them, but they are somewhat Gold-Heavy to some extent.





{2.1}The Middle Section






The Middle Section of the Dragon Challenges was first implemented along with the Board itself and the Inn. It consists of the "Oratath, the Holy", "Gelunguis, the Frostwyrm", and "Trigoras, the Three-Headed" Challenges, a Random dragon Challenge that chooses one of the above for 500 Gold. There also is a Dragon Challenge Upgrades shop where you exchange items from either of the three dragons and from the random dragon challenge.

Having a Pet Dragon (DA+NDC) with 200 points invested in Protection can be very helpful with a higher amount of Luck (LUK) as you have a higher chance to be healed and protected by it, further increasing your odds to victory. If you look at most of the Dragon Challenge strategies, you’d come to notice that they seem more like individual class guides to a small extent—and that’s because this guide also aims to help you utilise your classes the best way you can to bring the challenges in your favour. The next challenge boards are progressively harder, so you may see more strategy and tips there, while still retaining the purpose of this guide.







BluuHorseOfficial -> Oratath, The “Holy” (3/18/2018 13:41:09)










Table of Strategies:
2.1.1.1) DragonSlayer (NDA+NDC)
2.1.1.2) Ranger (NDA+NDC)
2.1.1.3) DragonSlayer (DA+NDC)
2.1.1.4) Ranger (DA+NDC)
2.1.1.5) enTropy (NDA+DC)
2.1.1.6) DoomKnight (DmK)





Your best weapon of any element should be able to get you through this challenge.

Items
For this challenge, you should use overall items (both offensively and defensively functioning);Note that the DragonKnight Relics (NDA+DC) are very effective against this challenge, and are a viable strategy if used. Alternatively, DragonBlaser (DA+NDC) or Dragon Blade (DA+NDC) can be used, too.





Attacks
  • Approaches you and stabs one of its horns into the ground to create a spiral of light that hits three times, enabling Holy Shield (+180 Defense and Reflecting Damage) for three turns. —[The Defense can easily be bypassed by increased BtH and/or BtHbuffing skills, while the damage reflection shouldn’t be too much of a problem so long as you use only weaker moves against it.]
  • Approaches you and stabs one of its horns into the ground to create a spiral of light that hits four times, causing the target to go blind (-40 to Hit) for five turns. —[The Blinding debuff is a very weak debuff and regular gear may be able to still keep your BtH higher than 0. It is very rare that this is used in conjunction with abovegiven skill, but even when it is, it’s a boon due to the fact that not hitting equals to not taking damage back]
  • Approaches you and stabs one of its horns into the ground to create a spiral of light that hits four times. —[I’ts classical Attack skill which will be used most often, but doesn’t deal nearly as much damage as the other dragons.]
  • Rams into you once to deal severe good damage with a higher chance of a critical hit. —[This is its most powerful skill which does a lot of damage, but is minuscule as compared to the other dragons’ damaging skills.]
  • Uppercuts you, dealing either moderate to severe good damage and heals itself for ~50% if its health is below 50% every 20 turns. —[This is the inevitable skill that happens at least once every battle and makes the battle a bit tedious, but manageable.]
This battle is centered around a very defensive opponent with incredible healing abilities who can blind you, shield himself and reflect damage back to you. It uses it’s shield/reflect damage move on the first turn. However, due to its lack of damage, it should be the easiest of the three dragons to beat.





{2.1.1.1}Strategy Type 1: DragonSlayer Class (NDA+NDC)
For a non-DA player, the easiest way to go about with this challenge should be the DragonSlayer Class. However, it is considered “cheesy” and this does not make it very “challenging”, so to speak, so I have another strategy you can use to feel the full experience of this fight.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
STR/INT/DEX/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
STR/INT/DEX/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
STR/INT/DEX/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
STR/INT/DEX/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
STR/INT/DEX/LUK: 200
WIS: 20





Strategy and Tips
  • DragonSlayer is a candidate here because of its abilities against dragon and reptilian opponents. It has a lot of skills that greatly benefit you against dragons and makes these challenges a cakewalk.
  • Draconic Poison shall be your go-to skill for this fight. Due to the enemy being a dragon by race, the skill takes away a tenth of the enemy’s health as a DoT every turn for 5 turns. This means that in 5 turns, the enemy would have lost half of its health. This DoT effect is applied even if the attack does not hit, thereby rendering Oratath’s shielding and blinding skills useless against it. The other reason why this is encouraged, is because it is loopable, and can be used once again after its effect wears off.
  • Use Dragon Scales and Draconic Blind to avoid damage from Oratath. Oratath always uses the shield skill on its first turn. The Blind effect is applied even if the attack does not hit, so that’s not necessarily a problem.
  • Do NOT use Draconic Strike or Call Forth the Fire Dragon when Oratath has applied his shield, as he will either avoid it entirely or reflect the heavy damage back to you.
  • Although Oratath is the only Dragon that can be stunned without the use of Draconic Elements (which is a DA-only move), it is not recommended that you rely on it, as it has a +75 Immobility Resistance
  • Overall, DragonSlayer applies a -10 Boost every attack, and deals 130% of its weapon damage on every use of the regular “Attack” button due to the enemy being a dragon by race.
  • Oratath Regenerating should not be much of a problem here: Draconic Poison, Draconic Strike and regular Attack should be able to drop his health very fast.
  • Oratath’s Blinding skill isn’t too much of an issue considering the on-hit effects of Draconic Poison and Draconic Blind do not need to hit to activate.
That’s all you’ll have to remember. Heal using Potions whenever necessary. You won’t need 5 Potions from the Cloak Scrap if you choose DragonSlayer, as you can finish this challenge fairly easily.

Rotation: Luckily, for this fight, this generalized rotation should be enough to get you through, and all the above tips can be used when necessary. If any of the above situations arise, you should opt to use its corresponding strategy. And of course, any strategy you formulated from the above notes can be used as well, if done correctly.
Draconic Poison -> Dragon Scales -> Attack -> Attack -> Draconic Blind -> Draconic Strike -> Draconic Poison -> Call Forth The Fire Dragon -> Draconic Strike -> Dragon Scales -> Draconic Strike -> Attack -> Draconic Poison -> Draconic Blind -> Draconic Strike -> Attack -> Draconic Strike (Repeat Draconic Strike and Attack until Oratath has fallen to you)





{2.1.1.2}Strategy Type 2: Ranger Class (NDA+NDC)
Even with the Ranger Class, this challenge would not seem insanely difficult. Despite it’s insane healing capabilities, Oratath is still the easiest of the three dragons.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
STR/DEX/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
STR/DEX/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
STR/DEX/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
STR/DEX/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
STR/DEX/LUK: 200
WIS: 20





Strategy and Tips
  • Ranger is chosen as a candidate here due to its incredibly high offensive prowess and ability to grant you extra turns when you’ve increased your focus to 5 (see below for more info). Since Non-DA players do not have skills that decrease focus, you should be able to attack more often than Oratath for the entirety of the match.
  • For a Non-DA player, the Ranger has no defensive skills. Each of its bow-and-arrow based skills increase its focus by one and its crit multipler by 0.25. When the player has 5 (maximum) Focus stacked, they will get an extra attack every turn from then on, and their critical hits will hit for 300% damage. It is worth noting that the regular “Attack” skill regenerates a very small amount of mana.
  • Similar to DragonSlayer, Viper’s Arrow should be your go-to skill for this fight. It is a stacking poison DoT that initially adds 34% weapon damage DoT for 10 turns and adds a DoT of 34% weapon damage every subsequent time it is used, but does not increase DoT duration. It does not have a cooldown. This DoT caps at 170% weapon damage. The following values are kept for convenience, and not meant to be remembered:
    • First use: 34% DoT and 34% total DoT damage
    • Second use: 68% DoT and 102% total DoT damage
    • Third use: 102% DoT and 204% total DoT damage
    • Fourth use: 136% DoT and 340% total DoT damage
    • Fifth use: 170% DoT and 520% total DoT damage
    • For the remaining five turns, you would do 850% DoT damage, for a total of 1370% total DoT damage.
    • This, coupled with the 75% actual damage from Viper’s Arrow in the five uses, you should deal 1745% total damage, if none of the Viper’s Arrow skills deal critical damage.
  • After five uses of Viper’s Arrow, you would have a maximum focus. On your extra turn, you might want to regenerate mana through regular “Attack”.
  • Tracker’s spot should be used against Oratath’s shield and blinding skills, and Spotter’s shot guarantees a critical hit on the next skill. Both are very useful, but you may not want to use them often as they drain mana quickly.
  • Power Shot is very good for dealing out huge amounts of damage. You should use this skill either after Spotter’s shot on that turn or before regular “Attack” on that turn.
  • Once Viper’s Arrow’s DoT runs out, you should use the skill again for the next five attacks you get. Again, the numbers are for convenience and not to be remembered:
    • First and Second use on same turn: 68% DoT and 68% total DoT damage
    • Third and Fourth use on same turn: 136% DoT and 204% total DoT damage
    • Fifth use: 170% DoT and 370% total DoT damage
    • For the remaining seven turns, you would do 1190% DoT damage, for a total of 1560% total DoT damage.
    • This, coupled with the 75% actual damage from Viper’s Arrow in the five uses and 120% from Power Shot, you should deal 2055% total damage, if none of the skills deal critical damage.
  • From this point, alternating Tracker->Power and Power->Attack should be enough to slay Oratath, throwing in some Spotter’s Shots whenever necessary.
That’s all you’ll have to remember. Heal using Potions only on the extra turn whenever necessary. You may need 5 Potions from the Cloak Scrap when using Ranger. This may take you more time than the DragonSlayer strategy, but Oratath will still only heal once if executed correctly. It also helps instill a sense of pride while wielding the mighty weapon that drops from the quest.

Rotation: For this fight, this generalized rotation should be enough to get you through, and all the above tips should be used when said conditions may arise. And of course, any strategy you formulated from the above notes can be used as well, if done correctly.
Viper’s Arrow (use this 4 times simultaneously) -> Viper’s Arrow + Power Shot -> Attack + Power Shot (repeat Attack + Power Shot until Viper’s Arrow’s DoT runs out, occasionally replacing Attack with Tracker’s Shot or Spotter’s Shot if Oratath Shields itself or blinds you) -> Viper’s Arrow + Viper’s Arrow -> Viper’s Arrow + Viper’s Arrow -> Viper’s Arrow + Power Shot -> Attack + Power Shot (repeat Attack + Power Shot until Viper’s Arrow’s DoT runs out, occasionally replacing Attack with Tracker’s Shot or Spotter’s Shot if Oratath Shields itself or blinds you, from which point on you can repeat the entire strategy until Oratath falls to you)





{2.1.1.3}Strategy Type 3: DragonSlayer Class (DA+NDC)
For a DA player, the easiest way to go about with this challenge should be the DragonSlayer Class, again, due to the additional set of skills in your arsenal. However, this does not make it very “challenging”, so to speak, so I have other strategies you can use to feel the full experience of this fight.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
STR/INT/DEX/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
STR/INT/DEX/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
STR/INT/DEX/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
STR/INT/DEX/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
STR/INT/DEX/LUK: 200
WIS: 20





Strategy and Tips
  • DragonSlayer is a candidate here because of its abilities against dragon and reptilian opponents. It has a lot of skills that greatly benefit you against dragons and makes these challenges a cakewalk.
  • Draconic Poison shall be your go-to skill for this fight. Due to the enemy being a dragon by race, the skill takes away a tenth of the enemy’s health as a DoT every turn for 5 turns. This means that in 5 turns, the enemy would have lost half of its health. Draconic Blaze and Summon Draykwing could be used for outright damage and more minor DoTs. This DoT effect is applied even if the attack does not hit, thereby rendering Oratath’s shielding and blinding skills useless against it. The other reason why this is encouraged, is because it is loopable, and can be used once again after its effect wears off.
  • Use Dragon Scales and Draconic Blind to avoid damage from Oratath. The Blind effect is applied even if the attack does not hit. Additionally, Draconic Elements can be used for its special effects.
  • Do NOT use Draconic Strike, Call Forth the Fire Dragon and Slayer’s Keen Eye when Oratath has applied his shield, as he will either avoid it entirely or reflect the heavy damage back to you. Instead, you could use Scale Rot, to remove most of its defense. This does not remove the Damage Reflection, however.
  • Although Oratath is the only Dragon that can be stunned without the use of Draconic Elements (on Gelunguis), it is not recommended that you rely on it, as it has a +75 Immobility Resistance.
  • Overall, DragonSlayer applies a -10 Boost every attack, deals 130% of its weapon damage on every use of the regular “Attack” button, and Dragon’s Bane gives it a -30 resistance to its weakest element due to the enemy being a dragon by race.
  • Oratath Regenerating should not be much of a problem here: Draconic Poison, Draconic Strike and regular Attack should be able to drop his health very fast.
  • Oratath’s Blinding skill isn’t too much of an issue considering the on-hit effects of Draconic Poison and Draconic Blind do not need to hit to activate.
That’s all you’ll have to remember. Heal using Potions or Draconic Blood if and whenever necessary. You won’t need 5 Potions from the Cloak Scrap or the HeroDietTM ( Rotten Hardtack and Seaweed ) if you choose DragonSlayer, as you can finish this challenge fairly easily.

Rotation: Luckily, for this fight, this generalized rotation should be enough to get you through, and all the above tips can be used when necessary. If any of the above situations arise, you should opt to use its corresponding strategy. And of course, any strategy you formulated from the above notes can be used as well, if done correctly.
Draconic Poison -> Dragon Scales -> Scale Rot -> Draconic Blaze -> Summon Draykwing -> Draconic Strike -> Call Forth the Fire Dragon -> Draconic Poison -> Draconic Strike -> Draconic Blind -> Draconic Blaze -> Slayer’s Keen Eye -> Summon Draykwing -> Draconic Poison -> Dragon Scales -> Draconic Strike -> Attack (repeat Draconic Strike -> Attack until Oratath has fallen to you)





{2.1.1.4}Strategy Type 4: Ranger Class (DA+NDC)
The Ranger Class at its full potential can be very useful against Oratath. Despite its insane healing capabilities, Oratath is still the easiest of the three dragons.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
STR/DEX/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
STR/DEX/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
STR/DEX/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
STR/DEX/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
STR/DEX/LUK: 200
WIS: 20





Strategy and Tips
    Ranger is chosen as a candidate here due to its incredibly high offensive prowess and ability to grant you extra turns when you’ve increased your focus to 5 (see below for more info). Though using defensive skills hinder this privilege for some time, they can be very worth it and make the battle easier than the Non-DA variant of the Ranger Strategy. Of course, you don’t absolutely NEED to use them in this battle.
  • Each of Ranger’s Offensive skills increase its focus by one and its crit multipler by x0.25. It’s four defensive skills, Quick Reflexes, Cripple, Kick and Recover decrease focus by 4 and the crit multipler by x1.0. When the player has 5 (maximum) Focus stacked, they will get an extra attack every turn from then on, and their critical hits will hit for 300% damage. It is worth noting that the regular “Attack” skill regenerates a very small amount of mana.
  • Similar to DragonSlayer, Viper’s Arrow should be your go-to skill for this fight. It is a stacking poison DoT that initially adds 34% weapon damage DoT for 10 turns and adds a DoT of 34% weapon damage every subsequent time it is used, but does not increase DoT duration. It does not have a cooldown. This DoT caps at 170% weapon damage. The following values are kept for convenience, and not meant to be remembered:
    • First use: 34% DoT and 34% total DoT damage
    • Second use: 68% DoT and 102% total DoT damage
    • Third use: 102% DoT and 204% total DoT damage
    • Fourth use: 136% DoT and 340% total DoT damage
    • Fifth use: 170% DoT and 520% total DoT damage
    • For the remaining five turns, you would do 850% DoT damage, for a total of 1370% total DoT damage.
    • This, coupled with the 75% actual damage from Viper’s Arrow in the five uses, you should deal 1745% total damage, if none of the Viper’s Arrow skills deal critical damage.
  • After five uses of Viper’s Arrow, you would have a maximum focus. On your extra turn, you might want to regenerate mana through regular “Attack”.
  • Tracker’s spot is useful against Oratath’s shield and blinding skills, and Spotter’s shot guarantees a crit on the next skill. Both are very useful, but you may not want to use them often as they drain mana quickly.
  • Power Shot is very good for dealing out huge amounts of damage. You should use this skill either after Spotter’s shot on that turn, after or before Dual Wield or Purge on that turn, but most importantly, before regular “Attack” on that turn to regenerate mana.
  • Armorslash is a very strong and useful move as it decreases Oratath’s All resistance by 20 for 4 turns. This means you will get 8 hits (if you didn’t reset your focus) of 20% extra damage. However, I don’t recommend this often due to the high mana cost, but it’s great when you have Oratath’s health below half after the first time he regenerates.
  • Once Viper’s Arrow’s DoT runs out, you should use the skill again for the next five attacks you get. Again, the numbers are for convenience and not to be remembered:
    • First and Second use on same turn: 68% DoT and 68% total DoT damage
    • Third and Fourth use on same turn: 136% DoT and 204% total DoT damage
    • Fifth use: 170% DoT and 370% total DoT damage
    • For the remaining seven turns, you would do 1190% DoT damage, for a total of 1560% total DoT damage.
    • This, coupled with the 75% actual damage from Viper’s Arrow in the five uses and 120% from Power Shot, you should deal 2055% total damage, if none of the skills deal critical damage.
  • Use Tracker->Dual Wield as opposed to Power due to more critical damage, Power Shot->Dual Wield, Power Shot->Attack and Dual Wield->Attack to restore mana.
That’s all you’ll have to remember. Heal using Potions and Hawk (Recover) only on the extra turn whenever necessary. You may not need 5 Potions from the Cloak Scrap because of Hawk’s (Recover’s) insane heal skill using Ranger. This may take you more time than the DragonSlayer strategy, but Oratath will still only heal once if executed correctly. It also helps instill a sense of pride while wielding the mighty weapon that drops from the quest.

Rotation: For this fight, this generalized rotation should be enough to get you through, and all the above tips should be used when said conditions may arise. And of course, any strategy you formulated from the above notes can be used as well, if done correctly.
Viper’s Arrow (use this 4 times simultaneously) -> Viper’s Arrow + Power Shot -> Purge + Power Shot -> Dual Wield + Power Shot -> Attack + Power Shot (repeat Dual Wield + Power Shot -> Attack + Power Shot until Viper’s Arrow’s DoT runs out, occasionally replacing Power Shot or Attack with Spotter’s Shot, or Tracker’s Shot when Oratath Shields itself or blinds you) -> Viper’s Arrow + Viper’s Arrow -> Viper’s Arrow + Viper’s Arrow -> Viper’s Arrow + Power Shot -> Dual Wield + Power Shot -> Attack + Power Shot (repeat Dual Wield + Power Shot -> Attack + Power Shot until Viper’s Arrow’s DoT runs out, occasionally replacing Attack with Tracker’s Shot or Spotter’s Shot if Oratath Shields itself or blinds you, or using Purge when it’s available from which point on you can repeat the entire strategy until Oratath falls to you)





{2.1.1.5}Strategy Type 5: enTropy Class (NDA+DC)
The enTropy Class can be very useful against Oratath due to its debuffs and defense, as well as very strong offense, too. Oratath's healing should be the least of your worries. Any good Darkness weapon MUST be used.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
STR/INT/DEX/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
STR/INT/DEX/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
STR/INT/DEX/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
STR/INT/DEX/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
STR/INT/DEX/LUK: 200
WIS: 20





Strategy and Tips
  • The enTropy armor is a candidate here due to its array of powerful defensive and debuffing moves. This armor has a passive PowerBoost, making the armor very strong. The mana costs scale to your level, and some of them can be very high, but the ones that cost lesser mana are the ones you’ll have to use more often anyway.
  • The enTropy armor’s Blood Womb skill can be very useful—not only does it shield you, but it gives you a very heavy 70% PowerBoost both in one turn. This allows you to not just block Oratath’s heavy hitting moves, but hit him back hard.
  • enTropy has an arsenal of extremely powerful moves, especially at higher levels, due to it having a passive boost to your skills, most notably regular “Attack”. Many of it’s non-mana-heavy skills such as Rotting Touch, Decaying Needles and Decay should be some of your commonly used moves.
  • Foul Slash and Putrefying Being are very useful moves—Foul Slash has a very high chance of the attack connecting, and has a 1-turn cooldown, so it can be very useful against Oratath’s shield and blinding skills and Putrefying Being has a chance to stun on every turn, so it’s almost guaranteed that you would stun Oratath.
  • Infection and Fever Spit together lower your enemy’s Darkness Resistance by 60, so that should be helpful with watering down Oratath’s HP after he regenerates the first time. Rot can be used if you are low on health due to it lowering the enemy’s PowerBoost by 80%.
  • You may not need to use your other skills as much, due to the utility of the aforementioned skills. Oratath’s Healing should not be the biggest of your worries as enTropy can easily damage it in a short amount of time.
That’s all you have to remember. Heal using Potions or Vampiric Renewal, but take note that it is very heavy on mana, if and whenever necessary. Protection Pet Dragon is highly recommended due to mana regeneration. You won’t need 5 Potions from the Cloak Scrap or the HeroDietTM ( Rotten Hardtack and Seaweed ) if you choose enTropy, as you can finish this challenge somewhat easily and quickly.

Rotation: For this fight, this generalized rotation should be enough to get you through, and all the above tips should be used when said conditions may arise. And of course, any strategy you formulated from the above notes can be used as well, if done correctly.
At the start of the match, continue this strategy until the first time Oratath heals. Then use the next strategy: Rupture -> Blood Womb -> Decaying Needles -> Rotting Touch (if available, otherwise use Putrefying Being) -> Putrefying Being (or Rotting Touch if you didn’t use it last turn) -> Blood Womb -> Foul Slash -> Decay -> Foul Slash -> Blood Womb -> Rotting Touch -> Foul Slash -> Decay -> Blood Womb -> Decaying Needles -> Putrefying Being -> Foul Slash -> Blood Womb -> Rotting Touch -> Foul Slash -> Decay -> Blood Womb -> Foul Slash -> Rotting Touch -> Foul Slash -> Blood Womb -> Decaying Needles -> Putrefying Being -> Foul Slash
When Oratath Regenerates, you can roughly use this strategy. If a certain move isn’t available to you, use Attack/Foul Slash/Decay/Rotting Touch: Blood Womb -> Fever Spit -> Infection -> Rotting Touch -> Decaying Needles -> Putrefying Being -> Attack -> Infection -> Foul Slash -> Decay -> Rotting Touch -> Blood Womb -> Infection -> Foul Slash -> Decaying Needles -> Putrefying Being -> Blood Womb -> Infection -> Foul Slash -> Rotting Touch -> Foul Slash (repeat Foul Slash -> Rotting Touch -> Foul Slash -> Decay until Oratath has fallen to you or your HP has become low)
When your HP is below 20%: Rot -> Vampiric Renewal -> Blood Womb (continue from where you left off until Oratath has fallen to you)





{2.1.1.6}Strategy Type 6: DoomKnight Class (DmK)
The DoomKnight Class... it should come a close second to DragonSlayer with beating these challenges due to how powerful this armor is.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
STR/INT/DEX/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
STR/INT/DEX/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
STR/INT/DEX/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
STR/INT/DEX/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
STR/INT/DEX/LUK: 200
WIS: 20





Strategy and Tips
  • DoomKnight... honestly, just saying the name of the skill “Corruption” is enough to justify the candidature of this class on the list.
  • Corruption should be your go-to skill in this battle. Corruption reduces Oratath’s Melee/Pierce/Magic Defense by 75 and its PowerBoost by 25% due to it being a dragon by race. Corruption also boosts the power of some of your other skills—Shape Darkness does a lot more damage, Life Carve heals a lot more, Lingering Doom has a stronger DoT effect and Malefic Binding has a chance to stun Oratath every turn for five turns ignorant of its immobility Resistance, and Drain Will lowers Oratath’s Immobility Resistance by 100. All these skills should be used in conjunction with it.
  • Weakening Blow lowers Oratath’s Boost by 50%. This could be used in conjunction with Inner Darkness and Void Barrier. Weakening Blow and Inner Darkness together increase Oratath’s PowerBoost by 100%, but Void Barrier heals 50% of that damage and reflects 40% of it, so this can be a useful method for mitigating and transferring damage back to Oratath, but this is only recommended after Oratath regenerates, or it may be considered a fruitless attempt.
  • Doom Spikes should only be used in conjunction with Drain Will, if at all. You do not need to stun Oratath, as it is not really much of a threat to you provided you play carefully. These skills also drain your mana heavily, so a liberal use, or use of it at all, is not recommended.
  • Blood Rite can be used once or twice after Life Carve or more often after Corruption->Life Carve/Drain Essence->Life Carve (Drain Essence helps you heal a lot more), due to its sheer power. This will be your most damaging move, both to the opponent and yourself, so be careful. Do not use it if your health is below ~30%.
That’s all you need to remember. You won’t need 5 Potions from the Cloak Scrap, or even Potions at all, but using Life Carve in conjunction with Corruption or Drain Essence, or both, is highly recommended. The HeroDietTM ( Rotten Hardtack and Seaweed ) is not necessary either, if you choose DoomKnight, as you can finish this challenge very easily.

Rotation: For this fight, this generalized rotation should be enough to get you through, and all the above tips should be used when said conditions may arise. And of course, any strategy you formulated from the above notes can be used as well, if done correctly.
At the start of the match, continue this strategy until the first time Oratath heals. Then use the next strategy: Corruption -> Malefic Binding -> Shape Darkness -> Blood Rite -> Blood Rite -> Life Carve -> Blood Rite -> Shape Darkness -> Attack -> Attack -> Drain Essence -> Corruption -> Life Carve -> Blood Rite -> Blood Rite -> Malefic Binding -> Blood Rite -> Life Carve -> Blood Rite -> Shape Darkness -> Attack -> Attack
When Oratath Regenerates, you can roughly use this strategy: Weakening Blow -> Dark Ritual -> Void Barrier -> Blood Rite -> Inner Darkness -> Life Carve -> Blood Rite (continue using Corruption -> Malefic Binding -> Shape Darkness -> Blood Rite -> Blood Rite -> Life Carve -> Blood Rite -> Shape Darkness -> Attack -> Drain Essence -> Life Carve until Oratath has fallen to you.)





End Card: This is amongst the easiest challenges in the Inn at the Edge of Time. The only real problem is Oratath regenerating, but that is just a minor inconvenience. The rewards are well worth the time and I wish you the best of luck with this challenge!







BluuHorseOfficial -> Gelunguis, the Frostwyrm (4/6/2018 6:30:28)










Table of Strategies:
2.1.2.1) DragonSlayer (NDA+NDC)
2.1.2.2) Paladin (NDA+NDC)
2.1.2.3) DragonSlayer (DA+NDC)
2.1.2.4) Paladin (DA+NDC)
2.1.2.5) enTropy (NDA+DC)
2.1.2.6) DoomKnight (DmK)





Your best weapon of any element should be able to get you through this challenge.

Items
For this challenge, similar to the previous one, you should use overall items (both offensively and defensively functioning);Note that the DragonKnight Relics (NDA+DC) are very effective against this challenge, and are a viable strategy if used. Alternatively, DragonBlaser (DA+NDC) or Dragon Blade (DA+NDC) can be used, too.





Attacks
  • Unleashes a chain of ice at you for one hit of moderate Ice damage which attempts to apply Frozen (Stun for 2 turns and reduces you Ice Resistance by 25 for 5 turns), where Ice Resistance debuff is applied even if the skill does not hit. —[This is one of the reasons which makes this battle the hardest of the three dragons. It stuns you and weakens you, making it deal potentially 25% more damage than it normally does to you with the same equipment on. This is the skill you should watch out for due to it’s stunning capabilities, but the debuff is practically inevitable.
  • Bites you with crystalline spikes of ice for 4 hits of severe Ice damage. Occasionally, this move attempts to charge up the following move. —[This is Gelunguis’ classical Attack skill, but it itself is very powerful, and something you should definitely watch out for, though it happens most of the time. The strategies revolve around this not being able to hit you.
  • Unleashes a flurry of icy winds causing the air to crystallize into spikes of ice for 10 hits of moderate Ice damage. —[This is its nuke skill which deals massive damage but warns you prior to doing it. You should definitely protect yourself from this skill as it is almost as effective as ManaCrest’s Beam.]
This battle is centered around a very offensive opponent with incredible damaging abilities who can stun you, weaken you and damage you in large amounts occasionally. However, due to its lack of damage, it should be the easiest of the three dragons to beat.





{2.1.2.1}Strategy Type 1: DragonSlayer Class (NDA+NDC)
For a non-DA player, the easiest way to go about with this challenge should be the DragonSlayer Class. However, it is considered “cheesy” and this does not make it very “challenging”, so to speak, so I have another strategy you can use to feel the full experience of this fight.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
STR/INT/DEX/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
STR/INT/DEX/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
STR/INT/DEX/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
STR/INT/DEX/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
STR/INT/DEX/LUK: 200
WIS: 20





Strategy and Tips
  • DragonSlayer is a candidate here because of its abilities against dragon and reptilian opponents. It has a lot of skills that greatly benefit you against dragons and makes these challenges a cakewalk.
  • Draconic Poison shall be your go-to skill for this fight. Due to the enemy being a dragon by race, the skill takes away a tenth of the enemy’s health as a DoT every turn for 5 turns. This means that in 5 turns, the enemy would have lost half of its health. This DoT effect is applied even if the attack does not hit. The other reason why this is encouraged, is because it is loopable, and can be used once again after its effect wears off.
  • Use Dragon Scales and Draconic Blind to avoid damage from Gelunguis. Gelunguis will always use its stun skill on the first turn and immediately after every subsequent nuke, and will warn you with abovegiven message before using its nuke skill. The Blind effect is applied even if the attack does not hit.
  • Use Draconic Strike or Call Forth the Fire Dragon liberally whenever you can, but you may only get to use the latter once if you play your cards right.
  • Overall, DragonSlayer applies a -10 Boost every attack, and deals 130% of its weapon damage on every use of the regular “Attack” button due to the enemy being a dragon by race.
  • Gelunguis’ regular attacks are something to watch out for, as they deal heavy damage if not avoided.
That’s all you’ll have to remember. Heal using Potions whenever necessary. You won’t need 5 Potions from the Cloak Scrap if you choose DragonSlayer, as you can finish this challenge fairly easily.

Rotation: Luckily, for this fight, this generalized rotation should be enough to get you through, and all the above tips can be used when necessary. If any of the above situations arise, you should opt to use its corresponding strategy. And of course, any strategy you formulated from the above notes can be used as well, if done correctly.
Dragon Scales -> Draconic Poison -> Draconic Blind -> Draconic Strike -> Attack -> Call Forth the Fire Dragon -> Draconic Strike -> Draconic Poison -> Draconic Scales -> Draconic Strike -> Attack (repeat Attack until Gelunguis falls to you)





{2.1.2.2}Strategy Type 2: Paladin Class (DA+NDC)
The Paladin, being a very nice hybrid/overall armor should effectively help you deal with this challenge. However, there is a reason that this armor has been chosen instead of the Necromancer or the DeathKnight, and that is due to its easily available NON-DA defensive skills that go well in conjunction. It has also been preferred here due to being easier to train. A Light Weapon is highly recommended.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
STR/INT/DEX/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
STR/INT/DEX/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
STR/INT/DEX/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
STR/INT/DEX/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
STR/INT/DEX/LUK: 200
WIS: 20





Strategy and Tips
  • The Paladin armor is a candidate here due to it having strong loopable defensive combos and offensive potential, as well as a passive HoT effect which increases in magnitude proportionate to the duration of the battle to a certain extent.
  • The Barrier of Sanctuary skill by itself may not sound very good due to having a low effect duration, but it has a low cooldown, too. However, with the Light of Dawn (which blinds your foe) and Prismatic Strike (which reduces your foe’s PowerBoost and Light Resistance both by 25) skills used in conjunction, this armor has a very strong defensive and offensive potential. Light of Dawn should be used after the effect of Barrier of Sanctuary runs out. Although Light of Dawn may not seem to affect Gelunguis’ BtH to such an extent, the recommended gear should bring your defense higher to the point where Gelunguis will hit less often. Prismatic Strike is optional, but definitely helpful during the time when Gelunguis is about to unleash its stored energy.
  • Crusading strike is a very powerful skill that can be used almost every alternate turn. Paired up with Prismatic Strike’s Light debuff, and Light of Dawn’s sheer damage output taken in consideration, you should have a strong damage output and skill rotation.
  • Although I don’t recommend skill rotations, this class really supports that, so you can use your skills in this order: Barrier of Sanctuary->Prismatic Strike->Light of Dawn->Crusading Strike->Attack->Repeat.
  • You may want to swap Prismatic Strike and Crusading Strike and then replace attack with Crusading Strike as that gives you a higher raw damage output in exchange for a higher mana cost.
That’s all you need to remember. Use Angelic Blessing whenever you deem it necessary and mana potions help out a lot too. You won’t need 5 Potions from the Cloak Scrap, or Potions at all, as the passive HoT should sustain you and keep your health constant for a very long time.

Rotation: Barrier of Sanctuary -> Crusading Strike -> Light of Dawn -> Prismatic Srike -> Crusading Strike (repeat Barrier of Sanctuary -> Crusading Strike -> Light of Dawn -> Prismatic Srike -> Crusading Strike until Gelunguis falls to you, occasionally using Angelic Blessing to heal you)





{2.1.2.3}Strategy Type 3: DragonSlayer Class (DA+NDC)

For a DA player, the easiest way to go about with this challenge should be the DragonSlayer Class, again, due to the additional set of skills in your arsenal. However, this does not make it very “challenging”, so to speak, so I have other strategies you can use to feel the full experience of this fight.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
STR/INT/DEX/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
STR/INT/DEX/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
STR/INT/DEX/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
STR/INT/DEX/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
STR/INT/DEX/LUK: 200
WIS: 20





Strategy and Tips
  • Draconic Poison shall be your go-to skill for this fight. Due to the enemy being a dragon by race, the skill takes away a tenth of the enemy’s health as a DoT every turn for 5 turns. This means that in 5 turns, the enemy would have lost half of its health. Draconic Blaze and Summon Draykwing could be used for outright damage and more minor DoTs. This DoT effects are applied even if the attack does not hit. The other reason why this is encouraged, is because it is loopable, and can be used once again after its effect wears off.
  • Use Dragon Scales and Draconic Blind to avoid damage from Gelunguis. Gelunguis will always use its stun skill on the first turn and immediately after every subsequent nuke, and will warn you with abovegiven message before using its nuke skill. The Blind effect is applied even if the attack does not hit.
  • Use Draconic Strike, Call Forth the Fire Dragon and Slayer’s Keen Eye liberally as you will preferably want to take him down quickly.
  • You have the option of occasionally stunning Gelunguis using Draconic Elements, due to the enemy being a dragon by race and Ice by Element.
  • Overall, DragonSlayer applies a -10 Boost every attack, deals 130% of its weapon damage on every use of the regular “Attack” button, and Dragon’s Bane gives it a -30 resistance to its weakest element due to the enemy being a dragon by race.
That’s all you’ll have to remember. Heal using Potions or Draconic Blood if and whenever necessary. You won’t need 5 Potions from the Cloak Scrap or the HeroDietTM ( Rotten Hardtack and Seaweed ) if you choose DragonSlayer, as you can finish this challenge fairly easily.

Rotation: Luckily, for this fight, this generalized rotation should be enough to get you through, and all the above tips can be used when necessary. If any of the above situations arise, you should opt to use its corresponding strategy. And of course, any strategy you formulated from the above notes can be used as well, if done correctly.
Dragon Scales -> Draconic Poison -> Draconic Strike -> Draconic Blind -> Slayer’s Keen Eye -> Call Forth the Fire Dragon -> Draconic Blaze -> Summon Draykwing -> Draconic Poison -> Draconic Strike -> Attack (repeat Attack until Gelunguis falls to you)





{2.1.2.4}Strategy Type 4: Paladin Class (DA+NDC)
The Paladin, being a very nice hybrid/overall armor should effectively help you deal with this challenge. However, there is a reason that this armor has been chosen instead of the Necromancer or the DeathKnight, and that is due to its easily available hybrid skills that go well in conjunction. It has also been preferred here due to being easier to train. A Light Weapon is highly recommended.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
STR/INT/DEX/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
STR/INT/DEX/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
STR/INT/DEX/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
STR/INT/DEX/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
STR/INT/DEX/LUK: 200
WIS: 20





Strategy and Tips
  • The Paladin armor is a candidate here due to it having strong loopable defensive combos and offensive potential, as well as a passive HoT effect which increases in magnitude proportionate to the duration of the battle to a certain extent.
  • The Barrier of Sanctuary skill by itself may not sound very good due to having a low effect duration, but it has a low cooldown, too. However, with the Light of Dawn (which blinds your foe) and Prismatic Strike (which reduces your foe’s PowerBoost and Light Resistance both by 25) skills used in conjunction, this armor has a very strong defensive and offensive potential. Light of Dawn should be used after the effect of Barrier of Sanctuary runs out. Although Light of Dawn may not seem to affect Gelunguis’ BtH to such an extent, the recommended gear should bring your defense higher to the point where Gelunguis will hit less often. Prismatic Strike is optional, but definitely helpful during the time when Gelunguis is about to unleash its stored energy.
  • Prismatic Strike and Aura of Light are the reasons that make Paladin an excellent example of a hybrid class. Coupled with very powerful offensive skills such as Crusading Strike, Cor Lucem, Phoenix Song and Holy Wrath, as well as a mana regenerating move in Mana Boost. While Prismatic Strike lowers the enemy’s Light Resistance by 25, Aura of Light increases your damage by 25%. So with a Light Weapon Equipped, you should be able to deal high amounts of damage when Gelunguis isn’t charging up its nuke.
  • Paladin’s right-side skills turn it into a completely different class altogether. Due to this, you may not be able to use the same skill rotation for Non-DAs if you wish to use the other skills to their full potential. In this case, you should use Barrier of Sanctuary one the first turn and Barrier of Sanctuary, Prismatic Strike or Light of Dawn before Gelunguis uses its nuke skill. In the remaining turns, you may want to use Prismatic Strike and Aura of Light, coupled with abovegiven skills. Greater Heal should be used to cleanse the Ice Resistance Debuff.
That’s all you need to remember. Use Angelic Blessing whenever you deem it necessary, Greater Heal to remove the -25 Ice Resistance debuff that Gelunguis’ stunning skill applies, and mana potions as well as Mana Boost to heal mana. You won’t need 5 Potions from the Cloak Scrap, or Potions at all, as the passive HoT and healing moves should sustain you and keep your health constant for a very long time.

Rotation: For this fight, this general strategy should be able to get you through with little trouble, and as always, any strategy you’ve formulated on your own if executed correctly, from the above notes is acceptable, too.
Barrier of Sanctuary -> Aura of Light -> Light of Dawn -> Prismatic Srike -> Holy Wrath -> Barrier of Sanctuary -> Cor Lucem -> Light of Dawn -> Prismatic Srike -> Phoenix Song (repeat Barrier of Sanctuary -> Aura of Light -> Light of Dawn -> Prismatic Srike -> Holy Wrath -> Barrier of Sanctuary -> Cor Lucem -> Light of Dawn -> Prismatic Srike -> Phoenix Song using Angelic Blessing to heal you and Greater Heal to nullify the Ice Resistance debuff)





{2.1.2.5}Strategy Type 5: enTropy Class (NDA+DC)
The enTropy Class can be very useful against Gelunguis due to its strong defensive potential, amongst its offenses and debuffs.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
STR/INT/DEX/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
STR/INT/DEX/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
STR/INT/DEX/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
STR/INT/DEX/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
STR/INT/DEX/LUK: 200
WIS: 20

Strategy and Tips
  • The enTropy armor is a candidate here due to its array of powerful defensive and debuffing moves. This armor has a passive PowerBoost, making the armor very strong. The mana costs scale to your level, and some of them can be very high, but the ones that cost lesser mana are the ones you’ll have to use more often anyway.
  • The enTropy armor’s Blood Womb skill can be very useful—not only does it shield you, but it gives you a very heavy 70% PowerBoost both in one turn. It can be used two turns after the shield has worn out, so you would have a good amount of sustainability and be able to defend yourself from its stun and nuke skills.
  • Rot is a very strong move in that it can debuff Gelunguis’ PowerBoost by 80%, rendering its nuke fairly useless against you, so you should use it when Gelunguis absorbs cold energy. You could opt for saving this skill ONLY as a counter-attack to the nuke because it has a high mana cost and because Blood Womb may not be readily available all of the time.
  • Rotting Touch, Decaying Needles, Foul Slash and Decay would be your go-to moves for actual damage due to them having a low mana cost.
  • Infection and Fever Spit together lower your enemy’s Darkness Resistance by 60, so that should be helpful with watering down Gelunguis’ HP when used with higher-damage skills like Plague and Putrefying Being, but this should only be done if you have mana to spare, else go for the above moves. Wether or not you choose to lower Gelunguis’ Darkness Resistance is up to you, and in this battle, it may not matter too much.
That’s all you have to remember. Heal using Potions or Vampiric Renewal, but take note that it is very heavy on mana, if and whenever necessary. Protection Pet Dragon is highly recommended due to mana regeneration. You won’t need 5 Potions from the Cloak Scrap or the HeroDietTM ( Rotten Hardtack and Seaweed ) if you choose enTropy, as you can finish this challenge somewhat easily and quickly.

Rotation: For this fight, this generalized rotation should be enough to get you through, and all the above tips should be used when said conditions may arise. And of course, any strategy you formulated from the above notes can be used as well, if done correctly.
Blood Womb -> Decaying Needles -> Rotting Touch/Rot if Gelunguis is storing clod energy -> Rot/Rotting Touch if you didn’t use it before -> Blood Womb -> Foul Slash -> Decay -> Foul Slash -> Blood Womb -> Rotting Touch -> Foul Slash -> Decay -> Blood Womb -> Decaying Needles -> Rotting Touch -> Vampiric Renewal -> Blood Womb -> Rot -> Foul Slash -> Mana Potion -> Blood Womb -> Fever Spit -> Infection -> Rotting Touch -> Decaying Needles -> Blood Womb -> Putrefying Being -> Foul Slash -> Attack (repeat Attack until Gelunguis falls to you)





{2.1.2.6}Strategy Type 6: DoomKnight Class (DmK)
The DoomKnight Class... it should come a close second to DragonSlayer with beating these challenges due to how powerful this armor is.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
STR/INT/DEX/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
STR/INT/DEX/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
STR/INT/DEX/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
STR/INT/DEX/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
STR/INT/DEX/LUK: 200
WIS: 20


Strategy and Tips
  • DoomKnight... honestly, just saying the name of the skill “Corruption” is enough to justify the candidature of this class on the list.
  • Corruption should be your go-to skill in this battle. Corruption reduces Gelunguis’ Melee/Pierce/Magic Defense by 75 and its PowerBoost by 25% due to it being a dragon by race. Corruption also boosts the power of some of your other skills—Shape Darkness does a lot more damage, Life Carve heals a lot more, Lingering Doom has a stronger DoT effect and Malefic Binding has a chance to stun Oratath every turn for five turns ignorant of its immobility Resistance, and Drain Will lowers Gelunguis’ Immobility Resistance by 100. All these skills should be used in conjunction with it.
  • Malefic Binding should be used on the first turn to prevent Gelunguis from stunning you. After that, you can proceed with Corruption and any of the moves listed above, except for Drain Will, as it’s pointless due to Gelunguis having an immobility resistance of 200.
  • Weakening Blow lowers Gelunguis’ Boost by 50%. This could be used in conjunction with Inner Darkness and Void Barrier. Weakening Blow and Inner Darkness together increase Gelunguis’ PowerBoost by 100%, but Void Barrier heals 50% of that damage and reflects 40% of it, so this can be a useful method for mitigating and transferring damage back to Gelunguis. However, you should only use this after Gelunguis uses its nuke skill, because by then you may not have the chance to set it all up. Instead, the first time you received the pop-up message about Gelunguis absorbing cold energy, use Weakening Blow or Void Barrier alone.
  • Blood Rite can be used once or twice after Life Carve or more often after Corruption->Life Carve/Drain Essence->Life Carve (Drain Essence helps you heal a lot more), due to its sheer power. This will be your most damaging move, both to the opponent and yourself, so be careful. Do not use it if your health is below ~20%.
That’s all you need to remember. You won’t need 5 Potions from the Cloak Scrap, or even Potions at all, but using Life Carve in conjunction with Corruption or Drain Essence, or both, is highly recommended. The HeroDietTM ( Rotten Hardtack and Seaweed ) is not necessary either, if you choose DoomKnight, as you can finish this challenge very easily.

Rotation: For this fight, this set skill rotation will be enough to get you through, and all the above tips should be used when said conditions may arise. And of course, any strategy you formulated from the above notes can be used as well, if done correctly, but it will still be mostly along the lines of this one.
Malefic Binding -> Corruption -> Lingering Doom -> Shape Darkness -> Blood Rite -> Life Carve -> Blood Rite -> Blood Rite -> Lingering Doom -> Shape Darkness -> Corruption -> Malefic Binding -> Life Carve -> Lingering Doom -> Shape Darkness -> Blood Rite -> Blood Rite -> Life Carve -> Shape Darkness -> Lingering Doom -> Attack (Repeat Attack until Gelunguis falls to you, using Weakening Blow when it stores cold energy.)





End Card: This is amongst the easiest challenges in the Inn at the Edge of Time. The only real problem is Gelunguis nuking you, but that can be easily avoided. The rewards are well worth the time and I wish you the best of luck with this challenge!







BluuHorseOfficial -> Trigoras, the Three-Headed (4/6/2018 6:31:41)










Table of Strategies:
2.1.3.1) DragonSlayer (NDA+NDC)
2.1.3.2) Paladin (NDA+NDC)
2.1.3.3) DragonSlayer (DA+NDC)
2.1.3.4) Paladin (DA+NDC)
2.1.3.5) enTropy (NDA+DC)
2.1.3.6) DoomKnight (DmK)





Your best weapon of any element should be able to get you through this challenge.

Items
For this challenge, you should use overall items (both offensively and defensively functioning);Note that the DragonKnight Relics (NDA+DC) are very effective against this challenge, and are a viable strategy if used. Alternatively, DragonBlaser (DA+NDC) or Dragon Blade (DA+NDC) can be used, too.





Attacks
  • Trigoras walks up to you and breathes at you a suspension of flames and mulch at you for 4 hit of moderate nature damage. This move has a chance to trigger the following effects:
    • Increase it’s PowerBoost by 100% (“Trigoras’ Charging Breath!”) —[This is its most used breath and is a very annoying skill to have to deal with as it causes it to do twice its regular damage which is high enough on its own.
    • Stun you (“Trigoras’ Paralyzing Breath!”) —[Fortunately, this stun isn’t too powerful as it lasts for only 2 turns, and does not grant Trigoras any extra buffs. It is almost better to have to deal with this and other breaths.]
    • Inflict a Fire DoT (“Trigoras’ Burning Breath!”) —[This skill should not be too bad as its DoT effect isn’t too powerful, but still something you should keep an eye out for.]
    • Inflict an Ice DoT (“Trigoras’ Freezing Breath!”) —[This skill can be annoying as its DoT effect is very powerful, and definitely something you don’t want to have to deal with.
    • Reduce your BtH (“Trigoras’ Blinding Breath!”). —[This wouldn’t be too much of a problem due to the BtH debuff being weak, as your gear should still keep you above the 0 threshold.]
  • Approaches you and scratches you for 1 hit of moderate nature damage. —[Trigoras’ classical Attack skill. It doesn’t do as much as Gelunguis’ classical Attack, except when under the influence of its charging breath.]
  • Generally when its health is lower than 20%, approaches you, scratches you, breathes its suspension of flames and mulch at you, scratches again, and breathes its suspension of flames and mulch again for 10 hits of minor nature damage. (“Trigoras lets out a massive roar!”) —[This hits as many times as Gelunguis’ nuke skill but does considerably less damage. However, there is no indication that this skill is going to be used prior to that happening, and it has a significantly lower cooldown.]
This battle is centered around a strong hybrid foe, having offense and defense, but excelling in nothing in particular. Due to this, this should be between Oratath and Gelunguis in difficulty. This battle is also centered aroung the various breaths of this monster, which grant it different boons depending on the breath.





{2.1.3.1}Strategy Type 1: DragonSlayer Class (NDA+NDC)
For a non-DA player, the easiest way to go about with this challenge should be the DragonSlayer Class. However, it is considered “cheesy” and this does not make it very “challenging”, so to speak, so I have another strategy you can use to feel the full experience of this fight.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
STR/INT/DEX/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
STR/INT/DEX/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
STR/INT/DEX/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
STR/INT/DEX/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
STR/INT/DEX/LUK: 200
WIS: 20





Strategy and Tips
  • DragonSlayer is a candidate here because of its abilities against dragon and reptilian opponents. It has a lot of skills that greatly benefit you against dragons and makes these challenges a cakewalk.
  • Draconic Poison shall be your go-to skill for this fight. Due to the enemy being a dragon by race, the skill takes away a tenth of the enemy’s health as a DoT every turn for 5 turns. This means that in 5 turns, the enemy would have lost half of its health. This DoT effect is applied even if the attack does not hit. The other reason why this is encouraged, is because it is loopable, and can be used once again after its effect wears off.
  • Use Dragon Scales and Draconic Blind to avoid damage from Trigoras’ Charging breath’s buff. The Blind effect is applied even if the attack does not hit, so Trigoras’ blinding breath shouldn’t affect you as much regarding these skills. These skills are much more valuable in the last 20~30% of Trigoras’ health from where it starts using it’s massive roar attack more frequently.
  • Use Draconic Strike or Call Forth the Fire Dragon liberally whenever you can, but you may only get to use the latter once if you play your cards right. It’s recommended to save CFTFD for the last 20~30% health to deal heavy burst damage and avoid the risk of having large portions of your health depleted while you’re close to taking it down.
  • Overall, DragonSlayer applies a -10 Boost every attack, and deals 130% of its weapon damage on every use of the regular “Attack” button due to the enemy being a dragon by race.
  • Trigoras’ breath attacks are something to watch out for, as they deal moderate damage and add annoying side-effects, so it’s altogether much better if you avoid them. You may find yourself suffering from Damage Over Time, blinding and immobility if not avoided.
That’s all you’ll have to remember. Heal using Potions whenever necessary. You won’t need 5 Potions from the Cloak Scrap if you choose DragonSlayer, as you can finish this challenge fairly easily.

Rotation: Luckily, for this fight, this generalized rotation should be enough to get you through, and all the above tips can be used when necessary. If any of the above situations arise, you should opt to use its corresponding strategy. And of course, any strategy you formulated from the above notes can be used as well, if done correctly.
Draconic Poison -> Dragon Scales -> Draconic Strike -> Draconic Blind -> Draconic Strike -> Call Forth the Fire Dragon -> Draconic Poison -> Draconic Strike -> Attack (repeat Attack until Trigoras falls to you)





{2.1.3.2}Strategy Type 2: Paladin Class (DA+NDC)
The Paladin, being a very nice hybrid/overall armor should effectively help you deal with this challenge. However, there is a reason that this armor has been chosen instead of the Necromancer or the DeathKnight, and that is due to its easily available NON-DA defensive skills that go well in conjunction. It has also been preferred here due to being easier to train. A Light Weapon is highly recommended.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
STR/INT/DEX/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
STR/INT/DEX/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
STR/INT/DEX/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
STR/INT/DEX/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
STR/INT/DEX/LUK: 200
WIS: 20





Strategy and Tips
  • The Paladin armor is a candidate here due to it having strong loopable defensive combos and offensive potential, as well as a passive HoT effect which increases in magnitude proportionate to the duration of the battle to a certain extent.
  • The Barrier of Sanctuary skill by itself may not sound very good due to having a low effect duration, but it has a low cooldown, too. However, with the Light of Dawn (which blinds your foe) and Prismatic Strike (which reduces your foe’s PowerBoost and Light Resistance both by 25) skills used in conjunction, this armor has a very strong defensive and offensive potential. Light of Dawn should be used after the effect of Barrier of Sanctuary runs out. Although Light of Dawn may not seem to affect Trigoras’ BtH to such an extent, the recommended gear should bring your defense higher to the point where Trigoras will hit less often. Prismatic Strike is optional, but definitely helpful during the time when Trigoras is at low HP or under the influence of its charging breath.
  • Crusading strike is a very powerful skill that can be used almost every alternate turn. Paired up with Prismatic Strike’s Light debuff, and Light of Dawn’s sheer damage output taken in consideration, you should have a strong damage output and skills.
  • Due to the amount of defense the armor gives you, you needn’t worry about any of it’s breaths, but it’s massive roars may hit a couple of times.
That’s all you need to remember. Use Angelic Blessing whenever you deem it necessary and mana potions help out a lot too. You won’t need 5 Potions from the Cloak Scrap, or Potions at all, as the passive HoT should sustain you and keep your health constant for a very long time.

Rotation: Barrier of Sanctuary -> Crusading Strike -> Light of Dawn -> Prismatic Srike -> Crusading Strike (repeat Barrier of Sanctuary -> Crusading Strike -> Light of Dawn -> Prismatic Srike -> Crusading Strike until Gelunguis falls to you, occasionally using Angelic Blessing to heal you)






{2.1.3.3}Strategy Type 3: DragonSlayer Class (DA+NDC)

For a DA player, the easiest way to go about with this challenge should be the DragonSlayer Class, again, due to the additional set of skills in your arsenal. However, this does not make it very “challenging”, so to speak, so I have other strategies you can use to feel the full experience of this fight.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
STR/INT/DEX/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
STR/INT/DEX/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
STR/INT/DEX/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
STR/INT/DEX/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
STR/INT/DEX/LUK: 200
WIS: 20





Strategy and Tips
  • Draconic Poison shall be your go-to skill for this fight. Due to the enemy being a dragon by race, the skill takes away a tenth of the enemy’s health as a DoT every turn for 5 turns. This means that in 5 turns, the enemy would have lost half of its health. Draconic Blaze and Summon Draykwing could be used for outright damage and more minor DoTs. This DoT effects are applied even if the attack does not hit. The other reason why this is encouraged, is because it is loopable, and can be used once again after its effect wears off.
  • Use Dragon Scales and Draconic Blind to avoid damage from Trigoras, especially when it uses its charging breath. Trigoras will always use one of its breaths on the first turn. The Draconic Blind effect is applied even if the attack does not hit, but all of Trigoras’ side effects will fail if all the attacks miss or are converted into glancing blows.
  • Use Draconic Strike, Call Forth the Fire Dragon and Slayer’s Keen Eye liberally as you will preferably want to take him down quickly.
  • Overall, DragonSlayer applies a -10 Boost every attack, deals 130% of its weapon damage on every use of the regular “Attack” button, and Dragon’s Bane gives it a -30 resistance to its weakest element due to the enemy being a dragon by race.
That’s all you’ll have to remember. Heal using Potions or Draconic Blood if and whenever necessary. You won’t need 5 Potions from the Cloak Scrap or the HeroDietTM ( Rotten Hardtack and Seaweed ) if you choose DragonSlayer, as you can finish this challenge fairly easily.

Rotation: Luckily, for this fight, this generalized rotation should be enough to get you through, and all the above tips can be used when necessary. If any of the above situations arise, you should opt to use its corresponding strategy. And of course, any strategy you formulated from the above notes can be used as well, if done correctly.
Draconic Poison -> Dragon Scales -> Draconic Blaze -> Summon Draykwing -> Draconic Blind -> Call Forth the Fire Dragon -> Slayer’s Keen Eye -> Draconic Poison -> Draconic Blaze -> Summon Draykwing -> Attack (repeat Attack until Trigoras falls to you)





{2.1.3.4}Strategy Type 4: Paladin Class (DA+NDC)
The Paladin, being a very nice hybrid/overall armor should effectively help you deal with this challenge. However, there is a reason that this armor has been chosen instead of the Necromancer or the DeathKnight, and that is due to its easily available hybrid skills that go well in conjunction. It has also been preferred here due to being easier to train. A Light Weapon is highly recommended.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
STR/INT/DEX/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
STR/INT/DEX/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
STR/INT/DEX/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
STR/INT/DEX/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
STR/INT/DEX/LUK: 200
WIS: 20





Strategy and Tips
  • The Paladin armor is a candidate here due to it having strong loopable defensive combos and offensive potential, as well as a passive HoT effect which increases in magnitude proportionate to the duration of the battle to a certain extent.
  • The Barrier of Sanctuary skill by itself may not sound very good due to having a low effect duration, but it has a low cooldown, too. However, with the Light of Dawn (which blinds your foe) and Prismatic Strike (which reduces your foe’s PowerBoost and Light Resistance both by 25) skills used in conjunction, this armor has a very strong defensive and offensive potential. Light of Dawn should be used after the effect of Barrier of Sanctuary runs out. Although Light of Dawn may not seem to affect Trigoras’ BtH to such an extent, the recommended gear should bring your defense higher to the point where Gelunguis will hit less often. Prismatic Strike is optional, but definitely helpful during the time when Trigoras is about to use its nuke or is under the influence of its charging breath.
  • Prismatic Strike and Aura of Light are the reasons that make Paladin an excellent example of a hybrid class. Coupled with very powerful offensive skills such as Crusading Strike, Cor Lucem, Phoenix Song and Holy Wrath, as well as a mana regenerating move in Mana Boost. While Prismatic Strike lowers the enemy’s Light Resistance by 25, Aura of Light increases your damage by 25%. So with a Light Weapon Equipped, you should be able to deal high amounts of damage fairly consistently.
  • Paladin’s right-side skills turn it into a completely different class altogether. Due to this, you may not be able to use the same skill rotation for Non-DAs if you wish to use the other skills to their full potential. In this case, you should use Barrier of Sanctuary one the first turn and Barrier of Sanctuary, Prismatic Strike or Light of Dawn when Trigoras uses its charging breath. In the remaining turns, you may want to use Prismatic Strike and Aura of Light, coupled with abovegiven skills. Greater Heal should be used to cleanse the Ice or Fire DoTs and heal if you find yourself at low health.
That’s all you need to remember. Use Angelic Blessing whenever you deem it necessary, Greater Heal to remove the -25 Ice Resistance debuff that Gelunguis’ stunning skill applies, and mana potions as well as Mana Boost to heal mana. You won’t need 5 Potions from the Cloak Scrap, or Potions at all, as the passive HoT and healing moves should sustain you and keep your health constant for a very long time.

Rotation: Barrier of Sanctuary -> Aura of Light -> Light of Dawn -> Prismatic Srike -> Holy Wrath -> Barrier of Sanctuary -> Cor Lucem -> Light of Dawn -> Prismatic Srike -> Phoenix Song (repeat Barrier of Sanctuary -> Aura of Light -> Light of Dawn -> Prismatic Srike -> Holy Wrath -> Barrier of Sanctuary -> Cor Lucem -> Light of Dawn -> Prismatic Srike -> Phoenix Song using Angelic Blessing to heal you and Greater Heal to heal and cleanse the Ice and Fire DoT debuffs)





{2.1.3.5}Strategy Type 5: enTropy Class (NDA+DC)
The enTropy Class can be very useful against Trigoras due to its strong debuffing potential, amongst its defenses and offenses.





Strategy and Tips
  • The enTropy armor is a candidate here due to its array of powerful defensive and debuffing moves. This armor has a passive PowerBoost, making the armor very strong. The mana costs scale to your level, and some of them can be very high, but the ones that cost lesser mana are the ones you’ll have to use more often anyway.
  • The enTropy armor’s Blood Womb skill can be very useful—not only does it shield you, but it gives you a very heavy 70% PowerBoost both in one turn. It can be used two turns after the shield has worn out, so you would have a good amount of sustainability and be able to defend yourself from its breaths and nuke skills.
  • Rot is a very strong move in that it can debuff Trigoras’ PowerBoost by 80%, rendering its charging breath less effective against your defenses, so you should use it when more often. However, this is the reason that a dragon either fully or partially specialized in Protection only is recommended alongside mana alchemy and obtaining 4 mana potions from Pirate’s Plunder skill in an easier quest, though this is somewhat unnecessary.
  • Rotting Touch, Decaying Needles, Foul Slash and Decay would be your go-to moves for actual damage due to them having a low mana cost, Foul Slash being especially useful against Trigoras’ blinding breath, due to it hitting regardless of it most of the time.
  • Infection and Fever Spit together lower your enemy’s Darkness Resistance by 60, so that should be helpful with watering down Trigoras’ HP when used with higher-damage skills like Plague and Putrefying Being, but these two should only be used if you have mana to spare, else go for the above moves. Wether or not you choose to lower Trigoras’ Darkness Resistance is up to you, but in the third third of the battle, it should be very useful. This is another reason why mana alchemy amd Pirate plundering is recommended.
That’s all you have to remember. Heal using Potions or Vampiric Renewal, but take note that it is very heavy on mana, if and whenever necessary. Protection Pet Dragon is highly recommended due to mana regeneration. You won’t need 5 Potions from the Cloak Scrap or the HeroDietTM ( Rotten Hardtack and Seaweed ) if you choose enTropy, as you can finish this challenge somewhat easily and quickly.

Rotation: For this fight, this generalized rotation should be enough to get you through, and all the above tips should be used when said conditions may arise. And of course, any strategy you formulated from the above notes can be used as well, if done correctly.
Blood Womb -> Decaying Needles -> Rotting Touch -> Foul Slash -> Blood Womb -> Decay -> Foul Slash -> Rot -> Blood Womb -> Rotting Touch -> Foul Slash -> Decay -> Blood Womb -> Decaying Needles -> Rotting Touch -> Foul Slash -> Blood Womb -> Foul Slash -> Rot -> Vampiric Renewal -> Fever Spit -> Infection -> Blood Womb -> Rotting Touch -> Decaying Needles/Attack if low on MP -> Attack (repeat Attack until Trigoras falls to you. You may replace Vampiric Renewal with a HP potion for a burst for health instead of a regeneration over time, or shift it earlier according to your needs. You can use Rot when it is under the influence of its charging breath, but here it has been used to prevent loss of health.)





{2.1.3.1}Strategy Type 6: DoomKnight Class (DmK)
The DoomKnight Class... it should come a close second to DragonSlayer with beating these challenges due to how powerful this armor is.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
STR/INT/DEX/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
STR/INT/DEX/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
STR/INT/DEX/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
STR/INT/DEX/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
STR/INT/DEX/LUK: 200
WIS: 20





Strategy and Tips
  • DoomKnight... honestly, just saying the name of the skill “Corruption” is enough to justify the candidature of this class on the list.
  • Corruption should be your go-to skill in this battle. Corruption reduces Gelunguis’ Melee/Pierce/Magic Defense by 75 and its PowerBoost by 25% due to it being a dragon by race. Corruption also boosts the power of some of your other skills—Shape Darkness does a lot more damage, Life Carve heals a lot more, Lingering Doom has a stronger DoT effect and Malefic Binding has a chance to stun Oratath every turn for five turns ignorant of its immobility Resistance, and Drain Will lowers Trigoras’ Immobility Resistance by 100, but that wouldn’t be very helpful due to it having a natural 200 Immobility Resistance . All these skills should be used in conjunction with it.
  • Malefic Binding should be used on the first turn to prevent Trigoras from damaging you, blinding you or inflicting a DoT whatsoever it chooses to do to you. After that, you can proceed with Corruption and any of the moves listed above, except for Drain Will, as it’s pointless due to Trigoras having an immobility resistance of 200.
  • Weakening Blow lowers Trigoras’ Boost by 50%. This could be used in conjunction with Inner Darkness and Void Barrier. Weakening Blow and Inner Darkness together increase Oratath’s PowerBoost by 100%, but Void Barrier heals 50% of that damage and reflects 40% of it, so this can be a useful method for mitigating and transferring damage back to Gelunguis. However, you should only use this after Gelunguis’ charging breath skill’s buff fades away. If it uses the same after that, it won’t be much of a problem due to Void Barrier.
  • Blood Rite can be used once or twice after Life Carve or more often after Corruption->Life Carve/Drain Essence->Life Carve (Drain Essence helps you heal a lot more), due to its sheer power. This will be your most damaging move, both to the opponent and yourself, so be careful. Do not use it if your health is below ~30%.
That’s all you need to remember. You won’t need 5 Potions from the Cloak Scrap, or even Potions at all, but using Life Carve in conjunction with Corruption or Drain Essence, or both, is highly recommended. The HeroDietTM ( Rotten Hardtack and Seaweed ) is not necessary either, if you choose DoomKnight, as you can finish this challenge very easily.

Rotation: For this fight, this set skill rotation will be enough to get you through, and all the above tips should be used when said conditions may arise. And of course, any strategy you formulated from the above notes can be used as well, if done correctly, but it will still be mostly along the lines of this one.
Corruption -> Malefic Binding -> Lingering Doom -> Shape Darkness -> Blood Rite -> Life Carve -> Blood Rite -> Shape Darkness -> Lingering Doom -> Blood Rite -> Blood Rite -> Drain Essence -> Corruption -> Life Carve -> Malefic Binding -> Dark Ritual -> Lingering Doom -> Blood Rite (if HP is above 40%)/Shape Darkness (if HP is below 40%)/Life Carve (if HP is below 20~25%) -> Inner Darkness -> Blood Rite -> Attack (repeat Attack until Trigoras falls to you)





End Card: This is amongst the easiest challenges in the Inn at the Edge of Time. The only real problem is Trigoras’ Charge, but that is too small of a hurdle to jump over. The rewards are well worth the time and I wish you the best of luck with this challenge!







BluuHorseOfficial -> Random Dragon Challenge and Dragon Challenge {shop} (4/6/2018 6:42:35)










  • The Random Dragon Challenge is, by far, the most expensive and time-consuming final-tier challenge in the whole board of challenges if you want to obtain all of its rewards in the highest tier possible.
  • The Random Dragon Challenge is a pick between any of the above three dragons in exchange for 500 Gold. Winning this hands you a lowly 10 Gold and a Dragon Merit, used to upgrade the rewards on each of the individual challenges. See section 2.1.5 for more info.
  • However, it is still recommended as the rewards are very good for all players—DA and NDA too. These are some of the best weapons of their respective elements.
  • In these challenges, the classes that can complete all the above challenges are recommended here. It’s not really “cheesy” to complete them with DragonSlayer due to them being unpredictable. enTropy and DoomKnight are also very good options for the same, too. You just have to use the same strategies as suggested for the individual monsters. Use the curly brackets around the following numbers to find what you seek:

    • The sections “2.1.1.1”, “2.1.2.1”, “2.1.3.1” are for NDA+NDC DragonSlayer Strategies for Oratath, Gelunguis and Trigoras, respectively.
    • The sections “2.1.1.3”, “2.1.2.3”, “2.1.3.3” are for DA+NDC DragonSlayer Strategies for Oratath, Gelunguis and Trigoras, respectively.
    • The sections “2.1.1.5”, “2.1.2.5”, “2.1.3.5” are for NDA+DC enTropy Strategies for Oratath, Gelunguis and Trigoras, respectively.
    • The sections “2.1.1.6”, “2.1.2.6”, “2.1.3.6” are for DmK DoomKnight Strategies for Oratath, Gelunguis and Trigoras, respectively.

  • But do keep in mind, you’ll have to farm here multiple times if you desire to reap with these weapons in the most powerful forms.












  • The Dragon Challenge Upgrade is the place where you can upgrade all of the rewards you gain from the Dragon Challenges.
  • You get The Great Grey One (50) from the Oratath Challenge, Isandel (50) from the Gelunguis Challenge and Dreadwyrm Katana (50) from the Trigoras Challenge.
  • You get a Dragon Merit from the Random Dragon Challenge regardless of which Dragon you were made to fight.
  • You can upgrade each weapon to levels 60, 70, 80 and 85. To upgrade a weapon to the next tier, you will need 3 Dragon Merits regardless of the current tier. This means that for one of the fully upgraded weapon you will have to acquire 12 Dragon Merits and for all fully upgraded weapons, you will need 36 Dragon Merits. This, coupled with how you require 490 Gold per Challenge (provided you don’t lose, as the challenge returns 10 Gold upon completion.), you will need 5880 Gold for one fully upgraded weapon and 17640 for the fully upgraded set.
  • This can be very gold-heavy, but if you have a minimum of 4000 Gold to spare, the Timetorn Matrices should be the best farming areas for you (guide under respective section coming soon). Alternatively you can sell the junk you receive upon completion of the Potion Mastery quest.
  • The weapons all have the same stats at the highest tier:
    • A Block/Dodge/Parry of 8, which is fairly good for a weapon
    • A Crit of 10, which is among the highest of Weapon Criticals excluding Special Offer Weapons
    • Wisdom and Endurance of 5, which is below average, but very appreciable nonetheless
    • A Luck of 10 which can be VERY useful
    • Intelligence/Dexterity/Strength of 16, which is incredibly high and allows you to embrace offensive capabilities even without placing points in these stats.
    • A Bonus of 10—with the rising density of monsters with defensive capabilities this should be very helpful.
    • An All Resistance of 7—this is the icing of the cake, especially for NDA players—you take 7% less damage from all moves, period. This is one of the main factors due to which these weapons are very valuable.
    • And finally, a damage of 87-95, which is a very high damage range for NDAs, and DAs, too, excluding Special Offer weapons.
  • When we compare these weapons with each other side-by-side, we can tell that the Isandel may be less useful than The Great Grey One and Dreadwyrm Katana as there are more monsters that resist Ice as opposed to Good and Evil. Conversely, there are more monsters weak to Ice than Good or Evil due to the density of Fire and Energy based monsters, in which case the Isandel tops The Great Grey One and Dreadwyrm Katana.
  • From a weapon design perspective, the Isandel is a beautifully designed Ice weapon with a beautiful blue-to-purple gradient, The Great Grey One has a very dark and edgy, but very cool skull theme and the Dreadwyrm Katana is one of the much needed Katana-based weapons that go well in conjunction with darker classes. For a player who loves style and selection of weapons based on their design and style, these weapons are very worth the time (even though you can simply show them at lower levels).
  • Overall, the weapons can be considered as some of the best weapons in the game for all players.









BluuHorseOfficial -> Dragon Challenges II (4/6/2018 6:43:48)




{2.2}The Right Section






The right section of the Dragon Challenges board was first implemented with the addition of two new challenges—the Dragonoid of the Future-Past and the Triple Trouble Challenges for 1000 Gold on July 28th, 2017. There is a Dragonoid Challenge Upgrade shop where two of the same tier-one Dragonoid Weapons can be merged into any subsequent tiered weapon. The Triple Trouble Challenge hands you a Badge of the Dragon Vanquisher (Item, not Badge) which can be used for Destiny Reforging (coming soon to guide). Some General Tips for this challenge, and many others, is to maximize your Endurance (END) and Luck (LUK), and throw in the remaining in Wisdom (WIS) at level 85. For Stat builds below the level cap, you should remember to keep your Luck (LUK) in increments (multiples) of 20 for it to take full effect. Wisdom should always be at a bare minimum threshold of 20.

Any combination using the above notes can be formulated, but this is a good template:

Level 50: Total Stat Points - 245
END: 25
LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
LUK: 200
WIS: 20

Stat Points start from level 50 because that is the level at which rewards start to drop.

Having a Pet Dragon (DA+NDC) with 200 points invested in Protection can be very helpful with a higher amount of Luck (LUK) as you have a higher chance to be healed and protected by it, further increasing your odds to victory. The Dragonoid of the Future-Past and Triple Trouble challenges may only seem hard at first, but in all honesty, they’re actually very easy provided you know how to deal with them, as you should from the notes below.








BluuHorseOfficial -> RE: A Comprehensive Guide to the Inn at the Edge of Time Challenges (Updates 1 Week After Every Release) (4/6/2018 6:45:05)










Table of Strategies:
2.2.1.1) DeathKnight (NDA+NDC)
2.2.1.2) DeathKnight (DA+NDC)
2.2.1.3) Pyromancer (NDA+DC)





Your best weapon of any element should be able to get you through this challenge.

Items
For this challenge, you should use overall items (both offensively and defensively functioning);Note that the DragonKnight Relics (NDA+DC) are ineffective against this challenge, and cannot be a viable strategy if used. Alternatively, DragonBlaser (DA+NDC) or Dragon Blade (DA+NDC) can’t be used, either. This is due to the Dragonoid and MechSpawns’ race being passed off as Golem instead of Dragon.





Attacks
In this challenge, you’d have to fight against the Dragonoid and its MechSpawns A and B which protect and empower it.
Dragonoid:
  • Approaches and scratches you, dealing moderate Metal damage. If one of the MechSpawns is defeated, it does more severe damage, but if both are, it reverts to moderate damage. —[Generally a fairly normal move, except for when a MechSpawn is defeated but the other is still standing, in which case, you should stun the Dragonoid]
  • Stomps at you, dealing moderate to severe Metal damage and enabling Target Lock (+50 to Hit) for three turns. —[The BtH buff to itself can be vety annoying if you’re trying to avoid it’s attacks, so it’s better you wait until it is sated before you shield yourself. Conversely, any good blinding skill can be used, but saving those is recommended.]
  • Approaches and scratches you twice, dealing moderate Metal damage and stunning you for two turns. —[You may want to try and avoid this skill, as it allows Dragonoid to set up its skills and its MechSpawns to buff it.]
  • Approaches you and launches a massive flamethrower from its mouth, dealing severe metal damage five times. —[This is it’s subtle nuke skill. It can be very hard-hitting and you’d have to try at the best of your abilities to avoid it, or at the least, be able to recover from it.]
  • If overclocked, it approaches you and launches a massive flamethrower from its mouth, dealing colossal metal damage five times. —[This is its uber-powerful, almost instant KO move. You do NOT want to get hit by this as healing from it is nearly impossible as you’d faint most of the time.]
  • When its HP reaches it’s halfway point for the first time, it regenerates its MechSpawns.

MechSpawns:
    In their first lives, always approach and slash you with their appendages for one hit of moderate Fire damage. MechSpawn A increases Dragonoid’s defenses by +180, and MechSpawn B increases Dragonoid’s PowerBoost by +30%. Both of them heal it by a large amount every turn. —[This is the reason that the MechSpawns have to be dealt with early as they make the Dragonoid basically invincible as you cannot damage it for they will heal it. When one of them falls, and the other is standing, it creates an imbalance, making Dragonoid do more damage with its skills. This is why they are to be dealt with fairly simultaneously.]
  • When Dragonoid’s HP reaches half for the first time, it respawns its MechSpawns. When this occurs, they always release waves of fire for 5 hits of severe Fire damage every turn while inflicting powerful DoTs on you for six turns. —[This is another reason why you should deal with the MechSpawns quickly. You should remain shielded while also hitting them hard and taking them out fairly simultaneously again. This is not a requirement but a piece of strategic advice.]
This fight is centered around a pulsating foe who can either go pure offensive or defensive if not dealt with correctly. Due to this, the MechSpawns should either be taken out simultaneously or the Dragonoid should be stunned before the remaining Spawn is taken out. MechSpawn B should be dealt with first if not both simultaneously.





{2.2.1.1}Strategy Type 1: DeathKnight Class (NDA+NDC)
For a non-DA player, the easiest way to go about with this challenge should be the DeathKnight Class. This is due to the amount of defenses and offenses it provides, with the ability to shift its passive presence to heal you every turn or damage your foes, due to which it is a very versatile class.





Strategy and Tips
  • The move Necrotic Presence Shift is the main reason for the candidature of this class against this challenge. DeathKnight provides a Passive DoT to the foe which increases in magnitude up until 20 turns at which point it is at its fullest. The move Necrotic Presence Shift converts this DoT on the enemy into a HoT for you, which follows and builds up the same pattern as the DoT effect. This, in 20 turns allows you to heal at least 100 HP per turn at Level 85 with a well invested Endurance stat.
  • Garb of Undeath is a very strong Defensive skill that keeps you shrouded in a shield for 4 turns after usage, making it a very poweful defensive skill. It should be used on the first turn of the battle before attempting to defeat the MechSpawns. It should keep you shielded for about half the battle, but eventually you’d want to save it for when Dragonoid reaches half its health, when you should immediately use it. After that, a liberal usage is advised.
  • After using Garb of Undeath, you’d want to take down the MechSpawn B first, with MechSpawn A being taken care of shortly afterward, or preferably on the same turn. This is due to the fact that this specific Spawn boosts the Dragonoid, so if you’ve dealt with MechSpawn A first, Dragonoid would have a +30% PowerBoost over the Imbalance Detected Protocol it has, which makes it very violent and use its hardest hitting moves. Although stunning it at that point is viable, it’s better to just prevent a potential threat than try to cure it.
  • Unholy Shadow is a very powerful multi-skill in that it hits your opponent for 150% weapon damage, which is unusual for a multi-skill. Additionally, Instill Fear is a powerful stun-skill at 140% damage. Obliterate is arguably the best Final-skill in the game for NDA+NDCs and Non-Guardians. Soul Slash is a fairly powerful DoT skill at 135% direct and 200% total DoT damage over 5 turns. Unholy Shadow, Obliterate and Soul Slash should be used to get MechSpawn B to low HP, which is when Instill Fear should be used against Dragonoid, as Soul Slash’s DoT takes down MechSpawn B. MechSpawn A can be easily taken down then by a combination of Unholy Shadow, a few regular Attacks and Blood Tap if you are low on HP.
  • Speaking of Blood Tap, it is a nice healing skill that can be used to get yourself out of a tough spot, but is better used whenever posdible to prevent loss of health in general. The Regular Attack skill would be your most used skill for the most part due to there being a lack of harder-hitting skills when powerful moves are on cooldown for NDA players.
  • For when you’ve brought Dragonoid’s HP to half of its total value, you should save Garb of Undeath, so as to avoid the DoT effects of the MechSpawns, and so have to be saved the above skills.
That’s all you need to remember. You may need 5 Potions from the Cloak Scrap, but they may not be very necessary. DeathKnight can finish this challenge fairly easily.

Rotation: Unlike many of the original Dragon Strategies, this fight has multiple phases. It requires you to be careful with what do, such that you don't create greater difficulties for yourself.
At the start of the battle: Garb of Undeath -> Unhloy Shadow (on MechSpawn B) -> Obliterate (on MechSpawn B) -> Soul Slash (on MechSpawn B) -> Attack (on MechSpawn A) -> Instill Fear (on Dragonoid) -> Unholy Shadow (by that point, MechSpawn B should have fallen to you) -> Attack (on MechSpawn A, and repeat until it has fallen to you) -> Necrotic Presence Shift -> Blood Tap -> Garb of Undeath -> Soul Slash -> Attack -> Attack -> Attack -> Attack -> Attack -> Obliterate -> Soul Slash -> Blood Tap -> Garb of Undeath -> Attack -> Attack -> Soul Slash -> Mana Potion -> Attack -> Attack -> Attack -> Life Tap -> Soul Slash -> Attack (repeat Attack until Dragonoid Reaches around ~51-53% HP)
When Dragonoid is at ~51-53% HP: Garb of Undeath -> Attack (until MechSpawns Respawn) -> Unholy Shadow -> Life Tap (on MechSpawn B) -> Obliterate (on MechSpawn B) -> Health Potion -> Instill Fear (on Dragonoid) -> Health Potion -> Unholy Shadow -> Attack (on MechSpawn A until it falls to you) -> Garb of Undeath -> Attack -> Life Tap -> Attack -> Attack -> Soul Slash -> Attack -> Attack -> Obliterate -> Garb of Undeath-> Soul Slash -> Life Tap -> Instill Fear -> Mana Potion -> Attack -> Attack -> Soul Slash -> Attack -> Garb of Undeath -> Attack -> Life Tap -> Soul Slash -> Attack (repeat attack until Dragonoid falls to you)





{2.2.1.2}Strategy Type 2: DeathKnight Class (DA+NDC)
For a DA player, the easiest way to go about with this challenge should be the DeathKnight Class. This is due to the amount of defenses and offenses it provides, with the ability to shift its passive presence to heal you every turn or damage your foes, due to which it is a very versatile class. However, here, the DeathKnight items are more highly recommended due to the move Empowered Armor Strike doing 270% damage every 3 or so turns (you may not be able to do it frequently, though).





Strategy and Tips
  • The move Necrotic Presence Shift is the main reason for the candidature of this class against this challenge. DeathKnight provides a Passive DoT to the foe which increases in magnitude up until 20 turns at which point it is at its fullest. The move Necrotic Presence Shift converts this DoT on the enemy into a HoT for you, which follows and builds up the same pattern as the DoT effect. This, im 20 turns allows you to heal at least 100 HP per turn at Level 85 with a well invested Endurance stat.
  • Garb of Undeath is a very strong Defensive skill that keeps you shrouded in a shield for 4 turns after usage, making it a very poweful defensive skill. It should be used on the first turn of the battle before attempting to defeat the MechSpawns. It should keep you shielded for about half the battle, but eventually you’d want to save it for when Dragonoid reaches half its health, when you should immediately use it. After that, a liberal usage is advised.
  • After using Garb of Undeath, you’d want to take down the MechSpawn B first, with MechSpawn A being taken care of shortly afterward, or preferably on the same turn. This is due to the fact that this specific Spawn boosts the Dragonoid, so if you’ve dealt with MechSpawn A first, Dragonoid would have a +30% PowerBoost over the Imbalance Detected Protocol it has, which makes it very violent and use its hardest hitting moves. Although stunning it at that point is a must, it’s better to just prevent a potential threat than try to cure it.
  • Unholy Shadow is a very powerful multi-skill in that it hits your opponent for 150% weapon damage, which is unusual for a multi-skill. Additionally, Instill Fear is a powerful stun-skill at 140% damage, while Unholy Will. Obliterate is arguably the best Final-skill in the game for NDA+NDCs and Non-Guardians. Soul Slash is a fairly powerful DoT skill at 135% direct and 200% total DoT damage over 5 turns. Unholy Shadow, Obliterate and Soul Slash should be used to get MechSpawn B to low HP, which is when Instill Fear should be used against Dragonoid, as Soul Slash’s DoT takes down MechSpawn B. The moves Summon Minion, Empowered Armor Strike (with or without DeathKnight Items on) and Dreadblade, all very powerful should help you take down MechSpawn A, and these skills should be used against Dragonoid due to their power-cooldown ratios, barring Dreadblade. If not, a regular Attack or two should be able to take care of it.
  • Speaking of Blood Tap, it is a nice healing skill that can be used to get yourself out of a tough spot, but is better used whenever posdible to prevent loss of health in general. For further healing, Dark Rite, which heals a good fraction of your HP can be useful, too. Additionally, Inspire Weakness also lowers the enemy’s All Resistance by 30, dealing massive amounts of damage every turn when combined with Dark Rite.
  • For when you’ve brought Dragonoid’s HP to half of its total value, you should save Garb of Undeath, so as to avoid the DoT effects of the MechSpawns, and you should repeat the same strategy you used for taking them down the first time.
That’s all you need to remember. You may need 5 Potions from the Cloak Scrap, but they may not be very necessary. DeathKnight can finish this challenge fairly easily.

Rotation: Unlike many of the original Dragon Strategies, this fight has multiple phases. It requires you to be careful with what do, such that you don't create greater difficulties for yourself.
At the start of the battle: Garb of Undeath -> Unhloy Shadow (on MechSpawn B) -> Obliterate (on MechSpawn B) -> Soul Slash (on MechSpawn B) -> Summon Minion (on MechSpawn A) -> Instill Fear (on Dragonoid) -> Unholy Shadow (by that point, MechSpawn B should have fallen to you) -> Dreadblade (on MechSpawn A, and use Attack until it has fallen to you) -> Necrotic Presence Shift -> Blood Tap -> Garb of Undeath -> Empowered Armor Strike -> Soul Slash -> Inspire Weakness -> Summon Minion -> Empowered Armor Strike -> Summon Minion -> Obliterate -> Soul Slash -> Blood Tap -> Garb of Undeath -> Unholy Will -> Summon Minion -> Soul Slash -> Mana Potion -> Summon Minion -> Empowered Armor Strike -> Dreadblade -> Life Tap -> Soul Slash -> Attack (repeat Attack until Dragonoid Reaches around ~51-53% HP)
When Dragonoid is at ~51-53% HP: Garb of Undeath -> Attack (until MechSpawns Respawn) -> Unholy Shadow -> Life Tap (on MechSpawn B) -> Obliterate (on MechSpawn B) -> Health Potion -> Instill Fear (on Dragonoid) -> Dark Rite (on Dragonoid) -> Unholy Shadow (by then MechSpawn B would have fallen to you) -> Attack (on MechSpawn A until it falls to you) -> Garb of Undeath -> Summon Minion -> Life Tap -> Summon Minion -> Empowered Armor Strike -> Soul Slash -> Attack -> Summon Minion -> Obliterate -> Garb of Undeath-> Soul Slash -> Life Tap -> Instill Fear -> Mana Potion -> Empowered Armor Strike -> Dreadblade -> Soul Slash -> Attack -> Garb of Undeath -> Attack -> Life Tap -> Soul Slash -> Attack (repeat Attack until Dragonoid falls to you)
You can replace Summon Minion or Empowered Armor Strike with Attack if you're running low on mana, and occasionally use unholy will to either stun and hurt hard the foe, or hurt the foe lightly at a 50% chance.





{2.2.1.3}Strategy Type 3: Pyromancer Class (NDA+DC)
For a non-DA or a DA playerwho owns the armor or has enough DCs to purchase it, the easiest way to go about with this challenge should be the Pyromancer Class. This is due to the amount of defenses and healing capabilities it provides, such as a Full HP and MP regeneration as well as a more subtle one. A good fire weapon is recommended.





Strategy and Tips
  • The defensive and healing capabilities of the Pyromancer should be able to justify its candidature against the Dragonoid Challenge, as well as its sustained damage and damage through DoTs.
  • Magma Bubble is a very strong Defensive skill that keeps you protected and has the unsaid ability to reflect damage back to the Dragonoid, making it a very poweful defensive skill. It should be used on the first turn of the battle before attempting to defeat the MechSpawns as it causes the MechSpawns to hurt themselves. It should keep you shielded for a lot the battle, and also provide a method to mitigate and reflect damage, but eventually you’d want to save it for when Dragonoid reaches half its health, when you should immediately use it. After that, a liberal usage is advised.
  • After using Magma Bubble, you’d want to take down the MechSpawn B first, with MechSpawn A being taken care of shortly afterward, or preferably on the same turn. This is due to the fact that this specific Spawn boosts the Dragonoid, so if you’ve dealt with MechSpawn A first, Dragonoid would have a +30% PowerBoost over the Imbalance Detected Protocol it has, which makes it very violent and use its hardest hitting moves. Although stunning it at that point is a must, it’s better to just prevent a potential threat than try to cure it.
  • The Multi skill, weirdly enough, is one of the most powerful skills accessible to the Pyromancer, and can be used more frequently than the DeathKnight’s Unholy Shadow. Besides that, Flamethrower and Flametongue are two of this class’ DoT skills which can be used to water down the MechSpawn B’s HP while using other DoT skill Paper Cannon in conjunction with Enkindle and Malcifer, which together give you a 50% PowerBoost and lowering the enemy’s Fire Resistance by 25, as well as The Phoenix final skill.
  • The Skill Warmth heals you for 300% of weapon damage to your HP and 100% of weapon damage to your MP, while Rebirth heals you for all your HP and MP. You may not need to use these skills often, but when you do, they are helpful. Blaze Blue and Fire chains can be useful occasionally too, but not to a great extent.
  • For when you’ve brought Dragonoid’s HP to half of its total value, you should save Magma Bubble, so as to avoid the DoT effects of the MechSpawns, and you should repeat the same strategy you used for taking them down the first time.
That’s all you need to remember. You won't need 5 Potions from the Cloak Scrap, but you may have to use Rebirth or Warmth. DeathKnight can finish this challenge fairly easily.





Rotation: Unlike many of the original Dragon Strategies, this fight has multiple phases. It requires you to be careful with what do, such that you don't create greater difficulties for yourself.
At the start of the battle: Magma Bubble -> Flamethrower (on MechSpawn B) -> Flametongue (on MechSpawn B) -> The Phoenix (on MechSpawn B, and at this point, it should fal to you. If not, the DoT skills should) -> Triflame (on Dragonoid) -> Lava Fountain (on Dragonoid) -> Malcifer (on MechSpawn A) -> Magma Bubble -> Paper Cannon (on MechSpawn A) -> Flame Fury (at which point, MechSpawn A should fall to you) -> Fire Chains -> Warmth -> Triflame -> Flamethrower -> Flametongue -> Paper Cannon -> Magma Bubble -> Lava Fountain -> Enkindle -> Malcifer -> Triflame -> The Phoenix -> Flamethrower -> Flametongue -> Paper Cannon -> Magma Bubble -> Blaze Blue -> Attack (repeat Attack until Dragonoid reaches ~51-52% HP)
When Dragonoid reaches ~51-52% HP: Triflame -> Lava Fountain -> Enkindle -> Malcifer -> Magma Bubble -> Flame Fury -> The Phoenix (MechSpawn B) -> Flame Fury (which should be enough to make MechSpawns A and B fall to you from the damage reflection from Magma Bubble. If MechSpawn A survives, use Attack) -> Paper Cannon -> Flamethrower -> Flametongue -> Fire Chains -> Rebirth -> Triflame -> Lava Fountain -> Enkindle -> Malcifer -> Paper Cannon -> Flamethrower -> Flametongue -> Triflame -> Attack (repeat Attack until Dragonoid falls to you)





Note that due to not having a good shield, DoomKnight is not as viable as the classes above at beating the Dragonoid. It can still be attempted using Doom Spikes and Void Barrier if used correctly, but the above strategies should be exponentially better, so I will not be listing DoomKnight strategies.





End Card: This is a fairly medicore challenge in the Inn at the Edge of Time. The only real problem is defeating one of the MechSpawns when the other is still up, but that can be dealt with with moderate ease. The rewards are well worth the time and I wish you the best of luck with this challenge! You don’t need Potions from the Cloak Scrap or the HeroDietT for this challenge as it is realistically very easy.








BluuHorseOfficial -> RE: A Comprehensive Guide to the Inn at the Edge of Time Challenges (Updates 1 Week After Every Release) (4/6/2018 6:46:33)










Table of Strategies:
Only one strategy here, due to the others requiring an immense amount of set-up it’s recommended to use this one due to it being the most manageable and least dependent on luck to an extent.
2.2.2.1) DragonSlayer (DA+NDC)





Your best weapon of any element should be able to get you through this challenge.

Items
For this challenge, you should use overall items (both offensively and defensively functioning);Note that the DragonKnight Relics (NDA+DC) are very effective against this challenge, and are a viable strategy if used. Alternatively, DragonBlaser (DA+NDC) or Dragon Blade (DA+NDC) can be used, too.





Attacks
Oratath:
  • Approaches you and stabs one of its horns into the ground to create a spiral of light that hits three times, enabling Holy Shield (+180 Defense and Reflecting Damage) for three turns. —[The Defense can easily be bypassed by increased BtH and/or BtHbuffing skills, while the damage reflection shouldn’t be too much of a problem so long as you use only weaker moves against it.]
  • Approaches you and stabs one of its horns into the ground to create a spiral of light that hits four times, causing the target to go blind (-40 to Hit) for five turns. —[The Blinding debuff is a very weak debuff and regular gear may be able to still keep your BtH higher than 0. It is very rare that this is used in conjunction with abovegiven skill, but even when it is, it’s a boon due to the fact that not hitting equals to not taking damage back]
  • Approaches you and stabs one of its horns into the ground to create a spiral of light that hits four times. —[I’ts classical Attack skill which will be used most often, but doesn’t deal nearly as much damage as the other dragons.]
  • Rams into you once to deal severe good damage with a higher chance of a critical hit. —[This is its most powerful skill which does a lot of damage, but is minuscule as compared to the other dragons’ damaging skills.]
  • Uppercuts you, dealing either moderate to severe good damage and heals itself for ~50% if its health is below 50% every 20 turns. —[This is the inevitable skill that happens at least once every battle and makes the battle a bit tedious, but manageable.]
Gelunguis:
  • Unleashes a chain of ice at you for one hit of moderate Ice damage which attempts to apply Frozen (Stun for 2 turns and reduces you Ice Resistance by 25 for 5 turns), where Ice Resistance debuff is applied even if the skill does not hit. —[This is one of the reasons which makes this battle the hardest of the three dragons. It stuns you and weakens you, making it deal potentially 25% more damage than it normally does to you with the same equipment on. This is the skill you should watch out for due to it’s stunning capabilities, but the debuff is practically inevitable.
  • Bites you with crystalline spikes of ice for 4 hits of severe Ice damage. Occasionally, this move attempts to charge up the following move. —[This is Gelunguis’ classical Attack skill, but it itself is very powerful, and something you should definitely watch out for, though it happens most of the time. The strategies revolve around this not being able to hit you.
  • Unleashes a flurry of icy winds causing the air to crystallize into spikes of ice for 10 hits of moderate Ice damage. —[This is its nuke skill which deals massive damage but warns you prior to doing it. You should definitely protect yourself from this skill as it is almost as effective as ManaCrest’s Beam.]
Trigoras:
  • Trigoras walks up to you and breathes at you a suspension of flames and mulch at you for 4 hit of moderate nature damage. This move has a chance to trigger the following effects:
    • Increase it’s PowerBoost by 100% (“Trigoras’ Charging Breath!”) —[This is its most used breath and is a very annoying skill to have to deal with as it causes it to do twice its regular damage which is high enough on its own.
    • Stun you (“Trigoras’ Paralyzing Breath!”) —[Fortunately, this stun isn’t too powerful as it lasts for only 2 turns, and does not grant Trigoras any extra buffs. It is almost better to have to deal with this and other breaths.]
    • Inflict a Fire DoT (“Trigoras’ Burning Breath!”) —[This skill should not be too bad as its DoT effect isn’t too powerful, but still something you should keep an eye out for.]
    • Inflict an Ice DoT (“Trigoras’ Freezing Breath!”) —[This skill can be annoying as its DoT effect is very powerful, and definitely something you don’t want to have to deal with.
    • Reduce your BtH (“Trigoras’ Blinding Breath!”). —[This wouldn’t be too much of a problem due to the BtH debuff being weak, as your gear should still keep you above the 0 threshold.]
  • Approaches you and scratches you for 1 hit of moderate nature damage. —[Trigoras’ classical Attack skill. It doesn’t do as much as Gelunguis’ classical Attack, except when under the influence of its charging breath.]
  • Generally when its health is lower than 20%, approaches you, scratches you, breathes its suspension of flames and mulch at you, scratches again, and breathes its suspension of flames and mulch again for 10 hits of minor nature damage. (“Trigoras lets out a massive roar!”) —[This hits as many times as Gelunguis’ nuke skill but does considerably less damage. However, there is no indication that this skill is going to be used prior to that happening, and it has a significantly lower cooldown.]
This battle is centered around grouping you up against three opponents, Oratath specializing in defense, Gelunguis specialising in offense and Trigoras balancing both but specialising in none. Due to this, it's best to know your opponents quite well, so if you have at least one of their rewards maximised you should be well armed with the experience you require to take them down.
Note that the rewards given by these challenges are used to upgrade certain weapons only accessible to DA players, hence there will be no need for a NDA strategy to beat them.





{2.2.2.1}Strategy Type 1: DragonSlayer Class (DA+NDC)
Unlike the Original Dragon Challenges, this challenge is much harder, and DragonSlayer should be the safest method. Yet, the DragonKnight Relics, DragonBlaser or Dragon Blade (links above in the items section) are recommended if you have the DCs, patience or Gold to acquire them respectively, but they aren't mandatory. A Pet Dragon with 200 points invested in Protection is also highly recommended, but if not, the 5 Potions from Cloak Scrap, the Seaweed and Rotten Hardtack are usable instead. It is somewhat necessary that you use one of the given reccomendations for smoothest challenge experience.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
LUK: 200
WIS: 20





Strategy and Tips
  • Out of all the three Dragons, Gelunguis should be the most powerful, due to its hyper-offensive nature, while Oratath should be the least troublesome due to the lack of damage and debuffing skills, its only one being the blind skill, but that is very weak. Trigoras shouldn't be much of a problem unless it inflicts its charging breath on you. Due to this you should go in the order Gelunguis -> Trigoras -> Oratath.
  • Draconic Poison shall be your go-to skill for this fight. Due to the enemy being a dragon by race, the skill takes away a tenth of the enemy’s health as a DoT every turn for 5 turns. This means that in 5 turns, the enemy would have lost half of its health. Draconic Blaze and Summon Draykwing could be used for outright damage and more minor DoTs. This DoT effect is applied even if the attack does not hit, thereby rendering Oratath’s shielding and blinding skills and Gelunguis’ blinding breath useless against it. The other reason why this is encouraged, is because it is loopable, and can be used once again after its effect wears off.
  • A liberal use of Call Forth the Fire Dragon, Slayer's Keen Eye, and Draconic Strike is to be done, especially in the first two-thirds of the battle against Gelunguis and Trigoras. With Oratath, it should be done more carefully so as to not have damage reflected back to you.
  • Draconic Scales and Draconic Blind should be used almost whenever possible, the latter on Gelunguis if that is the most threatening Dragon, and once it's dealt with, on Trigoras and then Oratath. The blind effect is applied even if the skill does not hit. It's best to use Dragon Scales on the first turn to avoid being stunned by Gelunguis or affected by potentially any of Trigoras' breaths.
  • Overall, DragonSlayer applies a -10 Boost every attack, and deals 130% of its weapon damage on every use of the regular “Attack” button due to the enemy being a dragon by race.
  • The moves to watch out for are the Stunning skills from Gelunguis and Trigoras. Having an adequate amount of health maintained is always a good strategy for this battle. Using Draconic Elements on Gelunguis after its nuke is always a good idea.
  • Gelunguis can easily be taken down with your own offensive skills, and so can Trigoras, but you'll have to be more careful during this battle, due to Trigoras' unpredictability. Oratath will be the longest one to take out if you're unlucky, but you'd still be able to do it due to Draconic Poison being able to whittle down the Dragons’ health very quickly.
That's all you'll have to remember. Use your extra Cloak Scrap Potions or the Seaweed and Rotten Hardtack if you have them. Else, your Pet Dragon, if invested in Protection will heal you occasionally as well as increase your HP Healing Effects (at which point you should use Draconic Blood if you have it ready) or increase your B/P/D which is very useful in those rare occasions to mitigate damage. Again, the Dragon-based items above should work wonders against this trio.

Rotation: This battle requires you to be careful in the aspect of execution of moves and loss of health. This generalized rotation should help you.
Against Gelunguis: Dragon Scales -> Draconic Poison -> Draconic Strike -> Draconic Elements -> Draconic Blind -> Call Forth the Fire Dragon -> Draconic Blood -> Draconic Poison -> Dragon Scales -> Draconic Strike -> Attack (repeat Attack until Gelunguis falls to you)
Against Trigoras: Slayer’s Keen Eye -> Draconic Blind -> Draconic Blaze -> Draconic Poison -> Health Potion -> Summon Draykwing -> Dragon Scales -> Draconic Strike -> Draconic Blood -> Draconic Poison -> Draconic Blind -> Call Forth the Fire Dragon -> Ire of Scales -> Draconic Strike-> Dragon Scales (by now Trigoras should have fallen to you. Even if it did, use Dragon Scales)
Against Oratath: Slayer’s Keen Eye -> Draconic Strike -> Ire of Scales -> Health Potion -> Draconic Strike -> Draconic Blood -> Draconic Blind -> Draconic Poison -> Draconic Blaze -> Dragon Scales -> Summon Draykwing -> Mana Potion/Attack -> Draconic Blind -> Draconic Poison -> Call Forth the Fire Dragon -> Attack (repeat Attack or Draconic Strike until Oratath falls to you. If it heals, use the regular DragonSlayer vs Oratath strategy, tweaking it up depending on which moves are available, until you win.)





End Card: This is a hard challenge in the Inn at the Edge of Time. If the Dragons are not dealt with in a comfortable order, the. battle can be very annoying. The rewards are well worth the time and I wish you the best of luck with this challenge! You may need Potions from the Cloak Scrap or the HeroDietT for this challenge as it is realistically very easy.








BluuHorseOfficial -> RE: A Comprehensive Guide to the Inn at the Edge of Time Challenges (Updates 1 Week After Every Release) (4/6/2018 6:49:14)










  • You get the Dragonoid Saber I, Dragonoid Dagger I or the Dragonoid Staff I at random from the Dragonoid Challenge.
  • You need two of a kind of weapon to upgrade them to any tier you want, Levels 60, 70, 80 or 85.
  • Due to this, it makes the challenge very tedious to do which adds up to how comparatively hard it is to complete than the Dragon Challenges. However, this does not require you to expend any amount of Gold to partake the challenge, and returns a decent amount of gold in return, so you can “farm” for Gold here for only until you’ve acquired your desired weapon (as there are unarguably better farming areas.)
  • The Weapons all have the same stats as each other:
    • A Block/Dodge/Parry of 8, which is fairly good for a weapon.
    • A Crit of 10, which is among the highest of Weapon Criticals excluding Special Offer Weapons
    • Wisdom and Endurance of 5, which is below average, but very appreciable nonetheless
    • A Luck of 10 which can be VERY useful
    • Intelligence/Dexterity/Strength of 16, which is incredibly high and allows you to embrace offensive capabilities even without placing points in these stats. (depending on weapon type)
    • A Bonus of 10—with the rising density of monsters with defensive capabilities this should be very helpful.
    • An All Resistance of 7—this is the icing of the cake, especially for NDA players—you take 7% less damage from all moves, period. This is one of the main factors due to which these weapons are very valuable.
    • And finally, a damage of 89-97, which is a very high damage range for NDAs, and DAs, too, excluding Special Offer weapons.

    These weapons have around the same stats as the Dragon Challenge Weapons. What sets them apart is having a higher mean value for the same damage range (they do more damage) and the fact that these do not require Gold at all, but instead reward Gold for partaking them.
  • As compared to the Dragon Challenge Rewards, the Dragonoid Rewards can be fairly useful due to them having the same stats. The Dragonoid Weapons are of the Energy Element, which is great against Water and Ice opponents which the Isandel (arguably the best out of the three in terms of coverage) isn’t good at dealing with.
  • From a weapon design perspective, the Dragonoid Saber is a well-designed Energy weapon with a green-yellow hilt that complements its electrical blue blade, The Dragonoid Dagger is essentially a smaller version of the Dragonoid Saber with a stubbier bladehilt and the Dragonoid Staff is one of the best-looking staffs in the game with an electrical curve at its rear edge and an ornament ablaze at the tip of the staff. It is the only one of these weapons that has an animation other than a simple glow. For a player who loves style and selection of weapons based on their design and style, these weapons are very worth the time (even though you can simply show them at lower levels).
  • Overall, the weapons can be considered as some of the best weapons in the game for all players.









BluuHorseOfficial -> RE: A Comprehensive Guide to the Inn at the Edge of Time Challenges (Updates 1 Week After Every Release) (4/6/2018 6:50:25)




{2.3}The Left Section






The Left Section of the Dragon Challenges was first implemented on August 25th, 2017. It consists of the "Theano, the Thorn", "Siofra, the Shifting", and a final-tier challenge in the “Elemental Chaos” challenge for 1000 Gold, here you fight opponents with an increased knowledge in Elemental Combat, Theano using pieces of the Ultimate orb in his blade, and Siofra being able to shift his resistances to the Elements.

Stat Points start from level 60 because that is the level at which the Imbued Blinding Weapons of Destiny are obtainable.

Having a Pet Dragon (DA+NDC) with 200 points invested in Protection can be very helpful with a higher amount of Luck (LUK) as you have a higher chance to be healed and protected by it, further increasing your odds to victory.








BluuHorseOfficial -> RE: A Comprehensive Guide to the Inn at the Edge of Time Challenges (Updates 1 Week After Every Release) (4/6/2018 6:51:49)










Table of Strategies:
2.3.1.1) Necromancer (DA+NDC)
2.3.1.2) Patience DragonLord (DA+NDC/DA+DC depending on which version you purchase)
2.3.1.3) IceBound Revenant (DA+DC by technicality)





Your best weapon of any element should be able to get you through this challenge.

Items
For this challenge, you should use overall items (both offensively and defensively functioning);Note that the Vile Infused Rose Sword, Vile Infused Rose Spear, and Vile Infused Rose Dagger (All Versions of each) can be used or shown to deal additional damage due to the enemy being a human by race and are a viable strategy if used.





Attacks
  • Raises his ultimate blade to enchant himself with Radiance +50% damage for 6 turns and Defense +180 for 4 turns. The latter is applied one turn after the use of the move. —[This should be his most annoying skill to deal with. However, due to the Defense buff not being added on the same turn it is used, you still should have one skill you can use before his defenses rise, so you can use this opportunity to stun hime or deal damage]
  • Rushes towards, stabbing you with his ultimate blade for 2 hits of 100% Fear damage granting himself Ultimate Blade +100 BTH for 4 turns which a chance to stun you for 2 turns. —[This skill would tamper with your strategies to an extent. The stun isn’t the problem, but the BtH makes it so that your shield is somewhat useless against him.]
  • Rushes to you and slices for one hit of 100% Melee Fear damage. Occasionally, Theano’s Blade glows brighter, which allows him to use Attack Type 4 the very next turn. —[This is his regular attack skill, and shouldn’t be much of a problem. It notifies you when he is going to use Attack Type 4, but wether it did or didn’t, you still wouldn’t face too many problems with him.]
  • Rushes towards you, slices at you, flips and slices again for a total of 3 hits of 100% Melee Fear damage, and heals himself for a decent amount of Health. —[The skill doen’t do much damage for a “nuke” skill, as it is somewhat weak. It heals him for about ~300 HP at level 85, so it really shouldn’t affect you too much unless Theano is under the influence of Radiance.]
This battle is centred around a more sustained-damage offensive for in that Theano can buff himself for more PowerBoost and hit you hard with his healing nuke. He is also somewhat defensive in that he can protect himself from damage albeit not instantly. Depending on how you play your cards, Theano may be one of the easier challenges to deal with, but among himself and Siofra, it could be said that he is the slightly more difficult challenge.





{2.3.1.1}Strategy Type 1: Necromancer Class (DA+NDC)
The Necromancer Class has a spot here due to it’s own sustained damage potential, especially due to its passive DoT effect, Fear Aura, which escalates in magnitude over time, reaching its pinnacle at 20 turns. It also has a great shield albeit Block/Parry/Dodge, and a Panic button in the shroud skill which makes it so that your opponent heals you for 40% of their total damage for a few turns at a standard value of 0 resistance to their element). It also has great damage potential coming in sustained bursts if used correctly.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
INT/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
INT/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
INT/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
INT/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
INT/LUK: 200
WIS: 20





Strategy and Tips
  • Fear Ward is among the best defensive skills, and should be your go-to skill in that it will keep you protected for most of the battle and renders Theano’s Radiance fairly useless. Dark Boon increases your BtH and PowerBoost, while Dark Intent decreases the opponent’s BtH and PowerBoost, so the defensive and offensive effects of the Radiance buff are reduced to some extent.
  • Getting stunned by Theano’s jab will not hurt you too much, as it lasts for two turns only, and he may doesn’t really do too much damage over that period of time. You don’t have to worry too much about this.
  • Shadow Seed is a very powerful move—it doesn’t do any direct damage on the turn it is used, however, it does damage 3 turns after that, which uses the additional effects of the skills it is used with. Corruption is a very good DoT skill, which can help in increasing the total DoT damage done on Theano as the Fear Aura is building. Inspire Terror is a skill that If it dominates the opponent and the opponent is dominated - Target enemy is stunned for 1 turn, and attacks itself for its own damage range and the Fear element as a DoT, otherwise, target enemy gains +60% Boost for 1 turn. However, both these skills cancel the summoning of Shadow Seed on their turns if that is when Shadow Seed is due, so they should be used carefully, and Grip of Terror causes Shadow Seed to go off on the next turn provided it is used on the first or second turn after Shadow Seed is. This move can be used to hurt Theano three turns after it’s usage, so can be used with Dark Boon in case Theano uses his protection ability so as to give you BtH, or Raise Minion, Summon Champion, Summon Familiar or Inner Rage.
  • Life Tap and Inner Will are good recovery skills for Health and Mana respectively, Life Tap applying a HoT to yourself and a DoT to Theano of the same magnitude so as to leech his life over time, so it should be used when you are running low on health. These moves should be used almost whenever you can access them so as to keep the battle in your favour.
  • Raise Minion, Summon Champion and Summon Familiar are all very powerful damaging skills, Raise Minion having a chance to deal between 130-390% damage. All of them complement Shadow Seed well and can be used three turns after it is to deal massive damage (or immediately after Shadow Seed and then Grip of Terror). Inner Rage is also somewhat powerful for a multi skill as can be used if you so wish.
  • Fear Ward should keep you protected for most of the time, but when his blade glows brighter, you may want to use Dark Intent if you have access to it and lower health, however it still shouldn’t be much of a problem.
  • Shroud of the Undead should generally only be used at ~50% Health, but be warned, it has a 30 turn cooldown, so you’ll either get to use it twice or thrice in the battle. However, you can use it at any point to keep your health consistently high.
  • Dark Dreams can be very useful in this battle to falter Theano’s attacks. It should be used fairly often, though it isn’t in the rotation, it could be used whenever available except when Theano is under the influence of Radiance.
That’s all you have to remember. Heal using Potions or Life Tap, but take note that it is fairly heavy on mana, so use Inner Will if necessary. Protection Pet Dragon is highly recommended due to health and mana regeneration, but isn’t necessary, though it makes the battle much easier. You won’t need 5 Potions from the Cloak Scrap or the HeroDietTM ( Rotten Hardtack and Seaweed ) if you choose Necromancer, due to the array of defenses you have and you can finish this challenge somewhat easily but this strategy may take a long time.

Rotation: This generalized skill rotation can be used to beat the challenge, though there are exponentially better strategies that can be formulated using the above tips.
Fear Ward (or Dark Dreams) -> Corruption/Shroud of the Undead -> Shadow Seed -> Inspire Terror -> Summon Champion -> Fear Ward -> Dark Intent -> Corruption -> Dark Dreams (or Fear Ward if you used Dark Dreams earlier) -> Inspire Terror -> Life Tap -> Inner Will -> Dark Boon -> Summon Familiar -> Shadow Seed -> Corruption -> Fear Ward -> Dark Intent -> Summon Familiar -> Raise Minion -> Life Tap -> Fear Ward -> Dark Boon -> Summon Champion -> Dark Dreams -> Shadow Seed -> Dark Intent -> Corruption -> Fear Ward -> Life Tap -> Dark Boon -> Raise Minion -> Shroud of the Undead -> Shadow Seed -> Corruption -> Inner Will -> Dark Dreams -> Life Tap -> Corruption -> Raise Minion -> Fear Ward -> Shadow Seed -> Dark Boon -> Inner Will -> Summon Champion -> Fear Ward -> Corruption -> Life Tap -> Dark Intent -> Attack -> Attack -> Fear Ward -> Shadow Seed -> Inner Will -> Dark Dreams -> Raise Minion/Summon Familiar -> Fear Ward -> Life Tap -> Corruption -> Dark Intent -> Raise Minion -> Summon Familiar -> Attack -> Shroud of the Undead -> Dark Boon -> Shadow Seed -> Fear Ward -> Inner Will -> Raise Minion -> Dark Boon -> Life Tap -> Corruption -> Fear Ward -> Dark Dreams -> Dark Boon -> Shadow Seed -> Summon Champion -> Corruption-> Summon Familiar -> Attack (repeat Attack until Theano, the Thorn falls to you)





{2.3.1.2}Strategy Type 2: Evolved DragonLord Class with Dragon's Patience (DA+NDC/DA+DC depending on which variant you choose to purchase)
The Dragon’s Patience influenced DragonLord Class has a spot here due to it’s own increasing damage potential, especially due to its increasing PowerBoost, Dragon’s Patience shines brightly, which escalates in magnitude by 2% over time, reaching its pinnacle at 102% in 51 turns. It also has a great shield in Darkness Dragon Spirit albeit Block/Parry/Dodge, and a Panic button in the Earth Dragon Spirit skill which makes it so that your opponent deals to you 20% of their total damage for 2 turns and 50% for the next two. It also has decent damage potential while building up PowerBoost coming in unsustained bursts of damage if used correctly.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
INT/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
INT/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
INT/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
INT/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
INT/LUK: 200
WIS: 20





Strategy and Tips
  • Darkness Dragon Spirit is among the best defensive skills, and should be your go-to skill in that it will keep you protected for a fair portion of the battle and renders Theano’s Radiance fairly useless. Dragon’s Patience’s passive buff increases your PowerBoost, while Ice Dragon Spirit decreases Theano’s PowerBoost and Light Dragon Spirit decreases Theano’s BtH, so the defensive and offensive effects of the Radiance buff can be reduced to a huge extent. This is where Patience DragonLord excels over Necromancer.
  • Getting stunned by Theano’s jab will not hurt you too much, as it lasts for two turns only, and he may doesn’t really do too much damage over that period of time. You don’t have to worry too much about this.
  • Dragon Soul is a very Powerful burst move that can only be used when your health is below 20% of its total value. It’s not recommended on it’s own, but—
  • Wind Dragon Spirit and Water Dragon Spirit are good recovery skills for Health and Mana respectively, Wind Dragon Spirit applying a HoT to yourself, so it should be used when you are running low on health. This can be very good in conjunction with Dragon Soul as you can let your health drop to the said value, use it once, and then Wind Dragon Spirit to Heal back up, along with Darkness Dragon Spirit to mitigate damage. However, These moves should be used almost whenever you can access them so as to keep the battle in your favour.
  • DragonEye, Dragon Heart and Fire Dragon Spirit are all very powerful damaging skills, DragonEye being able to deal between 300% damage with a greater chance to hit which makes it good against Radiance. Energy Dragon Spirit is also somewhat powerful for a multi skill as can be used if you so wish.
  • Dragon Bite and Rush will be your most used skills as they deal tremendous damage while costing no mana and having a low cooldown. The main Reason Patience DragonLord is chosen here is because these skills due to hitting more, have a higher chance to deal Critical damage, and build up Dragon’s Patience.
  • Earth Dragon Spirit should generally only be used at ~50% Health after you heal from Wind Dragon Spirit.
  • Shield Bash can be very useful in this battle to falter Theano’s attacks. It should be used fairly often.
That’s all you have to remember. Heal using Potions or Wind Dragon Spirit, but take note that it is fairly heavy on mana, so use Water Dragon Spirit if necessary. Protection Pet Dragon is highly recommended due to health and mana regeneration, but isn’t necessary, though it makes the battle much easier. You won’t need 5 Potions from the Cloak Scrap or the HeroDietTM ( Rotten Hardtack and Seaweed ) if you choose DragonLord, due to the array of defenses you have and you can finish this challenge somewhat easily and somewhat quickly provided you don’t suffer from lag.

Rotation:This generalized rotation should be able to get you through, but it’s advised that you use Dragon Bite, Dragon Rush and DragonEye when Theano uses his Radiance skill and Shield Bash and Dragon Heart to after Radiance wears off. It is recommended you use the above notes to give yourself reactions to moves as it’s impossible to guess when Theano would use certain skills.
Darkness Dragon Spirit -> Dragon Bite -> DragonEye -> Light Dragon Spirit -> Dragon Bite -> Dragon Rush -> Fire Dragon Spirit -> Dragon Bite -> Rush/Attack -> Darkness Dragon Spirit -> Shield Bash -> Dragon Heart -> Dragon Bite -> Rush/Attack -> Light Dragon Spirit -> Dragon Bite -> Rush -> Frost Dragon Spirit -> Dragon Bite -> Rush/Attack -> Darkness Dragon Spirit -> DragonEye -> Light Dragon Spirit -> Dragon Bite -> Rush/Attack -> Fire Dragon Spirit -> Dragon Bite -> Rush/Attack -> Shield Bash -> Dragon Heart -> Darkness Dragon Spirit -> Dragon Bite -> Dragon Rush -> Light Dragon Spirit -> Attack (Attack until you’re at ~20% health) -> Dragon Soul (only if you’re sure you’ll survive the next Attack even if it Crits) -> Wind Dragon Spirit -> Earth Dragon Spirit -> Water Dragon Spirit -> Darkness Dragon Spirit -> DragonEye -> Light Dragon Spirit -> Frost Dragon Spirit -> Fire Dragon Spirit -> Dragon Bite -> Dragon Bite -> Shield Bash -> Dragon Soul -> DragonEye -> Dragon Heart -> Wind Dragon Spirit -> Dragon Bite -> Rush -> Attack (repeat Dragon Bite -> Rush -> Attack until Theano falls to you)





{2.3.1.3}Strategy Type 3: Icebound Revenant Class (DA+DC by technicality)
The Icebound Revenant Class has a spot here due to it’s damaging and debuffing potential, especially due to its Revenant's Curse Skill, which reduces Theano’s Ice Resistance by 30. It also has a great shield in Fortitude of Frost.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
INT/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
INT/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
INT/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
INT/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
INT/LUK: 200
WIS: 20





Strategy and Tips
  • Out of the three listed here, the IceBound Revenant’s Fortitude of Frost should be the best shield in that it is Melee/Pierce/Magic as opposed to the other Block/Dodge/Parry, which basically means it negates all damage rather than reducing it (by 80%).
  • Revenant’s Curse is a very good skill which weakens Theano to the Ice Element by 30 (due to him having a base Ice Resistance of less than 40). However, you generally only get to use it once per battle in that it has a 99 turn cooldown.
  • Long Winter should be your go-to skill here in that it does more damage the more you use it in the same battle, as well as applying a DoT that increases in damage the more the skill is used. The other DoT skills are Frigid Cold and Icy Touch which apply their own DoTs. This should easily help you whittle down Theano’s HP quickly, and should be almost liberally used when possible.
  • A gimmick-y strategy, although not necessary, is to use Chains of Ice when Theano’s Blade grows brighter as it makes Theano do no damage to you on the next turn. This makes it so that the attack won’t hurt you at all, but due to it not being a threatening skill in the first place, you may not need to do it, but it’s still a fun move.
  • Frigid Chill should be used when Theano raises his blade, as you can hit him on that turn and it lowers his accuracy for his next two turns. Frost Strike should be used when he is influenced by Radiance as it will always hit him, and so will Razor Ice.
  • Icebound Fury should be used often, especially on the third turn as it gives you +30 Immobility Resistance, so you should be able to fend off the stun to some extent. It also gives you +20 Bonus and +30% PowerBoost, which complements Will of the Fallen, Razor Ice, Reaver’s Desire and Long Winter, all very strong offensive skills you should use often.
  • Icy Grip is a decent stun with good damage and should be used very often to falter Theano.
That’s all you have to remember. Heal using Potions. Protection Pet Dragon is highly recommended due to health and mana regeneration, but isn’t necessary, though it makes the battle much easier. You may need 5 Potions from the Cloak Scrap, or four HP Potions and MP Potions from the Pirate Armor's Plunder Skill or the HeroDietTM ( Rotten Hardtack and Seaweed ) if you choose IceBound Revenant, but due to the array of offenses you have and you can finish this challenge very easily and quickly.







BluuHorseOfficial -> RE: A Comprehensive Guide to the Inn at the Edge of Time Challenges (Updates 1 Week After Every Release) (4/6/2018 6:54:27)










Table of Strategies:
2.3.2.1) Necromancer (DA+NDC)
2.3.2.2) Patience DragonLord (DA+NDC/DA+DC depending on which version you purchase)
2.3.2.3) IceBound Revenant (DA+DC by technicality)





Your best weapon of elements Darkness, Energy, Light, Nature, Fire, Wind, Ice, Water, Metal and Silver should be used according to Siofra’s current weaknesses (see Attacks for more info).

Items
For this challenge, you should use overall items (both offensively and defensively functioning);Note that the Vile Infused Rose Sword, Vile Infused Rose Spear, and Vile Infused Rose Dagger (All Versions of each) can be used or shown to deal additional damage due to the enemy being a human by race and are a viable strategy if used.

Alternatively, items that provide a high Nature Resistance should be able to help you out, too;Note that the Vile Infused Rose Sword, Vile Infused Rose Spear, and Vile Infused Rose Dagger (All Versions of each) can be used or shown to deal additional damage due to the enemy being a human by race and are a viable strategy if used.





Attacks
  • Approaches you and rolls at you to slam you twice for two hits of high Nature damage, and may occasionally say “Siofra speeds up.” —[Unlike Theano, Siofra really packs a punch with most of his attacks, due to which having a Nature Resistance is highly recommended. Like his other moves, you’ll want to avoid/resist it. Siofra speeding up is not much of a problem by itself, but it grants him the ability to perform the special effect of the following skill, but both only happen occasionally.]
  • Approaches and punches you for 1 hit of high Nature damage, and if Siofra has already sped up, it has a chance to say “Siofra is blindingly fast.” Which unlocks the following skill. —[When the message is displayed, you’d want to drop everything and immediately get your shield on to avoid the next attack which can devastate you heavily. Besides that, like the other attack, you’d want to avoid/resist this skill also in order to prevent it from chipping away at your health. It is due to the special effect of this skill that encourages the use of armors with a low shield cooldown even if the shield lasts for a lower period of time, but blinding is effective, too.]
  • Approaches and punches you 5 times for 5 hits of high Nature damage which stuns you for 3 turns, but the move only ever occurs on the first turn of the battle or if Siofra is blindingly fast, saying “Siofra Smash.” —[This skill is the reason your first move should always be your shielding move. Not only does it take out a chunk of your health, but it also severely damages you too, not to mention the turns of yours that get skipped. Whenever the “Siofra is blindingly fast.” Message pops up you want to use your shield.]
This fight is based on a strong hyper-offensive foe who stuns you and changes his resistance every turn he attacks between Energy/Wind/Fire/Water/Silver/Metal/Nature/Darkness/Light/Ice with the message “Siofra’s armor shifts away from <one of these elements>” so you should change your weapon accordingly.





{2.3.2.1}Strategy Type 1: Necromancer Class (DA+NDC)
The Necromancer Class has a spot here due to it’s own sustained damage potential, but not due to its passive DoT effect, Fear Aura, due to Siofra resisting it at all times. It also has a great shield albeit Block/Parry/Dodge, and a Panic button in the shroud skill which makes it so that your opponent heals you for 40% of their total damage for a few turns at a standard value of 0 resistance to their element). Nature Resistant gear should be used to make the most use of this skill.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
INT/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
INT/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
INT/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
INT/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
INT/LUK: 200
WIS: 20





Strategy and Tips
  • Fear Ward is among the best defensive skills, while Dark Intent decreases the opponent’s BtH and PowerBoost, so these skills should be used whenever Siofra gets blindingly fast.
  • Getting stunned by Siofra Smash will hurt you a lot due to him being very damaging in the first place.
  • Shadow Seed is a very powerful move—it doesn’t do any direct damage on the turn it is used, however, it does damage 3 turns after that, which uses the additional effects of the skills it is used with. This move can be used with Raise Minion, Summon Champion or Summon Familiar after using Dark Boon to increase your damage.
  • Life Tap and Inner Will are good recovery skills for Health and Mana respectively, Life Tap applying a HoT to yourself and a DoT to Theano of the same magnitude so as to leech his life over time, so it should be used when you are running low on health. These moves should be used almost whenever you can access them so as to keep the battle in your favour. Do note that Life Tap doesn’t hurt Siofra, however due to Siofra always resisting it.
  • Fear Ward should keep you protected for most of the time and should be used when Siofra gets blindingly fast, but may want to use Dark Intent if you have access to it but not Fear Ward.
  • Shroud of the Undead should be used often to shift the battle into your favour.
  • Stunning Siofra is a bad thing due to him not changing his weakness if he cannot attack, so never use Dark Dreams.
That’s all you have to remember. Heal using Potions or Life Tap, but take note that it is fairly heavy on mana, so use Inner Will if necessary. Protection Pet Dragon is highly recommended due to health and mana regeneration, but isn’t necessary, though it makes the battle much easier. You won’t need 5 Potions from the Cloak Scrap or the HeroDietTM ( Rotten Hardtack and Seaweed ) if you choose Necromancer, due to the array of defenses you have and you can finish this challenge somewhat easily but this strategy may take a long time.

Rotation:This generalized rotation should be able to get you through. Use Fortitude of Frost when Siofra is blindingly fast—this usage rotation, much like Theano’s is tentative.
Fear Ward -> Shadow Seed -> Dark Boon -> Raise Minion -> Summon Champion -> Summon Familiar -> Fear Ward -> Life Tap -> Summon Familiar -> Raise Minion -> Summon Minion -> Dark Boon -> Shadow Seed -> Fear Ward -> Dark Intent -> Dark Boon -> Inner Will -> Life Tap -> Fear Ward -> Summon Champion -> Dark Boon -> Shroud of the Undead -> Summon Familiar -> Raise Minion -> Summon Familiar -> Shadow Seed -> Summon Familiar -> Summon Familiar -> Life Tap -> Summon Familiar -> Raise Minion -> Summon Familiar -> Fear Ward -> Dark Boon -> Summon Familiar -> Shadow Seed -> Dark Intent -> Summon Familiar -> Summon Champion -> Summon Familiar -> Dark Boon -> Life Tap -> Fear Ward -> Inner Will -> Raise Minion -> Shadow Seed -> Dark Intent -> Summon Familiar -> Raise Minion -> Summon Familiar -> Shroud of the Undead -> Dark Boon -> Summon Familiar -> Shadow Seed -> Summon Familiar -> Fear Ward -> Summon Familiar -> Summon Champion -> Life Tap -> Dark Intent -> Inner Will -> Dark Boon -> Fear Ward -> Summon Familiar -> Shadow Seed -> Summon Familiar -> Raise Minion -> Summon Familiar -> Dark Boon -> Summon Familiar -> Life Tap -> Dark Intent -> Inner Will -> Summon Familiar -> Shadow Seed -> Dark Boon -> Raise Minion -> Summon Familiar -> Fear Ward -> Raise Minion -> Dark Boon -> Summon Champion -> Shroud of the Undead -> Life Tap -> Inner Will -> Fear Ward -> Summon Familiar -> Raise Minion -> Summon Familiar -> Shadow Seed -> Dark Boon -> Raise Minion -> Summon Familiar -> Fear Ward -> Raise Minion -> Dark Boon -> Summon Familiar -> Attack (repeat Attack until Siofra falls to you)





{2.3.2.2}Strategy Type 2: Evolved DragonLord Class with Dragon's Patience (DA+NDC/DA+DC depending on which variant you choose to purchase)
The Dragon’s Patience influenced DragonLord Class has a spot here due to its own increasing damage potential, especially due to its increasing PowerBoost, Dragon’s Patience shines brightly, which escalates in magnitude by 2% over time, reaching its pinnacle at 102% in 51 turns. It also has a great shield in Darkness Dragon Spirit albeit Block/Parry/Dodge, and a Panic button in the Earth Dragon Spirit skill which makes it so that your opponent deals to you 20% of their total damage for 2 turns and 50% for the next two. It also has decent damage potential while building up PowerBoost coming in unsustained bursts of damage if used correctly.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
INT/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
INT/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
INT/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
INT/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
INT/LUK: 200
WIS: 20





Strategy and Tips
  • Darkness Dragon Spirit is among the best defensive skills, and should be your go-to skill in that it will keep you protected for the time when Siofra gets blindingly fast, which is when it should be used. Dragon’s Patience’s passive buff increases your PowerBoost, while Ice Dragon Spirit decreases Siofra’s PowerBoost and Light Dragon Spirit decreases Theano’s BtH, so the defensive and offensive effects of the Radiance buff can be reduced to a huge extent. This is where Patience DragonLord excels over Necromancer.
  • Getting stunned by Siofra Smash will be very annoying due to him being a heavy hitter in the first place. It hurts you for more than what Dragon’s Patience will heal you for.
  • Wind Dragon Spirit and Water Dragon Spirit are good recovery skills for Health and Mana respectively, Wind Dragon Spirit applying a HoT to yourself, so it should be used when you are running low on health. Use them often, whenever you deem it necessary.
  • DragonEye, Dragon Heart and Fire Dragon Spirit are all very powerful damaging skills, DragonEye being able to deal between 300% damage with a greater chance to hit which makes it good against Radiance. Energy Dragon Spirit is also somewhat powerful for a multi skill as can be used if you so wish. Fire and Energy Dragon Spirits are very powerful moves and should be used in place of other moves if they are available due to them dealing much more damage.
  • Dragon Bite and Rush will be your most used skills as they deal tremendous damage while costing no mana and having a low cooldown. The main Reason Patience DragonLord is chosen here is because these skills due to hitting more, have a higher chance to deal Critical damage, and build up Dragon’s Patience.
  • Earth Dragon Spirit should be used often, and wether you aren’t or are using the rotation, Earth Dragon Spirit should be used more often than stated due to it being the move that screams to be used.
  • Stunning Siofra is a bad thing due to him not changing his weakness if he cannot attack, so never use Shield Bash.
That’s all you have to remember. Heal using Potions or Wind Dragon Spirit, but take note that it is fairly heavy on mana, so use Water Dragon Spirit if necessary. Protection Pet Dragon is highly recommended due to health and mana regeneration, but isn’t necessary, though it makes the battle much easier. You won’t need 5 Potions from the Cloak Scrap or the HeroDietTM ( Rotten Hardtack and Seaweed ) if you choose DragonLord, due to the array of defenses you have and you can finish this challenge somewhat easily and somewhat quickly provided you don’t suffer from lag.

Rotation:This generalized rotation should be able to get you through, and you should change weapons to match Siofra’s weaknesses which change every turn. Save Darkness Dragon Spirit and Light Dragon Spirit for whenever Siofra is blindingly fast, as the areas where I used them are mostly tentative—it cannot be calculated directly. The first lot of moves are just meant to charge up the Dragon’s Patience.
Darkness Dragon Spirit -> Dragon Bite -> Rush -> Attack -> Attack -> Attack -> Dragon Bite -> Light Dragon Spirit -> Earth Dragon Spirit -> Dragon Bite -> Rush -> Attack -> Darkness Dragon Spirit -> Dragon Heart -> Dragon Bite -> Rush -> DragonEye -> Light Dragon Spirit -> Dragon Bite -> Rush -> Attack -> Darkness Dragon Spirit -> Dragon Bite -> Rush -> Frost Dragon Spirit -> Dragon Bite -> Rush -> Attack (Attack until you’re at ~20% health) -> Dragon Soul -> Shield Bash -> Wind Dragon Spirit -> Light Dragon Spirit -> Dragon Bite -> Rush -> Earth Dragon Spirit -> Dragon Heart -> Darkness Dragon Spirit -> DragonEye -> Water Dragon Spirit -> Dragon Bite -> Dragon Rush -> Frost Dragon Spirit -> Dragon Bite -> Rush -> Attack -> Dragon Bite -> Rush -> Darkness Dragon Spirit -> Wind Dragon Spirit -> Dragon Bite -> Rush -> Light Dragon Spirit -> Dragon Heart -> Earth Dragon Spirit -> Dragon Bite -> Rush -> DragonEye -> Darkness Dragon Spirit -> Dragon Bite -> Rush -> Attack (Repeat Attack, using DragonEye, Dragon Heart and Dragon Soul if you need to until Siofra falls to you)





{2.3.2.3}Strategy Type 3: Icebound Revenant Class (DA+DC by technicality)
The Icebound Revenant Class has a spot here due to it’s damaging and debuffing potential, especially due to its Revenant's Curse Skill, which reduces Siofra’s Ice Resistance by 200 if Siofra’s armor hasn’t shifted from Ice (in which case it reduces 30, so DO NOT USE IT THEN.)

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
INT/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
INT/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
INT/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
INT/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
INT/LUK: 200
WIS: 20





Strategy and Tips
  • Out of the three listed here, the IceBound Revenant’s Fortitude of Frost should be the best shield in that it is Melee/Pierce/Magic as opposed to the other Block/Dodge/Parry, which basically means it negates all damage rather than reducing it (by 80%).
  • Revenant’s Curse is a very good skill which weakens Siofra to the Ice Element by 200 when Siofra’s armor has not shifted away from Ice. You should NEVER use this skill if Siofra’s armor shifts away from Ice. However, you generally only get to use it once per battle in that it has a 99 turn cooldown.
  • Long Winter should be your go-to skill here in that it does more damage the more you use it in the same battle, as well as applying a DoT that increases in damage the more the skill is used. The other DoT skills are Frigid Cold and Icy Touch which apply their own DoTs. This should easily help you whittle down Siofra’s HP quickly, and should be almost liberally used when possible.
  • Frigid Chill should be used when Siofra gets blindingly fast if Fortitude of Frost is not available then, as it lowers his accuracy.
  • Icebound Fury should be used often, especially on the third turn as it gives you +30 Immobility Resistance, so you should be able to fend off the stun to some extent. It also gives you +20 Bonus and +30% PowerBoost, which complements Will of the Fallen, Razor Ice, Reaver’s Desire and Long Winter, all very strong offensive skills you should use often.
  • Icy Grip is a decent stun with good damage and should be used very often to falter Siofra. Due to you having weakened him to Ice, use this stun liberally.
That’s all you have to remember. Heal using Potions. Protection Pet Dragon is highly recommended due to health and mana regeneration, but isn’t necessary, though it makes the battle much easier. You won’t need 5 Potions from the Cloak Scrap, or the HeroDietTM ( Rotten Hardtack and Seaweed ) if you choose IceBound Revenant, because Revenant’s Curse makes it so you can finish this challenge very easily and quickly.

Rotation:This generalized rotation should be able to get you through. Use Fortitude of Frost when Siofra is blindingly fast—this usage rotation, much like Theano’s is tentative.
Fortitude of Frost -> Revenant’s Curse (use Razor Ice instead if Siofra’s Armor shifts from Ice) -> Razor Ice (use Revenant’s Curse if you didn’t use last turn) -> Reaver’s Desire -> Icy Grip -> Long Winter -> Frigid Cold -> Icy Touch -> Fortitude of Frost -> Long Winter -> Icebound Fury -> Reaver’s Desire -> Will of the Fallen -> Long Winter -> Fortitude of Frost -> Frigid Cold -> Icy Touch -> Long Winter -> Will of the Fallen -> Howling Talons of Ice -> Will of the Fallen -> Razor Ice -> Icy Grip -> Icebound Fury -> Long Winter -> Reaver’s Desire -> Will of the Fallen -> Attack (repeat Will of the Fallen -> Attack -> Will of the Fallen -> Attack -> Long Winter until Siofra falls to you, occasionally replacing Attack with Razor Ice and Reaver’s Desire when you get access to them.








BluuHorseOfficial -> RE: A Comprehensive Guide to the Inn at the Edge of Time Challenges (Updates 1 Week After Every Release) (4/6/2018 9:38:06)










Table of Strategies:
2.3.3.1) Necromancer (DA+NDC)
2.3.3.2) Patience DragonLord (DA+NDC/DA+DC depending on which version you purchase)
2.3.3.3) IceBound Revenant (DA+DC by technicality)





Your best weapon of elements Darkness, Energy, Light, Nature, Fire, Wind, Ice, Water, Metal and Silver should be used according to Siofra’s current weaknesses (see Attacks for more info). You could opt to have the Spybrand of Static weapons equipped while fighting Theano as they have the highest Nature Resistance of any Non-Rare Weapon, so the threat that is Siofra can be reduced.

Items that provide a high Nature Resistance should be able to help you out, too;Note that the Vile Infused Rose Sword, Vile Infused Rose Spear, and Vile Infused Rose Dagger (All Versions of each) can be used or shown to deal additional damage due to the enemy being a human by race and are a viable strategy if used.

Though it may not have been very necessary for the previous two challenges, this challenge does require the use of the Pet Dragon with 200 points invested in Protection (but lower values are acceptable)





Attacks
Theano:
  • Raises his ultimate blade to enchant himself with Radiance +50% damage for 6 turns and Defense +180 for 4 turns. The latter is applied one turn after the use of the move. —[This should be his most annoying skill to deal with. However, due to the Defense buff not being added on the same turn it is used, you still should have one skill you can use before his defenses rise, so you can use this opportunity to stun hime or deal damage]
  • Rushes towards, stabbing you with his ultimate blade for 2 hits of 100% Fear damage granting himself Ultimate Blade +100 BTH for 4 turns which a chance to stun you for 2 turns. —[This skill would tamper with your strategies to an extent. The stun isn’t the problem, but the BtH makes it so that your shield is somewhat useless against him.]
  • Rushes to you and slices for one hit of 100% Melee Fear damage. Occasionally, Theano’s Blade glows brighter, which allows him to use Attack Type 4 the very next turn. —[This is his regular attack skill, and shouldn’t be much of a problem. It notifies you when he is going to use Attack Type 4, but wether it did or didn’t, you still wouldn’t face too many problems with him.]
  • Rushes towards you, slices at you, flips and slices again for a total of 3 hits of 100% Melee Fear damage, and heals himself for a decent amount of Health. —[The skill doen’t do much damage for a “nuke” skill, as it is somewhat weak. It heals him for about ~300 HP at level 85, so it really shouldn’t affect you too much unless Theano is under the influence of Radiance.]
Siofra:
  • Approaches you and rolls at you to slam you twice for two hits of high Nature damage, and may occasionally say “Siofra speeds up.” —[Unlike Theano, Siofra really packs a punch with most of his attacks, due to which having a Nature Resistance is highly recommended. Like his other moves, you’ll want to avoid/resist it. Siofra speeding up is not much of a problem by itself, but it grants him the ability to perform the special effect of the following skill, but both only happen occasionally.]
  • Approaches and punches you for 1 hit of high Nature damage, and if Siofra has already sped up, it has a chance to say “Siofra is blindingly fast.” Which unlocks the following skill. —[When the message is displayed, you’d want to drop everything and immediately get your shield on to avoid the next attack which can devastate you heavily. Besides that, like the other attack, you’d want to avoid/resist this skill also in order to prevent it from chipping away at your health. It is due to the special effect of this skill that encourages the use of armors with a low shield cooldown even if the shield lasts for a lower period of time, but blinding is effective, too.]
  • Approaches and punches you 5 times for 5 hits of high Nature damage which stuns you for 3 turns, but the move only ever occurs on the first turn of the battle or if Siofra is blindingly fast, saying “Siofra Smash.” —[This skill is the reason your first move should always be your shielding move. Not only does it take out a chunk of your health, but it also severely damages you too, not to mention the turns of yours that get skipped. Whenever the “Siofra is blindingly fast.” Message pops up you want to use your shield.]
This fight is based on pitting you against a strong hyper-offensive foe who stuns you and changes his resistance every turn he attacks between Energy/Wind/Fire/Water/Silver/Metal/Nature/Darkness/Light/Ice with the message “Siofra’s armor shifts away from <one of these elements>” and another fairly decent enemy who relies on buffs and stuns to damage you who would likely hinder you if you do not know how to deal with him. In any case, if you're attempting this challenge you'd need to have beaten the regular Theano and Siofra individual challenges as the reward from this would be useless without the rewards from those. Theano should be taken out first due to him being the most annoying and inconvenient out of the two, as individually, Siofra isn’t much of a challenge.





{2.3.3.1}Strategy Type 1: Necromancer Class (DA+NDC)
The Necromancer Class has a spot here due to it’s own sustained damage potential coming from its fairly offensive skills and its passive DoT effect in Fear Aura (which, however, doesn’t affect Siofra, so Theano is what it is useful for). It also has a great shield albeit Block/Parry/Dodge, and a Panic button in the shroud skill which makes it so that your opponent heals you for 40% of their total damage for a few turns at a standard value of 0 resistance to their element). Nature Resistant gear should be used to make the most use of this skill once Theano is down to practically get Siofra to heal you for the damage he’d normally deal.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
INT/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
INT/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
INT/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
INT/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
INT/LUK: 200
WIS: 20





Strategy and Tips
  • Theano should be defeated first due to him being a hinderance to you against Siofra. With the Nature Resistant gear on, you can mitigate most of Siofra’s damage to the point where he won’t threaten you much at all. The Protection Pet Dragon is very essential to this fight due to it having a chance to heal you for HP, MP or both at once. Life Tap and Inner Will used along with it will keep the battle in your favor.
  • Fear Ward is among the best defensive skills, and should be your go-to skill in that it will keep you protected for most of the battle, but should only be used when Siofra is blindingly fast. Dark Boon increases your BtH and PowerBoost, while Dark Intent decreases the opponent’s BtH and PowerBoost, so the defensive and offensive effects of the Radiance buff are reduced to some extent.
  • Getting stunned by Theano’s jab will not hurt you too much, as it lasts for two turns only, and he may doesn’t really do too much damage over that period of time. You don’t have to worry too much about this.
  • Shadow Seed is a very powerful move—it doesn’t do any direct damage on the turn it is used, however, it does damage 3 turns after that, which uses the additional effects of the skills it is used with. This move can be used to hurt Theano (or Siofra if Theano is defeated) three turns after it’s usage, so can be used with Raise Minion, Summon Champion, Summon Familiar or Inner Rage.
  • Life Tap and Inner Will are good recovery skills for Health and Mana respectively, Life Tap applying a HoT to yourself and a DoT to Theano of the same magnitude so as to leech his life over time, so it should be used when you are running low on health. These moves should be used almost whenever you can access them so as to keep the battle in your favour.
  • Raise Minion, Summon Champion and Summon Familiar are all very powerful damaging skills, Raise Minion having a chance to deal between 130-390% damage. All of them complement Shadow Seed well and can be used three turns after it is to deal massive damage (or immediately after Shadow Seed and then Grip of Terror). Inner Rage is also somewhat powerful for a multi skill as can be used if you so wish.
  • Dark Dreams can be very useful in this battle to falter Theano’s attacks. It should be used fairly often, though it isn’t in the rotation, it could be used whenever available except when Theano is under the influence of Radiance.
  • Once Theano is defeated, the fight should become easier and somewhat less tedious. However, do not derail from the strategy of saving Fear Ward for whenever Siofra is blindingly fast—you should always save Fear Ward for this.
  • Getting stunned by Siofra Smash will hurt you a lot due to him being very damaging in the first place, but with Nature Resistant gear you won’t be facing too many difficulties from him here.
  • Do note that Life Tap doesn’t hurt Siofra, however due to Siofra always resisting it, but it still functions very well as a healing skill and should be used when you deem it necessary.
  • Fear Ward should keep you protected for most of the time and should be used when Siofra gets blindingly fast, but may want to use Dark Intent if you have access to it but not Fear Ward.
  • Stunning Siofra is a bad thing due to him not changing his weakness if he cannot attack (making him invulnerable), so never use Dark Dreams.
That’s all you have to remember. Heal using Potions or Life Tap, but take note that it is fairly heavy on mana, so use Inner Will if necessary. Protection Pet Dragon is highly recommended due to health and mana regeneration, but isn’t necessary, though it makes the battle much easier. You may need 5 Potions from the Cloak Scrap or the HeroDietTM ( Rotten Hardtack and Seaweed ), and it is higlhly recommended to take them along in case anything goes wrong (though I beat them without) if you choose Necromancer, due to the array of defenses you have and you can finish this challenge somewhat easily but this strategy may take fairly long to complete.

Rotation: This generalized rotation should be able to get you through, but when Siofra is blindingly fast, drop everything and use Fear Ward, and then continue with the next move.
Against Theano: Fear Ward -> Shadow Seed -> Dark Boon -> Life Tap -> Summon Familiar -> Fear Ward -> Dark Dreams -> Summon Familiar -> Dark Boon -> Summon Champion -> Summon Familiar -> Raise Minion -> Summon Familiar -> Shadow Seed -> Summon Familiar -> Life Tap -> Summon Familiar -> Dark Boon -> Raise Minion -> Summon Familiar -> Attack -> Summon Familiar -> Raise Minion -> Dark Dreams -> Shadow Seed -> Summon Familiar -> Summon Champion -> Summon Familiar -> Life Tap -> Summon Familiar -> Raise Minion -> Summon Familiar -> Corruption -> Summon Familiar -> Raise Minion -> Summon Familiar -> Shadow Seed -> Summon Familiar -> Raise Minion -> Summon Familiar -> Corruption -> Summon Familiar -> Raise Minion -> Summon Familiar -> Life Tap -> Shadow Seed -> Dark Dreams -> Dark Boon -> Summon Familiar -> Summon Champion -> Raise Minion -> Summon Familiar -> Corruption -> Raise Minion -> Shadow Seed -> Summon Familiar -> Raise Minion -> Summon Familiar -> Corruption -> Summon Familiar -> Attack -> Summon Familiar -> Attack -> Summon Familiar -> Raise Minion (Repeat Attack -> Summon Familiar -> Attack -> Summon Familiar -> Raise Minion until Theano falls to you)
Against Siofra after Theano is defeated: Life Tap -> Shroud of the Undead -> Summon Familiar -> Raise Minion -> Shadow Seed -> Summon Champion -> Raise Minion -> Summon Familiar -> Dark Boon -> Summon Familiar -> Raise Minion -> Summon Familiar -> Attack -> Attack -> Summon Familiar -> Shadow Seed -> Dark Boon -> Raise Minion -> Summon Familiar -> Attack -> Summon Familiar -> Attack -> Summon Champion -> Summon Familiar -> Raise Minion -> Shadow Seed -> Dark Boon -> Raise Minion -> Summon Familiar -> Life Tap -> Raise Minion -> Summon Familiar -> Attack -> Summon Familiar -> Attack -> Shadow Seed -> Summon Familiar -> Summon Champion -> Summon Familiar -> Dark Boon -> Raise Minion -> Summon Familiar -> Raise Minion -> Summon Familiar -> Shadow Seed -> Raise Minion -> Inner Rage -> Summon Familiar -> Shroud of the Undead -> Summon Familiar -> Summon Champion -> Attack -> Summon Champion -> Raise Minion -> Life Tap -> Shadow Seed -> Dark Boon -> Raise Minion -> Summon Familiar -> Attack -> Summon Familiar -> Raise Minion -> Summon Minion -> Dark Boon -> Summon Familiar -> Raise Minion -> Summon Familiar -> Shadow Seed -> Summon Familiar -> Life Tap -> Summon Familiar -> Summon Champion -> Summon Familiar -> Attack -> Summon Familiar -> Raise Minion -> Summon Familiar -> Attack -> Shadow Seed -> Summon Familiar -> Raise Minion -> Summon Familiar -> Attack -> Summon Familiar -> Raise Minion -> Summon Familiar -> Summon Champion -> Attack -> Summon Familiar -> Attack -> Summon Familiar -> Raise Minion (Repeat Attack -> Summon Familiar -> Attack -> Summon Familiar -> Raise Minion until Siofra falls to you)





{2.3.3.2}Strategy Type 2: Evolved DragonLord Class with Dragon's Patience (DA+NDC/DA+DC depending on which variant you choose to purchase)
The Dragon’s Patience influenced DragonLord Class has a spot here due to it’s own increasing damage potential, especially due to its increasing PowerBoost, Dragon’s Patience shines brightly, which escalates in magnitude by 2% over time, reaching its pinnacle at 102% in 51 turns. It also has a great shield in Darkness Dragon Spirit albeit Block/Parry/Dodge, and a Panic button in the Earth Dragon Spirit skill which makes it so that your opponent deals to you 20% of their total damage for 2 turns and 50% for the next two. It also has decent damage potential while building up PowerBoost coming in unsustained bursts of damage if used correctly.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
INT/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
INT/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
INT/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
INT/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
INT/LUK: 200
WIS: 20





Strategy and Tips
  • Theano should be defeated first due to him being a hinderance to you against Siofra. With the Nature Resistant gear on, you can mitigate most of Siofra’s damage to the point where he won’t threaten you much at all. The Protection Pet Dragon is very essential to this fight due to it having a chance to heal you for HP, MP or both at once. Wind Dragon Spirit and Water Dragon Spirit used along with it will keep the battle in your favor.
  • Darkness Dragon Spirit is among the best defensive skills. Dragon’s Patience’s passive buff increases your PowerBoost, while Ice Dragon Spirit decreases the opponent’s PowerBoost and Light Dragon Spirit decreases Theano’s BtH. This is where Patience DragonLord excels over Necromancer. This skill should be used whenever Siofra is blindingly fast.
  • Getting stunned by Theano’s jab will not hurt you too much, as it lasts for two turns only, and he may doesn’t really do too much damage over that period of time. You don’t have to worry too much about this.
  • Wind Dragon Spirit and Water Dragon Spirit are good recovery skills for Health and Mana respectively, Wind Dragon Spirit applying a HoT to yourself, so it should be used when you are running low on health. This fight is much more risky to use Dragon Soul in, so don’t.
  • DragonEye, Dragon Heart and Fire Dragon Spirit are all very powerful damaging skills, besides Dragon Bite and Rush, which will be your most used skills as they deal tremendous damage while costing no mana and having a low cooldown. The main Reason Patience DragonLord is chosen here is because these skills due to hitting more, have a higher chance to deal Critical damage, and build up Dragon’s Patience. Energy Dragon Spirit is also somewhat powerful for a multi skill as can be used if you so wish.
  • Earth Dragon Spirit should be used liberally when you aren’t under the effect of Darkness Dragon Spirit.
  • Shield Bash can be very useful in this battle to falter Theano’s attacks. It should be used fairly often against him (and NOT Siofra)
  • Getting stunned by Siofra Smash will be very annoying due to him being a heavy hitter in the first place. It hurts you for more than what Dragon’s Patience will heal you for.
  • Besides, DragonEye, Dragon Heart and Fire Dragon Spirit are all very powerful damaging skills, besides Dragon Rush and Bite for the same reasons as they were for Theano.
  • Stunning Siofra is a bad thing due to him not changing his weakness if he cannot attack, so never use Shield Bash.
That’s all you have to remember. Heal using Potions or Wind Dragon Spirit, but take note that it is fairly heavy on mana, so use Water Dragon Spirit if necessary. Protection Pet Dragon is highly recommended due to health and mana regeneration, but isn’t necessary, though it makes the battle much easier. You won’t need 5 Potions from the Cloak Scrap or the HeroDietTM ( Rotten Hardtack and Seaweed ) if you choose DragonLord, due to the array of defenses you have and you can finish this challenge somewhat easily and somewhat quickly provided you don’t suffer from lag.

This generalized rotation should be able to get you through, but when Siofra is blindingly fast, drop everything and use Fear Ward, and then continue with the next move.
Against Theano: Darkness Dragon Spirit -> Dragon Bite -> Rush -> DragonEye -> Bite -> Rush -> Fire Dragon Spirit -> Energy Dragon Spirit -> Dragon Heart -> Dragon Bite -> Rush -> Frost Dragon Spirit -> Attack -> Dragon Bite -> Rush -> Energy Dragon Spirit -> Dragon Bite -> Rush -> Wind Dragon Spirit -> Shield Bash -> Dragon Bite -> Rush -> Attack -> Dragon Bite -> Rush -> DragonEye -> Dragon Bite -> Rush -> Earth Dragon Spirit -> Dragon Bite -> Rush -> Attack -> Attack -> Wind Dragon Spirit -> Dragon Bite -> Dragon Rush -> Shield Bash -> Dragon Bite -> Rush -> Attack -> Fire Dragon Spirit -> Dragon Bite -> Rush -> DragonEye -> Dragon Heart -> Dragon Bite -> Rush -> Attack -> Dragon Bite -> Rush -> Earth Dragon Spirit -> Wind Dragon Spirit -> Shield Bash -> Attack -> Dragon Bite -> Rush -> Frost Dragon Spirit -> Dragon Bite -> Rush -> Fire Dragon Spirit -> Attack -> Dragon Bite -> Rush -> Attack -> Wind Dragon Spirit -> Shield Bash -> Dragon Bite -> Rush -> DragonEye -> Dragon Heart -> Earth Dragon Spirit -> Frost Dragon Spirit -> Dragon Bite -> Rush -> Attack -> Fire Dragon Spirit -> Dragon Bite -> Rush -> Water Dragon Spirit -> Wind Dragon Spirit -> Frost Dragon Spirit -> DragonEye -> Dragon Bite -> Rush -> Dragon Heart -> Dragon Bite -> Rush -> Fire Dragon Spirit -> Dragon Bite -> Rush -> Attack (Repeat Dragon Bite -> Rush -> Attack until Theano falls to you)
Against Siofra after Theano is defeated: Attack -> Attack -> Wind Dragon Spirit -> Earth Dragon Spirit -> Water Dragon Spirit -> Dragon Bite -> Rush -> Attack -> Attack -> Dragon Bite -> Rush -> Attack -> Frost Dragon Spirit -> DragonEye -> Dragon Heart -> Dragon Bite -> Rush -> Attack -> Earth Dragon Spirit -> Attack -> Dragon Bite -> Rush -> Rush -> Attack -> Attack -> Dragon Bite -> Rush -> Attack -> Dragon Bite -> Rush -> Attack -> Dragon Bite -> Rush -> Attack -> Attack -> DragonEye -> Frost Dragon Spirit -> Dragon Bite -> Dragon Heart -> Dragon Bite -> Rush -> Attack -> (repeat Dragon Bite -> Rush -> Attack until Siofra falls to you, using Darkness/Light/Fire/Ice Dragon Spirit, Dragon Heart and DragonEye whenever possible)





{2.3.3.3}Strategy Type 3: Icebound Revenant Class (DA+DC by technicality)
The Icebound Revenant Class has a spot here due to it’s damaging and debuffing potential, especially due to its Revenant's Curse Skill, which reduces Theano’s Ice Resistance by 30. It also has a great shield in Fortitude of Frost which is unarguably better than the previous two in terms of how it is M/P/M and not B/P/D.
--Huge thanks to Greyor_42 for compiling most of these notes!


Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
INT/LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
INT/LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
INT/LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
INT/LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
INT/LUK: 200
WIS: 20





Strategy and Tips
  • Siofra should be defeated first due to him being a hinderance to you against Theano here. With the Nature Resistant gear on, you can mitigate most of Siofra’s damage to the point where he won’t threaten you much at all, and with the following skill you can take him out quickly. The Protection Pet Dragon is very essential to this fight due to it having a chance to heal you for HP, MP or both at once.
  • Out of the three listed here, the IceBound Revenant’s Fortitude of Frost should be the best shield in that it is Melee/Pierce/Magic as opposed to the other Block/Dodge/Parry, which basically means it negates all damage rather than reducing it (by 80%), but it should be used only when Siofra is blindingly fast.
  • Revenant’s Curse is a very good skill which weakens Siofra to the Ice Element by 200 (due to him having a base Ice Resistance of above 91). Only ise this skill when Siofra’s armor shifts away from any element other than Ice, or else you’ll just reduce his Ice Resistance by 30 (which is not good for this strategy).
  • Long Winter should be your go-to skill here in that it does more damage the more you use it in the same battle, as well as applying a DoT that increases in damage the more the skill is used. The other DoT skills are Frigid Cold and Icy Touch which apply their own DoTs. These should be used liberally.
  • Frigid Chill should be used when Siofra is blindingly fast, as it lowers his accuracy for his next two turns. Frost Strike should be used on Theano to weaken him, as IceBound Revenant doesn’t have healing skills.
  • Icebound Fury should be used often, especially on the third turn as it gives you +30 Immobility Resistance, so you should be able to fend off the stun to some extent. It also gives you +20 Bonus and +30% PowerBoost, which complements Will of the Fallen, Razor Ice, Reaver’s Desire and Long Winter, all very strong offensive skills you should use often.
  • Icy Grip is a decent stun with good damage and should be used very often to falter Theano, but only Theano and not Siofra.
That’s all you have to remember. Heal using Potions. Protection Pet Dragon is highly recommended due to health and mana regeneration, but isn’t necessary, though it makes the battle much easier. You won’t need 5 Potions from the Cloak Scrap, or the HeroDietTM ( Rotten Hardtack and Seaweed ) if you choose IceBound Revenant, because Revenant’s Curse makes it so you can finish this challenge very easily and quickly.

Rotation: This generalized rotation should get you through, but use Fortitude of Frost when Siofra is blindingly fast and then continue from the next move.
Against Siofra: Fortitude of Frost -> Revenant’s Curse (If Siofra is not Weak to Ice that turn)/Razor Ice (If Siofra is weak to Ice that turn) ->Razor Ice/Revenant’s Curse (whichever one you didn’t use) -> Reaver’s Desire -> Long Winter -> Will of the Fallen -> Icy Grip -> Will of the Fallen -> Long Winter -> Will of the Fallen -> Icy Touch -> Reaver’s Desire -> Will of the Fallen -> Icy Touch -> Long Winter -> Will of the Fallen -> Frigid Cold -> Razor Ice -> Long Winter -> Reaver’s Desire -> Will of the Fallen -> Icy Grip -> Will of the Fallen -> Attack -> Will of the Fallen -> Frigid Cold -> Long Winter (repeat Will of the Fallen -> Attack -> Will of the Fallen -> Frigid Cold -> Long Winter until Siofra falls to you)
Against Theano after Siofra is defeated: Icebound Fury -> Long Winter -> Will of the Fallen -> Frigid Cold -> Reaver’s Desire -> Frigid Cold -> Attack -> Long Winter -> Fortitude of Frost -> Will of the Fallen -> Icebound Fury -> Long Winter -> Razor Ice -> Will of the Fallen -> Fortitude of Frost -> Reaver’s Desire -> Long Winter -> Will of the Fallen -> Icebound Fury -> Icy Grip -> Will of the Fallen -> Long Winter -> Will of the Fallen -> Reaver’s Desire -> Will of the Fallen -> Attack -> Will of the Fallen -> Fortitude of Frost -> Attack -> Long Winter -> Razor Ice -> Reaver’s Desire -> Will of the Fallen -> Long Winter -> Will of the Fallen -> Icy Grip -> Will of the Fallen -> Attack -> Long Winter -> Will of the Fallen -> Icebound Fury -> Will of the Fallen -> Reaver’s Desire -> Will of the Fallen -> Long Winter -> Frost Strike -> Attack -> Will of the Fallen -> Razor Ice -> Will of the Fallen -> Long Winter -> Reaver’s Desire -> Will of the Fallen -> Attack -> Icy Grip -> Long Winter -> Will of the Fallen -> Icy Touch -> Icebound Fury -> Long Winter -> Reaver’s Desire -> Will of the Fallen -> Attack -> Will of the Fallen -> Frigid Cold -> Long Winter (repeat Will of the Fallen -> Attack -> Will of the Fallen -> Frigid Cold -> Long Winter until Theano falls to you)








BluuHorseOfficial -> RE: A Comprehensive Guide to the Inn at the Edge of Time Challenges (Updates 1 Week After Every Release) (4/6/2018 9:48:58)










  • You get the Ultimate Blade Pieces from the Theano, the Thorn Challenge, and the Elemental Flux from the Siofra, the Shifting Challenge. Both of these can be merged together in this shop to form the Ultimate Flux.
  • You get the Elemental Vanquisher Badge from the Elemental Chaos Challenge. This can be merged with the Badge of the Dragon Vanquisher to form the Elemental Dragon Badge.
  • Both of these items are necessary for you to upgrade some of the most powerful weapons in the game—the Destiny Weapons. Although these Challenges may have seemed hard, if you beat them, you get to keep one of the most powerful weapons in the game.












  • This is a quick overview to the Destiny Weapons. For a more in-depth, detailed one with all the information specific to it, be sure to check out the A Guide to Doom and Destiny Weapons by PaperClip of DOOM.
  • The Ultimate weapons have the stats:
    • A Block/Dodge/Parry of 10, which is very good for a weapon
    • A Crit of 12, which is easily among the highest of Weapon Criticals excluding Special Offer Weapons
    • Wisdom and Endurance of 15, which is amazing to have on a weapon, making these weapons very versatile
    • A Charisma of 10 and a Luck of 15, which are incredibly useful stats, especially since newer pets have effects based on Charisma
    • Intelligence/Dexterity/Strength of 20 (depending on the weapon), which is insanely high and allows you to harness your offensive potential even without placing points in those stats.
    • A Bonus of 12—with the rising density of monsters with defensive capabilities this should be very helpful
    • An All Resistance of 10. No words, very high All Resistance on a weapon which makes you take 10% less damage, period. This is one of the main factors due to which these weapons are very incredibly valuable
    • And finally, a damage of 85-115, still keeping the trend of Destiny Weapons which have an incredibly high mean damage which is very beneficial to you offensively, complementing the offensive stats
    • A -20 Resistance to Health, which makes you heal 10% more (due to All resistance cancelling half of it)
  • These weapons are incredibly offensively powerful. Not only do they have a high damage range, but also let you do even more damage without you having to invest any stat points in your offensive stats. You will find yourself using these very often due to them being incredibly powerful—and easy to get.
  • From a weapon design perspective, these weapons are magnificent. They keep the original theme of the Destiny Weapons while adding the same rainbow glow of Theano’s Ultimate Blade. When your Weapon Special activates, the glow shifts to the outside of the weapon for a very beautiful and majestic feel to the weapon. It is the special Light Weapon that we all needed to complete our Paladin Class.
  • Overall, these are the best weapons in the game, barring Special Offer Weapons. They even exceed the Necrotic Sword of Doom in terms of mean damage and offensive stats.









BluuHorseOfficial -> RE: A Comprehensive Guide to the Inn at the Edge of Time Challenges (Updates 1 Week After Every Release) (4/7/2018 9:07:42)






{3}The Nefarious Challenges








The Nefarious Challenges board was added on November 3rd, 2017, with the addition of the Left Section of this board. The challenges offered by this board include the Cauldron Sisters and Jack Crescent with the Gnarly Guitar of Doom from the Mogloween Friday the 13th war, a set of Dungeons Torn from Time which you have to explore in your search for its hidden Teleshards, and two monsters from the Mighty Legion—the Legion Crawler and the Centaur Abomination. They provide you the Necro Paragon Set which includes the Necro Paragon Helm, Necro Paragon Cape, Necro Paragon Soulblade, Necro Paragon Armor and Legion Bracer, all which are not just aesthetically beautiful but statistically powerful, too. These challenges are totally worth the time you spend on them, especially since you spend a lot on them. The icing in the cake here is that the Timetorn Matices are incredible sources of earning yourself Gold.





{3.1}The Left Section






The Left Section of the Nefarious Challenges was first implemented on November 3rd, 2017. It consists of the "The Cauldron Groupies" and Jack Crescent (and Guitar)" Challenges and a challenge where you’re pit against either of the two for 1000 Gold in “Random Nefarious Challenge”. There also is a Nefarious Challenges Upgrades Upgrades shop where you exchange items from either of the two challenges and from the Random Nefarious Challenge.

Stat Points start from level 50 because that is the level at which the bosses are most convenient to beat.

Having a Pet Dragon (DA+NDC) with 200 points invested in Protection can be very helpful with a higher amount of Luck (LUK) as you have a higher chance to be healed and protected by it, further increasing your odds to victory. It is recommended for all challenges from this point if you have it.






BluuHorseOfficial -> RE: A Comprehensive Guide to the Inn at the Edge of Time Challenges (Updates 1 Week After Every Release) (4/7/2018 14:52:48)










Table of Strategies:
3.1.1.1) DeathKnight (NDA+NDC)
3.1.1.2) DeathKnight (DA+NDC)
3.1.1.3) Kathool Adept (NDA+DC)





Your best weapon of any element should be able to get you through this challenge.

Items
For this challenge, you should use overall items (both offensively and defensively functioning);Note that the Vile Infused Rose Sword, Vile Infused Rose Spear, and Vile Infused Rose Dagger (All Versions of each) can be used or shown to deal additional damage due to the enemy being a human by race and are a viable strategy if used.





Attacks
In this challenge, you have to fight against the infamous three (posessed) Cauldron Sisters under the command of Jack Crescent.
Bubble:
  • Runs up to you and scratches you for one hit of Poison damage, inflicting Bleeding DoT on you for two turns.
  • Eats a piece of chocolate before running up to you and scratching you for one hit of Poison damage, which enables Claws Out (+100% PowerBoost) for two turns and Candy Fueled (Weak to Magic) for four turns.
Trouble:
  • Causes her staff’s orb to levitate, hurls at you to deal moderate Silver damage.
  • A spectral image of a piece of candy appears on the orb before causing her staff’s orb to levitate, hurling it at you to deal moderate Silver damage, enabling Candy Fueled (Weak to Pierce) for four turns and inflicting Heart Torn (Healing negated) on you for two turns.
Toil:
  • Runs up to you and slices you down for one hit of moderate Fire damage, inflicting Poisoned DoT on you for two turns.
  • Eats a piece of candy corn before running up to you and slicing you down for one hit of moderate Fire damage, which enables Candy Fueled! (Weak to Melee) for three turns as well as Armor Pierced (which lowers your defenses)
This fight revolves around battling against a trio of powerful opponents who have their own unique defenses and debuffs. Note that “Weak” to Melee/Pierce/Magic actually just means that they defend against Pierce and Magic/Magic and Melee/Melee and Pierce respectively. Moreover, despite the description given in the game, Bubble actually defends against Pierce (Parry) and Magic (Dodge) (hence weak to Melee), Trouble against Melee (Block) and Pierce (Parry) (hence weak to Magic) and Toil against Melee (Block) and Magic (Dodge) (hence weak to Pierce). This challenge also requires you to beat the trio in a very short amount of time.





{3.1.1.1}Strategy Type 1: DeathKnight Class (NDA+NDC)
For a non-DA player, the easiest way to go about with this challenge should be the DeathKnight Class. This is due to the amount of defenses and offenses it provides, which is definitely not seen in bulk in many other classes, with the ability to shift its passive presence to heal you every turn or damage your foes, due to which it is a very versatile class. A high END stat is highly recommended.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
LUK: 200
WIS: 20





Strategy and Tips
  • The move Necrotic Presence Shift is the main reason for the candidature of this class against this challenge. DeathKnight provides a Passive DoT to the foe which increases in magnitude up until 20 turns at which point it is at its fullest. The move Necrotic Presence Shift converts this DoT on the enemy into a HoT for you, which follows and builds up the same pattern as the DoT effect. This, In 20 turns allows you to heal at least 100 HP per turn at Level 85 with a well invested Endurance stat.
  • Bubble is definitely the most annoying of the trio due to her doing twice the damage she normally does after eating her chocolate and inflicting you with a huge DoT. You’ll want to start out the battle with Garb of Undeath, and then use everything in your power to take her down, including Unholy Shadow, Obliterate and Soul Slash, all very powerful offensive moves, Unholy Shadow being a multi skill.
  • When you beat Bubble, you want to use Necrotic Presence Shift to heal yourself as you may already have or will potentially lose a chunk of your HP now that Garb of Undeath has faded. Trouble is the second-most annoying due to the raw damage she does, so she is your next target to defeat. Toil is the least threatening out of the three, so should be saved for last.
  • Blood Tap is amove that you should use often even from 70% of your HP due to the Cauldron Sisters doing huge amounts of damage. Keeping your head above the water is necessary for this fight, so Blood Tap in conjunction with Necrotic Presence Shifted to Heal you while fighting Trouble and Toil is a key factor to you winning this fight.
  • NDA players have a slightly harder time with this fight than DA players due to the latter having a plethora of offenses in their arsenal (AKA lots of damaging skills). However, Obliterate and Soul Slash are still some of the best offensive moves from this class, so you should be good without them, too (though they make it exponentially more convenient to defeat them)
  • Instill Fear should be used very often, especially initially on Bubble—she can be very annoying. Later it can be done on Toil, because when you may not have access to it against Trouble.
  • I’ll be mentioning this a lot, but use a Melee Weapon (Sword/Axe/Mace) against Bubble, Magic Weapon (Staff/Wand) against Trouble and Pierce Weapon (Daggers) against Toil.
That’s all you need to remember. You won’t need 5 Potions from the Cloak Scrap, but you can get them if you struggle with this challenge. DeathKnight can finish this challenge fairly easily.

If you’re at equal STR/INT/DEX (from Weapon stats), use a Sword/Axe/Mace against Bubble, a Staff/Wand/Scythe against Trouble and Daggers against Toil. Use Garb of Undeath Whenever it becomes available to you.
Against Bubble: Garb of Undeath -> Obliterate -> Instill Fear -> Soul Slash -> Unholy Shadow -> Attack -> Blood Tap -> Unholy Shadow -> Attack (repeat Attack until Bubble falls to you)
Against Trouble: Health Potion -> Necrotic Presence Shift -> Unholy Shadow -> Soul Slash -> Attack -> Attack -> Unholy Shadow -> Obliterate/Blood Tap (if Trouble has low HP) -> Attack (repeat Attack until Bubble falls to you)
Against Trouble: Attack/Blood Tap (if you didn’t use it before) -> Soul Slash -> Instill Fear -> Unholy Shadow/Obliterate (if you didn’t use it before) -> Attack (repeat Attack until Bubble falls to you, using Unholy Shadow when it’s accessible)





{3.1.1.2}Strategy Type 2: DeathKnight Class (DA+NDC)
Even for a DA player, the easiest way to go about with this challenge should be the DeathKnight Class. This is due to the amount of defenses and offenses it provides, which is definitely not seen in bulk in many other classes, with the ability to shift its passive presence to heal you every turn or damage your foes, due to which it is a very versatile class. Here, the DeathKnight items are more highly recommended due to the move Empowered Armor Strike doing 270% damage every 3 or so turns. A high END stat is highly recommended, especially due to Dark Rite dealing DoT damage based on your Endurance alone.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
LUK: 200
WIS: 20





Strategy and Tips
  • The move Necrotic Presence Shift is the main reason for the candidature of this class against this challenge. DeathKnight provides a Passive DoT to the foe which increases in magnitude up until 20 turns at which point it is at its fullest. The move Necrotic Presence Shift converts this DoT on the enemy into a HoT for you, which follows and builds up the same pattern as the DoT effect. This, In 20 turns allows you to heal at least 100 HP per turn at Level 85 with a well invested Endurance stat.
  • Bubble is definitely the most annoying of the trio due to her doing twice the damage she normally does after eating her chocolate and inflicting you with a huge DoT. You’ll want to start out the battle with Garb of Undeath, and then use everything in your power to take her down, including Unholy Shadow, Obliterate and Soul Slash, all very powerful offensive moves, Unholy Shadow being a multi skill.
  • When you beat Bubble, you want to use Necrotic Presence Shift to heal yourself as you may already have or will potentially lose a chunk of your HP now that Garb of Undeath has faded. Trouble is the second-most annoying due to the raw damage she does, so she is your next target to defeat. Toil is the least threatening out of the three, so should be saved for last.
  • Blood Tap is amove that you should use often even from 70% of your HP due to the Cauldron Sisters doing huge amounts of damage. Keeping your head above the water is necessary for this fight, so Blood Tap in conjunction with Necrotic Presence Shifted to Heal you while fighting Trouble and Toil is a key factor to you winning this fight.
  • DA Players may find it easier and more fun to steamroll this challenge with Summon Minion, Empowered Armor Strike and Dreadblade. Inspire Weakness (which lowers All Resistance by 30) can be used with Unholy Will and Dark Rite to make short work out of Toil.
  • Instill Fear should be used very often, especially initially on Bubble—she can be very annoying. Later it can be done on Toil, because when you may not have access to it against Trouble.
  • I’ll be mentioning this a lot, but use a Melee Weapon (Sword/Axe/Mace) against Bubble, Magic Weapon (Staff/Wand) against Trouble and Pierce Weapon (Daggers) against Toil.
That’s all you have to remember. Heal using Potions or Dark Rite/Blood Tap, but take note that it is fairly heavy on mana, so use Mana Potions if necessary. You won’t need 5 Potions from the Cloak Scrap or the HeroDietTM ( Rotten Hardtack and Seaweed ) if you choose DragonLord, due to the array of defenses you have and you can finish this challenge somewhat easily and somewhat quickly provided you don’t suffer from lag.

If you’re at equal STR/INT/DEX (from Weapon stats), use a Sword/Axe/Mace against Bubble, a Staff/Wand/Scythe against Trouble and Daggers against Toil. Use Garb of Undeath Whenever it becomes available to you.
Against Bubble: Garb of Undeath -> Obliterate -> Dreadblade -> Instill Fear -> Empowered Armor Strike -> Summon Minion -> Unholy Shadow -> Summon Minion -> Attack (repeat Summon Minion -> Attack until Bubble falls to you)
Against Trouble: Empowered Armor Strike -> Garb of Undeath -> Necrotic Presence Shift -> Blood Tap -> Health Potion -> Dreadblade -> Summon Minion -> Empowered Armor Strike -> Summon Minion -> Attack (repeat Summon Minion -> Attack until Trouble falls to you)
Against Toil: Inspire Weakness -> Soul Reap -> Dark Rite -> Unholy Will -> Instill Fear -> Obliterate -> Summon Minion -> Attack (repeat Summon Minion -> Attack until Toil falls to you)





{3.1.1.2}Strategy Type 3: Kathool Adept Class (NDA+DC)
The Kathool Adept Armor is chosen for this due to it being an incredibly powerful offensive armor in that it does incredible amounts of damage with single skills on their own. If you own this armor, just don't bother with DeathKnight and Stampede this challenge, not that DeathKnight is bad, it's still great, but this is better by a large margin.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
LUK: 200
WIS: 20





Strategy and Tips
  • The Shadow -> Kathool Combo is the main reason for the candidature of this armor for this challenge. Not only does Kathool do colossal Evil damage, it also hits all opponents and has an additional chance to deal Critical damage. That means that if you can afford to, you can even finish this at level 20 with no trouble. However, the combo does cost 264 Mana (for Shadow). This move is best used at the start to take down Bubble and cut down Toil and Trouble’s HP so you can take them down.
  • The Writhe Skill is surprisingly a good defensive skill for a hyper-offensive class like Kathool Adept, barring it's high mana cost. Use it whenever you can, though you won't have the chance to do so often at all.
  • The Mad Skill increases your PowerBoost, so it should be used before Shadow and Kathool. Besides these skills, the only other ones I'd recommend are Red Tide and Mind Twist. As with the DeathKnight strategy, use Bubble to set up Mad and Shadow, after which you can proceed to take them down easily with Kathool and your other skills.
That’s all you need to remember. Don't even think about 5 Potions from the Cloak Scrap as it is impossible for you struggle with this challenge with Kathool Adept.

This rotation will get you through. You may want to use a Sword/Axe/Mace against Bubble, a Staff/Wand/Scythe against Trouble and Daggers against Toil.
Rotation: Writhe -> Mad (on Bubble) -> Shadow (on Bubble) -> Kathool (Bubble should fall to you, but if she doesn’t repeat Attack until she falls to you) -> Red Tide (on Trouble, and she should go down by then, if not, repeat Attack until Trouble falls to you) -> Migraine (on Toil) -> Mad -> Mind Twist -> Attack (repeat until Toil falls to you)








BluuHorseOfficial -> RE: A Comprehensive Guide to the Inn at the Edge of Time Challenges (Updates 1 Week After Every Release) (4/8/2018 1:21:38)










Table of Strategies:
3.1.2.1) DeathKnight (NDA+NDC)
3.1.2.2) DeathKnight (DA+NDC)





Your best weapon of any element should be able to get you through this challenge.

Items
For this challenge, you should use overall items (both offensively and defensively functioning);





Attacks
Jack Crescent:
  • Jack takes his right hand out of his pocket and snaps his fingers, which has a chance of enabling either Soulbound (+80 to Defenses for three turns), Spellbound (+80 to Critical for two turns), or Songbound (+80 to BtH for three turns) for the Gnarly Guitar of Doom to inflict.
  • With a snap of his fingers, he inflicts Snapped (deals severe DoT) on you for two turns, and occasionally can restore a fraction of the Gnarly Guitar of Doom's health. If the Gnarly Guitar of Doom is defeated, he revives it with a small fraction of its HP.
Gnarly Guitar if Doom:
  • Launches sound waves made of elemental Darkness that deals severe damage once, enabling Ears Ringing on the target. (deals DoT for three turns.) Revives Jack Crescent to full HP if he is defeated.
  • Floats toward you and strikes once, dealing severe Evil damage. Revives Jack Crescent to full HP if he is defeated.
  • Floats toward you and slashes which strikes you twice, dealing severe Evil damage. Revives Jack Crescent to full HP if he is defeated.
This fight is centered around two symbiotic opponents who mutually benefit each other. When one is defeated, the other brings them back in the battle, so both are to be defeated simultaneously.





{3.1.2.1}Strategy Type 1: DeathKnight Class (NDA+NDC)
For a non-DA player, the easiest way to go about with this challenge should be the DeathKnight Class. This is due to the amount of defenses and offenses it provides, which is definitely not seen in bulk in many other classes, with the ability to shift its passive presence to heal you every turn or damage your foes, due to which it is a very versatile class. A high END stat is highly recommended.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
LUK: 200
WIS: 20





Strategy and Tips
  • The move Necrotic Presence Shift is the main reason for the candidature of this class against this challenge. DeathKnight provides a Passive DoT to the foe which increases in magnitude up until 20 turns at which point it is at its fullest. The move Necrotic Presence Shift converts this DoT on the enemy into a HoT for you, which follows and builds up the same pattern as the DoT effect. This, In 20 turns allows you to heal at least 100 HP per turn at Level 85 with a well invested Endurance stat.
  • Jack’s HP should first be brought down to the range where one Unholy Shadow would defeat him. Only use Attack to do this.
  • Then focus on the Gnarly Guitar of Doom. Use absolutely everything in your power to damage him, except Unholy Shadow, but as a NDA player you’d only be able to use Attack most of the time. Obliterate, Blood Tap and Soul Slash should be used as much as possible.
  • Garb of Undeath should be used liberally, whenever possible. Once you get it down to 10%, try to get the Gnarly Guitar to the range where one Unholy Shadow can finish him off.
  • Then, use Unholy Shadow to finish them off and win the battle. Of course, this is easier said than done.
That’s all you need to remember. You may need 5 Potions from the Cloak Scrap, but you may not have to use them. DeathKnight can finish this challenge fairly easily.

On Jack: Garb of Undeath -> Obliterate -> Attack (repeat Attack until Jack is at a range you can defeat him at easily with one multi. If you accidentally defeat him, the Guitar revives him, so use Attack until you get him to the health you can easily defeat him at)
On Gnarly Guitar of Doom: Necrotic Presence Shift -> Soul Slash -> Blood Tap -> Attack -> Attack -> Attack -> Garb of Undeath -> Attack -> Soul Slash -> Attack -> Attack -> Attack -> Obliterate -> Blood Tap -> Soul Slash -> Attack -> Garb of Undeath -> Attack -> Attack -> Attack -> Soul Slash -> Attack -> Attack -> Blood Tap -> Attack -> Attack -> Garb of Undeath -> Soul Slash -> Obliterate -> Health Potion -> Attack -> Attack -> Attack -> Blood Tap -> Attack (repeat Attack until you get the Guitar to the health you can easily defeat him at with Unholy Shadow. If you accidentally defeat it, Jack revives it, so then use Garb of the Undeath, Blood Tap and Health Potions when they’re available to you and then go back to Attack until you get the Guitar to the health you can easily defeat him at with Unholy Shadow.) -> Unholy Shadow (if you did it right, both should fall to you simultaneously.)





{3.1.2.2}Strategy Type 2: DeathKnight Class (DA+NDC)
Even for a DA player, the easiest way to go about with this challenge should be the DeathKnight Class. This is due to the amount of defenses and offenses it provides, which is definitely not seen in bulk in many other classes, with the ability to shift its passive presence to heal you every turn or damage your foes, due to which it is a very versatile class. Here, the DeathKnight items are more highly recommended due to the move Empowered Armor Strike doing 270% damage every 3 or so turns. A high END stat is highly recommended.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
LUK: 200
WIS: 20





Strategy and Tips
  • The move Necrotic Presence Shift is the main reason for the candidature of this class against this challenge. DeathKnight provides a Passive DoT to the foe which increases in magnitude up until 20 turns at which point it is at its fullest. The move Necrotic Presence Shift converts this DoT on the enemy into a HoT for you, which follows and builds up the same pattern as the DoT effect. This, In 20 turns allows you to heal at least 100 HP per turn at Level 85 with a well invested Endurance stat.
  • Jack’s HP should first be brought down to the range where one Unholy Shadow would defeat him. Only use Attack to do this.
  • Then focus on the Gnarly Guitar of Doom. Use absolutely everything in your power to damage him, except Unholy Shadow, such as Summon Minion, Empowered Armor Strike and Dreadblade. Obliterate, Blood Tap and Soul Slash should be used as much as possible.
  • Garb of Undeath should be used liberally, whenever possible. Once you get it down to 10%, try to get the Gnarly Guitar to the range where one Unholy Shadow can finish him off.
  • Then, use Unholy Shadow to finish them off and win the battle. Of course, this is easier said than done.
That’s all you have to remember. Heal using Potions or Dark Rite/Blood Tap, but take note that it is fairly heavy on mana, so use Mana Potions if necessary. You won’t need 5 Potions from the Cloak Scrap or the HeroDietTM ( Rotten Hardtack and Seaweed ) if you choose DragonLord, due to the array of defenses you have and you can finish this challenge somewhat easily and somewhat quickly provided you don’t suffer from lag.

On Jack: Garb of Undeath -> Obliterate -> Attack (repeat Attack until Jack is at a range you can defeat him at easily with one multi. If you accidentally defeat him, the Guitar revives him, so use Attack until you get him to the health you can easily defeat him at)
On Gnarly Guitar of Doom: Necrotic Presence Shift -> Soul Slash -> Blood Tap -> Dreadblade -> Empowered Armor Strike -> Summon Minion -> Garb of Undeath -> Summon Minion -> Soul Slash -> Empowered Armor Strike -> Summon Minion -> Attack -> Obliterate -> Blood Tap -> Soul Slash -> Empowered Armor Strike -> Garb of Undeath -> Summon Minion -> Attack -> Summon Minion -> Soul Slash -> Attack -> Attack -> Blood Tap -> Attack -> Attack -> Garb of Undeath -> Attack (repeat Attack until you get the Guitar to the health you can easily defeat it at with Unholy Shadow. If you accidentally defeat it, Jack revives it, so then use Garb of the Undeath, Blood Tap and Health Potions when they’re available to you and then go back to Attack until you get the Guitar to the health you can easily defeat him at with Unholy Shadow.) -> Unholy Shadow (if you did it right, both should fall to you simultaneously.)





{3.1.1.2}Strategy Type 3: Kathool Adept Class (NDA+DC)
The Kathool Adept Armor is chosen for this due to it being an incredibly powerful offensive armor in that it does incredible amounts of damage with single skills on their own. If you own this armor, just don't bother with DeathKnight and Stampede this challenge, not that DeathKnight is bad, it's still great, but this is better by a large margin.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
LUK: 200
WIS: 20





Strategy and Tips
  • The Shadow -> Kathool Combo is the main reason for the candidature of this armor for this challenge. Not only does Kathool do colossal Evil damage, it also hits all opponents and has an additional chance to deal Critical damage. That means that if you can afford to, you can even finish this at level 20 with no trouble. However, the combo does cost 264 Mana (for Shadow). This combo should be used at the end of the battle when the Guitar is at the range where you can take it down with one Kathool—you use Shadow on Jack Crescent (it won’t take him down) and then Kathool to finish off the battle.
  • The Writhe Skill is surprisingly a good defensive skill for a hyper-offensive class like Kathool Adept, barring it's high mana cost. Use it whenever you can, though you won't have the chance to do so often at all.
  • The Mad Skill increases your PowerBoost—it should be used in Conjunction with Red Tide and Mind Twist for the most damage.
  • Corruption can be used to mitigate the Guitar’s damage and Migraine can be used to damage the Guitar more, and it doesn’t even need to hit to apply its DoT effect.
  • Other than all these, there’s really not much you’ll need to get through the battle, however, it can be noted that the Attack skill does amazing damage for a regular Attack and will be a skill that you shall inevidently use often.
That’s all you need to remember. Don't even think about 5 Potions from the Cloak Scrap as it is impossible for you struggle with this challenge with Kathool Adept.








BluuHorseOfficial -> RE: A Comprehensive Guide to the Inn at the Edge of Time Challenges (Updates 1 Week After Every Release) (4/8/2018 2:27:07)










  • The Random Blood Moon Challenge is, by far, the most frustrating random challenge in the whole board of challenges if you want to obtain all of its rewards in the highest tier possible, due to Jack and his Guitar requiring you to take them out simultaneously, and the Cauldron Groupies being annoying with their own unique defenses.
  • The Random Blood Moon Challenge is a pick between any of the above two bosses in exchange for 1000 Gold. Winning this hands you a good amount of Gold and a Dragon Merit, used to upgrade the rewards on each of the individual challenges. See section 3.1.4 for more info.
  • However, it is still recommended as the rewards are very good for all players—DA and NDA too. These include the best hybrid (offensive and defensive) Helm and Cape for NDA+NDC players.
  • DeathKnight is what you should use to ace these challenges. Just use the above strategies for the corresponding monsters. “3.1.1” and “3.1.2” are for The Cauldron Groupies and “3.2.1” and “3.2.2” are for Jack Crescent and the Gnarly Guitar of Doom.
  • But do keep in mind, you’ll have to beat this thrice if you desire to use these items in the most powerful forms.












  • The Blood Moon Challenge Upgrade is the place where you can upgrade all of the rewards you gain from the Blood Moon Challenges.
  • You get the Necro Paragon Helm I from the Cauldron Groupies Challenge and the Necro Paragon Cape I fm the Jack Crescent (and Guitar) challenges.
  • You get a Blood Moon Token from the Random Blood Moon Challenge regardless of which challenge you were made to fight.
  • You can upgrade both items from level 25 to levels 45, 65 and 85. Unlike the Dragon Challenges, you only need 1 Token to upgrade your level 25 item to level 45, two tokens to upgrade it from 25 to 65 and three tokens to upgrade it from 25 to 85. So, thankfully, no excessive farming here to upgrade it from one tier to the next (like the Dragon Challenge Weapons.)
  • This is not as Gold heavy as the Dragon Challenges.
  • The Cape has the stats:
    • A Block/Dodge/Parry of 10, which is very good for a cape
    • A Crit of 10, which is among the highest of Cape Criticals excluding Special Offer Capes due to Capes being more defensively~oriented
    • A Melee/Pierce/Magic Defense of 5, which is really good for a Cape, making it hybrid
    • Wisdom and Endurance of 5, which is near average, though its other stats make up for it
    • A Luck and Charisma of 5 which can be VERY useful, coming from a Cape
    • Intelligence/Dexterity/Strength of 9, which is a high amount and allows you to embrace offensive capabilities even without placing points in these stats if used with the right weapons
    • An All Resistance of 10—this is the icing of the cake (cape?), especially for NDA players—you take 10% less damage from all moves, period. This is one of the main factors due to which this Cape is very valuable.
  • The Helm has the stats:
    • A Block/Dodge/Parry of 8, which is very good for a helm, especially since they’re Offensively~oriented
    • A Crit of 4, which is fairly low for a helm, but other stats make up for it
    • A Melee/Pierce/Magic Defense of 8, which is incredibly high for a helm
    • Wisdom and Endurance of 14, which is definitely above average
    • A Luck and Charisma of 14 which can be VERY useful, coming from a Helm
    • Intelligence/Dexterity/Strength of 10, which is a high amount and allows you to embrace offensive capabilities even without placing points in these stats if used with the right weapons
    • A Bonus of 4–which isn’t bad, per se, but not the best either
    • An Ice, Light and Darkness Resistance of 10—this is the icing of the cake, especially for NDA players—you take 10% less damage from those moves, period. This is one of the main factors due to which this Helm is very valuable.
  • From a design perspective, the Helm and the Cape are both very beautiful and edgy with a dark theme. They look amazing and are very worth the trouble you go through for them.
  • Overall, the weapons can be considered as some of the best weapons in the game for all players.









BluuHorseOfficial -> RE: A Comprehensive Guide to the Inn at the Edge of Time Challenges (Updates 1 Week After Every Release) (4/8/2018 3:52:55)




{3.2}A Comprehensive Guide to the Timetorn Matrices!






Table of Contents:
3.2.1) Introduction to the Timetorn Matrices!
3.2.2) Advantages of the Timetorn Matrices!
3.2.3) Gear you will Require!
3.2.4) Stats to Ivest In!
3.2.5) Your Opponents and their Attacks!
3.2.6) Strategy and Tips!





{3.2.1} Introduction to the Timetorn Matrices!






The Timetorn Matrices are the challenges offered by the Middle Section of the Nefarious Challenges, which were added on November 10th, 2017. They come in three varieties: Unlike the previous challenges, these ones don’t pit you against one boss specifically, instead, you have to fight your way through these dungeons filled with very powerful Elementals who have enhanced effects to their skills. Occasionally, you will come up against a dead end with a chest—and when you approach it, it ambushes you and attacks you, and if you defeat it, it allows you to purchase an extra Timetorn Teleshard for 1000 Gold—there are quite a few scattered around the map but there are no additional ones in the Medium and Large Matrices than there are in the small ones—however, if you’ve bought one from a given chest, opened the shop and closed it, or just left the room, you won’t be able to buy from the same chest again. These challenges are far more time~consuming than all the previous and potentially all the future challenges, too. You also have the option to set a room as your Telepoint, go to your Telepoint, and go back to the start of the maze—but if you are defeated or go to the start, your Telepoint gets deleted. Stepping on the triangular-shaped stone border triggers a booby trap that severely subtracts a portion of your HP. It won't be triggered again until you return to one of the rooms it is in.





{3.2.2}Advantages of the Timetorn Matrices!






Following are the reasons which make the Timetorn Matrices very useful to you:
  • The Timetorn Matrices are excellent farming areas: Due to them being large quests with lots of monsters, it is expected that they yield a lot of Gold and experience from completing the quest just once—but that’s not what makes them great farming areas—the Necro Paragon Soulblade IV yields 20,000 Gold upon selling it. This means that if you go through the Small Matrix two times and accumulate 2 shards as rewards and purchase 8, you will have to spend 8000 Gold—however, the quest being so large and having a high amount of monsters, this quest itself makes up for the 8000 Gold you spend, and more. Going through these Matrices a few times should get you to a very high amount of Gold—provided you have enough Gold to purchase at least 4-5 Teleshards on your first run.
  • They give excellent rewards: The Necro Paragon Soulblade is an excellent Bacon weapon, at +5 Block/Dodge/Parry, +12 Crit, +5 Magic Def/Pierce Def +5/Melee Def, +5 WIS/END, +10 CHA, +15 LUK, +20 INT/DEX/STR, +12 Bonus, Health -20, All +10 as well as damage ranging from 92-100, this is one of the best and most powerful hybrid weapon. You can also forge a Sigil which is used to forge a Paragon Necromancer Armor.
  • The Huge Timetorn Matrix gives you bragging rights: While, clearly, not as useful as the previous benefits, completion of the huge Timetorn Matrix even one time gives you an excellent and very valuable badge which will make people look at you in awe (and probably raise a question about your sanity). It’s a win~win!






{3.2.3}Gear you will Require!






Your best weapon of Elements Darkness, Energy, Light, Earth, Fire, Wind, Ice and Water should be able to get you through this challenge.

To conquer the Timetorn Matrices, you want to use gear that functions both offensively and defensively:
Weapons like the Escelence Set and the Sun God Set which buff your damage against elementals is recommended, but not vital.

Having a Pet Dragon (DA+NDC) with 200 points invested in Protection can be very helpful with a higher amount of Luck (LUK) as you have a higher chance to be healed and protected by it, further increasing your odds to victory. It is recommended for all challenges from this point if you have it.





{3.2.4}Stats to Invest In!






Some General Tips for this challenge, and many others, is to maximize your Endurance (END) and Strength/Intelligence/Dexterity (STR/INTR/DEX), and throw in the remaining in Wisdom (WIS) at level 85. For Stat builds below the level cap, you should remember to keep your Luck (LUK) in increments (multiples) of 20 for it to take full effect. Wisdom should always be at a bare minimum threshold of 20.

Any combination using the above notes can be formulated, but this is a good template:

Level 50: Total Stat Points - 245
END: 25
STR/INT/DEX: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
STR/INT/DEX: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
STR/INT/DEX: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
STR/INT/DEX: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
STR/INT/DEX: 200
WIS: 20

Stat Points start from level 50 because that is the level at which the bosses are most convenient to beat.





{3.2.5}Your Opponents and their Attacks






You will have to fight a lot of Elemetals on your way through the dungeon. Each of the Elementals will try their best to pose a threat to you as you progress through these mazes in search for Teleshards—their Attacks all have special effects that you do not experience while battling them elsewhere.
  • Darkness Elementals like to inflict a very powerful Darkness DoT on you.
  • Earth Elementals prefer to increase their defenses and make it hard for you to hit them as they bring down your HP.
  • Energy Elementals go for pure offense and try to bring down your HP as fast as they can.
  • Similar to Darkness Elementals, Fire Elementals also prefer to take you down with DoTs.
  • Heart Elementals are generally battled alongside Energy Elementals and help them take down your HP.
  • Ice Elementals use their Icy powers to freeze and stun you.
  • Light Elementals Blind you and make it hard for you to hit them back.
  • Water Elementals heal some of their HP everytime they attack you.
  • Similar to Earth Elementals, Wind Elementals defend themselves.
Besides these, there are two new enemies that have been introduced in these challenges:
Mimic, the chest that you buy Teleshards from:
  • Hops toward you before it sticks its tongue into the ground. It emerges and strikes you twice, enabling Jumped! Stunning you for four turns.
  • Hops toward you and opens its mouth before it claws you with its arms, dealing moderate fear damage.
Blood Elemental, the Boss at the end of the maze:
  • Approaches you before it delivers a punch, dealing severe Evil damage.
  • Approaches you and slams both of its fists onto its target, dealing severe Evil damage and Inflicting Corruption, severe Evil DoT on you for five turns.
These challenges revolve around pitting you in an “endless” pit full of powerful manifestations of the Elements themselves. Be warned, this should effectively be a test of your knowledge and resources, and you should definitely have knowledge about maze quests, the best one to test first before attempting this being the 100 Rooms of Fiery Doom Challenge at Riverine Keep.





{3.2.6}Strategy and Tips






Since there are a lot of opponents, it may not be wise to just lay a bunch of strategies—that may not work very well. So, I’ve laid down a general strategy section here, as in, how to beat each elemental. A class with a good Mana and Health recovery skill is recommended, or else you’ll just run out of Mana and then you’ll run out of health and you have to make it through again. Some convenient tips on navigation are laid down here!
  • When you leave the entrance, you will have to try and find Mimics (chests) or more Healing Pads/Mushrooms/Potion Boxes. Mimics give you Teleshards and more Healing Pads/Mushrooms/Potion Boxes means you won’t have to press the “Teleport to Start” button and have to find your way through when you run low on health. Once you find a Healing Pad/Mushrooms/Potion Boxes, you should set your Telepoint there for your own convenience.
  • If you accidentally come across the boss, Set your Telepoint there, so you can find the remaining Teleshards and come back for the last battle. Once that is done, never set your Telepoint anywhere else.
  • Farming should be done in the Medium Timetorn Matrix. This is because, even though it is faster to do it in the Small Timetorn Matrix, there are more monsters here, allowing you to regain more of the used Gold. You may argue that if regaining Gold was the main motive, it could’ve been done in the Huge Timetorn Matrix, but the Huge one has a large amount of monsters and makes you feel like you aren’t going places, leading you to get bored and tired, and not wishing to press on further. The Huge Timetorn Matrix should literally only be done if (a) you want the badge, or (b) you are a very, VERY patient person immune to loss of sanity.
The best class to do these challenges would be Necromancer (especially for Non-DAs, Dethknight (for DAs with high Mana), DragonLord and DoomKnight.
  • Darkness Elementals and Fire Elementals can be beaten by using your defensive skill on the first turn and then bombarding it with offenses in the following turns. Stunning is recommended when the shield wears out.
  • Earth, Water and Wind Elementals can be defeated by either increasing your accuracy (BtH) or inflicting them with DoTs (like Necromancer’s Life Tap and DeathKnight‘s Dark Rite).
  • Energy and Heart Elementals can be defeated by using your shield skill and then bombarding them with massive damage. Heart Elementals should be taken out first, and then the Energy Elemental can be stunned after that.
  • Ice and Light Elementals and Mimics can be taken out by using your shield skill and then stunning them when the shield wears off while constantly damaging them in the process. For Mimics, you want to be able to defend for the most part and outdamage them until they fall to you.
  • Blood Elementals should be defeated after the water elementals beside them are. Stunning them before you attack the Water Elementals is recommended. Then you want to keep your damage consistent to beat the Blood Elemental. Watch out for its DoT.
  • Of course, a DoomKnight can easily just Life Carve and Blood Rite their way to victory. For other classes, use your healing skills whenever necessary.
That’s all you have to remember. Always, always, always heal up whenever necessary to prevent any accidental failures and warping to the start.

Apart from this, forum user whenua sent me these that they want to proudly present to you:
quote:


1 - Choose one Water Elemental and stun it. That way, one source of healing is cut off for a few rounds.
2 - Continue bashing the stunned Water Elemental until it dies.
3 - Bash the other Water Elemental, if you can, stun it. (the reason why I say "stun it" is because I play Pyromancer, who has 2 stuns)
4 - After you killed the other Water Elemental, you're left with the Blood Elemental, which is honestly just a big HP wall. You should be able to get back the stun you used on the first Water Elemental you killed, in which case, stun him and/or raise up your defenses.

I'm using Pyromancer, which is the class I always use for long quests like dungeon runs. Ironically, I use it because I thought Rebirth would help me, but I find myself never actually using that skill over Warmth. I also use a 200 Protection pet dragon.

For single enemies, just stun them and bash them before the stun wears off, unless they happen to have a high hp pool, in which case use your stun > Phoenix skill.
For the Heart/Energy Elementals group, equip a Stone weapon (I have Blade of Awe), use Rekindle (the 25% powerboost skill), then Phoenix to bash the Heart elemental in one turn. Then, change your weapon to a water type and stun the energy elemental, continue to bash it.
For the Water/Earth Elementals, equip a wind weapon (change your baby dragon's element to wind too) and stun the Earth Elemental. Bash it with the Phoenix skill. Equip a Fire/Energy weapon (change your baby dragon's element to fire/energy too) and Fear the Water Elemental, then use one of Pyro's DoT skills to finish it.





Thank you so much for reading my mini-guide! We will now get back to the main guide about the Inn at the Edge of Time.







BluuHorseOfficial -> RE: A Comprehensive Guide to the Inn at the Edge of Time Challenges (Updates 1 Week After Every Release) (4/8/2018 4:04:27)




{3.3}The Right Section






The Left Section of the Nefarious Challenges was first implemented on December 1st, 2017. It consists of the "Legion Crawler" and "Centaur Abomination" Challenges and a Random Challenge in which. There also is a Legion Armor Upgrades shop where you exchange items from both of the challenges.

Having a Pet Dragon (DA+NDC) with 200 points invested in Protection can be very helpful with a higher amount of Luck (LUK) as you have a higher chance to be healed and protected by it, further increasing your odds to victory. It is recommended for all challenges from this point if you have it.






BluuHorseOfficial -> RE: A Comprehensive Guide to the Inn at the Edge of Time Challenges (Updates 1 Week After Every Release) (4/9/2018 11:23:02)










Table of Strategies:
3.3.2.1) DeathKnight (DA+NDC)

Unfortunately, as of yet, it’s very hard to finish this without a Dragon Amulet—however, I’m NOT discouraging you from doing it. I actually encourage you to do it with the DeathKnight armor with Aegis (Book 3) as a guest (equip SoulWeaver, add Aegis and then equip DeathKnight)—your shield lasts 4 turns and Aegis’ 7 turns, so it goes well in conjunction. Bring the Atgasedd Doll with you while re-investing your stats into END and CHA to complement Aegis and the Doll’s effects. Aegis’ Icy Domain weakens the Crawler to Ice, so using an Ice Weapon is also recommended.

I haven’t really had the time to do this yet, but I’m working on it. If you do manage to beat it, do let me know! Thank you!

It is highly recommended you check the shop section for this before you attempt the challenge to judge whether or not it’s worth it for you.




Your best weapon of any element should be able to get you through this challenge.

Items
For this challenge, you should use overall items (both offensively and defensively functioning);Note that this monster is not classified as Undead, but instead as Golem, so the Paladin doesn’t do an increased amount of damage to it. It is heavily recommended to use the one set of all the DeathKnight Accessories and Gear, the Leorilla Mane Belt IV (ICMDC), and the Linked Bands of Nature’s Bounty (DA+NDC/DA+DC) due to the amazing dfenses they provide.





Attacks
  • Approaches and slams you with its front hands. Each time it uses this skill after the first time, the number of strikes the crawler inflicts in a single turn adds up by one, for ‘x’ hits of Damage of the Element you are weakest to. —[This move is the one that makes the Crawler very infuriating to deal with. Not only does it do a ton of damage, but it has a very low cool down. Due to this, the strategy revolves around defending yourself from it.]
  • Approaches you and launches a bright purple beam at you three hits of Damage of the Element you are weakest to, inflicting you with Blind (-50 to Hit) for two turns. —[Generic Blinding Skill, not too much trouble here, except for its damage, but you will be protected from it for the most part.]
  • Approaches and stabs you with its top phalanges on both of its hands for one hit of Damage of the Element you are weakest to. —[Basic Attack that doesn’t do much to you. Don’t get afraid of this, it’s not an issue.]
This fight is centered around an opponent that increases the amount of damage it does to you over time and hits you for whatever element you’re weakest to, so this should be one of the hyper-offensive opponents you will face in the Inn at the Edge of Time. Unfortunately there is no indicator that states when it uses its slamming move (that increases in number of hits per turn).





{3.3.2.1}Strategy Type 1: DeathKnight Class (DA+NDC)
For a DA player, the easiest way to go about with this challenge should be the DeathKnight Class. This is due to the amount of defenses and offenses it provides, which is definitely not seen in bulk in many other classes, with the ability to shift its passive presence to heal you every turn or damage your foes, due to which it is a very versatile class. Not only does it have methods to reduce enemy damage, it has incredible potential to heal up. DeathKnight makes this fight, regarded as one of the hardest in the game, a cakewalk.

The Pet Dragon invested heavily in Protection is highly recommended for this challenge as it just makes it much, much easier on you.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
LUK: 200
WIS: 20





Strategy and Tips
  • The move Necrotic Presence Shift is the main reason for the candidature of this class against this challenge. DeathKnight provides a Passive DoT to the foe which increases in magnitude up until 20 turns at which point it is at its fullest. The move Necrotic Presence Shift converts this DoT on the enemy into a HoT for you, which follows and builds up the same pattern as the DoT effect. This, In 20 turns allows you to heal at least 100 HP per turn at Level 85 with a well invested Endurance stat.
  • The moves Garb of Undeath and Soul Reap defend you for 4 turns and steal your opponents BtH and PowerBoost respectively—Garb of Undeath protects you for 4 turns (with a cooldown of 9 turns) while Soul Reap makes the crawler less likely to hit and do less damage for 5 turns. These should keep you protected for most of the battle. Soul Reap also increases your offensive potential so works well with Summon Minion, Empowered Armor Strike (if you have DeathKnight Gear on), Dreadblade and Obliterate, and this should be used often.
  • Inspire Weakness lowers its All Resistance by 30 and Crit by 50 (25%), which works well with Soul Slash (the DeathKnight Armor’s DoT skill), and the moves Unholy Will, which has a chance to either stun the opponent regardless of Immobility Resistance and damage itself for its damage range as a DoT or just damage it for half its damage range as a DoT, as well as Dark Rite which adds a HoT of 6.25% of your total HP to yourself and a DoT of the same magnitude on your opponent. This also goes well in conjunction with Soul Reap and can damage the Legion Crawler heavily.
    Soul Reap can be used both offensively and defensively—when you are under the influence of Garb of Undeath, you may want to use Inspire Weakness, Unholy Will and Soul Slash, and after using Soul Reap, Summon Minion, Empowered Armor Strike (especially if you have DeathKnight Gear on), Dreadblade and Obliterate should help you deal loads of damage on the Legion Crawler. The one problem with the Crawler is that it does not have a set pattern of attacking or indicators to its attacks.
  • Always keep your health as high as possible—higher than 70-80% is fine. It you need a burst of HP, just use Dark Rite and Blood Tap. Necrotic Presence shifted to heal you. If your HP is high, it is much easier to beat this challenge—and far less stressful.
That’s all you have to remember. Heal using Potions or the skills listed above, but take note that it is fairly heavy on mana, so use Mana Potions if necessary. Protection Pet Dragon is highly recommended due to health and mana regeneration, but isn’t necessary, though it makes the battle much easier. You won’t necessarily need 5 Potions from the Cloak Scrap or the HeroDietTM ( Rotten Hardtack and Seaweed ), but it can be useful to get yourself out of a tight situation. If you use DeathKnight you can finish this quite easily.

Rotation: This rotation should be able to get you through, but be sure to use Dark Rite during this battle if you find yourself in a tough situation when your health drops below ~70%. The Pet Dragon (invested in Protection) isn’t vital, but it is recommended to ease out the battle.
Garb of Undeath -> Obliterate -> Dreadblade -> Empowered Armor Strike -> Soul Reap -> Inspire Weakness -> Unholy Will -> Necrotic Presence Shift -> Empowered Armor Strike -> Summon Minion -> Garb of Undeath -> Summon Minion -> Inspire Weakness -> Soul Reap -> Dreadblade -> Summon Minion -> Empowered Armor Strike -> Summon Minion -> Obliterate -> Soul Slash -> Inspire Weakness -> Garb of Undeath -> Summon Minion -> Empowered Armor Strike -> Summon Minion -> Unholy Will -> Soul Reap -> Blood Tap -> Summon Minion -> Inspire Weakness -> Dreadblade -> Summon Minion -> Empowered Armor Strike -> Summon Minion -> Attack (Repeat Summon Minion -> Attack until the Legion Crawler falls to you)








BluuHorseOfficial -> RE: A Comprehensive Guide to the Inn at the Edge of Time Challenges (Updates 1 Week After Every Release) (4/11/2018 9:30:03)










Table of Strategies:
Only one strategy here—not because it’s the only viable one, but it’s the one that’s easiest to use.
3.3.1.1) DeathKnight (DA+NDC)




Your best weapon of any element should be able to get you through this challenge.

Items
For this challenge, you may want use overall items (both offensively and defensively functioning);Note that this monster is not classified as Undead, but instead as Golem, so the Paladin doesn’t do an increased amount of damage to it. It is heavily recommended to use the one set of all the DeathKnight Accessories and Gear, the Leorilla Mane Belt IV (ICMDC), and the Linked Bands of Nature’s Bounty (DA+NDC/DA+DC) due to the amazing dfenses they provide.

For the next strategy, the Ultra OmniKnight Blade (NDA+NDC) can be used for a high All Resistance.

A much more popular strategy is using Poison Resistant Gear;





Attacks
  • Breathes out a green blast of acidic flames at you that rot away at you on impact, damaging you twice for moderate Poison Damage and inflicting Rotting Away (DoT) for ten turns, which will worsen the longer it lasts. --[This move can be very annoying. Stay protected from it so that it doesn't tear you apart enough for the next skill to finish you off. However, with sufficient resistance, this isn't a problem.]
  • Releases a toxic gas cloud from its scythe that envelopes its targets, dealing incredibly accurate Colossal Poison Damage twice as well as having a chance to restore a large portion of the Abomination's HP. --[Annoying. Skill. Large Damage. Heal Chance. Do I need to clarify? This skill will keep you in battle for the longest time, due to which it's best to outright stun and damage the Centaur so it doesn't heal itself. Even with a Poison Resistance, this can be very infuriating, not because of damage, but because of healing.]
This fight is centered around an opponent that chooses to wither you away with Poison that corrupts more over time, as well as occasionally dealing heavy damage to you and healing occasionally. It can be very hard to tackle if not done right, but it’s far from impossible. You just have to maintain defense or resist poison to wade through this swamp of poison.





{3.3.1.1}Strategy Type 1: DeathKnight Class (DA+NDC)
For a DA player, the easiest way to go about with this challenge should be the DeathKnight Class. This is due to the amount of defenses and offenses it provides, which is definitely not seen in bulk in many other classes, with the ability to shift its passive presence to heal you every turn or damage your foes, due to which it is a very versatile class. Not only does it have methods to reduce enemy damage, it has incredible potential to heal up. DeathKnight makes this fight, regarded as one of the hardest in the game, a cakewalk.

The Pet Dragon invested heavily in Protection is highly recommended for this challenge as it just makes it much, much easier on you.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
LUK: 200
WIS: 20





Strategy and Tips
  • The move Necrotic Presence Shift is the main reason for the candidature of this class against this challenge. DeathKnight provides a Passive DoT to the foe which increases in magnitude up until 20 turns at which point it is at its fullest. The move Necrotic Presence Shift converts this DoT on the enemy into a HoT for you, which follows and builds up the same pattern as the DoT effect. This, In 20 turns allows you to heal at least 100 HP per turn at Level 85 with a well invested Endurance stat.
  • The moves Garb of Undeath and Soul Reap defend you for 4 turns and steal your opponents BtH and PowerBoost respectively—Garb of Undeath protects you for 4 turns (with a cooldown of 9 turns) while Soul Reap makes the crawler less likely to hit and do less damage for 5 turns. These should keep you protected for most of the battle. Soul Reap also increases your offensive potential so works well with Summon Minion, Empowered Armor Strike (if you have DeathKnight Gear on), Dreadblade and Obliterate, and this should be used often.
  • Inspire Weakness lowers its All Resistance by 30 and Crit by 50 (25%), which works well with Soul Slash (the DeathKnight Armor’s DoT skill), and the moves Unholy Will, which has a chance to either stun the opponent regardless of Immobility Resistance and damage itself for its damage range as a DoT or just damage it for half its damage range as a DoT, as well as Dark Rite which adds a HoT of 6.25% of your total HP to yourself and a DoT of the same magnitude on your opponent. This also goes well in conjunction with Soul Reap and can damage the Centaur Abomination heavily.
    Soul Reap can be used both offensively and defensively—when you are under the influence of Garb of Undeath, you may want to use Inspire Weakness, Unholy Will and Soul Slash, and after using Soul Reap, Summon Minion, Empowered Armor Strike (especially if you have DeathKnight Gear on), Dreadblade and Obliterate should help you deal loads of damage on the Legion Crawler.
  • Always keep your health as high as possible—higher than 70-80% is fine. It you need a burst of HP, just use Dark Rite and Blood Tap. Necrotic Presence shifted to heal you. If your HP is high, it is much easier to beat this challenge—and far less stressful.
That’s all you have to remember. Heal using Potions or the skills listed above, but take note that it is fairly heavy on mana, so use Mana Potions if necessary. Protection Pet Dragon is highly recommended due to health and mana regeneration, but isn’t necessary, though it makes the battle much easier. You won’t necessarily need 5 Potions from the Cloak Scrap or the HeroDietTM ( Rotten Hardtack and Seaweed ), but it can be useful to get yourself out of a tight situation. If you use DeathKnight you can finish this quite easily.

Rotation: This rotation should be able to get you through, but be sure to use Dark Rite during this battle if you find yourself in a tough situation when your health drops below ~70%. The Pet Dragon (invested in Protection) isn’t vital, but it is recommended to ease out the battle.
Garb of Undeath -> Obliterate -> Soul Slash -> Necrotic Presence Shift -> Instill Fear -> Summon Minion -> Unholy Shadow -> Empowered Armor Strike -> Soul Slash -> Summon Minion -> Garb of Undeath -> Inspire Weakness -> Unholy Will -> Dreadblade -> Soul Slash -> Soul Reap -> Summon Minion -> Empowered Armor Strike -> Obliterate -> Blood Tap -> Instill Fear -> Inspire Weakness -> Unholy Will -> Soul Slash -> Garb of Undeath -> Summon Minion -> Empowered Armor Strike -> Summon Minion -> Soul Reap -> Summon Minion -> Empowered Armor Strike -> Summon Minion -> Dreadblade -> Garb of Undeath -> Inspire Weakness -> Soul Slash -> Instill Fear -> Unholy Will -> Summon Minion -> Soul Reap -> Summon Minion -> Empowered Armor Strike -> Dreadblade -> Obliterate -> Garb of Undeath -> Inspire Weakness -> Unholy Will -> Soul Slash -> Soul Reap -> Summon Minion -> Empowered Armor Strike -> Summon Minion -> Inspire Weakness -> Dreadblade -> Summon Minion -> Attack (Repeat Summon Minion -> Attack until The Abomination falls to you)








BluuHorseOfficial -> RE: A Comprehensive Guide to the Inn at the Edge of Time Challenges (Updates 1 Week After Every Release) (4/13/2018 15:59:39)










Table of Strategies:
3.3.1.1) DeathKnight (DA+NDC)
3.3.1.2) whenua’s EnTropy (DA+DC)

I've been on this challenge for a long enough time to deduce that is isn't possible without cheesy tactics like the Temporary Frozen Claymore from the Mighty Akriloth quest or the Evolved PumpkinLord Armor's Enfeebling Scythe skill's 1% Chance to instantly knock out the centaur, both of which I do not like using as their own strategies on this guide (though I will if it comes to that) for NDA Players, so there may not be a strategy for that here.

It is highly recommended you check the shop section for this before you attempt the challenge to judge whether or not it’s worth it for you.




Your best weapon of any element should be able to get you through this challenge.

Items
For this challenge, the Ultra OmniKnight Blade (NDA+NDC) can be used for a high All Resistance.

Poison Resistant Gear is vital in this challenge so as to nullify the threat that is the Abomination while you take down the Centaur;I don’t generally say the equipment I specifically used because it is generally what I state in the items section, but I got through this challenge with Summon Honda, Fierce BraveSirRobin Cat Mask, Poison Ward Amulet IV, Necro Paragon Cape IV, Unhallowed DeathKnight Circlet and Leorilla Mane Belt

Though it may not have been very necessary for the previous two challenges, this challenge does require the use of the Pet Dragon with 200 points invested in Protection (but lower values are acceptable)





Attacks
Legion Crawler:
  • Approaches and slams you with its front hands. Each time it uses this skill after the first time, the number of strikes the crawler inflicts in a single turn adds up by one, for ‘x’ hits of Damage of the Element you are weakest to. —[This move is the one that makes the Crawler very infuriating to deal with. Not only does it do a ton of damage, but it has a very low cool down. Due to this, the strategy revolves around defending yourself from it.]
  • Approaches you and launches a bright purple beam at you three hits of Damage of the Element you are weakest to, inflicting you with Blind (-50 to Hit) for two turns. —[Generic Blinding Skill, not too much trouble here, except for its damage, but you will be protected from it for the most part.]
  • Approaches and stabs you with its top phalanges on both of its hands for one hit of Damage of the Element you are weakest to. —[Basic Attack that doesn’t do much to you. Don’t get afraid of this, it’s not an issue.]
The Abomination:
  • Breathes out a green blast of acidic flames at you that rot away at you on impact, damaging you twice for moderate Poison Damage and inflicting Rotting Away (DoT) for ten turns, which will worsen the longer it lasts. --[This move can be very annoying. Stay protected from it so that it doesn't tear you apart enough for the next skill to finish you off. However, with sufficient resistance, this isn't a problem.]
  • Releases a toxic gas cloud from its scythe that envelopes its targets, dealing incredibly accurate Colossal Poison Damage twice as well as having a chance to restore a large portion of the Abomination's HP. --[Annoying. Skill. Large Damage. Heal Chance. Do I need to clarify? This skill will keep you in battle for the longest time, due to which it's best to outright stun and damage the Centaur so it doesn't heal itself. Even with a Poison Resistance, this can be very infuriating, not because of damage, but because of healing.]
This battle is centered around pitting you against two opponents, one of which tends to increase the amount of damage it does to you over time (Crawler) and the other looks to whittle you down with poison before eventually finishing you off with its noxious fumes (Centaur). It is advised to deal with the crawler first due to it increasing the damage it does over time. If you try to take the cantaur down first it will just keep healing over and over again and by that time the Crawler would be doing tons of damage to you.





{3.3.1.1}Strategy Type 1: DeathKnight Class (DA+NDC) with guests Artix (Book of Lore) (Guest A) and Mritha (War of the Dragon Rose) (Friend B)
The easiest and most convenient method to go about with this challenge should be the DeathKnight Class, excluding calendar, Rare, or special offer classes. This is due to the amount of defenses and offenses it provides, which is definitely not seen in bulk in many other classes, with the ability to shift its passive presence to heal you every turn or damage your foes, due to which it is a very versatile class.

Artix is a guest with incredible damaging potential, way more so than the player character themselves. Mritha is a great defensive guest in that she has an unresistible stun and incredible damage, too, as well as a shield that will cover up for yours. (Aegis (Book 3 can be used, too, however, Mritha can stun the Centaur even if blinded by the Crawler’s beam, and does more damage overall. However, Aegis’ shield has a higher duration and provides more defense.)

The Pet Dragon invested heavily in Protection is necessary for this challenge as it just makes it much, much easier on you.

Stat Distribution:

Level 50: Total Stat Points - 245
END: 25
LUK: 200
WIS: 20

Level 60: Total Stat Points - 295
END: 75
LUK: 200
WIS: 20

Level 70: Total Stat Points - 345
END: 125
LUK: 200
WIS: 20

Level 80: Total Stat Points - 395
END: 175
LUK: 200
WIS: 20

Level 85: Total Stat Points - 420
END: 200
LUK: 200
WIS: 20





Strategy and Tips
  • The move Necrotic Presence Shift is the main reason for the candidature of this class against this challenge. DeathKnight provides a Passive DoT to the foe which increases in magnitude up until 20 turns at which point it is at its fullest. The move Necrotic Presence Shift converts this DoT on the enemy into a HoT for you, which follows and builds up the same pattern as the DoT effect. This, In 20 turns allows you to heal at least 100 HP per turn at Level 85 with a well invested Endurance stat.
  • Attack the Crawler first, before it gets out of hand and deals massive damage with its slamming—the Centaur can be kept at bay easily with stuns and a shield.
  • The Garb of the Undeath skill is a very good Shield that keeps you protected for 4 turns and has a cooldown for 9 turns. Mritha’s Shield Wall is a decent Defensive skill that protects you for 6 turns, which can be used to shield you when your shield wears off. Additionally, use Soul Reap to lower your current opponent (on the Crawler, but on the Centaur once Crawler has been defeated).
    At times, your dragon may even shield you itself, but nonetheless, keep your shield up.
  • Now for Stuns—they are useful as they let you keep the Legion Crawler at bay while you focus your damage in the Crawler. Your Instill Fear and Mritha’s DragonLord’s Fury are the stuns you’ll need to use. Although Unholy Will provides a good but unreliable stun, that should be saved for the Crawler (see further for more into)
  • Healing is a necessity and you will need to keep your comrades at a high HP range if you want to get through the battle more easily. You can heal using Blood Tap, Necrotic Presence Shift’s HoT and Dark Rite (though this is used more for the damage). Mritha can only heal with Potions—keep her at a high HP range at all times as she’s a very valuable asset to you. Artix can heal with Potions and Restoring Light which restores his HP to full (Potions should be used when you are afraid of getting Artix to a low HP range, and Restoring Light should be used when you are already at a Low HP range and want to get back up, or if you feel that you can be easily taken down by the Crawler on the next turn or the turn after the next turn)
    The Dragon Should play its role and heal you at times, and the extra healing it provides can be useful.
  • As for damage—when you’re protected by Garb of Undeath, use Inspire Weakness (reduces opponent’s All Resistance by 30 and Crit by 50) and Unholy Will (chance to either outright Stun the opponent regardless of Immobility and All Resistance and damage them for their damage range, OR simply just damage them for half their damage range, both of which being useful due to them having a high-enough damage range as-is), as well as Soul Slash (applies a DoT).
    When you are protected by both Shield Wall (from Mritha) and Soul Reap (decreases your opponent’s BtH and PowerBoost while subsequently increasing yours), you want to use Obliterate, Dreadblade, Empowered Armor Strike and Summon Minion, all very powerful moves.
    Dark Rite is used here mainly for the damage it provides, but its insane healing abilities can be used to get you out of a pinch, too.
    Mritha’s Pierce -> Rush combo is very powerful, and you will find yourself having to use it often. Her regular Attack is good, too.
    Artix is... very powerful. His regular Attack deals tons of damage, but his Purify skill is literally the most powerful offensive skill in the game seeing as to how much damage it does. Use it liberally.
That’s all you have to remember. Heal using Potions or the skills listed above. Protection Pet Dragon is highly recommended due to health and mana regeneration, but isn’t necessary, though it makes the battle much easier. You, surprisingly, won’t need 5 Potions from the Cloak Scrap or the HeroDietTM ( Rotten Hardtack and Seaweed ), but it can be useful to get them, so as to get yourself out of a tight situation. DeathKnight with the guests Artix and Mritha can do this challenge very well.

Rotation: This rotation of skills for you and your guests should get you through quick enough.
Your Rotation: The skills that your character uses are in the given pattern:
Legion Crawler: Garb of Undeath -> Inspire Weakness -> Unholy Will -> Soul Reap -> Dreadblade -> Necrotic Presence Shift -> Instill Fear (on The Abomination) -> Obliterate -> Empowered Armor Strike -> Summon Minion -> Summon Honda -> Garb of Undeath -> Inspire Weakness -> Unholy Will -> Dark Rite -> Soul Reap -> Blood Tap -> Dreadblade -> Summon Minion -> Attack (repeat Summon Minion -> Attack until Legion Crawler falls to you)
Centaur Abomination: Soul Reap -> Dreadblade -> Empowered Armor Strike -> Summon Minion -> Inspire Weakness -> Unholy Will -> SInstill Fear -> Soul Reap -> Obliterate -> Garb of Undeath -> Inspire Weakness -> Dreadblade -> Empowered Armor Strike -> Unholy Will -> Dark Rite -> Soul Reap -> Summon Minion -> Attack (repeat Summon Minion -> Attack until The Abomination falls to you. If he isn’t at a HP range where you can take him down easily, then use the tips listed above.)
Mritha’s Rotation: The skills that Mritha uses are in the given pattern:
Use your skills on the Crawler, except for DragonLord’s Fury, which should be used on The Abomination: DragonLord’s Fury (on The Abomination) -> Pierce -> Rush -> Shield Wall -> Pierce -> Rush -> HP Potion -> Pierce -> Rush -> DragonLord’s Fury (on The Abomination) -> Pierce -> Rush -> Attack -> Shield Wall -> Attack (repeat Attack until Mritha is defeated, using Pierce -> Rush when it’s available, Shield Wall when Garb of Undeath’s defenses wear off, and DragonLord’s Fury when it becomes available to you)
Artix’s Rotation: The skills that Artix uses are in the given pattern:
Use your skills on the Crawler until it falls to you. When you’re in a pinch, always heal up using HP Potions or your Restoring Light Skill (which fully heals HP, so use it wisely, not liberally): Purify -> Attack -> Attack -> Attack -> Attack (repeat Purify -> Attack -> Attack -> Attack -> Attack)





{3.3.1.2}Strategy Type 2: enTropy Class (DA+NDC) with guests Sir Leon (The Shears) (Guest A) and Mritha (War of the Dragon Rose) (Friend B)
The lovely forum user whenua sent me this strategy! This may be way more successful than the first, provided you have the DC for it!

quote:

STATS:

200 STR/INT/DEX - depends on what your base class is, really
200 END - so you can take more hits, d'ooh
20 LUK - a bit of a boost for everything

ARMOR:

Entropy - The reason for this is simple - the best stun in the game, awesome damage, some powerful defensive skills. I will go into more detail about what you should do with this armor later.

GUESTS:

Sir Leon (Slot A, find him in The Shears) - He's pretty much got the kit of a Warrior except for one thing - his Final skill is way stronger. I will go into more detail about what you should do with him later.

Mrithra (Slot B, find her in Sulen'Eska - War of the Dragon Rose) - She's got some awesome defensive options, as well as a stun and some decent offensive capacity. I will go into more detail about what you should do with her later.

EQUIPMENT:

Weapon: Ultimate Weapon of Destiny - In my case, it was the Rainbow Axe due to being a Warrior myself. I go with this item because it offers some huge stats as well as a good All resist, but if you've got something else like the Ultra Omniknight blade, that's also acceptable.

Helmet: Fierce Dragonlord Helmet - I mainly picked this due to its All resist stat. If you don't have the DCs to get this, get the lvl 85 version of the Necro Paragon Helmet instead.

Cape: Necro Paragon Cape - All resist of 10, enough said.

Ring: Zeclem's Band - Get the Unhallowed Deathknight ring if you don't have the DCs, as it still get's the job done.

Necklace: Canopic Charm - I pick this due to its Poison resist. You'll need it to defend yourself against Abomination.

Trinket: Summon Honda - Picked it due to Poison resist. I honestly didn't use this myself when I found the duo, but if you intend to use it, you should be alright as it deals some good damage, both outright and DoT.

Belt: Silver Links - Picked it due to it's All resist stat.

Pet: Baby Dragon - When I fought the duo, my baby dragon had 200 points in both Protection and Mischief. Protection will help you get your HP and MP healed as well as giving you a Healing % increase of 25%, which is a fourth by the way...not insignificant. In addition, you also get a decent shield, which will help you in combination with Entropy's own shield as well as Mrithra's. Mischief is incredible because of the following:

1. -15% damage reduction. If you combine it with Sir Leon's -20% damage reduction skill, a 1/3 of your enemy's damage is gone, HOWEVER, if you combine it with Entropy's incredible -80% damage reduction skill, your opponent will only deal 5% of it's original damage. This will almost nullify their damage. Take advantage of this by using these combinations on Legion Crawler to cut off his damage by a large amount, and later on, the Abomination.

2. -25% BtH. Not that good on the Abomination due to his unmissable nuke, but it can make a difference on the Legion Crawler especially if you combine it with your shields.

3. -10% All resist. This is the icing of the cake, Entropy's DoT's as well as Sir Leon's own DoT will deal double damage. It's -5% less than Stan the Scanorb's tho, as well as less reliable. Of course, if you happen to get an awesome Darkness weapon, then you can take advantage of Entropy's 2 Darkness resist reduction skills to make your damage skyrocket, although it WILL make your All resist go down by a bit.

4. A 30% chance to stun. By far, the WORST option not just in the whole Mischief tree, but in the entirety of your baby dragon's list of options. This is only usable on the Abomination, even then, it's a stroke of luck because he has some immobility resistance, and EVEN THEN, it's for one turn...If your dragon uses this on the Legion Crawler, then condoleances.

5. A 25% chance to shrink. This one is a bit more useful especially since the Legion Crawler has NO shrink resistance, neither does his buddy for that matter, although you can live without this.

In the end, if you don't have access to both Protection and Mischief on your dragon, you can live with just 200 Protection. Mischief is not mandatory, unlike Protection.

MISCELLANEOUS:

HeroDiet and 5 Health Potions: - Yes, I used both. They're the most reliable and have the highest chances of being huge failsafes that can get you out of a sticky situation no matter the challenge you're in, and this Duo is no exception. Personally, when I fought the Duo, I remember only using the HeroDiet (Rotten Haysack and Seaweed) for healing, I didn't need the potions, although it's better to be safe than sorry. You can get 5 Health potions when you have an artifact called the Cloak Scrap. Get your base class pijamas on (not the dragon base, the BASE CLASSES ONLY) and go to your Book of Lore -> Travel -> Kingdom of Greenguard -> Maguswood -> Drowned Fortress. There, you can get both the HeroDiet in a couple chests as well as having plenty of monsters to fight (and thus, use your Final skill on them). It will take a while to get used to the path, but once you figured it out, it's a breeze.

STRATEGY:

The secret to this challenge is keeping the Abomination stunned for as long as possible. You've got the Entropy's stun, which hits multiple times so it's the most reliable, you've got Sir Leon's stun and Mrithra's stun. If your pet dragon has Mischief, then he's also got his own stun, tho it's unreliable and this whole strategy overall is luck-based due to the small amount of immobility resistance that Abomination has, but that's why you always start off with the Entropy's stun. If everything goes alright, you should be able to keep the Abomination stunned for a very long time. In the meanwhile, Legion Crawler can be dealt with by using both Entropy's -80% damage reduction skill and Sir Leon's -20% damage reduction skill for a whooping -100% damage reduction. Legion Crawler will deal ZERO damage. Still, use this strategy later in the game when he starts to hit multiple times, right now you should focus on getting your Powerboosts up (Entropy's Shield gives him a huge PowerBoost of 70%, while Sir Leon has 2 ways of powerboosting himself, one of them being a shield with a high PowerBoost %, but only last for 2 turns while the other lasts for 5 turns but has lower PowerBoost %, so use the latter THEN the former) and then start to bash the Legion Crawler as soon as possible, using Entropy's Rotting Touch (you should have it unlocked since you stunned the Abomination first) along with Decaying Needles as well as Sir Leon's Final skill. Use Mrithra's/Sir Leon's potions to keep them alive, preferably if they're below 50% HP, while you should use the HeroDiet as well as your 5 potions if your hero is in danger (tho he really shouldn't be...you're Entropy, d'ooh).

Unfortunately, one of your guests will die, if not both, due to either Legion Crawler hitting too many times and/or Abomination's cheesy nuke. If it's Mrithra, you should be alright, kind off, but if it's Sir Leon, you'll have to rely on your Pet Dragon's Mischief to get the Abomination down to 5% of it's original damage. Even so, keep in mind that if your guests die, the game can continue on, while if you die, you lose, so don't despair just yet, especially since you're much tougher than your guests (they get your HP and your MP, but NOT your stats) and you've got access to HeroDiet/5 potions.

Good luck. This challenge may seem impossible, but it's actually just as okay-ish as the Dragonoid one in the sense that all you need to do is pay attention and get going based on a pattern. If you win, enjoy your prize, which is the best item in the game - Legion Bracer.








BluuHorseOfficial -> Legion Armor {shop} (4/14/2018 11:38:59)
















Paragon Necromancer Armor:
  • Wether or not the Paragon Necromancer Armor is worth it is completely dependent on what type of player you are.
  • This armor is a re-skin of the Necromancer Armor—what that means is that it has the same functionality as that of the Necromancer, with a breathtaking change in the visuals. It adopts a different theme from that of the Necromancer—it is a dark blue armored class with a very dark and edgy theme, as shown by the minions it brings forth to aid you in battle. All of the skills’ textures have been revamped and it uses more complex and refined textures as opposed to the simple textures of the Necromancer Armor.
  • If you are one of those players that likes to look great while beating up the bad guys, this armor is totally for you! Not only does it look great but it also instills in your opponent a sense of fear that harms it over time! If you are a collector, of sorts, that likes to collect hard-to-obtain items, armors, Inn rewards or the like, then you’d naturally want this armor! If you loathe the look of the original Necromancer and want a better look overall, again, this is the armor for you!
  • However, if you are a hardcore player that doesn’t care about appearance but only about playstyle, it is just the same as the Necromancer Armor, in which case you may feel it’s not worth it, but just take a look. How can you NOT want it?
  • It has the same stats and moves as the Necromancer, so no statistical review here!
Legion Bracer:
  • If you were disappointed by the Paragon Necromancer, don’t worry, the Legion Bracer has to be able to cheer you up!
  • The Legion Bracer has to be the best Bracer in the game, only coming along with the Eternal Locket that comes with the Epoch Class. It has the stats:
    • +5 Crit, which is amazing for a Bracer and really helps pile up Crit if that is an objective of yours.
    • +1 Endurance and Wisdom, which is great for a Bracer, especially to give you some additional HP/MP if you need it.
    • +1 Charisma and Luck, again, amazing, because other Bracers don’t really give all these stats in one.
    • +1 Intelligence/Dexterity/Strength, a nice niche to get yourself to that multiple of 10 for your offensive stat if you’re not already at it.
    • +5 Bonus. Amazing! Allows you to break through shields much easier if tou have if you have a high bonus from other stats as well.
    • +1 All. Although it seems like it’s only a 1% Resistance to every element there is, remember, every 1% counts!








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