
Gods of Starry Wisdom - Mythical






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Corresponding Skill Up![]() ![]() | |
These monsters share the same skills: | |
Eastern Seven-Star Formation CD: 14 ( 7 ) Max Lv.8 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Northern Seven-Star Formation CD: 14 ( 7 ) Max Lv.8 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Quick Cure CD: 11 ( 4 ) Max Lv.8 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Southern Seven-Star Formation CD: 14 ( 7 ) Max Lv.8 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Western Seven-Star Formation CD: 14 ( 7 ) Max Lv.8 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Show all: Skills | ||||||||
FLR | Type | TRN | ATK | DEF | HP | Memo Loot | ||
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1 | ![]() | ![]() Keeper of Flame | 3 | 22,505 | 900 | 1,117,225 | ![]() ![]() Pre-emptive Strike. Deal 75% damage as soon as wave appears.. ![]() ![]() < 25% HP, 100% Chance | |
1 | ![]() | ![]() Keeper of Water | 3 | 22,505 | 900 | 1,117,225 | ![]() ![]() Pre-emptive Strike. Deal 75% damage as soon as wave appears.. ![]() ![]() < 25% HP, 100% Chance | |
1 | ![]() | ![]() Keeper of Forest | 3 | 22,505 | 900 | 1,117,225 | ![]() ![]() Pre-emptive Strike. Deal 75% damage as soon as wave appears.. ![]() ![]() < 25% HP, 100% Chance | |
1 | ![]() | ![]() Keeper of Light | 3 | 22,505 | 900 | 1,489,447 | ![]() ![]() Pre-emptive Strike. Deal 75% damage as soon as wave appears.. ![]() ![]() < 25% HP, 100% Chance | |
1 | ![]() | ![]() Keeper of Dark | 3 | 22,505 | 900 | 1,489,447 | ![]() ![]() Pre-emptive Strike. Deal 75% damage as soon as wave appears.. ![]() ![]() < 25% HP, 100% Chance | |
1 | ![]() | ![]() Keeper of Rainbow | 4 | Skill | 1,550 | 1,379,793 | ![]() ![]() 100% Chance | |
2 | ![]() | ![]() Royal Hunting Beast, Griffin | 1 | Skill | 0 | 1,391,250 | ![]() ![]() ![]() Pre-emptive Strike. Player -99% current HP.. ![]() ![]() ![]() 100% Chance 100% Chance. Will use every other turn Binds 1 Random card for 2-3 turns. This will also disable leader skill and awoken skills.. ![]() ![]() 100% Chance 100% Chance. Will use consecutively sometimes if sub is bound Deal 100% damage ( 5 hits, 20% per hit ).. | |
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3 | ![]() | ![]() ![]() Flame Chaser | 1 | Skill | 6,720 | 925,542 | ![]() ![]() 100% Chance ( 15612 after Chase Mode ) ![]() ![]() ![]() ![]() ![]() 100% Chance ( 12490 after Chase Mode ) 100% Chance. Will use every other turn when above 25% HP Deal 80% damage and converts 1 Random orb into Fire orbs.. ![]() ![]() < 50% HP, 100% Chance ![]() ![]() ![]() ![]() ![]() < 25% HP, 100% Chance ( 24979 after Chase Mode ) | |
3 | ![]() | ![]() ![]() Aqua Chaser | 1 | Skill | 6,720 | 936,264 | ![]() ![]() 100% Chance ( 14928 after Chase Mode ) ![]() ![]() ![]() ![]() ![]() 100% Chance ( 11941 after Chase Mode ) 100% Chance. Will use every other turn when above 25% HP Deal 80% damage and converts 1 Random orb into Water orbs.. ![]() ![]() < 50% HP, 100% Chance ![]() ![]() ![]() ![]() ![]() < 25% HP, 100% Chance ( 23882 after Chase Mode ) | |
3 | ![]() | ![]() ![]() Wind Chaser | 1 | Skill | 6,720 | 930,903 | ![]() ![]() 100% Chance ( 15350 after Chase Mode ) ![]() ![]() ![]() ![]() ![]() 100% Chance ( 12283 after Chase Mode ) 100% Chance. Will use every other turn when above 25% HP Deal 80% damage and converts 1 Random orb into Wood orbs.. ![]() ![]() < 50% HP, 100% Chance ![]() ![]() ![]() ![]() ![]() < 25% HP, 100% Chance ( 24566 after Chase Mode ) | |
3 | ![]() | ![]() ![]() Lightning Chaser | 1 | Skill | 6,720 | 936,264 | ![]() ![]() 100% Chance ( 16418 after Chase Mode ) ![]() ![]() ![]() ![]() ![]() 100% Chance ( 11941 after Chase Mode ) 100% Chance. Will use every other turn when above 25% HP Deal 80% damage and converts 1 Random orb into Light orbs.. ![]() ![]() < 50% HP, 100% Chance ![]() ![]() ![]() ![]() ![]() < 25% HP, 100% Chance ( 23882 after Chase Mode ) | |
3 | ![]() | ![]() ![]() Phantom Chaser | 1 | Skill | 6,720 | 936,264 | ![]() ![]() 100% Chance ( 14928 after Chase Mode ) ![]() ![]() ![]() ![]() ![]() 100% Chance ( 11941 after Chase Mode ) 100% Chance. Will use every other turn when above 25% HP Deal 80% damage and converts 1 Random orb into Dark orbs.. ![]() ![]() < 50% HP, 100% Chance ![]() ![]() ![]() ![]() ![]() < 25% HP, 100% Chance ( 23882 after Chase Mode ) | |
4 | ![]() | ![]() ![]() Dark Sun Deity, Ra | 1 | Skill | 900,000 | 44 | -- ![]() ![]() ![]() Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns.. ![]() ![]() ![]() First turn. 100% Chance ![]() ![]() 100% Chance ![]() ![]() 100% Chance ![]() ![]() 100% Chance ![]() ![]() 100% Chance | |
5 | ![]() | ![]() ![]() Shining Sea Deity, Isis | 1 | 10,250 | 420 | 2,225,139 | -- ![]() ![]() ![]() Pre-emptive Strike. Deal 50% damage.. ![]() ![]() ![]() ![]() ![]() 50% Chance ![]() ![]() ![]() ![]() ![]() 40% Chance ![]() ![]() < 50% HP, 100% Chance, 1 time-use ![]() ![]() < 50% HP, 100% Chance | |
6 | ![]() | ![]() Sopdet | 1 | 10,333 | 460 | 3,058,750 | ![]() ![]() ![]() Pre-emptive Strike. Absorbs 100% of the damage you cause for combos 4 and under for 999 turns.. ![]() ![]() 100% Chance ![]() ![]() ![]() ![]() ![]() 100% Chance 100% Chance. Will use every other turn when above 20% HP Deal 100% damage and converts all Light orbs into Heart orbs.. ![]() ![]() ![]() ![]() ![]() 100% Chance 100% Chance. Will use every other turn when above 20% HP Deal 100% damage and converts all Dark orbs into Heart orbs.. ![]() ![]() < 20% HP, 100% Chance | |
6 | ![]() | ![]() Thoth | 1 | 5,125 | 460 | 3,128,194 | ![]() ![]() ![]() Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns.. ![]() ![]() 100% Chance 100% Chance. Will use when Sopdet has been defeated Revives an enemy and recovers 50% of maximum HP.. ![]() ![]() ![]() ![]() ![]() 100% Chance ![]() ![]() ![]() ![]() ![]() 100% Chance 100% Chance. Will use every 3 turns when above 20% HP Deal 50% damage and converts 6 Random orbs into Poison orbs.. ![]() ![]() ![]() 100% Chance 100% Chance. Will use every 3 turns when above 20% HP Deal 50% damage and binds 1 Random card for 3 turns. This will also disable leader skill and awoken skills.. ![]() ![]() < 20% HP, 100% Chance |
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In normal dungeons, rare monsters have approximately a 2-5% drop rate based on player experience. The rate may be slightly higher for harder difficulty tiers. For end game bosses, the estimated drop chance per difficulty is: Mythical 100%, Legend 100% ( 40% If a Mythical Dungeon is available ), Master ~40%, Expert ~5%, Adept ~2%. |
Tell us what you think about this dungeon![]() ![]() |
Add your comment |
7 By milkyway#44916 6 years ago ( 8.1.1 ) I wish Gugnho would allow for practice runs for all dungeons so you could find which team works without loosing tons of stamina because I figure it out better with trial and error. They could just not allow you to get any of the coins, experience or eggs when in practice mode. It would be a lot more fun. I know that endless corridors is supposed to be for but that does not play like a specific descend does. Each descend is different and can be won with certain teams but not others. I also, know that you can gather the info you need by looking at your team info and the dungeon info but that require perfect understanding of how everything is calulated, basically a perfect understanding of every detail of the entire game, and it would take like a week to perform all the calculations for all your possible teams. Looking at it then trial then editing teams or changing teams is the most viable way of doing it. If they think that is giving too much to us, they could limit your practice runs per dungeon per day. Gungho, I would greatly appreciate it if you would do something like this. 0 sc0rch3d#87994 5 years ago ( 8.7.0 ) While a good idea short term, not a good model for us users in the long-term for one reason....it's a money making business. If you could hone your orb and team skills for free, that means you potentially spend less buying stones (the only IAP in the game). GH couldn't make dungeons harder b/c it would discourage players so the only re-course is lowering the already abysmal drop rate. I think a nice compromise is to possibly impose a flat 25 stam "fee" to run any dungeon at any level in practice mode. 1 By Apate4256#48352 7 years ago ( 6.5.2 ) Wait, the rainbow keeper doesn't have an attack!? They need to fix that. 0 Paradragon#25233 7 years ago ( 6.5.2 ) Typo? If it's legit, I would totally do that dungeon and skill up the first wave. 1 By Silveus#5988 7 years ago ( 6.5.5 ) I think Lucifer can do it. Luci Lead, 3 x gravity, something with an active heal, luci. Round one is easy, although it looks like the info for the rainbow keeper isn't all there. that might change things if it turns out he hits for tons of damage. use skills to speed things up, but to be safe with round two, try to have most of them back up. Round 2 might have some risk depending on how often the bind comes. If your heal has bind reduce not a real problem though. Round three. Chasers can convert your heart orbs which could be a problem if it happens too many times. use skills to speed up. Round 4 you have three turns to kill ra, so use some gravities. two should put him to 22 hp, and that should be easy enough to get through. Round five. Isis has nothing you need to be afraid of. gravity her twice to get her into yellow so you can damage her easier with normal attacks. recharge those skills and grind her down. you want everything ready for the bosses, but if it looks like you'll be with Isis for a while, due to her converting your black orbs away, feel free to nuke her. and then stall a bit. Round six. Gravity three times. use 1 luci on Thoth after the gravities. Recharge. gravity three times. At this point, sopdet has around 360,000 hp and dies to one nuke. Thoth has 250,00 and also dies to one nuke. So morning star, heal with your active monster, morning star the remaining. Last edited by Silveus 7 years ago ( 6.5.5 ) 1 By Silveus#5988 7 years ago ( 6.5.2 ) that revive ability on the bosses looks like it's gonna be a pain. 2 i note that it doesn't say it's a one time use ability. and to make the whole thing more annoying, they're both changing orbs left and right. and one of them is throwing out binds 1 By Rexy#29576 7 years ago ( 6.5.5 ) I think grind team really doesn't work. 4/1/4 won't work too as attack too low. I am thinking of using either F/L Horus or Devil Haku (Don't think Ra is stable enough but if you want to try you can since you get a few turns every stage to set up the board). F/L Horus and F/L Horus subs: green odin, izanagi, ra, B/D hera mainly stall at gryphin, neptune and izanagi are boosts for the boss after gravity( one gravity then 50x should be enough), should be able to kill both at the same time (don't know if they will be able to revive if they die at the same time) Devil Haku and Devil Haku subs: lubu, persephone, any form of hades, B/D hera lubu and persephone should be able to kill boss if there are enough dark orbs(i have tried on tri-fruit and lubu+persephone is stronger than haku and lubu in terms of mass attack, especially you are facing a light boss here), or haku active plus lubu (but should have 5 connect dark orbs for mass attack). having gravity would probably be better. If they revive, haku again would probably do it. As for stage 4, I think haku's active should be able to break through the defence? Lubu and Lubu subs: same as Haku build. This build would have more HP but slightly weak multiplier and low RCV 1 By Mati#2172 7 years ago ( 7.1.2 ) You can 0-stone Mythical with a dual SOD Lucifer build as long as Keeper of the Rainbow doesn't show (quit if that's the case). I went with Luci/Inferno Hades/Awoken Hera-Is/Metatron/Siren/Luci friend. Though the Lucifers aren't farmable, everything else can be substituted with ones that are: - Hera-Is x2 (highest RCV of farmable devil gravities) - WTS Alraune or HH Archangel (bind recovery is quite handy, and insta-heal is vital) - Siren (after Ra increases fire orbs, she's a nice and very useful safety net) -- with 2x HP & RCV, I wound up with 50,000 HP & roughly 17,000 RCV F1 & F2. Truck along as normal F3. Luci/Heal/Luci at 50%. F4. Dual gravity on Ra, then you have 4 rounds to inflict 22 pts of damage (44 is risky, because max connect is 12/round, and odds of connecting 48 in 4 rounds are not in your favor). F5. Luci/Heal/Luci at 50%. F6. The idea is to get Thoth below 20% to stop poisoning and blocking you, but keep Sop above 20% so as to keep turning your orbs into hearts. And you have to keep both of them alive until the very end. So, gravity 2x, recharge, gravity 1x (Thoth and Sop at 34%), Luci/Heal/Luci on Thoth (Thoth = 15%), heal to full health, recharge skills while ensuring you connect at least two sets of three hearts per round with as many combos needed to get you back to full health (4 was my magical number, but depending on RCV, you might need 5 or 6 combos). While recharging, focus your attacks on Thoth, because Sop will gain health if below 5 combos, but switch to Sop if Thoth's health gets too low. After recharge, do the following in the same turn: gravity 2x (Sop drops to 16%, Thoth drops to 7%), Luci on Sop (kills below 19%), Heal, Luci on Thoth (kills below 9.5%) for the win. If killed in different turns, the remaining one will revive the other. Hang in there. F6 can be overwhelming what with Thoth binding your monsters while changing your orbs into poisons and jammers, but keep a few things in mind: - With Bind RCV, a full row of hearts clears away 3 rounds of bind (that's all you need) - Matching a set of hearts for every set of poison will keep you in the clear - Jammers can't harm you unless they jam your heart orbs, and even that's no problem because Siren is your safety net. 1 greml1n#39494 7 years ago ( 7.1.2 ) "hmmm, dual luci can do it with some gravity and gungir support..." 1st Floor, Rainbow Keeper... *dies* 1 By 白の雪の夢#36234 7 years ago ( 7.1.2 ) good news: 4/1/4 dark build with hp less than 45000 can beat it also! yes, both legend and mystical! on keeper round, use ruler to measure hp. when it is approx. 28%, use heart maker and ms, then kill it by matching dark orbs (try to save some before you MS!). i used it, and it worked! now i am on the isis round, still easy. however, double bind from griffin or enter RA floor without any gravities might cause death. cannot beat rainbow keeper. here is my build: grape dragon 30 3awakening (resist dark actually helps) 64 awoken hera is 50 awoken hera 50 awoken hera 32 high dark ninja 93 friend rebel luci. easy dungeon, good drop, got gold egg griffin in legend. just beat it. 2 stones because i miscalculated heart orbs.., can be 0 stone. Last edited by 白の雪の夢 7 years ago ( 7.1.2 ) 1 By Akrasiel#67501 6 years ago ( 7.3.0 ) Man, 12 runs in, and only Thoth has dropped so far. Either I am really unlucky, or Sopdet forgot how to become an egg. 0 By -Striku-#37071 7 years ago ( 6.5.2 ) I hope the drops in the last floor won't be annoying as heroes descended, where that one certain monster will always drop in every run than the other one =_= 0 By J_Products#39318 7 years ago ( 6.5.5 ) So it looks like AMA and Godin can get all the way through to the boss floor but they won't be able to withstand the two gods. For RA's floor just use bane's ability or one similar (like for instance RA's ability). Any suggestion for what could fill in the other three slots? 1 Davvinchi#29456 7 years ago ( 7.1.2 ) Actually did it with friends Ama maxed with pluses /Odin 70. Subs were unit 13 lvl 86, high dark ninja lvl20, awoken Zeus lvl20, awoken Hera-is lvl63. Auto heal was 7900ish. Zero stoned. I was really happy to not see the rainbow keeper, he's the only one I couldn't figure out. I got green chaser and when close to 50 I used one nuke and both gravs to get below the multihits and grind to the next round with all skills. The key to the boss lvl is don't eat too much poison in one turn. Sopdet always turns something in to heal orbs and while the grind is painfully long you can switch your aim while the combos are being stacked. 5 or more hit Sopdet , 4 or less hit Thoth. Thoth needs a lot more grinding so just make sure they stay relatively in line with each other. Odin is good for making adjustments since you also get a heal out of him, and he bypasses the combo limiter. The key is gravity and making sure both are as close to 20percent life before you slam them. I used gravity to do that and it wasn't a problem. I wanted to be safe about it so I used 35 grav, 30 grav x 3, without much trouble. good luck! I forgot to add ra, I used grav grav HDN, Odin, unit 13, Ama. Then orbs, pretty easy. Last edited by Davvinchi 7 years ago ( 7.1.2 ) 0 Bryggyth#9817 7 years ago ( 6.5.5 ) Thanks for an interesting idea... I'm going to use SoD Luci with nebradisk as a sub and ultimate amaterasu as a friend... Should be actually very safe, even against the boss on Mythical after switching back to SoD Lucifer leader, because you can get back 6000 HP back a turn with Amaterasu friend (Max level +99 RCV) and you always have heal orbs because of Sopdet. 2 gravities, and high level Vritra allows you to use 6x gravity eventually, and then morning star on Thoth, and Grudge strike (at least 180,000 dark damage) to kill both of them at once. And Amaterasu's full heal is a pretty good last resort button, so everything seems like it is set to beat the dungeon easily as long as I have enough HP to survive the attack of the keeper on floor 1. Need a little bit more HP... -1 Silverfall#36511 7 years ago ( 6.5.5 ) Ama/Odin is quite unstable against high hp monsters with big multiple hits like this, let alone that annoying revive. I can't find much hope, at least not with an ordinary ama/Odin build. Maybe one can try the lower difficulty, grind with luci, two gravities and a healer, then try to Odin on one boss and nuke the other. 0 By kemonomimi#41889 7 years ago ( 6.5.5 ) soler lazer, because somehow you survived the last hit, and a typo is totally going to kill you now. 0 By Tony#37833 7 years ago ( 6.5.5 ) Instead of this dungeon running on 9/20/14, I think it will be Hera Rush instead. 0 By Jimtin tin#46964 6 years ago ( 7.3.0 ) So Awoken Ra and Horus need the boss drops so I went back into this dungeon. I was surprised to see no one posting stats. Mythical-7 Clears- 7 x Thoth Legend-3 Clears-1 x Thoth I tried to let them revive each other if I killed Sophdet and he didn't drop an egg but it seems that the boss you get is fixed going in. In one play I let Thoth resurrect Sophdet 4 times but he never dropped. In total I did mythical 10 times with no invades. Made it to round 4 the one time and 6 the other two failed times. ( The last time I quit in disgust.) So I think it's fair to say that 50-50 on Boss drop rate is out the window. 0 By Matthew#52852 7 years ago ( 7.1.1 ) Hmm thinking if this team would work. 2 unyielding Michaels (leaders) (Max level) (Max Awoken) 2 General Viz Asgards (max level) (max skill) (Max Awoken) 1 Susano (max level) (3 skill down) (Max Awoken) 1 Super Leek HP: 74,864 ATK: 14,363 RCV: 10,748 (3 orbs x 4 combos)=75,236 Constant half damage after first floor. Last edited by Matthew 7 years ago ( 7.1.1 ) 0 By Derpatato#17677 7 years ago ( 7.1.1 ) Where is the spirit jewel invade? If chaser drop is less than100% I'm good on these garbage bosses 0 By Anchovy@PG#24540 7 years ago ( 7.1.2 ) I believe that the griffin does not use the hunting gale skill consecutively until he is hit below 50% health. Either that, or he used it twice in a row just to screw me over. 0 mccool37#4389 6 years ago ( 7.5.1 ) If you still have a team member bound (so if Griffin binds for 3 turns) then he will use it twice in a row. 0 By Norm#36718 7 years ago ( 7.1.2 ) To clarify my Ama/Odin build it is 6 sets of gravities, so you got to gravity a total of 12 times. Takes a while but if you have no other options it is better than nothing. 0 By Guest#68240 6 years ago ( 7.3.0 ) Beat this using F/W Leilan lead+friend with: Baal, W/F Parvati, Awoken Odin, W/F Liu Bei. Just be careful on the skill binds before the boss and then on the boss floor, just activate skills and nuke it. 0 cherry#51232 6 years ago ( 7.5 ) Hi, can you do an explanation of your run? It is really rare to see a leilan group in suggested teams so i am quite happy when i read yours... 0 By nturtle#21208 6 years ago ( 8.0.1 ) This was extremely easy. Cleared Mythical the first try with a bobo-assed Ronia team. 0 By jellykid#37014 6 years ago ( 8.1.1 ) Caught a typo on Ra, I believe it currently reads "Soler Laser" instead of "Solar Laser." Last edited by jellykid 6 years ago ( 8.1.1 ) 0 By Nigel#76886 5 years ago ( 8.4.1 ) Finally HAHAHA!! Sopdet dropped for me at last. Been trying to get her to make Awoken Ra for about a month and she refused to drop in any other dungeon. Glad with this dungeon you at least have a 50% chance of getting her on Mythical. A bit annoying that there is no dungeon (as far as I know) that allows for a 100% drop rate on either her or Thoth. 0 By Boromir#75874 5 years ago ( 8.4.1 ) This team fits this dungeon well for farming and can take out any reaper invades: A Parvati / Verdandi / Verdandi / Liu Bei / Mandrake / A Parvati (everything max skilled and lots of +eggs, though) 0 By Kirito#46338 5 years ago ( 8.6.2 ) If you've got RA and Awoken Amaterasu this dungeon is a breeze (especially if you also have awoken Venus to use on sopdet). Team: A. Ama L. Valk B/G SQ RA A. Venus A. Ama 0 By Zefros01#99989 4 years ago ( 11.1.1 ) When noobs get Ra and want an awoken Ra: Dies on preemptive. -1 By -Striku-#37071 7 years ago ( 6.5.5 ) So... The drop will be determined when both are defeated at the same time? Last edited by -Striku- 7 years ago ( 6.5.5 ) -1 By nathan@N17#37737 7 years ago ( 6.5.2 ) I'm kinda mad we were supposed to get this but got switched out last second. Bummer Last edited by nathan@N17 7 years ago ( 7.1.1 ) -1 By Tommy@PF#15075 7 years ago ( 6.5.5 ) I've played Legend in my Japanese account with Lu Bu & Sonia, and their protection skills STAY even if they are revived. Good luck everyone. -1 By Vir#12396 6 years ago ( 7.2.3 ) I use Athena, Goddess Valkyrie, Verche, Takeminakata, and Venus with a friend's Valkyrie, all max level. Venus, Valkyrie, and Verche are max skilled, with upwards of 600+ Eggs. Very easy to do on Mythical difficulty so long as you are careful to avoid the skill trap from Isis on the penultimate floor. If you can get to the last floor with at least Valkyrie, Verche, and Venus with skills ready to pop, a couple of dual-prong attack procs should be enough to wipe the floor. Of course, I just tried it, and got horribly orb trolled, and didn't break the combo limit and healed the light one. So then he kept recovering his dark mate, and I was no longer able to kill them both with the same attack. Thanks for taking my two stones. Should have been free. :-( -1 By Davi#40684 6 years ago ( 7.3.0 ) nothing dropped....I literally only got exp and gold on a legend. -1 By JunkStory#73101 6 years ago ( 7.5.1 ) https://www.youtube.com/watch?v=L5qTS2GX3sU This is a video on my Rsonia setup for this dungeon Mythical. Check it out. It might help you to be this dungeon with no stone! -1 By Scott#31238 6 years ago ( 8.1.1 ) Whats the Drop rate? Does one drop no matter what? 0 Boromir#75874 6 years ago ( 8.1.1 ) One drops at 40% for Legend, 100% Mythical, same as every dungeon. It says that at the bottom of the page. -2 By dusz3k@PF#30155 7 years ago ( 6.5.5 ) Lol the HIGHER difficulty is childish for a 4/1/4 team. Lucifer player gather! Edit: Just looked up the lower difficulty. Hahaha so easy! Last edited by dusz3k@PF 7 years ago ( 6.5.5 ) 0 Anon#24960 7 years ago ( 6.5.5 ) It may be easy for 4/1/4, but it'll be one heck of a grind, especially seeing how the bosses can revive each other an unknown amount of times. |
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- Thoth & Sopdet Descended! - Mythical |
*uses solar lazer*